Oriental Empires

Oriental Empires

View Stats:
隨筆閒情 14 Apr, 2023 @ 11:27pm
東方帝國數據修改教程-----A tutorial on modifying Eastern Empire data
修改东方帝国的数据文件,可以直接用记事本打开修改,也可以去WIN10的系统商店下载个免费的VS软件来修改。

只要修改下面几个文件就可以大幅度降低游戏难度,不愿修改的可以用秘籍,自由选择。秘籍在后面例出来,有些有效,有些无效。

这几个文件就是 Buildings建築物文件。 Edicts法令文件。 Factions國家開局金錢能力。ResourcesAndTrade地圖資源和貿易文件。

上面提到的几个文件都在
Oriental Empires\Oriental Empires_Data\StreamingAssets\Moddable\XML目录里,大家在修改游戏前,记得备份原文件!

重要的事情说三遍:大家在修改游戏前,记得备份原文件!大家在修改游戏前,记得备份原文件!大家在修改游戏前,记得备份原文件!


To modify the data files of the Eastern Empire, you can directly use Notepad to open and modify them, or you can download a free VS software from the WIN10 system store to modify them.



Simply modify the following files to significantly reduce the difficulty of the game. Those who are unwilling to modify can use secret scripts and choose freely. The secret scripts are listed in the following examples, some are effective and some are invalid.



These are the Buildings building files. Edicts legal documents. Factions: The country's ability to start with money. ResourcesAndTrade map resources and trade files.



The files mentioned above are all in the directory of "Oriental Empires - Oriental Empires Data - Streaming Assets - Modable XML". Before modifying the game, remember to back up the original files!



Important thing to say three times: Remember to backup the original files before modifying the game! Remember to backup the original files before modifying the game! Remember to backup the original files before modifying the game!



下面先说Buildings建築物。以宫殿为例,取第一段说明:
Next, let's talk about Buildings. Taking the palace as an example, take the first paragraph to explain:







<!-- Palaces -->
<Building ID="Palace" InSettlement="true" AllowedForHorde="true">
<Model SlotSize="2" PalaceSlot="true">
<Prefab Name="Architecture/Buildings/Prefabs/OE_Tech_ChinesePalace_Lvl1"/>
<Prefab Style ="Central Asian" Name="Architecture/Buildings/Prefabs/OE_Tech_CentralAsiaPalace_Lvl1"/>
<Prefab Style="Nomad" Name ="Architecture/Buildings/Prefabs/OE_BuildingNomad_Large_Ordo"/>
</Model>
<Construction Cost="1000" SackValue="1500" MinTurns="3" Upkeep="30" CardIcon="G_BuildingIcon_PalaceLvl1_01" CardMinorIcon="G_Icon12x12_Palace_01"/>
<Requirements>
<Population Num="10"/>
</Requirements>
<Capability Name="Recruit Nobles" Level="1"/>
<Capability Name="Recruit Militia" Level="1"/>
<Capability Name ="Recruit Palace Troops" Level="1"/>
<Capability Name="Culture VP" Level="1"/>
</Building>
<Building ID="Palace II" InSettlement="true" Upgrades="Palace">
<Model SlotSize="2" PalaceSlot="true">
<Prefab Name="Architecture/Buildings/Prefabs/OE_Tech_ChinesePalace_Lvl2"/>
<Prefab Style ="Central Asian" Name="Architecture/Buildings/Prefabs/OE_Tech_CentralAsiaPalace_Lvl2"/>
</Model>
<Construction Cost="2000" SackValue="3000" MinTurns="6" Upkeep="80" CardIcon="G_BuildingIcon_PalaceLvl2_01" CardMinorIcon="G_Icon12x12_Palace_01"/>
<Capability Name="Recruit Nobles" Level="2"/>
<Capability Name="Recruit Militia" Level="1"/>
<Capability Name ="Recruit Palace Troops" Level="2"/>
<Capability Name="Culture VP" Level="2"/>
</Building>
<Building ID="Palace III" InSettlement="true" Upgrades="Palace II">
<Model SlotSize="3" PalaceSlot="true">
<Prefab Name="Architecture/Buildings/Prefabs/OE_Tech_ChinesePalace_Lvl3"/>
<Prefab Style ="Central Asian" Name="Architecture/Buildings/Prefabs/OE_Tech_CentralAsiaPalace_Lvl3"/>
</Model>
<Construction Cost="4000" SackValue="6000" MinTurns="8" Upkeep="250" CardIcon="G_BuildingIcon_PalaceLvl3_01" CardMinorIcon="G_Icon12x12_Palace_01"/>
<Capability Name="Recruit Nobles" Level="3"/>
<Capability Name="Recruit Militia" Level="2"/>
<Capability Name ="Recruit Palace Troops" Level="4"/>
<Capability Name="Culture VP" Level="4"/>
</Building>

