維多利亞2 全修改
作者:佚名 來源:本站 時間:2023-08-08 點擊:次
鑒于所有的作弊碼都對全世界有效。象goods+數(shù)字,全世界所有國家物資和錢都會增加,所以沒啥意義。最好的修改是事件修改。將===================后面和下一個===========================之間的部分復制到Program Files\Paradox Interactive\Victoria 2\events中 NationalValues.txt最后面然后保存修改(最好備份下)。用法:游戲中按~然后輸入相應事件即可。其中有物資修改(所有種類物資全滿,event。叮叮叮叮叮叮,金錢修改(1000萬。澹觯澹睿簟。担担担担担担窢幮孕薷模ǘ紲p10。澹觯澹睿簦常常常常常常,研究點數(shù)增加(一次相當于20年的研究量。澹觯澹睿簟。矗矗矗矗矗,注意:不要按太多次,研究點數(shù)有最大值,超過最大值就變負。按一次,就夠用幾十年的,時間解除暫停之后,一天加1000點,難弄的一個月也研究完了。)
country_event = {
id = 666666
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"
trigger = {
nationalvalue = nv_equality
}
mean_time_to_happen = {
months = 19200
}
option = {
name = "EVTOPTA18570"
prestige = 10
any_pop = {
militancy = -1
}
}
option = {
name = "EVTOPTB18570"
ammunition =10000000
small_arms =10000000
artillery =10000000
canned_food =10000000
barrels =10000000
aeroplanes =10000000
cotton =10000000
dye =10000000
wool =10000000
silk =10000000
coal =10000000
sulphur =10000000
iron =10000000
timber =10000000
tropical_wood =10000000
rubber =10000000
oil =10000000
precious_metal =10000000
steel =10000000
cement =10000000
machine_parts =10000000
glass =10000000
fuel =10000000
fertilizer =10000000
explosives =10000000
clipper_convoy =10000000
steamer_convoy =10000000
electric_gear =10000000
fabric =10000000
lumber =10000000
paper =10000000
cattle =10000000
fish =10000000
fruit =10000000
grain =10000000
tobacco =10000000
tea =10000000
coffee =10000000
opium =10000000
automobiles =10000000
telephones =10000000
wine =10000000
liquor =10000000
regular_clothes =10000000
luxury_clothes =10000000
furniture =10000000
luxury_furniture =10000000
radio =10000000
}
}
country_event = {
id = 555555
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"
trigger = {
nationalvalue = nv_equality
}
mean_time_to_happen = {
months = 19200
}
option = {
name = "EVTOPTA18570"
prestige = 10
any_pop = {
militancy = -1
}
}
option = {
name = "EVTOPTB18570"
money =10000000
}
}
country_event = {
id = 444444
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"
trigger = {
nationalvalue = nv_equality
}
mean_time_to_happen = {
months = 19200
}
option = {
name = "EVTOPTA18570"
prestige = 10
any_pop = {
militancy = -1
}
}
option = {
name = "EVTOPTB18570"
years_of_research = 20
}
}
country_event = {
id = 333333
title = "EVTNAME18500"
desc = "EVTDESC18500"
picture = "Parade"
trigger = {
nationalvalue = nv_order
average_militancy = 7
}
mean_time_to_happen = {
months = 20000
}
option = {
name = "EVTOPTA18500"
any_pop = {
militancy = -10
}
}
option = {
name = "EVTOPTB18500"
any_pop = {
consciousness = -10
}
prestige = -1
}
}
==============================================================================
以下為科技文明修改,全部科技1830年可用。配合前面的科技點數(shù)事件,可以很快達到科技全滿。
按照下面的操作作出5個TXT文件,覆蓋Program Files\Paradox Interactive\Victoria 2\technologies 下的文件即可,最好提前備份下。注意:有五段,不要一次都復制到一個文件理了。
將======下面的內(nèi)容復制到空的TXT文件中,并命名為army_tech.txt
======================================
#army_doctrine
post_napoleonic_thought = {
area = army_doctrine
year = 1830
cost = 3600
activate_building = fort
army_base = {
default_organisation = 5
}
dig_in_cap = 1
}
strategic_mobility = {
area = army_doctrine
year = 1830
