Хорошо, тогда такой вопрос: ни СССР, ни Франция, ни Египет, ну и не Россия не хотят создавать и тем более использовать, если я им дам транспортные суда. Что делать? А то у СССР туча островов, а гарнизон на них не возят...
На всех островах в Тихом, Атлантическом и Индийском океанах без помощи редактора? Мугога. При этом достал, ругается на айдишники у отрядов и виснет. К тому же все страны континентальны. Как с одного на другой они атаковать будут? Так играть неинтересно, когда агресор только ты. Так чего ж делать-то? Япония вроде умеет корабликами рулить, да и Германия вроде тоже, хотя у Германии островов нет, так что про нее говорить трудно. Но Япония-то может, отчего же другие не могут? Мож где ИИ надо им справить? Где и как?
Сообщение отредактировал Государь - Суббота, 02.10.2010, 22:16
В ехешную таблицу короч. писал, что в конфиге лежит и зовется евент_текст. Кавычки дела не решили. Все равно ругается...
Где можно посмотреть перечень бонусов к названиям персоналий у главы гос-ва и главы правительства? Мне что бы поменять или новую добавить... В министерз ефектс.тхт нету
Сообщение отредактировал Государь - Среда, 06.10.2010, 16:23
Говорю же - нету. Все министры есть, только их нету.
_PERSONALITY_none_ 0
// Foreign Minister: _PERSONALITY_BIASED_INTELLECTUAL_ 1 Reduced cost for the following actions if of _another_ government type: Share Research, Sue for Peace, Join Alliance, Bring to Alliance. _PERSONALITY_IDEOLOGICAL_CRUSADER_ 2 Influencing nations only costs 1 DI. Shares research for free with nations with same type of government. _PERSONALITY_APOLOGETIC_CLERK_ 3 Influencing nations costs an extra DI. Suing for peace is free. Cancelling or revoking mil. access is free. _PERSONALITY_IRON_FISTED_BRUTE_ 4 Influencing and Demanding territory from nations with less than half the number of provinces costs 1 DI less. Annexations give 3 extra DI. _PERSONALITY_GREAT_COMPROMISER_ 5 DI cost reductions on "Join Alliance", "Leave Alliance" and "Bring to Alliance". _PERSONALITY_GENERAL_STAFFER_ 6 5 DI _added_ for declaring war. Reduced cost for assuming mil. control and asking for mil. access. _PERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER_ 7 Coup attempts cost 5 DI less and have 10% better chance of succeeding. Influencing nations has 10% better chance. 3 extra DI added when puppeting nations.
// Armaments Minister: _PERSONALITY_ADMINISTRATIVE_GENIUS_ 8 15% bonus to total IC _PERSONALITY_RESOURCE_INDUSTRIALIST_ 9 5% bonus to total IC. 10% cost and time reduction for Industry research. _PERSONALITY_LAISSEZ_FAIRES_CAPITALIST_ 10 5% less consumer goods needed. _PERSONALITY_THEORETICAL_SCIENTIST_ 11 10% cost and time reduction for Electronics, Rocketry and Nuclear research _PERSONALITY_MILITARY_ENTREPRENEUR_ 12 20% more supplies produced per IC _PERSONALITY_BATTLE_FLEET_PROPONENT_ 13 10% cost and time reduction for Naval research _PERSONALITY_SUBMARINE_PROPONENT_ 14 10% cost and time reduction for Submarine research _PERSONALITY_TANK_PROPONENT_ 15 10% cost and time reduction for Armor research _PERSONALITY_INFANTRY_PROPONENT_ 16 10% cost and time reduction for Infantry research _PERSONALITY_AIR_SUPERIORITY_PROPONENT_ 54 10% cost and time reduction for Aircraft research _PERSONALITY_CORRUPT_KLEPTOCRAT_ 55 10% less supplies produced per IC _PERSONALITY_AIR_TO_GROUND_PROPONENT_ 17 10% cost and time reduction on building tactical and dive bombers. _PERSONALITY_AIR_TO_SEA_PROPONENT_ 18 10% cost and time reduction on building torpedo planes and naval bombers. _PERSONALITY_STRATEGIC_AIR_PROPONENT_ 19 10% cost and time reduction on building strategic bombers.
