mod使用方法:将AdonnaysTroopChanger文件夹复制到游戏文件Mount & Blade II Bannerlord\Modules内,在启动器内勾选
教程:
以下英文部分是作者自己的注释,我加一些中文说明来进一步解释一下
<ATCConfig>
This is the main tag enclosing the whole configuration
<MapFaction></MapFaction> 就是说<MapFaction>开始到</MapFaction>结束,是一个派系的招募自定义内容。
Denotes a configuration section for a given faction. There must be only one <MapFaction></MapFaction>
segment for each faction!
Attributes:
id - faction id taken from spkingdoms.xml (Sandbox/ModuleData) 派系名来自spkingdoms.xml (Sandbox/ModuleData)。西帝国是empire_w,南帝国是empire_s,北帝国是empire。
Special Tokens:
player_faction - Used to configure the player faction if the player is leading his own kingdom 玩家自立的派系。但与作者注释不同的是,player_faction实际上也是玩家加入的派系,为了发现这一点逻辑问题真的耗了我不少时间,我也算是骑砍发烧友了吧。
player_clan - Used to configure the recruits for settlements owned by the player's clan. Not a faction 玩家拥有的村镇
per se but a nice feature to allow the player to command his own troops early on without
using the "playeronly" flag (see below)
<Culture></Culture> 从<Culture>到</Culture>为止,是 一个阵营在该文化地区下的招募自定义内容。
Denotes a subsection of <MapFaction> and is used to configure settlements that have a different culture
than the owner faction. This enables you to define mixed culture troop trees for captured settlements.
Attributes:
id - culture id taken from spcultures.xml (SandboxCore/ModuleData) 文化种类来自 spcultures.xml (SandboxCore/ModuleData) 。帝国统统是empire,北南西帝国无法区分。
Special Tokens:
default - used to configure the faction's default/fallback configuration. 默认兵种,也就是一个阵营本文化地区的兵种
<basicTroops></basicTroops> 从<basicTroops>到</basicTroops>为止,设定基础兵的招募机制。
Denotes a subsection of <Culture> and is used to configure a set of basic recruits. Has no own attributes.
<eliteTroops></eliteTroops> 从 <eliteTroops>到</eliteTroops>为止,设定贵族兵的招募机制。
Denotes a subsection of <Culture> and is used to configure a set of elite recruits. Has no own attributes.
<volunteer /> 就是说 volunteer id="xxx" xxx是你想让新兵变为的兵种
Configures the actual recruit for the given faction and culture, separated by <basicTroops> and <eliteTroops>.
Attributes:
id - id of the recruit spnpccharacters.xml for standard recruits or troop mod files for custom
recruits. This is where you configure the actual troops to be spawned!
percent - chance to spawn the troop. The percentages should add up to 100% or two things may happen: 替换比例,相加要小于等于100.不能出现小数!!不能出现小数!!不能出现小数!!
a) if above 100% the percentages will be automatically redistributed
b) if below 100% the remaining percent will be spawning the culture's base recruit
(NOT the one's configured under <Culture id="default">!)
playeronly - Used to designate a troop to be recruitable only by the player. Use with replacewith! 是否为玩家专享
clanonly - Used to designate a troop to be recruitable only by the player's clan. Use with replacewith! 是否为玩家领地专享
replacewith - The troop ID that should be given to AI Lords if they attempt to recruit a recruit marked as 与playeronly和clanonly配套用的,当一个兵种为玩家或玩家领地专享的话,可以用replacewith给ai另分配兵种
playeronly. Only usabele in conjunction with playeronly or clanonly! If not provided ATC will
spawn the culture's base recruits instead (NOT the one's configured under <Culture id="default">!)
AIonly - sadly still has no function yet as I have trouble with the recruiting UI 没实装的功能 无视
修改教程:目标文件是AdonnaysTroopChanger\Config内的ATC.modconfig文件(笔记本格式打开).如果你下载的是n网版本,那文件名则是BETA140_SAMPLE.modconfig,需要重命名为ATC.modconfig
举个例子
-->
<!-- STANDARD CONFIGURATION FOR ALL MAJOR FACTIONS WITH SOME EXAMPLES FOR SUBCULTURES -->
<ATCConfig> 开始设定各阵营的招募机制
<MapFaction id="player_faction"> 玩家自立或加入的阵营 以下简称“玩家派系”
<Culture id="default">玩家自立或加入的阵营的默认兵种招募设置
<basicTroops> 基础兵的设置
<volunteer id="sturgian_soldier" percent="45" /> 新兵以45%的概率变为sturgian_soldier(斯特吉亚士兵)
