接下来,鱼露攻略网将给大家介绍国家的崛起修改器的相关信息。希望可以帮你解决一些烦恼。
其实用用script,要比秘诀方便丰富。
用我的代码替换
\Rise of Nations\Thrones and Patriots\scenario\scriptlibrary\general_powers.bhs
用king作用户名,你就能爽了
功能包括:
1专署兵种打开
例如 捍马
enable_type_by_tribe("Humvee", "Americans", "Stable",0,3);
意思是把捍马放在马圈第三格
2加资源
give_good(i+1, "Wealth", 5000);
3加科技
gain_tech(i+1, "Information Age");
4加英雄
create_unit_upgrade(i+1, Rx, Ry, "napoleon", 1);
5回血,会能量
set_unit_craft(i+1, unit_heal,100);
heal_object(i+1,unit_heal,100);
6设置单位属性
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
7外交
// declare_war(mem, tribe);
// make_alliance(mem, athens);
// make_peace(mem, tribe);
8开图
// show_all_map_enable(i+1);
///////////////////////////////////////////
scenario general_powers ()
{
int player = 1;
int cur_time = time_sec();
static int counter = 0;
run_once {
set_timer("pop", 5);
for (i = 0; i < num_players(); i++) {
//if (find_nation(i+1) == "Chinese") {
if (get_leader_name(i+1) == "king") {
// if (find_nation(i+1) == "Americans") {
int buildin;
int Rx;
int Ry;
buildin = find_unit(i+1, "");
Rx = object_position_x(i+1, buildin);
Ry = object_position_y(i+1, buildin);
create_unit_upgrade(i+1, Rx, Ry, "napoleon", 1);
create_unit_upgrade(i+1, Rx, Ry, "alexander", 1);
// create_unit_upgrade(i+1, Rx, Ry, "antipater", 1);
// create_unit_upgrade(i+1, Rx, Ry, "ptolemy", 1);
// create_unit_upgrade(i+1, Rx, Ry, "darius", 1);
// create_unit_upgrade(i+1, Rx, Ry, "memnon", 1);
// create_unit_upgrade(i+1, Rx, Ry, "spitamenes", 1);
create_unit_upgrade(i+1, Rx, Ry, "porus", 1);
// create_unit_upgrade(i+1, Rx, Ry, "schwarzenberg", 1);
// create_unit_upgrade(i+1, Rx, Ry, "chandragupta maurya", 1);
// create_unit_upgrade(i+1, Rx, Ry, "Humvee", 5);
give_good(i+1, "Food", 5000);
give_good(i+1, "Timber", 5000);
give_good(i+1, "Metal", 5000);
give_good(i+1, "Wealth", 5000);
give_good(i+1, "Oil", 5000);
give_good(i+1, "Knowledge", 5000);
set_unit_scale(i+1, find_unit(i+1, "napoleon"), 1.1);
set_unit_scale(i+1, find_unit(i+1, "alexander"), 1.1);
// set_preq("Assault Marines", "Classical Age", "Global Prosperity");
// set_preq("Assault Infantry", "Classical Age", "Global Prosperity");
// set_preq("Commando", "Classical Age", "Global Prosperity");
// set_preq("Anti-Tank Missile", "Classical Age", "Global Prosperity");
// set_preq("Advanced Machine Gun", "Classical Age", "Global Prosperity");
// set_preq("Rocket Artillery", "Classical Age", "Global Prosperity");
// set_preq("Main Battle Tank", "Classical Age", "Global Prosperity");
// set_preq("Armored Cavalry", "Classical Age", "Global Prosperity");
// set_preq("Anti-Aircraft Missile", "Classical Age", "Global Prosperity");
// set_preq("Attack Helicopter", "Classical Age", "Global Prosperity");
// set_preq("Advanced Fighter", "Classical Age", "Global Prosperity");