// Minister of Security: _PERSONALITY_SILENT_LAWYER_ 20 -1% Dissent _PERSONALITY_COMPASSIONATE_GENTLEMAN_ 21 5% of non-national manpower added to regrowth. 5% bonus to non-national IC yield. _PERSONALITY_CRIME_FIGHTER_ 22 -3% Dissent _PERSONALITY_PRINCE_OF_TERROR_ 23 25% bonus to non-national IC yield. +5% Dissent. _PERSONALITY_BACK_STABBER_ 24 +1% Dissent _PERSONALITY_MAN_OF_THE_PEOPLE_ 25 10% of non-national manpower added to regrowth. +10% Total Manpower regrowth. _PERSONALITY_EFFICIENT_SOCIOPATH_ 26 15% bonus to non-national IC yield. Total manpower regrowth -25%. _PERSONALITY_CROOKED_KLEPTOCRAT_ 56 -3% to total IC
// Minister of Intelligence _PERSONALITY_TECHNICAL_SPECIALIST_ 27 5% cost and time reduction on all research _PERSONALITY_LOGISTICS_SPECIALIST_ 28 30% better detection of enemy land units (affects the unit rollover text). _PERSONALITY_POLITICAL_SPECIALIST_ 29 20% better chance of succeeding with Coups. 20% better chance of influencing nations. _PERSONALITY_DISMAL_ENIGMA_ 30 30% higher Intel, affecting the "intel_diff" event trigger. _PERSONALITY_INDUSTRIAL_SPECIALIST_ 31 5% increase of total IC _PERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST_ 32 About 20% detection bonus for all naval units.
// Chief of Staff: _PERSONALITY_SCHOOL_OF_MANOEUVRE_ 33 10% speed increase to all land units. _PERSONALITY_SCHOOL_OF_FIRE_SUPPORT_ 34 10% cost and time reduction to Rocketry and Artillery research. 10% cost and time reduction to artillery brigade construction. _PERSONALITY_SCHOOL_OF_MASS_COMBAT_ 35 Doubles the rate of manpower increase. 5% cost and time reduction to regular infantry construction. _PERSONALITY_SCHOOL_OF_PSYCHOLOGY_ 36 20% higher organization regain rate. _PERSONALITY_SCHOOL_OF_DEFENCE_ 37 +10% modifier combat modifier in all defensive battles
// Chief of Army: _PERSONALITY_ELASTIC_DEFENCE_DOCTRINE_ 38 10% cost and time reduction to anti-tank brigade construction. 10% defensive combat modifier for motorized and mechanized divisions. _PERSONALITY_STATIC_DEFENCE_DOCTRINE_ 39 10% defensive combat modifier for regular infantry units. Land forts take 20% less time to build. _PERSONALITY_DECISIVE_BATTLE_DOCTRINE_ 40 Mech, Mot, Inf and Arm divisions get a 10% offensive combat modifier. _PERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE_ 41 10% cost and time reduction to armor division and engineer brigade construction. 10% time and cost increase to artillery brigades. _PERSONALITY_GUNS_AND_BUTTER_DOCTRINE_ 42 Units consume 15% less supplies.
// Chief of Navy: _PERSONALITY_OPEN_SEAS_DOCTRINE_ 43 10% cost and time reduction to destroyer and transport construction. 15% cost and time increase for submarines. _PERSONALITY_DECISIVE_NAVAL_BATTLE_DOCTRINE_44 10% cost and time reduction to battleship and cruiser construction. 15% cost and time increase for carriers. _PERSONALITY_POWER_PROJECTION_DOCTRINE_ 45 10% cost and time increase to battleship and cruiser construction. 15% cost and time reduction for carriers. _PERSONALITY_INDIRECT_APPROACH_DOCTRINE_ 46 10% cost and time increase to destroyer and transport construction. 15% cost and time reduction for submarines. _PERSONALITY_BASE_CONTROL_DOCTRINE_ 47 10% cost and time reduction to marine division and transport construction. 10% cost and time increase for cruisers and destroyers.
