塞普罗区块 92
来自Mindustry中文wiki
区域与胜利条件
本区块启用进攻规则,需要摧毁敌方核心。本页按原版 v160.7 的实际区块加载流程生成,包含地图过滤器、基地生成与最终战役规则。
初始建筑
| 队伍内部名 | 建筑 | 数量 |
|---|---|---|
| crux | 32 | |
| crux | 100 | |
| crux | 15 | |
| crux | 1542 | |
| crux | 519 | |
| crux | 41 | |
| crux | 162 | |
| crux | 1173 | |
| crux | 831 | |
| crux | 42 | |
| crux | 34 | |
| crux | 21 | |
| crux | 19 | |
| crux | 3 | |
| crux | 39 | |
| crux | 23 | |
| crux | 30 | |
| crux | 20 | |
| crux | 42 | |
| crux | 49 | |
| crux | 2 | |
| crux | 55 | |
| crux | 3 | |
| crux | 77 | |
| crux | 2 | |
| crux | 20 | |
| crux | 1 | |
| crux | 30 | |
| crux | 59 | |
| crux | 47 | |
| crux | 69 | |
| crux | 45 | |
| crux | 17 | |
| crux | 13 | |
| crux | 110 | |
| crux | 233 | |
| crux | 20 | |
| crux | 328 | |
| crux | 10 | |
| crux | 10 | |
| crux | 72 | |
| crux | 3 | |
| crux | 61 | |
| crux | 21 | |
| crux | 1 | |
| crux | 238 | |
| crux | 106 | |
| crux | 4 | |
| crux | 44 | |
| crux | 28 | |
| crux | 14 | |
| crux | 34 | |
| crux | 37 | |
| crux | 81 | |
| crux | 190 | |
| crux | 69 | |
| crux | 91 | |
| crux | 5 | |
| crux | 31 | |
| crux | 286 | |
| crux | 328 | |
| crux | 8 | |
| crux | 16 | |
| crux | 38 | |
| crux | 4528 | |
| crux | 2089 | |
| crux | 156 | |
| crux | 1477 | |
| crux | 40 | |
| crux | 589 | |
| crux | 262 | |
| crux | 644 | |
| crux | 100 | |
| crux | 51 | |
| crux | 30 | |
| crux | 33 | |
| crux | 219 | |
| crux | 219 | |
| crux | 85 | |
| crux | 71 | |
| crux | 45 | |
| crux | 4 | |
| crux | 62 | |
| crux | 1 | |
| crux | 125 | |
| crux | 35 | |
| crux | 145 | |
| crux | 12 | |
| crux | 49 | |
| crux | 11 | |
| crux | 63 | |
| crux | 16 | |
| crux | 10 | |
| crux | 22 | |
| crux | 3774 | |
| crux | 878 | |
| crux | 693 | |
| crux | 1526 | |
| crux | 222 | |
| crux | 30 | |
| crux | 91 | |
| crux | 1012 | |
| crux | 6 | |
| crux | 74 | |
| crux | 20 | |
| derelict | 1 | |
| derelict | 3 | |
| derelict | 63 | |
| derelict | 1 | |
| derelict | 6 | |
| derelict | 20 | |
| derelict | 17 | |
| derelict | 1 | |
| derelict | 2 | |
| derelict | 2 | |
| derelict | 3 | |
| derelict | 1 | |
| derelict | 1 | |
| derelict | 2 | |
| derelict | 9 | |
| derelict | 1 | |
| derelict | 4 | |
| derelict | 2 | |
| derelict | 1 | |
| derelict | 1 | |
| derelict | 2 | |
| derelict | 33 | |
| derelict | 1 | |
| derelict | 76 | |
| derelict | 166 | |
| derelict | 5 | |
| derelict | 5 | |
| derelict | 4 | |
| derelict | 3 | |
| derelict | 173 | |
| derelict | 3 | |
| derelict | 2 | |
| derelict | 2 | |
| derelict | 1 | |
| derelict | 17 | |
| sharded | 127 | |
| sharded | 2 | |
| sharded | 4 | |
| sharded | 2 | |
| sharded | 3 | |
| sharded | 17 | |
| sharded | 5 | |
| sharded | 1 | |
| sharded | 6 | |
| sharded | 2 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 6 | |
| sharded | 6 | |
| sharded | 2 | |
| sharded | 1 | |
| sharded | 4 | |
| sharded | 1 | |
| sharded | 12 | |
| sharded | 9 | |
| sharded | 6 | |
| sharded | 4 | |
| sharded | 2 | |
| sharded | 4 | |
| sharded | 6 | |
| sharded | 9 | |
| sharded | 7 | |
| sharded | 1 | |
| sharded | 14 | |
