国家的崛起之爱国战争秘籍(国家的崛起之爱国战争秘籍)
各位老铁们,大家好,今天由我来为大家分享国家的崛起之爱国战争秘籍,以及国家的崛起之爱国战争 秘籍的相关问题知识,希望对大家有所帮助。如果可以帮助到大家,还望关注收藏下本站,您的支持是我们最大的动力,谢谢大家了哈,下面我们开始吧!
本文目录
- 国家的崛起:爱国战争——联盟控制秘籍
- 国家的崛起:爱国战争——扩展秘籍3完结篇
- 国家的崛起:爱国战争——秘籍
- 国家的崛起爱国战争核弹禁用作弊码秘籍
- 国家的崛起爱国战争中文版控制时代秘籍
- 国家的崛起:爱国战争——扩展秘籍
- 国家的崛起:爱国战争——武装秘籍
国家的崛起:爱国战争——联盟控制秘籍
cheatbeblue-切换成蓝色
cheatbeBrian-切换成玩家BRIAN
cheatallyblue与蓝色结盟
cheatpeaceBrian与玩家BRIAN和平
cheatwargreen与绿色为敌
cheathumanorcomputer切换玩家控制
cheathumanblue-控制蓝色
cheatcomputergreen-由电脑控制绿色
cheathumanall-控制所有国家
cheatcomputerall-电脑控制所有国家
cheatvictory直接赢得游戏
cheatvictoryyellow黄色玩家赢得游戏
cheatdefeat放弃游戏
cheatdefeatwhite白色玩家失败
cheatsafe=玩家的capital附近会出现机关枪
cheatresource数字=改变资源
cheatreveal=地图全开
cheatai=设定AI
cheatdiff0-5=设定难度
cheatally=强制同盟
cheatpeace=强制不开战
cheatwar=强制开战
cheattech=改变技术
cheatage=改变国家年龄
cheatmilitary=改变军队等级
cheatcivic=改变文化等级
cheatcommerce=改变商业等级
cheatscience=改变科技等级
cheatlibrary=改变图书馆等级
cheatbbox0or1=开关bundingboxmade
cheatdie=杀死选取的东西
国家的崛起:爱国战争——扩展秘籍3完结篇
国家的崛起扩展秘籍(3)之完结篇
老扎,去年烟花
前两次发表了一些特殊兵种跟一般兵种的秘籍,这个完结篇是给朋友们介绍一下建筑跟奇迹的秘籍,国家的崛起里的建筑(包括奇迹)也是可以通过秘籍得到的,方法与兵种秘籍一样:只要是CHEAT+ADD+一个任意数量+建筑的名称(英文)就可以拥有该单位。(不分大小写)
不过这里要注意的是,在输入秘籍的数量部分,还是可以任意数量,但是建筑只会出现一座。不管输入的数量是多少,一次只出现一座建筑。比如说要加一个机场,ENTER后即使输入CHEATADD10AIRBASE,也只会出现一个机场但是可以重复只使用,机场的数量不限。原来一座城市只能有一套建筑加上奇迹,但是输入秘籍的话可以无限,而且仍发挥作用。包括奇迹,一城市通过秘籍可以有多个奇迹,不过大学必须建在城市附近。至于建筑位置在输入秘籍之前做键点在你想要建的位置,输入秘籍之后,建筑就建在那个位置了。
在参照秘籍之前,有几点特别重要
第一,这些秘籍都是老扎我亲自研究且试过可行后才发表的,供给朋友们交流参考改正,若发现无效可能跟输入法有关;
第二,若在游戏时,选择一国,是可以通过秘籍来拥有所有国家的特殊兵种的,且无人口限制;
第三,有些国家如英国(BRITISH),班图(BANTU)等国家的特殊兵种之一是飞机类,需要足够
的飞机场,否则就算通过秘籍拥有飞机,也不能使其进攻或移动;
第四,在游戏时,兵营里可以造兵种A,玩家通过秘籍拥有了A,在兵营中兵种A升级成B以后通过秘籍的A会自动成为B,升级A后再通过秘籍得到的A就不会升级了;
第五,我只找到大部分,并非全部,欢迎各位有兴趣的朋友改正补充;
第六,在使用秘籍时,可以第一次把打的密集括起来,然后打入CTRL+C(复制),然后在下次
需要输入密集时候,再回车后直接打入CTRL+V(粘贴),然后只改数量或兵种后就可以了,这样
就不用一次次都输入CHEATADD。。了;
第七,如果密集形式中的兵种名字太长,可以尝试只输入兵种名字的一半。我提供的是名称的全部
下面先从建筑开始介绍:
CHEATADD1CITY=加一座城市
CHEATADD1LIBRARY=加一座图书馆
CHEATADD1MARKET=加一座市场
CHEATADD1TEMPLE=加一座寺庙
CHEATADD1FARM-加一座农场
CHEATADD1WOODCUTTER=加一座伐木场
CHEATADD1MINE=加一座采矿场
CHEATADD1OIL=加一座油井(放在油矿上)
CHEATADD1GRANARY=加一座粮仓
CHEATADD1UNIVERSITY=加一座大学
CHEATADD1LUMBER=加一座木材厂
CHEATADD1SMELTER=加一座冶炼厂
CHEATADD1REFINERY=加一座炼油厂
CHEATADD1BARRACK=加一座兵营
CHEATADD1AUTO=加一座车辆制造厂
CHEATADD1FACTORY=加一座火炮制造厂
CHEATADD1FORTRESS/REDOUBT=加一座堡垒
CHEATADD1AIRBASE=加一座机场
CHEATADD1SHIPYARD=加一座船厂
CHEATADD1STOCKADE=加一做防御塔
下面是奇迹(可以加多个)
CHEATADD1PORCELAIN=报恩寺琉璃塔
CHEATADD1TAJ=泰姬陵
CHEATADD1EIFFEL=埃菲儿铁塔
国家的崛起:爱国战争——秘籍
