帝国时代2怎样在地图编辑器里修改射程、国家的崛起2传奇延续这游戏有秘籍吗?
仓鼠号将带大家认识国家的崛起修改器,并将相对应的解决措施告诉大家,希望可以帮助大家减轻一些烦恼。
国家的崛起扩展版修改器+12 0.2009怎么用
国家的崛起里用修改器的,都是蠢货。游戏里自带反作弊,你就是用上游戏就直接已同步错误名义把你踢出游戏。
帝国时代2怎样在地图编辑器里修改射程
帝国不同于命令与征服、国家的崛起,在地图编辑中不能修改单位的(只能修改个别单位的名称、生命、攻击,但不是针对数据库的),要想修改,只能用Geined2一类的软件修改数据库,然后你可以把战役和数据库打包,不过推荐“保存”开战的战役为存档游戏,这样交流的时候比较方便
帝国时代2怎样在地图编辑器里修改射程
帝国不同于命令与征服、国家的崛起,在地图编辑中不能修改单位的(只能修改个别单位的名称、生命、攻击,但不是针对数据库的),要想修改,只能用Geined2一类的软件修改数据库,然后你可以把战役和数据库打包,不过推荐“保存”开战的战役为存档游戏,这样交流的时候比较方便
国家的崛起2传奇延续这游戏有秘籍吗?
有 /cheat add steam 蒸汽要塞
/cheat add doge walker 总督机甲兵
/cheat add air cruiser 空中巡洋舰
/cheat add sand dragon 沙之巨龙
/cheat add great city 最大的城市
/cheat add Glass Scorpion 水晶毒蝎
/cheat add Mega Glass Golem 万年水晶巨怪
/cheat add heart 寻心者(空中沙缸鱼)
/cheat add Scorpion Rider 毒蝎
/cheat add Afreet 恶魔
/cheat add Fireswarm 火元素(火飞龙)
/cheat add Rukh 鲁克魔蛇(高级火飞龙)
/cheat add Imperial Musketeer 皇家火枪兵
/cheat add dakhla 沙之典狱长达卡拉(大家想要的敌方英雄)
/cheat add sawu 阎黑艾灵煞巫(大家想要的敌方英雄)
/cheat add yontash 冥王央塔席(大家已经厌恶的我方英雄)
/cheat add Death Snake(死亡之蛇)
/cheat add Quetzal(凯祖蜥鸟)
/cheat add Improved Dirigible(重型货物运输机)
/cheat add Aerodrome(飞机场)
/cheat add Storm Eagle(巨鹰轰炸机)
/cheat add Death Sphere 死亡之球
/cheat add xil 太阳神季尔
/cheat add czin 死神夕恩
/cheat add shok 暴风女神沙克
/cheat add Juggernaut 天神坦克
/cheat add The Doge 维努奇总督
/cheat add GIACOMO 吉亚克莫(主角)
/cheat add ARLINI (卡莲娜)
/cheat add RRI (艾瑞)
/cheat add DISTRUZIO
/cheat add ZEKE
/cheat add LENORA
/cheat add KAKOOLHA
/cheat add BATTAGLION
/cheat add VENZA
/cheat add BELISARI
/cheat add DAMANHUR
/cheat add DAKHLA
/cheat add THURAN
/cheat add PULITORE
/cheat add ADROMOLEK
/cheat mana 英雄的名字 +数量 =给制定英雄加力量
/cheat mana 英雄的名字 -数量 =减去英雄力量
/cheat resource 你的名字+数量 =加钱
/cheat resource 你的名字-数量 =减钱
/cheat safe=在基地旁边加蒸气轰炸机和超级大坦克
/cheat explore normal 或者是explored 或者all =改变地图探索方式"ALL"就是全开
/cheat finish =选中的建筑立刻完成建造
/cheat add 数量 名称 =在指针的地方加房子或者单位
/cheat tech 你的名字 tech on =全部科技
/cheat reveal =地图全开
/cheat ally或者peace或者war =你的名字 强制和一个玩加结盟/敌对
/cheat victory =获得胜利
/cheat add KING =工业国机械大蜘蛛(BOSS级)
/cheat add ELDER GLASS DRAGON =万年魔法族玻璃飞龙(BOSS级)
/cheat add MASTER FIRE GOLME =火焰巨人(HIGH级)
/cheat add ELDER GLASS GOLME =水晶巨人(HIGH级)
/cheat add DOOM =总督重锤巨炮
/cheat add CLOCKWORK MINE =机械矿工
/cheat add DESERT WALKER =魔法族普通刀兵
/cheat add PUZZLE BOX 或者 HOLY ARK =不同的两个补给单位(加攻击力)
/cheat add DEFENSE =炮台
/cheat add STEAM FORCES =坦克工厂
/cheat add giant =蜘蛛女王(BOSS级)
/cheat add queen =喷火蜥蜴女王(BOSS级)
/cheat add elder =野生万年喷火蜥蜴(HIGH级)
/cheat add land =陆地海蛇(次等机械大蜘蛛BOOS-级别)
/cheat add rock =蒸汽大炮
/cheat add tank =攻击飞艇
/cheat add air =蒸汽战斗机
/cheat add city =一个城市
/cheat add moon =月神艾克斯(BOOS级)
/cheat add sun cannon =太阳加农炮
/cheat add magic =艾灵圣盒(运输机类)
/cheat add gun =枪炮飞船
/cheat add high =大祭司
/cheat add sun =太阳猎犬
/cheat add can =死亡加农炮
/cheat add work =矿工
/cheat add power =发电厂(加速单位制造)
/cheat add temp =神殿
/cheat add destroy =毁灭运输机(结合运输机和蒸汽战斗机的所有功能)
/cheat add storm =暴风飞碟
国家的崛起之爱国战争
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;
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);
}
}
}