这段文字说的是3个等级的宫殿, <!-- Palaces -->是这个建筑物的总说明,以</Building ID 到 </Building> 为一个等级的建筑物,这里有很多东西不用弄懂,只要修改这几个是主要的就行了。


<Building ID="Palace" InSettlement="true" AllowedForHorde="true">
<Model SlotSize="2" PalaceSlot="true">
<Prefab Name="Architecture/Buildings/Prefabs/OE_Tech_ChinesePalace_Lvl1"/>
<Prefab Style ="Central Asian" Name="Architecture/Buildings/Prefabs/OE_Tech_CentralAsiaPalace_Lvl1"/>
<Prefab Style="Nomad" Name ="Architecture/Buildings/Prefabs/OE_BuildingNomad_Large_Ordo"/>

这一段是建筑物的名字大小以及可以使用的国家文化,不用修改。下面才是修改的部分。

</Model>
<Construction Cost="1000" SackValue="1500" MinTurns="3" Upkeep="30" CardIcon="G_BuildingIcon_PalaceLvl1_01" CardMinorIcon="G_Icon12x12_Palace_01"/>

主要改的就是这一节。
The main change is this section。

Construction Cost="1000"

建筑物需要的金钱。自由修改。
The money required for a building. Free modification.

SackValue="1500"

这个不知道是什么用的不用改。想改的话,可以深入研究。

MinTurns="3"

建筑物的回合数。自由修改。
The number of turns for the building. Free modification.

Upkeep="3"

建筑物的维护成本。自由修改。
The maintenance cost of the building. Free modification.

CardIcon="G_BuildingIcon_PalaceLvl1_01" CardMinorIcon="G_Icon12x12_Palace_01"

这个是建筑物的图片之类的。


<Requirements>
<Population Num="10"/>

这段是建筑物的必要条件,不用修改。想深入修改的,可以研究一下。

</Requirements>
<Capability Name="Recruit Nobles" Level="1"/>
<Capability Name="Recruit Militia" Level="1"/>
<Capability Name ="Recruit Palace Troops" Level="1"/>
<Capability Name="Culture VP" Level="1"/>

这段是建筑物的效果,不用修改。想深入修改的,可以研究一下。

</Building>

结束这节建筑物了。






接着是Edicts法令文件。以农业法令为例,取第一段说明:
Next is the Edicts Act document. Taking agricultural laws and regulations as an example, take the first paragraph to explain:


<!-- Agriculture -->
<Edict ID="Well Field System" Area="Economy" MayBeCancelled="false">
<Requirements>
<Tech Item="Flood Control"/>
<Edict Item="Equal Field System" Condition="false"/>
</Requirements>
<Effect Type="PeasantUnrest" Value="10"/>
<Effect Type ="NobleUnrest" Value="10"/>
<Effect Type="PeasantUnrest" Value="10" Turns="10"/>
<Effect Type="CollectAgricultureTax" Value="2"/>
</Edict>

<Edict ID="Private Land" Area="Agriculture">
<Requirements>
<Edict Item="Central Bureaucracy"/>
</Requirements>
<StaticRequirements>
<UsingRoyalCourt Condition="false"/>
</StaticRequirements>
<Effect Type="PeasantUnrest" Value="10"/>
<Effect Type="FoodProduction" Value="2"/>
<Effect Type="Cost" Value="300" PerTurn="true"/>
<Effect Type="NobleUnrest" Value="10" Turns="10"/>
<!-- <Effect Type="PeasantUnrest" Value="0.3" PerTurn="true"/> -->
<CancelEffect Type="NobleUnrest" Value="20" Turns="20"/>
<CancelEffect Type="PeasantUnrest" Value="10" Turns="10"/>
</Edict>

