realgray-stellaris-mod/common/species_classes/rg_species_classes.txt

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# The Portraits defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy.
# 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/".
# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it.
# playable = yes/no/trigger (default: yes) if this species class can is playable
# randomized = yes/no/trigger (default: yes) if this species class is randomized
# custom_portraits = {}
# randomized = yes/no/trigger (default: yes) to specify if portraits are randomized
# playable = yes/no/trigger (default: yes) to specify if portraits are playable
# portraits = list portrait keys
# species_trait_points base number of species trait points available for this species class
# species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0)
# possible ethics/government requirements; see common/governments/readme_requirements.txt
# gender = yes/no (default: yes) whether the species has a gender
# portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding
GRAY_SPECIES = {
archetype = OTHER
playable = { always = no }
randomized = no
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gender = no
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portraits = {
"Gray"
}
move_pop_sound_effect = "moving_pop_confirmation"
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}
RG_MACHINE = {
archetype = MACHINE
randomized = no
# possible = { always = yes }
# possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }
gender = no
use_climate_preference = no
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portrait_modding = yes
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leader_age_min = 2
leader_age_max = 10
custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
portraits = {
"rg_machine_maid"
}
}
graphical_culture = mammalian_01
move_pop_sound_effect = "robot_pops_move"
resources = {}
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}