cost = 7200
army_base = {
reconnaissance = 0.5
supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
point_defense_system = {
area = army_doctrine
year = 1830
cost = 10800
army_base = {
defence = 1
supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
deep_defense_system = {
area = army_doctrine
year = 1830
cost = 14400
army_base = {
defence = 1
supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
infiltration = {
area = army_doctrine
year = 1830
cost = 18000
activate_building = barrel_factory
army_base = {
attack = 1
supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
modern_army_doctrine = {
area = army_doctrine
year = 1830
cost = 21600
army_base = {
attack = 1
supply_consumption = 0.05
}
max_fort = 1
}
#light_armament
flintlock_rifles = {
area = light_armament
year = 1830
cost = 3600
activate_unit = infantry
army_base = {
attack = 1
supply_consumption = 0.05
}
combat_width = -1
}
muzzle_loaded_rifles = {
area = light_armament
year = 1830
cost = 7200
activate_unit = engineer
army_base = {
attack = 1
supply_consumption = 0.05
}
combat_width = -2
ai_chance = {
factor = 1
modifier = {
factor = 5
is_greater_power = yes
}
}
}
breech_loaded_rifles = {
area = light_armament
year = 1830
cost = 10800
activate_unit = guard
army_base = {
attack = 1
supply_consumption = 0.05
}
combat_width = -2
ai_chance = {
factor = 1
modifier = {
factor = 5
is_greater_power = yes
}
}
}
machine_guns = {
area = light_armament
year = 1830
cost = 14400
army_base = {
defence = 5
supply_consumption = 0.05
}
combat_width = -5
colonial_life_rating = -10
ai_chance = {
factor = 1
modifier = {
factor = 5
is_greater_power = yes
}
}
}
bolt_action_rifles = {
area = light_armament
year = 1830
cost = 18000
unit = 1
army_base = {
attack = 5
supply_consumption = 0.05
}
combat_width = -5
}
modern_divisional_structure = {
area = light_armament
year = 1830
cost = 21600
army_base = {
attack = 5
supply_consumption = 0.05
}
combat_width = -5
}
#heavy_armament
bronze_muzzle_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 3600
activate_unit = artillery
}
iron_muzzle_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 7200
artillery = {
attack = 2
supply_consumption = 0.05
}
}
iron_breech_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 10800
artillery = {
attack = 2
supply_consumption = 0.05
}
}
steel_breech_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 14400
artillery = {
attack = 2
supply_consumption = 0.05
}
}
indirect_artillery_fire = {
area = heavy_armament
year = 1830
cost = 18000
artillery = {
attack = 4
supply_consumption = 0.05
}
}
heavy_armament_dunno = {
area = heavy_armament
year = 1830
cost = 21600
artillery = {
attack = 4
supply_consumption = 0.05
}
}
#military_science
military_staff_system = {
area = military_science
year = 1830
cost = 3600
activate_unit = cavalry
army_base = {
default_organisation = 5
supply_consumption = 0.05
}
}
military_plans = {
area = military_science
year = 1830
cost = 7200
activate_unit = dragoon
army_base = {
default_organisation = 5
supply_consumption = 0.05
}
}
military_statistics = {
area = military_science
year = 1830
cost = 10800
activate_unit = cuirassier
army_base = {