// set_preq("Jet Fighter Bomber", "Classical Age","Global Prosperity");
// set_preq("Aircraft Carrier", "Classical Age","Global Prosperity");
// set_preq("Missile Cruiser", "Classical Age", "Global Prosperity");
// set_preq("Advanced Battleship", "Classical Age", "Global Prosperity");
// set_preq("Attack Submarine", "Classical Age", "Global Prosperity");
set_preq("Cruise Missile", "Classical Age", "Global Prosperity");
// set_preq("Stealth Bomber", "Classical Age", "Global Prosperity");
// set_preq("Elite Special Forces", "Classical Age", "Global Prosperity");
set_preq("Sas", "Classical Age", "Global Prosperity");
set_preq("Nuclear Missile Sub", "Classical Age", "Global Prosperity");
set_preq("Missile Silo", "Classical Age", "Global Prosperity");
set_preq("Humvee", "Classical Age","Global Prosperity");
// show_all_map_enable(i+1);
// gain_tech(i+1, "Classical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gunpowder Age");
// gain_tech(i+1, "Enlightenment Age");
// gain_tech(i+1, "Industrial Age");
// gain_tech(i+1, "Modern Age");
// gain_tech(i+1, "Information Age");
gain_tech(i+1, "Missile Shield");
gain_tech(i+1, "World Government");
gain_tech(i+1, "Global Prosperity");
gain_tech(i+1, "Artificial Intelligence");
gain_upgrade(i+1, "Commando");
// gain_upgrade(i+1, "Assault Infantry");
// gain_upgrade(i+1, "Assault Marines");
// gain_upgrade(i+1, "Anti-Tank Missile");
// gain_upgrade(i+1, "Advanced Machine Gun");
gain_upgrade(i+1, "Elite Special Forces");
// gain_upgrade(i+1, "Rocket Artillery");
gain_upgrade(i+1, "Scout");
gain_upgrade(i+1, "Explorer");
disable_type_by_tribe("Elite Special Forces",find_nation(i+1));
disable_type_by_tribe("Commando",find_nation(i+1));
disable_type_by_tribe("Scout",find_nation(i+1));
disable_type_by_tribe("Explorer",find_nation(i+1));
// gain_upgrade(i+1, "Main Battle Tank");
// gain_upgrade(i+1, "Armored Cavalry");
// gain_upgrade(i+1, "Anti-Aircraft Missile");
// gain_upgrade(i+1, "Advanced Fighter");
// gain_upgrade(i+1, "Attack Helicopter");
// gain_upgrade(i+1, "Stealth Bomber");
gain_upgrade(i+1, "Cruise Missile");
// gain_upgrade(i+1, "Missile Cruiser");
gain_upgrade(i+1, "Attack Submarine");
// gain_upgrade(i+1, "Advanced Battleship");
// gain_upgrade(i+1, "Jet Fighter Bomber");
// gain_upgrade(i+1, "Aircraft Carrier");
disable_type_by_tribe("Attack Submarine",find_nation(i+1));
enable_type_by_tribe("Nuclear Missile Sub",find_nation(i+1), "Dock", 0, 3);
gain_upgrade(i+1, "Nuclear Missile Sub");
enable_type_by_tribe("Humvee",find_nation(i+1), "Stable", 0, 4);
enable_type_by_tribe("Sas",find_nation(i+1), "Barracks", 0, 4);
gain_upgrade(i+1, "Humvee");
gain_upgrade(i+1, "Sas");
// set_object_type_armor("Attack Helicopter", 30);