《国家的崛起》资料篇《国家的崛起:爱国战争》,相信大家都开始研究了,我也再次像大家提供一下自己的意见,首先感谢那些跟我交流的玩
家们,感谢他们的支持跟鼓励。
对于在国家崛起中出现的问题,我也要在说明一下,一是由于版本问题,可能会导致秘籍无效,在此我很抱歉。
二是快速建造秘籍,我认为由于游戏进行的不慢,跟在游戏先可以选择游戏速度的原因,没有必要使用;对于资源秘籍,我也遗憾没有找到,
欢迎玩家给于补充。
下面把我的新发现提供给大家:
以下几点特别重要:
第一,在《国家的崛起》资料篇《国家的崛起:爱国战争》中,对于在国家的崛起中的秘籍,在资料片中依然有效。方法:只要是CHEAT+ADD+
一个任意数+建筑的名称(英文)就可以拥有该单位。(不分大小写)
原有兵种,建筑,奇迹秘籍依然可以在资料片的继续使用,这些秘籍都是老扎我亲自研究且试过可行后才发表的,供给朋友们交流参考改正,
若发现无效可能跟输入法有关;也有可能与版本有关。
第二,由于本人玩的是英文版,所以翻译上可能有些差错,还请朋友们原谅
第三,若在游戏时,选择一国,是可以通过秘籍来拥有所有国家的特殊兵种的,且无人口限制;
第四,有些国家如英国(BRITISH),班图(BANTU)等国家的特殊兵种之一是飞机类,需要足够
的飞机场,否则就算通过秘籍拥有飞机,也不能使其进攻或移动;
第五,在游戏时,兵营里可以造兵种A,玩家通过秘籍拥有了A,在兵营中兵种A升级成B以后
通过秘籍的A会自动成为B,升级A后再通过秘籍得到的A就不会升级了;
第六,我只找到大部分,并非全部,欢迎各位有兴趣的朋友改正补充;
第七,在使用秘籍时,可以第一次把打的密集括起来,然后打入CTRL+C(复制),然后在下次
需要输入密集时候,再回车后直接打入CTRL+V(粘贴),然后只改数量或兵种后就可以了,这样
就不用一次次都输入CHEATADD。。了;
第八,如果密集形式中的兵种名字太长,可以尝试只输入兵种名字的一半。
玩家可以在单人战役和多人联机对战中使用六个新的国家:易洛魁、拉科塔、美国、荷兰、波斯和印度
所以先介绍特殊兵种(以50单位为例,不分大小写)
易洛魁(IROQUOIS):
CHEATADD50TAKOHS=加50个探路者(特有兵种,带狗,无法攻击,有情报技能)
CHEATADD50SPEARMEN=加50个矛兵
CHEATADD50MOHAWK=加50个摩霍特矛兵
CHEATADD50AKWEKS=加50探险者(特有兵种,带狗,无法攻击,有情报技能)
CHEATADD50OKWARI=加50个特有狙击手(可以情报,狙击,爆破)
拉科塔(LAKOTA):
CHEATADD50SUNKA=加50个圣弓马兵(翻译不准确)
CHEATADD50REPEATING=加50个连发步枪马兵
美国(AMERICANS)
CHEATADD50CONTINENTAL=加50个陆军战士
CHEATADD50MARINE=加50个海军陆战兵
荷兰(DUTCH)
CHEATADD50ARMED=加50个带防御的商队
CHEATADD50BRIG=加50个双桅帆船(船只输入秘籍前必须先左键点一下海洋)
CHEATADD50FLUYT=加50个北欧商船
国家的崛起爱国战争核弹禁用作弊码秘籍
用我的代码替换
\RiseofNations\ThronesandPatriots\scenario\scriptlibrary\general_powers.bhs
用king作用户名,你就能爽了
其中
disable_type_by_tribe("NuclearMissileSub",find_nation(i+1));
disable_tech(i+1,"MissileShield");
就是禁用了别国的核弹和导弹防御系统
用script,要比秘诀方便丰富。
功能包括:
1专署兵种打开
例如捍马
enable_type_by_tribe("Humvee","Americans","Stable",0,3);
意思是把捍马放在马圈第三格
2加资源
give_good(i+1,"Wealth",5000);
3加科技
gain_tech(i+1,"InformationAge");
4加英雄
create_unit_upgrade(i+1,Rx,Ry,"napoleon",1);
5回血,会能量
set_unit_craft(i+1,unit_heal,100);
heal_object(i+1,unit_heal,100);
6设置单位属性
//set_type_line_of_sight("AttackHelicopter",30);
//set_object_type_attack("AttackHelicopter",3500);
//set_object_type_max_range("AttackHelicopter",21);
7外交
//declare_war(mem,tribe);
//make_alliance(mem,athens);
//make_peace(mem,tribe);
8开图
//show_all_map_enable(i+1);
==========================================================
scenariogeneral_powers()
{
intplayer=1;
intcur_time=time_sec();
staticintcounter=0;
run_once{
set_timer("pop",5);
for(i=0;i<num_players();i++){
//if(find_nation(i+1)=="Chinese"){
