发布时间:2023-12-05 19:45:02作者:国家的崛起修改器阅读:次
今天我们来聊聊国家的崛起修改器,以下6个关于国家的崛起修改器的观点希望能帮助到您找到想要的百科知识。
本文目录
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;
case 4 :
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 0) {
bubble_text_obj(bubble, player, o);
}
}
}
-------------------------------------------------------------
用我的代码替换
Rise of NationsThrones and Patriotsscenarioscriptlibrarygeneral_powers.bhs
用king作用户名,你就能爽了
其实用用script,要比秘诀方便丰富。 用我的代码替换 Rise of NationsThrones and Patriotsscenarioscriptlibrarygeneral_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; case 4 : 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 0) { bubble_text_obj(bubble, player, o); } } }
点右上角的退出键,里面右推出当前游戏、投降、保存。选项。单击选项,里面可以调节分辨率。帝国时代4国家的崛起修改器是一款同名下的作弊工具。帝国时代4国家的崛起是一款即时战略类游戏,在游戏中我们可以通国掌握城市的控制权来获取他所有的科技、资源和建筑。
帝国时代4国家的崛起修改器是一款同名下的作弊工具。帝国时代4国家的崛起是一款即时战略类游戏,在游戏中我们可以通国掌握城市的控制权来获取他所有的科技、资源和建筑。 共六个修改项,操作简单,功能强大,助您轻松通过各种难关。
《帝国时代》(Age of Empires,简称AoE)是全效工作室开发的即时战略类系列游戏,于1997年发行第一部作品,之后陆续推出续作与扩充数据片。
《帝国时代》主要分为“随机地图”和“战役模式”两部分,玩家们可以控制历史上的某个文明,并把它由狩猎收集时代发展成一个庞大的铁器时代帝国。
那游戏没有修改器,只有作弊码。。。
国家的崛起秘籍
一、基本资源
CHEAT RESOURCE ALL10000 全加10000
CHEAT RESOURCE FOOD +1000 得到食物
CHEAT RESOURCE TIMBER +1000 得到木材
CHEAT RESOURCE OIL +1000 得到石油
CHEAT RESOURCE METAL +1000 得到金属
CHEAT RESOURCE WEALTHY +1000 得到财富
CHEAT RESOURCE KNOWLEGE +1000 得到知识
二、基本建筑
CHEAT ADD 1 CITY=加一座城市
CHEAT ADD 1 LIBRARY=加一座图书馆
CHEAT ADD 1 MARKET=加一座市场
CHEAT ADD 1 TEMPLE=加一座寺庙
CHEAT ADD 1 FARM-加一座农场
CHEAT ADD 1 WOODCUTTER=加一座伐木场
CHEAT ADD 1 MINE=加一座采矿场
CHEAT ADD 1 OIL=加一座油井(放在油矿上)
CHEAT ADD 1 GRANARY=加一座粮仓
CHEAT ADD 1 UNIVERSITY=加一座大学
CHEAT ADD 1 LUMBER=加一座木材厂
CHEAT ADD 1 SMELTER=加一座冶炼厂
CHEAT ADD 1 REFINERY=加一座炼油厂
CHEAT ADD 1 BARRACK=加一座兵营
CHEAT ADD 1 AUTO=加一座车辆制造厂
CHEAT ADD 1 FACTORY=加一座火炮制造厂
CHEAT ADD 1 FORTRESS/REDOUBT= 加一座堡垒
CHEAT ADD 1 AIRBASE=加一座机场
CHEAT ADD 1 SHIPYARD=加一座船厂
CHEAT ADD 1 STOCKADE=加一做防御塔
三、奇迹
CHEAT ADD 1 PORCELAIN=报恩寺琉璃塔
CHEAT ADD 1 TAJ=泰姬陵
CHEAT ADD 1 EIFFEL=埃菲儿铁塔