| sharded | 4 | |
| sharded | 2 | |
| sharded | 6 | |
| sharded | 150 | |
| sharded | 27 | |
| sharded | 7 | |
| sharded | 4 | |
| sharded | 15 |
按建筑中心计数。sharded 通常为玩家队伍,crux 为敌方队伍,derelict 为废弃队伍。玩家建筑采用默认发射蓝图示例,实际开局取决于所选载荷。
波次生成组
| 单位 | 起始波 | 结束波 | 波次间隔 | 基础数量 | 增长间隔参数 | 状态 |
|---|---|---|---|---|---|---|
| 1 | 20 | 1 | 2 | 1 | 无 | |
| 1 | 持续 | 1 | 4 | 5 | ||
| 1 | 30 | 3 | 2 | 1 | ||
| 2 | 20 | 1 | 1 | 2 | ||
| 2 | 20 | 2 | 1 | 0.6667 | 无 | |
| 2 | 持续 | 1 | 4 | 2.8571 | 无 | |
| 2 | 30 | 1 | 4 | 0.6667 | 无 | |
| 2 | 30 | 2 | 4 | 0.6667 | ||
| 3 | 20 | 2 | 1 | 1 | 无 | |
| 3 | 19 | 1 | 1 | 1.3333 | 无 | |
| 3 | 30 | 2 | 6 | 0.5 | 无 | |
| 4 | 22 | 3 | 2 | 0.8 | 无 | |
| 4 | 20 | 2 | 4 | 1 | 无 | |
| 5 | 30 | 6 | 4 | 0.5 | 无 | |
| 10 | 34 | 4 | 1 | 2 | 无 | |
| 10 | 15 | 1 | 1 | 1 | 无 | |
| 10 | 15 | 1 | 1 | 1 | 无 | |
| 13 | 持续 | 4 | 1 | 3.3333 | 无 | |
| 15 | 35 | 2 | 1 | 4 | 无 | |
| 16 | 35 | 1 | 6 | 2.5 | 无 | |
| 16 | 35 | 1 | 6 | 2.5 | 无 | |
| 17 | 41 | 3 | 1 | 3.3333 | 无 | |
| 20 | 持续 | 10 | 1 | 2 | ||
| 20 | 30 | 1 | 8 | 1 | 无 | |
| 20 | 28 | 2 | 1 | inf | 无 | |
| 21 | 30 | 1 | 8 | 1 | ||
| 21 | 30 | 2 | 8 | 1 | 无 | |
| 21 | 30 | 1 | 6 | 1 | 无 | |
| 24 | 36 | 3 | 10 | 0.5 | 无 | |
| 24 | 40 | 4 | 1 | 2 | 无 | |
| 30 | 持续 | 20 | 1 | 1 | ||
| 30 | 40 | 1 | 1 | 5 | 无 | |
| 31 | 持续 | 1 | 12 | 1.3333 | ||
| 31 | 40 | 2 | 12 | 1 | 无 | |
| 31 | 持续 | 2 | 8 | 1 | 无 | |
| 31 | 持续 | 1 | 14 | 1.3333 | 无 | |
| 31 | 持续 | 2 | 12 | 0.5 | 无 | |
| 31 | 持续 | 2 | 16 | 0.6667 | ||
| 31 | 持续 | 2 | 12 | 0.5 | 无 | |
| 31 | 持续 | 6 | 12 | 0.5 | 无 | |
| 31 | 持续 | 3 | 8 | 1 | ||
| 35 | 45 | 1 | 2 | 2.8571 | 无 | |
| 36 | 持续 | 2 | 3 | 4 | 无 | |
| 36 | 55 | 1 | 12 | 2 | 无 | |
| 36 | 55 | 1 | 12 | 2 | 无 | |
| 37 | 持续 | 2 | 16 | 1 | 无 | |
| 40 | 持续 | 20 | 2 | 1 | ||
| 41 | 持续 | 2 | 16 | 1.3333 | 无 | |
| 41 | 持续 | 1 | 3 | 5 | 无 | |
| 42 | 持续 | 2 | 3 | 2.8571 | 无 | |
| 43 | 持续 | 3 | 3 | 2.8571 | 无 | |
| 46 | 持续 | 2 | 4 | 2 | 无 | |
| 56 | 持续 | 1 | 20 | 1 | 无 | |
| 56 | 持续 | 1 | 20 | 1 | 无 |
波次数量参考(每个适用出生点)
| 波次 | 生成组数量合计 |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 | |
| 12 | |
| 13 | |
| 14 | |
| 15 | |
| 16 | |
| 17 | |
| 18 | |
| 19 | |
| 20 | |
| 21 | |
| 22 | |
| 23 | |
| 24 | |
| 25 | |
| 26 | |
| 27 | |
| 28 | |
| 29 | |
| 30 |
按 SpawnGroup.getSpawned 计算,每个适用出生点分别出兵;实际全图总量还受有效出生点、路径与规则影响。此表不包含工厂生产和脚本增援。
地图目标
| 目标类型 | 参数与提示 |
|---|---|
| FlagObjective | 标记 nuc1 |
| TimerObjective | 时长(秒) 300;[accent]⚠ 侦测到核打击:[lightgray]{0} |
| FlagObjective | 标记 nuc2 |
| TimerObjective | 时长(秒) 300;[accent]⚠ 侦测到核打击:[lightgray]{0} |
| TimerObjective | 时长(秒) 0 |
| TimerObjective | 时长(秒) 200 |
| TimerObjective | 时长(秒) 400 |
| TimerObjective | 时长(秒) 400 |
| TimerObjective | 时长(秒) 400 |
| TimerObjective | 时长(秒) 600 |
| TimerObjective | 时长(秒) 2700 |
| TimerObjective | 时长(秒) 3700 |
生成条件与版本
数据版本:原版 v160.7;种子偏移为 0,使用无历史存档的初始星球状态,加载 37 组敌方核心基地蓝图。本区块使用游戏内置固定地图,并应用正式区块加载过滤器。威胁、敌军及部分生成内容可能随邻区基地和存档状态变化。游戏版本、发射蓝图或规则改变后,实际地图应以游戏为准。
数据来源与说明
数据版本:Mindustry 原版 v160.7,来自已核验 SHA-256 的官方游戏包初始化数据。
所有时间按 60 tick/秒换算,距离按 8 世界单位/格换算。数值为默认定义,地图规则、供给、状态及模组可能改变实际表现。
