钢铁雄心4 怎么看情报侦查情报

> 钢铁雄心4支援连怎么组建 钢铁雄心4支援连装备一览
钢铁雄心4支援连怎么组建 钢铁雄心4支援连装备一览
【攻略导读】
  钢铁雄心4支援连怎么组建 钢铁雄心4支援连装备一览。每个师级部队可以配5个支援连,那么如何选择合适的支援连呢?下面PKVS游戏网小编给大家介绍钢铁雄心4支援连怎么组建 钢铁雄心4支援连装备一览。
支援连所需装备:
  1、防空炮&&防空装备
  2、反坦克&&反坦装备
  3、火炮&&火炮装备
  4、火箭炮(更易突破敌军,移动更快)&&火箭炮装备
  5、侦查&&步兵装备&支援装备
  6、工程(攻坚,守坚)&&步兵装备&支援装备
  7、战地医院(增加单位受损后恢复的人力,减少减员带来的经验衰退)&&卡车&支援装备
  8、后勤(减少全师补给
耗)&&卡车&支援装备
  9、宪兵(?!)&&步兵装备&支援装备
  10、维护(减少装备损耗)&&支援装备
  11、通讯(加快对战役计划的准备速度,增加支援机率)&&卡车&支援装备扫描关注游侠网
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小游戏在线玩谁帮我看下 这登陆欠缺啥_钢铁雄心4吧_百度贴吧
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&签到排名:今日本吧第个签到,本吧因你更精彩,明天继续来努力!
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谁帮我看下 这登陆欠缺啥
就打开DNF。输入帐号密...
我已经下载好显示已安装...
京东钢铁侠,玩具乐器,正品低价,品牌专线直达,High玩到底!提升你的&Bigger&!钢铁侠-网购上京东,寻找属于你的玩具乐器,玩出新鲜感!点击GO!
对任务地点的情报不足,你的部队不敢登陆。需要更多的空军或海军在那带执行任务,或者造雷达覆盖那一片。简单的说就是,你没开地图不能登陆
制空权或者雷达。
派飞机过去轰炸或者拦截 应该可以
亲爱的,缺情报,派个飞机过去侦查侦查
或者派几条船到附近海域看看
要么派海军侦查,要么派空军侦查,要么附近装雷达,一无所知的地方我是小兵我也不敢去
贴吧热议榜
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保存至快速回贴这不科学!!!!_钢铁雄心4吧_百度贴吧
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&签到排名:今日本吧第个签到,本吧因你更精彩,明天继续来努力!
本吧签到人数:0可签7级以上的吧50个
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这不科学!!!!
我一百二十个满编山地师,支援用侦查,通信,工兵,后勤。在横断山脉打英国的防守从48年一直打到49年,结果居然是我被打穿特!!!满编山地师在山里被半编步兵打穿了!
暴打s7.hifi2000元标准...
我们来讨论一下如果Mine...
13杰诺 站街1.52W物攻 ...
根据微博位置显示 杨阔...
反正楼主这区的宝宝都怀...
生产,创造都可以建造,...
乱斗黑科技,活到10费,...
用一个极具褒义的词讲那...
如图,我这个配置都一直...
第一,节目中牛人很多,...
战役终于100%了,表示用...
京东钢铁侠,玩具乐器,正品低价,品牌专线直达,High玩到底!提升你的&Bigger&!钢铁侠-网购上京东,寻找属于你的玩具乐器,玩出新鲜感!点击GO!
120个师,多少宽度?补给跟得上吗?装备人员要齐全
这跟西伯利亚大荒原飚坦克有什么区别
无炮还50宽度,不要对山地兵太自信,再怎么打仗也是需要火力支援的。。。
软攻 太低 这一代宁可没有装甲坦克 也不能没有大炮啊
记得以前不太会玩时,用意大利打同盟,24个山地师在希腊抗住了老美。
我去无语啊,我18宽的山地师,就是39年剧本标准山地师,支援连带的侦查,工兵,火炮,后勤,通信要么医院,我俩集团军48个山地师就能打进去,你50宽的山地师不带炮软功也200多了,这也能打不进去,你是不是没划线弄进攻加成啊,还是对面有空军支援
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保存至快速回贴钢铁雄心制作事件的各种代码(以前有人发过,但是沉了很久了)_钢铁雄心吧_百度贴吧
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&签到排名:今日本吧第个签到,本吧因你更精彩,明天继续来努力!