// Chief of Air Force: _PERSONALITY_AIR_SUPERIORITY_DOCTRINE_ 48 10% cost and time reduction to fighter and anti-air brigade construction. 10% cost and time increase to strategic bombers. _PERSONALITY_NAVAL_AVIATION_DOCTRINE_ 49 10% cost and time reduction to carrier, naval bomber and torpedo plane construction. 10% cost and time increase to strategic bombers. _PERSONALITY_ARMY_AVIATION_DOCTRINE_ 50 10% cost and time reduction to tactical and dive bomber construction. 10% cost and time increase to strategic bombers. _PERSONALITY_CARPET_BOMBING_DOCTRINE_ 51 15% cost and time reduction to strategic bombers _PERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE_ 52 10% cost and time reduction to paratrooper and transport plane construction. 10% cost and time increase to strategic bombers.
// All Ministers: _PERSONALITY_UNDISTINGUISHED_SUIT_ 53
Говорю же - нету. Все министры есть, только их нету.
а у меня есть )))
0_PERSONALITY_none_
// Head of State: Effects: 1_PERSONALITY_Autocratic Charmer: CG need -5%; IC -10%; Dissent growth rate -10%; 2_PERSONALITY_Barking Buffoon: Organisation regain -5%; Peacetime Belligerence -0.4 per month; Alliance chance with Democracies +30% 3_PERSONALITY_Benevolent Gentleman: CG need -5%; Dissent growth rate -10%; Belligerence required for DOW +20% 4_PERSONALITY_Die-hard Reformer: CG need -10%; Belligerence needed for DOW -15%; Money Production -25% 5_PERSONALITY_Insignificant Layman: Dissent growth rate +5%; Money production +5% 6_PERSONALITY_Pig-headed Isolationist: Belligerence required for declaration of war +30%; Money production +25% 7_PERSONALITY_Popular Figurehead: Consumer goods need +10%; Dissent growth rate -50% 8_PERSONALITY_powerhungry demagogue: Wartime Belligerence +0.2 per month; Peacetime Belligerence -0.5 per month; Alliance chance with Dictatorships + 50% 9_PERSONALITY_Resigned Generalissimo: Supplies +10%; Dissent growth rate +10%; Money production -10%; Transport Capacity +15% 10_PERSONALITY_Ruthless Powermonger: Inf. constr -25%; Mill constr -25%; Money production -25%; Chance to coup us -4%; Unit Organisation -10% 11_PERSONALITY_Stern Imperialist: CG need -5%; Unit build costs -10%; Dissent growth rate +20% 12_PERSONALITY_Weary Stiffneck: Organisation regain +5%; Diplomatic costs +10%
// Head of Government: 13_PERSONALITY_Ambitious Union Boss: CG need -15%; Dissent growth rate +5% Money production -30% 14_PERSONALITY_Backroom Backstabber: IC -5%; Chance to coup us -2%; 15_PERSONALITY_Corporate Suit: Money production +50%; Dissent growth rate +10%; Unit build costs +5% 16_PERSONALITY_Flamboyant Tough Guy: Alliance chance with close ideologies +50%; Leader skill efficiency -10% 17_PERSONALITY_Happy Amateur: Dissent Growth Rate -10%; Money Production -5% 18_PERSONALITY_Naive Optimist: CG need -10%; Belligerence required for DOW +10% 19_PERSONALITY_Old Admiral: CA+CL+DD constr bonus -5%; Tac+Escort constr bonus +5%; 20_PERSONALITY_Old Airmarshal: Tac + Escort constr bonus -5%; Inf + Mount + Mill constr bonus +5%; 21_PERSONALITY_Old General: Inf, Mount, Mil constr bonus -5%; CA, CL, DD constr bonus +5%; 22_PERSONALITY_Political Protege: CG need +3%; Dissent growth rate -5% 23_PERSONALITY_Silent Workhorse: IC +5%; Diplomacy costs +20% 24_PERSONALITY_Smiling Oilman: Alliance chance -20%; Oil production +10%
// Foreign Minister: 25_PERSONALITY_APOLOGETIC_CLERK Influence -133(-100), Cancelling or revoking mil. access 0(-30), Sue for peace 0(0). 26_PERSONALITY_BIASED_INTELLECTUAL Target government of different type:offer alliance -50(-100),Bring to alliance -50(-100), join alliance -15(-30), Guarantee independence -15(-30), open negotiations -8(-30), offer trade 0(0),sue for peace 0(0) 27_PERSONALITY_IDEOLOGICAL_CRUSADER Influence -67(-100), open negotiations -8(-30), offer trade 0(0) 28_PERSONALITY_IRON_FISTED_BRUTE Influence -67(-100) anneks 0(0), Demand Territory -67(-100). 29_PERSONALITY_GENERAL_STAFFER Ask for mil. acces -75(-150), assume mil. control 0(0) 30_PERSONALITY_GREAT_COMPROMISER offer alliance -50(-100), bring to alliance -50(-100), join alliance -15(-30),leave alliance -90(-150),Ban from alliance -90(-150), guarantee indepedence -15(-30) 31_PERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER Coup Nation +1% Chance, Influence Nation +10% Change
// Armaments Minister: 32_PERSONALITY_ADMINISTRATIVE_GENIUS_ IC +10%. 33_PERSONALITY_AIR_SUPERIORITY_PROPONENT_ Aircraft research +10%. 34_PERSONALITY_BATTLE_FLEET_PROPONENT_ Naval research +10%. 35_PERSONALITY_RESOURCE_INDUSTRIALIST_ IC. +5%, Industry research. +10%. 36_PERSONALITY_LAISSEZ_FAIRES_CAPITALIST_ CG need -20%. 37_PERSONALITY_THEORETICAL_SCIENTIST_ Secret weapons research +10%. 38_PERSONALITY_MILITARY_ENTREPRENEUR_ 20% more supplies produced per IC 39_PERSONALITY_SUBMARINE_PROPONENT_ SS construction -10%. 40_PERSONALITY_TANK_PROPONENT_ Armor and Artillery research +10%. 41_PERSONALITY_INFANTRY_PROPONENT_ Infantry research +10%. 42_PERSONALITY_CORRUPT_KLEPTOCRAT_ IC: -5%, Supplies: -10% 43_PERSONALITY_AIR_TO_GROUND_PROPONENT_ TAC. and CAS. construction -5%. 44_PERSONALITY_AIR_TO_SEA_PROPONENT_ naval bombers + CAG construction -5%. 45_PERSONALITY_STRATEGIC_AIR_PROPONENT_ strategic bombers construction -10%.
// Minister of Security: 46_PERSONALITY_BACK_STABBER_ CG need +5%. 47_PERSONALITY_COMPASSIONATE_GENTLEMAN_ Foreign IC +5%. Foreign Manpower use +5%. 48_PERSONALITY_CRIME_FIGHTER_ CG need -10%. 49_PERSONALITY_CROOKED_KLEPTOCRAT_ IC -3%. 50_PERSONALITY_EFFICIENT_SOCIOPATH_ Foreign IC +10%. Manpower growth -10%. 51_PERSONALITY_MAN_OF_THE_PEOPLE_ Foreign Manpower use +10% Manpower growth +10%. 52_PERSONALITY_PRINCE_OF_TERROR_ foreign IC +15%. CG need +10%. 53_PERSONALITY_SILENT_LAWYER_ CG need -5%.
