Tucs hat geschrieben:Wo wir Grade bei Gamesgarte sind haben die die Internationale version oder muss ich zu dem anderen hin?
Die Internationale
Moderator: Moderatoren
Tucs hat geschrieben:Wo wir Grade bei Gamesgarte sind haben die die Internationale version oder muss ich zu dem anderen hin?
Inner Circle hat geschrieben:Tucs hat geschrieben:Wo wir Grade bei Gamesgarte sind haben die die Internationale version oder muss ich zu dem anderen hin?
Die Internationale
Inner Circle hat geschrieben:
wird man die maximale Brigadenzahl irgendwie steuern können, bzw per Event ändern können (zum Beispiel könnte man durch Doktrin die maximale Anzahl erhöhen)?
Code: Alles auswählen
# UNIT TYPES DEFINITION FILE
########
# ARMY/NAVY/AIR COMPARISONS STATISTIC PAGES
# eyr = {
# land = HeaderStringID1 # 1st column on Army page
# land = HeaderStringID2 # 2nd column on Army page
# [...list the rest of the land columns you want here]
# navy = HeaderStringID3 # 1st column on Naval page
# navy = HeaderStringID4 # 2nd column on Naval page
# [...list the rest of the naval columns you want here]
# air = HeaderStringID5 # 1st column on Air page
# air = HeaderStringID6 # 2nd column on Air page
# [...list the rest of the air columns you want here]
# }
########
# FORMAT
#
# UnitTypeName = { # Replace UnitTypeName with one of the predefined unit types.
# ### REQUIRED PARAMETERS ###
# type = RealUnitType # Defines the real unit type (infantry, cavalry etc.)
# name = UnitNameID # Full unit name string (NAME_INFANTRY, NAME_CAVALRY etc.)
# short_name = ShortUnitNameID # Short unit name string (SNAME_INFANTRY, SNAME_CAVALRY etc.)
# desc = LongDescriptionID # Long unit description string (LDESC_INFANTRY, LDESC_CAVALRY etc.)
# short_desc = ShortDescriptionID # Short unit description string (SDESC_INFANTRY, SDESC_CAVALRY etc.)
# eyr = Number # Defines the group to which this unit type belongs on army/navy/air statistics page
# sprite = SpriteTypeName # Replace SpriteTypeName with one of predefined sprite name types
# transmute = UnitTypeName # Used by production AI. Defines what unit to build if the current one is not available ATM.
# gfx_prio = Number # Used to define which image to use on counter and sprite for mixed units
# value = X.X(Number) # Unit military value. Used in military power and other calculations.
# ### OPTIONAL PARAMETERS ###
# RealUnitType= yes # Sets this UnitType as default RealUnitType. There can be only one definition for every RealUnitType.