// set_object_type_max_health("Attack Helicopter", 500);
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
set_object_type_armor("Nuclear Missile Sub", 80);
set_object_type_max_health("Nuclear Missile Sub", 500);
set_type_line_of_sight("Nuclear Missile Sub", 30);
set_object_type_attack("Nuclear Missile Sub", 3500);
set_object_type_max_range("Nuclear Missile Sub", 26);
set_preq("Airbase", "Classical Age","Global Prosperity");
set_preq("Biplane", "Classical Age","Global Prosperity");
set_preq("Fighter", "Classical Age","Global Prosperity");
set_preq("Jet Fighter", "Classical Age","Global Prosperity");
//set_preq("Advanced Fighter", "Classical Age","Global Prosperity");
set_preq("Eagle Fighter", "Classical Age","Global Prosperity");
gain_upgrade(i+1, "Airbase");
gain_upgrade(i+1, "Biplane");
gain_upgrade(i+1, "Fighter");
gain_upgrade(i+1, "Jet Fighter");
gain_upgrade(i+1, "Advanced Fighter");
//gain_upgrade(i+1, "Eagle Fighter");
//disable_type_by_tribe("Biplane",find_nation(i+1));
//disable_type_by_tribe("Fighter",find_nation(i+1));
disable_type_by_tribe("Jet Fighter",find_nation(i+1));
//disable_type_by_tribe("Advanced Fighter",find_nation(i+1));
enable_type_by_tribe("Eagle Fighter",find_nation(i+1), "Airbase", 0, 0);
set_object_type_attack("Eagle Fighter", 2500);
//set_preq("Jet Fighter Bomber", "Classical Age","Global Prosperity");
//gain_upgrade(i+1, "Fighter Bomber");
//gain_upgrade(i+1, "Jet Fighter Bomber");
//enable_type_by_tribe("Jet Fighter Bomber",find_nation(i+1), "Airbase", 0, 3);
//set_object_type_attack("Jet Fighter Bomber", 2500);
}
else{
disable_type_by_tribe("Cruise Missile",find_nation(i+1));
disable_type_by_tribe("Humvee",find_nation(i+1));
disable_type_by_tribe("Nuclear Missile Sub",find_nation(i+1));
disable_tech(i+1, "Missile Shield");
}
}
print_game_msg("Hallo Friend,Play Happy.----王炀");
}
// set_object_type_armor("Spy", 30)
static int alexander = 0;
static int napoleon = 0;
static int parmenio = 0;
static int antipater = 0;
static int ptolemy = 0;
static int darius = 0;
static int memnon = 0;
static int spitamenes = 0;
static int maurya = 0;
static int porus = 0;
static int fouche = 0;
static int schwarzenberg = 0;
static int paoli = 0;
int o = -1;
if (timer_expired("pop")) {
set_timer("pop", 2);
string bubble;
//if (num_objects_selected(player) == 1) {
if ((alexander > 0 && alexander < 4) || (alexander == 0 && object_type_selected(player, "Alexander"))) {
switch (alexander % 4) {
case 0 :
bubble = $S("+50 attack!");
break;
case 1 :
bubble = $S("+50 Heavy Infantry attack!");
break;
case 2 :
bubble = $S("Double craft!");
break;
case 3 :
bubble = $S("50% faster Forced March!");
break;
}
o = find_unit(1, "Alexander");
alexander++;
} else if ((napoleon > 0 && napoleon < 4) || (napoleon == 0 && object_type_selected(player, "napoleon"))) {
