imtoken官网下载安卓|ares
(八)战神阿瑞斯(Aris)/马尔斯(Mars) - 知乎
(八)战神阿瑞斯(Aris)/马尔斯(Mars) - 知乎首发于印象单词切换模式写文章登录/注册(八)战神阿瑞斯(Aris)/马尔斯(Mars)Still前面我们讲过爱与性欲之神Aphrodite,紧接着后面又介绍了她的私生子小爱神Eros/Cupid,再接着介绍了他的法定丈夫火神Hephaestus.那么现在就来介绍她最著名的情人之一 —— 战神Ares,即罗马神话中对应的马尔斯(Mars) 希腊神话中,战神阿瑞斯(Ares)是主神宙斯和天后赫拉的儿子(赫拉只有两个儿子:火神Hephaestus和战神Ares),爱神阿芙洛狄忒(Aphrodite)的情人,掌管战争。 Ares相貌英俊,孔武有力,性格残暴好斗,象征着战争的野蛮杀戮。阿瑞斯性格暴戾,其他的神和人类都不喜欢他。他的亲身父母也不喜欢他。宙斯就曾对阿瑞斯说:“在所有住在奥林匹斯山的神中,你最令我作呕,你除了争吵、战争和打仗之外什么也不喜欢。你遗传了你母亲赫拉的固执和难管束的性情。” 在希腊神话中,战神Ares屡吃败仗。他曾被两个巨人塞进青铜大瓮,囚禁13月之久,若不是他兄弟赫尔墨斯(Hermes, 同父异母的兄弟)的营救,他早已丧生其中。他与两个妹妹,即智慧女神雅典娜和月亮及狩猎女神阿尔忒弥斯(后面会有介绍)经常发生矛盾,但基本上每次都被她们狠狠修理。 在特洛伊战场,他主动挑衅雅典娜,结果被雅典娜用一块石头砸伤脖子。凡人英雄赫拉克勒斯杀了他的儿子,阿瑞斯向他挑战,结果被英雄打伤,呻吟着回到奥林匹斯山。可以说,在崇尚和平和文艺的古希腊,战神就是外强内干,备受嘲弄的草包(哈哈哈草包战神)。这也反映了当时希腊诸城邦之间的相互关系。战神Ares是斯巴达的保护神,雅典娜是雅典的保护神。与精于文艺的雅典人相比,沉默寡言的斯巴达人对希腊神话中的影响力极低,导致在希腊神话中战神屡屡被雅典娜欺负。 不过到了古罗马时期,战神却时来运转了。在罗马神话中他被称为马尔斯(Mars)。因为罗马人崇尚武力,所以战神在罗马神话中地位极高,三月(March)和火星(Mars)都以他的名字命名。单词march还表示“进军”,因为古罗马人认为三月份是开始进军打仗的好季节。从战神的名字中还产生了martial(战争的)这个单词。Mars:[mɑːz] n.战神,火星。march:[mɑːtʃ] n.三月v.进军martial:['mɑːʃ(ə)l] adj.军事的,战争的,尚武的。martial art:武艺 火星是太阳系由内往外数的第四颗行星。其橘红色外表是因为地表被赤铁矿(氧化铁)覆盖,火星在西方被称为战神,这或许是由于它鲜红的颜色而得来的,所以火星有时被称为“红色行星”。(在希腊人之前,古埃及人曾把火星作为农耕之神来供奉)英文名Martin也来源于Mars 写了这么多内容,主要目的是加深对单词的理解,也希望你爱上英语爱上背单词,爱上神话故事。文中内容如果有侵权内容,还请联系笔者加以更改或标明出处,谢谢。如果你也喜欢还请不吝点个感谢和赞同,或关注我,后面未完待续。发布于 2019-09-02 18:24英语单词神话赞同 401 条评论分享喜欢收藏申请转载文章被以下专栏收录印象单词词根,词源,记忆单词,让人记
Ares中文(简体)翻译:剑桥词典
Ares中文(简体)翻译:剑桥词典
词典
翻译
语法
同义词词典
+Plus
剑桥词典+Plus
Shop
剑桥词典+Plus
我的主页
+Plus 帮助
退出
剑桥词典+Plus
我的主页
+Plus 帮助
退出
登录
/
注册
中文 (简体)
查找
查找
英语-中文(简体)
Ares 在英语-中文(简体)词典中的翻译
Aresnoun uk
Your browser doesn't support HTML5 audio
/ˈeə.riːz/ us
Your browser doesn't support HTML5 audio
/ˈer.iːz/
Add to word list
Add to word list
in Greek mythology (= ancient stories), the god of war
阿瑞斯(希腊神话中的战神)
The Greeks understood the awful pull of war so well, they sang a hymn to Ares to help them avoid it.
希腊人非常清楚战争的可怕,他们向战神阿瑞斯高唱赞歌以期避免战争。
比较
Mars (GOD)
更多范例减少例句Ares was the Greek god of war, but myth also made him the lover of Aphrodite.Ares was the god who presided over the emotions that lead to violence: hatred and rage. Directly ahead in the area of the central Agora the outline of the Altar of Ares and Temple of Ares can be seen.The Greek name for Mars is Ares, the god of savage war, or bloodlust.
(Ares在剑桥英语-中文(简体)词典的翻译 © Cambridge University Press)
C1
Ares的翻译
中文(繁体)
阿雷斯(希臘神話中的戰神)…
查看更多内容
西班牙语
Ares…
查看更多内容
葡萄牙语
Ares…
查看更多内容
需要一个翻译器吗?
获得快速、免费的翻译!
翻译器工具
Ares的发音是什么?
在英语词典中查看 Ares 的释义
浏览
arena football
arenaceous
arenite
areola
Ares
arête
argan oil
argent
Argentina
“每日一词”
veggie burger
UK
Your browser doesn't support HTML5 audio
/ˈvedʒ.i ˌbɜː.ɡər/
US
Your browser doesn't support HTML5 audio
/ˈvedʒ.i ˌbɝː.ɡɚ/
a type of food similar to a hamburger but made without meat, by pressing together small pieces of vegetables, seeds, etc. into a flat, round shape
关于这个
博客
Forget doing it or forget to do it? Avoiding common mistakes with verb patterns (2)
March 06, 2024
查看更多
新词
stochastic parrot
March 04, 2024
查看更多
已添加至 list
回到页面顶端
内容
英语-中文(简体)翻译
©剑桥大学出版社与评估2024
学习
学习
学习
新词
帮助
纸质书出版
Word of the Year 2021
Word of the Year 2022
Word of the Year 2023
开发
开发
开发
词典API
双击查看
搜索Widgets
执照数据
关于
关于
关于
无障碍阅读
剑桥英语教学
剑桥大学出版社与评估
授权管理
Cookies与隐私保护
语料库
使用条款
京ICP备14002226号-2
©剑桥大学出版社与评估2024
剑桥词典+Plus
我的主页
+Plus 帮助
退出
词典
定义
清晰解释自然的书面和口头英语
英语
学习词典
基础英式英语
基础美式英语
翻译
点击箭头改变翻译方向。
双语词典
英语-中文(简体)
Chinese (Simplified)–English
英语-中文(繁体)
Chinese (Traditional)–English
英语-荷兰语
荷兰语-英语
英语-法语
法语-英语
英语-德语
德语-英语
英语-印尼语
印尼语-英语
英语-意大利语
意大利语-英语
英语-日语
日语-英语
英语-挪威语
挪威语-英语
英语-波兰语
波兰语-英语
英语-葡萄牙语
葡萄牙语-英语
英语-西班牙语
西班牙语-英语
English–Swedish
Swedish–English
半双语词典
英语-阿拉伯语
英语-孟加拉语
英语-加泰罗尼亚语
英语-捷克语
英语-丹麦语
English–Gujarati
英语-印地语
英语-韩语
英语-马来语
英语-马拉地语
英语-俄语
English–Tamil
English–Telugu
英语-泰语
英语-土耳其语
英语-乌克兰语
English–Urdu
英语-越南语
翻译
语法
同义词词典
Pronunciation
剑桥词典+Plus
Shop
剑桥词典+Plus
我的主页
+Plus 帮助
退出
登录 /
注册
中文 (简体)
Change
English (UK)
English (US)
Español
Русский
Português
Deutsch
Français
Italiano
中文 (简体)
正體中文 (繁體)
Polski
한국어
Türkçe
日本語
Tiếng Việt
हिंदी
தமிழ்
తెలుగు
关注我们
选择一本词典
最近的词和建议
定义
清晰解释自然的书面和口头英语
英语
学习词典
基础英式英语
基础美式英语
语法与同义词词典
对自然书面和口头英语用法的解释
英语语法
同义词词典
Pronunciation
British and American pronunciations with audio
English Pronunciation
翻译
点击箭头改变翻译方向。
双语词典
英语-中文(简体)
Chinese (Simplified)–English
英语-中文(繁体)
Chinese (Traditional)–English
英语-荷兰语
荷兰语-英语
英语-法语
法语-英语
英语-德语
德语-英语
英语-印尼语
印尼语-英语
英语-意大利语
意大利语-英语
英语-日语
日语-英语
英语-挪威语
挪威语-英语
英语-波兰语
波兰语-英语
英语-葡萄牙语
葡萄牙语-英语
英语-西班牙语
西班牙语-英语
English–Swedish
Swedish–English
半双语词典
英语-阿拉伯语
英语-孟加拉语
英语-加泰罗尼亚语
英语-捷克语
英语-丹麦语
English–Gujarati
英语-印地语
英语-韩语
英语-马来语
英语-马拉地语
英语-俄语
English–Tamil
English–Telugu
英语-泰语
英语-土耳其语
英语-乌克兰语
English–Urdu
英语-越南语
词典+Plus
词汇表
选择语言
中文 (简体)
English (UK)
English (US)
Español
Русский
Português
Deutsch
Français
Italiano
正體中文 (繁體)
Polski
한국어
Türkçe
日本語
Tiếng Việt
हिंदी
தமிழ்
తెలుగు
内容
英语-中文(简体)
Noun
Translations
语法
所有翻译
我的词汇表
把Ares添加到下面的一个词汇表中,或者创建一个新词汇表。
更多词汇表
前往词汇表
对该例句有想法吗?
例句中的单词与输入词条不匹配。
该例句含有令人反感的内容。
取消
提交
例句中的单词与输入词条不匹配。
该例句含有令人反感的内容。
取消
提交
ARES说明书(截止Ares 2.0) - 知乎
ARES说明书(截止Ares 2.0) - 知乎切换模式写文章登录/注册ARES说明书(截止Ares 2.0)yangzidarehttps://zhuanlan.zhihu.comARES说明书原版地址:http://ares-developers.github.io/Ares-docs/index.htmlARES更新了啥?:http://ares-developers.github.io/Ares-docs/whatsnew.html现在ARES已恢复存档功能。就说几个比较重要的: 动画弹头可以自定义载具也能给磁暴塔这样的建筑充电了某单位的武器有开火不现形语句,这个单位在一个隐形单位里开火,隐形单位不会现行伊万炸弹可以给载具飞机建筑使用了加载建筑可以成为建造前提自定义色盘可以用于单位建筑了建筑摧毁动画可以有所属色建筑,步兵可以恢复弹药量了注册单位数量上限取消(超过100电脑也不会狂造)AlphaImage可以移动,也就是说可以用于任何东西上了战机空对空允许,只要抛射体有AA=yesBaseUnit数量不仅限于3个了[GlobalControls]AllowParallelAIQueues=(boolean)是否允许AI克隆工厂墙可以有所属色门可以直接放在墙上有炮台的单位已经可以完全伪装成树飞机能玩轨道炮了隐形逻辑可以用在飞机和建筑上飞机可以选择返回哪个机场建筑使用Spawns逻辑时允许子机带MissileSpawn=yes,意味着建筑可以发射导弹类子机了 在TS里, 两栖APC能在水中展现第二种形态. 它的素材apc.vxl改变为apcw.vxl. Ares同样能够实现该功能:[VehicleType]>WaterImage= (VehicleType)在水中转换为这个单位的素材,参考武装直升机,只是借用壳子.需要注意的是shp单位并不支持这个逻辑。使车辆瘫痪变黑,爆出火花,不能移动和开火,悬浮单位落地,能变车辆的建筑变回的车辆还是EMP状态,飞机秒杀,一切命中的防御建筑瘫痪,玩具坦克控制中心失效,要电的超武计时停止,雷达黑屏,子机发射器的子机立刻坠毁,奴矿的奴隶罢工一会,武直变形完毕后才会失效,矿车在效果结束之后才会继续挖矿。EMP动画由[General]>EMPulseSparkles=EMP_FX01控制,现在每个单位可以自定义独立的EMP动画,弹头也可以设置其EMP效果。[TechnoType]>EMP.Sparkles= (animation)当该单位被EMP时显示该动画。默认[General]?EMPulseSparkles[Warhead]>EMP.Sparkles= (animation)弹头的EMP效果,如果设置了该语句就会覆盖单位本身的EMP效果。只有在单位本身已经没有其他EMP效果时才会表现。注意TS里使用Damage来控制EMP时间,在Ares中新加入了两条语句(EMP.Duration and EMP.Cap)控制,原先的语句是没用的。[Warhead]>EMP.Duration= (integer - frames)[Warhead]>EMP.Cap= (integer - frames)以上两条语句都被用来控制效果持续多长。每个单位都有个EMP计时器,这就是原理。如果你想让被EMP单位瘫痪十秒:EMP.Duration=150正数EMP.DurationEMP.Cap大于0,EMP叠加效果,但是计数器最大值不会大于设定的cap,如果被此弹头攻击之前计数器已经大于这个cap,则保持不变,总之cap应该是一个武器能造成的给EMP计数器增加的最大值EMP.Cap=0,还是EMP攻击,不过计数器无上限EMP.Cap=-1 EMP将EMP计数器的数字立刻变成EMP.Duration的数字,除非本来的计数器已经比EMP.Duration大了负数 EMP.DurationEMP.Cap=-1EMP计数器减少EMP.Duration的数字EMP.Cap 大于0EMP计数器按EMP.Duration减少,但是必然小于等于EMP.Cap,如果减少一次后仍大于,强制改写为EMP.CapEMP.Cap=0立刻激活单位[CombatDamage]>EMPAIRecoverMission= (mission) 当AI的单位被EMP,解除后执行的动作。默认Hunt。[TechnoType]>ImmuneToEMP= (boolean)是否免疫EMP[TechnoType]>EMP.Modifier= (float - multiplier)对EMP的抗性,只受到EMP影响的百分之几以下建筑默认不免疫Powered=yes Power= 负数带以下标签的建筑默认不免疫雷达超武变车辆玩具坦克控制器裂缝/隐形产生器探测隐形单位鸡光墙步兵除Cyborg=yes以外默认免疫 车辆飞机除Organic=yes外默认不免疫人工设定的免疫会超越默认值生效新的老兵精英升级包括EMP免疫:VeteranAbilities=EMPIMMUNEEliteAbilities=EMPIMMUNE[General]>EngineerCaptureLevel=(float - percent)多少血以下建筑才能一个工程师占领,在这之前工程师造成伤害[General]>EngineerDamage= (float - percent)工程师占领前一个扣多少血[General]>EngineerAlwaysCaptureTech= (boolean) 总是占领科技建筑,无视血量[General]>EngineerDamageCursor.*=(cursor definition) 自定义鼠标动作[UISettings]>AllowMultiEngineer= (bool) 启用多位工程师勾选框现在探照灯已经能够正常使用,并且更强大。[Unit]>HasSpotlight= (boolean)是否使用探照灯,现在探照灯能够用于单位,建筑上的按原样扫描,车上的只能往前[Unit]>Spotlight.StartHeight= (integer - leptons)探照灯射出的高度,默认430[Unit]>Spotlight.Distance= (integer - leptons)探照灯射出的距离[Unit]>Spotlight.AttachedTo= (enumeration - one of body|turret)从单位的哪个单位射出来,车体,炮塔或炮管?[Unit]>Spotlight.DisableRed= (boolean)[Unit]>Spotlight.DisableGreen= (boolean)[Unit]>Spotlight.DisableBlue= (boolean)光照参数(不使用红色,绿色,蓝色)[Unit]>Spotlight.DisableColor= (boolean)黑灯 激光栅栏现在能像TS里一样使用. 你需要一个建筑有LaserFencePost=yes语句来创建节点, 其他有LaserFence=yes语句的建筑之间会以激光连接(具体参考TS)。单位通过就会被摧毁。训练所能够使现有的指定单位以及未来生产的指定单位得到经验并且升级,即使训练所被摧毁,已升级的单位的升级状态依然保留,该效果不能叠加,需要注意指定单位必须是Trainable=yes,你可以借该逻辑创建步兵学院,战车学院或者阵地学院之类的玩意儿。以下的值填写1.0即升为精英单位,填写2.0即升为老兵单位,0.0无效果。[BuildingType]>Academy.InfantryVeterancy= (double - veterancy levels)拥有这样的建筑后步兵以及带有Organic=yes的车辆得到多少经验[BuildingType]>Academy.AircraftVeterancy= (double - veterancy levels) 拥有这样的建筑后空军以及带有ConsideredAircraft=yes的车辆得到多少经验 [BuildingType]>Academy.VehicleVeterancy= (double - veterancy levels) 拥有这样的建筑后载具得到多少经验 [BuildingType]>Academy.BuildingVeterancy= (double - veterancy levels) 拥有这样的建筑后建筑得到多少经验 以下语句可以用来指定部分单位得到训练所的影响,不写的话就是默认全部一类单位 [BuildingType]>Academy.Types= (list of TechnoTypes) 这些单位会受到训练所的影响 [BuildingType]>Academy.Ignore= (list of TechnoTypes) 这些单位不会受到训练所的影响和NP有点不一样。[ArmorTypes]paper=steelmagic=11%新增装甲列表,强制所有弹头或和对现有某个装甲完全一样,或全部是一个比率[Warhead]>Versus.magic= (float - modifier)该弹头对magic护甲的伤害百分比因为WW弱智的拼写错误,现在旧弹头还是Verses=,不过ARES里少于11个也不IE,新弹头用Versus弹头百分比特殊值0%不主动不还击不响应强行攻击1% 不还击不主动攻击2% 不主动攻击现在可以专门设定这些特效[Warhead]>Versus.shit.ForceFire=是否对shit护甲可以强行攻击[Warhead]>Versus.shit.Retaliate=是否可以对shit护甲反击[Warhead]>Versus.shit.PassiveAcquire=是否对shit护甲主动攻击ARES纠正了WW的弱智拼写错误Aquire免疫事例:[ArmorTypes]flakImmuneToFrost=flak[IceMan]Armor=flakImmuneToFrostPrimary=IceBlast[IceBlast]Warhead=IceBlastWH[IceBlastWH]Versus.flakImmuneToFrost=0%Versus.flakImmuneToFrost.ForceFire=yesVersus.flakImmuneToFrost.Retaliate=yesVersus.flakImmuneToFrost.PassiveAcquire=yes当一个飞机受到严重损伤或者被击落时会产生一堆尾烟,这个尾烟是硬编码的,也就是说所有飞机的尾烟都是一样的,现在可以对每架飞机进行自定义。[AircraftType]>Smoke.Anim= (animation)产生的尾烟。默认SGRYSMK1[AircraftType]>Smoke.ChanceRed= (integer - percent)严重损伤时产生烟雾的密度(每帧),越大越多。默认10[AircraftType]>Smoke.ChanceDead= (integer - percent)被击落时产生烟雾的密度(每帧),越大越多。默认80当一个单位移动时,WalkRate是用来控制该单位的图像的,当其空闲时,IdleRate被使用,一个单位若不在移动则视为空闲,包括起飞,着陆和漂浮,直升机型的单位就算看起来真的在空中时也不会播放他们的螺旋桨图像,Ares为了应对这种情况加了一个新标签。[TechnoType]>AirRate= (integer - number of frames)如果该值大于零,规定了该单位在空中时,计划要给该单位几帧的动画,AirRate覆盖WalkRate与IdleRate,若该值为零,则禁用AirRate,默认为0 ARES现在支持像鲍里斯这样的指示单位召唤空袭时的自定义语音,不写以下的值的话就使用[AudioVisual]的全局语音。[TechnoType]>VoiceAirstrikeAttack= (soundmd entry)空袭单位进入地图时的语音。默认AirstrikeAttackVoice[TechnoType]>VoiceAirstrikeAbort= (soundmd entry)空袭单位在开火前,指示单位被干掉时的语音。默认AirstrikeAbortSound海豹的增强换装系统。[TechnoType]>AlternateTheaterArt= (boolean)例如,给单位设置Image=JUNK和AlternateTheaterArt=yes会使这个单位使用雪地装[JUNKA],沙漠装[JUNKD] 等等,没有相应SHP默认[JUNK],比原来的更灵活AE逻辑被用来赋予单位各种属性,例如增加攻击力,削减防御,回复生命,以及其他,就像NP的升级超武一样,但AE更为强大,它不仅仅能用于超武,它还能应用在各种各样的地方。以下是AE的标签通用:[Section]>AttachEffect.Animation= (AnimationType)赋予属性的单位伴随的动画,就像伊文炸弹那样,动画要注册[Section]>AttachEffect.Duration= (integer) 属性持续时间,默认为0[Section]>AttachEffect.TemporalHidesAnim= (boolean)被超时空武器攻击时是否停止动画?默认否[Section]>AttachEffect.SpeedMultiplier= (float - multiplier)速度加成[Section]>AttachEffect.ArmorMultiplier= (float - multiplier)装甲加成[Section]>AttachEffect.FirepowerMultiplier= (float - multiplier)伤害加成[Section]>AttachEffect.ROFMultiplier= (double - multiplier) ROF的因数,就像国家设置里的那样。被影响的单位的攻击间隔会乘以这里指定的数值,默认1.0。须注意,ROF数值并不是实时影响,仅在开火时赋予。因此如果一个单位处于该状态时开火,在状态结束后ROF不会对应变化。比如设置AE效果ROF2倍,一个ROF为15的单位的ROF将会变为30,而开火后的瞬间AE效果消失了,但ROF仍然会按照30计算,不会对应缩短为15。[Section]>AttachEffect.Cloakable= (boolean)隐形加成[Section]>AttachEffect.ForceDecloak= (boolean) 如果设置为是,那么使用该AE的单位会强制现行,默认否[Section]>AttachEffect.DiscardOnEntry= (boolean)如果设置为是,那么当这个单位从地图上消失,比如进入建筑或单位里,AE效果会消失,默认否[Section]>AttachEffect.PenetratesIronCurtain= (boolean) 决定该AE是否能够在目标单位/建筑上有铁幕或力盾时附加上,默认否。只能用于单位:[TechnoType]>AttachEffect.Delay= (integer)该单位获得AE后多少时间内不能够再接收AE效果,负值为不重置效果。默认0,立刻马上[TechnoType]>AttachEffect.InitialDelay= (integer - frames)定义AE的初始间隔,即附着后多长时间生效。0代表立刻。默认0。只能用于弹头:[Warhead]>AttachEffect.Cumulative= (boolean)是否能够叠加作用,默认否[Warhead]>AttachEffect.AnimResetOnReapply= (boolean)如果不能叠加作用,再次赋予属性时会重设动画,默认否 在TS中运输机能够吊运载具并投放到任意地点,Ares恢复了这个逻辑并新增了一些语句。[AircraftType]>Carryall.SizeLimit= (integer)吊运规格的最大限制,默认为能够吊运任意单位即值为-1[UnitType]>Carryall.Allowed= (boolean)这个载具能否吊运,Organic=yes和NonVehicle=yes的单位不能吊运. 如果指定那么覆盖全局,目前不可能“撤消”这个标签,所以必须指定这个标签蜘蛛什么的不能吊运该单位要成功吊运必须要有AirportBound=no并且没有Dock=,否则不能吊运建议不要吊运船,否则放不回水里,而扔到地上会爆掉,所以船尽量设置Carryall.Allowed=no超空间监狱可以把单位吸进来同时炮塔会改变,如果监狱爆掉这些单位会被释放出来。[Weapon]>Abductor= (boolean)如果设置为是,武器能够吸入单位,当该单位被摧毁时被吸入的单位会重新出现.奴隶和自己会被归属到Special,如果该单位吸满了或者该单位无法吸入,就使用正常的武器伤害,默认否确保这个单位有乘客位置,而且设置大小限制为0否则吸入会受限制建筑无法使用该逻辑否则IE[Weapon]>Abductor.Anim= (animation)单位被吸入时产生的动画[Weapon]>Abductor.ChangeOwner= (boolean)被吸入的单位是否会归属到攻击者的所属,默认否[Weapon]>Abductor.AbductBelowPercent= (float)只有低于这个血量百分比的单位才会被吸入,默认100%[Weapon]>Abductor.MaxHealth= (integer - hitpoints) HP数值高于此处设定的话就不能被抓过来。0代表不检查,默认0。[TechnoType]>ImmuneToAbduction= (boolean)这个单位不能被吸入只会受到伤害,默认否[TechnoType]>PassengerTurret= (boolean)吸单位后会改变炮塔,吸入一个改变一次0 passengers footur.vxl1 passenger footur1.vxl5 passengers footur5.vxl要用这个逻辑该单位必须使用Turret=yes,TurretCount,WeaponX [TechnoType]>Chronoshift.Allow= (boolean)指定这个单位能否被空间转移超武转移,默认是[BuildingType]>Chronoshift.IsVehicle= (boolean)这个建筑能否(被视为载具)被转移,默认否[TechnoType]>Chronoshift.Crushable= (boolean)如果设置为no,那么这个单位不会被超时空传送过来的单位压在下面,取而代之的是被超时空传送过来的单位被摧毁(下克上)。不要用在建筑上。默认yes[General]>ChronoInfantryCrush= (boolean) 如果设置为no,步兵传到坦克上时会死而不是把坦克摧毁。默认yes在原版中,有些平民会攻击玩家和AI,但是玩家的单位不会主动攻击他们,在一些复刻CC的MOD里存在器官受,这些器官受由于是平民类单位所以你不会主动去打,结果就是你家或者AI家被一群器官受活活拆掉,这些情况是因为原版引擎无法识别这种情况,ARES改变了这种情况。[TechnoType]>CivilianEnemy= (boolean)这种单位是否被视为主动攻击目标。默认否如果平民单位不被视作威胁,那么只有当这些平民单位攻击你的单位时才会进行反击,典型如器官受和泰伯利亚肉球把房子一个个拆掉。这里有两个新的全局标签改善这种情况。[CombatDamage]>AutoRepel= (boolean)是否AI会把攻击友军单位的平民单位视为敌人。这能够使附近的单位阻止这种情况。默认否[CombatDamage]>PlayerAutoRepel= (boolean)是否玩家会把攻击友军单位的平民单位视为敌人。这能够使附近的单位阻止这种情况。默认否[AircraftType]>Crashable= (boolean)飞机是否坠毁而不是爆炸,写no爆炸,写yes坠毁在YR里飞机被打下来会旋转着坠机,不过这样对于大型飞机看起来十分傻逼(试想一下一个先锋武装炮艇机像杂耍一样转着掉下来……), ARES有个新参数来禁用这个坠机方式。[AircraftType]>CrashSpin= (boolean)是否旋转着掉下来,如果不希望这样就写no,默认是注意该逻辑只适用飞机,基洛夫这样的实际上是载具类的不能用。[Animation]>CustomPalette= (filename with .pal extension)如果要在不同地表用不同的色盘,请使用~~~作为代表气候类型,例如:CustomPalette=abcd.pal一直使用abcd.palCustomPalette=lib~~~.pal使用libtem.pal, libsno.pal, etc.