This commit is contained in:
Kalospacer 2023-06-14 01:40:30 +00:00
commit 0104f3237d
74 changed files with 35322 additions and 17235 deletions

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@ -1,11 +1,11 @@
# Gray Nanite Army # Gray Nanite Army
gray_army = { gray_army = {
damage = 30.0 damage = 30
health = 104.0 health = 104
has_morale = no has_morale = no
morale_damage = 18.0 morale_damage = 18
collateral_damage = 15.0 collateral_damage = 15
war_exhaustion = 12.0 war_exhaustion = 12
time = 5 time = 5
resources = { resources = {
category = armies category = armies
@ -15,34 +15,34 @@ gray_army = {
} }
has_species = no has_species = no
icon = GFX_army_type_machine_assault icon = GFX_army_type_machine_assault
potential = { potential = {
always = no always = no
} }
} }
# Gray Nanite Army # Gray Nanite Army
rg_gray_army_base = { rg_gray_army_base = {
damage = 10.0 damage = 10
health = 18.0 health = 18
has_morale = no has_morale = no
morale_damage = 6.0 morale_damage = 6
collateral_damage = 5.0 collateral_damage = 5
war_exhaustion = 4.0 war_exhaustion = 4
prerequisites = { "tech_gray_army_7" } prerequisites = {
"tech_gray_army_7"
}
time = 180 time = 180
resources = { resources = {
category = armies category = armies
cost = { cost = {
alloys = 800 alloys = 800
} }
produces = { produces = {
energy = 1 energy = 1
} }
} }
has_species = no has_species = no
icon = GFX_army_type_machine_assault icon = GFX_army_type_machine_assault
potential_country = { potential_country = {
} }
} }

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@ -3,7 +3,6 @@ rg_ap_nantiematter = {
custom_tooltip = "rg_ap_nantiematter_tooltip" custom_tooltip = "rg_ap_nantiematter_tooltip"
add_research_option = tech_gray_weapon_lance_1 add_research_option = tech_gray_weapon_lance_1
} }
possible = { possible = {
OR = { OR = {
has_country_flag = origin_rg_gray has_country_flag = origin_rg_gray
@ -15,7 +14,6 @@ rg_ap_nantiematter = {
has_ascension_perk = rg_nantiematter has_ascension_perk = rg_nantiematter
} }
} }
potential = { potential = {
OR = { OR = {
has_country_flag = origin_rg_gray has_country_flag = origin_rg_gray
@ -25,7 +23,6 @@ rg_ap_nantiematter = {
} }
is_ai = no is_ai = no
} }
ai_weight = { ai_weight = {
factor = 0 factor = 0
} }

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@ -30,21 +30,16 @@ graygoo = {
has_country_flag = gray_owner has_country_flag = gray_owner
} }
} }
icon_frame = 3 icon_frame = 3
default = no default = no
stop_when_armies_dead = no stop_when_armies_dead = no
abduct_pops = no abduct_pops = no
planet_damage = 100
planet_damage = 100.0 army_damage = 2
army_damage = 2.0
kill_pop_chance = { kill_pop_chance = {
base = 3.0 base = 3
} }
min_pops_to_kill_pop = 0 min_pops_to_kill_pop = 0
# root = fleet # root = fleet
# from = planet # from = planet
ai_weight = { ai_weight = {

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@ -1,188 +1,162 @@
component_set = { component_set = {
key = "RG_SP_CANNON_INSTANT" key = "RG_SP_CANNON_INSTANT"
icon = "GFX_ship_part_space_whale_weapon_1" icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_WEAPON_LANCE" key = "LARGE_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1" icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "SMALL_GRAY_WEAPON_LANCE" key = "SMALL_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1" icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_X" key = "GRAY_BEAM_STATIC_X"
icon = "GFX_ship_part_gray_lance_2" icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_MX" key = "GRAY_BEAM_STATIC_MX"
icon = "GFX_ship_part_gray_lance_2" icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_EX" key = "GRAY_BEAM_STATIC_EX"
icon = "GFX_ship_part_archaeo_titan_beam" icon = "GFX_ship_part_archaeo_titan_beam"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_WEAPON_KIN" key = "LARGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4" icon = "GFX_ship_part_autocannon_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "HUGE_GRAY_WEAPON_KIN" key = "HUGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4" icon = "GFX_ship_part_autocannon_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FLAK_BATTERY" key = "RG_FLAK_BATTERY"
icon = "GFX_ship_part_flak_batteries_4" icon = "GFX_ship_part_flak_batteries_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FLAK_PHOENIX" key = "RG_FLAK_PHOENIX"
icon = "GFX_ship_part_flak_batteries_3" icon = "GFX_ship_part_flak_batteries_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENERGY_MISSILE" key = "RG_ENERGY_MISSILE"
icon = "GFX_ship_part_graymine" icon = "GFX_ship_part_graymine"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENERGY_MISSILE_KIN" key = "RG_ENERGY_MISSILE_KIN"
icon = "GFX_ship_part_graymine" icon = "GFX_ship_part_graymine"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_CARRIER_RADAR" key = "RG_CARRIER_RADAR"
icon = "GFX_ship_part_sensor_1" icon = "GFX_ship_part_sensor_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_MIX_ARMOR" key = "LARGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor" icon = "GFX_ship_part_gray_armor"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "HUGE_GRAY_MIX_ARMOR" key = "HUGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor" icon = "GFX_ship_part_gray_armor"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_ATTACK_ROCKET" key = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
icon = "STRIKE_CRAFT_HANGAR_3" icon = "STRIKE_CRAFT_HANGAR_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO" key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_AP_BOMB" key = "RG_BOMBER_HANGAR_AP_BOMB"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FIGHTER_HANGAR_BEAM" key = "RG_FIGHTER_HANGAR_BEAM"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ANTIBAKAHALO_RADAR" key = "RG_ANTIBAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_1" icon = "GFX_ship_part_sensor_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BAKAHALO_RADAR" key = "RG_BAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_2" icon = "GFX_ship_part_sensor_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_AUTO_REPAIR" key = "RG_AUTO_REPAIR"
icon = "GFX_ship_part_ship_part_nanite_repair_system" icon = "GFX_ship_part_ship_part_nanite_repair_system"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENIGMATIC_SCHEDULER" key = "RG_ENIGMATIC_SCHEDULER"
icon = "GFX_ship_part_enigmatic_encoder" icon = "GFX_ship_part_enigmatic_encoder"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ARMOR_BOOSTER" key = "RG_ARMOR_BOOSTER"
icon = "GFX_ship_part_rg_armor_hardener" icon = "GFX_ship_part_rg_armor_hardener"
icon_frame = 1 icon_frame = 1
} }
component_set = { # Nanobot Assimilation component_set = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER" key = "RG_PLANET_KILLER"
icon = "GFX_ship_part_devolution_beam" icon = "GFX_ship_part_devolution_beam"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_CLOAKING_3" key = "RG_CLOAKING_3"
icon = "GFX_ship_part_cloak_3" icon = "GFX_ship_part_cloak_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_REVIVE_COMPONENT" key = "RG_REVIVE_COMPONENT"
icon = "GFX_ship_part_aura_inspiring_presence" icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1 icon_frame = 1
} }

View File

@ -10,16 +10,21 @@ utility_component_template = {
alloys = 80 alloys = 80
} }
upkeep = { upkeep = {
energy = 0.80 energy = 0.8
alloys = 0.08 alloys = 0.08
} }
} }
prerequisites = {
prerequisites = { "tech_fission_power" } "tech_fission_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_FUSION_REACTOR" upgrades_to = "RG_Interdictor_FUSION_REACTOR"
ai_weight = { ai_weight = {
weight = 1 weight = 1
} }
@ -41,12 +46,17 @@ utility_component_template = {
alloys = 0.104 alloys = 0.104
} }
} }
prerequisites = {
prerequisites = { "tech_fusion_power" } "tech_fusion_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_COLD_FUSION_REACTOR" upgrades_to = "RG_Interdictor_COLD_FUSION_REACTOR"
ai_weight = { ai_weight = {
weight = 2 weight = 2
} }
@ -68,18 +78,22 @@ utility_component_template = {
alloys = 0.135 alloys = 0.135
} }
} }
prerequisites = {
prerequisites = { "tech_cold_fusion_power" } "tech_cold_fusion_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_ANTIMATTER_REACTOR" upgrades_to = "RG_Interdictor_ANTIMATTER_REACTOR"
ai_weight = { ai_weight = {
weight = 3 weight = 3
} }
} }
utility_component_template = { utility_component_template = {
key = "RG_Interdictor_ANTIMATTER_REACTOR" key = "RG_Interdictor_ANTIMATTER_REACTOR"
size = small size = small
@ -96,12 +110,17 @@ utility_component_template = {
alloys = 0.176 alloys = 0.176
} }
} }
prerequisites = {
prerequisites = { "tech_antimatter_power" } "tech_antimatter_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_ZERO_POINT_REACTOR" upgrades_to = "RG_Interdictor_ZERO_POINT_REACTOR"
ai_weight = { ai_weight = {
weight = 4 weight = 4
} }
@ -123,12 +142,16 @@ utility_component_template = {
alloys = 0.229 alloys = 0.229
} }
} }
prerequisites = {
prerequisites = { "tech_zero_point_power" } "tech_zero_point_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR" upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR"
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -139,7 +162,7 @@ utility_component_template = {
size = small size = small
icon = "GFX_ship_part_reactor_5" icon = "GFX_ship_part_reactor_5"
icon_frame = 1 icon_frame = 1
power = 5000 power = 50000
resources = { resources = {
category = ship_components category = ship_components
cost = { cost = {
@ -150,12 +173,16 @@ utility_component_template = {
alloys = 0.229 alloys = 0.229
} }
} }
prerequisites = {
prerequisites = { "tech_zero_point_power" } "tech_zero_point_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_mothership } size_restriction = {
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR" RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Mothership_DARK_MATTER_REACTOR"
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -178,16 +205,22 @@ utility_component_template = {
alloys = 0.298 alloys = 0.298
} }
} }
prerequisites = {
prerequisites = { "tech_dark_matter_power_core" } "tech_dark_matter_power_core"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 6 weight = 6
modifier = { modifier = {
factor = 0.0 factor = 0
no_resource_for_component = { RESOURCE = sr_dark_matter } no_resource_for_component = {
RESOURCE = sr_dark_matter
}
} }
} }
} }
@ -197,7 +230,7 @@ utility_component_template = {
size = small size = small
icon = "GFX_ship_part_dark_matter_power_core" icon = "GFX_ship_part_dark_matter_power_core"
icon_frame = 1 icon_frame = 1
power = 6000 power = 60000
resources = { resources = {
category = ship_components category = ship_components
cost = { cost = {
@ -209,16 +242,22 @@ utility_component_template = {
alloys = 0.298 alloys = 0.298
} }
} }
prerequisites = {
prerequisites = { "tech_dark_matter_power_core" } "tech_dark_matter_power_core"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_mothership } size_restriction = {
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
ai_weight = { ai_weight = {
weight = 6 weight = 6
modifier = { modifier = {
factor = 0.0 factor = 0
no_resource_for_component = { RESOURCE = sr_dark_matter } no_resource_for_component = {
RESOURCE = sr_dark_matter
}
} }
} }
} }
@ -235,14 +274,14 @@ utility_component_template = {
alloys = 80 alloys = 80
} }
upkeep = { upkeep = {
energy = 0.80 energy = 0.8
alloys = 0.08 alloys = 0.08
} }
} }
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_Arsenal } size_restriction = {
RG_graygoo_Arsenal
}
ai_weight = { ai_weight = {
weight = 1 weight = 1
} }
@ -260,15 +299,22 @@ utility_component_template = {
alloys = 80 alloys = 80
} }
} }
modifier = { modifier = {
} }
prerequisites = {
prerequisites = { "tech_thrusters_1" } "tech_thrusters_1"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_2" upgrades_to = "BATTLESHIP_SHIP_THRUSTER_2"
ai_weight = { ai_weight = {
weight = 1 weight = 1
} }
@ -286,17 +332,24 @@ utility_component_template = {
alloys = 107 alloys = 107
} }
} }
modifier = { modifier = {
ship_base_speed_mult = 0.25 ship_base_speed_mult = 0.25
ship_evasion_add = 2 ship_evasion_add = 2
} }
prerequisites = {
prerequisites = { "tech_thrusters_2" } "tech_thrusters_2"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_3" upgrades_to = "BATTLESHIP_SHIP_THRUSTER_3"
ai_weight = { ai_weight = {
weight = 2 weight = 2
} }
@ -315,15 +368,23 @@ utility_component_template = {
} }
} }
modifier = { modifier = {
ship_base_speed_mult = 0.50 ship_base_speed_mult = 0.5
ship_evasion_add = 4 ship_evasion_add = 4
} }
prerequisites = {
prerequisites = { "tech_thrusters_3" } "tech_thrusters_3"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_4" upgrades_to = "BATTLESHIP_SHIP_THRUSTER_4"
ai_weight = { ai_weight = {
weight = 3 weight = 3
} }
@ -345,12 +406,20 @@ utility_component_template = {
ship_base_speed_mult = 0.75 ship_base_speed_mult = 0.75
ship_evasion_add = 6 ship_evasion_add = 6
} }
prerequisites = {
prerequisites = { "tech_thrusters_4" } "tech_thrusters_4"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_5" upgrades_to = "BATTLESHIP_SHIP_THRUSTER_5"
ai_weight = { ai_weight = {
weight = 4 weight = 4
} }
@ -373,16 +442,26 @@ utility_component_template = {
ship_base_speed_mult = 1.25 ship_base_speed_mult = 1.25
ship_evasion_add = 8 ship_evasion_add = 8
} }
prerequisites = {
prerequisites = { "tech_dark_matter_propulsion" } "tech_dark_matter_propulsion"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
modifier = { modifier = {
factor = 0.0 factor = 0
no_resource_for_component = { RESOURCE = sr_dark_matter } no_resource_for_component = {
RESOURCE = sr_dark_matter
}
} }
} }
} }
@ -390,114 +469,135 @@ utility_component_template = {
#################### ####################
#原版部件 #原版部件
#################### ####################
weapon_component_template = {
weapon_component_template = { # World Cracker # World Cracker
key = "RG_PLANET_KILLER_CRACKER" key = "RG_PLANET_KILLER_CRACKER"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
prerequisites = {
prerequisites = { "tech_pk_cracker" } "tech_pk_cracker"
}
icon = GFX_ship_part_world_cracker icon = GFX_ship_part_world_cracker
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_CRACKER" component_set = "PLANET_KILLER_CRACKER"
planet_destruction_gfx = "shatter_planet_gfx" planet_destruction_gfx = "shatter_planet_gfx"
} }
weapon_component_template = { # Pacifier weapon_component_template = {
# Pacifier
key = "RG_PLANET_KILLER_SHIELDER" key = "RG_PLANET_KILLER_SHIELDER"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
prerequisites = {
prerequisites = { "tech_pk_shielder" } "tech_pk_shielder"
}
icon = GFX_ship_part_global_pacifier icon = GFX_ship_part_global_pacifier
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_SHIELDER" component_set = "PLANET_KILLER_SHIELDER"
planet_destruction_gfx = "global_pacifier_gfx" planet_destruction_gfx = "global_pacifier_gfx"
} }
weapon_component_template = { # Neutron Beam weapon_component_template = {
# Neutron Beam
key = "RG_PLANET_KILLER_NEUTRON" key = "RG_PLANET_KILLER_NEUTRON"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
prerequisites = {
prerequisites = { "tech_pk_neutron" } "tech_pk_neutron"
}
icon = GFX_ship_part_neutron_sweep icon = GFX_ship_part_neutron_sweep
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_NEUTRON" component_set = "PLANET_KILLER_NEUTRON"
planet_destruction_gfx = "neutron_planet_gfx" planet_destruction_gfx = "neutron_planet_gfx"
} }
weapon_component_template = { # God Ray weapon_component_template = {
# God Ray
key = "RG_PLANET_KILLER_GODRAY" key = "RG_PLANET_KILLER_GODRAY"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
prerequisites = {
prerequisites = { "tech_pk_godray" } "tech_pk_godray"
}
icon = GFX_ship_part_divine_enforcer icon = GFX_ship_part_divine_enforcer
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_GODRAY" component_set = "PLANET_KILLER_GODRAY"
planet_destruction_gfx = "god_ray_gfx" planet_destruction_gfx = "god_ray_gfx"
} }
weapon_component_template = { # Nanobot Assimilation weapon_component_template = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER_NANOBOTS" key = "RG_PLANET_KILLER_NANOBOTS"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
prerequisites = {
prerequisites = { "tech_pk_nanobots" } "tech_pk_nanobots"
}
icon = GFX_ship_part_nanobot_diffuser icon = GFX_ship_part_nanobot_diffuser
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_NANOBOTS" component_set = "PLANET_KILLER_NANOBOTS"
planet_destruction_gfx = "assimilation_nanobots_gfx" planet_destruction_gfx = "assimilation_nanobots_gfx"
} }
weapon_component_template = { # Deluge weapon_component_template = {
# Deluge
key = "RG_PLANET_KILLER_DELUGE" key = "RG_PLANET_KILLER_DELUGE"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
use_ship_kill_target = no use_ship_kill_target = no
valid_for_country = { valid_for_country = {
has_ascension_perk = ap_hydrocentric has_ascension_perk = ap_hydrocentric
} }
icon = GFX_ship_part_deluge icon = GFX_ship_part_deluge
icon_frame = 1 icon_frame = 1
size_restriction = {
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership } RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_DELUGE" component_set = "PLANET_KILLER_DELUGE"
planet_destruction_gfx = "planet_deluge_gfx" planet_destruction_gfx = "planet_deluge_gfx"
ai_weight = { ai_weight = {
factor = 10 factor = 10
} }
} }
#weapon_component_template = { #weapon_component_template = {
# key = "RG_PLANET_KILLER_STAR_CRACKER" # key = "RG_PLANET_KILLER_STAR_CRACKER"
# size = planet_killer # size = planet_killer
@ -515,11 +615,9 @@ weapon_component_template = { # Deluge
# #
# planet_destruction_gfx = "star_destroyer_effect_gfx" # planet_destruction_gfx = "star_destroyer_effect_gfx"
#} #}
#################### ####################
#舰R部件 #舰R部件
#################### ####################
utility_component_template = { utility_component_template = {
key = "RG_ID_wsg_alpha_REACTOR" key = "RG_ID_wsg_alpha_REACTOR"
size = small size = small
@ -537,11 +635,18 @@ utility_component_template = {
alloys = 0.5 alloys = 0.5
} }
} }
prerequisites = {
prerequisites = { "tech_wsg_alpha_power" } "tech_wsg_alpha_power"
}
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -565,16 +670,27 @@ utility_component_template = {
ship_base_speed_mult = 1.35 ship_base_speed_mult = 1.35
ship_evasion_add = 12 ship_evasion_add = 12
} }
prerequisites = {
prerequisites = { "tech_wsg_alpha_propulsion" } "tech_wsg_alpha_propulsion"
}
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
modifier = { modifier = {
factor = 0.0 factor = 0
has_monthly_income = { resource = sr_dark_matter value <= 0 } has_monthly_income = {
resource = sr_dark_matter
value <= 0
}
} }
} }
} }
@ -599,7 +715,14 @@ utility_component_template = {
"tech_sh_senergy_reactor" "tech_sh_senergy_reactor"
} }
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -626,7 +749,15 @@ utility_component_template = {
"tech_sh_propulsion" "tech_sh_propulsion"
} }
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
modifier = { modifier = {
@ -659,7 +790,15 @@ utility_component_template = {
"tech_wsg_senergy_reactor" "tech_wsg_senergy_reactor"
} }
component_set = "power_core" component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -686,7 +825,15 @@ utility_component_template = {
"tech_wsg_senergy_propulsion" "tech_wsg_senergy_propulsion"
} }
component_set = "thruster_components" component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor } size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = { ai_weight = {
weight = 5 weight = 5
modifier = { modifier = {
@ -702,23 +849,27 @@ utility_component_template = {
####################################### #######################################
# Science Ships and Observation Posts # # Science Ships and Observation Posts #
####################################### #######################################
# These go in a unique ship component slot and are automatically # These go in a unique ship component slot and are automatically
# equipped when the relevant technology is researched. # equipped when the relevant technology is researched.
utility_component_template = { utility_component_template = {
key = "RG_SCIENCE_CLOAKING_EMPTY" key = "RG_SCIENCE_CLOAKING_EMPTY"
size = small size = small
icon = "GFX_ship_part_empty_ftl_drive" icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_1" upgrades_to = "RG_SCIENCE_CLOAKING_1"
ai_weight = { ai_weight = {
weight = 1 weight = 1
} }
@ -730,11 +881,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_1" icon = "GFX_ship_part_cloak_1"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
modifier = { modifier = {
ship_cloaking_strength_add = 1 ship_cloaking_strength_add = 1
} }
triggered_ship_modifier = { triggered_ship_modifier = {
potential = { potential = {
is_cloaked = yes is_cloaked = yes
@ -744,12 +893,20 @@ utility_component_template = {
} }
} }
custom_tooltip = "CLOAKING_1_TOOLTIP" custom_tooltip = "CLOAKING_1_TOOLTIP"
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { "tech_cloaking_1" } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_1"
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_2" upgrades_to = "RG_SCIENCE_CLOAKING_2"
ai_weight = { ai_weight = {
weight = 5 weight = 5
} }
@ -761,11 +918,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_2" icon = "GFX_ship_part_cloak_2"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
modifier = { modifier = {
ship_cloaking_strength_add = 2 ship_cloaking_strength_add = 2
} }
triggered_ship_modifier = { triggered_ship_modifier = {
potential = { potential = {
is_cloaked = yes is_cloaked = yes
@ -775,12 +930,20 @@ utility_component_template = {
} }
} }
custom_tooltip = "CLOAKING_2_TOOLTIP" custom_tooltip = "CLOAKING_2_TOOLTIP"
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { "tech_cloaking_2" } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_2"
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_3" upgrades_to = "RG_SCIENCE_CLOAKING_3"
ai_weight = { ai_weight = {
weight = 10 weight = 10
} }
@ -792,11 +955,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_3" icon = "GFX_ship_part_cloak_3"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
modifier = { modifier = {
ship_cloaking_strength_add = 3 ship_cloaking_strength_add = 3
} }
triggered_ship_modifier = { triggered_ship_modifier = {
potential = { potential = {
is_cloaked = yes is_cloaked = yes
@ -806,12 +967,20 @@ utility_component_template = {
} }
} }
custom_tooltip = "CLOAKING_3_TOOLTIP" custom_tooltip = "CLOAKING_3_TOOLTIP"
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { "tech_cloaking_3" } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_3"
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
upgrades_to = "RG_CIENCE_CLOAKING_DARK_MATTER" upgrades_to = "RG_CIENCE_CLOAKING_DARK_MATTER"
ai_weight = { ai_weight = {
weight = 15 weight = 15
} }
@ -823,11 +992,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_dark_matter" icon = "GFX_ship_part_cloak_dark_matter"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
modifier = { modifier = {
ship_cloaking_strength_add = 4 ship_cloaking_strength_add = 4
} }
triggered_ship_modifier = { triggered_ship_modifier = {
potential = { potential = {
is_cloaked = yes is_cloaked = yes
@ -837,12 +1004,20 @@ utility_component_template = {
} }
} }
custom_tooltip = "CLOAKING_DARK_MATTER_TOOLTIP" custom_tooltip = "CLOAKING_DARK_MATTER_TOOLTIP"
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { "tech_cloaking_dark_matter" } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_dark_matter"
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_PSI" upgrades_to = "RG_SCIENCE_CLOAKING_PSI"
ai_weight = { ai_weight = {
weight = 20 weight = 20
} }
@ -854,11 +1029,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_psi" icon = "GFX_ship_part_cloak_psi"
icon_frame = 1 icon_frame = 1
power = 0 power = 0
modifier = { modifier = {
ship_cloaking_strength_add = 5 ship_cloaking_strength_add = 5
} }
triggered_ship_modifier = { triggered_ship_modifier = {
potential = { potential = {
is_cloaked = yes is_cloaked = yes
@ -869,13 +1042,20 @@ utility_component_template = {
} }
} }
custom_tooltip = "CLOAKING_PSI_TOOLTIP" custom_tooltip = "CLOAKING_PSI_TOOLTIP"
size_restriction = {
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership} RG_gray_juggernaut
prerequisites = { "tech_cloaking_psi" } RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_psi"
}
component_set = "science_cloaking_components" component_set = "science_cloaking_components"
ai_weight = { ai_weight = {
weight = 25 weight = 25
} }
} }