<Edict ID="Land Redistribution" Area="Misc" NumTurns="80">
<Requirements>
<Edict Item="Central Bureaucracy"/>
</Requirements>
<Effect Type="PeasantUnrest" Value="10" Turns="80"/>
<Effect Type="NobleUnrest" Value="20" Turns="20"/>
<Effect Type="Cost" Value="3000"/>
</Edict>



这段文字说的是3个农业法令, <!-- Agriculture -->是这个法令的总说明,以</Edict ID 到</Edict>为一个等级的建筑物。

<Edict ID="Well Field System" Area="Economy" MayBeCancelled="false">

这个是法令名称。不用修改。

<Requirements>
<Tech Item="Flood Control"/>
<Edict Item="Equal Field System" Condition="false"/>

这个是法令出现,可以发布的必要条件。不用修改,想修改的可以深入研究一下。下面才是修改的重点。

</Requirements>

这个是法令效果。

<Effect Type="PeasantUnrest" Value="10"/>

法令效果,农民动乱增加10%,自由修改。
The effect of the law is to increase peasant unrest by 10% and allow for free modification.

<Effect Type ="NobleUnrest" Value="10"/>

法令效果,贵族动乱增加10%,自由修改。
The legal effect increases aristocratic unrest by 10% and can be freely modified.

<Effect Type="PeasantUnrest" Value="10" Turns="10"/>

法令效果,农民动乱增加10%,持续10个回合。自由修改。这里后面会有 PerTurn="true" 这组文字是每个回合,要注意区分。
The legal effect increases farmer unrest by 10% and lasts for 10 rounds. Free modification. The text "PerTurn=" true "will appear later here for each round, so it is important to distinguish between them.

<Effect Type="CollectAgricultureTax" Value="2"/>

法令效果,征收农业税,数值是2还是2倍,忘记了。自由修改。在其它法令里还有 <CancelEffect Type= 这组文字是取消法令后会出现的效果,要注意看下。
The legal effect of levying agricultural taxes, whether the value is 2 or 2 times, I forgot. Free modification. In other laws and regulations, the text 'CancelEffect Type' refers to the effect that will appear after canceling the law. Please pay attention to it.

</Edict>

结束了。






接着是Factions國家開局金錢能力。以赵国为例说明。
Next is the Factions national opening monetary ability. Taking Zhao State as an example to illustrate.


<!-- Zhao -->
<Faction ID="Zhao">
<Data ColorSet="88" Symbol="OE_FactionSymbol_TombGuardian" AltSymbol="OE_FactionSymbol_Zhao" NameSet="Zhao" PersonalNames="Chinese" Architecture="Chinese">
<UnitSet Name="Chinese" MinEra="0" MaxEra="2"/>
</Data>
<Initially Money="2000" LeadersIncome="150" Era="0" PreferredClimate="Northern China"/>
<BaseSelection Selectable="Any" FactionImage="OE_FE_FactionElement_Zhao_01"/>
<Capability Name = "Peasant Happiness" Level = "10"/>
<Capability Name = "Cavalry Skill" Level = "10"/>
<Tech Item="Agriculture"/>
<Tag Name="Farmers"/>
</Faction>



这段文字说的是赵国,国家在自定义开局的金钱数量,以及各个剧本通用的能力。国家的区分很容易分辨,不专门标示说了。


<!-- Zhao -->
<Faction ID="Zhao">
<Data ColorSet="88" Symbol="OE_FactionSymbol_TombGuardian" AltSymbol="OE_FactionSymbol_Zhao" NameSet="Zhao" PersonalNames="Chinese" Architecture="Chinese">
<UnitSet Name="Chinese" MinEra="0" MaxEra="2"/>

这一节是国家名字,颜色之类的说明,不用修改。想修改的话,可以深入研究。

</Data>

国家数据。这里才是修改的重点。

<Initially Money="2000" LeadersIncome="150" Era="0" PreferredClimate="Northern China"/>

这是开局国家拥有的金钱数量,以及领袖收入,国家开始年代,偏好的地理气候。

Initially Money="2000"

只要改这个就可以了,这个好像只能在自定义开局能用,历史剧本我好像改了没有效果。后面的领袖收入之类的好像改了没有什么用。想修改的话,可以深入研究。
Just change this one, it seems that it can only be used at the custom start. I seem to have changed the historical script without any effect. The income of the leaders in the back seems to have been changed without much use. If you want to modify it, you can delve deeper into it.