if(get_leader_name(i+1)=="king"){
//if(find_nation(i+1)=="Americans"){
intbuildin;
intRx;
intRy;
buildin=find_unit(i+1,"");
Rx=object_position_x(i+1,buildin);
Ry=object_position_y(i+1,buildin);
create_unit_upgrade(i+1,Rx,Ry,"napoleon",1);
create_unit_upgrade(i+1,Rx,Ry,"alexander",1);
//create_unit_upgrade(i+1,Rx,Ry,"antipater",1);
//create_unit_upgrade(i+1,Rx,Ry,"ptolemy",1);
//create_unit_upgrade(i+1,Rx,Ry,"darius",1);
//create_unit_upgrade(i+1,Rx,Ry,"memnon",1);
//create_unit_upgrade(i+1,Rx,Ry,"spitamenes",1);
create_unit_upgrade(i+1,Rx,Ry,"porus",1);
//create_unit_upgrade(i+1,Rx,Ry,"schwarzenberg",1);
//create_unit_upgrade(i+1,Rx,Ry,"chandraguptamaurya",1);
//create_unit_upgrade(i+1,Rx,Ry,"Humvee",5);
give_good(i+1,"Food",5000);
give_good(i+1,"Timber",5000);
give_good(i+1,"Metal",5000);
give_good(i+1,"Wealth",5000);
give_good(i+1,"Oil",5000);
give_good(i+1,"Knowledge",5000);
set_unit_scale(i+1,find_unit(i+1,"napoleon"),1.1);
set_unit_scale(i+1,find_unit(i+1,"alexander"),1.1);
//set_preq("AssaultMarines","ClassicalAge","GlobalProsperity");
//set_preq("AssaultInfantry","ClassicalAge","GlobalProsperity");
//set_preq("Commando","ClassicalAge","GlobalProsperity");
//set_preq("Anti-TankMissile","ClassicalAge","GlobalProsperity");
//set_preq("AdvancedMachineGun","ClassicalAge","GlobalProsperity");
//set_preq("RocketArtillery","ClassicalAge","GlobalProsperity");
//set_preq("MainBattleTank","ClassicalAge","GlobalProsperity");
//set_preq("ArmoredCavalry","ClassicalAge","GlobalProsperity");
//set_preq("Anti-AircraftMissile","ClassicalAge","GlobalProsperity");
//set_preq("AttackHelicopter","ClassicalAge","GlobalProsperity");
//set_preq("AdvancedFighter","ClassicalAge","GlobalProsperity");
//set_preq("JetFighterBomber","ClassicalAge","GlobalProsperity");
//set_preq("AircraftCarrier","ClassicalAge","GlobalProsperity");
//set_preq("MissileCruiser","ClassicalAge","GlobalProsperity");
//set_preq("AdvancedBattleship","ClassicalAge","GlobalProsperity");
//set_preq("AttackSubmarine","ClassicalAge","GlobalProsperity");
set_preq("CruiseMissile","ClassicalAge","GlobalProsperity");
//set_preq("StealthBomber","ClassicalAge","GlobalProsperity");
//set_preq("EliteSpecialForces","ClassicalAge","GlobalProsperity");
set_preq("Sas","ClassicalAge","GlobalProsperity");
set_preq("NuclearMissileSub","ClassicalAge","GlobalProsperity");
set_preq("MissileSilo","ClassicalAge","GlobalProsperity");