File diff suppressed because it is too large Load Diff

View File

@ -3,15 +3,12 @@ weapon_component_template = {
key = "RG_PLANET_KILLER_SP" key = "RG_PLANET_KILLER_SP"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
icon = GFX_ship_part_divine_enforcer icon = GFX_ship_part_divine_enforcer
icon_frame = 1 icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex" projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx" planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间 total_fire_time = 60 #开火时间
firing_arc = 25.0 firing_arc = 25
resources = { resources = {
category = ship_components category = ship_components
cost = { cost = {
@ -19,26 +16,36 @@ weapon_component_template = {
nanites = 50 nanites = 50
} }
} }
power = -1000 power = -1000
damage = { min = 35 max = 350 } #伤害 damage = {
windup = { min = 32 max = 64 } #冷却 min = 35
size_damage_factor = 10.0 max = 350
hull_damage = 10.0 #船体伤害 } #伤害
shield_damage = 10.0 #护盾伤害 windup = {
armor_damage = 10.0 #装甲伤害 min = 32
shield_penetration = 10.0 #护盾穿透 max = 64
armor_penetration = 10.0 #装甲穿透 } #冷却
tracking = 1.00 #追踪 size_damage_factor = 10
range = 800.00 #范围 hull_damage = 10 #船体伤害
accuracy = 1.00 #命中 shield_damage = 10 #护盾伤害
armor_damage = 10 #装甲伤害
tags = { weapon_type_rg_main weapon_type_energy } shield_penetration = 10 #护盾穿透
size_restriction = { RG_graygoo_capitalship RG_graygoo_mothership } armor_penetration = 10 #装甲穿透
tracking = 1 #追踪
range = 800 #范围
accuracy = 1 #命中
tags = {
weapon_type_rg_main
weapon_type_energy
}
size_restriction = {
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_mothership
}
component_set = "RG_PLANET_KILLER" component_set = "RG_PLANET_KILLER"
hidden = yes hidden = yes
ship_limit = 1 ship_limit = 1
ai_weight = { ai_weight = {
weight = 0 weight = 0
} }

View File

@ -20,7 +20,8 @@ RG_gray_friendly = {
} }
custom_diplomacy = yes custom_diplomacy = yes
modules = { modules = {
basic_technology_module = {} basic_technology_module = {
}
exclusive_diplomacy_module = { exclusive_diplomacy_module = {
contact_rule = on_action_only contact_rule = on_action_only
} }

View File

@ -20,7 +20,8 @@ RG_gray_friendly = {
} }
custom_diplomacy = yes custom_diplomacy = yes
modules = { modules = {
basic_technology_module = {} basic_technology_module = {
}
exclusive_diplomacy_module = { exclusive_diplomacy_module = {
contact_rule = on_action_only contact_rule = on_action_only
} }

View File

@ -1,13 +1,169 @@
# Gray Warship
ship_design = {
name = "NAME_Gray_Warship"
ship_size = RG_graygoo_mothership
is_event_design = yes
section = {
template = "RG_gray_warship_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SMALL"
}
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_03"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_06"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_BOMBER_HANGAR_AP_BOMB"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_9"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_10"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_11"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_12"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_SHIP_AURA_NANOBOT_CLOUD"
}
# Factory # Factory
ship_design = { ship_design = {
name = "NAME_Nanite_Factory" name = "NAME_Nanite_Factory"
ship_size = graygoo_factory ship_size = graygoo_factory
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_factory_key" template = "RG_nanite_factory_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@ -179,145 +335,517 @@ ship_design = {
name = "NAME_Nanite_Dragon" name = "NAME_Nanite_Dragon"
ship_size = nanite_space_dragon_baby ship_size = nanite_space_dragon_baby
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_space_dragon_baby_key" template = "RG_nanite_space_dragon_baby_key"
slot = "mid" slot = "mid"
component = {
component = { slot = "PLANET_KILLER_GUN_01" template = "RG_PLANET_KILLER" } slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER"
component = { slot = "TITAN_01" template = "GRAY_BEAM_STATIC_EX" } }
component = { slot = "TITAN_02" template = "GRAY_BEAM_STATIC_EX" } component = {
component = { slot = "TITAN_03" template = "GRAY_BEAM_STATIC_EX" } slot = "TITAN_01"
component = { slot = "TITAN_04" template = "GRAY_BEAM_STATIC_EX" } template = "GRAY_BEAM_STATIC_EX"
component = { slot = "TITAN_05" template = "GRAY_BEAM_STATIC_EX" } }
component = { slot = "TITAN_06" template = "GRAY_BEAM_STATIC_EX" } component = {
slot = "TITAN_02"
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" } template = "GRAY_BEAM_STATIC_EX"
component = { slot = "EXTRA_LARGE_02" template = "GRAY_BEAM_STATIC_X" } }
component = { slot = "EXTRA_LARGE_03" template = "GRAY_BEAM_STATIC_X" } component = {
component = { slot = "EXTRA_LARGE_04" template = "GRAY_BEAM_STATIC_X" } slot = "TITAN_03"
component = { slot = "EXTRA_LARGE_05" template = "GRAY_BEAM_STATIC_X" } template = "GRAY_BEAM_STATIC_EX"
component = { slot = "EXTRA_LARGE_06" template = "GRAY_BEAM_STATIC_X" } }
component = { slot = "EXTRA_LARGE_07" template = "GRAY_BEAM_STATIC_X" } component = {
component = { slot = "EXTRA_LARGE_08" template = "GRAY_BEAM_STATIC_X" } slot = "TITAN_04"
template = "GRAY_BEAM_STATIC_EX"
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" } slot = "TITAN_05"
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" } template = "GRAY_BEAM_STATIC_EX"
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" } slot = "TITAN_06"
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" } template = "GRAY_BEAM_STATIC_EX"
}
component = { slot = "LARGE_GUN_01" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_02" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_01"
component = { slot = "LARGE_GUN_03" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_04" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_05" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_06" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_02"
component = { slot = "LARGE_GUN_07" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_08" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_09" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_10" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_03"
component = { slot = "LARGE_GUN_11" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_12" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_13" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_14" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_04"
component = { slot = "LARGE_GUN_15" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_16" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_17" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_18" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_05"
component = { slot = "LARGE_GUN_19" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_20" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_21" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_22" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_06"
component = { slot = "LARGE_GUN_23" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_24" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_25" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_26" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_07"
component = { slot = "LARGE_GUN_27" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_28" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_29" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_30" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "EXTRA_LARGE_08"
component = { slot = "LARGE_GUN_31" template = "LARGE_GRAY_WEAPON_LANCE" } template = "GRAY_BEAM_STATIC_X"
component = { slot = "LARGE_GUN_32" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_33" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_34" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "TORPEDO_01"
component = { slot = "LARGE_GUN_35" template = "LARGE_GRAY_WEAPON_LANCE" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_GUN_36" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = {
component = { slot = "PD_01" template = "RG_FLAK_BATTERY" } slot = "TORPEDO_02"
component = { slot = "PD_02" template = "RG_FLAK_BATTERY" } template = "RG_ENERGY_MISSILE"
component = { slot = "PD_03" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_04" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_05" template = "RG_FLAK_BATTERY" } slot = "TORPEDO_03"
component = { slot = "PD_06" template = "RG_FLAK_BATTERY" } template = "RG_ENERGY_MISSILE"
component = { slot = "PD_07" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_08" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_09" template = "RG_FLAK_BATTERY" } slot = "TORPEDO_04"
component = { slot = "PD_10" template = "RG_FLAK_BATTERY" } template = "RG_ENERGY_MISSILE"
component = { slot = "PD_11" template = "RG_FLAK_PHOENIX" } }
component = { slot = "PD_12" template = "RG_FLAK_PHOENIX" } component = {
slot = "TORPEDO_05"
component = { slot = "LARGE_UTILITY_1" template = "HUGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_2" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_3" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_4" template = "HUGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_06"
component = { slot = "LARGE_UTILITY_5" template = "HUGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_6" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_7" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_8" template = "HUGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_07"
component = { slot = "LARGE_UTILITY_9" template = "HUGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_10" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_11" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_12" template = "HUGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_08"
component = { slot = "LARGE_UTILITY_13" template = "HUGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_14" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_15" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_16" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_01"
component = { slot = "LARGE_UTILITY_17" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_18" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_19" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_20" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_02"
component = { slot = "LARGE_UTILITY_21" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_22" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_23" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_24" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_03"
component = { slot = "LARGE_UTILITY_25" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_26" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_27" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_28" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_04"
component = { slot = "LARGE_UTILITY_29" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_30" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_31" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_32" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_05"
component = { slot = "LARGE_UTILITY_33" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_34" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_35" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_36" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_06"
component = { slot = "LARGE_UTILITY_37" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_38" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_39" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_40" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_07"
component = { slot = "LARGE_UTILITY_41" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_42" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_43" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_44" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_08"
component = { slot = "LARGE_UTILITY_45" template = "HUGE_GRAY_MIX_ARMOR" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_UTILITY_46" template = "HUGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_47" template = "HUGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_48" template = "HUGE_GRAY_MIX_ARMOR" } slot = "LARGE_GUN_09"
template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "AUX_UTILITY_1" template = "RG_AUTO_REPAIR" } }
component = { slot = "AUX_UTILITY_2" template = "RG_AUTO_REPAIR" } component = {
component = { slot = "AUX_UTILITY_3" template = "RG_ARMOR_BOOSTER" } slot = "LARGE_GUN_10"
component = { slot = "AUX_UTILITY_4" template = "RG_ARMOR_BOOSTER" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "AUX_UTILITY_5" template = "RG_ENIGMATIC_SCHEDULER" } }
component = { slot = "AUX_UTILITY_6" template = "RG_ENIGMATIC_SCHEDULER" } component = {
component = { slot = "AUX_UTILITY_7" template = "RG_ENGINE_BOOSTER" } slot = "LARGE_GUN_11"
component = { slot = "AUX_UTILITY_8" template = "RG_ENGINE_BOOSTER" } template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_12"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_13"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_14"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_15"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_16"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_17"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_18"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_19"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_20"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_21"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_22"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_23"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_24"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_25"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_26"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_27"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_28"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_29"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_30"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_31"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_32"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_33"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_34"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_35"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_36"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_05"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_06"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_07"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_08"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_09"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_10"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_11"
template = "RG_FLAK_PHOENIX"
}
component = {
slot = "PD_12"
template = "RG_FLAK_PHOENIX"
}
component = {
slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_9"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_10"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_11"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_12"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_13"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_14"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_15"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_16"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_17"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_18"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_19"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_20"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_21"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_22"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_23"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_24"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_25"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_26"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_27"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_28"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_29"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_30"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_31"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_32"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_33"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_34"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_35"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_36"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_37"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_38"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_39"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_40"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_41"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_42"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_43"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_44"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_45"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_46"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_47"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_48"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_3"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_4"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_5"
template = "RG_ENIGMATIC_SCHEDULER"
}
component = {
slot = "AUX_UTILITY_6"
template = "RG_ENIGMATIC_SCHEDULER"
}
component = {
slot = "AUX_UTILITY_7"
template = "RG_ENGINE_BOOSTER"
}
component = {
slot = "AUX_UTILITY_8"
template = "RG_ENGINE_BOOSTER"
}
} }
required_component = "GUARDIAN_DRIVE" required_component = "GUARDIAN_DRIVE"
required_component = "COMBAT_COMPUTER_ARTILLERY_DEFAULT" required_component = "COMBAT_COMPUTER_ARTILLERY_DEFAULT"
@ -330,11 +858,9 @@ ship_design = {
name = "NAME_Nanite_Mothership" name = "NAME_Nanite_Mothership"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_mothership_key" template = "nanite_mothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@ -395,7 +921,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10" slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -465,11 +990,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_Carrier" name = "NAME_Nanite_Mothership_Carrier"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_carriermothership_key" template = "RG_nanite_carriermothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PD_01" slot = "PD_01"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
@ -486,7 +1009,6 @@ ship_design = {
slot = "PD_04" slot = "PD_04"
template = "RG_CARRIER_RADAR" template = "RG_CARRIER_RADAR"
} }
component = { component = {
slot = "LARGE_GUN_01" slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
@ -495,7 +1017,6 @@ ship_design = {
slot = "LARGE_GUN_02" slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
} }
component = { component = {
slot = "STRIKE_CRAFT_01" slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
@ -560,7 +1081,6 @@ ship_design = {
slot = "STRIKE_CRAFT_16" slot = "STRIKE_CRAFT_16"
template = "RG_BOMBER_HANGAR_AP_BOMB" template = "RG_BOMBER_HANGAR_AP_BOMB"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -629,11 +1149,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_titan" name = "NAME_Nanite_Mothership_titan"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_titanmothership_key" template = "RG_nanite_titanmothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@ -670,8 +1188,6 @@ ship_design = {
slot = "LARGE_GUN_05" slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -744,7 +1260,6 @@ ship_design = {
section = { section = {
template = "RG_nanite_interdictor_key" template = "RG_nanite_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"
@ -773,7 +1288,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03" slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -790,12 +1304,10 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR" template = "RG_AUTO_REPAIR"
} }
} }
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
@ -805,17 +1317,14 @@ ship_design = {
} }
### Dessanu Ships ### Dessanu Ships
# Dessanu Mothership # Dessanu Mothership
ship_design = { ship_design = {
name = "NAME_Dessanu_Mothership" name = "NAME_Dessanu_Mothership"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_mothership_key" template = "nanite_mothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@ -876,7 +1385,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10" slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -949,7 +1457,6 @@ ship_design = {
section = { section = {
template = "RG_nanite_interdictor_key" template = "RG_nanite_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"
@ -978,7 +1485,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03" slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@ -995,12 +1501,10 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR" template = "RG_AUTO_REPAIR"
} }
} }
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
@ -1016,7 +1520,6 @@ ship_design = {
section = { section = {
template = "gatebuilder_starbase_key" template = "gatebuilder_starbase_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"

View File

@ -2,57 +2,161 @@
ship_design = { ship_design = {
name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE" name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE"
ship_size = RG_orbital_ring_tier_1 ship_size = RG_orbital_ring_tier_1
section = { section = {
template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
slot = "core" slot = "core"
component = {
component = { slot = "LARGE_GUN_01" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "LARGE_GUN_01"
component = { slot = "LARGE_GUN_02" template = "LARGE_GRAY_WEAPON_LANCE" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_GUN_03" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_04" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
slot = "LARGE_GUN_02"
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" } slot = "LARGE_GUN_03"
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" } slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "STRIKE_CRAFT_01" template = "RG_FIGHTER_HANGAR_BEAM" } }
component = { slot = "STRIKE_CRAFT_02" template = "RG_FIGHTER_HANGAR_BEAM" } component = {
component = { slot = "STRIKE_CRAFT_03" template = "RG_FIGHTER_HANGAR_BEAM" } slot = "TORPEDO_01"
component = { slot = "STRIKE_CRAFT_04" template = "RG_FIGHTER_HANGAR_BEAM" } template = "RG_ENERGY_MISSILE"
}
component = { slot = "STRIKE_CRAFT_05" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } component = {
component = { slot = "STRIKE_CRAFT_06" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } slot = "TORPEDO_02"
component = { slot = "STRIKE_CRAFT_07" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } template = "RG_ENERGY_MISSILE"
component = { slot = "STRIKE_CRAFT_08" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } }
component = {
component = { slot = "MEDIUM_GUN_01" template = "SMALL_GRAY_WEAPON_LANCE" } slot = "TORPEDO_03"
component = { slot = "MEDIUM_GUN_02" template = "SMALL_GRAY_WEAPON_LANCE" } template = "RG_ENERGY_MISSILE"
component = { slot = "MEDIUM_GUN_03" template = "SMALL_GRAY_WEAPON_LANCE" } }
component = { slot = "MEDIUM_GUN_04" template = "SMALL_GRAY_WEAPON_LANCE" } component = {
slot = "TORPEDO_04"
component = { slot = "PD_01" template = "RG_FLAK_BATTERY" } template = "RG_ENERGY_MISSILE"
component = { slot = "PD_02" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_03" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_04" template = "RG_FLAK_BATTERY" } slot = "TORPEDO_05"
template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_1" template = "LARGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_2" template = "LARGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_3" template = "LARGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_06"
component = { slot = "LARGE_UTILITY_4" template = "LARGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_5" template = "LARGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_6" template = "LARGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_7" template = "LARGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_07"
component = { slot = "LARGE_UTILITY_8" template = "LARGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
}
component = { slot = "AUX_UTILITY_1" template = "RG_ARMOR_BOOSTER" } component = {
component = { slot = "AUX_UTILITY_2" template = "RG_AUTO_REPAIR" } slot = "TORPEDO_08"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_07"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_08"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "MEDIUM_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_AUTO_REPAIR"
}
} }
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "TITAN_ZERO_POINT_REACTOR"
@ -66,11 +170,9 @@ ship_design = {
name = "NAME_RG_Nanite_Starbase" name = "NAME_RG_Nanite_Starbase"
ship_size = starbase_starfortress ship_size = starbase_starfortress
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_factory_key" template = "RG_nanite_factory_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"