// Head of Military Intelligence: 54_PERSONALITY_DISMAL_ENIGMA_ Intell +5%. 55_PERSONALITY_INDUSTRIAL_SPECIALIST_ IC +5%, Steal Blueprint +2% chance, sabotage industry +2% chance 56_PERSONALITY_LOGISTICS_SPECIALIST_ land units detection +30% 57_PERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST naval units detection +20%. Steal Blueprints chance +2%, sabotage techteam chance +2%. 58_PERSONALITY_POLITICAL_SPECIALIST_ Influence nations chance +20%, Coup nation +2%, assassinate minister, smear campaign, fund partisans and global manipulation chance +2% 59_PERSONALITY_TECHNICAL_SPECIALIST_ research +5%, steal blueprint chance +2%, nuclear sabotage chance +2%, sabotage techteam chance +2%
// Chief of Staff: 60_PERSONALITY_SCHOOL_OF_DEFENCE_ Def. combat modifier +10% 61_PERSONALITY_SCHOOL_OF_FIRE_SUPPORT_ 5% cost and time reduction to Armor and Artillery research. 5% cost and time reduction to art, SP.Art, RCT.Art and SP.RCT.Art brigade construction. 62_PERSONALITY_SCHOOL_OF_MASS_COMBAT_ Manpower growth +25%, Inf construction -5%. 63_PERSONALITY_SCHOOL_OF_MANOEUVRE_ Land unit speed +10% 64_PERSONALITY_SCHOOL_OF_PSYCHOLOGY_ organization regain +20%
// Chief of Army: 65_PERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE ARM, Mech,TD, SP.ART, SP.RCT.ART constr. -5%, ARM, Mech,TD, SP.ART, SP.RCT.ART off. combat mod. +5% 66_PERSONALITY_DECISIVE_BATTLE_DOCTRINE_ Inf, ART, RCT.ART AT.ART constr. -5% and off. combat mod. +5%. 67_PERSONALITY_ELASTIC_DEFENCE_DOCTRINE_ MOT, Mech, SP.ART, SP.RCT.ART, construction -5% deff. combat mod. +5% 68_PERSONALITY_GUNS_AND_BUTTER_DOCTRINE_ Units consume 15% less supplies. 69_PERSONALITY_STATIC_DEFENCE_DOCTRINE_ Land Fort constr. Bonus -10%, Inf and AT. constr. bonus -5%, Inf and AT def. mod. +5%
// Chief of Navy: 70_PERSONALITY_BASE_CONTROL_DOCTRINE_ marine and transport construction -10%, DD constr. -5%,CL and CA constr. +5% BC and BB off. combat mod. -10% 71_PERSONALITY_DECISIVE_NAVAL_BATTLE_DOCTRINE_ BB, BC, CA and CL +5% off. combat mod. -10% off. combat mod to CV 72_PERSONALITY_INDIRECT_APPROACH_DOCTRINE_ DD and TP constr -5%, BC and SS off. combat mod. +10% 73_PERSONALITY_OPEN_SEAS_DOCTRINE_ CV, CL, DD and TP def. combat mod. + 5%, SS def. combat mod. -10% 74_PERSONALITY_POWER_PROJECTION_DOCTRINE_ BB, CA, CL off. combat mod. +5%. CV off. combat mod. +10%, TP and DD constr. +10%
// Chief of Air Force: 75_PERSONALITY_AIR_SUPERIORITY_DOCTRINE_ FGT, INT and AA constr -5%. FGT, INT off. and def. combat mod. +5%, strategic and naval bombers constr. +10% 76_PERSONALITY_ARMY_AVIATION_DOCTRINE_ TAC and CAS, constr. -5% off and def. combat mod. +5%, strategic bombers constr. +10% 77_PERSONALITY_CARPET_BOMBING_DOCTRINE_ Strat. bombers and Esc.FGT constr. bonus -10%, Strat. off. +10% def. +5% combat mod. 78_PERSONALITY_NAVAL_AVIATION_DOCTRINE_ CV def. combat mod.+5%, Nav.Bomber off and Def. combat mod.+5% constr.-5% Strat. bombers constr. +10% 79_PERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE_ paratrooper and transport plane construction -5%. Para. off combat modifier +10%, def. combat modifier +5%
// All Ministers: 80_PERSONALITY_UNDISTINGUISHED_SUIT_ None
Наверное у нас разные версии
Все темы — избиты, Все фразы — затасканы, Таланты — зарыты, Все люди — под масками.
Сообщение отредактировал Kiborg - Пятница, 08.10.2010, 22:51
Где зашиты бонусы от министров? Мне бы их сменить. А то в этом министер еффектс только описание на аглицком. Замена тамошних символов ничегошеньки не дает... ПП что до замены, что после (должно было быть +100%) не менялся. Так что этот вариант отпадает. Куда разрабы бонусы зашили!?
Где зашиты бонусы от министров? Мне бы их сменить. А то в этом министер еффектс только описание на аглицком. Замена тамошних символов ничегошеньки не дает... ПП что до замены, что после (должно было быть +100%) не менялся. Так что этот вариант отпадает. Куда разрабы бонусы зашили!?
не все эффекты есть в текстовых файлах. многие зашиты в экзешнике. Что бы с ним работать надо быть программистом. В АоД, например эффекты от министров есть в текстовых файлах и с ними можно работать, в арме же нет Все темы — избиты, Все фразы — затасканы, Таланты — зарыты, Все люди — под масками.