塞普罗区块 180
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 | 2 | |
| crux | 4 | |
| crux | 2 | |
| crux | 11 | |
| crux | 54 | |
| crux | 71 | |
| crux | 26 | |
| crux | 9 | |
| crux | 138 | |
| crux | 260 | |
| crux | 11 | |
| crux | 1 | |
| crux | 314 | |
| crux | 4 | |
| crux | 120 | |
| crux | 87 | |
| crux | 1 | |
| crux | 3 | |
| crux | 4 | |
| crux | 2 | |
| crux | 8 | |
| crux | 8 | |
| crux | 11 | |
| crux | 68 | |
| crux | 11 | |
| crux | 53 | |
| crux | 9 | |
| crux | 46 | |
| crux | 8 | |
| crux | 6 | |
| crux | 18 | |
| crux | 18 | |
| crux | 67 | |
| crux | 4 | |
| crux | 24 | |
| crux | 1 | |
| crux | 46 | |
| crux | 19 | |
| crux | 9 | |
| crux | 78 | |
| crux | 1 | |
| crux | 2 | |
| crux | 42 | |
| crux | 69 | |
| crux | 67 | |
| crux | 3 | |
| crux | 1 | |
| crux | 2 | |
| crux | 26 | |
| crux | 91 | |
| crux | 17 | |
| crux | 2 | |
| crux | 15 | |
| crux | 40 | |
| crux | 24 | |
| crux | 12 | |
| crux | 1 | |
| crux | 99 | |
| crux | 84 | |
| crux | 69 | |
| crux | 18 | |
| crux | 2 | |
| crux | 10 | |
| crux | 18 | |
| crux | 140 | |
| crux | 28 | |
| crux | 103 | |
| crux | 74 | |
| crux | 3 | |
| crux | 55 | |
| crux | 16 | |
| crux | 282 | |
| crux | 20 | |
| crux | 10 | |
| crux | 12 | |
| crux | 1 | |
| crux | 17 | |
| crux | 1811 | |
| crux | 48 | |
| crux | 1957 | |
| crux | 2750 | |
| crux | 121 | |
| crux | 4 | |
| crux | 87 | |
| crux | 21 | |
| crux | 38 | |
| crux | 10 | |
| derelict | 16 | |
| derelict | 1 | |
| derelict | 4 | |
| derelict | 1 | |
| derelict | 3 | |
| derelict | 21 | |
| derelict | 1 | |
| derelict | 1 | |
| sharded | 5 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 57 | |
| sharded | 1 | |
| sharded | 10 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 8 | |
| sharded | 13 | |
| sharded | 5 | |
| sharded | 4 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 115 | |
| sharded | 2 | |
| sharded | 4 |
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 | 持续 | 1 | 1 | 1 | 无 | |
| 1 | 持续 | 2 | 1 | 1 | 无 | |
| 2 | 持续 | 2 | 1 | 1 | 无 | |
| 6 | 持续 | 2 | 1 | 1 | ||
| 8 | 持续 | 2 | 1 | 1 | 无 | |
| 11 | 持续 | 1 | 1 | 1 | 无 | |
| 12 | 持续 | 2 | 1 | 1 | 无 | |
| 14 | 持续 | 2 | 2 | 4 | ||
| 18 | 持续 | 2 | 1 | 1 | ||
| 19 | 持续 | 2 | 1 | 1 | 无 | |
| 20 | 持续 | 2 | 1 | 1 | 无 | |
| 20 | 持续 | 2 | 1 | 1 | ||
| 20 | 持续 | 2 | 1 | 1 | ||
| 21 | 持续 | 1 | 1 | 1 | 无 | |
| 21 | 持续 | 2 | 1 | 1 | 无 | |
| 21 | 持续 | 2 | 1 | 1 | ||
| 21 | 持续 | 2 | 1 | 1 | ||
| 22 | 持续 | 2 | 1 | 1 | 无 | |
| 24 | 持续 | 1 | 1 | 1 | 无 | |
| 25 | 持续 | 2 | 1 | 1 | 无 | |
| 27 | 持续 | 2 | 1 | 2 | ||
| 30 | 持续 | 2 | 1 | 1 | ||
| 32 | 持续 | 2 | 1 | 1 | 无 | |
| 32 | 持续 | 2 | 1 | 1 | 无 | |
| 32 | 持续 | 2 | 2 | 1 | ||
| 32 | 持续 | 2 | 2 | 1 | ||
| 33 | 持续 | 2 | 1 | 2 | 无 | |
| 34 | 持续 | 2 | 1 | 1 | ||
| 34 | 持续 | 2 | 3 | 4 | ||
| 34 | 持续 | 2 | 1 | 1 | 无 | |
| 35 | 持续 | 2 | 1 | 1 | ||
| 38 | 持续 | 2 | 3 | 4 | ||
| 39 | 持续 | 2 | 3 | 4 | ||
| 40 | 持续 | 20 | 1 | 1 | ||
| 42 | 持续 | 2 | 1 | 1 | ||
| 43 | 持续 | 2 | 3 | 4 | ||
| 44 | 持续 | 2 | 1 | 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 |
|---|---|
| TimerObjective | 时长(秒) 3;Landing... |
| TimerObjective | 时长(秒) 240;[accent]敌方在[lightgray]{0}[]后开始生产单位 |
| TimerObjective | 时长(秒) 240;Enemy unit production escalation in: {0} |
| TimerObjective | 时长(秒) 240;Next enemy unit production escalation in: {0} |
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。