# # Used by production AI (militia, infantry), rebels (militia, infantry)
# # and aliens (infantry, armor, strategic_bomber, interceptor, destroyer, carrier)
# # By default (when not specified) the first "type = RealUnitType" will be set.
# production = yes/no(default) # Defines if this unit type is allowed(yes) or not(no) for production by default.
# # When set to [no] (or not defined) the unit type must be unlocked by tech or event for every country.
# }
#
########
# The UnitTypeName is predefined (130 types in total) and must be used in this order:
# infantry, cavalry, motorized, mechanized, light_armor, armor, garrison, hq, paratrooper, marine,
# bergsjaeger, cas, multi_role, interceptor, strategic_bomber, tactical_bomber, naval_bomber,
# transport_plane, battleship, light_cruiser, heavy_cruiser, battlecruiser, destroyer, carrier,
# submarine, transport, flying_bomb, flying_rocket, militia, escort_carrier, nuclear_submarine,
# d_01, d_02, d_03, d_04, d_05, d_06, d_07, d_08, d_09, d_10, d_11, d_12, d_13, d_14, d_15, d_16,
# d_17, d_18, d_19, d_20, d_21, d_22, d_23, d_24, d_25, d_26, d_27, d_28, d_29, d_30, d_31, d_32,
# d_33, d_34, d_35, d_36, d_37, d_38, d_39, d_40, d_41, d_42, d_43, d_44, d_45, d_46, d_47, d_48,
# d_49, d_50, d_51, d_52, d_53, d_54, d_55, d_56, d_57, d_58, d_59, d_60, d_61, d_62, d_63, d_64,
# d_65, d_66, d_67, d_68, d_69, d_70, d_71, d_72, d_73, d_74, d_75, d_76, d_77, d_78, d_79, d_80,
# d_81, d_82, d_83, d_84, d_85, d_86, d_87, d_88, d_89, d_90, d_91, d_92, d_93, d_94, d_95, d_96,
# d_97, d_98, d_99
# There should be only one instance of each UnitTypeName!!!
########
# The RealUnitType is predefined and can be one of those:
# infantry, cavalry, motorized, mechanized, light_armor, armor, garrison, hq, paratrooper,
# marine, bergsjaeger, cas, multi_role, interceptor, strategic_bomber, tactical_bomber,
# naval_bomber, transport_plane, battleship, light_cruiser, heavy_cruiser, battlecruiser,
# destroyer, carrier, submarine, transport, flying_bomb, flying_rocket, militia, escort_carrier
# nuclear_submarine
########
# The SpriteTypeName is predefined and can be one of those:
# infantry, cavalry, motorized, mechanized, l_panzer, panzer, paratrooper, marine,
# bergsjaeger, fighter, escort, interceptor, bomber, tactical, cas, naval, transportplane,
# battleship, battlecruiser, heavy_cruiser, light_cruiser, destroyer, carrier, submarine,
# transport, militia, garrison, hq, flying_bomb, rocket, nuclear_submarine, escort_carrier
# d_01, d_02, d_03, d_04, d_05, d_06, d_07, d_08, d_09, d_10, d_11, d_12, d_13, d_14, d_15, d_16,
# d_17, d_18, d_19, d_20, d_21, d_22, d_23, d_24, d_25, d_26, d_27, d_28, d_29, d_30, d_31, d_32,
# d_33, d_34, d_35, d_36, d_37, d_38, d_39, d_40, d_41, d_42, d_43, d_44, d_45, d_46, d_47, d_48,
# d_49, d_50, d_51, d_52, d_53, d_54, d_55, d_56, d_57, d_58, d_59, d_60, d_61, d_62, d_63, d_64,
# d_65, d_66, d_67, d_68, d_69, d_70, d_71, d_72, d_73, d_74, d_75, d_76, d_77, d_78, d_79, d_80,
# d_81, d_82, d_83, d_84, d_85, d_86, d_87, d_88, d_89, d_90, d_91, d_92, d_93, d_94, d_95, d_96,
# d_97, d_98, d_99
#
########
# NOTES:
# 1. It is possible to redefine the type of named unit types (like cavalry = { type = infantry }).
# 2. No gaps (like defining d_02 without defining d_01) in UnitTypeName are allowed!
# 3. On add or remove of unit type, gfx\map\hoi_counter_strip.bmp must be updated to match the number of currently defined unit types.
########
eyr = {
army = EYR_INF #1
army = EYR_CAV #2
army = EYR_MOT #3
army = EYR_MEC #4
army = EYR_LARM #5
army = EYR_ARM #6
army = EYR_PAR #7
army = EYR_MAR #8
army = EYR_BER #9
army = EYR_GAR #10
army = EYR_HQ #11
army = EYR_MIL #12
navy = EYR_CAR #1
navy = EYR_ECAR #2
navy = EYR_BAT #3
navy = EYR_BCRU #4