File diff suppressed because it is too large Load Diff

View File

@ -1,3 +1,345 @@
#工程船
ship_design = {
name = "NAME_RG_GRAY_constructor"
ship_size = RG_armed_constructor_ship
is_event_design = yes
section = {
template = "RG_armed_constructor_ship"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
#required_component = "RG_ANTIBAKAHALO"
}
#科研船
ship_design = {
name = "NAME_RG_GRAY_scienceship"
ship_size = RG_armed_science_ship
is_event_design = yes
section = {
template = "RG_armed_science_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_AUTOCONST_HANGER"
}
#压制舰
ship_design = {
name = "NAME_RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
is_event_design = yes
section = {
template = "RG_armed_transport_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
#殖民舰
ship_design = {
name = "NAME_RG_armed_colony_ship"
ship_size = RG_armed_colony_ship
is_event_design = yes
section = {
template = "RG_armed_colony_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
# 星海试验船 # 星海试验船
ship_design = { ship_design = {
name = "RG_COLOSSUS_interdictor_SP" name = "RG_COLOSSUS_interdictor_SP"
@ -6,12 +348,10 @@ ship_design = {
section = { section = {
template = "RG_COLOSSUS_interdictor_key" template = "RG_COLOSSUS_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PLANET_KILLER_GUN_01" slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SP" template = "RG_PLANET_KILLER_SP"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "" template = ""
@ -36,12 +376,10 @@ ship_design = {
slot = "LARGE_UTILITY_6" slot = "LARGE_UTILITY_6"
template = "" template = ""
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "" template = ""
} }
} }
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "HYPER_DRIVE_3" required_component = "HYPER_DRIVE_3"
@ -58,7 +396,6 @@ ship_design = {
section = { section = {
template = "RG_Buff_interdictor_key" template = "RG_Buff_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PD_01" slot = "PD_01"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
@ -67,7 +404,6 @@ ship_design = {
slot = "PD_02" slot = "PD_02"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "" template = ""
@ -84,12 +420,10 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "" template = ""
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_revive_component" template = "RG_revive_component"
} }
} }
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "HYPER_DRIVE_3" required_component = "HYPER_DRIVE_3"
@ -100,17 +434,14 @@ ship_design = {
required_component = "" required_component = ""
} }
# Nanite Dragon # Nanite Dragon
ship_design = { ship_design = {
name = "NAME_RG_FAKE_Dragon" name = "NAME_RG_FAKE_Dragon"
ship_size = nanite_space_dragon_baby ship_size = nanite_space_dragon_baby
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_space_dragon_baby_key" template = "nanite_space_dragon_baby_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PRIMARY_GUN_01" slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X" template = "GRAY_BEAM_STATIC_X"
@ -163,7 +494,6 @@ ship_design = {
slot = "TERTIARY_GUN_04" slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR" template = "HUGE_GRAY_MIX_ARMOR"

View File

@ -2,15 +2,12 @@ origin_rg_gray = {
is_origin = yes is_origin = yes
icon = "gfx/interface/icons/origins/origins_fratricide.dds" icon = "gfx/interface/icons/origins/origins_fratricide.dds"
picture = GFX_evt_ship_in_orbit_2 picture = GFX_evt_ship_in_orbit_2
flags = {
flags = { origin_rg_gray } origin_rg_gray
}
non_colonizable_planet_class_neighbor = yes non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects" description = "origin_tooltip_rg_gray_effects"
advanced_start = yes advanced_start = yes
random_weight = { random_weight = {
base = 0 base = 0
} }

View File

@ -3,12 +3,14 @@ RG_orbital_ring = {
construction_entity = "orbital_ring_construction_entity" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
show_galactic_map_icon = no show_galactic_map_icon = no
show_in_outliner = no show_in_outliner = no
build_time = 720 build_time = 720
resources = { resources = {
category = megastructures category = megastructures
cost = { cost = {
@ -17,9 +19,9 @@ RG_orbital_ring = {
} }
} }
construction_blocks_and_blocked_by = none construction_blocks_and_blocked_by = none
potential = {
potential = { has_technology = tech_gray_noway } has_technology = tech_gray_noway
}
possible = { possible = {
exists = starbase exists = starbase
custom_tooltip = { custom_tooltip = {
@ -27,26 +29,30 @@ RG_orbital_ring = {
is_inside_border = from is_inside_border = from
} }
} }
placement_rules = { placement_rules = {
planet_possible = { planet_possible = {
custom_tooltip = { custom_tooltip = {
fail_text = "requires_surveyed_planet" fail_text = "requires_surveyed_planet"
is_surveyed = { # prevent leaking habitability information is_surveyed = {
# prevent leaking habitability information
who = prev.from who = prev.from
status = yes status = yes
} }
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_no_anomaly" fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes } NOT = {
has_anomaly = yes
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring" fail_text = "requires_colonized_planet_orbital_ring"
# is_colony = yes # is_colony = yes
exists = owner exists = owner
exists = controller exists = controller
controller = { is_same_value = prev.owner } controller = {
is_same_value = prev.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_not_hostile_or_primitive" fail_text = "requires_not_hostile_or_primitive"
@ -87,18 +93,18 @@ RG_orbital_ring = {
} }
if = { if = {
limit = { limit = {
from = { is_ai = yes } from = {
is_ai = yes
}
} }
num_pops >= 25 num_pops >= 25
} }
} }
} }
# root = system # root = system
# from = country # from = country
ai_weight = { ai_weight = {
factor = 5 factor = 5
modifier = { modifier = {
factor = 3 factor = 3
solar_system = { solar_system = {
@ -113,33 +119,39 @@ RG_orbital_ring = {
is_same_value = owner.capital_scope.solar_system is_same_value = owner.capital_scope.solar_system
} }
} }
modifier = { modifier = {
factor = 0.1 factor = 0.1
any_neighbor_system = { any_neighbor_system = {
exists = owner exists = owner
owner = { NOT = { is_same_value = from } } owner = {
NOT = {
is_same_value = from
}
}
} }
} }
modifier = { modifier = {
factor = 3 factor = 3
any_system_colony = { any_system_colony = {
num_pops >= 50 num_pops >= 50
NOT = { exists = orbital_defence } NOT = {
exists = orbital_defence
} }
} }
} }
}
on_build_start = {} on_build_start = {
on_build_cancel = {} }
on_build_cancel = {
}
on_build_complete = { on_build_complete = {
fromfrom.planet = { fromfrom.planet = {
set_planet_flag = has_megastructure set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet save_event_target_as = orbital_ring_planet
if = { if = {
limit = { has_orbital_station = yes } limit = {
has_orbital_station = yes
}
orbital_station = { orbital_station = {
dismantle = yes dismantle = yes
} }
@ -149,12 +161,15 @@ RG_orbital_ring = {
owner = FROM owner = FROM
#module = <starbase_module> #module = <starbase_module>
#building = <starbase_building> #building = <starbase_building>
effect = { } effect = {
}
} }
} }
remove_megastructure = fromfrom remove_megastructure = fromfrom
from = { from = {
country_event = { id = tutorial.2121 } country_event = {
id = tutorial.2121
}
} }
} }
} }
@ -164,10 +179,14 @@ orbital_ring_ruined = {
construction_entity = "orbital_ring_construction_entity" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
potential = {
potential = { always = no } always = no
}
is_ruined_orbital_ring = yes is_ruined_orbital_ring = yes
} }
@ -176,12 +195,14 @@ orbital_ring_restored = {
construction_entity = "orbital_ring_construction_entity" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
show_galactic_map_icon = no show_galactic_map_icon = no
show_in_outliner = no show_in_outliner = no
build_time = 720 build_time = 720
resources = { resources = {
category = megastructures category = megastructures
cost = { cost = {
@ -189,11 +210,13 @@ orbital_ring_restored = {
influence = 50 influence = 50
} }
} }
upgrade_from = {
upgrade_from = { orbital_ring_ruined } orbital_ring_ruined
}
possible = { possible = {
from = { has_technology = tech_orbital_ring_tier_1 } from = {
has_technology = tech_orbital_ring_tier_1
}
custom_tooltip = { custom_tooltip = {
fail_text = "requires_outpost" fail_text = "requires_outpost"
exists = starbase exists = starbase
@ -206,7 +229,9 @@ orbital_ring_restored = {
fail_text = "requires_no_anomaly" fail_text = "requires_no_anomaly"
any_system_planet = { any_system_planet = {
has_planet_flag = ruined_orbital_ring_planet has_planet_flag = ruined_orbital_ring_planet
NOT = { has_anomaly = yes } NOT = {
has_anomaly = yes
}
} }
} }
custom_tooltip = { custom_tooltip = {
@ -216,34 +241,41 @@ orbital_ring_restored = {
is_colony = yes is_colony = yes
exists = owner exists = owner
exists = controller exists = controller
owner = { is_same_value = from } owner = {
controller = { is_same_value = from } is_same_value = from
}
controller = {
is_same_value = from
} }
} }
} }
}
on_build_start = {} on_build_start = {
on_build_cancel = {} }
on_build_cancel = {
}
on_build_complete = { on_build_complete = {
random_system_planet = { random_system_planet = {
limit = { has_planet_flag = ruined_orbital_ring_planet } limit = {
has_planet_flag = ruined_orbital_ring_planet
}
set_planet_flag = has_megastructure set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet save_event_target_as = orbital_ring_planet
if = { if = {
limit = { has_orbital_station = yes } limit = {
has_orbital_station = yes
}
orbital_station = { orbital_station = {
dismantle = yes dismantle = yes
} }
} }
create_starbase = { create_starbase = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
owner = FROM owner = FROM
#module = <starbase_module> #module = <starbase_module>
#building = <starbase_building> #building = <starbase_building>
effect = { } effect = {
}
} }
} }
every_system_ambient_object = { every_system_ambient_object = {
@ -262,7 +294,9 @@ orbital_ring_restored = {
} }
remove_megastructure = fromfrom remove_megastructure = fromfrom
from = { from = {
country_event = { id = tutorial.2121 } country_event = {
id = tutorial.2121
}
} }
} }
} }

View File

@ -1,24 +1,16 @@
on_game_start = { on_game_start = {
events = { events = {
rg.19
} }
} }
on_single_player_save_game_load = { on_single_player_save_game_load = {
events = { events = {
rg.19
} }
} }
on_custom_diplomacy = { on_custom_diplomacy = {
events = { events = {
graygoo.505 graygoo.505
rg_graygoo.500
rg_graygoo.501
rg_graygoo.502
rg_graygoo.503
rg_graygoo.504
rg_graygoo.505
} }
} }
@ -26,7 +18,8 @@ on_custom_diplomacy = {
# This = planet # This = planet
# From = country attacking # From = country attacking
on_ground_combat_started = { on_ground_combat_started = {
events = { # Tempest Incoming trait effect events = {
# Tempest Incoming trait effect
} }
} }
@ -43,25 +36,29 @@ on_army_killed_in_combat = {
on_game_start_country = { on_game_start_country = {
events = { events = {
rg_cluster.8 # rg_cluster.8
rg.1 rg_event.1
rg_event.19
} }
} }
# This = country # This = country
# 最高优先级检测才放月检
on_monthly_pulse_country = { on_monthly_pulse_country = {
events = { events = {
rg.8 rg_event.8 #领袖等级检测更新
rg.16 rg_event.16 #陆军压制舰更新
# rg_event.22 #小灰复活检测
# rg_event.23 #月检移除L星门认知防止收容失效
# rg_skill.9 # rg_skill.9
} }
} }
on_yearly_pulse_country = { on_yearly_pulse_country = {
events = { events = {
rg.17 rg_event.17
rg.18 rg_event.18
rg.20 rg_event.20
} }
} }
@ -73,7 +70,7 @@ on_yearly_pulse = {
on_mid_game_pulse_country = { on_mid_game_pulse_country = {
events = { events = {
# rg.18 # rg_event.18
} }
} }
@ -88,7 +85,7 @@ on_mid_game_pulse_country = {
# to retake the planet, the player is the attacker # to retake the planet, the player is the attacker
on_planet_attackers_win = { on_planet_attackers_win = {
events = { events = {
rg.16 rg_event.16
# rg_skill.9 # rg_skill.9
} }
} }
@ -99,7 +96,7 @@ on_planet_attackers_win = {
# FromFrom = planet # FromFrom = planet
on_planet_attackers_lose = { on_planet_attackers_lose = {
events = { events = {
rg.16 rg_event.16
# rg_skill.9 # rg_skill.9
} }
} }
@ -130,6 +127,19 @@ on_destroy_planet_with_RG_PLANET_KILLER_queued = {
on_destroy_planet_with_RG_PLANET_KILLER_unqueued = { on_destroy_planet_with_RG_PLANET_KILLER_unqueued = {
} }
on_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
events = {
RG_planet_killer.2
origin.3245
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SP = { on_destroy_planet_with_RG_PLANET_KILLER_SP = {
events = { events = {
RG_planet_killer.3 RG_planet_killer.3
@ -138,13 +148,11 @@ on_destroy_planet_with_RG_PLANET_KILLER_SP = {
} }
on_destroy_planet_with_RG_PLANET_KILLER_SP_queued = { on_destroy_planet_with_RG_PLANET_KILLER_SP_queued = {
} }
on_destroy_planet_with_RG_PLANET_KILLER_SP_unqueued = { on_destroy_planet_with_RG_PLANET_KILLER_SP_unqueued = {
} }
#舰船建造完成 #舰船建造完成
# Root = Ship # Root = Ship
# From = Planet # From = Planet

View File

@ -1,794 +0,0 @@
rg_create_gray_const = {
optimize_memory
if = {
limit = { has_country_flag = gray_warship_active }
if = {
limit = { exists = event_target:gray_warship }
event_target:gray_warship = {
save_event_target_as = gray_constship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_fleet }
save_event_target_as = gray_constship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_constship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_constship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_army_active }
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = { army_type = gray_army }
planet = { save_event_target_as = gray_constship_location }
}
}
else = {
random_owned_army = {
limit = { army_type = gray_army }
fleet = { save_event_target_as = gray_constship_location }
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_constship_location
}
}
else = {
capital_scope = { save_event_target_as = gray_constship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_constship_location }
}
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_scientist
}
event_target:gray_leader_scientist = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
create_leader = {
class = scientist
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_scientist_gray
trait = leader_trait_carefree
}
effect = {
save_global_event_target_as = gray_leader_scientist
set_leader_flag = rg_gray_leader
set_leader_flag = gray_scientist
change_leader_portrait = Gray
}
}
}
set_country_flag = gray_constship_active
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_scienceship"
prefix = no
upgradable = yes
}
set_fleet_stance = evasive
set_location = {
target = event_target:gray_constship_location
distance = 0
angle = random
}
set_fleet_flag = gray_constship
save_global_event_target_as = global_gray_constship
set_cloaking_active = yes
assign_leader = event_target:gray_leader_scientist
}
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_army = {
limit = { army_type = gray_army }
if = {
limit = { exists = leader }
unassign_leader = leader
}
remove_army = yes
}
remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active
remove_country_flag = gray_governor_active
random_owned_leader = {
limit = { has_leader_flag = gray_scientist }
set_skill = owner.rg_gray_level
}
}
rg_create_gray_army = {
optimize_memory
if = {
limit = { has_country_flag = gray_constship_active }
if = {
limit = { exists = event_target:global_gray_constship }
event_target:global_gray_constship = {
save_event_target_as = gray_transport_location
}
} else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_warship_active }
if = {
limit = { exists = event_target:gray_warship }
event_target:gray_warship = {
save_event_target_as = gray_transport_location
}
} else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_transport_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_transport_location
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_transport_location }
}
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_general
}
event_target:gray_leader_general = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
create_leader = {
class = general
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_general_gray
trait = leader_trait_army_logistician
}
effect = {
save_global_event_target_as = gray_leader_general
set_leader_flag = rg_gray_leader
set_leader_flag = gray_general
change_leader_portrait = Gray
}
}
}
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
set_country_flag = gray_army_active
create_fleet = {
name = "NAME_Gray"
effect = {
set_owner = prev
create_army_transport = {
ship_name = "NAME_Gray"
army_name = "NAME_Gray"
army_type = "gray_army"
}
set_location = {
target = event_target:gray_transport_location
distance = 0
angle = random
}
# set_cloaking_active = yes
set_fleet_stance = aggressive
}
}
last_created_army = {
assign_leader = event_target:gray_leader_general
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_warship_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_constship_active
remove_ship_design = last_created_design
random_owned_leader = {
limit = { has_leader_flag = gray_general }
set_skill = owner.rg_gray_level
}
}
rg_create_gray_governor = {
optimize_memory
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
kill_leader = { show_notification = no }
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_army = {
limit = { army_type = gray_army }
if = {
limit = { exists = leader }
unassign_leader = leader
}
remove_army = yes
}
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_governor
}
event_target:gray_governor = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
create_leader = {
class = governor
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_governor_gray
trait = leader_trait_retired_fleet_officer
}
effect = {
save_global_event_target_as = gray_governor
set_leader_flag = rg_gray_leader
set_leader_flag = gray_governor
}
}
}
set_country_flag = gray_governor_active
remove_country_flag = gray_warship_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
random_owned_leader = {
limit = { has_leader_flag = gray_governor }
set_skill = owner.rg_gray_level
}
}
rg_create_gray_warship = {
optimize_memory
if = {
limit = { has_country_flag = gray_constship_active }
if = {
limit = { exists = event_target:global_gray_constship }
event_target:global_gray_constship = {
save_event_target_as = gray_warship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_constship }
save_event_target_as = gray_warship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_warship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_warship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_army_active }
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = { army_type = gray_army }
planet = { save_event_target_as = gray_warship_location }
}
}
else = {
random_owned_army = {
limit = { army_type = gray_army }
fleet = { save_event_target_as = gray_warship_location }
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_warship_location
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_admiral
}
event_target:gray_leader_admiral = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
create_leader = {
class = admiral
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_admiral_gray
trait = leader_trait_gale_speed
}
effect = {
save_global_event_target_as = gray_leader_admiral
set_leader_flag = rg_gray_leader
set_leader_flag = gray_admiral
}
}
}
set_country_flag = gray_warship_active
if = {
limit = {
has_country_flag = rg_gray_level_2
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
}
}
}
else_if = {
limit = {
has_country_flag = rg_gray_level_3
NOT = {
has_country_flag = gray_warship_is_juggernaut
}
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_capitalship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
}
}
}
else_if = {
limit = {
has_country_flag = gray_warship_is_juggernaut
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_juggernautship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
}
}
}
else = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
}
}
}
every_owned_army = {
limit = { army_type = gray_army }
if = {
limit = { exists = leader }
unassign_leader = leader
}
remove_army = yes
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_army_active
random_owned_leader = {
limit = { has_leader_flag = gray_admiral }
set_skill = owner.rg_gray_level
}
}

View File

@ -2,15 +2,40 @@
create_gray_governor = { create_gray_governor = {
rg_create_gray_governor = yes rg_create_gray_governor = yes
} }
#创造灰风战舰 #创造灰风战舰
create_gray_warship = { create_gray_warship = {
rg_create_gray_warship = yes rg_create_gray_warship = yes
} }
#创造灰风地面单位 #创造灰风地面单位
create_gray_army = { create_gray_army = {
rg_create_gray_army = yes rg_create_gray_army = yes
} }
#创造灰风科学舰 #创造灰风科学舰
create_gray_const = { create_gray_const = {
rg_create_gray_const = yes rg_create_gray_const = yes
} }
start_lcluster_chain = {
if = {
limit = {
NOR = {
is_same_value = origin_rg_gray_country
has_country_flag = origin_rg_gray_1st
}
}
hidden_effect = {
custom_tooltip = begin_lcluster_chain
begin_event_chain = {
event_chain = l_cluster_chain
target = this
}
set_variable = {
which = num_lcluster_clues
value = 0
}
}
}
}