default_organisation = 5
supply_consumption = 0.05
}
}
military_logistics = {
area = military_science
year = 1830
cost = 14400
activate_unit = hussar
army_base = {
default_organisation = 5
supply_consumption = 0.05
}
mobilisation_size = 0.05
}
military_directionism = {
area = military_science
year = 1830
cost = 18000
army_base = {
default_organisation = 5
supply_consumption = 0.05
}
}
aeronautics = {
area = military_science
year = 1830
cost = 21600
activate_unit = plane
}
#army_leadership
army_command_principle = {
area = army_leadership
year = 1830
cost = 3600
morale = 0.05
military_tactics = 1
}
army_professionalism = {
area = army_leadership
year = 1830
cost = 7200
morale = 0.05
military_tactics = 1
}
army_decision_making = {
area = army_leadership
year = 1830
cost = 10800
morale = 0.05
military_tactics = 1
}
army_risk_management = {
area = army_leadership
year = 1830
cost = 14400
morale = 0.05
military_tactics = 1
}
army_nco_training = {
area = army_leadership
year = 1830
cost = 18000
morale = 0.05
military_tactics = 1
}
great_war_experience = {
area = army_leadership
year = 1830
cost = 21600
morale = 0.05
military_tactics = 1
}
將======下面的內(nèi)容復制到空的TXT文件中,并命名為commerce_tech.txt
=======================================
#financial_institutions
private_banks = {
area = financial_institutions
year = 1830
cost = 3600
activate_building = cement_factory
tax_eff = 3
}
stock_exchange = {
area = financial_institutions
year = 1830
cost = 7200
tax_eff = 5
}
business_banks = {
area = financial_institutions
year = 1830
cost = 10800
tax_eff = 5
}
investment_banks = {
area = financial_institutions
year = 1830
cost = 14400
tax_eff = 5
}
bank_inspection_board = {
area = financial_institutions
year = 1830
cost = 18000
tax_eff = 5
}
mutual_funds = {
area = financial_institutions
year = 1830
cost = 21600
tax_eff = 5
}
#monetary_system
no_standard = {
area = monetary_system
year = 1830
cost = 3600
administrative_efficiency = 0.05
}
ad_hoc_money_bill_printing = {
area = monetary_system
year = 1830
cost = 7200
administrative_efficiency = 0.05
}
private_bank_money_bill_printing = {
area = monetary_system
year = 1830
cost = 10800
administrative_efficiency = 0.05
}
central_bank_money_bill_printing = {
area = monetary_system
year = 1830
cost = 14400
administrative_efficiency = 0.05
}
modern_central_bank_system = {
area = monetary_system
year = 1830
cost = 18000
administrative_efficiency = 0.05
}
market_determined_exchange_rates = {
area = monetary_system
year = 1830
cost = 21600
administrative_efficiency = 0.05
}
#economic_thought_and_critique
early_classical_theory_and_critique = {
area = economic_thought_and_critique
year = 1830
cost = 3600
activate_building = lumber_mill
factory_input = -0.02
}
late_classical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 7200
factory_input = -0.02
}
collectivist_theory = {
area = economic_thought_and_critique
year = 1830
cost = 10800
factory_input = -0.02
}
the_historical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 14400
factory_input = -0.02
}
neoclassical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 18000
factory_input = -0.02
}
keynesian_economics = {
