安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
To start with, you'll need to locate where units are stored - this will almost always be the files in Data/XML/Units. I would also suggest downloading either Visual Studio or Notepad++ before going further, just for ease of use on your end.
After that, you'll need to find the unit you want to add; generally they'll be in the Militia_x and either Other_x (for FOTR) or Unit_x (For TR). For example, the Interceptor is in Units_Corvettes whilst the various Mercenary units are in Militia_Ground_Units.
Regardless which unit you pick, the method for making it buildable is going to be the same;
Firstly, add in the faction you want to build them to the <Affiliation> Entry; you can look at other units for examples on what you need to type.
Secondly, add in the shipyards associated with said faction; again, looking at other units for examples can save you a lot of hassle.
Thirdly, and sometimes optionally, you will need to disable anything that locks the unit from being buildable; the most common cases for Independent Force units is tech level being set to 99 - simply set that to 0 - and the Build_Initially_Locked tag. Units associated with other factions might have other locks associated with them that you'll need to find and disable.
Of course, when Thrawn's Revenge updates to 3.5, Custom GC will allow you to build various independent forces units without needing to mess with the files.
Edit: Reworded some stuff as I was using FoTR as a reference point originally.