注意如果用于抛射体,你需要注册建筑建造形状和大小随便定义,还能做多边形注意给战车工厂用这个会变得蛋疼,所以不要用这个逻辑多边形建筑用固体高度那玩意儿会蛋疼为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/custom_foundation.html能够微观自定义图标色盘在artmd.ini里:[UnitArt]>CameoPalette= (filename, *including* the .pal extension)在rulesmd.ini里:[SuperWeapon]>SidebarPalette= (filename, *including* the .pal extension)[TechnoType]>Insignia.Rookie= (filename, excluding the .shp extension)[TechnoType]>Insignia.Veteran= (filename, excluding the .shp extension)[TechnoType]>Insignia.Elite= (filename, excluding the .shp extension)分别对应新兵,精英,老兵时的军衔军衔帧设定[TechnoType]>InsigniaFrame= (integer - frame index) [TechnoType]>InsigniaFrame.Rookie= (integer - frame index) [TechnoType]>InsigniaFrame.Veteran= (integer - frame index) [TechnoType]>InsigniaFrame.Elite= (integer - frame index) 从军衔中使用的帧。设置-1来使用默认帧。默认-1。对敌隐藏军衔等级现在可以让敌人看不见你的单位的等级。[General]>EnemyInsignia= (boolean)敌人是否能看到你的单位的等级,默认是[TechnoType]>Insignia.ShowEnemy= (boolean)这个单位能否把等级给敌人看,默认[General]?EnemyInsignia注意观察者还是看得到的。[TechnoType]>Insignia.Rookie= (filename, excluding the .shp extension)[TechnoType]>Insignia.Veteran= (filename, excluding the .shp extension)[TechnoType]>Insignia.Elite= (filename, excluding the .shp extension)分别对应新兵,精英,老兵时的军衔军衔帧设定[TechnoType]>InsigniaFrame= (integer - frame index) [TechnoType]>InsigniaFrame.Rookie= (integer - frame index) [TechnoType]>InsigniaFrame.Veteran= (integer - frame index) [TechnoType]>InsigniaFrame.Elite= (integer - frame index) 从军衔中使用的帧。设置-1来使用默认帧。默认-1。对敌隐藏军衔等级现在可以让敌人看不见你的单位的等级。[General]>EnemyInsignia= (boolean)敌人是否能看到你的单位的等级,默认是[TechnoType]>Insignia.ShowEnemy= (boolean)这个单位能否把等级给敌人看,默认[General]?EnemyInsignia注意观察者还是看得到的。[TechnoType]>Parachute.Anim= (animation)该单位使用哪个降落伞动画,降落伞动画默认单位色盘指定单位获得经验的方法。以下本体单位不能带有Trainable=no,不然无效,如果乘客,空袭飞机,被控单位,子机带有Trainable=no,那么其获得经验将全部给予本体。来自乘客的击杀[TechnoType]>Experience.FromPassengers= (boolean)载具里的乘客开火载具能够得到经验,默认是[TechnoType]>Experience.PromotePassengers= (boolean)如果载具满级那么乘客得到经验,默认否[TechnoType]>Experience.PassengerModifier= (float - multiplier)如果一个击杀是由乘客做的,那么所得经验为这个百分比,默认100%来自召唤空袭的击杀[TechnoType]>Experience.FromAirstrike= (boolean)如果一个击杀由鲍里斯那样的召唤飞机做的, 召唤者能够得到经验而不是给飞机,默认否[TechnoType]>Experience.AirstrikeModifier= (float - multiplier)召唤飞机摧毁对方获得的经验比,默认100%来自受控单位的击杀[TechnoType]>Experience.MindControlSelfModifier= (float - multiplier)控制的单位摧毁敌方,控制者获得的经验百分比,默认0%[TechnoType]>Experience.MindControlVictimModifier= (float - multiplier)控制的单位获得的经验百分比,默认100%如果控制者和战斗要塞的所有者不是盟友的话,控制战斗要塞这样的单位,里面的乘客开火摧毁敌方后获得的经验不算在里面. 控制友军单位摧毁敌方,控制者不会得经验。来自航母子机的击杀[TechnoType]>Experience.SpawnOwnerModifier= (float - multiplier) 子机摧毁敌方单位,航母获得的经验百分比,设置在航母上,默认0%[TechnoType]>Experience.SpawnModifier= (float - multiplier)子机摧毁敌方单位,子机获得的经验百分比,设置在航母上,默认100%升级乘客这个逻辑被用于初始载荷的OpenTopped=yes的单位,这样的单位可以模拟一种单位使用非常多类型的武器。这个逻辑搭配Experience.PromotePassengers=no和Experience.FromPassengers=yes使用更佳。注意:这个逻辑给予乘员的不是经验值,而是等级。乘员的等级会永远强制为载具的等级。如果一个高级的单位进入了可以升级乘客的低级载具,那么这个单位会变为低级的,就好像他根本没升级过。译者注:初始载荷的OpenTopped=yes单位不是一般都会设置不能手动进入和释放单位的么。。[TechnoType]>Promote.IncludePassengers= (boolean) 是否所有有Trainable=yes的单位会被设置为与该载具相同的等级。默认no[AircraftType]?Missile.Custom= (boolean)是否为自定义导弹[AircraftType]>Missile.PauseFrames= (integer)[AircraftType]>Missile.TiltFrames= (integer)[AircraftType]>Missile.PitchInitial= (float)[AircraftType]>Missile.PitchFinal= (float)[AircraftType]>Missile.TurnRate= (float)[AircraftType]>Missile.RaiseRate= (float)[AircraftType]>Missile.Acceleration= (float)[AircraftType]>Missile.Altitude= (integer)[AircraftType]>Missile.Damage= (integer)[AircraftType]>Missile.EliteDamage= (integer)[AircraftType]>Missile.BodyLength= (integer)[AircraftType]>Missile.LazyCurve= (boolean)[AircraftType]>Missile.Warhead= (Warhead)[AircraftType]>Missile.EliteWarhead= (Warhead)[AircraftType]>Missile.TakeOffAnim= (Animation)[AircraftType]>Missile.TrailerAnim= (Animation)[AircraftType]>Missile.TrailerSeparation= (integer)相关参数,不需要翻译新增的可选语句[AircraftType]>Missile.Weapon= (Weapon)导弹用这个武器来产生伤害,意味着可以很简单地做带辐射的导弹。如果不设置,就用Missile.Damage和Missile.Warhead产生伤害[AircraftType]>Missile.EliteWeapon= (Weapon) 三星时用的武器受损火花当单位受损时会冒烟和飙出火花来,现在可以用这个做到,详情可见ModEnc。[TechnoType]>DamageSparks= (boolean)定义该单位是否会飙出DamageParticleSystems所指定的粒子系统。默认InfantryTypes是Cyborg时有,其他都不会有烟雾和火花的受损粒子系统ARES加入了两个新标签来启用这个功能,该功能所使用的粒子系统必须包含BehavesLike=Smoke或BehavesLike=Spark才行。[TechnoType]>DamageSmokeParticleSystems= (list of ParticleSystems)定义使用的烟雾粒子系统。默认为所有有BehavesLike=Smoke设置的DamageParticleSystems[TechnoType]>DamageSparksParticleSystems= (list of ParticleSystems)定义使用的火花粒子系统。默认为所有有BehavesLike=Spark设置的DamageParticleSystems某些单位应该是直接被EMP摧毁而不是瘫痪。飞机会瞬间被EMP摧毁,但某些飞行器例如武装直升机,基洛夫,飞碟并不算是飞机。EMP.Threshold 能改变这个现象。EMP.Threshold 默认是inair,EMP能摧毁任何在空中的单位,跳伞的单位不算在这里面。[TechnoType]>EMP.Threshold= (enumeration - one of yes|no|inair *or* integer - frames)制定该单位是否会被EMP摧毁. 如果使用整数那么该单位在承受如此剂量的EMP后才会被摧毁。正数表示达到这个量摧毁单位,填yes等同于1负值表示只有在空中达到这个量才会摧毁这个单位. 填inair等同于-10就是无效,等同于no你可以创建一个陆地单位,在承受一定的EMP也会被摧毁,或者像武直一样的单位,陆地不会被摧毁,然而在空中承受100帧EMP后掉下来。被EMP,需要驾驶员的载具无驾驶员,失去控制中心控制的单位会变黑,现在可以对变黑的程度进行自定义。[AudioVisual]>DeactivateDimEMP= (float - multiplier)被EMP的单位的变黑程度。默认0.8[AudioVisual]>DeactivateDimOperator= (float - multiplier)需要驾驶员的载具无驾驶员时的变黑程度。默认0.65[AudioVisual]>DeactivateDimPowered= (float - multiplier)失去控制的单位的变黑程度。默认0.5注意这个值一般取0到1之间,写1就是和原来亮度一样,如果超过1那么会变亮,你要做特殊效果我没话说。SHP类的单位是不会被这个影响的。在TS里的野生动物比红警里的奶牛更加活跃,其中之一就是泰伯利亚恶魔,ARES能够再现这个讨厌的玩意儿。[InfantryType]>Doggie= (boolean)这个步兵是否被指定为泰伯利亚恶魔,表现如下:在守备模式下趴在泰矿上,攻击接近过来的东西,并且在受伤时会跑到泰矿上治疗,这个单位需要有Crawls=yes,否则趴不下来,如果要表现得是个野生动物别忘了加上NotHuman=yes来避免死亡时的人类死亡动画在YR里,镭射幽浮吸电厂会导致整个基地停电,现在可以自定义这个功能。[TechnoType]>Drain.Local= (boolean)是否一次只能吸目标建筑的电,或者该建筑被吸电是是否连带整个基地的电力,默认否[TechnoType]>Drain.Amount= (integer)吸多少电,如果是正值,那么表示该单位最多能吸多少电,或者是该建筑最多能被吸多少电,如果是负值,那么表示该单位至少能吸多少电,或者是该建筑至少能被吸多少电,默认0,该语句必须有上面那个语句才有效现在没有[General]>DropPodWeapon也是可以产生空降仓的,当然你设定也可以。[General]>DropPodTrailer= (AnimationType)空降仓降落时的尾烟。默认SMOKEY全局超级武器默认值[General]>DropPodTypes= (list of InfantryTypes)空降仓里的兄贵类型,只能是步兵,可以设多个,出来的可能性都是一样的。默认none,火风暴里是E1和E2[General]>DropPodMinimum= (integer)丢下来的套子的最小数量。默认0,火风暴里是5[General]>DropPodMaximum= (integer)丢下来的套子的最大数量。默认0,火风暴里是8更多关于空降仓的设定请参考超武部分[General]>EnemyHealth这个标签可以使敌方看不见你的单位血条,ARES新加了一个标签来使敌方看不到你维修建筑时的小扳手。[General]>EnemyWrench= (boolean)写no时就能使敌方看不见维修小扳手,当然,观察者还是可以看得到,默认yes现在可以新增EVA语音来替换原版的3阵营语音,需要在evamd.ini里注册:[EVATypes]0=GDI1=Cabal然后该干啥干啥,比如:[EVA_LowPower]Cabal=ccab053GDI=cgdi053不同单位的工厂(狗屋)[InfantryOrVehicle]>BuiltAt= (list of BuildingTypes)指定在哪个建筑建造[BuildingType]>Factory.ExplicitOnly= (boolean)是否只允许指定单位建造,默认否载具克隆缸[BuildingType]>CloningFacility= (boolean)允许该建筑克隆载具,默认否克隆选项[InfantryOrVehicle]>Cloneable= (boolean)该单位能否被克隆,默认是[InfantryOrVehicle]>ClonedAt= (list of BuildingTypes)在哪里克隆和铁幕一样,机场护盾对某建筑的微观效果也能够自定义了。[BuildingType]>ForceShield.Modifier= (float - multiplier)填百分比,该建筑被罩护盾后的实际受影响时间将会是力场护盾本身的时间乘以这个值,如果填0那么该建筑无法罩护盾,默认100%在TS里树木被带有Sparky=yes的弹头攻击后会起火,同时将火势蔓延到周围的树上,以此造成森林火灾,ARES恢复了这个功能,不过需要一些设置。你需要在每个可燃烧的树上写上IsFlammable=yes,并且设置好[AudioVisual]>OnFire的三个动画以及[AudioVisual]>TreeFire的两个动画如果烧不掉树,注意[AudioVisual]>SmallFire的动画在Art需要设置Scorch=no[BuildingType]>GateDownSound= (sound name)开启声音[BuildingType]>GateUpSound= (sound name)关闭声音[TechnoType]>Gattling.Cycle= (boolean)当到达最后一阶盖特后,会跳回第一阶IsCow[InfantryType]>IsCow= (boolean)[COW]默认是,其他否,表现为像奶牛一样乱跑IsDesolator[InfantryType]>IsDesolator= (boolean)[DESO]默认是,其他否,表现为部署后正常释放武器 多种IFV 所有有Gunner=yes的载具都能像IFV一样切换炮塔,因此你能拥有多种IFV 。 更多的炮塔和武器 ARES平台支持超过18种不同的炮塔和VXL与HVA素材,这意味着TurretCount现在可以设置为大于18的值,虽然不支持TurretCount值大于127(谁TM这么闲做这么多炮塔)。 以及理所当然的,武器也可以设置大于18的值了。定义IFV模式 InitiateWeaponIndex和InitiateTurretIndex可以丢了,不过之前如果在地图INI里改了IFV类单位的模式,可能需要重新改一下。[TechnoType]>WeaponTurretIndexX=(integer - turret index) 在WeaponX和EliteWeaponX启用时将使用这个炮塔,通过乘客的IFVMode来定义。X是从1到WeaponCount的数。默认值为-1。 注意: 当步兵的IFVMode是0时WeaponX的X应该是1。例如,IFVMode=4会启用Weapon5指定的武器,使用的炮塔也是WeaponTurretIndex5。 Gunner=yes的单位可以让每一个武器有自己的提示文本,使用一下标签: [TechnoType]>WeaponUINameX= (CSF label)IFV维修语音 现在ARES可以自定义IFV类单位的维修语音。 [VehicleType]>VoiceIFVRepair= (soundmd entry)微观定义 [AudioVisual]>VoiceIFVRepair= (soundmd entry)宏观定义,只用于[FV] 劫车犯能够偷窃敌方载具。如果你给一个步兵设定VehicleThief=yes,那么有以下语句进行自定义[InfantryType]>VehicleThief.EnterSound= (Sound name)进车声音[InfantryType]>VehicleThief.LeaveSound= (Sound name)被偷载具破坏劫车犯出来的声音[InfantryType]>VehicleThief.BreakMindControl= (boolean)是否能偷窃被心灵支配的载具,当进入载具该载具会切断与控制者的联系,默认为是[InfantryType]>VehicleThief.OneTime= (boolean)劫车犯是否只能偷一次车(载具摧毁后将无法逃出)[InfantryType]>VehicleThief.KillPilots= (integer)劫车犯偷装人的车能够杀死多少人,-1为杀死全部人,默认为0[TechnoType]>VehicleThief.Allowed= (boolean)该载具是否允许被偷窃,默认为是注意劫车犯不能偷友军与中立车辆,被狙杀驾驶员的车辆不能开,但是可以连用VehicleThief=yes和CanDrive=yes来允许。狩猎者单位全局设置[General]>HunterSeekerDetonateProximity= (integer)能够引爆目标的距离,单位是leptons。默认0,TS里是150[General]>HunterSeekerDescendProximity= (integer)距离目标多远是狩猎者开始下降,单位是leptons。默认0, TS里是700[General]>HunterSeekerAscentSpeed= (integer)当升到一个更高的飞行高度时的速度。默认0,TS里是40[General]>HunterSeekerDescentSpeed= (integer)当降到一个更低的飞行高度时的速度。默认0,TS里是50[General]>HunterSeekerEmergeSpeed= (integer)从发射设施发出时的速度。默认0,TS里是6狩猎者单位微观设置以下值覆盖全局值[VehicleType]>HunterSeeker.DetonateProximity= (integer)[VehicleType]>HunterSeeker.DescendProximity= (integer)[VehicleType]>HunterSeeker.AscentSpeed= (integer)[VehicleType]>HunterSeeker.DescentSpeed= (integer)[VehicleType]>HunterSeeker.EmergeSpeed= (integer)我想不需要翻译这个…不允许的目标这个标签可以防止该单位成为狩猎者的攻击目标,以免高价值目标或微不足道的目标成为靶子[TechnoType]>HunterSeeker.Ignore= (boolean)是否狩猎者不把这个单位作为攻击目标,即使没有其他目标了狩猎者也不会对其进行攻击。默认否原版中步兵被InfDeath=5的动画击杀,强制使用动画列表里的那个触电死亡动画,现在可以正常指定。[AudioVisual]>InfantryElectrocuted= (animation)触电死亡时用这个动画,如果不指定就寻找ELECTRO作为触电死亡动画这个逻辑允许被弹头击中的载具驾驶员挂掉,载具变为中立状态,就像RA3娜塔沙的F技一样,无载具的单位能够被占领。[Warhead]>KillDriver= (boolean)该弹头能否杀死驾驶员[Warhead]>KillDriver.Owner= (enumeration - civilian,special,neutral)驾驶员被杀后载具归属。默认special[Warhead]>KillDriver.KillBelowPercent= (float)该弹头只有在被打击单位的生命低于这个百分比时才能杀死驾驶员。默认100%[Warhead]>KillDriver.Chance= (float - percentage) 设定当单位可以被击杀驾驶员时,有多大的概率被击杀驾驶员。默认100% [Warhead]>KillDriver.RemoveVeterancy= (bool)当一个单位被狙杀驾驶员之后,移除它的等级。默认no。[TechnoType]>ProtectedDriver= (boolean)该载具驾驶员能否被杀死。默认能[TechnoType]>CanDrive= (boolean)该载具能否占领驾驶。默认不能[TechnoType]>CanBeDriven= (boolean) 决定一个单位的初始驾驶员被击杀后,能否使用新的驾驶员占领。如果是,就可以。默认yes。现在该逻辑已经可以被CellSpread影响了。[BuildingType]>LightningRod= (boolean)是否能够吸引雷击[BuildingType]>LightningRod.Modifier= (float - modifier)被雷击的伤害百分比[Animation]>MakeInfantryOwner= (enumeration invoker|killer|victim|neutral|random)决定是谁的invoker看情况|killer击杀者|victim死人|neutral野生|random随机一堆next动画的话 MakeInfantry=应该写在最后一个,MakeInfantryOwner= 应该写第一个,动画使用单位色盘这东西,MakeInfantryOwner 只对InfDeathAnim, DeathAnims和地图触发生效 ,默认是看情况InfDeathAnim是击杀者DeathAnims是死人触发里的就是触发的拥有国家现在MakeInfantryOwner已经扩展到普通步兵死亡动画了在YR里一个建筑只能控制一个单位,现在能够使用新逻辑来实现多单位控制。[UnitType]>PoweredBy= (list of BuildingType)该单位被该建筑控制注意PoweredBy= 能够用于独立的建筑,这样就能实现两种建筑同时对该单位有操控权,即使一个建筑被摧毁另一个建筑依然能让该单位运行。单位必须有人进去才能启动[TechnoType]>Operator= (string, either an InfantryType or “_ANY_”)指定某个驾驶者才能操作,_ANY_的话是任意驾驶者都行,默认none,不需要驾驶者这个单位必须至少有一个乘客位置,建筑则需要设置InfantryAbsorb=yes建筑没有操作者只会表现出无法使用武器,但是诸如生产,超武,反部署,雷达等不会受到影响需要注意的是AI不会用这样的功能,所以应该避免AI造需要操作者的单位现在可以让某些你需要的建筑具备单位通行功能,比如建筑类的地雷,这样单位就可以踩上去。[BuildingType]>IsPassable= (boolean)该建筑所在的格子能不能让载具和步兵站在上面或者通过。默认否图标能使用PCX文件而不仅仅是SHP了,这可以使图标更精细。在artmd.ini里:[UnitArt]>CameoPCX= (filename, *including* the .pcx extension)[UnitArt]>AltCameoPCX= (filename, *including* the .pcx extension)指定该单位的PCX图标,格式为“filename.pcx“在rulesmd.ini里:[SuperWeapon]>SidebarPCX= (filename, *including* the .pcx extension)超武用,和上面一样和其他PCX文件一样,需要用索引色,并且图标PCX必须是256色且大小为60x48像素。在YR里步兵进入可驻兵建筑后格子的颜色只有那几种(貌似是白红蓝黄紫绿),现在你可以自定义这玩意儿。[TechnoType]>Pip= (integer)填数字,用pips文件内的哪一帧作为驻兵时的格子样式,pips文件名为“pips.shp”和“pips2.shp”,可行的值为0到总帧数-1,如果为无效值将会IE[Unit]>Prerequisite.RequiredTheaters= (list of theater names)需要这种气候才能造TEMPERATE - most mapsSNOW - arctic/snowy mapsURBAN - some city mapsDESERT - some desert maps, older maps use TemperateLUNAR - Soviet Mission 6NEWURBAN - most YR urban mapsPrerequisiteOverride不会覆盖Prerequisite.RequiredTheaters[Unit]>Prerequisite.Negative= (list of BuildingTypes)有这个建筑就没法造PrerequisiteOverride不会覆盖Prerequisite.Negative[Unit]>Prerequisite.Lists= (integer)指定有多少建造前提[Unit]>Prerequisite.List#= (list of BuildingTypes (where # is the 1-based index of the prerequisite list, the maximum specified by Prerequisite.Lists))指定新的建造前提,想设置多少都可以(根据Prerequisite.Lists决定)[Unit]>Prerequisite.StolenTechs= (list of integers)指定有多少偷窃前提,其他具体的参考后面的偷窃科技条目[BuildingType]>FactoryOwners.Permanent= (boolean)[BuildingType]>FactoryOwners.HaveAllPlans= (boolean)占领该建筑后是否获得对应工厂的专用科技,效果为永久(即一旦占领不可撤销),默认否。[BuildingType]>FactoryOwners.HasAllPlans= (boolean)占领该建筑后是否获得对应工厂的专用科技,效果为临时(即一旦失去建筑则失去科技),默认否。[TechnoType]>FactoryOwners= (list of houses)这个列表内国家的工厂可以建造该单位。如果是空的,每个国家都可以建造。此外,玩家至少需要一个在该列表内国家的工厂来建造或者这些国家里至少一个的科技树来建造它。[TechnoType]>FactoryOwners.Forbidden= (list of houses)与上面相反,这个列表内国家的工厂不能建造该单位。注意AI无视建筑上的这两条语句,仅在单位上有效通用的先决条件组你现在能自定义先决条件组就像原来的POWER (PrerequisitePower)FACTORY (PrerequisiteFactory)BARRACKS (PrerequisiteBarracks)RADAR (PrerequisiteRadar)TECH (PrerequisiteTech)PROC (PrerequisiteProc and PrerequisiteProcAlternate)这些你需要创建一个新的条目[GenericPrerequisites]然后才能添加先决条件组像GROUPNAME= (list of BuildingTypes)[GenericPrerequisites]NAVALYARD=GAYARD,NAYARD,YAYARDetc...[TechnoType]...Prerequisites=NAVALYARD...Alternate Prerequisites with Non-BuildingsTo support the Slave Miner as prerequisite, Yuri’s Revenge added the option to satisfy the PROC requirement by either owning the deployed building or alternatively the undeployed Slave Miner vehicle. This was done only for the refinery group by adding [General]?PrerequisiteProcAlternate=, which accepted one VehicleType.Ares adds alternate prerequisites support for all Generic Prerequisite Groups and expands this feature to support multiple items of arbitrary TechnoTypes.[General]>PrerequisiteXAlternate= (list of TechnoTypes)A list of types that alternatively satisfy this requirement if player does not own a building from the [General]?PrerequisiteX= list.Replace X with a key from [GenericPrerequisites], first character upper case, all others lower case. For instance, NAVALYARD from above would become Navalyard.Note:Using BuildingTypes is not supported and adding them here might give unexpected results. For example, upgrades will not work.智障逻辑不予翻译。[BuildingType]>PrismForwarding= (enumeration - yes|no|forward|attack)决定此建筑是否可以递光。