area = economic_thought_and_critique
year = 1830
cost = 21600
factory_input = -0.02
}
#market_functionality
freedom_of_trade = {
area = market_functionality
year = 1830
cost = 3600
activate_building = luxury_clothes_factory
farm_rgo_size = -0.02
mine_rgo_size = -0.02
farm_rgo_eff = 0.5
mine_rgo_eff = 0.5
}
market_structure = {
area = market_functionality
year = 1830
cost = 7200
education_efficiency = 0.10
}
business_regulations = {
area = market_functionality
year = 1830
cost = 10800
education_efficiency = 0.05
}
market_regulations = {
area = market_functionality
year = 1830
cost = 14400
education_efficiency = 0.015
}
economic_responsibility = {
area = market_functionality
year = 1830
cost = 18000
education_efficiency = 0.05
}
government_interventionism = {
area = market_functionality
year = 1830
cost = 21600
education_efficiency = 0.05
}
#tech_organization
guild_based_production = {
area = tech_organization
year = 1830
cost = 3600
activate_building = canned_food_factory
}
organized_factories = {
area = tech_organization
year = 1830
cost = 7200
factory_input = -0.03
}
scientific_management = {
area = tech_organization
year = 1830
cost = 10800
factory_input = -0.03
}
time_saving_measures = {
area = tech_organization
year = 1830
cost = 14400
factory_input = -0.03
}
management_strategy = {
area = tech_organization
year = 1830
cost = 18000
factory_input = -0.03
}
organizational_development = {
area = tech_organization
year = 1830
cost = 21600
factory_input = -0.03
}
將======下面的內(nèi)容復制到空的TXT文件中,并命名為culture_tech.txt
=======================================
#aesthetics
classicism_n_early_romanticism = {
area = aesthetics
year = 1830
cost = 3600
prestige = 0.02
}
romanticism = {
area = aesthetics
year = 1830
cost = 7200
prestige = 0.02
ai_chance = {
factor = 1
modifier = {
factor = 5
is_greater_power = yes
continent = north_america
}
}
}
realism = {
area = aesthetics
year = 1830
cost = 10800
prestige = 0.02
}
impressionism = {
area = aesthetics
year = 1830
cost = 14400
prestige = 0.02
}
expressionism = {
area = aesthetics
year = 1830
cost = 18000
prestige = 0.02
}
mass_culture_n_the_avant_garde = {
area = aesthetics
year = 1830
cost = 21600
prestige = 0.02
}
#philosophy
late_enlightenment_philosophy = {
area = philosophy
year = 1830
cost = 3600
prestige = 0.02
}
idealism = {
area = philosophy
year = 1830
cost = 7200
prestige = 0.02
}
empiricism = {
area = philosophy
year = 1830
cost = 10800
prestige = 0.02
}
analytic_philosophy = {
area = philosophy
year = 1830
cost = 14400
prestige = 0.02
}
phenomenology_n_hermeneutic = {
area = philosophy
year = 1830
cost = 18000
prestige = 0.02
}
anti__rationalism = {
area = philosophy
year = 1830
cost = 21600
prestige = 0.02
}
#social_thought
malthusian_thought = {
area = social_thought
year = 1830
cost = 3600
colonial_migration = 0.05
}
positivism = {
area = social_thought
year = 1830
cost = 7200
education_efficiency = 0.025
}
functionalism = {
area = social_thought
year = 1830
cost = 10800
education_efficiency = 0.025
}
biologism = {
area = social_thought
year = 1830
cost = 14400
colonial_migration = 0.05
}
social_science = {
area = social_thought
year = 1830
cost = 18000
