文明6作为一款策略战棋类游戏,有些玩家对于游戏中的战斗场景不是特别满意,认为这样的方格单位之间打斗看起来格局太小了。所以今天小编就为大家带来了玩家“scs2023”分享的战斗单位模型阵型修改教程,想要让文明6玩出全面战争感觉的玩家还不点击进来看看是怎么做到的。
战斗单位模型阵型修改教程
游戏目录\Sid Meiers Civilization VI\Base\ArtDefs\Units.artdef
搜往上,单位模型修改,段落最开始是阵型,战斗时的阵型等,中间模型,数量大小等。
搜往下,是阵型,段落开始,调单位间距,然后每行,第一行多少,交错数阵型弧度等。
最后战斗时的阵型,如果上面,单位数调得太多太密,打完容易卡单位,也得调或者那些单位不要战斗阵型了。
效果演示:
步兵阵型详细修改教程我把模型比例调到0.5,每队步兵16人,所以下面的间距至少乘以0.5
<Element class="AssetObjects::FloatValue">
<m_fValue>18.000000</m_fValue> 横向间距
<m_ParamName text="SpacingX"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>22.000000</m_fValue> 纵向间距
<m_ParamName text="SpacingY"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.300000</m_fValue> 总体比例(原来1)
<m_ParamName text="SpacingMultiplier"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue> 每行多少人0就是不定义,用下面的规则
<m_ParamName text="PerRowIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="YOffsetIncrement"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="YOffsetIsCurved"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>1</m_nValue> 交错数(比如:第一排1人第二排就变成2人,第三排1人.同理交错数改3就变成1,4,1)
<m_ParamName text="StaggerIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MemberRandomness"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BlockRandomness"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>8</m_nValue> 第一排数,最重要的,阵型规则优先算他
<m_ParamName text="FirstRowWidth"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="CenterBlockWidth"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Block"/>
<m_RootCollectionName text="UnitFormationLayoutTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MinimumRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="FacingBlend"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="MinimizeRows"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ArcSize"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanMirrorFrontToBack"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanFlipLeftToRight"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Scattered"/>这是散阵,原版枪兵的,我改成密集方阵
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>28.000000</m_fValue>
<m_ParamName text="SpacingX"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>12.000000</m_fValue>
<m_ParamName text="SpacingY"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.500000</m_fValue> 总体缩小0.5
<m_ParamName text="SpacingMultiplier"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="PerRowIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="YOffsetIncrement"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="YOffsetIsCurved"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>3</m_nValue> 交错3,第二排就变成4
<m_ParamName text="StaggerIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MemberRandomness"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BlockRandomness"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>1</m_nValue> 第一排1个
<m_ParamName text="FirstRowWidth"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="CenterBlockWidth"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="RowArc"/>
<m_RootCollectionName text="UnitFormationLayoutTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MinimumRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="FacingBlend"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="MinimizeRows"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>90.000000</m_fValue> 阵型弧度,这样就能像锥形
<m_ParamName text="ArcSize"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanMirrorFrontToBack"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanFlipLeftToRight"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Horsemen"/> 骑兵阵,我改成锥形阵
效果图:
只有6个人,优先1,2,4排,3排不够人就没有.如果8个人,1,4,1,2。
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Pikeman"/> 使用的阵型,可能"武器太长",不能太密否则打完不好恢复阵型
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Formation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/> 攻击时的阵型,被我删了,这样就会用默认的一窝蜂冲上去
<m_RootCollectionName text="UnitCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="UnitCombat"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/> 护卫的阵型,没有
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="EscortFormation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UNIT_ANCIENTEMBARK"/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="EmbarkedUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DoNotDisplayCharges"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCulture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Era"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Era"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="ProxyUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="PlayDeathOnDestroy"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="DisplayLevel"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Members"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.500000</m_fValue> 模型比例
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>16</m_nValue> 每队数量
<m_ParamName text="Count"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Pikeman"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Members1"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
<Element>
<m_CollectionName text="Audio"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text=""/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text=""/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Pikemen"/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="PIKEMAN"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="UNIT_PIKEMAN"/> 长枪兵
弩手的攻击阵型也删了,这样就能原地齐射了,不然按弓手的攻击阵型他是要排成4*4的方阵才射。