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金融帝国2脚本自定义开局方法教程

2bqn2014/08/29评论 (0)

‍‍这个是金融帝国2的脚本自定义开局的方法教程,作者2bqn,教大家如何自定义开局游戏,为游戏发展垫底好的基础,有兴趣的玩家可以来看看。

金融帝国2:金融帝国实验室

只有英文版有效

脚本在C:\Users\你的用户名\Documents\my games\Capitalism Lab\Script
Script目录如果没有就新建一个
然后新建一个txt,把下面内容复制进去就可以了
这是一个非常普通的4城开局的设定的示例

---------------------------------------------------
[HEADER]
Title=player
Description=This is a sample script
//这是一个栗子。title是抬头,description是描述。

[PLAYER EXPERTISE]

Retailing=0
//CEO能力,零售,值为0到100
Farming=0
//农业,值为0到100
Manufacturing=0
//生产,值为0到100
Research and Development=0
//科研,值为0到100
Raw Material Production=0
//原料加工,值为0到100
Marketing=0
//营销,值为0到100
Training=0
//训练,值为0到100
Product Expertise=Automobile, 100
//专业领域,可以是Apparel 服装, Automobile 汽车, Beverage 饮料等等,后面的值可以是0-100。产品的具体类别可以在游戏里按P查看。

[ENVIRONMENT]
Number of Cities=4
// Number of Cities=<1 to 10>
// You will be able to create a game with a maximum of 10 cities using a game script.
//城市数量,最多10个

Your Start-up Capital=Very High
// Your Start-up Capital=<Very Low, Low, Moderate, High, Very High>
//初始资金,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Random Events=Occasional 
// Random Events=<Never, Seldom, Occasional, Frequent>
//随机事件,可以是Never 从不, Seldom 很少, Occasional 偶尔, Frequent 频繁

Game Starting Year=1990
// Game Starting Year=<1900 to 2100>
// You may set the game starting year to any year between 1900 and 2100.  
//游戏开始时间,可以使1900年到2100年

Retail Store Type=Many
// Retail Store Type=<One, Many>
//零售店类型,可以是One 只有一种, Many 多种

Technology Disruption=On
// Technology Disruption=<Yes, No>
//科技破坏,开了之后现有科技每年衰退10%,开了可以让科技领导者不再难以追赶


Stock Market=Yes
// Stock Market=<Yes, No>
//股票市场开关

Alternative Stock Sim=No
// Alternative Stock Sim=<Yes, No>
//替换股票模拟,打开的话股价不受经济影响,不允许子公司往母公司增发股票?没试过。

Macro Economy Realism=High
// Macro Economy Realism=<Low, High>
//宏观经济现实主义,开高的话游戏的宏观经济会与现实接近,应该是指的央行贷款供应量和利率随着经济环境的变化

Inflation=On
// Inflation=<Off, On, Inverse> 
//通货膨胀,可以是Off 关闭, On 开启, Inverse 反转

Inflation Strength=Normal
// Inflation Strength=<Normal, Reduced>
//通货膨胀强度,可以是Normal 一般, Reduced 减弱

Number of AI Persons=63
// Number of AI Persons=<number of competitors+8 to 63>
// This is the total number of AI persons in a game. You may customize it using the above line, allowing you to create a game with more persons 
// than a standard game. Please note that the game requires the number of AI persons to be at least equal to the number of competitors + 8. 
// If you set it lower than this value, the game will automatically reset it to the minimum allowed value. 
//AI人物,下限8个以上,上限63个

[COMPETITORS]
Number of Competitors=30
// Number of Competitors=<1 to 30>
// You may set the number of competitors to any number between 1 and 30. 
//竞争对手公司数量,1到30个

Competitor Start-up Capital=Moderate
// Competitor Start-up Capital=<Very Low, Low, Moderate, High, Very High>
//竞争对手初始资金,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Competitor Aggressiveness=Moderate
// Competitor Aggressiveness=<Very Low, Low, Moderate, High, Very High>
//竞争对手侵略性,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Competitor Expertise Level=Moderate
// Competitor Expertise Level=<None, Low, Moderate, High>
//竞争对手专业等级,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Show Competitor Trade Secrets=Yes
// Show Competitor Trade Secrets=<Yes, No>
//显示竞争对手商业机密

