塞普罗区块 244
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。
地形与环境
| 地板类型 | 格数 |
|---|---|
| 73395 | |
| 51858 | |
| 45369 | |
| 42291 | |
| 金属地基 8 | 17065 |
| 6358 | |
| 金属地基 2 | 4706 |
| 4293 | |
| 金属地基 6 | 3394 |
| 2792 | |
| 金属地基 4 | 1826 |
| 1801 | |
| 金属地基 7 | 1604 |
| 金属地基 5 | 1510 |
| 金属地基 13 | 1407 |
| 1396 | |
| 1393 | |
| 金属地基 3 | 1380 |
| 1197 | |
| 814 | |
| 705 | |
| 金属地基 9 | 601 |
| 575 | |
| 441 | |
| 352 | |
| 288 | |
| 273 | |
| 256 | |
| 188 | |
| 162 | |
| 152 | |
| 金属地基 10 | 140 |
| 139 | |
| 128 | |
| 85 | |
| 66 |
| 战争迷雾 | 关闭 |
|---|---|
| 静态迷雾 | 关闭 |
| 环境编号 | 233 |
| 天气 | 无 |
初始建筑
| 队伍内部名 | 建筑 | 数量 |
|---|---|---|
| crux | 21 | |
| crux | 14 | |
| crux | 16 | |
| crux | 246 | |
| crux | 1083 | |
| crux | 104 | |
| crux | 173 | |
| crux | 22 | |
| crux | 676 | |
| crux | 785 | |
| crux | 16 | |
| crux | 20 | |
| crux | 129 | |
| crux | 2 | |
| crux | 2 | |
| crux | 2 | |
| crux | 93 | |
| crux | 52 | |
| crux | 253 | |
| crux | 56 | |
| crux | 1 | |
| crux | 319 | |
| crux | 113 | |
| crux | 8 | |
| crux | 231 | |
| crux | 55 | |
| crux | 35 | |
| crux | 25 | |
| crux | 1 | |
| crux | 32 | |
| crux | 113 | |
| crux | 31 | |
| crux | 14 | |
| crux | 42 | |
| crux | 52 | |
| crux | 19 | |
| crux | 36 | |
| crux | 294 | |
| crux | 37 | |
| crux | 384 | |
| crux | 1 | |
| crux | 80 | |
| crux | 38 | |
| crux | 170 | |
| crux | 1010 | |
| crux | 11 | |
| crux | 9 | |
| crux | 2 | |
| crux | 27 | |
| crux | 20 | |
| crux | 12 | |
| crux | 39 | |
| crux | 34 | |
| crux | 728 | |
| crux | 17 | |
| crux | 123 | |
| crux | 11 | |
| crux | 84 | |
| crux | 324 | |
| crux | 977 | |
| crux | 388 | |
| crux | 9 | |
| crux | 64 | |
| crux | 2116 | |
| crux | 923 | |
| crux | 1509 | |
| crux | 101 | |
| crux | 17 | |
| crux | 756 | |
| crux | 12 | |
| crux | 710 | |
| crux | 47 | |
| crux | 63 | |
| crux | 107 | |
| crux | 31 | |
| crux | 200 | |
| crux | 283 | |
| crux | 58 | |
| crux | 49 | |
| crux | 259 | |
| crux | 24 | |
| crux | 8 | |
| crux | 9 | |
| crux | 21 | |
| crux | 25 | |
| crux | 167 | |
| crux | 5 | |
| crux | 19 | |
| crux | 6 | |
| crux | 6 | |
| crux | 2574 | |
| crux | 630 | |
| crux | 140 | |
| crux | 1 | |
| crux | 3 | |
| crux | 96 | |
| crux | 8 | |
| crux | 1698 | |
| crux | 856 | |
| crux | 426 | |
| crux | 32 | |
| crux | 13 | |
| crux | 943 | |
| crux | 51 | |
| crux | 419 | |
| crux | 4 | |
| sharded | 14 | |
| sharded | 6 | |
| sharded | 2 | |
| sharded | 2 | |
| sharded | 2 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 6 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 9 | |
| sharded | 5 | |
| sharded | 4 | |
| sharded | 6 | |
| sharded | 2 | |
| sharded | 2 | |
| sharded | 4 | |
| sharded | 34 | |
| sharded | 84 | |
| sharded | 18 | |
| sharded | 2 | |
| sharded | 4 | |
| sharded | 2 |
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 | 15 | 2 | 12 | 2 | 无 | |
| 1 | 持续 | 3 | 10 | 2 | ||
| 1 | 20 | 3 | 4 | 5 | ||
| 1 | 持续 | 2 | 8 | 0.6667 | 无 | |
| 1 | 持续 | 4 | 6 | 1.25 | ||
| 2 | 持续 | 2 | 5 | 6.6667 | 无 | |
| 2 | 持续 | 2 | 5 | 2.2222 | 无 | |
| 2 | 持续 | 2 | 8 | 4 | ||
| 2 | 持续 | 4 | 4 | 2.8571 | ||
| 3 | 持续 | 3 | 4 | 2.8571 | 无 | |
| 3 | 持续 | 2 | 5 | 2 | ||
| 5 | 持续 | 1 | 3 | 3.3333 | 无 | |
| 5 | 持续 | 2 | 2 | 8.3333 | 无 | |
| 5 | 持续 | 1 | 3 | 2 | ||
| 6 | 持续 | 4 | 5 | 4 | ||
| 7 | 持续 | 3 | 8 | 2 | 无 | |
| 8 | 持续 | 2 | 9 | 2 | 无 | |
| 9 | 持续 | 3 | 9 | 2.8571 | 无 | |
| 10 | 持续 | 2 | 5 | 2.8571 | ||
| 10 | 18 | 8 | 1 | 2 | 无 | |
| 12 | 持续 | 3 | 3 | 2 | 无 | |
| 15 | 持续 | 3 | 3 | 2.2222 | ||
| 15 | 持续 | 4 | 3 | 4 | ||
| 16 | 持续 | 5 | 1 | 1.25 | 无 | |
| 18 | 30 | 5 | 4 | 5 | 无 | |
| 21 | 持续 | 3 | 2 | 4 | 无 | |
| 22 | 持续 | 12 | 2 | 2 | ||
| 22 | 持续 | 12 | 2 | 4 | ||
| 25 | 持续 | 1 | 5 | 4 | 无 | |
| 30 | 持续 | 8 | 3 | 2 | 无 | |
| 45 | 持续 | 13 | 2 | 4 | ||
| 65 | 持续 | 10 | 4 | 0.5 | ||
| 65 | 持续 | 10 | 3 | 0.5 |
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) 750;Enemy unit production starting in: [accent]{0}[] |
| TimerObjective | 时长(秒) 300;[orange]Enemy unit production escalating in:[accent]{0}[] |
| TimerObjective | 时长(秒) 480;[red]Enemy unit production escalating in:[accent]{0}[] |
| TimerObjective | 时长(秒) 600;[scarlet]Enemy final unit production escalating in:[accent]{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。