PrismForwarding=forward 代表此建筑可以为其他建筑递光,但自身不能接受递光。PrismForwarding=attack 代表此建筑可以接受递光,但自身不能为其他建筑递光。PrismForwarding=yes 代表此建筑具备完整的递光功能 - 既可以递光也可以接受递光。PrismForwarding=no 代表此建筑不启动递光逻辑。[General]>PrismType中的建筑默认yes,其他建筑默认no。[BuildingType]>PrismForwarding.Targets= (list of BuildingTypes)这个建筑能够递光支援的建筑[BuildingType]>PrismForwarding.MaxFeeds= (integer)最大支援数量,-1表示无限制,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.MaxChainLength= (integer)反向连接数量,-1表示无限制,默认1,如果要达到上图效果就要设置3[BuildingType]>PrismForwarding.MaxNetworkSize= (integer)如果开火中的塔超过支援的塔,这个标签表示在递光网络的总数,不包括开火中的塔,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.SupportModifier= (float - multiplier)递光杀伤倍数,默认[General]>PrismSupportModifier覆盖[BuildingType]>PrismForwarding.DamageAdd= (integer - damage bonus)增加固定的伤害而不是倍数,默认0[BuildingType]>PrismForwarding.MyHeight= (integer - leptons)递光高度,默认[General]>PrismSupportHeight覆盖[BuildingType]>PrismForwarding.ToAllies= (boolean)是否能支援友军的塔,默认否[BuildingType]>PrismForwarding.BreakSupport= (boolean)可以在终止的最后一刻进行支援,而不需要重新充能,默认否[BuildingType]>PrismForwarding.ChargeDelay= (integer - frames)递光时充能的延迟,默认1,最好别动(作者如是说,这玩意儿是用来测试玩的)[BuildingType]>PrismForwarding.Intensity= (integer - laser thickness)随着递光增加激光的宽度[BuildingType]>Overpowerable= (boolean)是否能攻击递光同时进行[BuildingType]>PrismForwarding.SupportWeapon= (weapon)[BuildingType]>PrismForwarding.EliteSupportWeapon= (weapon)副武器的递光不再使用而是用这个标签的武器递光以下标签可以被用来定义支援时的光束武器,都是原版标签。[PrismForwarding.SupportWeapon]>Range= (integer - cells)支援半径,默认主武器射程+1[PrismForwarding.SupportWeapon]>MinimumRange= (integer - cells)最小半径[PrismForwarding.SupportWeapon]>ROF= (integer - frames)支援速率,默认[General]>PrismSupportDelay覆盖[PrismForwarding.SupportWeapon]>Report= (sound)支援声音[PrismForwarding.SupportWeapon]>IsLaser= (boolean)是否是激光[PrismForwarding.SupportWeapon]>IsElectricBolt= (boolean)是否是特斯拉[PrismForwarding.SupportWeapon]>IsRadBeam= (boolean)是否是辐射波为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/PrismForwarding.xls[BuildingType]>PrismForwarding= (enumeration - yes|no|forward|attack)决定此建筑是否可以递光。PrismForwarding=forward 代表此建筑可以为其他建筑递光,但自身不能接受递光。PrismForwarding=attack 代表此建筑可以接受递光,但自身不能为其他建筑递光。PrismForwarding=yes 代表此建筑具备完整的递光功能 - 既可以递光也可以接受递光。PrismForwarding=no 代表此建筑不启动递光逻辑。[General]>PrismType中的建筑默认yes,其他建筑默认no。[BuildingType]>PrismForwarding.Targets= (list of BuildingTypes)这个建筑能够递光支援的建筑[BuildingType]>PrismForwarding.MaxFeeds= (integer)最大支援数量,-1表示无限制,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.MaxChainLength= (integer)反向连接数量,-1表示无限制,默认1,如果要达到上图效果就要设置3[BuildingType]>PrismForwarding.MaxNetworkSize= (integer)如果开火中的塔超过支援的塔,这个标签表示在递光网络的总数,不包括开火中的塔,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.SupportModifier= (float - multiplier)递光杀伤倍数,默认[General]>PrismSupportModifier覆盖[BuildingType]>PrismForwarding.DamageAdd= (integer - damage bonus)增加固定的伤害而不是倍数,默认0[BuildingType]>PrismForwarding.MyHeight= (integer - leptons)递光高度,默认[General]>PrismSupportHeight覆盖[BuildingType]>PrismForwarding.ToAllies= (boolean)是否能支援友军的塔,默认否[BuildingType]>PrismForwarding.BreakSupport= (boolean)可以在终止的最后一刻进行支援,而不需要重新充能,默认否[BuildingType]>PrismForwarding.ChargeDelay= (integer - frames)递光时充能的延迟,默认1,最好别动(作者如是说,这玩意儿是用来测试玩的)[BuildingType]>PrismForwarding.Intensity= (integer - laser thickness)随着递光增加激光的宽度[BuildingType]>Overpowerable= (boolean)是否能攻击递光同时进行[BuildingType]>PrismForwarding.SupportWeapon= (weapon)[BuildingType]>PrismForwarding.EliteSupportWeapon= (weapon)副武器的递光不再使用而是用这个标签的武器递光以下标签可以被用来定义支援时的光束武器,都是原版标签。[PrismForwarding.SupportWeapon]>Range= (integer - cells)支援半径,默认主武器射程+1[PrismForwarding.SupportWeapon]>MinimumRange= (integer - cells)最小半径[PrismForwarding.SupportWeapon]>ROF= (integer - frames)支援速率,默认[General]>PrismSupportDelay覆盖[PrismForwarding.SupportWeapon]>Report= (sound)支援声音[PrismForwarding.SupportWeapon]>IsLaser= (boolean)是否是激光[PrismForwarding.SupportWeapon]>IsElectricBolt= (boolean)是否是特斯拉[PrismForwarding.SupportWeapon]>IsRadBeam= (boolean)是否是辐射波为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/PrismForwarding.xls现在插件类建筑也支持油井逻辑,如ProduceCashDelay,ProduceCashAmount和ProduceCashStartup。此外,ProduceCashStartup支持负数,占领时扣钱,不过当占领方的资金低于这个值时依然能够占领这个建筑。PS:ProduceCashStartup=-700000让一个单位能够干扰雷达,进入这个单位的干扰范围内雷达将会黑掉,对自己和友军的雷达无效。[TechnoType]>RadarJamRadius= (integer - radius in cells)干扰范围把单位丢进去某个建筑你就能造这个单位的逻辑。[BuildingType]>ReverseEngineersVictims= (boolean)允许逆向工程逻辑,默认否[BuildingType]>SpyEffect.UndoReverseEngineer= (boolean)间谍能取消掉所有逆向工程,默认否[InfantryOrVehicle]>CanBeReversed= (boolean)这个单位能被逆向制造,默认是[TechnoType]>ReversedAs= (TechnoType) 这个单位被逆向工程后,作为什么单位被给予。如果不设置则为该单位本身。默认不设置。在TS里支持凝固汽油弹等纵火武器的动画效果,现在这个功能已经在ARES里恢复了,这个效果由SmallFire和LargeFire这两个标签定义。[Animation]>Scorch= (boolean)这个动画会将[AudioVisual]>SmallFire指定的动画蔓延到周围,不过不会在水,冰,岩石等地方产生[Animation]>Flamer= (boolean)这个动画会在周围随机产生[AudioVisual]>SmallFire和[AudioVisual]>LargeFire指定的动画 现在秘密科技实验室可以自定义,这种建筑必须设置SecretLab=yes才行[Building]>SecretLab.PossibleBoons= (list of TechnoTypes)随机的可以出现的东西[Building]>SecretLab.GenerateOnCapture= (boolean)每次占领都重新随机一个东西,如果否的话在进入地图就定死,反复占领也都是一个单位,默认否[Boon]>SecretLab.RequiredHouses= (list of countries)只有这个国家占领才能获得单位[Boon]>SecretLab.ForbiddenHouses= (list of countries)除了这个国家其他国家占领都能获得单位单位视野在YR里最多只能到10,和弹头范围一样现在视野也可以写更大的值。注意视野太大的话可能导致一个蛋疼的八角形的视野轮廓,所以不要滥用,更不要用这个来开全图……(这个以后或许会修复)现在建筑可以设置成具有实际高度特性,意味着有些武器在设定后如果朝建筑后的目标进行攻击,抛射体会被建筑给挡住,如果这个功能被启用,单位会寻找最佳路径,尽量绕过建筑去攻击目标。坚固程度可以让单位区分这个建筑是否对它意味着坚不可摧,如果超过它的承受能力它会考虑绕过建筑进行攻击。只有非我军建筑会被单位考虑绕过或直接打击,单位不会通过我方建筑进行直接攻击,开启的门不会被当做攻击的障碍。对于攻击者的设定[Projectile]>SubjectToBuildings= (boolean)这个抛射体是否会被建筑阻挡,默认为否[Projectile]>SolidLevel= (integer)这个抛射体所能承受的坚固程度,如果这个值高于或等于建筑的坚固程度,那么这个单位将会直接对建筑后的目标进行攻击,首先摧毁障碍再说,如果低于建筑的坚固等级,那么就不能开火,必须绕过建筑进行攻击,默认0对承受者的设定[BuildingType]>SolidHeight= (integer - cells)建筑的阻挡高度,默认为0,即可以完全穿透,-1意味着可以完全阻挡,单位为格,一格等于256像素注意:不建议用在不是矩形或者镂空的建筑上,例如巴黎铁塔这种越往上越尖的建筑,因为炮弹打上去可能表现得像是在半空爆炸[BuildingType]>SolidLevel= (integer) 建筑的坚固程度,默认1全局设定可以设定是否友军抛射体能够直接透过建筑攻击目标,影射AlliedWallTransparency[CombatDamage]>AlliedSolidTransparency= (boolean)写yes的话可以透过,默认否隐形航母现在子机发射者这样的单位比如驱逐舰和航母可以支持隐形,YR里如果让子机发射者隐形,子机将会在回程途中直接坠机。另外,子机现在可以用基洛夫这样的单位。空中航母YR里空中航母无法实现,因为子机会跑地上去或者飞出地图,现在空中航母可以做了,为了效果好一些建议是子机飞行高度比发射者高一些,因为子机还是从上到下降落的……当然这个逻辑还有点问题,比如声音方面的,以后再说。[BuildingType]>SpyEffect.Custom= (boolean)该建筑能否渗透雷达[BuildingType]>SpyEffect.ResetRadar= (boolean)是否是雷达,被黑后黑掉地图[BuildingType]>SpyEffect.RevealRadar= (boolean)是否把敌人的地图给你[BuildingType]>SpyEffect.KeepRadar= (boolean)如果启用那么会一直持续效果电力[BuildingType]>SpyEffect.PowerOutageDuration= (integer - frames)停电时间钱[BuildingType]>SpyEffect.StolenMoneyAmount= (integer - credits)固定偷多少钱[BuildingType]>SpyEffect.StolenMoneyPercentage= (float - multiplier)偷钱百分比超级武器[BuildingType]>SpyEffect.ResetSuperweapons= (boolean)重新计时[BuildingType]>SpyEffect.SuperWeapon= (SuperWeaponType)获得一次该超武使用权注意:不是所有超武都支持[BuildingType]>SpyEffect.SuperWeaponPermanent= (boolean)永久使用权,需要上面语句。默认no 偷窃科技[BuildingType]>SpyEffect.StolenTechIndex= (integer)这个建筑的偷窃项(0-31)[TechnoType]>Prerequisite.StolenTechs= (list of integers)这个单位需要偷窃这个偷窃具有某个偷窃项的建筑才能被偷出来(0-31),可以多指定几个比如你要弄一个超空间尤里,需要偷窃尤里兵营和盟军机场,那么就可以给兵营的偷窃项设置1,机场设置2,然后超空间尤里设置1,2,这样超空间尤里就必须偷了以上两个建筑才能建造。如果你给[GATECH], [NATECH]或者[YATECH](总之就是三方高科)设置了SpyEffect.Custom=yes, 那么旧的偷窃语句就不再适用。生产设施[BuildingType]>SpyEffect.UnitVeterancy= (boolean)是否偷窃后能让同类单位出厂老兵只支持步兵和载具 [BuildingType]>SpyEffect.InfantryVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的步兵初始一级。需要SpyEffect.Custom=yes. 默认no。 [BuildingType]>SpyEffect.VehicleVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的载具初始一级。需要SpyEffect.Custom=yes. 默认no。 [BuildingType]>SpyEffect.NavalVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的海军初始一级。需要SpyEffect.Custom= yes. 默认no。 [BuildingType]>SpyEffect.AircraftVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的飞机初始一级。需要SpyEffect.Custom= yes. 默认no。 [BuildingType]>SpyEffect.BuildingVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的建筑初始一级。需要SpyEffect.Custom= yes. 默认no。[BuildingType]>SpyEffect.RevealProduction= (boolean)是否可以看到对方在造什么,就像下面那张图不同建筑的特殊效果Fake=yes 显示TXT_FAKE并且在工具条显示真实名称Power 显示电力,格式为TXT_POWER_DRAIN2Storage 显示现金,格式为TXT_MONEY_FORMAT_1Factory 显示图标 逆向工程取消掉对面所有的逆向工程单位,具体参考逆向工程逻辑条目建筑破坏[BuildingType]>SpyEffect.SabotageDelay= (integer - frames) 设置当该建筑被渗透时,过指定帧数后爆炸(就像被安了C4一样)。如果设定负值,则读取[CombatDamage]?C4Delay,设定0将取消这个功能。默认0。空效果[BuildingType]>SpyEffect.Nothing= (boolean) 当这个建筑被渗透时,什么也不会发生。需要SpyEffect.Custom=yes,且需要没有其他SpyEffect设定。默认no。在原来的红色警戒里,飞行员会从毁坏的飞机跳伞。ARES重新引入这个功能以及一些额外的改进,所有这一切都是可以自定义的。单位建筑通用[TechnoType]>Survivor.Side#= (InfantryType) (#代表阵营例如0代表盟军(GDI),1代表苏联(Nod),2代表尤里(ThirdSide))什么阵营产生什么步兵,可以同一种建筑或单位但是不同阵营产生不同步兵。默认和阵营里设置的基础步兵一样[TechnoType]>Crew.TechnicianChance= (integer - percent between 0 and 100)产生技师的几率。有主武器的建筑默认15,其他0单位特定[Unit]>Survivor.Pilots= (integer)会产生多少单位,有Crewed=yes 默认1,没有就是0[Unit]>Survivor.RookiePilotChance= (integer between 0 and 100)[Unit]>Survivor.VeteranPilotChance= (integer between 0 and 100)[Unit]>Survivor.ElitePilotChance= (integer between 0 and 100)新兵,老兵,精英时驾驶员逃出概率,没有的话[General]?CrewEscape控制[Unit]>Survivor.RookiePassengerChance= (integer between 0 and 100)[Unit]>Survivor.VeteranPassengerChance= (integer between 0 and 100)[Unit]>Survivor.ElitePassengerChance= (integer between 0 and 100)乘客逃出概率,在空中必死值得一提的是逃出的驾驶员和载具获得的经验值量是相同的,相对而言。建筑特定除了残兵和技师,被占领建筑也可以逃出占有者的工程师,当然这个也要从回收资金里扣除,最小逃出一个,最多五个。[BuildingType]>Crew.EngineerChance= (integer - percent between 0 and 100)占有者逃出工程师的几率(代替一般逃兵),正常情况下被占领建筑绝对不会出工程师除非加上这个语句,默认Factory=BuildingType类建筑是25(25%),其他都是0在TS里如果一个单位受到攻击然而并没有被杀死,那么该单位所在的整个小队都会追着打攻击者,这个功能在RA2里被砍了,现在可以重新启用。[General]>TeamRetaliate= (boolean)是否允许团队复仇。默认否现在在游戏中当中立科技建筑的占有者败北,投降后,被占领的科技建筑将不会被一起摧毁而是回归到初始拥有者(即中立方)。只有有MultiplayPassive=yes的所属方可以允许这个条件,同时在单人游戏里无效。[General]>ReturnStructures= (boolean)是否被占领建筑可以回归中立方当占有者败北或投降时,默认否[BuildingType ]>Returnable= (boolean)是否该建筑可以回归中立方,默认[General]?ReturnStructures[BuildingType]>LostEvaEvent= (EVA event) 当该已经被我方占领的科技建筑被其他玩家占领时播放EVA语音。需要NeedsEngineer=yes。默认EVA_TechBuildingLost[BuildingType]>Message.Capture= (CSF label)占领时显示CSF。需要NeedsEngineer=yes。默认none[BuildingType]>Message.Lost= (CSF label)丢失时显示CSF。需要NeedsEngineer=yes。默认none通过该功能可以手动关闭或开启某个建筑的电源供应来停止其机能,这样可以在电力不足的时候得到应急用的电力。[General]>TogglePowerAllowed= (boolean)是否允许手动切换电源,默认否,在游戏里默认没有这个功能的热键,需要自己在键位设置里找[General]>TogglePowerCursor= (cursor definition)停电时的鼠标指针[General]>TogglePowerNoCursor= (cursor definition)如果该建筑不能停电,就使用这个鼠标指针建筑被切断电源后,和维修小扳手表现相同,敌人看不到标志,观察者可以看到,不过如果两种状态同时存在会优先表现维修小扳手,停电标志是poweroff.shp,使用鼠标色盘小地图切换电源指针不支持[IQ]>TogglePower= (integer)定义这个等级的AI会切换电源,默认-1[General]>TogglePowerDelay= (integer - frames)切换电源的延迟,默认45在YR里,萌苏有两种狗,萌苏尤有三种工程师,虽然他们的功能完全相同,但是当你要全选狗或工程师的时候,你必须所有种类都选择一遍,这样非常麻烦,比如你有20条狗但是不把萌苏两种狗都至少选择一条就不能把这20条狗全选,现在有个新的方案来解决这种蛋疼问题。[TechnoType]>GroupAs= (string)把这个单位归类于该选择组里,选择组名字不能太长(低于20个字母),比如你可以把三种工程师都标为ENGINEER,这样选择任意一个工程师就能全选三种工程师(总感觉翻译得很啰嗦,算了不管了)[General]>TypeSelectUseDeploy= (boolean)能够变形或者部署的单位是不是在变形后依然归属于原来的选择组,默认是现在单位被毁可以设置其独有的EVA语音,当然也可以借此把EVA语音关闭,这样就不用给单位写不计入损失数的语句什么的了当然,有DontScore=yes,Insignificant=yes或者Spawned=yes的单位是不会被播报的。[Unit]>EVA.Lost= (evamd entry)填none就是不播报,默认是EVA_UnitLost需要控制的单位如果像遥控坦克这样的单位隐形,被杀死驾驶员之类的方法失去隐形后,这个反正依然能被友军的隐形装置影响。寄生单位现在蜘蛛钻隐型单位不会被甩出来。空中单位的隐形现在空中的单位也能受到隐形装置的影响有Cloakable=yes或CLOAK 能力升级的单位可以无视高度而隐形. 其他的则可以用以下语句来调整:[General]>CloakHeight= (integer) 在该高度下才能隐形。默认为[General]?HoverHeight的值(悬浮单位高度)隐形声音[AudioVisual]>DecloakSound= (Sound) 全局方面暴露出的声音,默认和 [AudioVisual]?CloakSound一样[TechnoType]>CloakSound= (Sound)微观调控该单位进入隐形状态的声音。默认为 [AudioVisual]?CloakSound[TechnoType]>DecloakSound= (Sound) 微观调控该单位暴露出的声音。默认为 [AudioVisual]?DecloakSound隐形层级给每个单位微观定义隐形层级,覆盖全局值。[TechnoType]>Cloakable.Stages= (integer) 要经历多少层才能进入隐形状态,越小越快。默认为[General]?CloakingStages隐形的条件控制静止时才隐形有CloakStop=yes的单位只有在静止时才隐形,移动时会暴露,有BalloonHover=yes的单位无效部署时才隐形该步兵必须有Cloakable=yes或CLOAK能力升级。[InfantryType]>Cloakable.Deployed= (boolean) 需要部署才能隐形,默认否只有有电时隐形Powered=yes的建筑在没电时也是隐形的,这种情况可以用这个修正[BuildingType]>Cloakable.Powered= (boolean) 是否要有电才隐形,默认否完全禁止隐形[TechnoType]>Cloakable.Allowed= (boolean)是否可以隐形,如果写否那么就算用隐形装置也不能让这玩意儿隐形,默认是反隐形在TS里SensorArray=yes使用SensorsSight=的范围来探知隐形和地下单位,并且绘制范围扫描圈。即使被摧毁然而探知能力仍然存在的问题将不再发生。两个新的EVA警告已经被添加,EVA_CloakedUnitDetected和EVA_SubterraneanUnitDetected,这两个会在探测到隐形单位或地下单位时播放。设置反隐形或反地下单位的通报间隔[AudioVisual]>StealthSpeakDelay= (double - minutes, defaults to 0.0) 在相邻两次反隐形通报中间隔几分钟。[AudioVisual]>SubterraneanSpeakDelay= (double - minutes, defaults to 0.0) 在相邻两次反钻地通报中间隔几分钟。抑制反隐传感器的警告[TechnoType]>SensorArray.Warn= (boolean)如果写否那么即使这个单位被传感器侦测到也不会发出警告。默认是现在shp载具(例如蜘蛛)面数可以不止8面。在art里设置:[VehicleType]>Facings= (integer)支持等于8或大于8(需要是8的倍数)。值低于8意味着只使用1面。默认8在命令与征服将军中中国的运兵车出厂时自带一个红卫兵,现在这个功能被加入了ARES豪华午餐。如果是建筑,必须带有CanBeOccupied=yes或者InfantryAbsorb=yes设置,不然将不支持初始载荷逻辑。建筑只支持步兵载荷。初始载荷不能超过建筑的MaxNumberOccupants或者载具的Passengers,并且确保Size和SizeLimit没问题。步兵不能用这逻辑。[TechnoType]>InitialPayload.Types= (list of TechnoTypes)初始载荷这些单位,可以写多个,不允许写建筑和空军!由于连环套会导致死循环,所以修复了,可以放心用[TechnoType]>InitialPayload.Nums= (list of integers)数量,对应上面那个,不设定的话全部都是1特定乘员可以指定单位能否进某个特定单位,这个逻辑仅支持VehicleTypes和AircraftTypes。从2.0版本开始也可以设定在BuildingTypes上[TechnoType]>Passengers.Allowed= (list of TechnoTypes) 这些单位可以进入这个单位。如果你想让所有单位都进不去,就设置成一个假单位或者一个建筑[TechnoType]>Passengers.Disallowed= (list of TechnoTypes)这些单位不允许进入这个单位忽略乘员大小[UnitType]>Passengers.BySize= (boolean) 决定这个载具在装载乘员的时候,是否读取Size,如果no,则载具能装载相当于它Passengers数量的单位。(即所有成员只占1格)。默认yes。需要注意的是,SizeLimit是永久读取的。禁止手动选择目标这可以让玩家不能手动选择目标,不过并不能阻止单位自动攻击目标,不仅仅是报复攻击,就像EMPulseCannon一样。[TechnoType]>NoManualFire= (boolean)是否不能手动选择目标进行攻击,仅依靠单位自身判断进行攻击。默认no禁止手动卸载乘员这可以让玩家不能手动逐出乘员,可以用到超空间监狱上面去。当然,被摧毁的时候依然会出来,如果要改成被摧毁时不出来参考生还者逻辑。[VehicleType/AircraftType]>NoManualUnload= (boolean)是否不能手动卸载乘员。默认no 禁止手动装载乘员 [TechnoType]>NoManualEnter= (boolean)是否不能手动装载乘员。默认no禁止手动区域防御如果你把鼠标放到军医上就会显示区域防御指针,现在可以取消这种情况。[InfantryType]>NoSelfGuardArea= (boolean)是否不能手动区域防御。默认no沙丘2000中有一种名为破坏者的步兵,他们能够进入建筑并摧毁之,同时牺牲自己,ARES复刻了这个逻辑。只有敌方建筑可以被破坏,在可破坏的建筑上玩家会得到进入光标。[InfantryType]>Saboteur= (boolean)是否这个步兵可以进入可破坏建筑。这个建筑将会像按了C4一样被摧毁,并且破坏者在这个过程中被消耗。需要Infiltrate=yes。不能和偷车贼逻辑,CanDrive=yes, C4和Occupier=yes语句连用。默认为no[BuildingType]>ImmuneToSaboteurs= (boolean)这个建筑能否被破坏,如果填yes,破坏者就不能进入。如果写了CanC4=no或者TechLevel=-1或者CanBeOccupied=yes则默认yes,其他情况下为no在TS里(当然在RA2里也是),所有单位默认CanPassiveAquire=yes,即主动攻击,这导致像隐形坦克这样的单位在不该开火的时候会开火(如果玩家不控制),现在有新功能可以解决这类问题。