CHEAT ADD 1 SUPER =超时空对撞机
CHEAT ADD 1 SPACE= 太空计划
CHEAT ADD 1 COLOSSUS=巨人像
CHEAT ADD 1 PYRAMIDS=金子塔
CHEAT ADD 1 TERRA=兵马佣
CHEAT ADD 1 KREMLIN=克里姆林宫
CHEAT ADD 1 VERSAILLES=凡尔塞宫
CHEAT ADD 1 ANGKOR=吴哥窟
CHEAT ADD 1 STATUE=自由女神像
CHEAT ADD 1 FORBIDDEN=紫禁城
CHEAT ADD 1 HANGING=空中花园
四、政治单位
CHEAT ADD 50 THE DESPOT=加50个暴君
CHEAT ADD 50 THE SENATOR=加50个参议院
CHEAT ADD 50 THE MONARCH=加50个君主
CHEAT ADD 50 THE PRESIDENT=加50个总统
CHEAT ADD 50 THE COMRADE=加50个同志
CHEAT ADD 50 THE CEO=加50个CEO
CHEAT ADD 50 GENERAL=加50个将军
CHEAT ADD 50 SPY=加50个间谍
五、普通单位
CHEAT ADD 50 CITIZEN=加50个农民
CHEAT ADD 50 SCHOLAR=加50个学者
CHEAT ADD 50 CAR=加50个商队
CHEAT ADD 50 ARMED CARAVAN=加50个武装商队
CHEAT ADD 50 MERCHANT=加50个商人
CHEAT ADD 50 ARMED MERCHANT=加50个武装商人
CHEAT ADD 50 SUPPLY WAGON=加50辆补给车
CHEAT ADD 50 ARMED SUPPLY WAGON=加50辆武装补给车
六、通用兵种
CHEAT ADD 50 Militia =加50个民兵
CHEAT ADD 50 Minuteman =加50个后备民兵
CHEAT ADD 50 Partisan =加50个游击队
CHEAT ADD 50 Scout =加50个斥候
CHEAT ADD 50 Explorer =加50个探索者
CHEAT ADD 50 Commando =加50个突击队
CHEAT ADD 50 Special Forces =加50个特种部队
CHEAT ADD 50 Elite Special Forces =加50个精锐特种部队
CHEAT ADD 50 Slingers =加50个投石兵
CHEAT ADD 50 Javelineers =加50个标枪兵
CHEAT ADD 50 Elite Javelineers =加50个精锐标枪兵
CHEAT ADD 50 Arquebusiers =加50个火绳枪兵
CHEAT ADD 50 Machine Gun =加50个机枪
CHEAT ADD 50 Heavy Machine Gun =加50个重机枪
CHEAT ADD 50 Advanced Machine Gun =加50个先进机枪
CHEAT ADD 50 Flamethrower =加50个火焰喷射兵
CHEAT ADD 50 Hoplites =加50个重装步兵
CHEAT ADD 50 Phalanx =加50个精锐步兵
CHEAT ADD 50 Pikemen =加50个长矛兵
CHEAT ADD 50 Elite Pikemen=加50个精锐长矛兵
CHEAT ADD 50 Fusiliers =加50个燧枪兵
CHEAT ADD 50 Anti-tank Rifle =加50个反战车步兵
CHEAT ADD 50 Bazooka =加50个火箭炮兵
CHEAT ADD 50 Anti-Tank Missile =加50个反战车飞弹
CHEAT ADD 50 Bowmen =加50个弓箭手
CHEAT ADD 50 Archers =加50个弓兵
CHEAT ADD 50 Crossbowmen =加50个十字弓兵
CHEAT ADD 50 Horse Archer =加50个弓马兵
CHEAT ADD 50 Heavy Horse Archer =加50个重弓马兵
CHEAT ADD 50 Dragoon =加50个龙骑士
CHEAT ADD 50 Carabineer =加50个马枪骑兵
CHEAT ADD 50 Light Horse =加50个轻马兵
CHEAT ADD 50 Light Cavalry =加50个轻骑兵