本吧签到人数:0可签7级以上的吧50个
本月漏签0次!成为超级会员,赠送8张补签卡连续签到:天&&累计签到:天超级会员单次开通12个月以上,赠送连续签到卡3张
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钢铁雄心制作事件的各种代码(以前有人发过,但是沉了很久了)
钢铁雄心制作事件的各种代码,以前有人发过,但是沉了很久了,我再发一遍,以供参考。
钢铁雄心4历史事件是不...
民国的工业能力一直以来...
京东钢铁侠,玩具乐器,正品低价,品牌专线直达,High玩到底!提升你的&Bigger&!钢铁侠-网购上京东,寻找属于你的玩具乐器,玩出新鲜感!点击GO!
事件的基本格式:event = {?id = 5011 #事件的编码,不要重复。random = yes ( yes/no/X% ) #事件是否具有随机性:yes是,no否,写数字是指有*%的几率发生。注意在写得时候是不需要%的。例如几率为百分之八十,直接写“random = 80”而非“random = 80%”persistent = yes #事件是否可以多次发生。否的话这一行不需要。country = CHI #事件的所属国家name = "EVT_5001_NAME" #事件名称desc = "EVT_5011_DESC" #事件的描述picture = "defence" #事件图片style = 0 #未证实,没见过其他格式,照搬trigger = {} #事件的条件,下面具体阐述?date = { day = 1 month = january year = 1936 } #事件发生的最早事件offset = 21 #检查时间是否发生的周期数deathdate = { day = 30 month = december year = 1985 }#事件不再发生的时间?action_a = {name = "A" #选择的名称command = { } #事件的影响。见下}action_b = { } #其他的选择项。action_c = { }action_d = { }} 触发条件:and #两个或多个条件需要同时满足。or #两个或多个条件满足一个即可not #这些情况不能存在 常用条件event = x (事件编码) #事件已经发生了ai = [yes/no/country tag] #该国是否电脑玩家,或某国家是电脑玩家exists = [country tag] #某国家存在atwar = [yes/no/country tag] #该国是否处于战争,或某国处于战争dissent = x ( &= x ) #不满度等于或大于等于*leader = x #某将领存在minister = [minister id] # 政府官员存在ispuppet = [Country Tag] 某国是傀儡国puppet = { country = [tag 1] country = [tag 2] } # 国家1是国家2的傀儡国technology = x # 已经拥有某项科技technology = { country = TAG value = x } # 某国拥有某科技manpower = x (&=x) #人力资源等于或大于××owned = { province = a data = tag } # 某国合法拥有某省 (data = -1 指任意一国 )control = { province = a data = tag } # 某国控制拥有某省 (data = -1 指任意一国 )alliance = { country =a country = b } # A国和B国是联盟access = { country = [tag1] country = [tag2] } #A国允许B国军事通行non_aggression = { country = [tag1] country = [tag2] A国和B国有互不侵犯条约trade = { country = [tag1] country = [tag2] } # A国和B国有贸易war = { country =a country = b } # A和B在打仗year = x (&=x) 已经到了某年或超过某年8energy = x 能源为*oil = x 石油为×rare_materials = x稀有金属为×metal = x金属为×supplies = x 补给为×belligerence = { country = [tag] value = X }某国好战性为××,如果是本国,country = [tag]不写
非常用条件intel_diff = x 偶们的情报和敌淫的情报差距为×government = [communist/fascist/democratic] 政府类型ideology = [nazi国家社会主义/fascist法西斯/paternal_autocrat独裁/social_conservative社会保守/market_liberal贸易自由/social_liberal社会自由/social_democrat社会民主/left_wing_radical左翼激进/leninist列宁/stalinist斯大林] 意识形态major = [yes/no] # 该国是否主要国家,包括ENG, FRA, GER, JAP,USA, ITA or SOV。偶没用过。。。。。。headofgovernment = [minister id] 政府首脑是某淫headofstate = [minister id] 政府元首是某淫is_tech_active = [tech id] # 某科技是有效滴flag = [name] #不懂鸟,没用过local_flag = [name] #不懂鸟,没用过guarantee = { country = [tag1] country = [tag2] } # A保证B的独立lost_VP = { country = [tag] value = X } # 某国失去×%的固有领土VPlost_national = { country = [tag] value = X } # 某国失去×%的固有领土lost_IC = { country = [tag] value = X } # 某国失去×%的固有领土ICdomestic = { type = field value = x } 内战???没用过。。。。division_exists = { type = [id type] id = [id id] } 某部队还活着division_in_province = { id = { type = [id type] id =[id id] } province = X } 某部队在某地axis = X # 轴心国拥有×的VPallies = X # 同盟国拥有×的VPcomintern = X # 共产国际拥有×的VPvp = X 拥有的VP为×range = { min = x max = x } VP在××之内[div type] = X # 某军事单位数为×[div type] = { country = TAG value = X }# 某国某军事单位数为×under_attack = [tag] # 某国被攻击attack = [tag] # 某国进攻该国difficulty = X # 难度。