[TechnoType]>CanPassiveAquire.Guard= (boolean)是否在防御模式(放在那不管)下能够主动攻击,如果设置no,那么这个单位不会主动攻击,不过在区域防守模式下依然可以主动攻击。默认yes[TechnoType]>CanPassiveAquire.Cloak= (boolean)是否能够主动攻击当隐形并且在防御模式,如果设置no, 那么这个单位在隐形时不会主动攻击,,不过在区域防守模式下依然可以主动攻击。CanPassiveAquire.Guard=no会覆盖这个标签,默认yes如果第一条yes(默认),第二条no,那隐形坦克在隐形状态就不会主动攻击,但是暴露时就会主动攻击,或者一些平时不会隐形的单位,也可以设置这条,当偶然获得隐形时就不会随便惹事了。有OmniCrusher=yes的单位可以碾压任何可碾压的东西,包括载具围墙,但是有个问题就是有这个语句的单位会老是想着去碾压对方,这会导致该单位操控起来很蛋疼。ARES提供了这个问题的解决方法。[TechnoType]>OmniCrusher.Aggressive= (boolean)这个单位是否会在攻击时老是想着去压对方,即使它跑得比西方记者还慢,如果否,这个单位不会想法设法接近对方碾毙之。需要OmniCrusher=yes。默认yes又是个来自沙丘2000的复刻逻辑,这个逻辑可以让坦克在压死步兵时对坦克造成伤害。 [TechnoType]>CrushDamage= (integer - hitpoints)[TechnoType]>CrushDamage.Rookie= (integer - hitpoints)[TechnoType]>CrushDamage.Veteran= (integer - hitpoints)[TechnoType]>CrushDamage.Elite= (integer - hitpoints)当载具压过带有以上语句的单位时会对碾压者造成的伤害。默认0[TechnoType]>CrushDamage.Warhead= (Warhead)碾压伤害的弹头。默认[General]>C4Warhead一个武器有DiskLaser=yes的时候不结算AnimList=,ARES让动画有效。[AudioVisual]>DiskLaserAnimEnabled= (boolean) 总而言之设置yes就对了。默认no突击者属于一种巷战类的逻辑,原版当中有Assaulter=yes的单位可以进入驻兵建筑将建筑清空,ARES可以定义建筑以及突击者的突击等级。[TechnoType]>Assaulter.Level= (int)定义单位的突击等级,写在步兵上可以突击小于或等于其等级的建筑,写在建筑上定义防突击等级。默认0注:建筑的突击等级小于0的话意味着完全不能突击。在早期的游戏如TD和RA里建筑没电就会逐渐掉血,现在你也可以这样做。伤害弹头使用[General]?C4Warhead。全局设置[General]>Degrade.Enabled= (boolean)是否启用该逻辑,伤害频率由DamageDelay定义[General]>Degrade.Percentage= (double - percentage)损伤持续到建筑总血量的百分之几,1为不会损伤,0为损伤到建筑摧毁。默认黄血就停止损伤,即[AudioVisual]?ConditionYellow[General]>Degrade.AmountNormal= (int - hitpoints)电力充足时损伤伤害,默认0[General]>Degrade.AmountConsumer= (int - hitpoints)电力不足时损伤伤害,默认1微观设置[BuildingType]>Degrade.Percentage= (double - percentage)损伤持续到多少停止。默认[General]?Degrade.Percentage[BuildingType]>Degrade.Amount= (int - hitpoints)伤害量,默认电力充足时和[General]?Degrade.AmountNormal一样,其他情况[General]?Degrade.AmountConsumer国家设置[Country]>Degrades= (boolean)是否该国家启用该逻辑,有MultiplayPassive=yes的国家默认no,其他yes[House]>Degrades= (boolean)同上,不过这个是用于任务的,默认[Country]?Degrades单独的消耗弹药计算可以单独设置武器一次消耗多少弹药。[Weapon]>Ammo= (integer)写0就是不消耗弹药。默认1弹药一次恢复量以及空仓时弹药一次恢复量[TechnoType]>ReloadAmount= (integer)弹药一次恢复多少,不支持负值。默认1[TechnoType]>EmptyReloadAmount= (integer)写0或负值就会让单位打完所有弹药后不会恢复,默认ReloadAmount注意:以上不支持飞机类单位飞机专用的弹药恢复速率在原版当中飞机恢复弹药是定死的,如果你要做一个大弹药量用机枪为武器的飞机就很蛋疼,用这个就可以解决问题。[AircraftType]>ReloadRate= (double - minutes)恢复速率,停靠建筑必须有UnitReload=yes。默认[General]?ReloadRate弹药耗尽时切换武器一个很实用的功能,效果如标题所说。[TechnoType]>NoAmmoWeapon= (integer)当弹药用尽后切换至另一武器。值为0是主武器,1为副武器,-1不切换武器。默认-1注意该标签不能覆盖被载具和步兵上的DeployFire=yes启用的DeployFireWeapon。[TechnoType]>NoAmmoAmount= (integer)如果弹药等于低于该值,则启用NoAmmoWeapon。默认0单位升级后自愈的能力是被游戏平台定死的,现在可以自定义。[TechnoType]>SelfHealing.Rate= (double - minutes)自愈速率。默认[General]?RepairRate.[TechnoType]>SelfHealing.Max= (double - percentage)自愈上限,自愈至总血量的多少后就不再自愈。单位升级后的自愈上限可以用下面3条语句调整。默认100%[TechnoType]>SelfHealing.RookieMax= (double - percentage)[TechnoType]>SelfHealing.VeteranMax= (double - percentage)[TechnoType]>SelfHealing.EliteMax= (double - percentage)对应新兵,老兵,精英的自愈上限。默认SelfHealing.Max[TechnoType]>SelfHealing.Amount= (integer - hitpoints)自愈时每次恢复多少血量,不能低于0。默认1[TechnoType]>SelfHealing.RookieAmount= (integer - hitpoints)[TechnoType]>SelfHealing.VeteranAmount= (integer - hitpoints)[TechnoType]>SelfHealing.EliteAmount= (integer - hitpoints)无需多言。默认SelfHealing.Amount[TechnoType]>SelfHealing.CombatDelay= (integer - frames) 在单位攻击(到底是攻击还是被攻击尚不清楚)之后多长时间不能自愈。默认0。定义一个建筑为假建筑,假建筑被自己和友军选中时会显示TXT_FAKE字样,间谍渗透后也会有这效果。如果要更好地蒙骗对手还得用上假名称逻辑。[BuildingType]>Fake= (boolean)定义该建筑为假建筑。默认no[BuildingType]>EnemyUIName= (csf string)非友方看该建筑时显示这个名称,而不是真实名称。注意:目前该逻辑只适用于建筑,以后或许会扩展至所有类型单位。[TechnoType]>FakeOf= (TechnoType) 这个单位是什么单位的假单位。当使用快捷键查询该单位时,会重定义到原本的单位上。比较著名的是摸3的天秤和妹妹的关系。默认none。 原版当中强制将可回收且1x1占地的建筑视为单位,如果你框框A的话就会把这些建筑也框选进来,现在有个语句来防止这种情况发生。[BuildingType]>MassSelectable= (boolean)写no就不会被框选进来。这个功能来源于沙丘2000,当一个载具碾死步兵时,载具也会受到伤害。 [TechnoType]>CrushDamage= (integer - hitpoints) [TechnoType]>CrushDamage.Rookie= (integer - hitpoints) [TechnoType]>CrushDamage.Veteran= (integer - hitpoints) [TechnoType]>CrushDamage.Elite= (integer - hitpoints)这个单位被碾压时对碾压者造成的伤害,第一条优先级高于后面三条。默认0 [TechnoType]>CrushDamage.Warhead= (Warhead)碾压伤害弹头。默认[General]>C4Warhead 这还用我多说吗??全局[General]>BountyEnablers= (list of BuildingTypes)只有在玩家拥有这个列表里的建筑时才会激活赏金逻辑,如果这个列表是空的,那么赏金逻辑不需要任何条件就激活,写none就是屏蔽该逻辑。默认none[AudioVisual]>BountyDisplay= (boolean)是否摧毁单位获得赏金时显示获得效果。默认no微观(定义赏金猎人) [TechnoType]>Bounty= (boolean)该单位是否拥有获得赏金的能力。默认no[TechnoType]>Bounty.Display= (boolean)是否摧毁单位获得赏金时显示获得效果。默认[AudioVisual]?BountyDisplay微观(定义猎物) [TechnoType]>Bounty.Value= (integer - credits)被杀时猎人获得多少赏金,可以设置负值用于惩罚玩家,如果设置,将重置下面几条。默认0[TechnoType]>Bounty.RookieValue= (integer - credits) [TechnoType]>Bounty.VeteranValue= (integer - credits) [TechnoType]>Bounty.EliteValue= (integer - credits)默认Bounty.Value。优化原版当中使用粒子系统的武器都会显著降低游戏帧数,比如spark和railgun类的粒子系统。现在ARES优化了这部分,将会提升游戏效能。看到优化粒子系统的时候我是很高兴的,不过显然这有一定代价,AlexB似乎对粒子系统阉割了一部分。满足以下条件优化就会自动生效,只要一个不满足就不生效。1.[ParticleSystem]>BehavesLike= 是Spark或Railgun,两者混合会使优化无效 2.ParticleType像[ParticleSystemType]>HoldsWhat= 一样设置相同3.ParticleType不用Alphaimages或line trailers 烟雾类粒子可以设置伤害范围烟雾类粒子只能伤害一个格子内的单位,无论设置多么大的粒子图像,Ares允许自定义。[ParticleType]>DamageRange= (double - cells)伤害范围,如果低于或等于0.0,所有在烟雾粒子所在单元格上的单位都会受到影响,每个单位都只受到一次影响。默认0.0有形类粒子自定义色盘[ParticleType]>Palette= (filename with .pal extension)这还用得着解释??默认ANIM.PAL粒子产生动画可以产生粒子,但是不能设置产生位置,一定是在动画中心产生,现在可以设置偏移[AnimType]>SpawnsParticle.RangeMinimum= (double - cells)距离动画中心产生粒子的最小距离。默认0.0如果写负值则使用其绝对值,这使得粒子产生位置有两倍几率更接近动画中心。[AnimType]>SpawnsParticle.RangeMaximum= (double - cells)最大距离,必须大于等于最小距离。默认0.0除了使用动画型轨迹,ARES允许将烟雾类粒子系统挂在抛射体上,这会使得抛射体在飞向目标的过程中产生烟雾粒子,这个系统在VoxelAnimTypes上也有效。[Projectile]>AttachedSystem= (ParticleSystemType)该抛射体使用该粒子系统,只有BehavesLike=smoke支持。现在可以给每个单位设置工业工厂效果的倍率。[TechnoType]>FactoryPlant.Multiplier= (double - multiplier)单位的工业工厂倍率,最终的折扣将会乘以工业工厂本身的倍率,完全支持-1.0到1.0,0.0使倍率无效。默认1.0例子:如果工业工厂倍率是0.6,单位倍率为0.5,那么最后的价值将会是成本的0.8倍。换句话说:如果一个单位的价格减少了60%,乘数只有补助一半的成本,最终价格将在原始成本的80%。AlexB的奇思妙想,这TM搞得也太复杂了,我看了半天才看明白大概意思,这里以我的见解解释一下:假设一个1000块的单位,它的工业工厂倍率是0.5,而工业工厂将会使所有单位降价到原价的60%,即0.6,则降价的部分是原价的40%,乘以单位本身的倍率,则实际降价20%,最终单位价格是800,给个公式方便理解。单位最终价格=单位原价-[单位原价x(1-工业工厂倍率)x单位倍率]升级时的闪光时长全局设置YR里只有在升级到精英时才闪光,这个效果由EliteFlashTimer控制,ARES增加了升级到老兵时的效果。[AudioVisual]>VeteranFlashTimer= (integer - frames)升级到老兵时闪光多长时间。默认0音效,EVA和闪光[TechnoType]>Promote.VeteranSound= (sound)单位升级到老兵时播放音效。默认[AudioVisual]>UpgradeVeteranSound[TechnoType]>Promote.EliteSound= (sound)单位升级到精英时播放音效。默认[AudioVisual]>UpgradeEliteSound[TechnoType]>Promote.VeteranFlash= (integer - frames)升级到老兵闪光多长时间。默认[AudioVisual]>VeteranFlashTimer[TechnoType]>Promote.EliteFlash= (integer - frames)精英。默认[AudioVisual]>EliteFlashTimer[TechnoType]>EVA.VeteranPromoted= (EVA message)当单位升级到老兵是播放EVA。默认EVA_UnitPromoted[TechnoType]>EVA.ElitePromoted= (EVA message)精英。默认EVA_UnitPromoted精英和老兵时转换单位(NPExt多段升级)只支持同类单位相互转换(步兵变步兵,载具变载具,飞机变飞机)- 如果新单位子弹总数更少,则减少子弹数。 - 生命值会被重新计算以使用新的Strength。- 隐形会正常的移交。 - 探照灯会重新定位。[TechnoType]>Promote.VeteranType= (TechnoType) 如果设置了,则当单位升级至老兵级时转换为该单位。默认none。[TechnoType]>Promote.EliteType= (TechnoType) 如果设置了,则当单位升级至精英级时转换为该单位。 默认none。[TechnoType]>Promote.VeteranExperience= (double) 该代码用来给予被老兵转换后的单位初始得到的经验倍率。可以将一个单位转换为另一个无等级的单位。(用-1.0来降低一级,这样一个老兵级单位变形后会成为另一个新兵级单位。)默认0.0。[TechnoType]>Promote.EliteExperience= (double) 同上,不过用于精英级转换时。默认0.0。提示:如果单位跳过老兵级直接升级为精英级,则不会启动老兵级转换。 注意:升级转换并不是递进的:假如一个单位转换后所处的经验等级仍然能够转换为下一个单位,这时转换不会发生。警告:转换有很多限制。比如如果转换后的步兵比以前更大(指Size),而他已经处于满载的载具里,升级转换不会发生。你不能改变Locomotor,如果单位可以进入载具或者建筑,并且单位可以升级,你不应该改变这个单位的大小。不能转换成有特殊武器的单位(时空,心控,寄生),……精英和老兵时获得的能力EMPIMMUNE 免疫EMPPROTECTED_DRIVER 免疫狙杀驾驶员RADIMMUNE 辐射免疫UNWARPABLE 无法被超时空传送POISONIMMUNE 免疫毒PSIONICWEAPONIMMUNE 免疫精神攻击PSIONICSIMMUNE 免疫控制(心灵控制超武依然可以有效) 现在可以设置宝箱当中钱的随机量。[CrateRules]>RandomCrateMoney= (integer - credits)一个随机数从0到该语句设置的值将加到钱箱给定的基本数值,设置0将不会产生随机数,永远是钱箱给定的数值。默认900当一个带着或不带降落伞的单位被空投进战场时,以下设置可以设定他会以多快的速度下降。[TechnoType]>FallRate.Parachute= (integer) 一个有降落伞的单位的空降加速度。默认1.[TechnoType]>FallRate.NoParachute= (integer) 一个无降落伞的单位的空降加速度。默认1.[TechnoType]>FallRate.ParachuteMax= (integer) 有降落伞的单位的最大下落速度,值必须为负。默认[General]?ParachuteMaxFallRate.[TechnoType]>FallRate.NoParachuteMax= (integer) 无降落伞的单位的最大下落速度,值必须为负。默认[General]?NoParachuteMaxFallRate.Ares支持单独设定炮台ROT而不是读取单位的ROT。[TechnoType]>TurretROT= (integer) 设置单位炮台的转向速度。有效值域从0到127。默认[TechnoType]?ROT.全局设定[General]>BuildupTime现在被分离成两个部分,可以在BuildingType里单独指定拔起与变卖的时间。同样的,Ares现在允许动画比设置的时间有更多帧而不出错。建造时间如果被压缩的太短的话,就意味着需要跳帧,这种情况下拔起的时间会被自动延长来回避这个问题。[BuildingType]>BuildupTime= (double - minutes) 建筑物的拔起所需时间。默认[General]?BuildupTime. 注意:建筑物仍会在被放置下来的一瞬间就可以工作,而不是完全建成之后。[BuildingType]>SellTime= (double - minutes) 与建造时间相似不过是在变卖的时候用的。默认BuildupTime.在原版中,AI的对于同一种建筑只会建造一次。只有电厂和防御设施是例外的,他们将会分别在AI电力匮乏和防御短缺的时候被多次建造。现在Ares里你可以轻松的设置AI将会建造多少同种建筑。这个数值将会在你设定的基准数中随机选取一个,并加上额外数值。[BuildingType]>AIBuildCounts= (list of integers) AI将在不同难度下建造几个这种建筑,依次为困难,中等,简单。设定数值必须大于等于1。默认1,1,1[BuildingType]>AIExtraCounts= (list of integers)AI将在不同难度下额外建造几个这种建筑,依次为困难,中等,简单。AI将会在随机建造完之后,额外建造建筑物。设定数值必须大于等于0,默认0,0,0现在将可以设置当资金匮乏时维修是否暂停,而不是停止。[General]>RepairStopOnInsufficientFunds= (boolean)设置当资金匮乏时,维修是否会被停止。如果否,维修模式将不会被关闭,扳手将仍然可视,尽管建筑已经不是被修理的状态了。当资金恢复时,维修会一同恢复。这个逻辑只对玩家生效。默认是。全局设置的Dig和DigSound已经可以在有钻地行为的单位身上局部定义了,并且分成了钻入和钻出两部分。[TechnoType]>DigIn= (animation) 当单位钻入地面时播放的动画。默认[AudioVisual]>Dig.[TechnoType]>DigOut= (animation) 当单位钻出地面时播放的动画。默认[AudioVisual]>Dig.[TechnoType]>DigInSound= (sound entry) 当单位钻入地面时播放的音效。默认[AudioVisual]>DigSound.[TechnoType]>DigOutSound= (sound entry) 当单位钻出地面时播放的音效。默认[AudioVisual]>DigSound.设置鼠标新增了注册表[MouseCursors],新的鼠标可以写在这里,形式如下Name=Frame,Count,Interval,MiniFrame,MiniCount,HotSpotX,HotSpotY 具体数值和以前一样在此不再重复。默认值表见_downloads/MouseCursors.txt单位与建筑的判定指针现在每一个单位和建筑的功能指针都将可以被自定义。移动移动指针被用在以下场合上:设置工厂的集结点,反部署建筑物,命令单位移动。[TechnoType]>Cursor.Move= (mouse cursor) 指定单位的可移动指针,默认为Move[TechnoType]>Cursor.NoMove= (mouse cursor) 指定单位的不可移动针织,默认为NoMove部署部署指针被用在以下场合上:释放驻军或乘员,单位的部署命令,或某些单位的副武器(比如尤里)。[TechnoType]>Cursor.Deploy= (mouse cursor)指定单位的可部署指针,默认为Deploy[TechnoType]>Cursor.NoDeploy= (mouse cursor) 指定单位的不可移动指针,默认为NoDeploy进入进入指针被用在一下场合上:进入坦克碉堡(Bunker=yes),进入发电机(InfantryAbsorb=yes或UnitAbsorb=yes),进入回收站(Grinding=yes),进入维修厂或机场(UnitRepair=yes)以及进入载具。需注意的是间谍行为等非正常进入不是使用进入指针的。[TechnoType]>Cursor.Enter= (mouse cursor)命令其他单位进入此单位显示的指针,默认为Enter[TechnoType]>Cursor.NoEnter= (mouse cursor) 其他单位不可进入此单位显示的指针,默认NoEnter渗透间谍渗透建筑物的时候显示这个指针。[BuildingType]>Cursor.Spy= (mouse cursor) 默认Enter武器武器的攻击指针也可以单独定义。[Weapon]>Cursor.Attack= (mouse cursor) 当单位在攻击距离内时,显示的指针。默认为Attack[Weapon]>Cursor.AttackOutOfRange= (mouse cursor) 当单位不在攻击距离内时显示的指针。默认为AttackOutOfRange注意:当有两种以上的单位被选中,这个逻辑就没用了。这个地道网络系统来自于命令与征服:将军,隧道建筑之间互相连通,可以快速移动部队从一个隧道建筑到另一个隧道建筑。实际上来说,单位并不是真的在隧道之间移动。一个玩家可以有多种隧道建筑,但它们共享一个容纳空间,只要进入其中一个隧道建筑,他们就可以立即从另一个入口出来。在玩家的最后一个隧道建筑被摧毁前已经进入的单位将会一直保留,但是当最后一个隧道被摧毁时其中的单位会被全部杀死,击杀者也会获得隧道内单位的经验和击杀数。如果最后一个隧道建筑被变卖,单位将试图从中撤出。隧道类型需要在[TunnelType]注册表下进行注册。以下是隧道类型可用语句:[TunnelType]>Passengers= (integer)这种地道网络系统所能容纳的最大人数,每个单元占用一格容量。[TunnelType]>MaxSize= (double)能进入隧道的单位的最大尺寸,大于这个值的单位进不来。一个建筑可以通过设置以下标签变成一个隧道的入口。多个建筑可以共享相同的隧道模式。只有尺寸小于或等于隧道入口的SizeLimit单位允许进入入口。注意:单位从地道网络入口跑出来目前没有次序,这可能会在未来的版本中的更新快速入门:如果你没有单位进入隧道的入口指针,检查是否正确设置隧道建筑的Passengers=和MaxSize=。每当单位进入或离开隧道建筑,隧道入口可以播放EnterTransportSound和LeaveTransportSound这些装载/卸载音效,隧道入口建筑物将显示代表隧道系统内容物的格子。[BuildingType]>Tunnel= (TunnelType)设置该建筑的隧道类型注意:隧道建筑是不允许拥有武器和炮塔的,更不能使用超空间监狱和心灵控制逻辑。警告:悬浮单位在进入UnitAbsorb=Yes的建筑时有BUG(虽然我不知道是啥BUG),在进入隧道入口的建筑有同样的问题。举例:首先注册隧道类型[TunnelTypes]0=GLATunnel1=CivilianTunnel2=LoveTunnel给隧道类型写上该隧道类型的属性[GLATunnel]Passengers=8MaxSize=4.0将隧道类型赋予隧道建筑[CATNNL]Tunnel=CivilianTunnel[BuildingType]>EngineerRepairable= (boolean) 决定工程师是否能进入修理建筑,如果no,则建筑仍然可以被扳手维修,但不能被工程师维修。默认同Repairable。[TechnoType]>BuildTime.Speed= (double - minutes) 每花费1000块钱所使用的分钟数。默认 [General]> BuildSpeed。 如果设置了,带有Wall= yes的建筑将不会再应用WallBuildSpeedCoefficient。 [TechnoType]>BuildTime.Cost= (integer - credits) 如果设置了,建筑的建造时间将使用这里设置的Cost进行计算,而不使用建筑自己的Cost。默认Cost。 建筑的建造时间=(Cost/1000)*BuildSpeed 低电力时: [TechnoType]>BuildTime.LowPowerPenalty= (double - modifier) 低电力时的建造时间惩罚倍数。默认[General]>LowPowerPenaltyModifier [TechnoType]>BuildTime.MinLowPower= (double) 低电力时生产速度的最小值。默认[General]>MinLowPowerProductionSpeed。 [TechnoType]>BuildTime.MaxLowPower= (double) 低电力时生产速度的最大值。默认[General]>MaxLowPowerProductionSpeed 。多工厂生产表现: [TechnoType]>BuildTime.MultipleFactory= (double - multiplier) 多工厂生产的建造速度因数。默认[General]>MultipleFactory。 [General]>AIFriendlyDistance= (integer - cells) 这个数值用于给AI在友军基地附近聚集单位。默认[General]>AISafeDistance[Animation]>Damage.Delay= (integer - frames) 动画造成伤害的间隔。默认0。DeployDir分离 [TechnoType]>DeployDir= (integer - facing) 当一个DeployToLand单位着陆时的朝向。有效值为0到7。 默认[General]DeployDir如果DeployToLand=yes单位没有DeployingAnim,他就不需要转向适合这个动画的方向,那么转向DeployDir就会被跳过。这不会影响到原版的武装直升机,因为他有DeployingAnim。DeployDir支持DeployToLand=no的单位如果单位有DeployingAnim,那么即使DeployToLand=no他也会转向DeployDir的方向。这样,DeployingAnim可以被做的更合适,单位就不会突然换面了。 通过部署变换单位 [TechnoType]>Convert.Deploy= (TechnoType) 设置IsSimpleDeployer= yes单位部署变换成什么单位。变换发生在单位部署完成后,也就是DeployingAnim播放完之后。默认none。 部署后,单位是可动的,不像武装直升机那样部署后锁在那个格子里。 DeployToLand=yes也支持,DeployingAnim也可以看,而且DeployToLand=no也可以用DeployDir。 与升级转换有同样的限制,除了: - 改变Locomotor是支持的(比如武装直升机变坦克这种变换) - 因为这种变换一定是发生在地图上的,所以Size的变化是允许的。 从18.224.868开始,悬浮单位可以部署变形了。这样的单位会平滑地着陆。增强WaterImage [TechnoType]>Convert.Water= (TechnoType) 当单位移动到海滩或水格上变换成什么单位。默认none。 [TechnoType]>Convert.Land= (TechnoType) 当单位移动到既不是海滩也不是水的格子上变换成什么单位。默认none。 注册表为[Sides]可以无限阵营,但是只有16个国家可以正常每个阵营都必须设定以下内容生还者,驾驶员,以及其他[Side]>DefaultDisguise= (InfantryType)间谍出厂时默认的伪装类型[Side]>Crew= (InfantryType)步兵驾驶员类型,该车辆或建筑要有Crewed=yes[Side]>Engineer= (InfantryType)基地类的建筑卖掉或者被摧毁出来的工程师。默认[General]?Engineer[Side]>Technician= (InfantryType)技术员,某些特殊建筑卖掉或被摧毁时出来。默认[General]?Technician[Side]>SurvivorDivisor= (integer)卖建筑炸建筑的残兵数量,越大越少AI基础防御[Side]>AI.BaseDefenses= (list of BuildingTypes)AI用的防御建筑名单[Side]>AI.BaseDefenseCounts= (list of integers)AI的防御建筑数目,数字对应上面伞兵[Side]>ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes)默认的科技机场伞兵,和国家设定一样,如果国家设定没有就用阵营设定,原有三阵营的默认值就是YuriParaDropInf附近那些,你懂的[Side]>ParaDrop.Num= (list of integers)和国家设定一样,如果国家设定没有就用阵营设定[Side]>ParaDrop.Aircraft= (AircraftType)和国家设定一样,如果国家设定没有就用阵营设定[Side]>Parachute.Anim= (Animation)和国家设定一样,如果国家设定没有就用阵营设定。