set_preq("Humvee","ClassicalAge","GlobalProsperity");
//show_all_map_enable(i+1);
//gain_tech(i+1,"ClassicalAge");
//gain_tech(i+1,"MedievalAge");
//gain_tech(i+1,"GunpowderAge");
//gain_tech(i+1,"EnlightenmentAge");
//gain_tech(i+1,"IndustrialAge");
//gain_tech(i+1,"ModernAge");
//gain_tech(i+1,"InformationAge");
gain_tech(i+1,"MissileShield");
gain_tech(i+1,"WorldGovernment");
gain_tech(i+1,"GlobalProsperity");
gain_tech(i+1,"ArtificialIntelligence");
gain_upgrade(i+1,"Commando");
//gain_upgrade(i+1,"AssaultInfantry");
//gain_upgrade(i+1,"AssaultMarines");
//gain_upgrade(i+1,"Anti-TankMissile");
//gain_upgrade(i+1,"AdvancedMachineGun");
gain_upgrade(i+1,"EliteSpecialForces");
//gain_upgrade(i+1,"RocketArtillery");
gain_upgrade(i+1,"Scout");
gain_upgrade(i+1,"Explorer");
disable_type_by_tribe("EliteSpecialForces",find_nation(i+1));
disable_type_by_tribe("Commando",find_nation(i+1));
disable_type_by_tribe("Scout",find_nation(i+1));
disable_type_by_tribe("Explorer",find_nation(i+1));
//gain_upgrade(i+1,"MainBattleTank");
//gain_upgrade(i+1,"ArmoredCavalry");
//gain_upgrade(i+1,"Anti-AircraftMissile");
//gain_upgrade(i+1,"AdvancedFighter");
//gain_upgrade(i+1,"AttackHelicopter");
//gain_upgrade(i+1,"StealthBomber");
gain_upgrade(i+1,"CruiseMissile");
//gain_upgrade(i+1,"MissileCruiser");
gain_upgrade(i+1,"AttackSubmarine");
//gain_upgrade(i+1,"AdvancedBattleship");
//gain_upgrade(i+1,"JetFighterBomber");
//gain_upgrade(i+1,"AircraftCarrier");
disable_type_by_tribe("AttackSubmarine",find_nation(i+1));
enable_type_by_tribe("NuclearMissileSub",find_nation(i+1),"Dock",0,3);
gain_upgrade(i+1,"NuclearMissileSub");
enable_type_by_tribe("Humvee",find_nation(i+1),"Stable",0,4);
enable_type_by_tribe("Sas",find_nation(i+1),"Barracks",0,4);
gain_upgrade(i+1,"Humvee");
gain_upgrade(i+1,"Sas");
//set_object_type_armor("AttackHelicopter",30);
//set_object_type_max_health("AttackHelicopter",500);
//set_type_line_of_sight("AttackHelicopter",30);
//set_object_type_attack("AttackHelicopter",3500);
//set_object_type_max_range("AttackHelicopter",21);
set_object_type_armor("NuclearMissileSub",80);
set_object_type_max_health("NuclearMissileSub",500);
set_type_line_of_sight("NuclearMissileSub",30);
set_object_type_attack("NuclearMissileSub",3500);
set_object_type_max_range("NuclearMissileSub",26);
set_preq("Airbase","ClassicalAge","GlobalProsperity");