switch (napoleon % 4) {
case 0 :
bubble = $S("+3 attack to siege!");
break;
case 1 :
bubble = $S("+1 range to siege!");
break;
case 2 :
bubble = $S("Double craft!");
break;
case 3 :
bubble = $S("50% faster Forced March!");
break;
}
o = find_unit(1, "Napoleon");
napoleon++;
} else if ((parmenio > 0 && parmenio < 4) || (parmenio == 0 && object_type_selected(player, "parmenio"))) {
switch (parmenio % 4) {
case 0 :
bubble = $S("+1 Heavy Cavalry attack!");
break;
case 1 :
bubble = $S("Bigger radius!");
break;
case 2 :
bubble = $S("3x longer ambush!");
break;
case 3 :
bubble = $S("Starts with 5 Companions!");
break;
}
o = find_unit(1, "parmenio");
parmenio++;
} else if ((antipater > 0 && antipater < 5) || (antipater == 0 && object_type_selected(player, "antipater"))) {
switch (antipater % 5) {
case 0 :
bubble = $S("Heals nearby units!");
break;
case 1 :
bubble = $S("Entrenched units take 80% damage!");
break;
case 2 :
bubble = $S("Can Entrench outside home territory!");
break;
case 3 :
bubble = $S("2x entrenchment speed");
break;
case 4 :
bubble = $S("+3 attack to buildings when garrisoned!");
break;
}
o = find_unit(1, "antipater");
antipater++;
} else if ((ptolemy > 0 && ptolemy < 4) || (ptolemy == 0 && object_type_selected(player, "ptolemy"))) {
switch (ptolemy % 4) {
case 0 :
bubble = $S("+1 range!");
break;
case 1 :
bubble = $S("+1 Line-of-Sight for ranged units!");
break;
case 2 :
bubble = $S("+1 siege attack!");
break;
case 3 :
bubble = $S("+1 armor!");
break;
}
o = find_unit(1, "ptolemy");
ptolemy++;
} else if ((darius > 0 && darius < 3) || (darius == 0 && object_type_selected(player, "darius"))) {
switch (darius % 3) {
case 0 :
bubble = $S("+1 defense!");
break;
case 1 :
bubble = $S("Prevents attrition!");
break;
case 2 :
bubble = $S("Enables the War Chariot!");
break;
}
o = find_unit(1, "darius");
darius++;
} else if ((memnon > 0 && memnon < 4) || (memnon == 0 && object_type_selected(player, "memnon"))) {
switch (memnon % 4) {
case 0 :
bubble = $S("Always cloaked!");
break;
case 1 :
bubble = $S("2x craft regeneration!");
break;
case 2 :
bubble = $S("Increases Greek Mercenaries' attack!");
break;
case 3 :
bubble = $S("Increases Greek Mercenaries' armor!");
break;
}
o = find_unit(1, "memnon");
memnon++;
} else if ((spitamenes > 0 && spitamenes < 4) || (spitamenes == 0 && object_type_selected(player, "spitamenes"))) {
switch (spitamenes % 4) {
case 0 :
bubble = $S("+1 Horse Archer attack!");
break;
case 1 :
bubble = $S("20% faster Cavalry!");
break;
case 2 :
bubble = $S("Increases building plunder!");
break;
case 3 :
bubble = $S("Gains plunder from enemy units!");
break;
}
o = find_unit(1, "spitamenes");
spitamenes++;
} else if ((maurya > 0 && maurya < 2) || (maurya == 0 && object_type_selected(player, "Chandragupta Maurya"))) {
