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请问一下,2代da怎么改连续战斗

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请问一下,2代da每次战斗后要等待12小时后才能继续战斗,这个在哪改。谢谢。


IP属地:广东来自Android客户端1楼2025-07-16 14:09回复
    msic中


    IP属地:陕西来自Android客户端2楼2025-07-18 19:24
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      2026-05-09 12:39:25
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      # NOTE: Obviously, the order of these variables cannot be changed.
      economy = {
      # IC to TC ratio
      1.5 #redifined for human via event
      # IC to Supplies ratio
      4.0 #4.0
      # IC to Consumer Goods Ratio
      1.0
      # IC to Money Ratio
      0.40
      # Max Gearing Bonus ( never lower than value * build time )
      0.65
      # Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
      0.05
      # IC Non-National Province Multiplier
      0.20 #0.3333
      # IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
      0.2 #0.2
      # TC Undeployed Division Load
      10.0 #5
      # TC Occupied Province Load
      1.0 #3.0
      # TC Land Division Load Multiplier
      1.0 #1.0
      # TC Air Division Load Multiplier
      1.0 #1.0
      # TC Naval Division Load Multiplier
      0.3 #0.3333
      # TC Load from partisans
      12.0 #3
      # TC load factor from offensives
      1.5
      # TC Load from province dev
      5.0
      # TC Load from bases in queue
      100.0
      # National Province Manpower Multiplier (income per day)
      0.01 #0.1
      # Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
      0.001 #0
      # Colonial Province Manpower Multiplier (multiplied on the other)
      0.01 #0.1
      # Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
      2.0
      # Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
      0.3 #0.5
      # Reinforcement Manpower Cost Factor
      0.8 #0.8
      # Reinforce cost
      0.8
      # Reinforce time
      0.5
      # Upgrade cost
      0.5#0.5
      # Upgrade time
      0.5
      # Nationalism starting value
      15
      # Monthly Nationalism reduction
      -0.002
      # Time in days to send a division to an ally
      30
      # TC Load from undeployed brigades (multiplied on top of the division cost)
      0.3
      # If units can be sold/transfered to non allied countries
      0
      # Days between spy missions in a country. Do not use fractions
      20
      # Days between increase intelligence levels. Do not use fractions
      180
      # Chance to detect the initiator of a spy mission; Values = [0 - 100]; 0 = never detected, Do not use fractions
      20 #50
      # Relationships hit for detected missions
      5 #10
      # Show 3rd country spy reports: 0 = no reports; 1 = only detected; 2 = detected + all successful; 3 = all reports
      1
      # Distance modifier for neighbours; Values = [0.0 - 1.0]; 0.0 = No neighbour distance bonus.
      0.25
      # Spy information accuracy modifier. Values = [-10 - 10]; 10 = Full info
      0
      # Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are disabled.
      1
      # Max IC on cost modifier; If base IC in target > this use this, else use base IC
      80
      # AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doubled cost.
      0.6 #1.0
      # AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
      0.6
      # AI influence modifier. Reduce or increase number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.
      0.5 #1.0
      }
      combat = {
      # Land XP gain Factor
      0.5
      # Naval XP gain Factor
      6.0#7.0
      # Air XP gain Factor
      2.0#2.25
      # Division XP gain Factor
      1.0
      # Leader XP gain Factor
      1.0#1.0
      # Attrition Severity Modifier
      0.05#0.05
      # Combat Modifier: Base Proximity
      0.15
      # Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
      0.002#0.002
      # Combat Modifier: Total Invasion Mod for each division above three.
      -0.1
      # Combat Modifier: Multiple Combat Mod
      -0.5#-0.5
      # Combat Modifier: Offensive Combined Arms Bonus
      0.15#0.05
      # Combat Modifier: Defensive Combined Arms Bonus
      0.15#0.15
      # Combat Modifier: Surprise Mod
      -0.2
      # Combat Modifier: Land Exceeding Max Command Limit Mod
      -0.75
      # Combat Modifier: Air Exceeding Max Command Limit Mod
      -0.75#-0.25
      # Combat Modifier: Naval Exceeding Max Command Limit Mod
      -0.75
      # Combat Modifier: Envelopment Mod (for each attack direction above one)
      -0.1
      # Combat Modifier: Encircled Mod (for completely surrounded units)
      0.4#-0.1
      # Combat Modifier: Land Fort Multiplier ( value * fort level)
      -0.15
      # Combat Modifier: Coastal Fort Multiplier ( value * fort level)
      -0.15#-0.09
      # Combat Modifier: Dissent Multiplier
      -0.005 #-0.005
      # Combat Modifier: Supply Problems Mod
      -0.2
      # Combat Modifier: Radar Station ( value * radar level)
      -0.035 #0.025
      # Combat Modifier: Interceptor vs Bomber Mod
      0.25 #0.25
      # Combat Modifier: Total Air Overstacking Mod for each division above two.
      -0.05
      # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
      -0.01#-0.01
      # Land Leader Command Limit (nr of divisions), Rank 0 (highest)
      12
      # Land Leader Command Limit (nr of divisions), Rank 1
      8#9
      # Land Leader Command Limit (nr of divisions), Rank 2
      4
      # Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
      2
      # Air Leader Command Limit (nr of divisions), Rank 0 (highest)
      9#16
      # Air Leader Command Limit (nr of divisions), Rank 1
      6 #8
      # Air Leader Command Limit (nr of divisions), Rank 2
      3 #4
      # Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
      1#3
      # Naval Leader Command Limit (nr of ships), Rank 0 (highest)
      30#30
      # Naval Leader Command Limit (nr of ships), Rank 1
      20#18
      # Naval Leader Command Limit (nr of ships), Rank 2
      12#12
      # Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
      6#6
      # HQ Command Limit Factor (value * HQ Leader Command Limit)
      3#2
      # Convoy protection factor (higher, the more fearful convoy escorts are for raiders.)
      1.0
      # Delay in hours after a combat ends before new orders can be given.
      24 #24
      # Maximum sizes of air-stacks
      3 #4
      # Effect of experience on combat
      0.5
      # Damage factor versus Naval Bases from bombing
      2.0 #2.0
      # Damage factor versus Air Bases from bombing
      2.0
      # Damage factor versus AA from bombing
      0.2
      # Damage factor versus rocket from bombing
      0.2
      # Damage factor versus nuke from bombing
      0.2
      # Damage factor versus Radar from bombing
      0.5
      # Damage factor versus Infra from bombing
      0.1
      # Damage factor versus IC from bombing
      3.0
      # Damage factor versus resources from bombing
      3.0
      # How effective is ground-def efficiency when applied to defence chance rolls.
      1.0 #1.0
      # Base chance to avoid hit if defences left.
      0.8#
      # Base chance to avoid hit if no defences left.
      0.6#0.6
      #CHANCE TO GET TERRAIN TRAIT
      1200#600
      #CHANCE TO GET EVENT TRAIT
      1200#300
      #BONUS ON TERRAIN TRAIT
      0.15
      #BONUS_ON_EVENT_TRAIT_
      0.05
      #Chance of leaders dying while in combat per day
      0.0003
      #_CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the org dmg air units takes
      25.0
      #_CV_AIR_ORG_DMG_MODIFYER2_Str dmg will increase by org/ this value
      0.002
      #_CV_AIR_STR_DMG_MODIFYER_ Increasing this value will increase the str dmg air units takes
      0.02
      # Extra ORG damage multiplier to subs in combat. 1 = no extra damage. Do not use fractions
      6 #3
      # Extra STR damage multiplier to subs in combat. 1 = no extra damage. Do not use fractions
      1 #3
      # Pure sub stacks detection modifier ( 0 = subs will never be detected, 1.0 - no change )
      0.5 #1.0
      }
      research = {
      # Blueprint Bonus
      1.2
      # Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
      -0.00125
      # Money cost for each skill-level
      0.20 #0.2
      # Mean number of "invention" events occuring per year
      0
      }