默认使用PARACH.Parachute.Anim=狩猎者 [Side]>HunterSeeker= (VehicleType) 狩猎者超武使用的单位,覆盖全局值的[General]?GDIHunterSeeker和[General]?NodHunterSeeker。默认none阵营界面[Side]>Sidebar.MixFileIndex= (integer)使用Sidec0*.mix作为界面[Side]>Sidebar.YuriFileNames= (boolean)是否用尤里的界面sidec02md.mix和里面包含的其他内容[Side]>ToolTipColor= (R,G,B)提示文本和分数界面等等的字体颜色第二第三阵营默认255,255,0,其余的都是164,210,255[Side]>MessageTextColor= (Color scheme)地图触发动作11产生的文本颜色,第二阵营默认6号颜色,第三阵营默认13号颜色,其余的都是11号颜色,在原版rules里,这几个颜色分别是DarkRed,DarkSky,DarkBlue[Side]>DialogBackground.Image= (filename, *including* the .shp extension)这个阵营的背景对话框shp,大小452x326,默认PUDLGBGA.SHP,PUDLGBGS.SHP和PUDLGBGY.SHP为第一第二以及其他阵营需要设置DialogBackground.Palette=[Side]>DialogBackground.Palette= (filename, *including* the .pal extension)色盘默认DIALOG.PAL为第一第二阵营,其他阵营DIALOG.PAL[Side]>LoadingTheme= (theme id) 多人游戏时阵营载入音乐。默认LOADING[Side]>EVA.Tag= (EVA event)Eva文件的设定名,如酥菌的所有都是Russian,萌菌的所有都是Allied,原NP的第四阵营都是Fourth分数画面和背景音乐 战役 对这个不了解的直接去翻原版mix里的相关文件。 [Side]>CampaignScore.Background= (filename, *including* the .shp extension) 一个632x568的图片用做背景。使用的色盘定义为CampaignScore.Palette。默认是ASCRBKMD.SHP,SSCRBKMD.SHP或SYCRBKMD.SHP作为第一,第二,第三及其他阵营的背景 [Side]>CampaignScore.Transition= (filename, *including* the .shp extension) 过渡形态。使用色盘定义为CampaignScore.Palette。默认是ASCRTMD.SHP,SSCRTMD.SHP或SYCRTMD.SHP作为第一,第二,第三及其他阵营的过渡 [Side]>CampaignScore.Animation= (filename, *including* the .shp extension) 不断转的那个东西,过渡形态结束后将会循环这玩意儿。使用的色盘定义为CampaignScore.Palette。默认是ASCRAMD.SHP,SSCRAMD.SHP或SYCRAMD.SHP 作为第一,第二,第三及其他阵营的转动动画 [Side]>CampaignScore.Palette= (filename, *including* the .pal extension) 色盘。默认是ASCORE.PAL,SSCORE.PAL或YSCORE.PAL作为第一,第二,第三及其他阵营的色盘 分数画面的音乐也是可以自定义的。 [Side]>CampaignScore.UnderParTheme= (theme id) 比最快时间完成得还快时播放这个。默认SCORE [Side]>CampaignScore.OverParTheme= (theme id) 比最快时间完成得慢时播放这个。默认SCORE 多人游戏 [Side]>MultiplayerScore.Background= (filename, *including* the .shp extension) 一个632x568的图片用做背景。使用的色盘定义为MultiplayerScore.Palette。默认是MPASCRNL.SHP,MPSSCRNL.SHP或MPYSCRNL.SHP作为第一,第二,第三及其他阵营的背景 [Side]>MultiplayerScore.Palette= (filename, *including* the .pal extension) 色盘。默认MPASCRN.PAL,MPSSCRN.PAL或MPYSCRN.PAL作为第一,第二,第三及其他阵营的背景 [Side]>MultiplayerScore.Bars= (filename, *including* the .pcx extension) 各种条子,因为是pcx文件所以不需要色盘,一共有10条,编号01到10,写到这条语句里的时候要把编号换成~~,默认是mpascrnlbar~~.pcx,mpsscrnlbar~~.pcx或mpyscrnlbar~~.pcx作为第一,第二,第三及其他阵营的条子(~~是编号) 我觉得不用说了。 [Side]>MultiplayerScore.WinTheme= (theme id) 战胜的音乐。默认SCORE [Side]>MultiplayerScore.LoseTheme= (theme id) 战败的音乐。默认SCORE 游戏结束时的图片 就是一辆坦克开火,显示游戏结束之类的那张图片,在原版里所有国家都一样,现在可以自定义,这个shp至少要有4帧:战役胜利战败,遭遇战胜利战败。 [Side]>GraphicalText.Image= (filename, *including* the .shp extension) 图片。默认GRFXTXT.SHP [Side]>GraphicalText.Palette= (filename, *including* the .pal extension) 色盘。默认GRFXTXT.PAL 注册表为[Countries]复制原版能玩的国家,改名,重注册进国家注册表,此外还有一些新标签 AI基础建筑 [Country]>AI.PowerPlants= (list of BuildingTypes) AI认为这些东西是电厂 伞兵 [Country]>ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes) 单位注册名表,用于科技机场的伞兵类型,可以填坦克,默认和阵营设定一致,注意,旧的伞兵不支持坦克 [Country]>ParaDrop.Num= (list of integers) 每个单位的数字列表 [Country]>ParaDrop.Aircraft= (AircraftType) 飞机类型,和阵营一致 [Country]>Parachute.Anim= (Animation) 默认的降落伞图像 其他 [Country]>VeteranBuildings= (list of BuildingTypes)在这个列表里的建筑造出来就是精英级别 [Country]>GivesBounty= (boolean) 决定这个国家是否能得到赏金。no的话,即使单位设置了可以获得赏金,这个国家也不能得到赏金,默认yes。 国家界面 [Country]>File.Flag= (filename, *including* the .pcx extension)文件名,包含.pcx扩展名,国旗[Country]>File.ObserverBackground= (filename, *including* the .pcx or .shp extension)观察者模式时右边看到的国家背景,大小121x96,shp用observer.pal色盘[Country]>File.ObserverFlag= (filename, *including* the .pcx or .shp extension)观察者模式时右边看到的国旗[Country]>File.ObserverFlagAltPalette= (boolean)如果是,用yrii.pal绘制shp,否则用observer.pal[Country]>File.LoadScreen= (filename, *including* the .shp extension)载入界面,包括.shp扩展名,文件名格式是"filename%s*******.shp",%为当前的分辨率,比如800,640[Country]>File.LoadScreenPAL= (filename, *including* the .pal extension)载入色盘,包括扩展名[Country]>LoadScreenText.Name= (CSF label)显示的国家名,Name:开头[Country]>LoadScreenText.SpecialName= (CSF label)特殊单位的名字,如磁能坦克[Country]>LoadScreenText.Brief= (CSF label)特殊单位的说明[Country]>LoadScreenText.Color= (Color scheme)载入文字颜色,注册在[Colors]里 [Country]>LoadingTheme= (theme id) 用该国家玩遭遇战时的载入音乐。默认是LOADING [Country]>MenuText.Status= (CSF label) 法国能建造巨炮,德国能建造坦克杀手的那一行 [Country]>RandomSelectionWeight= (integer) 国家随机选中的权重,越大越容易被选中,默认1 [Country]>ListIndex= (integer) 决定了国家选择表的顺序,如果有重复则按国家注册表顺序决定,负数数值的国家会隐藏。如果不想随机选中,设定RandomSelectionWeight=0. 此标签默认100 [Country]>File.Taunt=Taunts\filename 如“Taunts\filename%02i.wav”,会让游戏自动加载filename01到08的东西,对战嘲笑设置,仅对16个国家生效 从1.1开始使用~~代替%02i,如上例子变为“Taunts\filename~~.wav”初始单位[Country]>StartInMultiplayer.Types= (list of InfantryTypes and/or VehicleTypes) 当遭遇战开始时,会有哪些单位被随机分配给这个国家的玩家。如果不设定,游戏会选取可用的AllowedToStartInMultiplayer单位。只支持InfantryTypes和VehicleTypes。使用 Ares | God, Myths, Siblings, Family, & Facts | Britannica Search Britannica Click here to search Search Britannica Click here to search Login Subscribe Subscribe Home Games & Quizzes History & Society Science & Tech Biographies Animals & Nature Geography & Travel Arts & Culture Money Videos On This Day One Good Fact Dictionary New Articles History & Society Lifestyles & Social Issues Philosophy & Religion Politics, Law & Government World History Science & Tech Health & Medicine Science Technology Biographies Browse Biographies Animals & Nature Birds, Reptiles & Other Vertebrates Bugs, Mollusks & Other Invertebrates Environment Fossils & Geologic Time Mammals Plants Geography & Travel Geography & Travel Arts & Culture Entertainment & Pop Culture Literature Sports & Recreation Visual Arts Companions Demystified Image Galleries Infographics Lists Podcasts Spotlights Summaries The Forum Top Questions #WTFact 100 Women Britannica Kids Saving Earth Space Next 50 Student Center Home Games & Quizzes History & Society Science & Tech Biographies Animals & Nature Geography & Travel Arts & Culture Money Videos Ares Table of Contents Ares Table of Contents Introduction & Top Questions References & Edit History Related Topics Images & Videos For Students Ares summary Quizzes A Study of Greek and Roman Mythology Oh My Heavens: A Quiz From Athena to Zeus: Basics of Greek Mythology Related Questions Which Greek deity besides Ares was usually assigned to the sphere of war? Who are some of the major figures of Greek mythology? What are some major works in Greek mythology? When did Greek mythology start? Read Next 12 Greek Gods and Goddesses 6 Wars of Independence 14 Tough Questions Answered 12 Greek Gods and Goddesses 8 Deadliest Wars of the 21st Century Discover 7 Surprising Uses for Mummies 9 of the World’s Deadliest Spiders How Did Alexander the Great Really Die? Did Marie-Antoinette Really Say “Let Them Eat Cake”? America’s 5 Most Notorious Cold Cases (Including One You May Have Thought Was Already Solved) Inventors and Inventions of the Industrial Revolution Was Napoleon Short? Home World History Wars, Battles & Armed Conflicts History & Society Ares Greek mythology Actions Cite verifiedCite While every effort has been made to follow citation style rules, there may be some discrepancies. Please refer to the appropriate style manual or other sources if you have any questions. Select Citation Style MLA APA Chicago Manual of Style Copy Citation Share Share Share to social media Facebook Twitter URL https://www.britannica.com/topic/Ares-Greek-mythology Give Feedback External Websites Feedback Corrections? Updates? Omissions? Let us know if you have suggestions to improve this article (requires login). Feedback Type Select a type (Required) Factual Correction Spelling/Grammar Correction Link Correction Additional Information Other Your Feedback Submit Feedback Thank you for your feedback Our editors will review what you’ve submitted and determine whether to revise the article. External Websites Roman and Greek Gods - Facts about Ares Encyclopedia Mythica - Ares Mythopedia - Ares World History Encyclopedia - Ares Ancient Origins - The Power of Ares: Greek God of War, Lust, and Protection Perseus - Dictionary of Greek and Roman Biography and Mythology - Ares Theoi Greek Mythology - Ares Britannica Websites Articles from Britannica Encyclopedias for elementary and high school students. Ares - Student Encyclopedia (Ages 11 and up) Print Cite verifiedCite While every effort has been made to follow citation style rules, there may be some discrepancies. Please refer to the appropriate style manual or other sources if you have any questions. Select Citation Style MLA APA Chicago Manual of Style Copy Citation Share Share Share to social media Facebook Twitter URL https://www.britannica.com/topic/Ares-Greek-mythology Feedback External Websites Feedback Corrections? Updates? Omissions? Let us know if you have suggestions to improve this article (requires login). Feedback Type Select a type (Required) Factual Correction Spelling/Grammar Correction Link Correction Additional Information Other Your Feedback Submit Feedback Thank you for your feedback Our editors will review what you’ve submitted and determine whether to revise the article. External Websites Roman and Greek Gods - Facts about Ares Encyclopedia Mythica - Ares Mythopedia - Ares World History Encyclopedia - Ares Ancient Origins - The Power of Ares: Greek God of War, Lust, and Protection Perseus - Dictionary of Greek and Roman Biography and Mythology - Ares Theoi Greek Mythology - Ares Britannica Websites Articles from Britannica Encyclopedias for elementary and high school students. Ares - Student Encyclopedia (Ages 11 and up) Written and fact-checked by The Editors of Encyclopaedia Britannica Encyclopaedia Britannica's editors oversee subject areas in which they have extensive knowledge, whether from years of experience gained by working on that content or via study for an advanced degree. They write new content and verify and edit content received from contributors. The Editors of Encyclopaedia Britannica Last Updated: Mar 4, 2024 • Article History Table of Contents Top Questions Who was Ares?Ares was the ancient Greek god of war or, more properly, the spirit of battle. He represented the distasteful aspects of brutal warfare and slaughter. Ares was never very popular, and his worship was not extensive in Greece.What was Ares's relation with Aphrodite?Ares was associated with Aphrodite from the earliest times; in fact, Aphrodite was known locally (e.g., at Sparta) as a war goddess, apparently an early facet of her character. Occasionally, Aphrodite was Ares’ legitimate wife.Who were the parents of Ares?From at least the time of Homer, Ares was established as the son of the chief god, Zeus, and Hera, his consort. Ares was one of the Olympian deities.Which Greek deity besides Ares was usually assigned to the sphere of war?Zeus, the chief god, specifically assigns the sphere of war to Ares, the god of war, and Athena. Athena’s moral and military superiority to Ares derives in part from the fact that she represents the intellectual and civilized side of war and the virtues of justice and skill, whereas Ares represents blood lust.relief of Mars UltorRelief of Mars Ultor, 26–14 bce; in the Cleveland Museum of Art.(more)Ares, in Greek religion, god of war or, more properly, the spirit of battle. Unlike his Roman counterpart, Mars, he was never very popular, and his worship was not extensive in Greece. He represented the distasteful aspects of brutal warfare and slaughter. From at least the time of Homer—who established him as the son of the chief god, Zeus, and Hera, his consort—Ares was one of the Olympian deities; his fellow gods and even his parents, however, were not fond of him (Iliad, Book V, 889 ff.). Nonetheless, he was accompanied in battle, by his sister Eris (Strife) and his sons (by Aphrodite) Phobos and Deimos (Panic and Rout). Also associated with him were two lesser war deities: Enyalius, who is virtually identical with Ares himself, and Enyo, a female counterpart.AresAres, classical sculpture; in the National Roman Museum, Rome.(more)Ares’ worship was largely in the northern areas of Greece, and, although devoid of the social, moral, and theological associations usual with major deities, his cult had many interesting local features. At Sparta, in early times, at least, human sacrifices were made to him from among the prisoners of war. In addition, a nocturnal offering of dogs—an unusual sacrificial victim, which might indicate a chthonic (infernal) deity—was made to him as Enyalius. During his festival at Geronthrae in Laconia, no women were allowed in the sacred grove, but at Tegea he was honoured in a special women’s sacrifice as Gynaikothoinas (“Entertainer of Women”). At Athens he had a temple at the foot of the Areopagus (“Ares’ Hill”). Britannica Quiz A Study of Greek and Roman Mythology What did the ancient Greeks say about Scorpio?Scorpius is the eighth sign of the zodiac and is said to govern the period from about October 24 to November 21. (more)See all videos for this articleThe mythology surrounding the figure of Ares is not extensive. He was associated with Aphrodite from earliest times; in fact, Aphrodite was known locally (e.g., at Sparta) as a war goddess, apparently an early facet of her character. Occasionally, Aphrodite was Ares’ legitimate wife, and by her he fathered Deimos, Phobos (who accompanied him into battle), Harmonia, and—as first told by Simonides in the 6th century bce—Eros, god of love. By Aglauros, the daughter of Cecrops, he was the father of Alcippe. He was the sire of at least three of Heracles’ adversaries: Cycnus, Lycaon, and Diomedes of Thrace. On vases, Ares is usually the typical armed warrior. The Parthenon frieze contains a group of Olympians, among whom Ares, in unwarlike garb, has been tentatively identified. He also appears on the great frieze of the altar at Pergamum. The Editors of Encyclopaedia BritannicaThis article was most recently revised and updated by Meg Matthias. Ares和Eris是什么关系? - 知乎首页知乎知学堂发现等你来答切换模式登录/注册游戏音响监听音箱Ares和Eris是什么关系?