switch (maurya % 2) {
case 0 :
bubble = $S("2x craft!");
break;
case 1 :
bubble = $S("Prevents attrition!");
break;
}
o = find_unit(1, "chandragupta maurya");
maurya++;
} else if ((porus > 0 && porus < 4) || (porus == 0 && object_type_selected(player, "porus"))) {
switch (porus % 3) {
case 0 :
bubble = $S("Detects cloaked units!");
break;
case 1 :
bubble = $S("Double hit points");
break;
case 2 :
bubble = $S("Creates 2x decoys");
break;
case 3 :
bubble = $S("20% faster Elephants!");
break;
}
o = find_unit(1, "porus");
porus++;
} else if ((fouche > 0 && fouche < 2) || (fouche == 0 && object_type_selected(player, "fouche"))) {
switch (fouche % 2) {
case 0 :
bubble = $S("Reveals all enemies!");
break;
case 1 :
bubble = $S("Triple craft!");
break;
}
o = find_unit(1, "fouche");
fouche++;
} else if ((paoli > 0 && paoli < 3) || (paoli == 0 && object_type_selected(player, "paoli"))) {
switch (paoli % 3) {
case 0 :
bubble = $S("Instant snipe!");
break;
case 1 :
bubble = $S("Instant sabotage!");
break;
case 2 :
bubble = $S("Double craft!");
break;
}
o = find_unit(1, "paoli");
paoli++;
} else if ((schwarzenberg > 0 && schwarzenberg < 3) || (schwarzenberg == 0 && object_type_selected(player, "schwarzenberg"))) {
switch (schwarzenberg % 3) {
case 0 :
bubble = $S("Double hit points!");
break;
case 1 :
bubble = $S("Double craft!");
break;
case 2 :
bubble = $S("Starts with 4 Commandos!");
break;
}
o = find_unit(1, "schwarzenberg");
schwarzenberg++;
}
for (i = 0; i < num_players(); i++) {
// if (find_nation(i+1) == "RUSSIANS") {
if (get_leader_name(i+1) == "king") {
// if (find_nation(i+1) == "Americans") {
// enable_type_by_tribe("Humvee",find_nation(i+1), "Stable", 0, 3);
// enable_type_by_tribe("Nuclear Missile Sub",find_nation(i+1), "Dock", 0, 3);
// gain_tech(i+1, "Classical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gunpowder Age");
// gain_tech(i+1, "Enlightenment Age");
// gain_tech(i+1, "Industrial Age");
// gain_tech(i+1, "Modern Age");
// gain_tech(i+1, "Information Age");
// gain_tech(i+1, "Missile Shield");
// gain_tech(i+1, "World Government");
// gain_tech(i+1, "Global Prosperity");
// gain_tech(i+1, "Artificial Intelligence");
// give_good(i+1, "Food", 3000);
// give_good(i+1, "Timber", 3000);
// give_good(i+1, "Metal", 3000);
// give_good(i+1, "Wealth", 3000);
// give_good(i+1, "Oil", 3000);
// give_good(i+1, "Knowledge", 3000);
// set_object_type_armor("Attack Helicopter", 30);
// set_object_type_max_health("Attack Helicopter", 500);
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
for (n = 0;n <num_military_buildings(i+1); n++)
{
building = find_build(i+1,"");
set_object_health(i+1,building, 100);
}
for (a = 0; a < num_units(i+1); a++) {