set_preq("Biplane","ClassicalAge","GlobalProsperity");
set_preq("Fighter","ClassicalAge","GlobalProsperity");
set_preq("JetFighter","ClassicalAge","GlobalProsperity");
//set_preq("AdvancedFighter","ClassicalAge","GlobalProsperity");
set_preq("EagleFighter","ClassicalAge","GlobalProsperity");
gain_upgrade(i+1,"Airbase");
gain_upgrade(i+1,"Biplane");
gain_upgrade(i+1,"Fighter");
gain_upgrade(i+1,"JetFighter");
gain_upgrade(i+1,"AdvancedFighter");
//gain_upgrade(i+1,"EagleFighter");
//disable_type_by_tribe("Biplane",find_nation(i+1));
//disable_type_by_tribe("Fighter",find_nation(i+1));
disable_type_by_tribe("JetFighter",find_nation(i+1));
//disable_type_by_tribe("AdvancedFighter",find_nation(i+1));
enable_type_by_tribe("EagleFighter",find_nation(i+1),"Airbase",0,0);
set_object_type_attack("EagleFighter",2500);
//set_preq("JetFighterBomber","ClassicalAge","GlobalProsperity");
//gain_upgrade(i+1,"FighterBomber");
//gain_upgrade(i+1,"JetFighterBomber");
//enable_type_by_tribe("JetFighterBomber",find_nation(i+1),"Airbase",0,3);
//set_object_type_attack("JetFighterBomber",2500);
}
else{
disable_type_by_tribe("CruiseMissile",find_nation(i+1));
disable_type_by_tribe("Humvee",find_nation(i+1));
disable_type_by_tribe("NuclearMissileSub",find_nation(i+1));
disable_tech(i+1,"MissileShield");
}
}
print_game_msg("HalloFriend,PlayHappy.----王炀");
}
//set_object_type_armor("Spy",30)
staticintalexander=0;
staticintnapoleon=0;
staticintparmenio=0;
staticintantipater=0;
staticintptolemy=0;
staticintdarius=0;
staticintmemnon=0;
staticintspitamenes=0;
staticintmaurya=0;
staticintporus=0;
staticintfouche=0;
staticintschwarzenberg=0;
staticintpaoli=0;
into=-1;
if(timer_expired("pop")){
set_timer("pop",2);
stringbubble;
//if(num_objects_selected(player)==1){
if((alexander>0&&alexander<4)||(alexander==0&&object_type_selected(player,"Alexander"))){
switch(alexander%4){
case0:
bubble=$S("+50attack!");
break;
case1:
bubble=$S("+50HeavyInfantryattack!");
break;
case2:
bubble=$S("Doublecraft!");
break;
case3:
bubble=$S("50%fasterForcedMarch!");
break;
}
o=find_unit(1,"Alexander");
alexander++;
}elseif((napoleon>0&&napoleon<4)||(napoleon==0&&object_type_selected(player,"napoleon"))){
switch(napoleon%4){
case0:
bubble=$S("+3attacktosiege!");
break;
case1:
bubble=$S("+1rangetosiege!");
break;
case2:
bubble=$S("Doublecraft!");
break;
case3:
bubble=$S("50%fasterForcedMarch!");
break;
}
o=find_unit(1,"Napoleon");