关注者1被浏览970关注问题写回答邀请回答好问题添加评论分享1 个回答默认排序知乎用户没什么太大的关系.Ares是阿瑞斯,希腊神话的战神,宙斯和赫拉的儿子,雅典娜的兄长和敌人(经常充当反派).Eris是纷争女神厄里斯,辈分上可以算是比阿瑞斯大多了.她母亲黑夜女神倪克斯是最早的混沌神卡俄斯的女儿,同时也是原初神之一.混沌神卡俄斯的双胞胎妹妹就是大地女神盖亚,盖亚独自生了天神乌拉诺斯(好像是身体一部分变的),并和他结合(希腊神话中.乱...伦....很常见)成为第一代希腊神,并生下了十二提坦神,由于乌拉诺斯越来越残暴,盖亚也受不了了,于是就密谋让小儿子克罗诺斯用镰刀阉割(没错字面含义)并推翻了父亲乌拉诺斯,之后克罗诺斯在地狱囚禁了除了十二泰坦神外的其他乌拉诺斯的子嗣(独眼巨人和百手巨人),然后和他的妹妹瑞亚结合生下了宙斯波塞冬哈迪斯赫拉德墨忒耳赫丝堤这几个大众最熟悉的希腊神中的长辈(其他耳熟能详的希腊神的大多是大种马宙斯的儿女).乌拉诺斯被推翻后升了天并永不下地(毕竟他就是天神),临走时他诅咒克罗诺斯也会被自己的孩子推翻,于是克罗诺斯感到了畏惧,就生吞了他的孩子们,但是宙斯在母亲瑞亚的庇护下逃过了一劫,后来宙斯设计让克罗诺斯吐出了他的兄弟姐妹并推翻了克罗诺斯神位,之后泰坦神都被关押在地狱(当然除了瑞亚).后来泰坦神还造过反,他们怂恿自己的子嗣泰坦巨人们去造反(他们自己被囚禁了,只能远程遥控了),首领是爱泼特斯(十二泰坦神之一)的儿子阿忒拉斯,宙斯们眼看快输了,就放出了被克罗诺斯囚禁的乌拉诺斯的子嗣们--独眼巨人和百手巨人.扭转了败局.之后所有的泰坦也都被囚禁到地狱里了,除了3个:阿忒拉斯被罚去顶天,赫拉克勒斯的故事有一个就是关于他去求助阿忒拉斯并帮他顶天的.以及阿忒拉斯的2个没有参与叛乱的儿子,这两兄弟就是大名鼎鼎的哥哥普罗米修斯和弟弟埃庇米修斯(他老婆就是潘多拉).然后说回黑夜女神倪克斯.就连盖亚都和宙斯闹翻了,毕竟宙斯推翻了她最爱的儿子克罗诺斯,所以她还生出了大名鼎鼎的恶魔之王堤丰去造反(堤丰希腊神话中大部分怪物的父亲,比如九头蛇海德拉奇美拉斯芬克斯地狱三头犬等等),虽然一度打断宙斯的手脚,但是最后还是被宙斯扔雷风筝掉了.但是倪克斯却是宙斯最敬重的神,几乎没有之一,在某些希腊神话体系中,她还是宙斯的养母,是至高女神,地位超然.所以严格说来,厄里斯是宙斯的表姑表姨一辈了.辈分算比较高的至于厄里斯在神话里的主要戏份就是拿出了金苹果引发了几个女神之间的纷争并最终爆发了特洛伊战争.顺便说一下,圣斗士中最后的睡神和死神以及冥河船夫卡戎其实也都是黑夜女神倪克斯的儿子,也就是厄里斯的兄长.而克罗诺斯另外还有一个不是和瑞亚生儿子叫喀戎(和卡戎比较像但不是同一个人),就是赫拉克勒斯的半人马老师,同时也是很多希腊英雄的老师(比如阿克琉斯伊阿宋俄耳甫斯等等).是个大名鼎鼎的贤者.他最后以自己的永生为代价代替了受难普罗米修斯,之后被宙斯升了天成为了半人马星座.编辑于 2020-06-05 16:40赞同添加评论分享收藏喜欢收起 【渣翻】DDD词条:阿瑞斯(Ares) - 知乎切换模式写文章登录/注册【渣翻】DDD词条:阿瑞斯(Ares)羟基氧民科译自K. van der Toorn, B. Becking and P.W. van der Horst (eds.), Dictionary of Deities and Demons in the Bible² (Leiden, 1999), pp. 85-88.本词条编者:Jan BremmerI. 阿瑞斯是希腊的战争之神,其名亦可代表其他神祇的战士一面,比如宙斯·阿瑞奥斯(→Zeus Areios),雅典娜·阿瑞亚(→Athena Areia),阿芙洛狄忒·阿瑞亚(→Aphrodite Areia)以及,在迈锡尼时期似乎就有的赫尔墨斯·阿瑞阿斯(→Hermaas Areias)(Burkert 1985:169)。在《圣经》中他可能作为含神专名的元素存在于阿瑞奥帕戈斯山(Areopagus)之名中(Acts 17)。此名已出现于线形文字B中,作Are(KN Fp 14),但其词源有争议。或许它是一个古代的抽象名词,意为“战斗群体,战争”(throng of battle, war)(Burkert 1985:169,但亦参Peters 1986: 371-375)。阿瑞斯之名在希腊文学中经常与埃倪阿利奥斯(Enyalios),另一位古老的战神无差别地替换,但是在宗教崇拜中他们明确分离,如已在迈锡尼时期的那样(Graf 1985: 266-267)。阿瑞斯在斯基提亚(Herodotus 4.59-62),小亚细亚(Robert, Hellenica VII.69-70; X.72-78, 214 note 5; XIII.44; 1966, 91-100),阿拉伯半岛和叙利亚(Seyrig 1970; Augé 1984)与当地战神等同,罗马人将其等同于马尔斯。II. 阿瑞斯是最优秀的战士(the warrior par excellence),这特别是体现于他更加凶残与毁灭性的形象以及他是唯一一个在特洛伊战场上像凡人一样战斗的神。荷马将他描绘为一位年轻、强壮、高大与迅捷的神;简言之,他拥有古风时期战士的一切理想特质,这些古风时期战士被称为他的“侍从”(therapontes, ozoi:Maader 1979:1254-1255)[译注:ozoi 直译是“苗裔”]。但他也是“人类的毁灭者”(Il. 5.31)以及“孤军战士的非理性”(“Unvernunft des Nur-Kriegers”)的化身(Maader 1979:1251)。正如宙斯所说:“你是所有奥林波斯神中我最恨的小厮,你心里喜欢的只有吵架、战争和斗殴。”(Il. 5.890-1)。具有代表性的一个神话是,当西叙福斯成功囚禁死神(→Thanatos)并因此使人类停止死亡时,是阿瑞斯解救了死神,如埃斯库罗斯在其Sisyphus Drapetes 中所述(见S. Radt, Tragicorum Graecorum fragmenta [vol.3 Aeschylus: Göttingen 1985] 337)。正是阿瑞斯作为狂怒与毁灭的战士的角色或许可以解释为什么巫师-医师(magic-healers)将一些病归咎于阿瑞斯附身(Hippocrates, Sacred Disease 4)以及为什么索福克勒斯(Oedipus Rex 190)可以将阿瑞斯等同于瘟疫。阿瑞斯是一位不可或缺的神,但同时他的杀人者角色使他不受欢迎。特别是后者涌现于神话与仪式中时。神话说阿瑞斯生于色雷斯(Thrace)(Il. 13.301; Od. 8.361),这一国度被认为是一个蛮荒之地,虽然不正确;这里也有他的坟墓(Ps-Clement, Recogn. 10.24)。他与狄奥倪索斯(→Dionysos)相似,都出生于色雷斯,这表明希腊人喜欢将负面形象置于自身文化以外,而非表明这些神真的原本是异族神。他的父亲是宙斯,母亲是赫拉(→Hera)(Il. 5.892-893),她在一些希腊城邦中也以军事面相受到崇拜(M. L. West, Hesiod: Theogony [Oxford 1966] ad 922)。他的姐妹与伙伴是埃里斯(Eris),即“不和,冲突”(Il. 4.440-1)而他的女儿是残酷的阿玛宗女人族(→Amazons)(Pherecydes, FGH 3F 15a);在诗系之《埃塞俄比斯》(Aethiopis)(fr. 1)中他已是彭忒西勒亚(Penthesileia)的父亲。在其子嗣中重要的有福波斯“溃逃”和得摩斯“恐惧”(Phobos ‘Rout’and Deimos‘Terror’)(West, Hesiod: Theonogy, comm. ad 934; add Artemidorus 2.34)、阿斯卡拉福斯(Askalaphos),即夜行肉食的“猫头鹰”(nightly, predatory ‘owl’)(Janko, comm. on Il. 13.478-480),还有伟大的猎人墨勒阿格罗斯(Meleagros)(Hesiod fr. 25)——谱系是一种联系相关人物的典型希腊方式。作为战神,阿瑞斯代表战争的残暴面而非保卫之事,他不可或缺,也经常伴随有雅典娜(→Athena),战场职责与智谋的化身。因而荷马(Il. 18.516)描写道,在阿基琉斯之盾上,阿瑞斯和雅典娜正在率领战士;奥德修斯自称阿瑞斯与雅典娜曾给予他勇气(Od. 14.216),而在瓶画中两位神常常一同作战:在古风时期的图像中阿瑞斯甚至被描绘为正在协助雅典娜的诞生(Bruneau 1984: 491)。在《伊利亚特》中,我们可以观察到许多处理阿瑞斯负面形象的策略。首先,当阿瑞斯于战场上面对雅典娜时,他总是败者,如雅典娜协助狄奥墨得斯对战阿瑞斯(5.824)、为了阻止他为其子阿斯卡拉福斯复仇而卸下他的武装(15.121-141)以及用一块石头把他撂倒(21. 391-415)。类似地,伪赫西奥德(Ps-Hesiod)《赫拉克勒斯之盾》(Shield)中赫拉克勒斯(→Heracles)对战阿瑞斯之子库克诺斯(Cycnus),一个想用人头建造神庙的人[译注:Stesichorus, fr. 207 PMG = ΣΑ Pind. Ol. 10.9],的时候,赫拉克勒斯在雅典娜的帮助下取得了胜利,尽管阿瑞斯也帮助他的儿子:永远是智谋与责任之女神取得胜利。这也契合在西弗诺斯(Siphnos)宝库浮雕上及一些古风时期瓶画中阿瑞斯通常处于角落的“败者”形象(Bruneau 1984:491)。阿瑞斯和雅典娜之间的复杂关系也良好体现于“阿波罗多洛斯”(‘Apollodorus’)所述的忒拜建城神话中(3.4.1-2)。当卡德摩斯抵达忒拜,他斩杀了一条守卫泉水的龙(dragon),阿瑞斯的后裔[译注:在希腊语中,龙,drakon,就是蛇]。在雅典娜的建议下,他播种下怪物的牙齿,这长出了武装的战士,Spartoi。然后一场互斗开始了,只有五个人活过了这场阋墙之争。接着,卡德摩斯必须服侍阿瑞斯一整年以补偿致他们死亡之罪。在劳役结束以后,他经由雅典娜成为了忒拜之王并迎娶了阿瑞斯与阿芙洛狄忒(→Aphrodite)之女哈尔摩尼亚(Harmonia):“杀人的战争终止于和谐的秩序”(‘murderous war ends in harmonious order’)(Burkert 1985:170)。这里也一样,是最后雅典娜帮助卡德摩斯战胜了阿瑞斯的影响。《伊利亚特》5:385-391提到了一个更加极端的进路(亦见Nonnus, Dion. 302-304),真正有关于阿瑞斯的稀有神话之一。在这里,荷马讲到阿洛欧斯(Aloeus)之子,奥托斯与埃菲阿尔忒斯(Otos and Ephialtes)捆绑了阿瑞斯,把他在铜瓮中锁了十三个月。亏得这俩捕手的继母通报了赫尔墨斯(→Hermes),他才成功被其释放而得救;这个故事的变体也记录于许多后来的材料中(Faraone 1992:86-87)。这则神话似乎反映了一种宗教崇拜,其中阿瑞斯的雕像通常被束缚着而一年中只有一次能得以释放(so already Farnell 1909:407)。相似的宗教崇拜都针对那些被认为对社会秩序具有危险的神祇(Graf 1985:81-96)。这些神祇的危险性质有时由其雕像的小型而异常的外表所强调,而保萨尼阿斯(Pausanias 3.19.7)在斯巴达通往特拉普奈(Therapnai)的道路上所见的被狄奥斯库里兄弟(→Dioskouroi)从遥远的科尔基斯(Colchis)取回的阿瑞斯雕像的这一传统指向了同一方向。阿瑞斯的宗教崇拜很罕见;甚至在忒拜似乎没有一处献给阿瑞斯的神庙,不像在雅典和伯罗奔尼撒和克里特诸城邦那样(Graf 1985:265)。阿瑞斯的边缘地位亦由其接受狗作为祭牲这一事实强调,就如阴森可怖的赫卡忒(Hecate)和污秽的生育女神埃勒提亚(Eileithyia)一样:阿瑞斯的宗教崇拜并不引向像那些在祭牲可食的场合下的和平共宴(Graf 1985:422)[译注:Paus. 3.14.9和Plut. Quest. Rom. 290d原文提到的都是Enyalios而非Ares(且仅限于斯巴达),我们是否有必要进行区分?]。一些不可靠的传统提到斯巴达人(Apollodorus FGH 244 F125)和利姆诺斯岛(Lemnos)人(Fulgentius, Ant. serm. 5, cf. Jacoby on Sosicrates FGH 461 F1)会将活人献祭给阿瑞斯,这些也与阿瑞斯宗教崇拜的非社会特征相符。在一些城市中,阿瑞斯的男性特质由排除女性崇拜者强调(Pausanias 2.22.4-5, 3.22.6),正如同女性也禁止进入埃倪阿利奥斯的神庙一样(Teles 24.11)。这是一个很自然的仪式,但也发生逆转(reverse)。据说在特革亚(Tegea),有一次女性袭击了斯巴达人而拯救了城镇。在胜利以后女性为阿瑞斯举行胜利仪式,而男性甚至得不到祚肉。一个阿瑞斯·Gynaikothoinas,“女性之欢宴者”(‘Feaster of Woman’ or ‘One whom women feast’)的石柱(stele)因纪念这次盛宴而树立于特革亚的阿戈拉广场。似乎,我们的材料源,保萨尼阿斯(8.48.4-5)从未发现相关的仪式,但是这则神话强烈表明了曾经特革亚女性在特革亚阿戈拉广场举行祭祀而将男性排除在外。这一不同寻常的女性对男神的宗教崇拜指出了一个普通社会秩序暂时颠覆于其中的仪式(Graf 1984)。阿瑞斯在文学中通常与阿芙洛狄忒关联,正如他们令人喜闻乐见的偷情故事所表明的(Od. 8.266-369);在艺术中,他甚至似乎被描绘为正协助这位女神的诞生,如同他协助雅典娜的诞生一样(Bruneau 1984:491),而在宗教崇拜中,他们的共用神庙与祭坛也表明如此(Graf 1985:264)。这一关联基于两层联系。一方面,阿芙洛狄忒具有战士的一面。另一方面,二者之间具有强烈的反差,如在《荷马颂诗致阿芙洛狄忒》(Homeric Hymn to Aphrodite)中提到,雅典娜“不以黄金的阿芙洛狄忒的事业为乐,使她心满意足的是战争和阿瑞斯的事业”(9-10)。这一反差也清晰地体现于忒拜军事执政官(polemarchs)庆祝阿芙洛狄忒节(Aphrodisia)以结束任期。在此处,阿芙洛狄忒的宗教崇拜通过一个解除节日(festival of dissolution)缓和了从战事到和平个人生活之间的过渡(Graf 1984:253-254),正如在埃吉纳(Aegina),一个献给男性神波塞冬(→Poseidon)的怪异节庆以阿芙洛狄忒日(Aphrodisia)结束(Plutarch, Mor. 301)。尽管处于对立面,两位神确实彼此相属:正如忒拜建城神话所表明的,只有阿瑞斯和阿芙洛狄忒的配对才产生了和谐(Harmonia)(Bremmer 1994:45-46)。在公元前五世纪末阿瑞斯的重要性似乎降低了。诚然,喜剧仍然可以把坚韧不屈的雅典将军福密俄(Phormio)(d. ca. 429/8)昵称为“阿瑞斯”(Eupolis fr. 268.15)以及把一位勇士称为“阿瑞斯的小伙” (Plato fr. 112),但是在雅典瓶画上这位神变得很少能够辨识。在希腊化时期阿瑞斯很少受提及(Robert, Hellenica X 77),但是在公元二世纪仍然有人可以在梦中与阿瑞斯交合(Artemidorus 5.87)[译注:这男的直肠不舒服,在梦中被阿瑞斯透了以后就好了]。III. 在《圣经》中阿瑞斯通常出现于亚略巴古山(Areopagus)和亚略巴古的官丢尼修(Dionysius Areopagites)这些名字中(Acts 17)[译注:此处采和合本译法,译者更喜好前文中使用的“阿瑞奥帕戈斯”一译名。]。但实际上,民间词源学(folk etymology)通过各种神话将这座“阿瑞斯之山”与这位神联系起来。但在山上没有这位神的宗教崇拜而最近的解释试图将这个山名的第一个成分与同形词areios,“坚硬”联系起来,并将这个名字解释为“坚硬的岩石”(Wallace 1989:213-214)。IV. BibliographyC. AUGÉ, Ares (in peripheria orientali), LIMC II.1 (1984) 493-495; I. BECK, Ares in Vasenmalerei, Relief und Rundplastik (Mainz 1983); J. N. BREMMER, Greek Religions (Oxford 1994); P. BRUNEAU, Ares, LIMC II.1 (1984) 478-492; W. BURKERT, Greek Religion (Oxford 1985); C. A. FARAONE, Talismans and Trojan Horses. Guardian Statues in Ancient Greek Myth and Ritual (New York & Oxford 1992); L. R. FARNELL, The Cults of the Greek States V (Oxford 1909) 396-414; F. GRAF, Women, War, and Warlike Divinities, ZPE 55 (1984) 245-254; GRAF, Nordionische Kulte (Rome 1985); A. HEUBECK, Amphiaraos, Die Sprache 17 (1971) 8-22; F. JOUAN, Le dieu Arès: figure rituelle et image Iitteraire, Le point théologique 52 (1989) 125-140; B. MAADER, Ares, LfgrE I (Göttingen 1979) 1246-1265; M. PETERS, Probleme mit anlautenden Laryngalen, Die Sprache 32 (1986) 365-383; L. ROBERT, Hellenica I-XIII (Paris 1940-1965); ROBERT, Documents de l'Asie Mineure méridionale (Paris & Geneva 1966); H. SEYRIG, Les dieux armés et les Arabes en Syrie, Syria 47 (1970) 77-112; R. W. WALLACE, The Areopagos Council to 307 B.C. (Baltimore & London 1989); P. WATHELET, Arès Ie mal aimé, Les Etudes Classiques 60 (1992) 113-128.J. N. Bremmer编辑于 2023-07-31 14:17・IP 属地未知希腊神话古希腊赞同 343 条评论分享喜欢收藏申请 Ares - The Greek God of War | Mythology.net Greek Greek Gods Heroes Mortals Titans Greek Creatures Greek Concepts Norse Norse Gods Norse Creatures Norse Concepts Egyptian Egyptian Gods Egyptian Creatures Roman Roman Gods Roman Creatures Others Japanese Japanese Gods Japanese Creatures Hindu Hindu Gods Hindu Creatures Concepts CREATURES Mythical Creatures Monsters Demons Community Search Mythology.net Greek Greek Gods Heroes Mortals Titans Greek Creatures Greek Concepts Norse Norse Gods Norse Creatures Norse Concepts Egyptian Egyptian Gods Egyptian Creatures Roman Roman Gods Roman Creatures Others Japanese Japanese Gods Japanese Creatures Hindu Hindu Gods Hindu Creatures Concepts CREATURES Mythical Creatures Monsters Demons Community Sign inWelcome! Log into your account your usernameyour password Forgot your password? Get helpCreate an account Create an accountWelcome! Register for an account your emailyour username A password will be e-mailed to you. Password recoveryRecover your password your email A password will be e-mailed to you. You May Also Like: Flatwoods Monster Prof. Geller - March 26, 2018 0 Mount Olympus Prof. Geller - December 30, 2016 2 Roc Prof. Geller - October 16, 2016 0 Typhon Prof. Geller - March 26, 2018 0 Naiad Prof. Geller - November 1, 2016 0Read Another StoryRandom Story Ares By Prof. Geller Last Updated: September 30, 2018 Who is Ares? Ares is the Greek god of war that was known for his destructive behavior. While it is known that Athena was also a goddess of war (and sibling to Ares) the two couldn’t be any more different. Athena was known for her knowledge and strategies that were associated with war while Ares was known to be the personification of all the violence and rage that make up war. Coincidentally, Athena was one of Zeus’ favorite children while Ares was Zeus’ least favorite child and hated by many other gods and goddesses. Ares, the god of war While Ares’ Roman counterpart (Mars) gained more respect among the people, the Greeks and their deities had little use for a god as reckless and violent as Ares. The one exception seems to be the goddess Aphrodite. While she isn’t the only woman Ares had relations with, she is the most notable and bore him many influential children. The number varies depending on the source, but it has been confirmed that Deimos, Phobos, and Harmonia were all born to Ares. Later sources also include Adrestia, and the four Erotes – Eros, Anteros, Pothos, and Himeros as being children of Aphrodite and Ares. Why Was Ares so Hated By the Other Gods? Although it would seem that a god who embodied war would be greatly respected and admired by the early Greeks, they seemed to have little use for Ares. This is likely because of his reckless and irresponsible behavior that often led him to be rash and act on his impulses instead of patiently contriving a thorough battle plan. The few stories that do tell us of Ares’ deeds and accomplishments suggest that the god was not the bravest of his siblings despite his lust for war. One story tells of Ares returning, wounded, from the Trojan war and complaining to Zeus about his injuries. Zeus responds by calling him a two faced liar and informing him that his is the most hated among all of Zeus’ children. In fact, Zeus tells Ares that if he weren’t his son, he would have been cast into the depths of Tartarus long ago. It was also known that Ares wasn’t one to respect the boundaries of another’s happiness – even when it came to marriage. He started an affair with Aphrodite – the wife of his own brother, Hephaestus. This is one of the most well-known tales that speaks of Ares, partly because of the great shame that was brought upon the god for choosing to ignore the sanctity of his brother’s marriage. Why Wasn’t Ares Worshiped By The People? While it makes sense that Ares wouldn’t be popular among the powerful Greek deities, there are some who wonder why he didn’t become more popular among the citizens of early Greece. Perhaps the most important factor that came for the people’s fear and hatred of Ares can be found in the god’s tendencies to ignore the well being of his followers. The early Greeks knew that they would only be able to rely on Ares when it came to conflict. The problem with this was that Ares was known to get caught up in the destruction of battle itself and had no loyalties when it came to fighting. Those who prayed to Ares may enjoy his support early on in the beginnings of the struggle, but they would often be dismayed to find the god fighting for the other side to prolong the battle and increase the death and destruction caused by the war. The one exception among the Greeks and their perspective of Ares was the Spartans. The warriors of Sparta were devoted to supporting Ares’ cause and even made human sacrifices to the god with their prisoners of war. Later on, the Spartans would also be known to sacrifice dogs to the god – a strange practice during that time. Did Ares Have Any Redeeming Qualities? Although it was generally agreed that Ares was one of the most hated and least respected gods in Greek mythology, it is notable to mention that Ares has some of the best relationships with women out of all the gods. He never used trickery or force to form a union with a woman – although he never married either. Still, Ares was known for generally showing respect towards his partners. It was, perhaps, his only ‘soft’ side or compassionate attribute. Ares Defends His Daughter, Alcippe This demeanor extended past his love life. There is a story that tells of one of Ares’ daughters, whose name was Alcippe. One day, a son of Poseidon named Halirrhothius came across Alcippe and deeply desired her. It appears, however, that Alcippe did not reciprocate the same feelings. Instead of moving on, Halirrhothius