View File

@ -9,7 +9,6 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
} }
} }
if = { if = {
limit = { limit = {
check_variable = { check_variable = {
@ -34,7 +33,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
95 = {} 95 = {
}
5 = { 5 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -54,7 +54,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
90 = {} 90 = {
}
10 = { 10 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -74,7 +75,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
80 = {} 80 = {
}
20 = { 20 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -94,7 +96,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
70 = {} 70 = {
}
30 = { 30 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -114,7 +117,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
60 = {} 60 = {
}
40 = { 40 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -134,7 +138,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
60 = {} 60 = {
}
40 = { 40 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -154,7 +159,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
50 = {} 50 = {
}
50 = { 50 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -174,7 +180,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
40 = {} 40 = {
}
60 = { 60 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -194,7 +201,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
30 = {} 30 = {
}
70 = { 70 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -214,7 +222,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
20 = {} 20 = {
}
80 = { 80 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -234,7 +243,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
10 = {} 10 = {
}
90 = { 90 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@ -254,7 +264,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
5 = {} 5 = {
}
95 = { 95 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {

View File

@ -1,12 +1,150 @@
#灰风 #灰风舰船刷新位置检测
rg_global_gray_location_check = {
if = {
limit = {
has_country_flag = gray_constship_active
}
if = {
limit = {
exists = event_target:global_gray_constship
}
event_target:global_gray_constship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_warship_active
}
if = {
limit = {
exists = event_target:gray_warship
}
event_target:gray_warship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_juggernaut_active
}
if = {
limit = {
exists = event_target:gray_juggernaut
}
event_target:gray_juggernaut = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_controlled_fleet = {
limit = {
has_fleet_flag = gray_juggernaut_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_governor_active
}
if = {
limit = {
any_owned_planet = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
save_global_event_target_as = global_gray_location
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_army_active
}
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = {
army_type = gray_army
}
planet = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
random_owned_army = {
limit = {
army_type = gray_army
}
fleet = {
save_global_event_target_as = global_gray_location
}
}
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
#创造灰风总督 #创造灰风总督
rg_create_gray_governor = { rg_create_gray_governor = {
if = {
limit = {
has_country_flag = gray_governor_active
}
}
else = {
#延迟执行 #延迟执行
optimize_memory optimize_memory
#删除战舰 #删除战舰
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet } limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
@ -15,7 +153,9 @@ rg_create_gray_governor = {
} }
#删除科学舰 #删除科学舰
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_constship } limit = {
has_fleet_flag = gray_constship
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
@ -24,9 +164,13 @@ rg_create_gray_governor = {
} }
#删除陆军 #删除陆军
every_owned_army = { every_owned_army = {
limit = { army_type = gray_army } limit = {
army_type = gray_army
}
if = { if = {
limit = { exists = leader } limit = {
exists = leader
}
unassign_leader = leader unassign_leader = leader
} }
remove_army = yes remove_army = yes
@ -59,7 +203,9 @@ rg_create_gray_governor = {
} }
#把所有种类的小灰领袖都送回娘家 #把所有种类的小灰领袖都送回娘家
every_owned_leader = { every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader } limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no } # kill_leader = { show_notification = no }
@ -82,90 +228,30 @@ rg_create_gray_governor = {
set_country_flag = gray_governor_active set_country_flag = gray_governor_active
#更新灰风形态 #更新灰风形态
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_constship_active remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active remove_country_flag = gray_army_active
#等级导入,把存储的领袖等级赋予到领袖身上 #等级导入,把存储的领袖等级赋予到领袖身上
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_governor } limit = {
has_leader_flag = gray_governor
}
set_skill = owner.rg_gray_level set_skill = owner.rg_gray_level
} }
} }
}
#创造灰风战舰 #创造灰风战舰
rg_create_gray_warship = { rg_create_gray_warship = {
if = {
limit = {
has_country_flag = gray_warship_active
}
}
else = {
optimize_memory optimize_memory
#舰船刷新位置检测 #舰船刷新位置检测
if = { rg_global_gray_location_check = yes
limit = { has_country_flag = gray_constship_active }
if = {
limit = { exists = event_target:global_gray_constship }
event_target:global_gray_constship = {
save_event_target_as = gray_warship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_constship }
save_event_target_as = gray_warship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_warship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_warship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_army_active }
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = { army_type = gray_army }
planet = { save_event_target_as = gray_warship_location }
}
}
else = {
random_owned_army = {
limit = { army_type = gray_army }
fleet = { save_event_target_as = gray_warship_location }
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_warship_location
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
# 存储当前领袖等级 # 存储当前领袖等级
every_owned_leader = { every_owned_leader = {
if = { if = {
@ -189,14 +275,14 @@ rg_create_gray_warship = {
clear_variable = rg_gray_level_temp clear_variable = rg_gray_level_temp
} }
} }
every_owned_leader = { every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader } limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no } # kill_leader = { show_notification = no }
} }
if = { if = {
limit = { limit = {
exists = event_target:gray_leader_admiral exists = event_target:gray_leader_admiral
@ -209,47 +295,12 @@ rg_create_gray_warship = {
else = { else = {
rg_gray_admiral_init = yes rg_gray_admiral_init = yes
} }
set_country_flag = gray_warship_active set_country_flag = gray_warship_active
if = { if = {
limit = { limit = {
has_country_flag = rg_gray_level_2 has_country_flag = rg_gray_level_2
} }
create_fleet = { rg_warship_init_mod1 = yes
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
} }
else_if = { else_if = {
limit = { limit = {
@ -258,214 +309,62 @@ rg_create_gray_warship = {
has_country_flag = gray_warship_is_juggernaut has_country_flag = gray_warship_is_juggernaut
} }
} }
create_fleet = { rg_warship_init_mod2 = yes
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_capitalship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
} }
else_if = { else_if = {
limit = { limit = {
has_country_flag = gray_warship_is_juggernaut has_country_flag = gray_warship_is_juggernaut
} }
create_fleet = { rg_warship_init_mod3 = yes
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_juggernautship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
} }
else = { else = {
create_fleet = { rg_warship_init_mod0 = yes
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
} }
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:gray_warship_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
}
every_owned_army = { every_owned_army = {
limit = { army_type = gray_army } limit = {
army_type = gray_army
}
if = { if = {
limit = { exists = leader } limit = {
exists = leader
}
unassign_leader = leader unassign_leader = leader
} }
remove_army = yes remove_army = yes
} }
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_constship } limit = {
has_fleet_flag = gray_constship
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
destroy_template = yes destroy_template = yes
} }
} }
remove_country_flag = gray_constship_active remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active
remove_country_flag = gray_army_active remove_country_flag = gray_army_active
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_admiral } limit = {
has_leader_flag = gray_admiral
}
set_skill = owner.rg_gray_level set_skill = owner.rg_gray_level
} }
} }
#创造灰风地面单位
rg_create_gray_army = {
optimize_memory
if = {
limit = { has_country_flag = gray_constship_active }
if = {
limit = { exists = event_target:global_gray_constship }
event_target:global_gray_constship = {
save_event_target_as = gray_transport_location
}
} else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_warship_active }
if = {
limit = { exists = event_target:gray_warship }
event_target:gray_warship = {
save_event_target_as = gray_transport_location
}
} else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_transport_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_transport_location
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_transport_location
}
}
else = {
capital_scope = { save_event_target_as = gray_warship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_transport_location }
} }
#创造灰风地面单位
rg_create_gray_army = {
if = {
limit = {
has_leader_flag = gray_army_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = { every_owned_leader = {
if = { if = {
###等级检测 ###等级检测
@ -488,14 +387,14 @@ rg_create_gray_army = {
clear_variable = rg_gray_level_temp clear_variable = rg_gray_level_temp
} }
} }
every_owned_leader = { every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader } limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no } # kill_leader = { show_notification = no }
} }
if = { if = {
limit = { limit = {
exists = event_target:gray_leader_general exists = event_target:gray_leader_general
@ -523,7 +422,7 @@ rg_create_gray_army = {
army_type = "gray_army" army_type = "gray_army"
} }
set_location = { set_location = {
target = event_target:gray_transport_location target = event_target:global_gray_location
distance = 0 distance = 0
angle = random angle = random
} }
@ -534,112 +433,51 @@ rg_create_gray_army = {
last_created_army = { last_created_army = {
assign_leader = event_target:gray_leader_general assign_leader = event_target:gray_leader_general
} }
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet } limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
destroy_template = yes destroy_template = yes
} }
} }
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_constship } limit = {
has_fleet_flag = gray_constship
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
destroy_template = yes destroy_template = yes
} }
} }
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active
remove_country_flag = gray_constship_active remove_country_flag = gray_constship_active
remove_ship_design = last_created_design remove_ship_design = last_created_design
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_general } limit = {
has_leader_flag = gray_general
}
set_skill = owner.rg_gray_level set_skill = owner.rg_gray_level
} }
} }
#创造灰风科学舰
rg_create_gray_const = {
optimize_memory
if = {
limit = { has_country_flag = gray_warship_active }
if = {
limit = { exists = event_target:gray_warship }
event_target:gray_warship = {
save_event_target_as = gray_constship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_fleet }
save_event_target_as = gray_constship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
if = {
limit = { exists = event_target:gray_juggernaut }
event_target:gray_juggernaut = {
save_event_target_as = gray_constship_location
}
} else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
save_event_target_as = gray_constship_location
}
}
}
else_if = {
limit = { has_country_flag = gray_army_active }
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = { army_type = gray_army }
planet = { save_event_target_as = gray_constship_location }
}
}
else = {
random_owned_army = {
limit = { army_type = gray_army }
fleet = { save_event_target_as = gray_constship_location }
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
}
save_event_target_as = gray_constship_location
}
}
else = {
capital_scope = { save_event_target_as = gray_constship_location }
}
}
else = {
capital_scope = { save_event_target_as = gray_constship_location }
} }
#创造灰风科学舰
rg_create_gray_const = {
if = {
limit = {
has_country_flag = gray_constship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = { every_owned_leader = {
if = { if = {
###等级检测 ###等级检测
@ -662,14 +500,14 @@ rg_create_gray_const = {
clear_variable = rg_gray_level_temp clear_variable = rg_gray_level_temp
} }
} }
every_owned_leader = { every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader } limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no } # kill_leader = { show_notification = no }
} }
if = { if = {
limit = { limit = {
exists = event_target:gray_leader_scientist exists = event_target:gray_leader_scientist
@ -682,7 +520,6 @@ rg_create_gray_const = {
else = { else = {
rg_gray_scientist_init = yes rg_gray_scientist_init = yes
} }
set_country_flag = gray_constship_active set_country_flag = gray_constship_active
create_fleet = { create_fleet = {
name = "NAME_Gray" name = "NAME_Gray"
@ -704,7 +541,7 @@ rg_create_gray_const = {
} }
set_fleet_stance = evasive set_fleet_stance = evasive
set_location = { set_location = {
target = event_target:gray_constship_location target = event_target:global_gray_location
distance = 0 distance = 0
angle = random angle = random
} }
@ -714,34 +551,37 @@ rg_create_gray_const = {
assign_leader = event_target:gray_leader_scientist assign_leader = event_target:gray_leader_scientist
} }
} }
every_owned_fleet = { every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet } limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = { delete_fleet = {
target = this target = this
kill_leader = no kill_leader = no
destroy_template = yes destroy_template = yes
} }
} }
every_owned_army = { every_owned_army = {
limit = { army_type = gray_army } limit = {
army_type = gray_army
}
if = { if = {
limit = { exists = leader } limit = {
exists = leader
}
unassign_leader = leader unassign_leader = leader
} }
remove_army = yes remove_army = yes
} }
remove_country_flag = gray_army_active remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_scientist } limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level set_skill = owner.rg_gray_level
} }
} }
}

View File

@ -1,4 +1,39 @@
# 避免代码复用原则:
# 如果你需要在不同的地方重复调用同一套代码,你应当把他们封装在这样的函数里。
# 避免需要修改代码时需要重复修改n次或是发生修改了A处忘记修改B处导致bug发生的问题。
# 当然,这种分块需要到什么程度,我也不知道
#灰风
################################
# 舰R 灰风领袖好感度设定块部分采样时间戳2023/6/1 817
# 仅用于留档比对不进行改动
# wg_affection_wg_gray_system_launch = {
# if = {
# limit = { has_leader_flag = gray_leader }
# set_leader_flag = has_wg_affection
# set_leader_flag = has_wg_affection_wg_gray
# set_leader_flag = wg_affection_auto_change_no
# add_trait_no_notify = leader_trait_wg_gray_affection
# set_variable = { which = affection value = owner.wg_gray_affection }
# set_variable = { which = wg_leader_affection_to_lv2 value = @wg_gray_affection_to_lv2 }
# set_variable = { which = wg_leader_affection_to_lv3 value = @wg_gray_affection_to_lv3 }
# set_variable = { which = wg_leader_affection_to_lv4 value = @wg_gray_affection_to_lv4 }
# set_variable = { which = wg_leader_affection_to_lv5 value = @wg_gray_affection_to_lv5 }
# set_variable = { which = wg_leader_affection_reduce value = @wg_gray_affection_reduce }
# set_variable = { which = wg_leader_affection_increase value = @wg_gray_affection_increase }
# }
#
# }
# wg_affection_wg_gray_system_check = {
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# }
################################
rg_gray_govener_init = { rg_gray_govener_init = {
event_target:rg_gray_country = {
create_leader = { create_leader = {
class = governor class = governor
species = root species = root
@ -14,81 +49,99 @@ rg_gray_govener_init = {
skill = 10 skill = 10
set_age = 18 set_age = 18
traits = { traits = {
trait = rg_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray
} }
effect = { effect = {
save_global_event_target_as = gray_governor save_global_event_target_as = gray_governor
set_leader_flag = gray_governor set_leader_flag = gray_governor
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader set_leader_flag = rg_gray_leader
if = { if = {
limit = { has_global_flag = kdc_event_mod_active }
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economist
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
else_if = {
limit = { limit = {
AND = { has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active has_global_flag = kdc_event_mod_active
}
}
}
set_leader_flag = "gray_leader" #某个mod新旧flag混用我不说是谁。嗯嘿嘿
set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
if = {
limit = {
owner = {
has_country_flag = origin_gray_weaken
has_country_flag = origin_gray_country has_country_flag = origin_gray_country
} }
} }
set_leader_flag = "gray_leader" remove_trait = leader_trait_governor_gray
add_trait = leader_trait_governor_gray add_trait_no_notify = leader_trait_governor_gray_weak
add_trait = RG_leader_trait_ruler_gray }
} }
else = { else = {
add_trait = RG_leader_trait_governor_gray add_trait_no_notify = RG_leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economis add_trait_no_notify = subclass_governor_economis
add_trait = leader_trait_urbanist_3 add_trait_no_notify = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2 add_trait_no_notify = leader_trait_scrapper_2
} }
} }
} }
last_created_leader = {
set_owner = event_target:gray_owner
}
}
last_created_leader = { last_created_leader = {
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
} }
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_governor }
if = {
limit = { has_global_flag = kdc_event_mod_active }
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = { limit = {
has_leader_flag = gray_governor
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active has_global_flag = kdc_event_mod_active
} }
} }
}
leader_event = {
id = wg_affection.8
days = 1
}
if = { if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} limit = {
add_trait = leader_trait_governor_wg_the_loop owner = {
has_country_flag = gray_encountered_the_loop
}
}
add_trait_no_notify = leader_trait_governor_wg_the_loop
} }
set_gray_portrait = yes set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
else = { else = {
rg_set_gray_portrait = yes rg_set_gray_portrait = yes
} }
} }
set_global_flag = rg_kac_leader
} }
rg_gray_admiral_init = { rg_gray_admiral_init = {
event_target:rg_gray_country = {
create_leader = { create_leader = {
class = admiral class = admiral
species = root species = root
@ -111,68 +164,90 @@ rg_gray_admiral_init = {
set_leader_flag = gray_admiral set_leader_flag = gray_admiral
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = { if = {
limit = { has_global_flag = kdc_event_mod_active } limit = {
set_leader_flag = "gray_leader" has_global_flag = has_wsg_mod
add_trait = gray_admiral
} }
else = { set_leader_flag = not_has_wg_affection_normal
add_trait = leader_trait_artillerist_2
add_trait = leader_trait_juryrigger_2
} }
add_trait = RG_leader_trait_admiral_gray if = {
add_trait = subclass_admiral_aggressor limit = {
add_trait = leader_trait_carrier_specialization owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
add_trait_no_notify = gray_admiral
if = {
limit = {
owner = {
has_country_flag = origin_gray_weaken
has_country_flag = origin_gray_country
}
}
remove_trait = gray_admiral
add_trait_no_notify = leader_trait_admiral_gray_weak
# 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
}
}
set_leader_flag = rg_gray_leader
add_trait_no_notify = RG_leader_trait_admiral_gray
# 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
add_trait_no_notify = subclass_admiral_aggressor
add_trait_no_notify = leader_trait_carrier_specialization
add_trait_no_notify = leader_trait_artillerist_2
add_trait_no_notify = leader_trait_juryrigger_2
}
}
last_created_leader = {
set_owner = event_target:gray_owner
} }
} }
last_created_leader = { last_created_leader = {
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
} }
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_admiral } limit = {
has_leader_flag = gray_admiral
}
if = { if = {
limit = { limit = {
has_global_flag = kdc_event_mod_active owner = {
} OR = {
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_admiral_wg_the_loop
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
if = {
limit = { owner = {
has_country_flag = origin_gray_country
has_country_flag = origin_gray_weaken
}}
remove_trait = gray_admiral
add_trait = leader_trait_admiral_gray_weak
}
}
else_if = {
limit = {
has_global_flag = has_wsg_mod has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active has_global_flag = kdc_event_mod_active
} }
}
}
leader_event = {
id = wg_affection.8
days = 1
}
add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = { if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} limit = {
owner = {
has_country_flag = gray_encountered_the_loop
}
}
add_trait_no_notify = leader_trait_admiral_wg_the_loop add_trait_no_notify = leader_trait_admiral_wg_the_loop
} }
}
set_gray_portrait = yes set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
else = { else = {
rg_set_gray_portrait = yes rg_set_gray_portrait = yes
} }
} }
set_global_flag = rg_kac_leader
} }
rg_gray_general_init = { rg_gray_general_init = {
event_target:rg_gray_country = {
create_leader = { create_leader = {
class = general class = general
species = root species = root
@ -200,38 +275,63 @@ rg_gray_general_init = {
set_leader_flag = gray_general set_leader_flag = gray_general
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
}
}
}
last_created_leader = {
set_owner = event_target:gray_owner
} }
} }
last_created_leader = { last_created_leader = {
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
} }
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_general }
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_gray_portrait = yes
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = { limit = {
has_leader_flag = gray_general
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active has_global_flag = kdc_event_mod_active
} }
} }
}
leader_event = {
id = wg_affection.8
days = 1
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = { if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} limit = {
add_trait = leader_trait_governor_wg_the_loop owner = {
has_country_flag = gray_encountered_the_loop
}
}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
} }
set_gray_portrait = yes set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
else = { else = {
add_trait = RG_leader_trait_general_gray_skill
rg_set_gray_portrait = yes rg_set_gray_portrait = yes
} }
} }
@ -243,9 +343,11 @@ rg_gray_general_init = {
which = rg_general_skill_combat_killed_variable which = rg_general_skill_combat_killed_variable
value = 0 value = 0
} }
set_global_flag = rg_kac_leader
} }
rg_gray_scientist_init = { rg_gray_scientist_init = {
event_target:rg_gray_country = {
create_leader = { create_leader = {
class = scientist class = scientist
species = root species = root
@ -272,32 +374,58 @@ rg_gray_scientist_init = {
set_leader_flag = gray_scientist set_leader_flag = gray_scientist
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
}
}
}
last_created_leader = {
set_owner = event_target:gray_owner
} }
} }
last_created_leader = { last_created_leader = {
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
} }
random_owned_leader = { random_owned_leader = {
limit = { has_leader_flag = gray_scientist }
if = {
limit = { has_global_flag = kdc_event_mod_active }
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = { limit = {
has_leader_flag = gray_scientist
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active has_global_flag = kdc_event_mod_active
} }
} }
}
leader_event = {
id = wg_affection.8
days = 1
}
add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = { if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} limit = {
add_trait = leader_trait_governor_wg_the_loop owner = {
has_country_flag = gray_encountered_the_loop
}
}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
} }
set_gray_portrait = yes set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
@ -306,4 +434,64 @@ rg_gray_scientist_init = {
rg_set_gray_portrait = yes rg_set_gray_portrait = yes
} }
} }
set_global_flag = rg_kac_leader
}
rg_gray_country_leader_init = {
create_leader = {
# 只用作看板娘
class = governor
species = root
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
trait = rg_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = rg_gray_country_leader
set_leader_flag = rg_gray_country_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
# 暂时和小灰网络断开连接
# set_leader_flag = rg_gray_leader
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
# 暂时和小灰网络断开连接
# set_leader_flag = "gray_leader"
# set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
}
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economis
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
}
}
}
last_created_leader = {
rg_set_gray_portrait = yes
}
} }

