钢铁雄心4民国守不住 求钢铁雄心2历史的瞬间民国部队无敌事件要能用急
求钢铁雄心2历史的瞬间民国部队无敌事件要能用急
event = { id = 117039 random = no persistent = yes name = " 无敌军队的素质 " desc = " 无敌军队的素质 " style = 0 action_a = { name = " 无敌军队的素质 " mand = { type = task_efficiency which = airborne_assault value = 0.3 }#空降突袭 mand = { type = task_efficiency which = naval_strike value = 0.3 }#海岸炮击 mand = { type = task_efficiency which = amphibious_assault value = 0.3 }#两栖突击 mand = { type = soft_attack which = land value = 3 }#陆军攻击力 mand = { type = hard_attack which = land value = 3 } mand = { type = air_attack which = land value = 3 } mand = { type = air_defense which = land value = 3 } mand = { type = defensiveness which = land value = 15 }#陆军防御 mand = { type = toughness which = land value = 15 }#陆军坚韧 mand = { type = soft_attack which = sp_rct_artillery value = 3 }#火炮攻击力 mand = { type = hard_attack which = sp_rct_artillery value = 3 } mand = { type = air_attack which = sp_rct_artillery value = 3 } mand = { type = air_defense which = sp_rct_artillery value = 3 } mand = { type = defensiveness which = sp_rct_artillery value = 15 } mand = { type = toughness which = sp_rct_artillery value = 15 } mand = { type = air_attack which = naval value = 3 }#海军攻击力 mand = { type = air_defense which = naval value = 3 } mand = { type = soft_attack which = air value = 3 }#空军攻击力 mand = { type = hard_attack which = air value = 3 } mand = { type = air_attack which = air value = 3 } mand = { type = air_defense which = air value = 3 } mand = { type = morale which = land value = 30 }#陆军士气 mand = { type = max_anization which = land value = 30 } mand = { type = morale which = naval value = 30 }#海军士气 mand = { type = max_anization which = naval value = 30 } mand = { type = morale which = air value = 30 }#空军士气 mand = { type = max_anization which = air value = 30 } mand = { type = mountain_attack which = land value = 30 }#山地 mand = { type = mountain_defense which = land value = 30 } mand = { type = mountain_move which = land value = 30 } mand = { type = hill_attack which = land value = 30 }#丘陵 mand = { type = hill_defense which = land value = 30 } mand = { type = hill_move which = land value = 30 } mand = { type = desert_attack which = land value = 30 }#沙漠 mand = { type = desert_defense which = land value = 30 } mand = { type = desert_move which = land value = 30 } mand = { type = forest_defense which = land value = 30 }#森林 mand = { type = swamp_defense which = land value = 30 }#沼泽 mand = { type = frozen_defense which = land value = 30 } mand = { type = snow_defense which = land value = 30 } mand = { type = blizzard_defense which = land value = 30 } mand = { type = rain_defense which = land value = 30 } mand = { type = storm_defense which = land value = 30 } mand = { type = muddy_defense which = land value = 30 } mand = { type = night_attack which = land value = 30 }#夜战 mand = { type = night_defense which = land value = 30 } mand = { type = night_move which = land value = 30 } mand = { type = urban_attack which = land value = 30 }#巷战 mand = { type = urban_defense which = land value = 30 } mand = { type = urban_move which = land value = 30 } mand = { type = build_cost which = land when = now where = relative value = -30 }#建造成本 mand = { type = build_cost which = naval when = now where = relative value = -30 } mand = { type = build_cost which = air when = now where = relative value = -30 } mand = { type = build_time which = land when = now where = relative value = -30 }#建造时间 mand = { type = build_time which = naval when = now where = relative value = -30 } mand = { type = build_time which = air when = now where = relative value = -30 } mand = { type = supply_consumption which = land value = -12.0 }#补给消耗 mand = { type = supply_consumption which = naval value = -12.0 } mand = { type = supply_consumption which = air value = -12.0 } mand = { t追问

这个,我的历史的瞬间mod无法使用
求历史的瞬间能用的