decided to rape Alcippe (or at least attempted to do so according to legend). When Ares saw what had happened, he was enraged. He immediately came to his daughter’s defense, stopping the attack and brutally killing Halirrhothius. Alcippe, Ares’ daughter When Poseidon learned of what had happened to Halirrhothius , he was furious and demanded a trial. It was common for many of the gods to take advantage of women or force them into sexual relations, which likely made Ares’ aggression and defense of his daughter unusual. Poseidon called for a trial for the killing of his son – which may be the earliest recorded murder trial in history. The trial was held on a hill in Mount Olympus that is now called Aeropagus (Ares’ Hill). All of the other gods and goddesses came to pass judgment on Ares for his deeds and eventually found him ‘not guilty’ of all charges. He was, however, required to host a sporting event in Halirrhothius ’ honor – an event that would later be associated with Ares as well. Origins Legend tells that Ares was one of few children that was born to Zeus by his union with Hera (a few of the others being Eris [goddess of chaos and strife] and Enyo [goddess of war and destruction]). Although Ares is thought to be the only son that was born to Zeus from his marriage with Hera, Zeus was never fond of Ares. In fact, Ares may have been Zeus’ least favorite god, and there was a time when Zeus alluded that he would banish Ares to Tartarus if he wasn’t his own son. This lack of support meant that the other gods and goddesses didn’t have to go out of their way to show kindness to Ares – and many didn’t. Instead, they often left him to defend himself and many of the legends that he appears in describe some sort of humiliation that he was subjected to. Ares and the Aloadae When Ares was very young, he was still growing in power as a god and had already developed a taste for war. He enjoyed stirring up battles and causing mischief and violence. It was this thirst for aggression that caused him to displease the Aloadae. The Aloadae were two giant brothers named Otus and Ephialtes. These two brothers were angered by Ares’ mischief because many of the battles he caused ruined their crops. They conspired to capture him and kept him locked away in a bronze jar for one lunar year (thirteen months). Many legends suggest that Ares’ brief reign would have ended with this story had the stepmother of the two giants not told Hermes what had happened to Ares. Knowing of Ares’ fate, however, was not enough to motivate the other gods and goddesses to come to his aide. Their quick action was likely also a result of the threats that were being made by Otus and Ephialtes. They were threatening to storm Mount Olympus if they weren’t given the hand of Artemis (for Otus) and Hera (for Ephialtes) in marriage. Knowing that the two brothers would follow through on their plan to storm Mount Olympus if given enough time, a plan was concocted to kill the two giants and free Ares. Ares Is Sent Away From Mount Olympus After being imprisoned by the Aloadae and almost perishing from his lack of care and nutrition, Hera decided that Ares (still an infant) should be raised elsewhere. She sent him to live with a lesser known deity named Priapus, who lived on Earth. This is interesting considering that Hera cursed Priapus in the womb which is why he was banished to Earth in the first place. Regardless, Priapus agrees to take care of the young Ares. Priapus’ teaching Ares would go on to shape the young god’s character and skillset. It was Priapus who taught him much of what he knew. Priapus was also considered to be a warlike god, though he was never given the same level of attention as Ares and Athena. Interestingly enough, Priapus refused to teach Ares anything about warfare until he had first been schooled in the ways of dancing. It was only when Ares had mastered dancing that he was able to learn more about warfare and fighting. Eventually when Ares grew older, he engaged in a number of battles that enabled him to prove himself in a way that earned him a place on Mount Olympus. Ares Later in Life Ares Has an Affair with Aphrodite Ares wasn’t the only undesirable god among Zeus and Hera’s offspring. His brother Hephaestus was also rejected because of his terrible ugliness. As revenge, Hephaestus made a golden throne for Hera that wouldn’t allow her to get up until she met all of his demands. Among these demands were that Hephaestus be allowed back onto Mount Olympus and that he be given Aphrodite’s hand in marriage. This last demand caused extreme displeasure to Ares and Aphrodite, who had already fallen in love. Ares and Aphrodite Because they did not wish to give up the connection that had already been kindled between them, Ares and Aphrodite decided to continue their relationship in secret. This was fine for a time, but eventually Helios saw the two in an intimate embrace and told Hephaestus of the affair. Hephaestus was immediately angered and wanted revenge. Instead of confronting Ares directly, he made a net of the finest metals that he had. The end-product was a trap that was practically invisible and could be sprung by Hephaestus at any time he chose. Hephaestus waited until Ares and Aphrodite had engage in passionate lovemaking before he sprang his trap. The net shot up and trapped the two lovers in an intimate embrace that they couldn’t free themselves from. To make matters worse, Hephaestus invited all the gods and goddesses to his home to see the two lovers in their shameful state. The goddesses declined out of respect, but many of the gods went to marvel at Aphrodite’s beauty and cast shame upon Ares. The two were held in their revealing embrace for days before Hephaestus decided to let them go. Ares and Aphrodite never married, but there was a level of commitment that was shared between the two. Aphrodite went on to give birth to several children for Ares. Among these children were Phobos (god of fear and phobias), Deimos (god of terror), Harmonia (goddess of harmony), and Adrestia (goddess of revolt). Although it is not surprising that Ares was father to so many war gods and goddesses, it is also noted that he bore four other children with Aphrodite that were considerably more gentle in nature. These were the Erotes (the winged gods of love) and their names were Eros, Anteros, Himeros, and Pothos. Ares Tries to Avenge Cycnus With the violent nature and tendencies that are often associated with Ares, it shouldn’t come as a surprise that the majority of his offspring had the same attributes. Though Ares’ family was often rough around the edges, they did have respect for their father and worked to show their admiration in strange and often grotesque ways. Perhaps the best example of these acts was the temple that was being built in Ares’ honor by Cycnus. It is known that Cycnus was an evil man who was extremely cruel. He had a habit of killing both men and animals in brutal fashion and then stealing their bones. He planned to use their bones and skulls to construct a gory temple in his father’s honor. Eventually, the other gods and goddesses grew tired of Cycnus killing their favorite followers and sacrifices meant for them. They decided to intervene. Hercules was instructed to kill Cycnus to bring an end to his reign of terror. Hercules did as instructed, causing Ares (who was also present) to be enraged. Furious, Ares lunged at the young Hercules and attempted to strike him down with his sword. Athena blocked the strike and instructed Ares to stand down because it was the will of the other gods that Hercules should live. Still enraged and acting on impulse from the loss of his son, Ares ignored the warning and tried to strike at Hercules again. Before he could do so, however, Hercules wounded Ares in the thigh, causing him to fall to the ground in pain. When this happened, Phobos and Deimos descended in Ares’ war chariot and took him back to the safety of Mount Olympus. Ares in the Trojan War Unlike the other gods, Ares chose to go against Zeus in the Trojan War and sided with his lover, Aphrodite. He fought with terrifying rage to help the Trojans in their battle against the Achaeans. At one point, his leadership of the Trojan army almost defeated the Achaeans. Unfortunately, there were too many gods who sided with Zeus and helped the Achaeans for the Trojans to succeed. Still, Ares did his best to fight for the honor of Aphrodite. When she was wounded on the battlefield, Ares loaned her his war chariot so that she could escape to safety and have her wounds treated. Ares also squared off against Athena in the Trojan war, only to be humiliated. He hurled a spear at her chest with great might, but because she wore the Helm of Death she was able to deflect the spear and return a powerful blow herself by hurling a boulder at Ares. The boulder hit Ares with tremendous force and caused him to cry out so loudly that he was heard even over all the chaos on the battlefield. Athena then spent a significant amount of time bragging about her superior talents in war and the battlefield, shaming Ares. Aphrodite tried to come to Ares’ aide, but she was also struck down by Athena. The Combat of Ares and Athena Eventually, the two retreated to Mount Olympus to have their wounds tended to. When Ares went to Zeus to tell him of what had happened on the battlefield, Zeus told Ares that he was “the most hated of all gods who hold Olympus.” Still, Zeus ensured that Ares was properly cared for by instructing Paieon to tend to his son’s wounds. Children of Ares Although most of Ares’ children were born to him by Aphrodite, he did have a few demi-god children as well. As with Aphrodite, he maintained some sort of commitment with the mothers of his children, at least for a time, and seemed to genuinely care for the well being of his offspring. This is clearly demonstrated by his quick defense of Alcippe and Cycnus. Ares had many children and did his best to care for all of them. Phobos and Deimos Phobos and Deimos (the gods of fear and terror) were born to Ares by Aphrodite and were known to frequently accompany their father into battle. They were often associated with the fear and panic that was often associated with war. However, because Aphrodite was their mother, they were also the gods of fear of significant loss. Harmonia Another child of Ares and Aphrodite was Harmonia. She was known to be the goddess of harmony and concord, taking many of her mother’s attributes over her father’s. Adrestia Adrestia was a goddess who continued her father’s warlike legacy. Also born from the union of Ares and Aphrodite, she was an immortal who became the goddess of revolt. She was often associated with any sort of revenge and retribution because of her attributes. The Erotes The last of Ares’ children from his union with Aphrodite was the Erotes. These children were known to have been gods of love and sexual intimacy. Their names were Eros, Anteros, Himeros, and Pothos. The Amazons The Amazons were a fierce group of female warriors and many of them were born through a union between Ares and a nymph named Harmonia (not his daughter). Two famous Amazons named Penthesilea and Hippolyta were both children of Ares. Unfortunately, both women were slayed by Hercules during his quests. Alcippe Not much is known of Alcippe other than her unfortunate assault at the hands of Halirrhothius. It is known, however, that Alcippe was very dear to Ares and he swiftly came to her aide during her time of need. Ares stopped Halirrhothius’ attack and brutally killed him for daring to attempt to force his daughter into an unwanted union. King Diomedes King Diomedes is most famous for his strange handling of four horses that came to be known as the Mares of Diomedes (also the Mares of Thrace). Diomedes fed these horses human flesh, which caused them to become mad and gave them strange capabilities like breathing fire. Hercules was sent to steal the mares and is known to have lost a dear friend to the cannibalistic beasts because he did not know that they feasted on human flesh. As revenge, Hercules fed Diomedes to the horses to calm them enough to control them and take them to Mount Olympus. Places Named for Ares Although Ares was not favored like many of the other gods, there were still places named in his honor. Areopagus The Areopagus (Hill of Ares, aka. The Areios) is located on the Acropolis of Athens. This place is named for Ares because it is supposedly where his trial was held when he killed Halirrhothius for assulting his daughter, Alcippe. Although Ares was found to be justified for the killing, the hill was decided as the place where all murder trials would be held. If a person was found to be guilty, they were thrown from the top of the hill to their death. The Isle of Ares The Isle of Ares was known to be where the Golden Fleece was kept and proved to be a difficult challenge for Jason and the Argonauts. Ares kept the island guarded by vicious birds that could release dagger-like feathers as weapons against unwanted visitors. The Garden of Ares The Garden of Ares is an especially sacred place because it is supposedly where the Golden Fleece was kept until Jason and the Argonauts took it for their quest. The Planet Ares Although we know it as Mars today, the Greeks named ‘the red planet’ Ares, the famed war god. It is thought that this planet was named for him because of the red color which likely reminded them of blood and gore. 5 COMMENTS Subscribe Notify of new follow-up comments new replies to my comments Label {} [+] Name (Required)* Email (Required)* Label {} [+] Name (Required)* Email (Required)* 5 Comments Inline FeedbacksView all comments Anonymous May 23, 2018 6:03 pm this is good 2 Reply Anonymous April 20, 2018 12:57 am What year was this published 4 Reply Prof. Geller Author Reply to Anonymous September 30, 2018 3:28 am 2018 12 Reply xiauxoui <3 Reply to Prof. Geller March 6, 2020 10:47 am no it was published in year 8162 2 Reply © 2022 Mythology.net. All Rights Reserved. Privacy Policy Terms Scholarship ContactwpDiscuzInsert Ares - World History Encyclopedia Facebook Membership No ads Encyclopedia Index Timeline Maps Book Reviews Weights & Measures Translations Education Teaching Materials Link Database Quizzes Primary Sources Collections School Subscription Media Media Library Audio Articles Podcast Youtube Channel Contribute Submissions Needed Content Style Guide Terms & Conditions Volunteer Donate Shop Books Map Posters Magazines Wall Charts Clothing About About Our Team Editorial Policy Annual Reports Membership Contact Login Login Register Ares Contents Definition by Mark Cartwright published on 24 March 2017 Available in other languages: French, Greek, Italian, Portuguese, Spanish, Turkish AresSquinchPix.com (Copyright) Ares was the Greek god of war. He was perhaps the most unpopular of all the Olympian gods because of his quick temper, aggressiveness, and unquenchable thirst for conflict. Ares famously seduced Aphrodite, unsuccessfully fought with Hercules, and enraged Poseidon by killing his son Halirrhothios. One of the most human of the 12 Olympian gods, Ares was a popular subject in Greek art. The god became even more popular in Roman times when he took on a much more serious aspect as Mars, the Roman god of war. Remove Ads Advertisement Ares' Family Relations Son of Zeus and Hera, Ares' sisters were Hebe and Eileithyia. Despite being a god, the Greeks considered him from Thrace, perhaps in an attempt to associate him with what they thought of as foreign and war-loving peoples, wholly different from themselves. Ares had various children with different partners, several of whom were unfortunate enough to come up against Hercules when he performed his celebrated twelve labours. Ares' daughter Hippolyta, the Amazon queen, lost her girdle to Hercules; his son Eurytion lost his cattle; and Diomedes had his horses stolen by the Greek hero. The courageous but warlike Amazons were also thought to be descendants of Ares. YouTube Follow us on YouTube! In the Greek myths, Ares was noted for his beauty and courage, qualities which no doubt helped him win the affections of the Greek goddess Aphrodite (even though she was married to Hephaistos) with whom he had a daughter, Harmonia, and the god of love and desire Eros. Hephaistos managed to entrap the lovers in an ingenious bed, and the tale is told in some detail in Book 8 of Homer's Odyssey. Once caught, the punishment for Ares' indiscretion was temporary banishment from Mount Olympus. Remove Ads Advertisement 'city-sacking Ares' represented the most brutal & bloody side of warfare. Described by Hesiod in his Theogony as 'shield-piercing Ares' and 'city-sacking Ares,' the god represented the more brutal and bloody side of battle, which was in contrast to Athena who represented the more strategic elements of warfare. In stories from Greek mythology, Ares was usually to be found in the company of his other children with Aphrodite, Phobos (Fear) and Deimos (Terror), with his sister Eris (Strife), and with his charioteer Ennyo. Ares Battles Hercules The most popular myth involving Ares was his fight with Hercules. Ares' son Kyknos was infamous for waylaying pilgrims on their way to the oracle at Delphi, and so earned the displeasure of Apollo, who sent Hercules to deal with him. Hercules killed Kyknos, and a furious Ares engaged the hero in a fight. However, Hercules was protected from harm by Athena and even managed to wound Ares. Another myth and ignominious episode for Ares was his capture by the twin Giants Ephialtes and Otus when they stormed Mount Olympus. They imprisoned the god in a bronze jar (or cauldron) for one year and he was only freed through the intervention of Hermes. Remove Ads Advertisement Scene from the Shield of HerculesJastrow (Public Domain) The Trojan War In Homer's version of the Trojan War in the Iliad, Ares supports the Trojans, sometimes even leading them in battle along with Hector. The Iliad shows Ares in a less than positive light and a rather unpopular member of the Greek pantheon. He is described as 'hateful Ares,' 'the man-killer,' 'the war-glutton,' and the 'curse of men.' Homer's picture of Ares, like the above mythological tales, often demonstrates his weakness in comparison to the other gods. Ares is roundly beaten by Athena who, supporting the Achaeans, knocks him out with a large rock. He also comes off worse against the Achaean hero Diomedes who even manages to injure the god with his spear, albeit with the help of Athena. Homer describes the scream of the wounded Ares as like the shouts of 10,000 men. Fleeing back to Olympus, Zeus ignores the complaints of Ares but instructs Paieon to heal his wound. Athens & Cult of Ares Ares again upset the harmony of Olympus when he was accused of killing Poseidon's son Halirrhothios near a stream below the Athenian acropolis. A special court was convened - the Areopagos - on a hill near the stream, to hear the case. Ares was acquitted as it was disclosed Halirrhothios had raped Ares' daughter Alcippe. Thereafter in Athens, the Areopagus became the place of trial for cases involving murder and impiety. Ares AlkamenesCarole Raddato (CC BY-SA) Perhaps unsurprisingly, considering the city's strong militaristic culture, Ares was greatly esteemed in Sparta. Ares was not commonly worshipped but there were cult sites with temples dedicated to the god on Crete (he is mentioned in Linear B tablets from Knossos) and at Argos, Athens, Erythrae, Geronthrae, Megalopolis, Tegea, Therapne, and Troezen. He also had a cult in Thrace and was popular among the Colchians on the Black Sea. Remove Ads Advertisement How is Ares Represented in Art? In ancient Greek Archaic and Classical art, Ares is most often depicted wearing full armour and helmet and carrying a shield and spear. In this respect, he may appear indistinguishable from any other armed warrior. Sometimes the Greek deity is shown riding his chariot pulled by fire-breathing horses. The myth of Ares' battle with Hercules was a popular subject for Attic vases in the 6th century BCE. In later times, the Roman god Mars was given many of the attributes of Ares, although, as was typical of the Roman view of the gods, with less human qualities. In Roman mythology, Mars was also the father of Romulus and Remus (through the rape of the Vestal Virgin Rhea Silvia), the legendary founders of Rome, and, therefore, the city achieved a sacred status. Like Athena for Athens, Mars was also the patron god of the Roman capital and the month martius (March) was named after him. Did you like this definition? Related Content Books Cite This Work License Editorial Review This article has been reviewed by our editorial team before publication to ensure accuracy, reliability and adherence to academic standards in accordance with our editorial policy. Remove Ads Advertisement Bibliography Carabatea, M. Greek Mythology. Pergamos, Peania, 2007 Carpenter, T.H. Art and Myth in Ancient Greece. Thames & Hudson, 2012. Graves, R. The Greek Myths. Penguin UK, 2011. Hesiod. Hesiod. Loeb Classical Library, 2007. Homer. The Iliad. Penguin Classics, 1998. Homer. The Odyssey. Penguin Classics, 1999. Hope Moncrieff, A.R. Classical Mythology. Senate, London, 1994 Hornblower, S. The Oxford Classical Dictionary. Oxford University Press, 2012. National Geographic. National Geographic Essential Visual History of World Mythology. National Geographic, 2008. World History Encyclopedia is an Amazon Associate and earns a commission on qualifying book purchases. About the Author Mark Cartwright Mark is a full-time author, researcher, historian, and editor. Special interests include art, architecture, and discovering the ideas that all civilizations share. He holds an MA in Political Philosophy and is the WHE Publishing Director. Translations French Greek Italian Portuguese Spanish Turkish We want people all over the world to learn about history. Help us and translate this definition into another language! Questions & Answers What is Ares the god of? Ares is the Greek god of war. Is Ares good or bad? Ares is more bad than good since he causes wars and conflicts, even among the gods and heroes. He also has a bad temper and is known for being too aggressive. Is Ares the son of Zeus? Ares is the son of Zeus and Hera. Who is Ares in love with? In Greek mythology, Ares is in love with Aphrodite, the wife of Hephaestus. Related Content Filters: All Definitions46 Articles27 Images14 Videos2 Collections7 Teaching Materials3 Definition Mars Mars was the Roman god of war and second only to Jupiter in the... Definition Champ de Mars Massacre The Champ de Mars Massacre was an incident that took place on 17... Definition Ancient Greek Warfare In the ancient Greek world, warfare was seen as a necessary evil... Article The Ancient Celtic Pantheon The ancient Celtic pantheon consisted of over 400 gods and goddesses... Video Ares the God of War in Greek Mythology Ares was the god of war in Ancient Greek mythology and is described... Definition Greek Mythology Greek mythology was used as a means to explain the environment... 1 2 3 4 5 6 7 8 9 10 Next › Last » Free for the World, Supported by You World History Encyclopedia is a non-profit organization. For only $5 per month you can become a member and support our mission to engage people with cultural heritage and to improve history education worldwide. Become a Member Donate Recommended Books The Greek Myths: The Complete And Definitive Edition Written by Graves, Robert, published by Penguin UK (2011) $47.60 We ARE Stronger Together!: The Extraordinary Story of One Boy's Relentless... Written by Bayles, Julie, published by Seth's Journey (2024) $18.96 Ares: The Origins and History of the Greek God of War Written by Charles River Editors & Scott, Andrew, published by CreateSpace Independent Publishing Platform (2017) $10.24 Are We Living in the End Times?: Biblical Answers to 7 Questions about... Written by Jeffress, Dr. Robert, published by Baker Publishing Group (2023) $16.98 There Are 3 Women & 4 Men Written by Payne, Jaden, published by Independently published (2024) $16.34 World History Encyclopedia is an Amazon Associate and earns a commission on qualifying book purchases. Cite This Work APA Style Cartwright, M. (2017, March 24). Ares. World History Encyclopedia. Retrieved from https://www.worldhistory.org/Ares/ Chicago Style Cartwright, Mark. "Ares." World History Encyclopedia. Last modified March 24, 2017. https://www.worldhistory.org/Ares/. MLA Style Cartwright, Mark. "Ares." World History Encyclopedia. World History Encyclopedia, 24 Mar 2017. Web. 06 Mar 2024. License & Copyright Submitted by Mark Cartwright, published on 24 March 2017. The copyright holder has published this content under the following license: Creative Commons Attribution-NonCommercial-ShareAlike. This license lets others remix, tweak, and build upon this content non-commercially, as long as they credit the author and license their new creations under the identical terms. When republishing on the web a hyperlink back to the original content source URL must be included. Please note that content linked from this page may have different licensing terms. Remove Ads Advertisement Add Event Timeline c. 700 BCE Greek poet Hesiod writes his Theogony and Works and Days. Remove Ads Advertisement Free Newsletter Our latest articles delivered to your inbox, once a week: Are you a...? History Enthusiast Teacher Student Librarian Remove Ads Advertisement Numerous educational institutions recommend us, including Oxford University. Our publication has been reviewed for educational use by Common Sense Education, Internet Scout (University of Wisconsin), Merlot (California State University), OER Commons and the School Library Journal. Please note that some of these recommendations are listed under our old name, Ancient History Encyclopedia. Our Mission Our mission is to engage people with cultural heritage and to improve history education worldwide. Follow Us Facebook About • Contact • Advertise • Privacy Policy • Partners • Supporters • Newsletter • Settings World History Publishing is a non-profit company registered in the United Kingdom. World History Foundation is a non-profit organization registered in Canada. Some Rights Reserved (2009-2024) under Creative Commons Attribution-NonCommercial-ShareAlike license unless otherwise noted. The World History Encyclopedia logo is a registered trademark. Featured Partner Ares | God, Myths, Siblings, Family, & Facts | Britannica
Ares和Eris是什么关系? - 知乎
【渣翻】DDD词条:阿瑞斯(Ares) - 知乎
阿瑞斯 - 搜狗百科
- 搜狗百科阿瑞斯(Ares)是古希腊神话中的战争之神,奥林匹斯十二主神之一,宙斯和赫拉的儿子,力量与权力的象征,是战争、战斗、魄力、秩序与暴乱之神,被视为尚武精神的化身。 阿瑞斯的形象源于色雷斯人,他天性嗜血、好战、凶残,被形容为“嗜杀成性的杀人魔王”以及“有防卫城堡的征服者”。网页微信知乎图片视频医疗汉语问问百科更多»登录帮助首页任务任务中心公益百科积分商城个人中心添加义项Ares是一个多义词,您可以选择查看以下义项(共4个义项):战神阿瑞斯希腊神话编程前DK战队教练阿瑞斯编辑词条添加义项同义词收藏分享分享到QQ空间新浪微博战神阿瑞斯“Ares(战神阿瑞斯)”一般是指“阿瑞斯(战神阿瑞斯)”阿瑞斯(Ares)是古希腊神话中的战争之神,奥林匹斯十二主神之一,宙斯和赫拉的儿子,力量与权力的象征,是战争、战斗、魄力、秩序与暴乱之神,被视为尚武精神的化身。阿瑞斯的形象源于色雷斯人,他天性嗜血、好战、凶残,被形容为“嗜杀成性的杀人魔王”以及“有防卫城堡的征服者”。罗马对应神玛尔斯展开所属奥林匹斯十二主神展开司掌战争、兵变、战场、血腥、破坏、尚武精神、战车比赛展开父母众神之王:宙斯、天后:赫拉展开兄弟姐妹火神:赫菲斯托斯(同父同母)、青春女神:赫柏、智慧女神:雅典娜、狩猎女神:阿尔忒弥斯、光明之神:阿波罗、神使:赫尔墨斯、酒神:狄俄尼索斯、大力神:赫拉克勒斯展开外文名Ἄρης(希腊语)、Ares(英语)展开中文名阿瑞斯展开神话体系希腊神话展开居所奥林匹斯山展开象征矛、盔、战车、兀鹰、猎狗、野猪展开配偶战争与毁城女神:厄倪俄展开子女厄洛斯、安特柔斯、福波斯、得摩斯、弗勒古阿斯、哈耳摩尼亚、阿德剌斯忒亚展开性别男展开展开词条标签:神话人物人物免责声明搜狗百科词条内容由用户共同创建和维护,不代表搜狗百科立场。如果您需要医学、法律、投资理财等专业领域的建议,我们强烈建议您独自对内容的可信性进行评估,并咨询相关专业人士。词条信息词条浏览:418000次最近更新:22.03.22编辑次数:27次创建者:☆veヾ檸檬突出贡献者:新手指引了解百科编辑规范用户体系商城兑换问题解答关于审核关于编辑关于创建常见问题意见反馈及投诉举报与质疑举报非法用户未通过申诉反馈侵权信息对外合作邮件合作任务领取官方微博微信公众号搜索词条编辑词条 收藏 查看我的收藏分享分享到QQ空间新浪微博投诉登录企业推广免责声明用户协议隐私政策编辑帮助意见反馈及投诉© SOGOU.COM 京ICP备11001839号-1 京公网安备110000020000Ares - The Greek God of War | Mythology.net
Ares - World History Encyclopedia
Just a moment...
a moment...Enable JavaScript and cookies to conti