File diff suppressed because it is too large Load Diff

View File

@ -1,25 +1,34 @@
rg_storyline_trigger = { rg_storyline_trigger = {
# 初始化故事事件触发 # 初始化故事事件触发
# if = { random_list = {
# limit = { 50 = {
# OR = { country_event = {
# has_global_flag = has_wsg_mod id = rg_story.2
# has_global_flag = kdc_event_mod_active days = 3600
# } random = 12800
# country_event = { id = rg_wsg_story.2 days = 3600 random = 12800 } }
# country_event = { id = rg_wsg_story.8 days = 3600 random = 12800 } }
# country_event = { id = rg_wsg_story.13 days = 3600 random = 12800 } 50 = {
# } country_event = {
# } id = rg_story.8
# else = { days = 3600
# country_event = { id = rg_story.2 days = 3600 random = 12800 } random = 12800
# country_event = { id = rg_story.8 days = 3600 random = 12800 } }
# country_event = { id = rg_story.13 days = 3600 random = 12800 } }
# } }
if = {
country_event = { id = rg_story.2 days = 3600 random = 12800 } limit = {
country_event = { id = rg_story.8 days = 3600 random = 12800 } exists = event_target:guardian_dragon_country
country_event = { id = rg_story.11 days = 3600 random = 12800 } NOT = {
has_global_flag = has_origin_gray_dragon
}
}
country_event = {
id = rg_story.11
days = 3600
random = 12800
}
}
} }
rg_create_gray_planetkiller_testship_1 = { rg_create_gray_planetkiller_testship_1 = {
@ -83,6 +92,64 @@ rg_create_gray_paperwork_testship_1 = {
} }
} }
rg_create_gray_mod1_testship_1 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_aircruiser_Interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_mod1_testship_2 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_Buff_interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_fake_dragon_species = { rg_create_fake_dragon_species = {
create_species = { create_species = {
name = RG_SIMULATION_DRAGON_SPECIES name = RG_SIMULATION_DRAGON_SPECIES
@ -106,7 +173,7 @@ rg_create_fake_dragon = {
} }
create_leader = { create_leader = {
class = admiral class = admiral
species = event_target:RG_sim_dragon_species species = root
name = "Name_rg_fake_dragon" name = "Name_rg_fake_dragon"
event_leader = yes event_leader = yes
gender = female gender = female
@ -118,7 +185,15 @@ rg_create_fake_dragon = {
trait = RG_leader_trait_admiral_timed_life trait = RG_leader_trait_admiral_timed_life
} }
effect = { effect = {
if = {
limit = {
has_global_flag = has_wsg_mod
}
change_leader_portrait = wg_dragon change_leader_portrait = wg_dragon
}
else = {
change_leader_portrait = species
}
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
set_leader_flag = has_gained_trait set_leader_flag = has_gained_trait
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
@ -130,6 +205,7 @@ rg_create_fake_dragon = {
which = rg_fake_dragon_timedlife_counter which = rg_fake_dragon_timedlife_counter
value = 0 value = 0
} }
set_country_flag = rg_fake_dragon_owner
save_global_event_target_as = rg_fake_dragon_owner save_global_event_target_as = rg_fake_dragon_owner
create_fleet = { create_fleet = {
name = "NAME_RG_Nanite_Dragon" name = "NAME_RG_Nanite_Dragon"
@ -161,3 +237,64 @@ rg_create_fake_dragon = {
} }
} }
} }
rg_create_gray_constship_1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_constructor"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
}
rg_create_gray_colony_1 = {
create_ship_design = {
design = "NAME_RG_armed_colony_ship"
}
add_ship_design = last_created_design
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_armed_colony_ship"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
remove_ship_design = last_created_design
}

View File

@ -0,0 +1,161 @@
#普通的母舰
rg_warship_init_mod1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_Gray_Warship_rg"
random_existing_design = RG_graygoo_mothership
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米旗舰
rg_warship_init_mod2 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
random_existing_design = RG_graygoo_capitalship
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米主宰
rg_warship_init_mod3 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_gray_juggernautship"
random_existing_design = RG_gray_juggernaut
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#略有磨损的母舰
rg_warship_init_mod0 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}

View File

@ -5,8 +5,6 @@
#can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = { #can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# ... # ...
#} #}
can_destroy_planet_with_RG_PLANET_KILLER = { can_destroy_planet_with_RG_PLANET_KILLER = {
custom_tooltip = { custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer" fail_text = "RG_requires_a_star_star_killer"
@ -31,7 +29,51 @@ can_destroy_planet_with_RG_PLANET_KILLER = {
} }
AND = { AND = {
exists = owner exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
}
}
}
custom_tooltip = {
fail_text = "RG_requires_no_pacifist_star_killer"
from.owner = {
NOR = {
has_ethic = ethic_fanatic_pacifist
has_ethic = ethic_pacifist
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_star = yes
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_outside_border_star_killer"
NOR = {
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
is_under_colonization = yes
}
}
}
}
AND = {
exists = owner
owner = {
is_same_value = from.owner
}
} }
} }
} }
@ -57,22 +99,7 @@ can_destroy_planet_with_RG_PLANET_KILLER_SP = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = "RG_requires_inside_border_star_killer" fail_text = "RG_requires_inside_border_star_killer"
AND = {
AND = {
is_inside_border = from.owner is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
}
}
}
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
}
}
} }
} }
@ -99,7 +126,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_active_or_full_interference fail_text = primitives_not_active_or_full_interference
@ -150,7 +179,8 @@ can_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
} }
} }
} }
AND = { # at war with primitive space owner AND = {
# at war with primitive space owner
exists = space_owner exists = space_owner
exists = owner exists = owner
owner = { owner = {
@ -202,18 +232,24 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
is_planet_class = pc_ai is_planet_class = pc_ai
AND = { AND = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
AND = { AND = {
exists = owner exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
} }
} }
} }
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_active_or_full_interference fail_text = primitives_not_active_or_full_interference
@ -232,7 +268,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
planet_is_hostile = yes planet_is_hostile = yes
AND = { AND = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
} }
exists = owner exists = owner
@ -278,12 +316,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_in_borders fail_text = primitives_not_in_borders
exists = space_owner exists = space_owner
space_owner = { is_same_value = from.owner } space_owner = {
is_same_value = from.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_full_interference fail_text = primitives_not_full_interference
@ -325,16 +367,25 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = is_not_oceanic fail_text = is_not_oceanic
NOT = { is_planet_class = pc_ocean } NOT = {
is_planet_class = pc_ocean
}
} }
if = { if = {
limit = { is_inside_border = from.owner } limit = {
is_inside_border = from.owner
}
if = { if = {
limit = { #Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged limit = {
#Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged
exists = owner exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
any_owned_species = { any_owned_species = {
NOT = { has_trait = trait_aquatic } NOT = {
has_trait = trait_aquatic
}
} }
} }
custom_tooltip = { custom_tooltip = {
@ -364,12 +415,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_in_borders fail_text = primitives_not_in_borders
exists = space_owner exists = space_owner
space_owner = { is_same_value = from.owner } space_owner = {
is_same_value = from.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_full_interference fail_text = primitives_not_full_interference
@ -394,7 +449,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
NOT = { NOT = {
solar_system = { solar_system = {
has_star_flag = crisis_sphere_system@from.owner has_star_flag = crisis_sphere_system@from.owner
any_system_megastructure = { has_megastructure_flag = crisis_sphere } any_system_megastructure = {
has_megastructure_flag = crisis_sphere
}
} }
} }
} }
@ -404,14 +461,22 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = is_black_hole fail_text = is_black_hole
NOT = { is_planet_class = pc_black_hole } NOT = {
is_planet_class = pc_black_hole
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = star_owner_is_not_hostile fail_text = star_owner_is_not_hostile
OR = { OR = {
NOT = { exists = space_owner } NOT = {
space_owner = { is_hostile = from.owner } exists = space_owner
space_owner = { is_same_value = from.owner } }
space_owner = {
is_hostile = from.owner
}
space_owner = {
is_same_value = from.owner
}
} }
} }
} }

View File

@ -0,0 +1,125 @@
RG_gray_mod1_trigger = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD1
any_situation = {
is_situation_type = situation_rg_gray_mod1
}
}
}
RG_gray_mod1_allow_trigger = {
hidden_trigger = {
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_25
event_target:gray_leader_admiral = {
has_skill >= 10
}
}
resource_stockpile_compare = {
resource = energy
value >= 15000
}
resource_stockpile_compare = {
resource = alloys
value >= 15000
}
}
RG_gray_mod2_trigger = {
AND = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
has_country_flag = rg_gray_level_2
}
NOR = {
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD2
any_situation = {
is_situation_type = situation_rg_gray_mod2
}
}
}
RG_gray_mod2_allow_trigger = {
hidden_trigger = {
# To prevent exploit
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
OR = {
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_50
has_technology = tech_juggernaut
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_20
event_target:gray_leader_admiral = {
has_skill >= 20
}
}
}
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
}
RG_gray_mod3_trigger = {
NOR = {
has_country_flag = gray_reforming
has_country_flag = rg_juggernaut_fired
}
has_country_flag = rg_gray_level_3
}
RG_gray_mod3_allow_trigger = {
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
has_technology = tech_juggernaut
}

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@ -0,0 +1,703 @@
ship_section_template = {
key = "RG_armed_colony_ship"
ship_size = RG_armed_colony_ship
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
ship_section_template = {
key = "RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
ship_section_template = {
key = "RG_armed_constructor_ship"
ship_size = RG_armed_constructor_ship
fits_on_slot = mid
entity = "grey_tempesttw_construction_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
ship_section_template = {
key = "RG_armed_science_ship"
ship_size = RG_armed_science_ship
fits_on_slot = mid
entity = "grey_tempesttw_science_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
# Baby Dragon
ship_section_template = {
key = "RG_nanite_space_dragon_baby_key"
ship_size = nanite_space_dragon_baby
fits_on_slot = mid
#entity = "guardian_01_space_dragon_red_entity"
#entity = "empty_section_entity_entity"
entity = "nanite_space_dragon_baby_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_02"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_03"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_04"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_05"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_06"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_02"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_03"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_04"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_05"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_06"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_07"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "EXTRA_LARGE_08"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_07"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_08"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_09"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_10"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_11"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_12"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_14"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_15"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_16"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_17"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_18"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_19"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_20"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_21"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_22"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_23"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_24"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_25"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_26"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_27"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_28"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_29"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_30"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_31"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_32"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_33"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_34"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_35"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_36"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_05"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_06"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_07"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_08"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_09"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_10"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_11"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_12"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "SECONDARY_GUN_01"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_02"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_03"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_04"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_05"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_06"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_07"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_08"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_02"
template = "point_defence_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_03"
template = "point_defence_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_04"
template = "point_defence_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
alloys = 114514
}
}
}

View File

@ -1,11 +1,9 @@
ship_section_template = { ship_section_template = {
key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
ship_size = RG_orbital_ring_tier_1 ship_size = RG_orbital_ring_tier_1
fits_on_slot = "core" fits_on_slot = "core"
entity = "grey_tempesttw_gateway_entity" entity = "grey_tempesttw_gateway_entity"
icon = "GFX_ship_part_core_mid" icon = "GFX_ship_part_core_mid"
component_slot = { component_slot = {
name = "LARGE_GUN_01" name = "LARGE_GUN_01"
template = "invisible_large_turret" template = "invisible_large_turret"
@ -154,7 +152,6 @@ ship_section_template = {
template = "point_defence_turret" template = "point_defence_turret"
locatorname = "rotate" locatorname = "rotate"
} }
small_utility_slots = 0 small_utility_slots = 0
medium_utility_slots = 0 medium_utility_slots = 0
large_utility_slots = 8 large_utility_slots = 8
@ -164,12 +161,10 @@ ship_section_template = {
ship_section_template = { ship_section_template = {
key = "RG_Nanite_STARBASE_SECTION" key = "RG_Nanite_STARBASE_SECTION"
ship_size = starbase_starfortress ship_size = starbase_starfortress
fits_on_slot = "core" fits_on_slot = "core"
entity = "grey_tempesttw_starbase_starfortress_section_entity" entity = "grey_tempesttw_starbase_starfortress_section_entity"
icon = "GFX_ship_part_core_mid" icon = "GFX_ship_part_core_mid"
hidden = yes hidden = yes
component_slot = { component_slot = {
name = "LARGE_GUN_01" name = "LARGE_GUN_01"
template = "invisible_large_turret" template = "invisible_large_turret"
@ -318,7 +313,6 @@ ship_section_template = {
template = "point_defence_turret" template = "point_defence_turret"
locatorname = "rotate" locatorname = "rotate"
} }
small_utility_slots = 0 small_utility_slots = 0
medium_utility_slots = 0 medium_utility_slots = 0
large_utility_slots = 8 large_utility_slots = 8

View File

@ -1,18 +1,14 @@
#this file ( and all files in this folder ) is reloadable with console command "reload behavior" #this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder #filewatcher is enabled for all files in this folder
@engagement_range = 300 @engagement_range = 300
@return_range = 500 @return_range = 500
ship_behavior = { ship_behavior = {
name = "rg_fighters_behavior" name = "rg_fighters_behavior"
preferred_attack_range = 12 preferred_attack_range = 12
formation_distance = @engagement_range formation_distance = @engagement_range
return_to_formation_distance = @return_range return_to_formation_distance = @return_range
attack_move_pattern = orbit attack_move_pattern = orbit
passive_move_pattern = charge passive_move_pattern = charge
# targeting = { # targeting = {
# component_target_weight_mult = 0 # component_target_weight_mult = 0
# keep_previous_target_bonus = 100 # keep_previous_target_bonus = 100
@ -26,7 +22,6 @@ ship_behavior = {
# transport_target_penalty = 50000 # transport_target_penalty = 50000
# civilian_target_penalty = 100000 # civilian_target_penalty = 100000
# } # }
} }
ship_behavior = { ship_behavior = {
@ -34,27 +29,21 @@ ship_behavior = {
preferred_attack_range = max preferred_attack_range = max
formation_distance = @engagement_range formation_distance = @engagement_range
return_to_formation_distance = @return_range return_to_formation_distance = @return_range
attack_move_pattern = charge #orbit attack_move_pattern = charge #orbit
passive_move_pattern = charge passive_move_pattern = charge
} }
ship_behavior = { ship_behavior = {
name = "RG_GrayMotherShip" name = "RG_GrayMotherShip"
preferred_attack_range = 100 preferred_attack_range = 100
formation_distance = 100 formation_distance = 100
return_to_formation_distance = 110 return_to_formation_distance = 110
collision_awareness = 0.2 collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 collision_strafe = 2.5
attack_move_pattern = stay_at_range attack_move_pattern = stay_at_range
passive_move_pattern = charge passive_move_pattern = charge
ignore_combat_movement = yes ignore_combat_movement = yes
desc = "RG_GrayMotherShip_BEHAVIOR_DESC" desc = "RG_GrayMotherShip_BEHAVIOR_DESC"
} }
@ -63,13 +52,11 @@ ship_behavior = {
preferred_attack_range = max preferred_attack_range = max
formation_distance = 400 formation_distance = 400
return_to_formation_distance = 390 return_to_formation_distance = 390
collision_awareness = 1 collision_awareness = 1
collision_radius = 20 collision_radius = 20
collision_strafe = 10 collision_strafe = 10
attack_move_pattern = follow #stationary attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge passive_move_pattern = stay_at_range #follow #charge
desc = "rg_carrier_BEHAVIOR_DESC" desc = "rg_carrier_BEHAVIOR_DESC"
} }
@ -78,14 +65,11 @@ ship_behavior = {
preferred_attack_range = max preferred_attack_range = max
formation_distance = 600 formation_distance = 600
return_to_formation_distance = 590 return_to_formation_distance = 590
collision_awareness = 1 collision_awareness = 1
collision_radius = 20 collision_radius = 20
collision_strafe = 10 collision_strafe = 10
attack_move_pattern = follow #stationary attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge passive_move_pattern = stay_at_range #follow #charge
desc = "rg_aura_BEHAVIOR_DESC" desc = "rg_aura_BEHAVIOR_DESC"
} }
@ -94,15 +78,12 @@ ship_behavior = {
preferred_attack_range = 390 preferred_attack_range = 390
formation_distance = 390 formation_distance = 390
return_to_formation_distance = 400 return_to_formation_distance = 400
combat_target_anchor = root combat_target_anchor = root
collision_awareness = 0.2 collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range attack_move_pattern = stay_at_range
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_artillery_BEHAVIOR_DESC" desc = "RG_artillery_BEHAVIOR_DESC"
} }
@ -111,16 +92,12 @@ ship_behavior = {
preferred_attack_range = 100 preferred_attack_range = 100
formation_distance = 100 formation_distance = 100
return_to_formation_distance = 110 return_to_formation_distance = 110
combat_target_anchor = root combat_target_anchor = root
collision_awareness = 0.2 collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range attack_move_pattern = stay_at_range
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_battle_BEHAVIOR_DESC" desc = "RG_battle_BEHAVIOR_DESC"
} }
@ -129,16 +106,12 @@ ship_behavior = {
preferred_attack_range = 170 preferred_attack_range = 170
formation_distance = 170 formation_distance = 170
return_to_formation_distance = 180 return_to_formation_distance = 180
combat_target_anchor = root combat_target_anchor = root
collision_awareness = 0.2 collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range attack_move_pattern = stay_at_range
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_torpedo_BEHAVIOR_DESC" desc = "RG_torpedo_BEHAVIOR_DESC"
} }
@ -147,15 +120,11 @@ ship_behavior = {
preferred_attack_range = 50 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking preferred_attack_range = 50 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 50 #when orbing/following ship will try to keep this distance to assigned position formation_distance = 50 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 60 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this return_to_formation_distance = 60 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75 collision_awareness = 0.75
collision_radius = 1.0 collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_line_BEHAVIOR_DESC" desc = "RG_line_BEHAVIOR_DESC"
} }
@ -164,34 +133,25 @@ ship_behavior = {
preferred_attack_range = 150 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking preferred_attack_range = 150 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 150 #when orbing/following ship will try to keep this distance to assigned position formation_distance = 150 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 160 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this return_to_formation_distance = 160 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75 collision_awareness = 0.75
collision_radius = 1.0 collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_AA_BEHAVIOR_DESC" desc = "RG_AA_BEHAVIOR_DESC"
} }
ship_behavior = { ship_behavior = {
name = "RG_colossus" name = "RG_colossus"
preferred_attack_range = 0 preferred_attack_range = 0
formation_distance = 0 formation_distance = 0
return_to_formation_distance = 0 return_to_formation_distance = 0
collision_awareness = 0 collision_awareness = 0
collision_strafe = 0 collision_strafe = 0
collision_radius = 0 collision_radius = 0
attack_move_pattern = none attack_move_pattern = none
passive_move_pattern = none passive_move_pattern = none
ignore_combat_movement = yes ignore_combat_movement = yes
desc = "RG_COLOSSUS_BEHAVIOR_DESC" desc = "RG_COLOSSUS_BEHAVIOR_DESC"
} }
@ -200,14 +160,10 @@ ship_behavior = {
preferred_attack_range = 1 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking preferred_attack_range = 1 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 1 #when orbing/following ship will try to keep this distance to assigned position formation_distance = 1 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 5 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this return_to_formation_distance = 5 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75 collision_awareness = 0.75
collision_radius = 1.0 collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none
passive_move_pattern = charge passive_move_pattern = charge
desc = "RG_icebreak_BEHAVIOR_DESC" desc = "RG_icebreak_BEHAVIOR_DESC"
} }