education_efficiency = 0.025
}
social_alienation = {
area = social_thought
year = 1830
cost = 21600
war_exhaustion = -0.25
}
#political_thought
enlightenment_thought = {
area = political_thought
year = 1830
cost = 3600
max_national_focus = 1
}
ideological_thought = {
area = political_thought
year = 1830
cost = 7200
max_national_focus = 1
}
state_n_government = {
area = political_thought
year = 1830
cost = 10800
max_national_focus = 1
}
nationalism_n_imperialism = {
area = political_thought
year = 1830
cost = 14400
max_national_focus = 1
colonial_life_rating = -10
}
revolution_n_counterrevolution = {
area = political_thought
year = 1830
cost = 18000
max_national_focus = 1
diplomatic_points = 0.25
}
mass_politics = {
area = political_thought
year = 1830
cost = 21600
max_national_focus = 1
}
#psychology
introspectionism = {
area = psychology
year = 1830
cost = 3600
prestige = 0.02
}
associationism = {
area = psychology
year = 1830
cost = 7200
prestige = 0.02
}
phenomenalism = {
area = psychology
year = 1830
cost = 10800
prestige = 0.02
}
experimental_psychology = {
area = psychology
year = 1830
cost = 14400
prestige = 0.02
}
psychoanalysis = {
area = psychology
year = 1830
cost = 18000
prestige = 0.02
}
behaviorism = {
area = psychology
year = 1830
cost = 21600
prestige = 0.02
}
將======下面的內(nèi)容復制到空的TXT文件中,并命名為industry_tech.txt
=======================================
#tech_power
water_wheel_power = {
area = tech_power
year = 1830
cost = 3600
activate_building = fabric_factory
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
practical_steam_engine = {
area = tech_power
year = 1830
cost = 7200
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
high_n_low_pressure_steam_engines = {
area = tech_power
year = 1830
cost = 10800
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
steam_turbine = {
area = tech_power
year = 1830
cost = 14400
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
combustion_engine = {
area = tech_power
year = 1830
cost = 18000
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
electrical_power_generation = {
area = tech_power
year = 1830
cost = 21600
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
#mechanization
publishing_industry = {
area = mechanization
year = 1830
cost = 3600
activate_building = regular_clothes_factory
}
mechanical_production = {
area = mechanization
year = 1830
cost = 7200
factory_output = 0.1
}
interchangeable_parts = {
area = mechanization
year = 1830
cost = 10800
factory_output = 0.1
}
semi_automatization = {
area = mechanization
year = 1830
cost = 14400
factory_cost = -0.1
}
assembly_line = {
area = mechanization
year = 1830
cost = 18000
factory_cost = -0.1
}
shift_work = {
area = mechanization
year = 1830
cost = 21600
rgo_output = 0.05
factory_output = 0.05
}
#metallurgy
mechanized_mining = {
area = metallurgy
year = 1830
cost = 3600
activate_building = steel_factory
}
clean_coal = {
area = metallurgy
year = 1830
cost = 7200
rgo_goods_output = {
coal = 1.3
}
rgo_size = {
coal = 0.2
}
rgo_goods_output = {
sulphur = 0.1
}
rgo_size = {
sulphur = 0.2
}
rgo_goods_output = {
iron = 1.3
}
rgo_size = {
iron = 0.2
}
}
cheap_iron = {
area = metallurgy
year = 1830