<BaseSelection Selectable="Any" FactionImage="OE_FE_FactionElement_Zhao_01"/>

这个不知道干什么用的。想修改的话,可以深入研究。下面是国家拥有的能力,这个才是重点中的重点。

<Capability Name = "Peasant Happiness" Level = "10"/>

国家能力。增加农民的幸福感10%。自由修改。
National capacity. Increase farmers' happiness by 10%. Free modification.

<Capability Name = "Cavalry Skill" Level = "10"/>

国家能力。增加骑兵部队的击杀率10%。自由修改。
National capacity. Increase the kill rate of cavalry units by 10%. Free modification.

这里我例出来几个比较好用的国家能力。大家使用的时候,自己填写百分百。
Here I will list a few useful national capabilities. When everyone uses it, they should fill in the percentage by themselves.

<Capability Name="Peasant Happiness" Level="100"/> 提升农民幸福感
<Capability Name ="Noble Happiness" Level="100"/> 提升貴族幸福感
<Capability Name="Increase Trade" Level="100"/> 提升贸易
<Capability Name = "AgriculturalProduction" Level = "100"/> 提升糧食產量
<Capability Name ="Boost Power" Level="100"/> 提升力量研究速度
<Capability Name="Boost Craft" Level="100"/> 提升工藝研究速度
<Capability Name = "Boost Thought" Level = "100"/> 提升思想改進速度
<Capability Name = "Boost Knowledge" Level = "100"/> 提升知识研究速度

<Tech Item="Agriculture"/>
<Tag Name="Farmers"/>

这个是国家标签。标明国家是农耕社会,犬戎之类的是游牧。想修改的话,可以深入修改。

</Faction>

结束了。







最后面一个是ResourcesAndTrade地圖資源和貿易文件。以犀牛为例。
The last one is the ResourcesAndTrade map resource and trade file. Take rhinoceros as an example.


<MapResource ID="Rhinoceros" IconName="G_Icon_Resource_Rhino_01" HighlightIcon="G_Icon_Resource_Rhino_01_Active" Use="Money" Value="60" AmbientItemSet="Rhino Herd">
<Placement Terrain="Fertile Plain" Climate="Northern China" Chance="0.01"/>
<Placement Terrain="Fertile Plain" Climate="Southern China" Chance="0.01"/>
<Placement Terrain="Fertile Plain" Climate="Western China" Chance="0.01"/>
</MapResource>




这段文字说的是犀牛这个地图资源,主要产出什么以及产出多少之类的。地图产物的区分很容易分辨,不专门标示说了。

<MapResource ID="Rhinoceros" IconName="G_Icon_Resource_Rhino_01" HighlightIcon="G_Icon_Resource_Rhino_01_Active" Use="Money" Value="60" AmbientItemSet="Rhino Herd">

这节说的是这个地图资源是犀牛。主要修改的是 Use="Money" Value="60" 这一节,这一节 Use="Money" 说的是这个资源产出什么东西,Money就是直接到帐的金币了; Value="60" 是这个资源产出的数值是60,就是说直接每回合收入60个金币。自由修改。后面有的食物,铜矿,金矿之类的以此类推修改。
This section states that the map resource is rhinoceros. The main modification is the section "Use=" Money "Value=" 60 ". This section" Use="Money" refers to what the resource produces, and Money is the gold coin directly received into the account; Value="60" indicates that the output value of this resource is 60, which means that 60 coins are directly earned per round. Free modification. Some food, copper mines, gold mines, and so on will be modified later.


<Placement Terrain="Fertile Plain" Climate="Northern China" Chance="0.01"/>
<Placement Terrain="Fertile Plain" Climate="Southern China" Chance="0.01"/>
<Placement Terrain="Fertile Plain" Climate="Western China" Chance="0.01"/>

这节说的是这个地图资源犀牛在地图的什么地理环境出现的几率。自由修改。
This section discusses the probability of rhinoceros appearing in the geographical environment of this map resource. Free modification.

</MapResource>

结束了。







上面这些就是文件的修改说明了,