View File

@ -1,6 +1,5 @@
#reloadable with 'reload stats' #reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections # This file is where you start when you want to configure something new, then go to sections
#################### ####################
# NOTE FOR MODDERS # # NOTE FOR MODDERS #
#################### ####################
@ -20,7 +19,6 @@
#GFX_<key>_top_damaged #GFX_<key>_top_damaged
# icon_frame: now only used for starbases. Value of 2 or more means it shows up on the galaxy map, 1-5 denote which icon it uses on starbase sprite sheets (e.g. gfx/interface/icons/starbase_ship_sizes.dds) # icon_frame: now only used for starbases. Value of 2 or more means it shows up on the galaxy map, 1-5 denote which icon it uses on starbase sprite sheets (e.g. gfx/interface/icons/starbase_ship_sizes.dds)
#################### ####################
# Gray Goo Mothership # Gray Goo Mothership
RG_graygoo_mothership = { RG_graygoo_mothership = {
graphical_culture = no graphical_culture = no
@ -43,7 +41,11 @@ RG_graygoo_mothership = {
max_hitpoints = 25600 max_hitpoints = 25600
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12 num_target_locators = 12
is_space_station = no is_space_station = no
icon = ship_size_military_16 icon = ship_size_military_16
@ -52,16 +54,13 @@ RG_graygoo_mothership = {
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_object_gray_5" } "tech_object_gray_5"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@ -69,7 +68,6 @@ RG_graygoo_mothership = {
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -77,7 +75,6 @@ RG_graygoo_mothership = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -107,8 +104,12 @@ RG_graygoo_capitalship = {
size_multiplier = 32 size_multiplier = 32
fleet_slot_size = 32 fleet_slot_size = 32
section_slots = { section_slots = {
"core" = { locator = "part1" } "core" = {
"behind" = { locator = "part2" } locator = "part1"
}
"behind" = {
locator = "part2"
}
} }
num_target_locators = 16 num_target_locators = 16
is_space_station = no is_space_station = no
@ -118,17 +119,17 @@ RG_graygoo_capitalship = {
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = no #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
possible_construction = {
always = no
}
combat_size_multiplier = 4 combat_size_multiplier = 4
prerequisites = {
prerequisites = { "tech_object_gray_6" } "tech_gray_juggernaut_8"
}
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@ -138,7 +139,6 @@ RG_graygoo_capitalship = {
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -146,7 +146,6 @@ RG_graygoo_capitalship = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -166,18 +165,20 @@ RG_armed_constructor_ship = {
ship_modifier = { ship_modifier = {
ship_hyperlane_range_add = 3 ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100 ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0 ships_upkeep_mult = -1
ship_shield_hardening_add = 1 ship_shield_hardening_add = 1
ship_armor_hardening_add = 1 ship_armor_hardening_add = 1
} }
size_multiplier = 1 size_multiplier = 1
fleet_slot_size = 1 fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2 num_target_locators = 2
is_space_station = no is_space_station = no
combat_disengage_chance = 2
combat_disengage_chance = 2.0
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no components_add_to_cost = no
is_designable = no is_designable = no
@ -185,7 +186,6 @@ RG_armed_constructor_ship = {
class = shipclass_constructor class = shipclass_constructor
icon = ship_size_constructor icon = ship_size_constructor
valid_target_aggressive_stance = no valid_target_aggressive_stance = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
@ -214,21 +214,21 @@ RG_armed_science_ship = {
} }
size_multiplier = 1 size_multiplier = 1
fleet_slot_size = 1 fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2 num_target_locators = 2
is_space_station = no is_space_station = no
combat_size_multiplier = 1 combat_size_multiplier = 1
combat_disengage_chance = 2
combat_disengage_chance = 2.0
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no components_add_to_cost = no
is_designable = no is_designable = no
is_civilian = yes is_civilian = yes
class = shipclass_science_ship class = shipclass_science_ship
valid_target_aggressive_stance = no valid_target_aggressive_stance = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
@ -256,7 +256,11 @@ RG_graygoo_interdictor = {
max_hitpoints = 5000 max_hitpoints = 5000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
@ -265,22 +269,18 @@ RG_graygoo_interdictor = {
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = line default_behavior = line
prerequisites = {
prerequisites = { "tech_gray_interdictor_4" } "tech_gray_interdictor_4"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -288,7 +288,6 @@ RG_graygoo_interdictor = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -312,7 +311,11 @@ RG_graygoo_icebreaker_interdictor = {
max_hitpoints = 10000 max_hitpoints = 10000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
@ -321,23 +324,19 @@ RG_graygoo_icebreaker_interdictor = {
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_gray_buffnut_6" } "tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -345,7 +344,6 @@ RG_graygoo_icebreaker_interdictor = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -369,7 +367,11 @@ RG_graygoo_Arsenal = {
max_hitpoints = 5000 max_hitpoints = 5000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 64 num_target_locators = 64
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
@ -378,22 +380,18 @@ RG_graygoo_Arsenal = {
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = line default_behavior = line
prerequisites = {
prerequisites = { "tech_gray_matter_spray_5" } "tech_gray_matter_spray_5"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -401,7 +399,6 @@ RG_graygoo_Arsenal = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -424,7 +421,11 @@ RG_graygoo_Buff = {
max_hitpoints = 20000 max_hitpoints = 20000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
@ -433,16 +434,13 @@ RG_graygoo_Buff = {
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_gray_buffnut_6" } "tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@ -450,7 +448,6 @@ RG_graygoo_Buff = {
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
resources = { resources = {
category = ships category = ships
upkeep = { upkeep = {
@ -458,7 +455,6 @@ RG_graygoo_Buff = {
alloys = @battleship_upkeep_alloys alloys = @battleship_upkeep_alloys
} }
} }
min_upgrade_cost = { min_upgrade_cost = {
alloys = 8 alloys = 8
} }
@ -485,17 +481,18 @@ RG_gray_juggernaut = {
ship_armor_hardening_add = 2 ship_armor_hardening_add = 2
} }
max_hitpoints = 108000 max_hitpoints = 108000
base_buildtime = @juggernaut_build_time base_buildtime = @juggernaut_build_time
combat_size_multiplier = 5 combat_size_multiplier = 5
size_multiplier = 32 size_multiplier = 32
fleet_slot_size = 32 fleet_slot_size = 32
section_slots = { section_slots = {
"core" = { locator = "part1" } "core" = {
"behind" = { locator = "part2" } locator = "part1"
}
"behind" = {
locator = "part2"
}
} }
num_target_locators = 16 num_target_locators = 16
can_have_federation_design = no can_have_federation_design = no
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = no #if yes, countries will have an auto-generated design at start
@ -503,15 +500,16 @@ RG_gray_juggernaut = {
icon_frame = 7 #probably unused, but mobile starbases are special icon_frame = 7 #probably unused, but mobile starbases are special
icon = ship_size_military_64 icon = ship_size_military_64
ship_class_icon_frame = 35 ship_class_icon_frame = 35
default_behavior = colossus default_behavior = colossus
is_designable = yes is_designable = yes
prerequisites = { "tech_object_gray_6" } prerequisites = {
"tech_gray_juggernaut_8"
}
class = shipclass_starbase class = shipclass_starbase
construction_type = starbase_shipyard construction_type = starbase_shipyard
possible_construction = {
always = no
}
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@ -522,10 +520,9 @@ RG_gray_juggernaut = {
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
} }
# armed Transport # Armed Transport
RG_armed_transport_ship = { RG_armed_transport_ship = {
max_speed = 150 max_speed = 150
acceleration = 0.1 acceleration = 0.1
@ -540,13 +537,17 @@ RG_armed_transport_ship = {
ship_modifier = { ship_modifier = {
ship_hyperlane_range_add = 3 ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100 ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0 ships_upkeep_mult = -1
ship_shield_hardening_add = 1 ship_shield_hardening_add = 1
ship_armor_hardening_add = 1 ship_armor_hardening_add = 1
} }
size_multiplier = 1 size_multiplier = 1
fleet_slot_size = 1 fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2 num_target_locators = 2
is_space_station = no is_space_station = no
icon = ship_size_transport icon = ship_size_transport
@ -558,7 +559,50 @@ RG_armed_transport_ship = {
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
food = @salvagecostmedium
}
}
}
# Armed Colonizer
RG_armed_colony_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 20000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 12800
ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_colonizer
is_civilian = yes
is_designable = no
class = shipclass_colonizer
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
@ -569,9 +613,9 @@ RG_armed_transport_ship = {
} }
RG_orbital_ring_tier_1 = { RG_orbital_ring_tier_1 = {
max_speed = 0.0 max_speed = 0
acceleration = 0.0 acceleration = 0
rotation_speed = 0.0 rotation_speed = 0
modifier = { modifier = {
ship_evasion_mult = -1 ship_evasion_mult = -1
ship_armor_add = 125000 ship_armor_add = 125000
@ -583,8 +627,8 @@ RG_orbital_ring_tier_1 = {
ship_cloaking_detection_add = 5 ship_cloaking_detection_add = 5
} }
ship_modifier = { ship_modifier = {
ship_fire_rate_mult = 1.0 ship_fire_rate_mult = 1
ship_weapon_range_mult = 1.0 ship_weapon_range_mult = 1
} }
max_hitpoints = 125000 max_hitpoints = 125000
base_buildtime = 720 base_buildtime = 720
@ -598,25 +642,27 @@ RG_orbital_ring_tier_1 = {
energy = 2 energy = 2
} }
} }
combat_size_multiplier = 5 combat_size_multiplier = 5
size_multiplier = 4 size_multiplier = 4
fleet_slot_size = 2 fleet_slot_size = 2
section_slots = { section_slots = {
"core" = { locator = "part1" } "core" = {
"1" = { locator = "part2" } locator = "part1"
"2" = { locator = "part3" } }
"1" = {
locator = "part2"
}
"2" = {
locator = "part3"
}
} }
potential_construction = { potential_construction = {
# This is build through a megastructure # This is build through a megastructure
always = no always = no
} }
possible_construction = { possible_construction = {
always = no always = no
} }
is_designable = yes is_designable = yes
num_target_locators = 0 num_target_locators = 0
is_space_station = no is_space_station = no
@ -625,17 +671,16 @@ RG_orbital_ring_tier_1 = {
components_add_to_cost = no components_add_to_cost = no
can_disable = yes can_disable = yes
flip_control_on_disable = yes flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_object_gray_6" } prerequisites = {
"tech_object_gray_6"
}
class = shipclass_starbase class = shipclass_starbase
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
build_block_radius = @build_block_orbital_ring build_block_radius = @build_block_orbital_ring
formation_priority = @orbital_ring_formation_priority formation_priority = @orbital_ring_formation_priority
icon_frame = 7 icon_frame = 7

View File

@ -4,7 +4,6 @@
@salvagecostsmallrare = 25 @salvagecostsmallrare = 25
@salvagecostmediumrare = 50 @salvagecostmediumrare = 50
@salvagecostlargerare = 100 @salvagecostlargerare = 100
# Gray Goo Mothership # Gray Goo Mothership
graygoo_mothership = { graygoo_mothership = {
graphical_culture = no graphical_culture = no
@ -27,21 +26,22 @@ graygoo_mothership = {
max_hitpoints = 25600 max_hitpoints = 25600
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12 num_target_locators = 12
is_space_station = no is_space_station = no
icon = ship_size_military_16 icon = ship_size_military_16
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
@ -69,20 +69,21 @@ graygoo_interdictor = {
max_hitpoints = 5000 max_hitpoints = 5000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
@ -96,9 +97,9 @@ graygoo_interdictor = {
graygoo_factory = { graygoo_factory = {
graphical_culture = no graphical_culture = no
entity = gatebuilder_01_space_station_entity entity = gatebuilder_01_space_station_entity
max_speed = 0.0 max_speed = 0
acceleration = 0.0 acceleration = 0
rotation_speed = 0.0 rotation_speed = 0
modifier = { modifier = {
ship_cloaking_detection_add = 5 ship_cloaking_detection_add = 5
ship_evasion_add = 50 ship_evasion_add = 50
@ -114,18 +115,19 @@ graygoo_factory = {
max_hitpoints = 2048000 max_hitpoints = 2048000
size_multiplier = 32 size_multiplier = 32
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 0 num_target_locators = 0
is_space_station = yes is_space_station = yes
build_block_radius = @build_block_radius_civilian build_block_radius = @build_block_radius_civilian
class = shipclass_military_station class = shipclass_military_station
is_designable = no is_designable = no
icon = ship_size_military_station icon = ship_size_military_station
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
@ -160,18 +162,20 @@ nanite_space_dragon_baby = {
max_hitpoints = 128000 max_hitpoints = 128000
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 16 num_target_locators = 16
is_space_station = no is_space_station = no
icon = ship_size_space_monster icon = ship_size_space_monster
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships

View File

@ -0,0 +1,549 @@
situation_rg_gray_mod1 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod1_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 16.5
custom_tooltip = situation_rg_gray_mod1_stage_1_tooltip
on_first_enter = {
event_target:gray_warship = {
set_event_locked = yes
}
owner = {
country_event = {
id = rg_story.23
}
}
}
}
situation_rg_gray_mod1_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 33
custom_tooltip = situation_rg_gray_mod1_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.24
}
}
}
}
situation_rg_gray_mod1_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 50
custom_tooltip = situation_rg_gray_mod1_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.25
}
}
}
}
situation_rg_gray_mod1_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 66
custom_tooltip = situation_rg_gray_mod1_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.26
}
}
}
}
situation_rg_gray_mod1_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 82.5
custom_tooltip = situation_rg_gray_mod1_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.27
}
}
}
}
situation_rg_gray_mod1_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod1_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.28
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.1
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_5_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_6_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
}
abort_trigger = {
OR = {
NOT = { exists = event_target:gray_warship }
owner = {
NOT = {
has_country_flag = gray_warship_active
}
}
}
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}
situation_rg_gray_mod2 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod2_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 8.4
custom_tooltip = situation_rg_gray_mod2_stage_1_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.30
}
}
}
}
situation_rg_gray_mod2_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 16.8
custom_tooltip = situation_rg_gray_mod2_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.31
}
}
}
}
situation_rg_gray_mod2_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 25.2
custom_tooltip = situation_rg_gray_mod2_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.32
}
}
}
}
situation_rg_gray_mod2_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 33.6
custom_tooltip = situation_rg_gray_mod2_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.33
}
}
}
}
situation_rg_gray_mod2_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 42
custom_tooltip = situation_rg_gray_mod2_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.34
}
}
}
}
situation_rg_gray_mod2_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_green
end = 50.4
custom_tooltip = situation_rg_gray_mod2_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.35
}
}
}
}
situation_rg_gray_mod2_stage_7 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 58.8
custom_tooltip = situation_rg_gray_mod2_stage_7_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.36
}
}
}
}
situation_rg_gray_mod2_stage_8 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 67.2
custom_tooltip = situation_rg_gray_mod2_stage_8_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.37
}
}
}
}
situation_rg_gray_mod2_stage_9 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 75.6
custom_tooltip = situation_rg_gray_mod2_stage_9_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.38
}
}
}
}
situation_rg_gray_mod2_stage_10 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 84
custom_tooltip = situation_rg_gray_mod2_stage_10_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.39
}
}
}
}
situation_rg_gray_mod2_stage_11 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 92.4
custom_tooltip = situation_rg_gray_mod2_stage_11_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.40
}
}
}
}
situation_rg_gray_mod2_stage_12 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod2_stage_12_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.41
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.1
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_1_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_4_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
abort_trigger = {
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,7 +1,6 @@
# on_fail # on_fail
# this = country (project owner) # this = country (project owner)
# from = project creation scope (usually equals location) # from = project creation scope (usually equals location)
special_project = { special_project = {
key = "RG_LCLUSTER_PROJECT" key = "RG_LCLUSTER_PROJECT"
cost = 0 cost = 0
@ -9,29 +8,40 @@ special_project = {
tech_department = engineering_technology tech_department = engineering_technology
picture = GFX_evt_surreal_visions picture = GFX_evt_surreal_visions
icon = "gfx/interface/icons/situation_log/situation_log_planet.dds" icon = "gfx/interface/icons/situation_log/situation_log_planet.dds"
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_science_ship = 1 shipclass_science_ship = 1
leader = scientist leader = scientist
#skill = 3 #skill = 3
} }
on_success = { on_success = {
owner = { country_event = { id = rg_cluster.2 } } owner = {
if = {
limit = {
OR = {
has_global_flag = l_cluster_origin # l-cluster plus
has_global_flag = rg_origin_l_cluster # 遥远约定
has_global_flag = gray_origin_activate # 远星之歌
}
}
country_event = {
id = rg_cluster.2
}
}
else = {
country_event = {
id = distar.10950
}
}
}
} }
on_fail = { on_fail = {
} }
on_start = { on_start = {
} }
abort_trigger = { abort_trigger = {
has_global_flag = l_cluster_opened # someone else got to it first has_global_flag = l_cluster_opened # someone else got to it first
} }
AI_wait_days = { AI_wait_days = {
base = 0 base = 0
modifier = { modifier = {
@ -50,26 +60,33 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = admiral
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
owner = { country_event = { id = rg.10 }} owner = {
country_event = {
id = rg_event.10
}
}
} }
on_success = { on_success = {
this = { this = {
set_event_locked = no set_event_locked = no
} }
owner = { owner = {
country_event = { id = rg.11 } country_event = {
id = rg_event.11
}
} }
} }
} }
@ -82,26 +99,31 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = admiral
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
country_event = { id = rg.13 } country_event = {
id = rg_event.13
}
} }
on_success = { on_success = {
fleet = { event_target:gray_warship = {
set_event_locked = no set_event_locked = no
} }
owner = { owner = {
country_event = { id = rg.12 } country_event = {
id = rg_event.12
}
} }
} }
} }
@ -114,26 +136,31 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = admiral
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
country_event = { id = rg.14 } country_event = {
id = rg_event.14
}
} }
on_success = { on_success = {
fleet = { fleet = {
set_event_locked = no set_event_locked = no
} }
owner = { owner = {
country_event = { id = rg.15 } country_event = {
id = rg_event.15
}
} }
} }
} }

View File

@ -6,25 +6,113 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_science_ship = 1 shipclass_science_ship = 1
leader = scientist leader = scientist
} }
on_start = { on_start = {
owner = { country_event = { id = rg_story.13 } } owner = {
country_event = {
id = rg_story.13
}
}
} }
on_cancel = { on_cancel = {
owner = { country_event = { id = rg_story.14 } } owner = {
country_event = {
id = rg_story.14
}
}
} }
on_success = { on_success = {
this = { this = {
set_event_locked = no set_event_locked = no
} }
owner = { owner = {
country_event = { id = rg_story.15 } country_event = {
id = rg_story.15
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage1_project"
cost = 2000
#days_to_research = 300
tech_department = physics_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_1_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage4_project"
cost = 2000
#days_to_research = 300
tech_department = engineering_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_4_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
} }
} }
} }

View File

@ -2,7 +2,6 @@
part = { part = {
location = 0 location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN" localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = { trigger = {
has_origin = origin_rg_gray has_origin = origin_rg_gray
} }

View File

@ -1,6 +1,6 @@
rg_distant_stars_modifier = { rg_distant_stars_modifier = {
ship_ftl_jumpdrive_range_mult = -2.0 ship_ftl_jumpdrive_range_mult = -2
catapult_range_mult = -2.0 catapult_range_mult = -2
} }
################################### ###################################
@ -12,6 +12,7 @@ gray_affection_warship_lv2 = {
ship_armor_regen_add_static = 5 ship_armor_regen_add_static = 5
ship_shield_regen_add_static = 5 ship_shield_regen_add_static = 5
} }
gray_affection_warship_lv3 = { gray_affection_warship_lv3 = {
ship_accuracy_add = 10 ship_accuracy_add = 10
ship_tracking_add = 10 ship_tracking_add = 10
@ -20,6 +21,7 @@ gray_affection_warship_lv3 = {
ship_armor_regen_add_static = 10 ship_armor_regen_add_static = 10
ship_shield_regen_add_static = 10 ship_shield_regen_add_static = 10
} }
gray_affection_warship_lv4 = { gray_affection_warship_lv4 = {
ship_accuracy_add = 20 ship_accuracy_add = 20
ship_tracking_add = 20 ship_tracking_add = 20
@ -28,6 +30,7 @@ gray_affection_warship_lv4 = {
ship_armor_regen_add_static = 20 ship_armor_regen_add_static = 20
ship_shield_regen_add_static = 20 ship_shield_regen_add_static = 20
} }
gray_affection_warship_lv5 = { gray_affection_warship_lv5 = {
ship_accuracy_add = 30 ship_accuracy_add = 30
ship_tracking_add = 30 ship_tracking_add = 30
@ -42,5 +45,5 @@ gray_affection_warship_lv5 = {
ship_winddown_mult = -0.5 ship_winddown_mult = -0.5
ship_jumpdrive_cooldown_mult = -0.5 ship_jumpdrive_cooldown_mult = -0.5
ship_ftl_jumpdrive_range_mult = 0.5 ship_ftl_jumpdrive_range_mult = 0.5
force_disparity_fire_rate_mult = 3.0 force_disparity_fire_rate_mult = 3
} }

