关于mod改进的一些意见,并期望得到指导
本帖最后由 badveryCD 于 2020-11-7 23:47 编辑首先,自然灾害MOD的烈度太高且太频繁了,一死就是一户口本!灭族大杀器!
希望能提供抗性选项,譬如增加建筑加固降低损害度、神血免疫等等……
https://bbs.blacksheepgame.com/thread-6088324-1-4.html 【2020.10.11】【1.1.2】【搬运】自然灾害 Natural Disasters (国内大佬Diius大作)
2、宴会和宗教事件频繁弹出菜单。能减少不?
3、参与别人的战争后无法另开战局!
4、战争中未能成功更改目标!
5、ray的丹鼎派失效!
……
期望的mod改进:
1、能真正改变战争目标的MOD,也就是主导者打主导者的,player打player的且能更改目标!
2、所见皆可搜!
3、bug修改指引,debug现场修改!
4、灾难抗性、敌对特质抗性、好感聚集、恶感下野流亡
5、宗教自建指南,挖掘系统规则建立一个完全属于player的宗教!
寻找名侦探柯南——天灾杀人事件
random = { # Die
chance = 20
modifier = { # Level 1
add = 10
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_avalanche_1
var:ND_county_start_natural_disasters = flag:ND_drought_1
var:ND_county_start_natural_disasters = flag:ND_earthquakes_1
var:ND_county_start_natural_disasters = flag:ND_floods_1
var:ND_county_start_natural_disasters = flag:ND_hurricane_1
var:ND_county_start_natural_disasters = flag:ND_tornado_1
var:ND_county_start_natural_disasters = flag:ND_tsunami_1
var:ND_county_start_natural_disasters = flag:ND_wildfire_1
}
}
}
modifier = { # Level 2
add = 20
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_avalanche_2
var:ND_county_start_natural_disasters = flag:ND_drought_2
var:ND_county_start_natural_disasters = flag:ND_earthquakes_2
var:ND_county_start_natural_disasters = flag:ND_floods_2
var:ND_county_start_natural_disasters = flag:ND_hurricane_2
var:ND_county_start_natural_disasters = flag:ND_tornado_2
var:ND_county_start_natural_disasters = flag:ND_tsunami_2
var:ND_county_start_natural_disasters = flag:ND_wildfire_2
}
}
}
modifier = { # Level 3
add = 30
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_avalanche_3
var:ND_county_start_natural_disasters = flag:ND_drought_3
var:ND_county_start_natural_disasters = flag:ND_earthquakes_3
var:ND_county_start_natural_disasters = flag:ND_floods_3
var:ND_county_start_natural_disasters = flag:ND_hurricane_3
var:ND_county_start_natural_disasters = flag:ND_tornado_3
var:ND_county_start_natural_disasters = flag:ND_tsunami_3
var:ND_county_start_natural_disasters = flag:ND_wildfire_3
}
}
}
modifier = { # Age
add = 10
OR = {
age < 14
age > 50
}
}
modifier = { # Avalanche, floods, hurricane, tornado, tsunami
add = 20
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_avalanche_1
var:ND_county_start_natural_disasters = flag:ND_avalanche_2
var:ND_county_start_natural_disasters = flag:ND_avalanche_3
var:ND_county_start_natural_disasters = flag:ND_floods_1
var:ND_county_start_natural_disasters = flag:ND_floods_2
var:ND_county_start_natural_disasters = flag:ND_floods_3
var:ND_county_start_natural_disasters = flag:ND_hurricane_1
var:ND_county_start_natural_disasters = flag:ND_hurricane_2
var:ND_county_start_natural_disasters = flag:ND_hurricane_3
var:ND_county_start_natural_disasters = flag:ND_tornado_1
var:ND_county_start_natural_disasters = flag:ND_tornado_2
var:ND_county_start_natural_disasters = flag:ND_tornado_3
var:ND_county_start_natural_disasters = flag:ND_tsunami_1
var:ND_county_start_natural_disasters = flag:ND_tsunami_2
var:ND_county_start_natural_disasters = flag:ND_tsunami_3
}
}
OR = {
# Health traits
has_trait_rank = {
trait = wounded
rank >= 2
}
has_trait = one_legged
has_trait = maimed
has_trait = infirm
has_trait = incapable
has_trait = gout_ridden
has_trait = blind
# Physical Traits
has_trait = intellect_bad
has_trait = physique_bad
has_trait = clubfooted
has_trait = dwarf
has_trait = weak
has_trait = dull
has_trait = spindly
}
}
modifier = { # Drought
add = 20
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_drought_1
var:ND_county_start_natural_disasters = flag:ND_drought_2
var:ND_county_start_natural_disasters = flag:ND_drought_3
}
}
OR = {
health <= fine_health
# Health traits
has_trait = infirm
# Physical Traits
has_trait = physique_bad
}
}
modifier = { # Earthquakes
add = 20
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_earthquakes_1
var:ND_county_start_natural_disasters = flag:ND_earthquakes_2
var:ND_county_start_natural_disasters = flag:ND_earthquakes_3
}
}
OR = {
# Stress traits
has_trait = reclusive
# Health traits
has_trait_rank = {
trait = wounded
rank >= 2
}
has_trait = one_legged
has_trait = maimed
has_trait = infirm
has_trait = incapable
has_trait = gout_ridden
has_trait = blind
# Physical Traits
has_trait = intellect_bad
has_trait = physique_bad
has_trait = clubfooted
has_trait = dwarf
has_trait = weak
has_trait = dull
has_trait = spindly
}
}
modifier = { # Avalanche, Floods, Hurricane, Tornado, Tsunami
add = -1000
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_avalanche_1
var:ND_county_start_natural_disasters = flag:ND_avalanche_2
var:ND_county_start_natural_disasters = flag:ND_floods_1
var:ND_county_start_natural_disasters = flag:ND_floods_2
var:ND_county_start_natural_disasters = flag:ND_hurricane_1
var:ND_county_start_natural_disasters = flag:ND_hurricane_2
var:ND_county_start_natural_disasters = flag:ND_tornado_1
var:ND_county_start_natural_disasters = flag:ND_tornado_2
var:ND_county_start_natural_disasters = flag:ND_tsunami_1
var:ND_county_start_natural_disasters = flag:ND_tsunami_2
}
}
any_in_list = {
list = ND_in_natural_disasters_county_list
is_imprisoned = yes
}
}
modifier = { # Wildfire
add = -1000
scope:ND_can_start_natural_disasters_county = {
OR = {
var:ND_county_start_natural_disasters = flag:ND_wildfire_1
var:ND_county_start_natural_disasters = flag:ND_wildfire_2
var:ND_county_start_natural_disasters = flag:ND_wildfire_3
}
}
any_in_list = {
list = ND_in_natural_disasters_county_list
OR = {
has_trait = reclusive
is_imprisoned = yes
}
}
}
death = { death_reason = ND_death_natural_disasters }
}
}
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