navy = EYR_HCRU #5
navy = EYR_LCRU #6
navy = EYR_DES #7
navy = EYR_SUB #8
navy = EYR_NSUB #9
navy = EYR_TRA #10
air = EYR_MUL #1
air = EYR_INT #2
air = EYR_CAS #3
air = EYR_STR #4
air = EYR_TAC #5
air = EYR_NAV #6
air = EYR_TPL #7
air = EYR_FBO #8
air = EYR_ROC #9
}
infantry = {
#ID 0
type = infantry
name = NAME_INFANTRY
short_name = SNAME_INFANTRY
desc = LDESC_INFANTRY
short_desc = SDESC_INFANTRY
eyr = 1
sprite = infantry
transmute = garrison
gfx_prio = 2
infantry = yes
value = 1.0
}
cavalry = {
#ID 1
type = cavalry
name = NAME_CAVALRY
short_name = SNAME_CAVALRY
desc = LDESC_CAVALRY
short_desc = SDESC_CAVALRY
eyr = 2
sprite = cavalry
transmute = motorized
gfx_prio = 6
value = 0.8
}
motorized = {
#ID 2
type = motorized
name = NAME_MOTORIZED
short_name = SNAME_MOTORIZED
desc = LDESC_MOTORIZED
short_desc = SDESC_MOTORIZED
eyr = 3
sprite = motorized
transmute = infantry
gfx_prio = 7
value = 1.3
}
mechanized = {
#ID 3
type = mechanized
name = NAME_MECHANIZED
short_name = SNAME_MECHANIZED
desc = LDESC_MECHANIZED
short_desc = SDESC_MECHANIZED
eyr = 4
sprite = mechanized
transmute = motorized
gfx_prio = 8
value = 1.7
}
light_armor = {
#ID 4
type = light_armor
name = NAME_LIGHT_ARMOR
short_name = SNAME_LIGHT_ARMOR
desc = LDESC_LIGHT_ARMOR
short_desc = SDESC_LIGHT_ARMOR
eyr = 5
sprite = l_panzer
transmute = mechanized
gfx_prio = 9
value = 1.5
}
armor = {
#ID 5
type = armor
name = NAME_ARMOR
short_name = SNAME_ARMOR
desc = LDESC_ARMOR
short_desc = SDESC_ARMOR
eyr = 6
sprite = panzer
transmute = light_armor
gfx_prio = 10
armor = yes
value = 3.0
}
paratrooper = {
#ID 6
type = paratrooper
name = NAME_PARATROOPER
short_name = SNAME_PARATROOPER
desc = LDESC_PARATROOPER
short_desc = SDESC_PARATROOPER
eyr = 7
sprite = paratrooper
transmute = infantry
gfx_prio = 5
value = 1.5
}
marine = {
#ID 7
type = marine
name = NAME_MARINE
short_name = SNAME_MARINE
desc = LDESC_MARINE
short_desc = SDESC_MARINE
eyr = 8
sprite = marine
transmute = infantry
gfx_prio = 4
value = 1.5
}
bergsjaeger = {
#ID 8
type = bergsjaeger
name = NAME_BERGSJAEGER
short_name = SNAME_BERGSJAEGER
desc = LDESC_BERGSJAEGER
short_desc = SDESC_BERGSJAEGER
eyr = 9
sprite = bergsjaeger
transmute = infantry
gfx_prio = 3
value = 1.5
}
garrison = {
#ID 9
type = garrison
name = NAME_GARRISON
short_name = SNAME_GARRISON
desc = LDESC_GARRISON
short_desc = SDESC_GARRISON
eyr = 10
sprite = garrison
transmute = militia
gfx_prio = 1
value = 0.5
}
hq = {
#ID 10
type = hq
name = NAME_HQ
short_name = SNAME_HQ
desc = LDESC_HQ
short_desc = SDESC_HQ
eyr = 11
sprite = hq
transmute = garrison
gfx_prio = 11
value = 1.0
}
militia = {
#ID 11
type = militia
name = NAME_MILITIA
short_name = SNAME_MILITIA
desc = LDESC_MILITIA
short_desc = SDESC_MILITIA
eyr = 12
sprite = militia
transmute = militia
gfx_prio = 0
militia = yes
value = 0.2
production = yes
}
multi_role = {
#ID 12
type = multi_role
name = NAME_MULTI_ROLE
short_name = SNAME_MULTI_ROLE
desc = LDESC_MULTI_ROLE
short_desc = SDESC_MULTI_ROLE
eyr = 1
sprite = fighter
transmute = interceptor
gfx_prio = 3
value = 1.0
}
interceptor = {
#ID 13
type = interceptor
name = NAME_INTERCEPTOR
short_name = SNAME_INTERCEPTOR
desc = LDESC_INTERCEPTOR
short_desc = SDESC_INTERCEPTOR
eyr = 2
sprite = interceptor
transmute = infantry
gfx_prio = 2
interceptor = yes
value = 1.0
}
strategic_bomber = {
#ID 14
type = strategic_bomber
name = NAME_STRATEGIC_BOMBER
short_name = SNAME_STRATEGIC_BOMBER
desc = LDESC_STRATEGIC_BOMBER
short_desc = SDESC_STRATEGIC_BOMBER
eyr = 4
sprite = bomber
transmute = tactical_bomber
gfx_prio = 7
strategic_bomber = yes
value = 2.0
}
tactical_bomber = {
#ID 15
type = tactical_bomber
name = NAME_TACTICAL_BOMBER
short_name = SNAME_TACTICAL_BOMBER
desc = LDESC_TACTICAL_BOMBER
short_desc = SDESC_TACTICAL_BOMBER