unit_heal = find_unit(i+1, "");
unit_max_craft(i+1, unit_heal);
set_unit_craft(i+1, unit_heal,100);
if (object_health(i+1,unit_heal) < 100) {
heal_object(i+1,unit_heal,100);
}
}
}
}
if (length(bubble) > 0) {
bubble_text_obj(bubble, player, o);
}
}
}
特色兵种(UNIQUE UNITS),所以我这次给各位玩家各国的特殊兵种的秘籍。
秘籍还是通常的形式:只要是 CHEAT +ADD+ 一个任意数量 +兵种的名称(英文)
就可以拥有该单位。(不分大小写)
在参照秘籍之前,有几点特别重要
第一,这些秘籍都是老扎我亲自研究且试过可行后才发表的,供给朋友们交流参考改正,若发
现无效可能跟输入法有关;
第二,若在游戏时,选择一国,是可以通过秘籍来拥有所有国家的特殊兵种的,且无人口限制;
第三,有些国家如英国(BRITISH),班图(BANTU)等国家的特殊兵种之一是飞机类,需要足够
的飞机场,否则就算通过秘籍拥有飞机,也不能使其进攻或移动;
第四,在游戏时,兵营里可以造兵种A,玩家通过秘籍拥有了A,在兵营中兵种A升级成B以后
通过秘籍的A会自动成为B,升级A后再通过秘籍得到的A就不会升级了;
第五,我只找到大部分,并非全部,欢迎各位有兴趣的朋友改正补充;
第六,在使用秘籍时,可以第一次把打的密集括起来,然后打入CTRL+C(复制),然后在下次
需要输入密集时候,再回车后直接打入CTRL+V(粘贴),然后只改数量或兵种后就可以了,这样
就不用一次次都输入CHEAT ADD 了;
第七,如果密集形式中的兵种名字太长,可以尝试只输入兵种名字的一半。我提供的是名称的
全部。
下面我将逐一国家的介绍:(以加50单位为例)
阿兹特克(AZTECS): cheat add 50 atl =加50个投枪手
CHEAT ADD 50 XOPILLI=加50个精锐投枪手
CHEAT ADD 50 ROYAL=加50个皇家投枪手
CHEAT ADD 50 JAGUAR=加50美洲虎勇士
CHEAT ADD 50 ASSAULT=加50个突击步兵
班图 (BANTU): CHEAT ADD 50 UMPAKATI=加50部落猎手
CHEAT ADD 50 YANGOMBI=加50部落战士
CHEAT ADD 50 IMPI=加50个班图武士
CHEAT ADD 50 HAWK=加50架茱式战斗机
英国 (BROTISH): CHEAT ADD 50 LONGBOWMEN=加50长弓手
CHEAT ADD 50 KING=加50个皇家长弓手
CHEAT ADD 50 HIGHLANDER=加50个英格兰高地步兵
CHEAT ADD 50 BLACK=加50个苏格兰高地警卫团
CHEAT ADD 50 LANCASTER=加50架兰开斯特轰炸机
中国 (CHINESE): CHEAT ADD 50 FIRE=加50个火龙箭手
CHEAT ADD 50 HEAVY=加50个重装火龙箭手
CHEAT ADD 50 MANCHU=加50个八旗火统手
CHEAT ADD 50 RIFLEMEN=加50个八旗步枪手
CHEAT ADD 50 INFANTRY=加50个中国步兵
埃及 (EGYPTIANS): CHEAT ADD 50 CHARIOT=加50个步兵战车
CHEAT ADD 50 CAMEL=加50个骆驼射手
CHEAT ADD 50 MAMELUKE=加50个马穆鲁克兵
法国 (FRENCH): CHEAT ADD 50 CHEVALIER= 加50个法兰克战士
德国 (GERMANS): CHEAT ADD 50 SOLDARI= 加50个日耳曼武士
CHEAT ADD 50 BARBARIANS= 加50个巴巴利亚武士
CHEAT ADD 50 VANDALS= 加50个汪达尔武士
CHEAT ADD 50 LANDSKNECHTS=加50个雇佣步兵
CHEAT ADD 50 VOLKSGRENADIERS=加50个国民掷弹兵
CHEAT ADD 50 MG42=加50个MG42机枪
CHEAT ADD 50 TIGER= 加50辆虎式坦克
CHEAT ADD 50 LEOPARD=加50辆豹式坦克
希腊 (GREEKS): CHEAT ADD 50 COMPANION =加50个同伴骑兵
CHEAT ADD 50 STRATIOTAI=加50个希腊重甲骑兵
印加 (INCA): CHEAT ADD 50 INTI= 加50个太阳神武士
CHEAT ADD 50 MORTAR=加50座白炮
CHEAT ADD 50 SIEGE=加50座攻城白炮
日本 (JAPANESE): CHEAT ADD 50 ASHIGARA=加50个足轻长矛兵
CHEAT ADD 50 BUSHI= 加50个日本武士
CHEAT ADD 50 SAMURAI= 加50个侍卫
CHEAT ADD 50 GUN= 加50个火枪侍卫
朝鲜 (KOREANS): CHEAT ADD 50 HWARANG= 加50个禁卫射手
CHEAT ADD 50 FLAMING =加50个弩炮
玛雅 (MAYA): CHEAT ADD 50 BALAMOB=加50个玛雅战士
CHEAT ADD 50 EAGLE= 加50个玛雅神鹰战士
CHEAT ADD 50 RECOILLESS=加50个无后座力炮
CHEAT ADD 50 DRAGON=加50龙式反坦克导弹
蒙古 (MONGOLS): CHEAT ADD 50 NOMAD=加50游牧民
CHEAT ADD 50 STEPPE=加50个游牧射手
CHEAT ADD 50 HORDE=加50个蒙古射手
CHEAT ADD 50 GOLDEN=加50个金甲蒙古射手
努比亚 (NUBIANS): CHEAT ADD 50 KUSHITE=加50个库希特射手
CHEAT ADD 50 APEDEMAK=加50个努比亚射手
罗马 (ROMANS) : CHEAT ADD 50 LEGIONS=加50个罗马军团
CHEAT ADD 50 CAESAR=加50个凯撒战士
CHEAT ADD 50 PRAETORIAN=加50个罗马近卫军
俄罗斯 (RUSSIANS):CHEAT ADD 50 RUSINY=加50个罗斯枪骑兵