napoleon++;
}elseif((parmenio>0&&parmenio<4)||(parmenio==0&&object_type_selected(player,"parmenio"))){
switch(parmenio%4){
case0:
bubble=$S("+1HeavyCavalryattack!");
break;
case1:
bubble=$S("Biggerradius!");
break;
case2:
bubble=$S("3xlongerambush!");
break;
case3:
bubble=$S("Startswith5Companions!");
break;
}
o=find_unit(1,"parmenio");
parmenio++;
}elseif((antipater>0&&antipater<5)||(antipater==0&&object_type_selected(player,"antipater"))){
switch(antipater%5){
case0:
bubble=$S("Healsnearbyunits!");
break;
case1:
bubble=$S("Entrenchedunitstake80%damage!");
break;
case2:
bubble=$S("CanEntrenchoutsidehometerritory!");
break;
case3:
bubble=$S("2xentrenchmentspeed");
break;
case4:
bubble=$S("+3attacktobuildingswhengarrisoned!");
break;
}
o=find_unit(1,"antipater");
antipater++;
}elseif((ptolemy>0&&ptolemy<4)||(ptolemy==0&&object_type_selected(player,"ptolemy"))){
switch(ptolemy%4){
case0:
bubble=$S("+1range!");
break;
case1:
bubble=$S("+1Line-of-Sightforrangedunits!");
break;
case2:
bubble=$S("+1siegeattack!");
break;
case3:
bubble=$S("+1armor!");
break;
}
o=find_unit(1,"ptolemy");
ptolemy++;
}elseif((darius>0&&darius<3)||(darius==0&&object_type_selected(player,"darius"))){
switch(darius%3){
case0:
bubble=$S("+1defense!");
break;
case1:
bubble=$S("Preventsattrition!");
break;
case2:
bubble=$S("EnablestheWarChariot!");
break;
}
o=find_unit(1,"darius");
darius++;
}elseif((memnon>0&&memnon<4)||(memnon==0&&object_type_selected(player,"memnon"))){
switch(memnon%4){
case0:
bubble=$S("Alwayscloaked!");
break;
case1:
bubble=$S("2xcraftregeneration!");
break;
case2:
bubble=$S("IncreasesGreekMercenaries'attack!");
break;
case3:
bubble=$S("IncreasesGreekMercenaries'armor!");
break;
}
o=find_unit(1,"memnon");
memnon++;
}elseif((spitamenes>0&&spitamenes<4)||(spitamenes==0&&object_type_selected(player,"spitamenes"))){
switch(spitamenes%4){
case0:
bubble=$S("+1HorseArcherattack!");
break;
case1:
bubble=$S("20%fasterCavalry!");
break;
case2:
bubble=$S("Increasesbuildingplunder!");
break;
case3:
bubble=$S("Gainsplunderfromenemyunits!");
break;
}
o=find_unit(1,"spitamenes");
spitamenes++;
}elseif((maurya>0&&maurya<2)||(maurya==0&&object_type_selected(player,"ChandraguptaMaurya"))){
switch(maurya%2){
case0:
bubble=$S("2xcraft!");
break;
case1:
bubble=$S("Preventsattrition!");
break;
}
o=find_unit(1,"chandraguptamaurya");
maurya++;
}elseif((porus>0&&porus<4)||(porus==0&&object_type_selected(player,"porus"))){