CHEAT ADD 50 Elite Light Cavalry =加50个精锐轻骑兵
CHEAT ADD 50 Hussar =加50个轻骑军
CHEAT ADD 50 Armored Car =加50个装甲车
CHEAT ADD 50 Armored Scout Car =加50个装甲侦察车
CHEAT ADD 50 Armored Cavalry =加50个战斗装甲车
CHEAT ADD 50 Cataphract =加50个强骑兵
CHEAT ADD 50 Knight =加50个骑士
CHEAT ADD 50 Heavy Knight =加50个重骑士
CHEAT ADD 50 Cuirassier =加50个胸甲骑士
CHEAT ADD 50 Light Tank =加50个轻战车
CHEAT ADD 50 Tank =加50个坦克
CHEAT ADD 50 Main Battle Tank =加50个主战坦克
CHEAT ADD 50 Catapult =加50个弩炮
CHEAT ADD 50 Trebuchet =加50个投石机
CHEAT ADD 50 Bombard =加50个火炮
CHEAT ADD 50 Cannon =加50个加农炮
CHEAT ADD 50 Artillery =加50个炮兵
CHEAT ADD 50 Howitzer =加50个榴弹炮
CHEAT ADD 50 Rocket Artillery =加50个多管火箭车
CHEAT ADD 50 Anti-Aircraft Gun =加50个防空机枪
CHEAT ADD 50 Anti-Aircraft Battery =加50个防空火炮
CHEAT ADD 50 Anti-Aircraft Missile =加50个防空飞弹
七、飞机
CHEAT ADD 50 HELICOPTER=加50个一般直升机
CHEAT ADD 50 ATTACK=加50架攻击直升机
CHEAT ADD 50 BOMBER=加50架轰炸机
CHEAT ADD 50 BIPLANE=加50架双翼战斗机
CHEAT ADD 50 JET=加50架喷气式战斗机
CHEAT ADD 50 STRATEGIC=加50架战略轰炸机
CHEAT ADD 50 STEALTH=加50架B2轰炸机,隐形的那种
八、船只
CHEAT ADD 50 BATTLESHIP=加50艘战列舰
CHEAT ADD 50 AIRCRAFT=加50艘航空母舰
CHEAT ADD 50 DREAD=加50艘无畏舰
CHEAT ADD 50 MISSILE=加50艘导弹巡洋舰
CHEAT ADD 50 DESTROYER=加50艘驱逐舰
CHEAT ADD 50 SUBMARINE=加50艘潜艇
CHEAT ADD 50 CRUISER=加50艘巡洋舰
CHEAT ADD 50 FISHERMEN=加50艘渔船
九、国家独特兵种
易洛魁(IROQUOIS):
CHEAT ADD 50 TAKOHS=加50个探路者(特有兵种,带狗,无法攻击,有情报技能)
CHEAT ADD 50 SPEARMEN=加50个矛兵
CHEAT ADD 50 MOHAWK =加50个摩霍特矛兵
CHEAT ADD 50 AKWEKS=加50探险者(特有兵种,带狗,无法攻击,有情报技能)
CHEAT ADD 50 OKWARI=加50个特有狙击手(可以情报,狙击,爆破)
拉科塔(LAKOTA):
CHEAT ADD 50 SUNKA=加50个圣弓马兵
CHEAT ADD 50 REPEATING=加50个连发步枪马兵
美国(AMERICANS)
CHEAT ADD 50 CONTINENTAL MARINES=加50个
CHEAT ADD 50 MARINE RIFLEMEN=加50个
CHEAT ADD 50 MARINE LNFANTRY=加50个
CHEAT ADD 50 ASSAULT MARINES=加50个
荷兰(DUTCH)
CHEAT ADD 50 ARMED=加50个带防御的商队
CHEAT ADD 50 BRIG=加50个双桅帆船
CHEAT ADD 50 FLUYT=加50个北欧商船
CHEAT ADD 50 CLIPPERS=加50个快船
印度(INDIANS)
CHEAT ADD 50 WAR=加50个单人的战象
CHEAT ADD 50 MAHOUT=加50个双人战象
CHEAT ADD 50 CULVERIN=加50个重炮战象
