《文明6》战斗单位模型阵型修改教程 让你的核平6玩出全面战争!

游戏攻略

    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
    
    
    
       骑兵阵型修改教程
    <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。
    
    
    
相关文章!