switch(porus%3){
case0:
bubble=$S("Detectscloakedunits!");
break;
case1:
bubble=$S("Doublehitpoints");
break;
case2:
bubble=$S("Creates2xdecoys");
break;
case3:
bubble=$S("20%fasterElephants!");
break;
}
o=find_unit(1,"porus");
porus++;
}elseif((fouche>0&&fouche<2)||(fouche==0&&object_type_selected(player,"fouche"))){
switch(fouche%2){
case0:
bubble=$S("Revealsallenemies!");
break;
case1:
bubble=$S("Triplecraft!");
break;
}
o=find_unit(1,"fouche");
fouche++;
}elseif((paoli>0&&paoli<3)||(paoli==0&&object_type_selected(player,"paoli"))){
switch(paoli%3){
case0:
bubble=$S("Instantsnipe!");
break;
case1:
bubble=$S("Instantsabotage!");
break;
case2:
bubble=$S("Doublecraft!");
break;
}
o=find_unit(1,"paoli");
paoli++;
}elseif((schwarzenberg>0&&schwarzenberg<3)||(schwarzenberg==0&&object_type_selected(player,"schwarzenberg"))){
switch(schwarzenberg%3){
case0:
bubble=$S("Doublehitpoints!");
break;
case1:
bubble=$S("Doublecraft!");
break;
case2:
bubble=$S("Startswith4Commandos!");
break;
}
o=find_unit(1,"schwarzenberg");
schwarzenberg++;
}
for(i=0;i<num_players();i++){
//if(find_nation(i+1)=="RUSSIANS"){
if(get_leader_name(i+1)=="king"){
//if(find_nation(i+1)=="Americans"){
//enable_type_by_tribe("Humvee",find_nation(i+1),"Stable",0,3);
//enable_type_by_tribe("NuclearMissileSub",find_nation(i+1),"Dock",0,3);
//gain_tech(i+1,"ClassicalAge");
//gain_tech(i+1,"MedievalAge");
//gain_tech(i+1,"GunpowderAge");
//gain_tech(i+1,"EnlightenmentAge");
//gain_tech(i+1,"IndustrialAge");
//gain_tech(i+1,"ModernAge");
//gain_tech(i+1,"InformationAge");
//gain_tech(i+1,"MissileShield");
//gain_tech(i+1,"WorldGovernment");
//gain_tech(i+1,"GlobalProsperity");
//gain_tech(i+1,"ArtificialIntelligence");
//give_good(i+1,"Food",3000);
//give_good(i+1,"Timber",3000);
//give_good(i+1,"Metal",3000);
//give_good(i+1,"Wealth",3000);
//give_good(i+1,"Oil",3000);
//give_good(i+1,"Knowledge",3000);
//set_object_type_armor("AttackHelicopter",30);
//set_object_type_max_health("AttackHelicopter",500);
//set_type_line_of_sight("AttackHelicopter",30);
//set_object_type_attack("AttackHelicopter",3500);
//set_object_type_max_range("AttackHelicopter",21);
for(n=0;n<num_military_buildings(i+1);n++)
{
building=find_build(i+1,"");
set_object_health(i+1,building,100);
}
for(a=0;a<num_units(i+1);a++){
unit_heal=find_unit(i+1,"");
unit_max_craft(i+1,unit_heal);