波斯(PERSIAN)
CHEAT ADD 50 WAR=加50个单人的战象
CHEAT ADD 50 MAHOUT=加50个双人战象
CHEAT ADD 50 CULVERIN=加50个重炮战象
CHEAT ADD 50 IMMORTALS=加50个不死战士
CHEAT ADD 50 ANUSIYA=加50个高级不死战士
CHEAT ADD 50 ATHANATOI=加50个金甲不死战士
CHEAT ADD 50 ARQUEBUS=加50个火绳枪兵
阿兹特克(AZTECS):
cheat add 50 atl =加50个投枪手
CHEAT ADD 50 XOPILLI=加50个精锐投枪手
CHEAT ADD 50 ROYAL=加50个皇家投枪手
CHEAT ADD 50 JAGUAR=加50美洲虎勇士
CHEAT ADD 50 ASSAULT=加50个突击步兵
班图 (BANTU):
CHEAT ADD 50 UMPAKATI=加50部落猎手
CHEAT ADD 50 YANGOMBI=加50部落战士
CHEAT ADD 50 IMPI=加50个班图武士
CHEAT ADD 50 HAWK=加50架茱式战斗机
英国 (BROTISH):
CHEAT ADD 50 LONGBOWMEN=加50长弓手
CHEAT ADD 50 KING =加50个皇家长弓手
CHEAT ADD 50 KING′S YEOMANRY=
CHEAT ADD 50 HIGHLANDER=加50个英格兰高地步兵
CHEAT ADD 50 BLACK=加50个苏格兰高地警卫团
CHEAT ADD 50 LANCASTER=加50架兰开斯特轰炸机
中国 (CHINESE):
CHEAT ADD 50 FIRE=加50个火龙箭手
CHEAT ADD 50 HEAVY=加50个重装火龙箭手
CHEAT ADD 50 MANCHU=加50个八旗火统手
CHEAT ADD 50 RIFLEMEN=加50个八旗步枪手
CHEAT ADD 50 INFANTRY=加50个中国步兵
埃及 (EGYPTIANS):
CHEAT ADD 50 CHARIOT=加50个步兵战车
CHEAT ADD 50 CAMEL=加50个骆驼射手
CHEAT ADD 50 MAMELUKE=加50个马穆鲁克兵
法国 (FRENCH):
CHEAT ADD 50 CHEVALIER= 加50个法兰克战士
德国 (GERMANS):
CHEAT ADD 50 SOLDARI= 加50个日耳曼武士
CHEAT ADD 50 BARBARIANS= 加50个巴巴利亚武士
CHEAT ADD 50 VANDALS= 加50个汪达尔武士
CHEAT ADD 50 LANDSKNECHTS=加50个雇佣步兵
CHEAT ADD 50 VOLKSGRENADIERS=加50个国民掷弹兵
CHEAT ADD 50 MG42=加50个MG42机枪
CHEAT ADD 50 TIGER= 加50辆虎式坦克
CHEAT ADD 50 LEOPARD=加50辆豹式坦克
希腊 (GREEKS):
CHEAT ADD 50 COMPANION =加50个同伴骑兵
CHEAT ADD 50 STRATIOTAI=加50个希腊重甲骑兵
印加 (INCA):
CHEAT ADD 50 INTI= 加50个太阳神武士
CHEAT ADD 50 MORTAR=加50座白炮
CHEAT ADD 50 SIEGE=加50座攻城白炮
日本 (JAPANESE):
CHEAT ADD 50 ASHIGARA=加50个足轻长矛兵
CHEAT ADD 50 BUSHI= 加50个日本武士
CHEAT ADD 50 SAMURAI= 加50个侍卫
CHEAT ADD 50 GUN= 加50个火枪侍卫
朝鲜 (KOREANS):
CHEAT ADD 50 HWARANG= 加50个花郎
CHEAT ADD 50 ELITE HWARANG= 加50个精锐花郎
CHEAT ADD 50 ROYAL HWARANG= 加50个皇家花郎
CHEAT ADD 50 ELITE ROYAL HWARANG= 加50精锐皇家个花郎
CHEAT ADD 50 FLAMING =加50个弩炮
玛雅 (MAYA):
CHEAT ADD 50 BALAMOB=加50个玛雅战士
CHEAT ADD 50 EAGLE= 加50个玛雅神鹰战士
CHEAT ADD 50 RECOILLESS=加50个无后座力炮
CHEAT ADD 50 DRAGON=加50龙式反坦克导弹