<volunteer id="varyag" percent="10" playeronly="true" replacewith="varyag" /> 新兵以10%的概率变为varyag,玩家专享此效果,但给ai的代替兵种依然是varyag——相当于设置playeronly="false“ 也就是默认的不写playeronly
<volunteer id="sturgian_hunter" percent="23" playeronly="true" replacewith="sturgian_hunter" />
<volunteer id="sturgian_brigand" percent="22" playeronly="true" replacewith="sturgian_brigand" /> 可以发现,这四条是将玩家派系的基础兵按特定比例变为了四种斯特吉亚的三阶兵
</basicTroops>玩家加入阵营的默认基础兵的设置到此为止,注意概率相加要小于等于100.不能出现小数!!不能出现小数!!不能出现小数!!概率不足100的话,将以剩下的概率生成地区本文化的新兵。
<eliteTroops>默认精英兵的设置
<volunteer id="sturgian_soldier" percent="45" playeronly="true" replacewith="sturgian_soldier" /> 类似
<volunteer id="varyag" percent="10" playeronly="true" replacewith="varyag" />
<volunteer id="sturgian_hunter" percent="23" playeronly="true" replacewith="sturgian_hunter" />
<volunteer id="sturgian_brigand" percent="22" playeronly="true" replacewith="sturgian_brigand" />
</eliteTroops>默认精英兵的设置到此为止
</Culture>玩家自立或加入的阵营的默认兵种招募设置完毕
<Culture id="vlandia"> 玩家自立或加入的阵营在瓦兰迪亚文化地区的招募设置
<basicTroops>基础兵
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" />玩家自立或加入的阵营在瓦兰迪亚文化地区上,产生的基础兵100%替换为斯特吉亚新兵 玩家与ai共享此效果
</basicTroops>
<eliteTroops>贵族兵
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" />贵族兵100%替换为斯特吉亚新兵 玩家与ai共享此效果
</eliteTroops>
</Culture>玩家自立或加入的阵营在瓦兰迪亚文化地区的招募设置完毕。可见,在玩家自立或加入的阵营占领的瓦兰迪亚文化地区里,产生的新兵统统是斯特吉亚新兵。
<Culture id="battania"> <!-- Northern Empire for captured Battanian settlements -->从这里开始是玩家自立或加入的阵营在巴丹尼亚化地区的招募设置
<basicTroops>
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" />斯特吉亚新兵
</basicTroops>
<eliteTroops>
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" />斯特吉亚新兵
</eliteTroops>
</Culture>
</MapFaction>玩家自立或加入的阵营的招募机制设置完成。可以发现在这一大部分里只设置了“默认”、““巴丹尼亚””、“瓦兰迪亚”三种文化类型,那么玩家派系在“斯特吉亚”、“库赛特”等未设置的文化地区上会产生什么样的新兵呢?——答案是跟“默认”中的设置相同,以不同的概率产生三阶兵种。
<MapFaction id="sturgia"> <!-- Standard Sturgia configuration --> 这里开始是斯特吉亚阵营的招募设置。 那么,假如玩家加入了斯特吉亚,却只编写<MapFaction id="sturgia">而不编写<MapFaction id="player_faction">部分会怎样呢?答案就是:玩家的招募会根据<MapFaction id="sturgia">这一部分的设定而改变,却无法对斯特吉亚ai领主们产生影响!!!花了数个小时才研究出来这个问题!!当然也可能是因为我使用的是1.41版的游戏才导致这样的结果……
<Culture id="default"> 斯特吉亚的默认设置,也是斯特吉亚本文化地区(仍受控的开局领土)的兵种设置
<basicTroops> 基础兵
<volunteer id="sturgian_soldier" percent="45" playeronly="true" replacewith="sturgian_soldier" />
<volunteer id="varyag" percent="10" playeronly="true" replacewith="varyag" />
<volunteer id="sturgian_hunter" percent="23" playeronly="true" replacewith="sturgian_hunter" />
<volunteer id="sturgian_brigand" percent="22" playeronly="true" replacewith="sturgian_brigand" /> 各种三阶兵,ai与玩家共享此招募替换效果
</basicTroops>
<eliteTroops> 贵族兵
<volunteer id="sturgian_soldier" percent="45" playeronly="true" replacewith="sturgian_soldier" />
<volunteer id="varyag" percent="10" playeronly="true" replacewith="varyag" />
<volunteer id="sturgian_hunter" percent="23" playeronly="true" replacewith="sturgian_hunter" />
<volunteer id="sturgian_brigand" percent="22" playeronly="true" replacewith="sturgian_brigand" /> 各种三阶兵,同上
</eliteTroops>
</Culture> 斯特吉亚的默认设置结束
<Culture id="vlandia"> <!-- Northern Empire for captured Vlandian settlements --> 斯特吉亚占领的瓦兰迪亚领土的招募效果
<basicTroops>
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" /> 产生的新兵被替换为斯特吉亚新兵
</basicTroops>
<eliteTroops>
<volunteer id="sturgian_recruit" playeronly="true" replacewith="sturgian_recruit" />产生的贵族兵也被替换为斯特吉亚新兵
</eliteTroops>
</Culture>斯特吉亚占领的瓦兰迪亚领土的招募效果设置结束
</MapFaction>斯特吉亚阵营的招募设置完成。 效果是玩家和ai领主在斯特吉亚本土、斯特吉亚占领的库赛特地区、斯特吉亚占领的帝国地区等地都能直接招募三阶兵,唯独在斯特吉亚占领的瓦兰迪亚土地上只能招到斯特吉亚新兵(当然时间长一些的话,这些新兵会自己慢慢升级)
</ATCConfig> 各阵营的招募机制设定完成。 由于只设定了玩家派系和斯特吉亚阵营,剩下的瓦兰迪亚、库赛特、帝国、阿塞来、巴丹尼亚都会按游戏本来的内容产生新兵。如果玩家加入了其中的某个阵营,那这个阵营会按<MapFaction id="player_faction">下面的设定给ai领主分配兵种。那么问题来了,玩家的招募会优先受<MapFaction id="player_faction">影响还是优先受<MapFaction id="阵营名">影响呢?很遗憾,这个目前还没有做过实验。(ps 由于目前1.4.0版的atc mod不生成兵种招募记录,实验真的很消耗时间)