cost = 10800
rgo_goods_output = {
precious_metal = 0.1
}
rgo_size = {
precious_metal = 0.2
}
rgo_goods_output = {
iron = 0.1
}
rgo_size = {
iron = 0.2
}
}
cheap_steel = {
area = metallurgy
year = 1830
cost = 14400
rgo_goods_output = {
precious_metal = 0.1
}
rgo_size = {
precious_metal = 0.2
}
}
advanced_metallurgy = {
area = metallurgy
year = 1830
cost = 18000
rgo_goods_output = {
sulphur = 0.1
}
rgo_size = {
sulphur = 0.2
}
}
electric_furnace = {
area = metallurgy
year = 1830
cost = 21600
factory_goods_output = {
steel = 0.05
}
}
#tech_infrastructure
experimental_railroad = {
area = tech_infrastructure
year = 1830
cost = 3600
activate_building = railroad
}
early_railroad = {
area = tech_infrastructure
year = 1840
cost = 7200
max_railroad = 1
}
iron_railroad = {
area = tech_infrastructure
year = 1830
cost = 10800
max_railroad = 1
}
steel_railroad = {
area = tech_infrastructure
year = 1830
cost = 14400
max_railroad = 1
}
integral_rail_system = {
area = tech_infrastructure
year = 1830
cost = 18000
max_railroad = 1
}
limited_access_roads = {
area = tech_infrastructure
year = 1830
cost = 21600
max_railroad = 1
}
#chemistry_and_electricity
basic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 3600
activate_building = fertilizer_factory
}
medicine = {
area = chemistry_and_electricity
year = 1830
cost = 7200
supply_limit = 0.25
ai_chance = {
factor = 1
modifier = {
factor = 5
is_greater_power = yes
}
}
}
inorganic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 10800
supply_limit = 0.25
}
organic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 14400
supply_limit = 0.25
}
electricity = {
area = chemistry_and_electricity
year = 1830
cost = 18000
supply_limit = 0.50
}
synthetic_polymers = {
area = chemistry_and_electricity
year = 1830
cost = 21600
supply_limit = 0.50
}
將======下面的內(nèi)容復制到空的TXT文件中,并命名為navy_tech.txt
=======================================
#naval_doctrine
post_nelsonian_thought = {
area = naval_doctrine
year = 1830
cost = 3600
activate_building = naval_base
}
battleship_column_doctrine = {
area = naval_doctrine
year = 1830
cost = 7200
max_naval_base = 1
}
raider_group_doctrine = {
area = naval_doctrine
year = 1830
cost = 10800
max_naval_base = 1
}
blue_and_brown_water_schools = {
area = naval_doctrine
year = 1830
cost = 14400
max_naval_base = 1
}
high_sea_battle_fleet = {
area = naval_doctrine
year = 1830
cost = 18000
max_naval_base = 1
}
modern_naval_doctrine = {
area = naval_doctrine
year = 1830
cost = 21600
max_naval_base = 1
}
#ship_construction
clipper_design = {
area = ship_construction
year = 1830
cost = 3600
activate_building = clipper_shipyard
}
steamers = {
area = ship_construction
year = 1830
cost = 7200
activate_building = steamer_shipyard
}
iron_steamers = {
area = ship_construction
year = 1830
cost = 10800
navy_base = { maximum_speed = 2 }
}
steel_steamers = {
area = ship_construction
year = 1830
cost = 14400
navy_base = { maximum_speed = 2 }
}
steam_turbine_ships = {
area = ship_construction
year = 1830
cost = 18000
navy_base = { maximum_speed = 2 }
}
oil_driven_ships = {
area = ship_construction
year = 1830
cost = 21600
navy_base = { maximum_speed = 2 }
}