蒙古 (MONGOLS):
CHEAT ADD 50 NOMAD=加50游牧民
CHEAT ADD 50 STEPPE=加50个游牧射手
CHEAT ADD 50 HORDE=加50个蒙古射手
CHEAT ADD 50 GOLDEN=加50个金甲蒙古射手
努比亚 (NUBIANS):
CHEAT ADD 50 KUSHITE=加50个库希特射手
CHEAT ADD 50 APEDEMAK=加50个努比亚射手
罗马 (ROMANS) :
CHEAT ADD 50 LEGIONS=加50个罗马军团
CHEAT ADD 50 CAESAR=加50个凯撒战士
CHEAT ADD 50 PRAETORIAN=加50个罗马近卫军
俄罗斯 (RUSSIANS):
CHEAT ADD 50 RUSINY=加50个罗斯枪骑兵
CHEAT ADD 50 COSSACK=加50个哥萨克骑兵
CHEAT ADD 50 DON= 加50个近卫哥萨克骑兵
CHEAT ADD 50 RED=加50个红军战士
CHEAT ADD 50 KATYUSHA=加50喀秋沙火箭炮
CHEAT ADD 50 SHOCK= 加50红军突击步兵
CHEAT ADD 50 T80=加50辆T80坦克
西班牙 (SPANISH):
CHEAT ADD 50 SCUTARI=加50个长盾步兵
CHEAT ADD 50 TERCIOS=加50个征服者
土耳其 (TURKS) :
CHEAT ADD 50 JANISSARIES=加50个禁卫战士
CHEAT ADD 50 BIMBARD= 加50个滑膛炮
CHEAT ADD 50 BASILICA=加50皇家滑膛炮
CHEAT ADD 50 CANNON=加50个加农炮
十、综合
cheat add musketeer - 得到一个枪兵
cheat add 5 musketeer - 得到五个枪兵
cheat add 5 musketeer blue - 蓝色得到五个枪兵
cheat add lightcavalry - (PS 你想要的部队是没有空格)
cheat add 5 heavyarcher Brian- Brian得到五个弓箭兵(PS BRIAN是玩家的名字, 打下你自己的或其他的名字)
Adds a complete Fort.-得到一个完成的要塞
cheat add new fort - 得到一个没有完成的要塞
cheat add new city green - 绿色得到一个新CITY
cheat die 把点选的部队或建筑炸开
cheat reveal on 地图打开
cheat reveal off 地图返回黑色
cheat be -自己选玩家
cheat be blue - 变成控制蓝色
cheat be Brian - 变成控制Brian (PS BRIAN是玩家的名字, 打下你自己的或其他玩家的名字)
cheat ally blue- 跟蓝色结盟
cheat peace Brian- Brian停火
cheat war green 跟绿色开战
cheat human or computer- 控制
cheat human blue - 玩家变成控制蓝色
cheat computer green - 电脑变成控制绿色
cheat human all - 玩家变成控制所有国家
cheat computer all - 电脑变成控制所有国家
cheat victory 玩家胜利
cheat victory yellow 黄色玩家胜利
cheat defeat 玩家战败
cheat defeat white 白色玩家战败
cheat resource =改变资源
cheat reveal=地图全开
cheat ai =设定AI
cheat diff =设定难度
cheat ally =强制同盟
cheat peace =强制不开战
cheat war =强制开战
cheat tech =改变技术
cheat age =改变国家年龄
cheat military =改变军队等级
cheat civic =改变文化等级
cheat commerce =改变商业等级
cheat science =改变科技等级
cheat library =改变图书馆等级
cheat bbox =开关bunding box made
cheat die =杀死选取的东西
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