CHEAT ADD 50 COSSACK=加50个哥萨克骑兵
CHEAT ADD 50 DON= 加50个近卫哥萨克骑兵
CHEAT ADD 50 RED=加50个红军战士
CHEAT ADD 50 KATYUSHA=加50喀秋沙火箭炮
CHEAT ADD 50 SHOCK= 加50红军突击步兵
CHEAT ADD 50 T80=加50辆T80坦克
西班牙 (SPANISH): CHEAT ADD 50 SCUTARI=加50个长盾步兵
CHEAT ADD 50 TERCIOS=加50个征服者
土耳其 (TURKS) : CHEAT ADD 50 JANISSARIES=加50个禁卫战士
CHEAT ADD 50 BIMBARD= 加50个滑膛炮
CHEAT ADD 50 BASILICA=加50皇家滑膛炮
CHEAT ADD 50 CANNON=加50个加农炮
最后在加上些一般的兵种密集
CHEAT ADD 50 ROCKET=加50辆火箭炮
CHEAT ADD 50 FLAMETHROW=加50个火焰喷射兵 cheat add- 打你想要的部队或建筑
例如:
cheat add musketeer - 得到一个枪兵
cheat add 5 musketeer - 得到五个枪兵
cheat add 5 musketeer blue - 蓝色得到五个枪兵cheat add lightcavalry - (PS 你想要的部队是没有空格)
cheat add 5 heavyarcher Brian- Brian得到五个弓箭兵(PS BRIAN是玩家的名字, 打下你的自己或其他的名字)
Adds a complete Fort.-得到一个完成的要塞
cheat add new fort - 得到一个没有完成的要塞
cheat add new city green - 绿色得到一个新CITY
cheat die 把点选的部队或建筑炸开
cheat reveal on 地图打开
cheat reveal off 地图返回黑色
cheat be -自己选玩家
例如:
cheat be blue - 变成控制蓝色
cheat be Brian - 变成控制Brian (PS BRIAN是玩家的名字, 打下你的自己或其他玩家的名字)
cheat ally blue- 跟蓝色结盟
cheat peace Brian- Brian停火
cheat war green 跟绿色开战
cheat human or computer- 控制
例如:
cheat human blue - 玩家变成控制蓝色
cheat computer green - 电脑变成控制绿色
cheat human all - 玩家变成控制所有国家
cheat computer all - 电脑变成控制所有国家
cheat victory 玩家胜利
cheat victory yellow 黄色玩家胜利
cheat defeat 玩家战败
cheat defeat white 白色玩家战败
cheat resource 得到资源
例如:
cheat resource food +500 - 玩家得到500食物
cheat resource timber -200 - 玩家没有了200木材
cheat resource all +1000 - 所有资源+1000
cheat red resource timber +100 - 红色玩家得到100木材CHEAT ADD 50 TANK =加50辆一般的坦克
CHEAT ADD 50 ATTACK=加50架武装直升机
CHEAT ADD 50 BATTLESHIP = 加50艘战列舰
CHEAT ADD 50 SUBMARINE= 加50艘潜艇
CHEAT ADD 50 ARMY=加50辆机枪车
CHEAT ADD 50 MACHINE=加50个重机枪兵
CHEAT ADD 50 GUN=加50个日本枪兵
CHEAT ADD 50 PIKEMEN=加50个长枪兵
CHEAT ADD 50 FIRE=加50个火箭冰
CHEAT ADD 50 BOWMEN = 加50个弓箭兵
CHEAT ADD 50 CROSS=加50个十字弓兵
CHEAT ADD 50 KNIGHT=加50个骑士
CHEAT ADD 50 GENERAL = 加50个将军
CHEAT ADD 50 SPY = 加50个间谍
CHEAT ADD 50 CITIZEN=加50个农民
CHEAT ADD 50 SCHOLAR=加50个学者
CHEAT ADD 50 CAR=加50个商队
CHEAT ADD 50 HELICOPTER=加50个一般直升机
CHEAT ADD 50 LIGHT=加50个轻骑兵
用修改器只能起临时的作用,一退出游戏便失效。
想要永久变更只能改源文件。
首先要搞清自己游戏的版本。
是原版的进入rise of nations\data文件夹,找rules.xml文件。
是资料片的进入rise of nations\Thrones and Patriots\data文件夹,找rules.xml文件。
用记事本打开,然后查找<POP_CAP entry0="25" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/>。
entry0="25"即第一个时代的人口上限,依此类推。接着自己改数字,想改多少改多少。
完了后再查找
<CATEGORIES id="poplimits" title="Population:">
<CATEGORY name="50 ">
<DATA>50 </DATA>
</CATEGORY>
<CATEGORY name="75 ">
<DATA>75 </DATA>
</CATEGORY>
<CATEGORY name="100">
<DATA>100</DATA>
</CATEGORY>
<CATEGORY name="125">
<DATA>125</DATA>
</CATEGORY>
<CATEGORY name="150">
<DATA>150</DATA>
</CATEGORY>
<CATEGORY name="200">
<DATA>200</DATA>
这是对应实际人口上限的显示说明,参照前面的改动而改动。不改也不要紧,但会发生实际人口上限与显示人口上限不符的情况。游戏中是以实际人口上限为准的。
完了,保存。再进入游戏即可。