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docs:translates settlements.md #62
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_tutorials/new_settlements.md
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This definition does not however define the actual visuals of the settlement. This is done inside Modules/SandBox/SceneObj/Main_map/scene.xscene file. | ||
## 定居点的运行方式 | ||
游戏中通过两个XML文件来新增定居点,这两个文件其中一个是:定义定居点类别(藏身处,村庄,城镇,城堡等)及拥有者以及有关村镇的繁荣度,产量等相关参数. | ||
这个文件是在游戏目录中的Modules/SandBox/ModuleData/settlements.xml.另一个在代码执行时就产生的文件是距离缓存Modules/SandBox/ModuleSata/Settlements_distance_cache.bin. |
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游戏目录至少要 前后空格 或者是 用 ``包含 应该是这样
Modules/SandBox/ModuleData/settlements.xml
_tutorials/new_settlements.md
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# Notes on future SDK support | ||
From other code in the available DLLs it is evident that settlement modding is supposed to occur by using an editor. This editor helps place settlements, define their visuals and also generates the aforementioned distance cache. | ||
For now, none of that exists and one has to resort to pure XML modding. | ||
这个定义定居点的文件并不会去定义定居点外观,定义外观的文件是Modules/SandBox/SceneObj/Main_map/scene.xscene. |
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同上
_tutorials/new_settlements.md
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If you can avoid it, don't use the regular notepad for XML editing. Instead use a proper XML editing tool or a more capable text editor such as Notepad++. | ||
## 对距离缓存的描述 | ||
距离缓存(distance cache)的定义目前并不明确是什么.不更新这个文件的话AI照样能在添加的定居点有正常行为,依旧会招募,转移俘虏及买卖货物.同时玩家也如此. | ||
距离缓存可能就是由AI的一些决策产生的但也不太确定.它是通过SettlementPositionScript脚本文件中的SaveSettlementDistanceCache()方法生成的.这脚本和函数其实是个目前在游戏中还没用到的类,据说它是地图编辑器衍生出来的. |
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所有 方法 之类的 都用 `` 包含
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