0-4,0最易garrison = { country = [tag] province = [province]type = [air/land/naval] size = [number of divisions] area = [yes/no] } # 某一地区的部队数量??land_percentage = { country = [tag] value = [value] }#陆军百分比?naval_percentage = { country = [tag] value = [value] }#海军百分比air_percentage = { country = [tag] value = [value] } #空军百分比?country = [tag] #是某一国家can_change_policy = { type = [policy] value = [delta]} #可以修改国策?relation = { which = [tag] value = [value] } #和某一国家关系达到×province_revoltrisk = { province = [id] value =[value] } #某省分的游击队几率为×incabinet = [id] #某内阁官员在任army = [divisions] #。。。。。day = [number] #到达某月的某天nuke = [number] #核弹数量8事件的效果:常用效果:type = endgame 游戏结束?type = extra_tc value = X 获得额外×的TCtype = alliance which = [tag] 同某国结盟,-1为随机type = inherit which = [tag] 吞并某国,-1为随机type = trigger which = [event id] 引起另一个事件,被引起的事件不必编写其他条件type = capital which = [prov id] 迁都type = secedeprovince which = [tag] value = [prov id] 割让领土给另一国type = control which = [tag] value = [prov id] 从别的国家获得省份type = sleepevent which = [event id] 某个事件不再发生type = steal_tech which = [country tag/-1] 窃取蓝图,-1为随机 # Steals a random tech. Results in a blueprint.type = gain_tech which = [tech id/-1 /-2 ] # 获得蓝图,-1为随机科技,-2为正在研究的科技type = belligerence which = [country] value = X # 好战度变化,没有country默认为当前国家type = relation which = [country] value = X # 改善同某国关系type = set_relation which = [country] value = X # 设定同某国的关系为×type = civil_war # 内战,向所有控制了该国固有领土的国家开战type = civil_war which = [rebel country tag] # 某国内战type = set_leader_skill which = [leader id/-1] value =[new value] 设置某个将领的技能,最高为10type = dissent value = [value to add] 不满度type = resource which =[resource type] value = X # 增加资源的理论日产量,%type = supplies value = [value to add] where = [prov]# 某地的补给变化,无where默认为首都?type = oilpool value = [value to add] where = [prov] #某地的石油变化,无where默认为首都type = metalpool value = [value to add] 金属type = energypool value = [value to add] 能源type = rarematerialspool value = [value to add] 稀有金属type = money value = [value to add] 钞票type = province_keypoints which = [province id/-1]value = [keypoints to add] 增加某地的VPtype = peace which = [country tag] value = [0/1] # 和平,0为全面和平,1为单方面和平type = war which = [country tag] 开战type = manpowerpool value = [value to add] # manpower 人力type = relative_manpower value = [%] # 人力增长率type = make_puppet which = [country tag] 使某国成为傀儡type = transport_pool which = [country] value = X 运输船type = escort_pool which = [country] value = X 护航队type = peacetime_ic_mod value = X(%) 和平时期TC修正type = end_puppet # 结束自己的傀儡省份type = domestic which =[democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism]value = X# 改变内政方针type = set_domestic which =[democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism]value = X # 设定内政方针type = tc_mod value = X(%) # TC修正,最有用了 +数是增加,-减少type = tc_occupied_mod value = X(%) # 占领区TC修正type = attrition_mod value = X(%) # 消耗惩罚type = supply_dist_mod value = X(%) # 补给距离修正type = repair_mod value = X(%) # 维修修正type = research_mod value = X(%) # 科研修正type = scrap_model which = [div type] value = [model]# 部队类型过期type = allow_building which = # 允许建设基础设施type = building_prod_mod which = value = X% # 基础设施建设修正type = convoy_prod_mod which = [escorts/transports] value= X% # 运输护航船建设修正type = radar_eff value = X(%) # 雷达效率type = info_may_cause which = [tech id] # 允许研究秘密武器type = activate which = [tech id] # 激活科技,必须在随机事件中?type = task_efficiency which = [task type] value = X #任务效率变更type = add_prov_resource which = [prov id/-1/-4] value= X where = [energy/metal/oil/rare_materials] # 增加某地资源产量,-1是随机,-4是有核反应堆的地区。type = max_reactor_size value = X # 最大反应堆type = abomb_production # 可以生产核弹type = double_nuke_prod # 核弹生产速度翻倍