View File

@ -4,14 +4,15 @@ tech_gray_weapon_lance_1 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
ai_update_type = military ai_update_type = military
prerequisites = { prerequisites = {
"tech_object_gray_5" "tech_object_gray_5"
"tech_zero_point_power" "tech_zero_point_power"
} }
weight = @tier2weight3 weight = @tier2weight3
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -30,14 +31,15 @@ tech_gray_matter_remix_2 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { materials } category = {
materials
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_weapon_lance_1" "tech_gray_weapon_lance_1"
"tech_ship_armor_5" "tech_ship_armor_5"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -56,14 +58,15 @@ tech_gray_nano_boost_3 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { propulsion } category = {
propulsion
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_matter_remix_2" "tech_gray_matter_remix_2"
"tech_thrusters_4" "tech_thrusters_4"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -82,14 +85,15 @@ tech_gray_interdictor_4 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_nano_boost_3" "tech_gray_nano_boost_3"
"tech_battleships" "tech_battleships"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -108,14 +112,15 @@ tech_gray_matter_spray_5 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { propulsion } category = {
propulsion
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_interdictor_4" "tech_gray_interdictor_4"
"tech_kinetic_artillery_2" "tech_kinetic_artillery_2"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -134,14 +139,15 @@ tech_gray_buffnut_6 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_interdictor_4" "tech_gray_interdictor_4"
"tech_juggernaut" "tech_juggernaut"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -160,14 +166,43 @@ tech_gray_army_7 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { military_theory } category = {
military_theory
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_matter_remix_2" "tech_gray_matter_remix_2"
"tech_self_aware_logic" "tech_self_aware_logic"
} }
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_juggernaut_8 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_matter_remix_2"
"tech_juggernaut"
"tech_mega_engineering"
}
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -186,11 +221,12 @@ tech_gray_repair_system_1 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
is_reverse_engineerable = yes is_reverse_engineerable = yes
ai_update_type = military ai_update_type = military
weight = 0 weight = 0
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@ -211,11 +247,11 @@ tech_object_gray_5 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { voidcraft } category = {
voidcraft
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 1 factor = 1
} }
@ -227,11 +263,11 @@ tech_minilaser_gray_1 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 1 factor = 1
} }
@ -243,11 +279,11 @@ tech_object_gray_6 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 0 factor = 0
} }
@ -259,11 +295,11 @@ tech_gray_noway = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 0 factor = 0
} }

View File

@ -1,8 +1,8 @@
################### ###################
# Governor Traits # # Governor Traits #
################### ###################
RG_leader_trait_governor_gray = {
RG_leader_trait_governor_gray = { #总督特质 #总督特质
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -24,15 +24,17 @@ RG_leader_trait_governor_gray = { #总督特质
planet_jobs_alloys_produces_mult = 0.25 planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25
starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.30 starbase_shipyard_build_speed_mult = -0.3
}
leader_class = {
governor
} }
leader_class = { governor }
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_ruler_gray = { #天选化身 RG_leader_trait_ruler_gray = {
#天选化身
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -150,13 +152,15 @@ RG_leader_trait_ruler_gray = { #天选化身
country_base_influence_produces_add = 1 country_base_influence_produces_add = 1
mult = owner.rg_gray_level mult = owner.rg_gray_level
} }
leader_class = {
leader_class = { governor } governor
}
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_admiral_gray_1 = { #1级舰长 RG_leader_trait_admiral_gray_1 = {
#1级舰长
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -171,18 +175,21 @@ RG_leader_trait_admiral_gray_1 = { #1级舰长
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { modifier = {
ship_armor_mult = 1.0 ship_armor_mult = 1
ship_hull_mult = 1.0 ship_hull_mult = 1
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1 ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1 ship_armor_regen_add_perc = 1
} }
leader_class = { admiral } leader_class = {
admiral
}
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_admiral_gray_2 = { #2级舰长 RG_leader_trait_admiral_gray_2 = {
#2级舰长
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -197,18 +204,21 @@ RG_leader_trait_admiral_gray_2 = { #2级舰长
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { modifier = {
ship_armor_mult = 2.0 ship_armor_mult = 2
ship_hull_mult = 2.0 ship_hull_mult = 2
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2 ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2 ship_armor_regen_add_perc = 2
} }
leader_class = { admiral } leader_class = {
admiral
}
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_admiral_gray = { #3级舰长默认 RG_leader_trait_admiral_gray = {
#3级舰长默认
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -229,12 +239,15 @@ RG_leader_trait_admiral_gray = { #3级舰长默认
ship_hull_regen_add_perc = 5 ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5 ship_armor_regen_add_perc = 5
} }
leader_class = { admiral } leader_class = {
admiral
}
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_scientist_gray = { #科学家特质 RG_leader_trait_scientist_gray = {
#科学家特质
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -249,20 +262,22 @@ RG_leader_trait_scientist_gray = { #科学家特质
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { modifier = {
all_technology_research_speed = 0.5 all_technology_research_speed = 0.5
ship_archaeological_site_excavation_speed_mult = 0.5 ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1.0 science_ship_survey_speed = 1
ship_windup_mult = -1.0 ship_windup_mult = -1
ship_speed_mult = 0.5 ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1.0 ship_anomaly_generation_chance_mult = -1
}
leader_class = {
scientist
} }
leader_class = { scientist }
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_general_gray = { #将军特质 RG_leader_trait_general_gray = {
#将军特质
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@ -278,10 +293,12 @@ RG_leader_trait_general_gray = { #将军特质
immortal_leaders = yes immortal_leaders = yes
modifier = { modifier = {
army_collateral_damage_mult = 0.15 army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.50 army_disengage_chance_mult = 0.5
army_health = 0.35 army_health = 0.35
} }
leader_class = { general } leader_class = {
general
}
initial = no initial = no
randomized = no randomized = no
} }
@ -305,7 +322,9 @@ RG_leader_trait_general_gray_skill = {
army_health = 0.05 army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable mult = owner.rg_general_skill_combat_daypassed_variable
} }
leader_class = { general } leader_class = {
general
}
initial = no initial = no
randomized = no randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1" destiny_background_icon = "GFX_leader_background_destiny_1"
@ -321,7 +340,8 @@ RG_leader_trait_admiral_fake_dragon = {
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
self_modifier = { # 不知道什么时候专属特质加100%经验率已经变成国际公约力 self_modifier = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
modifier = { modifier = {
@ -329,8 +349,9 @@ RG_leader_trait_admiral_fake_dragon = {
ship_hull_mult = 0.2 ship_hull_mult = 0.2
ship_weapon_damage = 0.2 ship_weapon_damage = 0.2
} }
leader_class = {
leader_class = { admiral } admiral
}
initial = no initial = no
randomized = no randomized = no
} }
@ -368,13 +389,14 @@ RG_leader_trait_admiral_timed_life = {
} }
} }
} }
ship_armor_mult = 10.0 ship_armor_mult = 10
ship_hull_mult = 10.0 ship_hull_mult = 10
ship_weapon_damage = 10.0 ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium custom_tooltip_with_modifiers = rg_timed_life_millennium
} }
leader_class = {
leader_class = { admiral } admiral
}
initial = no initial = no
randomized = no randomized = no
} }
@ -418,8 +440,9 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01 ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
} }
leader_class = {
leader_class = { admiral } admiral
}
initial = no initial = no
randomized = no randomized = no
} }

View File

@ -0,0 +1,387 @@
leader_trait_wg_gray_affection = {
cost = 0
inline_script = {
script = trait/wg_new_leader_affection_trait
LEADER_TYPE = wg_gray
}
#governor
triggered_modifier = {
# lv2
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv3
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
planet_researchers_physics_research_produces_mult = 0.04
planet_researchers_society_research_produces_mult = 0.04
planet_researchers_engineering_research_produces_mult = 0.04
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv4
potential = {
leader_class = governor
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
planet_researchers_physics_research_produces_mult = 0.08
planet_researchers_society_research_produces_mult = 0.08
planet_researchers_engineering_research_produces_mult = 0.08
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv5
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
planet_researchers_physics_research_produces_mult = 0.15
planet_researchers_society_research_produces_mult = 0.15
planet_researchers_engineering_research_produces_mult = 0.15
planet_district_city_build_speed_mult = 1
planet_district_generator_build_speed_mult = 1
planet_district_farming_build_speed_mult = 1
planet_district_mining_build_speed_mult = 1
planet_districts_minerals_cost_add = -150
planet_stability_add = 5
terraform_speed_mult = 0.3
planet_decision_enact_speed_mult = 0.15
}
#admiral
triggered_modifier = {
# lv2
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
ship_evasion_add = 5
ship_tracking_add = 5
ship_accuracy_add = 5
ship_shield_mult = 0.5
ship_hull_mult = 0.5
ship_speed_mult = 0.2
ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10
}
triggered_modifier = {
# lv3
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
ship_evasion_add = 5
ship_accuracy_add = 5
ship_tracking_add = 5
ship_shield_mult = 1
ship_hull_mult = 1
ship_weapon_damage = 0.2
ship_fire_rate_mult = 0.2
ship_speed_mult = 0.25
ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20
}
triggered_modifier = {
# lv4
potential = {
leader_class = admiral
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
ship_evasion_add = 10
ship_accuracy_add = 10
ship_tracking_add = 10
ship_shield_mult = 1.5
ship_hull_mult = 1.5
ship_weapon_damage = 0.4
ship_fire_rate_mult = 0.4
ship_speed_mult = 0.3
ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30
}
triggered_modifier = {
# lv5
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
ship_evasion_add = 15
ship_accuracy_add = 15
ship_tracking_add = 15
ship_shield_mult = 2.5
ship_hull_mult = 2.5
ship_weapon_damage = 0.7
ship_fire_rate_mult = 0.7
ship_speed_mult = 0.5
ship_hull_regen_add_static = 50
ship_armor_regen_add_static = 50
}
#scientist
triggered_modifier = {
# lv2
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
science_ship_survey_speed = 0.1
ship_anomaly_research_speed_mult = 0.1
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv3
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
science_ship_survey_speed = 0.2
ship_anomaly_research_speed_mult = 0.25
ship_shield_mult = 0.25
ship_armor_mult = 0.25
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv4
potential = {
leader_class = scientist
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
science_ship_survey_speed = 0.3
ship_anomaly_research_speed_mult = 0.35
ship_shield_mult = 0.35
ship_armor_mult = 0.35
ship_disengage_chance_mult = 0.35
ship_anomaly_generation_chance_mult = 0.2
}
triggered_modifier = {
# lv5
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
science_ship_survey_speed = 0.5
ship_anomaly_research_speed_mult = 0.5
ship_shield_mult = 0.5
ship_armor_mult = 0.5
ship_disengage_chance_mult = 0.5
ship_anomaly_generation_chance_mult = 0.5
}
#general
triggered_modifier = {
# lv2
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
army_experience_gain_mult = 0.1
army_morale_damage_mult = 0.1
army_disengage_chance_mult = 0.2
}
triggered_modifier = {
# lv3
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
army_experience_gain_mult = 0.25
army_morale_damage_mult = 0.25
army_disengage_chance_mult = 0.4
armies_upkeep_mult = -0.2
army_collateral_damage_mult = -0.15 #"陆军连带伤害"
}
triggered_modifier = {
# lv4
potential = {
leader_class = general
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
army_experience_gain_mult = 0.5
army_morale_damage_mult = 0.5
army_disengage_chance_mult = 0.6
armies_upkeep_mult = -0.4
army_collateral_damage_mult = -0.3 #"陆军连带伤害"
}
triggered_modifier = {
# lv5
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
army_experience_gain_mult = 0.8
army_morale_damage_mult = 0.8
army_disengage_chance_mult = 1
armies_upkeep_mult = -0.8
army_collateral_damage_mult = -0.8 #"陆军连带伤害"
}
leader_class = {
governor
admiral
scientist
general
}
initial = no
randomized = no
notify_on_gained = no
}

View File

@ -1,4 +1,4 @@
version="0.1.12" version="d4a22820b3"
tags={ tags={
"Military" "Military"
"Balance" "Balance"
@ -8,5 +8,5 @@ tags={
} }
name="Real Gray" name="Real Gray"
picture="thumbnail.png" picture="thumbnail.png"
supported_version="3.8.2" supported_version="3.8.*"
remote_file_id="2136166095" remote_file_id="2136166095"

View File

@ -1,5 +1,4 @@
namespace = distar namespace = distar
# Technology available upon gaining all insights # Technology available upon gaining all insights
country_event = { country_event = {
id = distar.10904 id = distar.10904
@ -22,17 +21,19 @@ country_event = {
} }
picture = GFX_evt_drifting_gateway picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
observer_event = { id = observer.61 } observer_event = {
id = observer.61
}
} }
option = { option = {
name = GOOD name = GOOD
if = { # You can only research to open it if it has not been opened already if = {
limit = { can_research_technology = tech_lgate_activation } # You can only research to open it if it has not been opened already
limit = {
can_research_technology = tech_lgate_activation
}
add_research_option = tech_lgate_activation add_research_option = tech_lgate_activation
} }
} }
@ -55,22 +56,25 @@ country_event = {
trigger = { trigger = {
OR = { OR = {
has_origin = origin_rg_gray has_origin = origin_rg_gray
has_origin = origin_gray
has_origin = origin_lclusterplus_gatebuilders
has_origin = origin_lclusterplus_gatebuilders_advanced
} }
} }
} }
picture = GFX_evt_drifting_gateway picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
location = event_target:candidate_gateway location = event_target:candidate_gateway
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
event_target:candidate_gateway = { event_target:candidate_gateway = {
solar_system = { save_event_target_as = candidate_gateway_system } solar_system = {
save_event_target_as = candidate_gateway_system
} }
} }
set_global_flag = rg_kac_lcluster_project
}
option = { option = {
name = "distar.10905.a" name = "distar.10905.a"
event_target:candidate_gateway = { event_target:candidate_gateway = {
@ -90,17 +94,21 @@ country_event = {
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_activating_unknown_technology show_sound = event_activating_unknown_technology
location = event_target:candidate_gateway location = event_target:candidate_gateway
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
country_event = { id = distar.11000 } country_event = {
id = distar.11000
}
every_playable_country = { every_playable_country = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root } NOT = {
is_same_value = root
}
}
country_event = {
id = distar.10952
} }
country_event = { id = distar.10952 }
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@ -110,7 +118,9 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = distar.10954 } country_event = {
id = distar.10954
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@ -120,11 +130,14 @@ country_event = {
} }
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
} }
country_event = { id = distar.10953 } country_event = {
id = distar.10953
}
}
observer_event = {
id = observer.62
} }
observer_event = { id = observer.62 }
} }
option = { option = {
name = "distar.10951.a" name = "distar.10951.a"
} }
@ -137,13 +150,12 @@ country_event = {
desc = "distar.10952.desc" desc = "distar.10952.desc"
picture = GFX_evt_glitchy_matrix picture = GFX_evt_glitchy_matrix
show_sound = event_alien_signal show_sound = event_alien_signal
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
option = { option = {
name = "distar.10952.a" name = "distar.10952.a"
} }
@ -153,9 +165,7 @@ country_event = {
event = { event = {
id = distar.10955 id = distar.10955
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_playable_country = { any_playable_country = {
is_ai = no is_ai = no
@ -167,16 +177,19 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 value > 5
} }
any_owned_megastructure = { is_megastructure_type = lgate_base } any_owned_megastructure = {
is_megastructure_type = lgate_base
}
} }
} }
} }
immediate = { immediate = {
random_playable_country = { random_playable_country = {
limit = { limit = {
@ -189,12 +202,16 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 value > 5
} }
any_owned_megastructure = { is_megastructure_type = lgate_base } any_owned_megastructure = {
is_megastructure_type = lgate_base
}
} }
} }
random_relation = { random_relation = {
@ -202,17 +219,23 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 value > 5
} }
any_owned_megastructure = { is_megastructure_type = lgate_base } any_owned_megastructure = {
is_megastructure_type = lgate_base
}
} }
save_event_target_as = lgate_warning_country save_event_target_as = lgate_warning_country
set_country_flag = lgate_warned@prev set_country_flag = lgate_warned@prev
} }
country_event = { id = distar.10956 } country_event = {
id = distar.10956
}
} }
} }
} }

View File

@ -0,0 +1,814 @@
############################
#
# Gray Goo Events
#
# Written by Henrik Thyrwall
#
############################
namespace = graygoo
# Entering Empty Cluster
ship_event = {
id = graygoo.550
title = "graygoo.550.name"
desc = "graygoo.550.desc"
picture = GFX_evt_ruined_system
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_global_flag = gray_goo_crisis_set
has_global_flag = dragon_season
has_global_flag = gray_goo_empire_set
has_global_flag = rg_l_cluster
}
from = {
has_star_flag = lcluster1
}
owner = {
NOT = {
has_country_flag = origin_gray_country
}
}
}
option = {
name = graygoo.550.a
}
}
# Invasion begins
country_event = {
id = graygoo.1
hide_window = yes
is_triggered_only = yes
immediate = {
set_update_modifiers_batch = begin
awaken_guardians_of_the_galaxy = yes
set_global_flag = gray_goo_crisis_active
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
}
activate_gateway = this
set_megastructure_flag = lgate_activated
}
event_target:graygoo_factory_system = {
random_system_planet = {
limit = {
has_planet_flag = main_star
}
save_event_target_as = main_star
}
create_country = {
name = "NAME_Gray_Goo"
type = "gray_goo"
name_list = "graygoo"
flag = {
icon = {
category = "special"
file = "gray_goo.dds"
}
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors = {
"grey"
"dark_grey"
"null"
"null"
}
}
effect = {
save_event_target_as = graygoo_country
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_RG_GRAY_scienceship"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_RG_GRAY_constructor"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_Gatebuilder_Starbase"
}
add_ship_design = last_created_design
}
}
create_fleet = {
effect = {
set_owner = event_target:graygoo_country
create_ship = {
name = random
design = "NAME_Nanite_Factory"
graphical_culture = "pirate_01"
}
set_location = {
target = event_target:main_star
distance = 55
angle = 270
}
save_event_target_as = nanite_factory
}
}
every_country = {
establish_communications_no_message = event_target:graygoo_country
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 0
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 90
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 180
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 270
}
}
settings = {
garrison = yes
}
}
every_system = {
limit = {
has_star_flag = lcluster
}
every_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 15
angle = random
}
}
settings = {
garrison = yes
}
}
}
}
event_target:lcluster1 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_1
}
}
event_target:lcluster2 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_2
}
}
event_target:lcluster3 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_3
}
}
event_target:lcluster4 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_4
}
}
event_target:lcluster5 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_5
}
}
event_target:lcluster1b = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_6
}
}
rg_create_graygoo_roamers_1 = yes
rg_create_graygoo_roamers_2 = yes
rg_create_graygoo_roamers_3 = yes
rg_create_graygoo_roamers_4 = yes
rg_create_graygoo_roamers_5 = yes
rg_create_graygoo_roamers_6 = yes
rg_create_graygoo_roamers_7 = yes
}
event_target:graygoo_country = {
country_event = {
id = graygoo.3
days = 3600
}
}
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
solar_system = {
NOR = {
has_star_flag = lcluster_lgate
has_star_flag = lgate_originating_system
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
}
set_update_modifiers_batch = end
country_event = {
id = graygoo.10
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = graygoo.13
}
}
every_playable_country = {
limit = {
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.11
}
}
observer_event = {
id = observer.64
}
}
}
# The Dessanu Consonance
country_event = {
id = graygoo.110
title = "distar.10951.name"
desc = "graygoo.110.desc"
picture = GFX_evt_l-gateway
show_sound = event_radio_chatter
is_triggered_only = yes
after = {
hidden_effect = {
every_playable_country = {
limit = {
OR = {
has_special_project = RG_LCLUSTER_PROJECT
has_event_chain = l_cluster_chain
}
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.111
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = graygoo.112
}
}
}
}
option = {
name = graygoo.10.a
hidden_effect = {
country_event = {
id = graygoo.115
}
}
}
}
# Reinforcements 1
country_event = {
id = graygoo.3
hide_window = yes
is_triggered_only = yes
trigger = {
event_target:graygoo_factory_system = {
any_fleet_in_system = {
is_ship_size = graygoo_factory
}
}
}
immediate = {
if = {
limit = {
any_system = {
has_star_flag = lcluster
any_fleet_in_system = {
owner = {
NOT = {
is_same_value = root
}
}
}
}
}
# Reinforce at factory if someone else is in the cluster...
country_event = {
id = graygoo.4
}
# Else spawn reinforcements...
}
else = {
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
solar_system = {
NOR = {
has_star_flag = lcluster_lgate
has_star_flag = lgate_originating_system
}
}
}
create_ambient_object = {
type = "horror_spawn_object"
location = THIS
use_3d_location = yes
duration = 10
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_2 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_3 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_4 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_5 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_6 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_7 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
}
country_event = {
id = graygoo.3
days = 3600
}
}
}
}
# Reinforcements 2
country_event = {
id = graygoo.4
hide_window = yes
is_triggered_only = yes
immediate = {
random_owned_ship = {
limit = {
is_ship_size = graygoo_factory
}
save_event_target_as = graygoo_factory
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_2 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_3 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_4 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_5 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_6 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_7 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
country_event = {
id = graygoo.3
days = 3600
}
}
}
# Factory Destroyed
country_event = {
id = graygoo.6
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gray_goo
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
remove_global_flag = active_gray_goo
remove_global_flag = gray_goo_crisis_active
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = {
id = graygoo.15
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.16
}
}
observer_event = {
id = observer.65
}
every_galaxy_planet = {
limit = {
is_planet_class = pc_gray_goo
}
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}
# Factory Destroyed (Dessanu)
country_event = {
id = graygoo.180
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gate_builders
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = {
id = graygoo.181
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.182
}
}
observer_event = {
id = observer.67
}
every_owned_planet = {
limit = {
is_planet_class = pc_gaia
}
change_pc = pc_gray_goo
reroll_planet = yes
destroy_colony = yes
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}

