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《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!

  <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。

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