      IP属地:广东3楼2025-07-18 20:12
      回复
        AOD 是这个
        # Land Delay in hours before orders can be executed. (planning time)
        6
        # Naval Delay in hours before orders can be executed. (planning time)
        4
        # Air Delay in hours before orders can be executed. (planning time)
        2


        IP属地:陕西4楼2025-07-20 09:52
        回复
          DH 的我暂时没找见


          IP属地:陕西5楼2025-07-20 09:52
          回复
            DH 应该是这个
            # Delay in hours after a combat ends before new orders can be given.
            24


            IP属地:陕西6楼2025-07-20 09:53
            回复
              DA 应该也是这个
              # Delay in hours after a combat ends before new orders can be given.
              24


              IP属地:陕西7楼2025-07-20 10:00
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                教程贴加精


                IP属地:河北来自Android客户端8楼2025-07-21 12:30
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                  2026-05-09 12:33:25
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                  我还以为是上古巨坟给挖出来了


                  IP属地:河北来自Android客户端9楼2025-07-21 12:30
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                    309 237 380
                    欢迎加入新建的贴吧官方群捧场


                    IP属地:河北来自Android客户端10楼2025-07-21 14:59
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                      不得不说,这个游戏是少有的人均会改文件。别的游戏连改建都不知道在哪改。


                      IP属地:山西11楼2025-07-22 11:30
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