非常用:type = country which = [tag] 成为另一个国家type = addcore which = [prov id] 增加某省的VPtype = removecore which = [prov id] 减少某省的VPtype = setflag which = [keyname] 。。。。。。type = clrflag which = [keyname] 。。。。。。type = local_setflag which = [keyname] 。。。。。。type = local_clrflag which = [keyname] 。。。。。。type = vp value = X # 额外的VPtype = research_sabotaged 破坏研究type = regime_falls 政府垮台type = allow_dig_in 部队可以挖坑type = coup_nation which = [country tag] 某国政变type = access which = [country tag] # 军事通行type = sleepteam which = [tech team id] # 沉睡科技组type = waketeam which = [tech team id] # 唤醒科技组type = sleepminister which = [minister id/-1] 沉睡政府官员type = sleepleader which = [leader id/-1] 沉睡领导淫type = switch_allegiance which = [unit idtype/-1/-2/-3] value = [unit id id] where = [country tag] # 部队叛变,-1为随机陆军,-2为随机海军,-3为随机空军type = delete_unit which = [unit id type/-1/-2/-3]value = [unit id id] # 部队被火星人劫走type = independence which = [country tag] value =[0/1] when = [0/1] # 国家独立,value 0 本地部队叛变,1继续效忠。when 0 政体普通 1 政体民主type = ai which = [file name] # 开关某国的ai文件type = build_division which = [division type] value = 增加建造的师和加强旅type = construct which = where = [prov id/-1/-4] value= [additional size] # 增加某地的设施,-1为随机,-4为已有该设施的省份type = add_corps which = [name] value =[land/air/naval] when = [leader ID] where = [province_ID] 增加一个军团,之下的师进入这个军团,没有设置该句,进入冰箱type = add_division which = [name] value = [div type]when = model where = # 增加师type = activate_division which = [div id type] value =[div id id] [where = province] when = [0/1] # 激活师,0进入冰箱type = remove_division which = [div id type/-1] value= [div id id] # 从scenario移走某师?type = remove_division which = "Exact Name"value = [country tag] # 从指定国家scenario移走指定师type = damage_division which = [div id type/-1] value= [div id id] where = X # 最大兵力变化type = disorg_division which = [div id type/-1] value= [div id id] where = X # 最大士气变化type = end_access which = [country tag] # 结束军事通行8type = leave_alliance 离开联盟type = end_non_aggression which = [country] where =[country] # 打破互不侵犯条约type = non_aggression which = [country] where =[country] # 签署互不侵犯条约type = end_trades which = [country] where = [country]# 结束所有贸易协定type = end_guarantee which = [country] where =[country] # 结束保证独立type = guarantee which = [country] where = [country] #保证独立type = allow_convoy_escorts 允许海上运输type = end_mastery which = [country tag] # 结束对另一个国家的傀儡type = convoy which = [startprov] value = [endprov]when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies 建立运输队type = deactivate which = [tech id] # 某科技无效type = gas_attack # 允许毒气攻击???type = gas_protection # 允许毒气防御???type = max_positioning which = [div type] value = X #最大配置???堆叠惩罚???type = min_positioning which = [div type] value = X #最小配置type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower#不晓得是虾米type = songs 换音乐??type = lock_division which = [id type] value = [id id]# 锁定部队type = unlock_division which = [id type] value = [idid] # 解锁部队type = change_policy which =[democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism]value = X #改变内政方针,同手动更改,即短时间内不可变更 天气效果type = start_pattern which = [id type] value = [id id]where = [prov id] when = [raining/snowing/storm/blizzard] # 三国志里的天变type = add_to_pattern which = [id type] value = [idid] where = [prov