AI Friendly Merger=On
// AI Friendly Merger=<On, Off>
//AI对手之间的友善兼并

Competence of Local Competitors=Moderate
// Competence of Local Competitors=<Very Low, Low, Moderate, High, Very High>
//本地商品质量,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高。这个值决定了游戏的难度

// You may set the business focuses of the AI companies using the following script lines:
// (The total number of competitors defined here should not exceed the number  in the Number of Competitors line.)
//下面的条目中你可以设置专精公司数量

Retail Focused Companies=5
Stock Focused Companies=2
Real Estate Focused Companies=5
Tech Focused Companies=2
Media Focused Companies=2
Diversified Companies=4
//从上到下依次是零售专精、股票(前期只持有他人股票在经济危机时期收购他人的投资公司)专精、地产公司、科技公司、医药公司、多样(逗比)公司

// With the above statement, there will be 3 AI competitors possessing expertise in Apparel in the beginning of the game. 

// AI Product Expertise=<Expertise Product Class>, <Number of AI competitors> 
//可以用例如AI Product Expertise=apparel, 3来定义,游戏开始会有3个专精服装路线的AI公司

// Use this statement to assign a specified type of expertise to AI competitors. 
// <Expertise Product Class> is the expertise product class. For example, “apparel”
// <Number of AI competitors> is the number of AI competitors possessing this type of expertise. 
// Please note that this only applies to AI competitors with a diversified business strategy. (e.g. retail focused companies and companies with other focuses are not affected.)

[IMPORTS]
Consumer Goods Seaports=4
// Consumer Goods Seaports per City=<0-4>
//每个城市多少个消费品海港,范围0到4个。

Industrial Goods Seaports=4
// Industrial Goods Seaports per City=<0-4>
//每个城市多少个工业品海港,范围0到4个。

// Please note that you may create a game up with no seaport using a game script. But the AI companies’ performances will suffer and 
// this should only be used if you intend to create a game scenario with such characteristics.
//你可以利用脚本建立没有海港的城市,但是AI的公司的表现会遭受影响。

Constant Import Supply=No
// Constant Import Supply=<Yes,No>
//持续进口。开了的话会一直进口一样东西

Import Quality=Moderate 
// Import Quality=<Low,Moderate,High>
//进口质量,可以是Low 低,Moderate 中,High 高。这是影响游戏难度的次要因素,仅次于本地商品质量。
//如果进口商品质量次于本地商品质量,那你开局的选择就会非常艰难。

[CITIES]
// You may just specify the city name and Capitalism Lab will search it in its city database and use the pre-defined parameters for it if it can be found.
City=Harbin
//城市,哈尔滨
Population=5000000
//人口,500万是上限,中国人多到它表现不了啊
Population Growth Rate=50
//人口增长率
Real Wage Rate=35
//真实工资水平,穷城人民买东西更关注价格,富城人民更关注品质和逼格。富城的市场规模也是成倍与穷城的。
City=London
City=Los Angeles
City=Tokyo

//你可以在[cities]下面添加特定的城市,楼主哈尔滨人所以就添加了哈尔滨这穷地方做为开局总部。城市的列表在官网有个单独的页面,你也可以创建自己的城市。

[SPECIAL RULES]
COO Salary Modifier=100
CTO Salary Modifier=100
CMO Salary Modifier=100
//特殊规则,coo、cto、cmo的工资,取值范围1-200,这个值是百分比。
//比如COO Salary Modifier=10,就是coo只拿10%的工资

Tech Cost Modifier=100
//科技获取难度,这是个百分比,取值范围1-1000,默认100。低于100意味着科技获取更容易,高于100等于研究更慢。
Training Effect Modifier=100
//训练效果调整,这是个百分比,取值范围1-1000,默认100。低于100意味着你训练员工的速度会相应变慢,高于100会变快。
--------完-------------‍‍

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