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[战报]必然TJ的本都战役 FS娘在RTW发的帖子引发了本都往哪里发展的讨论。咱在中午开了个本都档看了看 第一回合收紧兵力,回合末Hayasadan和AS开战——咱本着远交近攻的思想果断地和第三世界人民站在一起,踢开了小受这只纸老虎。第二回合一路北上进攻土著,一路南下打小受。正好间谍放倒了门卫,守城部队稍作抵抗就被消灭。第三回合北方部队南下,南方部队西进,冬季的大雪让部队放缓了脚步。第四回合北方部队抵达了一座凯尔特城市,顽固的蛮族并不愿意接受我们的神灵和我们的律法于是攻城战随即展开。第五回合攻城战开始,凯尔特人的勇士在希腊人的纪律面前毫无建树,但是广场上的一队君子剑在四面合围下硬是灭掉我方一队方阵...胜利的捷报鼓舞着全军,沿着小受修建的铺石路,南方军团在第七回合拿下了又一座小受的城镇。第八回合南北方面军胜利会师,开局的部队到现在只剩下了一半。第十回合小受在小亚细亚的全部城市都被解放。十一回合初人妖和小受停火的消息引起了本都王子的警觉,跟随第一军团的间谍被指派到小亚细亚的海岸巡视。果不其然,有两队托勒密军队在我方得国境线上虎视眈眈。 战报就写到这了,本都开局似乎很容易的样子。除了开局没有2级兵营...咱接下去必然要把人妖赶出亚细亚的说,新生的本都帝国能否立国在此一役
[EB]不解的数据 ;442 type celtic infantry cordinau orca dictionary celtic_infantry_cordinau_orca ; Cordinau Orca soldier celtic_infantry_drwdae_cordinauorca, 30, 0, 1.2 officer ebofficer_celtic_standardbearer mount_effect elephant -4 attributes sea_faring, hide_improved_forest formation 1.2, 1.4, 2.4, 2.8, 3, square stat_health 1, 1 stat_pri 15, 8, no, 0, 0, melee, blade, slashing, sword, 0 ,0.12 stat_pri_attr no stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1 stat_sec_attr no stat_pri_armour 14, 12, 4, metal stat_sec_armour 0, 0, flesh stat_heat 5 stat_ground 0, 0, 0, -3 stat_mental 16, impetuous, trained stat_cost 1, 3151, 788, 112, 436, 3151 ownership gauls, scythia, slave, britons, germans, romans_julii, romans_brutii, romans_scipii, numidia, macedon, thrace, greek_cities, egypt, carthage, spain, seleucid, dacia, pontus, parthia, armenia, saba ;451 type dacian infantry rhompharoi thorakitai dictionary dacian_infantry_rhompharoi_thorakitai ; Thraikioi Rhomphaiaphoroi voice_type Light_1 soldier dacian_infantry_rhompharoi_thorakitai, 30, 0, 1.18 mount_effect elephant -1 attributes sea_faring, hide_improved_forest, hardy formation 1.6, 1.4, 2.4, 2.4, 4, square stat_health 1, 1 stat_pri 11, 8, no, 0, 0, melee, blade, slashing, sword, 0 ,0.285 stat_pri_attr ap stat_sec 0, 0, no, 0, 0, no, no, no, none, 0 ,0.1 stat_sec_attr no stat_pri_armour 12, 11, 1, metal stat_sec_armour 0, 0, flesh stat_heat 4 stat_ground 0, 0, -2, -2 stat_mental 15, impetuous, trained stat_charge_dist 40 stat_cost 1, 2899, 725, 100, 25, 2899 ownership gauls, scythia, slave, britons, germans, romans_julii, romans_brutii, romans_scipii, numidia, macedon, thrace, greek_cities, egypt, carthage, spain, seleucid, dacia, pontus, parthia, armenia, saba
【求助】有一段Tigger不理解 ;------------------------------------------ Trigger Interloper_leaves_Type4 WhenToTest CharacterTurnEnd Condition not EndedInSettlement and Trait Interloper > 0 Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_1 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_2 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_3 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_4 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_5 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_6 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_7 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 ;------------------------------------------ Trigger Interloper_not_in_Type4_8 WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Interloper > 0 and not SettlementBuildingExists = gov4 and not SettlementBuildingExists = govnomad Affects ReverseInterloper 1 Chance 100 完全一样的东西为何要分那么多段
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