set_unit_craft(i+1,unit_heal,100);
if(object_health(i+1,unit_heal)<100){
heal_object(i+1,unit_heal,100);
}
}
}
}
if(length(bubble)>0){
bubble_text_obj(bubble,player,o);
}
}
}
国家的崛起爱国战争中文版控制时代秘籍
根本没有这个秘籍。
只能设置成在火药时代结束
或者你玩自编剧情,把图书馆的造价提到最高然后等电脑升级到火药时代把它的图书馆拆掉
国家的崛起:爱国战争——扩展秘籍
国家的崛起扩展秘籍
玩家在帝国4国家的崛起中是可以自由地用秘籍增加各种兵种跟兵种的数量的,
该数量是不受人口限制的比如秘籍是“先打回车ENTER,然后输入CHEATADD50SHOOTER
,然后在ENTER,就会有50单位的冲锋枪兵,由于所选国家不一样,兵种的外貌也不一样。
数量是可以任意加的,不过加多了容易卡,甚至死机。一般加到1000就可以了
只要是CHEAT+ADD+一个任意数量+兵种的名称(英文)就可以拥有该单位
要注意每个英文单词包括数字的空格
那样就可以拥有大部分的兵种,而且是免费的
下面是一些我自己找到的(大小写都可以)
CHEATADD50TANK=加50辆一般的坦克
CHEATADD50ATTACK=加50架武装直升机
CHEATADD50BATTLESHIP=加50艘战列舰
CHEATADD50SUBMARINE=加50艘潜艇
CHEATADD50ARMY=加50辆机枪车
CHEATADD50MACHINE=加50个重机枪兵
CHEATADD50GUN=加50个日本枪兵
CHEATADD50PIKEMEN=加50个长枪兵
CHEATADD50FIRE=加50个火箭冰
CHEATADD50BOWMEN=加50个弓箭兵
CHEATADD50CROSS=加50个十字弓兵
CHEATADD50KNIGHT=加50个骑士
CHEATADD50GENERAL=加50个将军
CHEATADD50SPY=加50个间谍
CHEATADD50CITIZEN=加50个农民
CHEATADD50SCHOLAR=加50个学者
CHEATADD50CAR=加50个商队
CHEATADD50HELICOPTER=加50个一般直升机
CHEATADD50LIGHT=加50个轻骑兵
另外还有一些兵种像,
CHEATADD50IMPI
CHEATADD50RAYAL
CHEATADD50HORSE
很多很多特殊兵种都可以加,只要知道英文名称就行,数量也可以改变。各位可以自己去尝试
我的QQ157840044,如果有兴趣可以一起探讨;有意见也可以发表。
欢迎玩家改正补充,谢谢!
国家的崛起:爱国战争——武装秘籍
玩家在国家的崛起中是可以自由地用秘籍增加各种兵种跟兵种的数量的,该数量是不受人口限制的比如秘籍是“先打回车ENTER,然后输入CHEATADD50SHOOTER,然后在ENTER,就会有50单位的冲锋枪兵,由于所选国家不一样,兵种的外貌也不一样。
数量是可以任意加的,不过加多了容易卡,甚至死机。一般加到1000就可以了只要是CHEAT+ADD+一个任意数量+兵种的名称(英文)就可以拥有该单位要注意每个英文单词包括数字的空格.那样就可以拥有大部分的兵种,而且是免费的.
===============武装===========
CHEATADD50TANK=加50辆一般的坦克
CHEATADD50ATTACK=加50架武装直升机
CHEATADD50BATTLESHIP=加50艘战列舰
CHEATADD50SUBMARINE=加50艘潜艇
CHEATADD50ARMY=加50辆机枪车
CHEATADD50MACHINE=加50个重机枪兵
CHEATADD50GUN=加50个日本枪兵
CHEATADD50PIKEMEN=加50个长枪兵
CHEATADD50FIRE=加50个火箭冰
CHEATADD50BOWMEN=加50个弓箭兵
CHEATADD50CROSS=加50个十字弓兵
CHEATADD50KNIGHT=加50个骑士
CHEATADD50GENERAL=加50个将军
CHEATADD50SPY=加50个间谍
CHEATADD50CITIZEN=加50个农民
CHEATADD50SCHOLAR=加50个学者
CHEATADD50CAR=加50个商队
CHEATADD50HELICOPTER=加50个一般直升机
CHEATADD50LIGHT=加50个轻骑兵
cheataddmusketeer-增加一个步兵
cheatadd5musketeer-增加五个步兵
cheatadd5musketeerblue-增加五个步兵给蓝方
cheataddlightcavalry-增加一个轻骑兵
CHEATADD50IMPI
CHEATADD50RAYAL
CHEATADD50HORSE
cheatadd5heavyarcherBrian-增加五个重射手给玩家BRIAN
cheatbird光标处增加一只鸟
cheatnextgeneral选中另一个将军
cheatpack/deploy立即打包或展开攻城武器或商人
cheatnuke光标处引爆核武(嘿嘿,这个最猛)
HEATADD10ATTACK=加10架攻击直升机
CHEATADD10BOMBER=加10架轰炸机
CHEATADD10BIPLANE=加10架双翼战斗机
CHEATADD10JET=加10架喷气式战斗机
CHEATADD10STRATEGIC=加10架战略轰炸机
OK,关于国家的崛起之爱国战争秘籍和国家的崛起之爱国战争 秘籍的内容到此结束了,希望对大家有所帮助。