id] when = [raining/snowing/storm/blizzard]# 增加某地不会出现的天气,比如在赤道下雪type = end_pattern which = [id type] value = [id id] #结束某地的天气type = set_ground which = [prov id] value =[clear/muddy/winter] 改变某地的土地状况 8战术效果type = counterattack value = x 反击率type = assault value = x 突击率type = encirclement value = x 包围率type = ambush value = x 伏击率type = delay value = x 迟滞率type = tactical_withdrawal value = x 战术撤退type = breakthrough value = x 突破率command = { type = surprise which = [naval/land/air]value = [X] # 奇袭几率修正}command = { type = intelligence which = [us/them]value = [X] # 情报效率}command = { type = army_detection which = [us/them]value = [X] # 侦查效率}command = { type = AA_batteries value = [X] # 空防效率}司令部效果type = hq_supply_eff value = X(%) # 司令部补给效率type = sce_frequency value = X # 司令部的战术发生几率 乱七八糟的type = enable_task which = [task type] 可以执行某任务command = { type = [new_model] which = [division orbrigade type] value = [The model number] } 新单位型号command = { type = activate_unit_type which =[division or brigade type] } 某单位可以附加某加强旅command = { type = deactivate_unit_type which =[division or brigade type] } 某单位不可以附加某加强旅command = { type = nuclear_carrier which =[flying_bomb/flying_rocket] } 战略和火箭可以运核弹command = { type = missile_carrier which = [submarine]} 潜艇可以发射核弹command = { type = minisub_bonus value = [X] # 袖珍潜艇单位修正,没见过} 8军队作战能力效果command = { type = [unit value] which = [land/divisiontype/brigade type]value = [additive value modifier] 增加陆军军事单位的属性}# unit value如下:soft_attack/hard_attack/ground_defense/air_attack/air_defense:攻防能力build_cost/build_time/manpower:成本和时间speed速度/max_organization组织度/transport_weight运输重量/supply_consumption/fuel_consumption:物资和燃油消耗speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa:搭载加强旅后的速度 command = { type =[air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/airdetection/transport_capacity/supply_consumption/fuel_consumption/range]which = [air/division type/brigade type]value = [additive value modifier]} 空军单位属性command = { type =[naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/airdetection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]which = [naval/division type/brigade type]value = [additive value modifier] 海军单位属性}command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]which = [division type/brigade type]value = [X] 陆军地形攻防效率修正}command = { type =[desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]which = [division type/brigade type]value = [X] # 陆军地形移动修正}command = { type =[frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]which = [division type/brigade type]value = [X] 陆军天气攻防效率修正}command = { type =[frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]which = [division type/brigade type]value = [X] 陆军天气移动修正}command = { type = [snow_attack/rain_attack]which =[interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]value = [X] 空军天气攻防效率修正}command = { type =[snow_move/blizzard_move/rain_move/storm_move]which =[interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]value = [X] 空军天气移动修正}command = { type = [snow_attack/rain_attack]which =?value = [X] 海军天气攻防效率修正}# Weather naval-movement modifierscommand = { type =[snow_move/blizzard_move/rain_move/storm_move]which =?value = [X] 海军天气移动修正}command = { type =night_move/night_attack/night_defensewhich = [division type/brigade type]value = [X] 夜间效率修正
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