eyr = 5
sprite = tactical
transmute = multi_role
gfx_prio = 5
value = 2.0
}
naval_bomber = {
#ID 16
type = naval_bomber
name = NAME_NAVAL_BOMBER
short_name = SNAME_NAVAL_BOMBER
desc = LDESC_NAVAL_BOMBER
short_desc = SDESC_NAVAL_BOMBER
eyr = 6
sprite = naval
transmute = tactical_bomber
gfx_prio = 6
value = 1.5
}
cas = {
#ID 17
type = cas
name = NAME_CAS
short_name = SNAME_CAS
desc = LDESC_CAS
short_desc = SDESC_CAS
eyr = 3
sprite = cas
transmute = tactical_bomber
gfx_prio = 4
value = 1.5
}
transport_plane = {
#ID 18
type = transport_plane
name = NAME_TRANSPORT_PLANE
short_name = SNAME_TRANSPORT_PLANE
desc = LDESC_TRANSPORT_PLANE
short_desc = SDESC_TRANSPORT_PLANE
eyr = 7
sprite = transportplane
transmute = infantry
gfx_prio = 8
value = 0.01
}
flying_bomb = {
#ID 19
type = flying_bomb
name = NAME_FLYING_BOMB
short_name = SNAME_FLYING_BOMB
desc = LDESC_FLYING_BOMB
short_desc = SDESC_FLYING_BOMB
eyr = 8
sprite = rocket
transmute = strategic_bomber
gfx_prio = 0
value = 0.5
}
flying_rocket = {
#ID 20
type = flying_rocket
name = NAME_FLYING_ROCKET
short_name = SNAME_FLYING_ROCKET
desc = LDESC_FLYING_ROCKET
short_desc = SDESC_FLYING_ROCKET
eyr = 9
sprite = rocket
transmute = flying_bomb
gfx_prio = 1
value = 0.5
}
battleship = {
#ID 21
type = battleship
name = NAME_BATTLESHIP
short_name = SNAME_BATTLESHIP
desc = LDESC_BATTLESHIP
short_desc = SDESC_BATTLESHIP
eyr = 3
sprite = battleship
transmute = battlecruiser
gfx_prio = 8
value = 5.0
}
light_cruiser = {
#ID 22
type = light_cruiser
name = NAME_LIGHT_CRUISER
short_name = SNAME_LIGHT_CRUISER
desc = LDESC_LIGHT_CRUISER
short_desc = SDESC_LIGHT_CRUISER
eyr = 6
sprite = light_cruiser
transmute = destroyer
gfx_prio = 4
value = 2.0
}
heavy_cruiser = {
#ID 23
type = heavy_cruiser
name = NAME_HEAVY_CRUISER
short_name = SNAME_HEAVY_CRUISER
desc = LDESC_HEAVY_CRUISER
short_desc = SDESC_HEAVY_CRUISER
eyr = 5
sprite = heavy_cruiser
transmute = light_cruiser
gfx_prio = 5
value = 3.0
}
battlecruiser = {
#ID 24
type = battlecruiser
name = NAME_BATTLECRUISER
short_name = SNAME_BATTLECRUISER
desc = LDESC_BATTLECRUISER
short_desc = SDESC_BATTLECRUISER
eyr = 4
sprite = battlecruiser
transmute = heavy_cruiser
gfx_prio = 6
value = 4.0
}
destroyer = {
#ID 25
type = destroyer
name = NAME_DESTROYER
short_name = SNAME_DESTROYER
desc = LDESC_DESTROYER
short_desc = SDESC_DESTROYER
eyr = 7
sprite = destroyer
transmute = submarine
gfx_prio = 3
destroyer = yes
value = 1.0
}
carrier = {
#ID 26
type = carrier
name = NAME_CARRIER
short_name = SNAME_CARRIER
desc = LDESC_CARRIER
short_desc = SDESC_CARRIER
eyr = 1
sprite = carrier
transmute = transport
gfx_prio = 9
carrier = yes
value = 4.0
}
escort_carrier = {
#ID 27
type = escort_carrier
name = NAME_ESCORT_CARRIER
short_name = SNAME_ESCORT_CARRIER
desc = LDESC_ESCORT_CARRIER
short_desc = SDESC_ESCORT_CARRIER
eyr = 2
sprite = escort_carrier
transmute = carrier
gfx_prio = 7
value = 3.0
}
submarine = {
#ID 28
type = submarine
name = NAME_SUBMARINE
short_name = SNAME_SUBMARINE
desc = LDESC_SUBMARINE
short_desc = SDESC_SUBMARINE
eyr = 8
sprite = submarine
transmute = transport
gfx_prio = 1
value = 1.0
}
nuclear_submarine = {
#ID 29
type = nuclear_submarine
name = NAME_NUCLEAR_SUBMARINE
short_name = SNAME_NUCLEAR_SUBMARINE
desc = LDESC_NUCLEAR_SUBMARINE
short_desc = SDESC_NUCLEAR_SUBMARINE
eyr = 9
sprite = nuclear_submarine
transmute = submarine
gfx_prio = 2
value = 1.0
}
transport = {
#ID 30
type = transport
name = NAME_TRANSPORT
short_name = SNAME_TRANSPORT
desc = LDESC_TRANSPORT
short_desc = SDESC_TRANSPORT
eyr = 10
sprite = transport
transmute = infantry
gfx_prio = 0
transport = yes
value = 0.01
production = yes
}
Ardrianer hat geschrieben:sehe ich richtig, dass man nun weitere Slots für Einheiten und Brigaden hat? *freu*