#naval_engineering
naval_design_bureaus = {
area = naval_engineering
year = 1830
cost = 3600
navy_base = { build_time = -10 }
}
fire_control_systems = {
area = naval_engineering
year = 1830
cost = 7200
navy_base = { build_time = -10 }
}
weapon_platforms = {
area = naval_engineering
year = 1830
cost = 10800
navy_base = { build_time = -10 }
}
main_armament = {
area = naval_engineering
year = 1830
cost = 14400
navy_base = { build_time = -10 }
}
advanced_naval_design = {
area = naval_engineering
year = 1830
cost = 18000
navy_base = { build_time = -10 }
}
modern_naval_design = {
area = naval_engineering
year = 1830
cost = 21600
navy_base = { build_time = -10 }
}
#naval_science
alphabetic_flag_signaling = {
area = naval_science
year = 1830
cost = 3600
supply_range = 0.10
}
naval_plans = {
area = naval_science
year = 1830
cost = 7200
supply_range = 0.10
}
naval_statistics = {
area = naval_science
year = 1830
cost = 10800
supply_range = 0.10
}
naval_logistics = {
area = naval_science
year = 1830
cost = 14400
supply_range = 0.10
}
naval_directionism = {
area = naval_science
year = 1830
cost = 18000
supply_range = 0.10
}
naval_integration = {
area = naval_science
year = 1830
cost = 21600
supply_range = 0.10
}
#naval_leadership
the_command_principle = {
area = naval_leadership
year = 1830
cost = 3600
navy_base = {
default_organisation = 10
}
}
naval_professionalism = {
area = naval_leadership
year = 1830
cost = 7200
navy_base = {
default_organisation = 5
}
}
naval_decision_making = {
area = naval_leadership
year = 1830
cost = 10800
navy_base = {
default_organisation = 5
}
}
naval_risk_management = {
area = naval_leadership
year = 1830
cost = 14400
navy_base = {
default_organisation = 5
}
}
naval_nco_training = {
area = naval_leadership
year = 1830
cost = 18000
navy_base = {
default_organisation = 5
}
}
modern_naval_training = {
area = naval_leadership
year = 1830
cost = 21600
navy_base = {
default_organisation = 5
}
}
相關(guān)閱讀
更多資訊
- 戰(zhàn)神的挑戰(zhàn)2 lua腳本修改心得
- 星際爭霸2同人小說:最后一顆子彈
- 生化危機5 最快最強的刷錢秘籍
- 星際爭霸2 蟲族開局法
- 古劍奇譚eg小劇場之恭少爺?shù)氖洲k館
- 星際爭霸2各族的科技探討
- 星際爭霸2玩家心得:apm苦手神族的鉆石之路心得
- 星際爭霸2tvt的基本打法和一些細節(jié)的心得
- 星際爭霸2zvt的對戰(zhàn)心得:提速狗的優(yōu)劣與中后期轉(zhuǎn)型
- 星際爭霸2 防范野兵營rush,有序偵查是關(guān)鍵
- 星際爭霸2蟲族戰(zhàn)術(shù):空投自爆轟炸流
- 古劍奇譚玩家同人小說--螭紋玦
- 古劍奇譚 芳年華月,莫失莫忘
- 古劍奇譚 通關(guān)感想:一個神隱的時代
- 兵者詭道 個人對游戲戰(zhàn)術(shù)的一些想法和思路
- 星際爭霸2蟲族心得:穩(wěn)中求勝 5蟑螂強力rush
- 螞蟻大作戰(zhàn) 刷英雄秘籍
- 維多利亞2 秘籍
- 輻射3 官方密技
- 鋼鐵雄心3 遭遇強人最直接的評論
熱門文章
推薦游戲
換一換- 漢字多多紅包版-漢字多多游戲提供下載v3.4.8賺錢版
- 皇家守衛(wèi)軍2最新中文破解版-皇家守衛(wèi)軍2內(nèi)購破解版最新版下載v5.6.14內(nèi)購中文
- 蛋國萌將錄手游-蛋國萌將錄游戲下載v1.0.1安卓版
- 星露谷物語手游mod-安卓手機版mod下載v1.4.5.151最新mod版
- 優(yōu)優(yōu)的換裝娃娃破解版-優(yōu)優(yōu)的換裝娃娃全解鎖版下載v4.2.0去廣告版
- 崛起終極王者變態(tài)版-崛起終極王者bt版下載v2.3.7變態(tài)福利版
- 達咖玩app-達咖玩下載v2.5.1軟件
- 烹飪大師破解版-烹飪大師破解版游戲提供下載v1.72mod
- 玩具塔防2破解版無限金幣鉆石-玩具塔防2破解版無限星星下載v2.23破解版安卓直裝版
最新文章
- 人氣排行
- 1金庸群俠傳3全攻略
- 2PSP《第二次機戰(zhàn)Z再世篇》一周目超級系主力通關(guān)心得攻略
- 3熱游精選37《戰(zhàn)神覺醒》最新版本:仙界降臨
- 4PSP《第二次機戰(zhàn)Z再世篇》取得SR全路線條件
- 5帝國時代之羅馬復興秘籍大全
- 6戰(zhàn)艦世界配件如何選擇_戰(zhàn)艦世界戰(zhàn)艦配件的分析選擇與推薦
- 73DS《新超級馬里奧兄弟2》全隱藏關(guān)卡解除攻略
- 83DS《火焰紋章:覺醒》L難度傳統(tǒng)模式二周目通關(guān)流程攻略
- 93DS《勇者斗惡龍怪獸篇:特瑞仙境》獲得最終BOSS魔戰(zhàn)神的配合圖文詳細攻略
- 103DS《火焰紋章覺醒》結(jié)婚系統(tǒng)攻略