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@ -1,522 +0,0 @@
namespace = kdc_event
# 初始化小灰起源
country_event = {
id = kdc_event.9990
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
trigger = {
# is_multiplayer = no
is_ai = no
has_origin = origin_gray
}
immediate = {
set_global_flag = gray_origin_activate
set_country_flag = origin_gray_country
country_event = { id = kdc_event.9991 days = 1 }
set_timed_country_flag = { flag = day_0 days = 1 }
capital_scope = {
save_global_event_target_as = old_empire_home
solar_system = {
set_star_flag = lgate
every_system_planet = {
limit = { has_orbital_station = yes }
orbital_station = { dismantle = yes }
}
set_surveyed = {
surveyed = no
surveyor = root
}
}
}
# 加特质
every_owned_pop = {
modify_species = {
species = owner_main_species
add_trait = trait_gray_origin
change_scoped_species = yes
}
last_created_species = {
save_event_target_as = gray_species
}
}
change_dominant_species = {
species = event_target:gray_species
change_all = yes
}
# add_modifier = {
# modifier = starbase_influence_cost_reduce_base
# multiplier = 90
# }
# L星门
set_spawn_system_batch = begin
# batch-processes the spawn_system effects between "begin" and "end",
# so caches are recalculated only once rather than for every system spawned
# can also be used when removing and adding hyperlanes
no_scope = {
# makes system positions originate from galactic core
spawn_system = {
min_distance >= 550
max_distance <= 560
min_orientation_angle = 44
max_orientation_angle = 46
initializer = distantstars_init_01
hyperlane = no
effect = {
save_global_event_target_as = lcluster1
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
event_target:lcluster1 = {
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 24
max_orientation_angle = 66
initializer = distantstars_init_02
hyperlane = no
effect = {
save_global_event_target_as = lcluster2
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 114
max_orientation_angle = 156
initializer = distantstars_init_03
hyperlane = no
effect = {
save_global_event_target_as = lcluster3
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 340
max_orientation_angle = 20
initializer = distantstars_init_01b
hyperlane = no
effect = {
save_global_event_target_as = lcluster1b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:lcluster2 = {
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 0
max_orientation_angle = 40
initializer = distantstars_init_02b
hyperlane = no
effect = {
save_global_event_target_as = lcluster2b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:lcluster3 = {
spawn_system = {
min_distance >= 20
max_distance <= 30
min_orientation_angle = 24
max_orientation_angle = 66
initializer = origin_gray_home_system
hyperlane = no
}
spawn_system = {
min_distance >= 10
max_distance <= 50
min_orientation_angle = 250
max_orientation_angle = 290
initializer = distantstars_init_03b
hyperlane = no
effect = {
save_global_event_target_as = lcluster3b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:origin_gray_home_system = {
spawn_system = {
min_distance >= 5
max_distance <= 10
min_orientation_angle = 250
max_orientation_angle = 290
initializer = distantstars_init_05
hyperlane = no
effect = {
save_global_event_target_as = lcluster5
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 20
max_orientation_angle = 160
initializer = distantstars_init_04b
hyperlane = no
effect = {
save_global_event_target_as = lcluster4b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
}
every_system = {
limit = { has_star_flag = gray_origin_lcluster }
every_system_planet = {
limit = { is_planet_class = pc_gray_goo }
add_deposit = d_nanites_deposit
random_list = {
65 = { add_deposit = d_nanites_deposit }
35 = {}
}
random_list = {
30 = { add_deposit = d_nanites_deposit }
70 = {}
}
random_list = {
50 = { add_deposit = d_nanites_deposit }
50 = {}
}
}
}
# add hyperlanes
event_target:lcluster5 = {
add_hyperlane = {
from = event_target:lcluster5
to = event_target:origin_gray_home_system
}
create_country = {
name = "NAME_gray_enemy_country"
type = faction
flag = {
icon = {
category = "domination"
file = "domination_16.dds"
}
background = {
category = "backgrounds"
file = "00_solid.dds"
}
colors={
"blue"
"blue"
"null"
"null"
}
}
effect = {
wg_boss_default_initial_effect = yes
set_country_flag = gray_enemy_country_flag
save_event_target_as = gray_enemy_country
}
}
random_system_planet = {
create_fleet = {
name = "NAME_gray_tempest_fleet"
effect = {
set_owner = event_target:gray_enemy_country
create_ship = {
name = "NAME_gray_tempest_fleet"
design = NAME_Nanite_Interdictor
upgradable = no
}
set_location = {
target = prev
distance = 15
angle = random
}
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 500
set_fleet_flag = gray_enemy_fleet
add_modifier = {
modifier = gray_tempest_fleet_debuff
days = -1
}
}
settings = {
spawn_debris = no
}
}
}
}
event_target:origin_gray_home_system = {
add_hyperlane = {
from = event_target:origin_gray_home_system
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:origin_gray_home_system
to = event_target:lcluster2
}
add_hyperlane = {
from = event_target:origin_gray_home_system
to = event_target:lcluster4b
}
}
event_target:lcluster3 = {
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster3b
}
}
event_target:lcluster2 = {
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster2b
}
}
event_target:lcluster1 = {
add_hyperlane = {
from = event_target:lcluster1
to = event_target:lcluster1b
}
}
event_target:lcluster1b = {
add_hyperlane = {
from = event_target:lcluster1b
to = event_target:lcluster2b
}
}
set_spawn_system_batch = end
# 处理开局文字的一堆flag
remove_country_flag = human_1
remove_country_flag = human_2
set_country_flag = custom_start_screen
event_target:origin_gray_home_system = {
random_system_planet = {
limit = { has_planet_flag = origin_gray_empire_home }
save_event_target_as = origin_gray_empire_home
}
}
# 移民
event_target:old_empire_home = {
every_owned_pop = {
resettle_pop = {
pop = this
planet = event_target:origin_gray_empire_home
}
unemploy_pop = yes
}
}
root = { every_owned_fleet = {
delete_fleet = this
}}
# 生成首都的东西
event_target:origin_gray_empire_home = {
solar_system = {
generate_home_system_resources = yes
create_starbase = {
owner = root
size = starbase_starport
module = shipyard
module = trading_hub
building = crew_quarters
}
}
prevent_anomaly = yes
clear_deposits = yes
add_deposit = d_decrepit_dwellings
add_deposit = d_failing_infrastructure
add_deposit = d_failing_infrastructure
# 5 + 3 energy
add_deposit = d_searing_desert
add_deposit = d_underwater_vent
add_deposit = d_tempestous_mountain
# 5 + 3 mining
add_deposit = d_ore_rich_caverns
add_deposit = d_prosperous_mesa
add_deposit = d_submerged_ore_veins
# 5 + 3 farming (lithoids swap 3 for minerals)
add_deposit = d_lush_jungle
add_deposit = d_teeming_reef
if = {
limit = { root = { is_lithoid_empire = yes } }
add_deposit = d_rich_mountain
}
else = {
add_deposit = d_black_soil
}
# 1 random medium deposit
random_list = {
33 = { add_deposit = d_frozen_gas_lake }
33 = { add_deposit = d_prosperous_mesa }
33 = { add_deposit = d_fertile_lands }
}
add_deposit = d_dust_caverns
add_deposit = d_bubbling_swamp
add_deposit = d_crystalline_caverns
set_owner = ROOT
set_controller = root
set_capital = yes
generate_start_buildings_and_districts = yes
clear_planet_modifiers = yes
set_sector_capital = yes
ROOT = { random_owned_leader = {
limit = { leader_class = governor }
unassign_leader = yes
save_event_target_as = target_governor
}}
sector = { assign_leader = event_target:target_governor }
add_modifier = { modifier = gray_planet_debuff clear_on_owner_change = yes }
check_planet_employment = yes
while = {
count = 5
create_army = {
name = random
owner = root
species = root.owner_main_species
type = "defense_army"
}
}
create_fleet = {
effect = {
set_owner = root
create_ship = {
name = random
random_existing_design = science
}
set_fleet_stance = evasive
set_location = root.capital_scope.star
owner = {
random_owned_leader = {
limit = {
leader_class = scientist
NOR = {
is_researching_area = physics
is_researching_area = society
is_researching_area = engineering
}
}
save_event_target_as = science_ship_leader
}
}
if = {
limit = {
exists = event_target:science_ship_leader
}
set_leader = event_target:science_ship_leader
}
}
}
create_fleet = {
effect = {
set_owner = root
create_ship = {
name = random
random_existing_design = constructor
}
set_fleet_stance = evasive
set_location = root.capital_star
}
}
create_fleet = {
effect = {
set_owner = root
while = { count = 3
create_ship = {
name = random
random_existing_design = corvette
}
}
set_fleet_stance = passive
set_location = root.capital_star
}
}
}
# 将旧首都的东西全部移除(搬家了)
event_target:old_empire_home = {
remove_all_armies = yes
remove_all_districts = yes
remove_all_buildings = yes
remove_star_flag = empire_home_system
remove_star_flag = ring_world_built
clear_deposits = yes
reroll_deposits = yes
destroy_colony = yes
solar_system = {
remove_star_flag = empire_home_system
starbase = { fleet = { delete_fleet = this }}
set_name = random
random_system_planet = {
limit = { is_star = yes }
set_name = solar_system
}
# 生成一个L门以免其他星系没有L门过不去
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
set_surveyed = {
surveyed = no
surveyor = root
}
}
}
every_owned_pop_species = { set_species_homeworld = event_target:origin_gray_empire_home }
event_target:origin_gray_home_system = {
every_system_planet = {
if = {
limit = {
has_deposit_for = shipclass_mining_station
has_mining_station = no
}
create_mining_station = { owner = root }
}
if = {
limit = {
has_deposit_for = shipclass_research_station
has_research_station = no
}
create_research_station = { owner = root }
}
}
}
country_event = { id = gray_origin.1 days = 1 }
# 不让所有国家弹出L门事件
every_playable_country = {
set_country_flag = encountered_first_lgate
}
# 封锁L门科技
set_global_flag = l_cluster_opened
}
}

View File

@ -1,194 +1,93 @@
namespace = rg_cluster namespace = rg_cluster
# Special project completed (overwrite)
# Spawn L-Cluster
country_event = { country_event = {
id = rg_cluster.8 id = rg_cluster.2
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes
trigger = {
AND = {
has_origin = origin_rg_gray
NOT = { has_global_flag = rg_origin_l_cluster }
}
}
immediate = { immediate = {
set_global_flag = rg_origin_l_cluster set_country_flag = lcluster_opener
set_spawn_system_batch = begin set_global_flag = l_cluster_opened
no_scope = { every_megastructure = {
# makes system positions originate from galactic core limit = {
spawn_system = { is_megastructure_type = lgate_base
min_distance >= 550 NOT = {
max_distance <= 560 has_megastructure_flag = lgate_activated
min_orientation_angle = 44
max_orientation_angle = 46
initializer = rg_cluster_init_01
hyperlane = no
}
random_system = {
limit = { has_star_flag = lcluster1 }
save_global_event_target_as = lcluster1
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_cluster_init_02
}
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 114
max_orientation_angle = 156
initializer = rg_cluster_init_03
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 340
max_orientation_angle = 20
initializer = rg_cluster_init_01b
} }
} }
random_system = { activate_gateway = this
limit = { has_star_flag = lcluster2 } set_megastructure_flag = lgate_activated
save_global_event_target_as = lcluster2 }
spawn_system = { set_global_flag = lgates_activated_globally
min_distance >= 30 # centralized handling of chain and project clean-up
max_distance <= 60 every_playable_country = {
min_orientation_angle = 0 if = {
max_orientation_angle = 40 limit = {
initializer = rg_cluster_init_02b is_researching_technology = tech_lgate_activation
}
give_technology = {
tech = tech_lgate_activation
message = no
} }
} }
random_system = {
limit = { has_star_flag = lcluster3 }
save_global_event_target_as = lcluster3
spawn_system = {
min_distance >= 20
max_distance <= 30
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_cluster_init_04
} }
spawn_system = { every_playable_country = {
min_distance >= 10 limit = {
max_distance <= 50 NOR = {
min_orientation_angle = 250 has_event_chain = l_cluster_chain
max_orientation_angle = 290 has_special_project = LCLUSTER_PROJECT
initializer = rg_cluster_init_03b is_same_value = root
} }
} }
random_system = { country_event = {
limit = { has_star_flag = lcluster4 } id = distar.10954
save_global_event_target_as = lcluster4 days = 1
spawn_system = {
min_distance >= 5
max_distance <= 10
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_05
} }
spawn_system = { }
min_distance >= 30 every_playable_country = {
max_distance <= 60 limit = {
min_orientation_angle = 20 NOR = {
max_orientation_angle = 160 has_special_project = LCLUSTER_PROJECT
initializer = rg_cluster_init_04b is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = {
id = distar.10953
days = 1
}
}
observer_event = {
id = observer.62
}
every_playable_country = {
if = {
limit = {
has_modifier = rg_distant_stars_modifier
}
remove_modifier = rg_distant_stars_modifier
}
}
country_event = {
id = rg_cluster.10
} }
} }
} }
random_system = { # Allow all nanite worlds to be terraformed
limit = { has_star_flag = lcluster5 } country_event = {
save_global_event_target_as = lcluster5 id = rg_cluster.3
hide_window = yes
is_triggered_only = yes
immediate = {
every_galaxy_planet = {
limit = {
is_planet_class = pc_gray_goo
} }
random_system = { add_modifier = {
limit = { has_star_flag = lcluster1b } modifier = "terraforming_candidate"
save_global_event_target_as = lcluster1b days = -1
}
random_system = {
limit = { has_star_flag = lcluster2b }
save_global_event_target_as = lcluster2b
}
random_system = {
limit = { has_star_flag = lcluster3b }
save_global_event_target_as = lcluster3b
}
random_system = {
limit = { has_star_flag = lcluster4b }
save_global_event_target_as = lcluster4b
}
# clear all hyperlanes to and within the cluster
every_system = {
limit = { has_star_flag = lcluster }
isolate_system = yes
}
# add hyperlanes
event_target:lcluster5 = {
add_hyperlane = {
from = event_target:lcluster5
to = event_target:lcluster4
} }
} }
event_target:lcluster4 = {
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster2
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster4b
}
}
event_target:lcluster3 = {
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster3b
}
}
event_target:lcluster2 = {
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster2b
}
}
event_target:lcluster1 = {
add_hyperlane = {
from = event_target:lcluster1
to = event_target:lcluster1b
}
}
event_target:lcluster1b = {
add_hyperlane = {
from = event_target:lcluster1b
to = event_target:lcluster2b
}
}
set_spawn_system_batch = end
country_event = { id = rg_cluster.9 days = -1 }
} }
} }
@ -198,14 +97,15 @@ country_event = {
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes fire_only_once = yes
immediate = { immediate = {
random_system = { random_system = {
limit = { limit = {
has_star_flag = lcluster4 has_star_flag = lcluster4
NOT = {
has_star_flag = lcluster_lgate
}
} }
save_event_target_as = rg_cluster_home_system save_event_target_as = rg_cluster_home_system
random_system_planet = { random_system_planet = {
limit = { limit = {
has_planet_flag = start_rg_cluster_gatebuilders has_planet_flag = start_rg_cluster_gatebuilders
@ -219,7 +119,6 @@ country_event = {
save_event_target_as = start_gatebuilders_mining_station_target1 save_event_target_as = start_gatebuilders_mining_station_target1
} }
} }
capital_scope = { capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet save_event_target_as = rg_cluster_previous_home_planet
solar_system = { solar_system = {
@ -231,7 +130,9 @@ country_event = {
} }
} }
if = { if = {
limit = { exists = sector } limit = {
exists = sector
}
sector = { sector = {
leader = { leader = {
unassign_leader = this unassign_leader = this
@ -242,13 +143,14 @@ country_event = {
else = { else = {
root = { root = {
random_owned_leader = { random_owned_leader = {
limit = { leader_class = governor } limit = {
leader_class = governor
}
save_event_target_as = rg_cluster_sector_gov save_event_target_as = rg_cluster_sector_gov
} }
} }
} }
} }
# Spaceport setup # Spaceport setup
if = { if = {
limit = { limit = {
@ -275,42 +177,46 @@ country_event = {
} }
} }
} }
event_target:start_gatebuilders_mining_station_target1 = { event_target:start_gatebuilders_mining_station_target1 = {
create_mining_station = { create_mining_station = {
owner = root owner = root
} }
} }
# Planet setup # Planet setup
event_target:rg_cluster_home_planet = { event_target:rg_cluster_home_planet = {
change_pc = pc_gaia
set_owner = root set_owner = root
set_controller = root set_controller = root
set_capital = yes set_capital = yes
set_sector_capital = yes set_sector_capital = yes
sector = { assign_leader = event_target:rg_cluster_sector_gov } sector = {
assign_leader = event_target:rg_cluster_sector_gov
}
set_name = random set_name = random
generate_start_buildings_and_districts = yes generate_start_buildings_and_districts = yes
} }
if = { if = {
limit = { limit = {
owner = { is_machine_empire = no } owner = {
is_machine_empire = no
}
} }
every_owned_pop = { every_owned_pop = {
modify_species = { modify_species = {
species = this species = this
ideal_planet_class = pc_nuked ideal_planet_class = pc_nuked
} }
species = { save_event_target_as = target_species } species = {
save_event_target_as = target_species
}
} }
root = { root = {
change_dominant_species = { species = event_target:target_species change_all = yes } change_dominant_species = {
species = event_target:target_species
change_all = yes
}
} }
} }
event_target:rg_cluster_home_system = { event_target:rg_cluster_home_system = {
random_system_planet = { random_system_planet = {
limit = { limit = {
@ -319,7 +225,6 @@ country_event = {
save_event_target_as = rg_cluster_home_system_loc save_event_target_as = rg_cluster_home_system_loc
} }
} }
every_owned_fleet = { every_owned_fleet = {
limit = { limit = {
any_owned_ship = { any_owned_ship = {
@ -332,7 +237,6 @@ country_event = {
} }
set_location = event_target:rg_cluster_home_system_loc set_location = event_target:rg_cluster_home_system_loc
} }
event_target:rg_cluster_previous_home_planet = { event_target:rg_cluster_previous_home_planet = {
# move pops # move pops
every_owned_pop = { every_owned_pop = {
@ -351,7 +255,6 @@ country_event = {
} }
check_planet_employment = yes check_planet_employment = yes
} }
event_target:rg_cluster_previous_home_system = { event_target:rg_cluster_previous_home_system = {
set_name = random set_name = random
random_system_planet = { random_system_planet = {
@ -360,105 +263,26 @@ country_event = {
} }
set_name = solar_system set_name = solar_system
} }
remove_star_flag = sol remove_star_flag = sol
remove_star_flag = deneb_system remove_star_flag = deneb_system
} }
event_target:rg_cluster_previous_home_system = { event_target:rg_cluster_previous_home_system = {
every_fleet_in_system = { every_fleet_in_system = {
delete_fleet = this delete_fleet = this
} }
} }
owner_species = { owner_species = {
set_species_homeworld = event_target:rg_cluster_home_planet set_species_homeworld = event_target:rg_cluster_home_planet
} }
every_owned_pop_species = { every_owned_pop_species = {
set_species_homeworld = event_target:rg_cluster_home_planet set_species_homeworld = event_target:rg_cluster_home_planet
} }
country_event = { id = rg_cluster.3 days = -1 }
}
}
# Allow all nanite worlds to be terraformed
country_event = { country_event = {
id = rg_cluster.3 id = rg_cluster.3
hide_window = yes
is_triggered_only = yes
immediate = {
every_galaxy_planet = {
limit = { is_planet_class = pc_gray_goo }
add_modifier = {
modifier = "terraforming_candidate"
days = -1 days = -1
} }
} }
} }
}
# Special project completed (overwrite)
country_event = {
id = rg_cluster.2
hide_window = yes
is_triggered_only = yes
immediate = {
if = {
limit = {
OR = {
has_global_flag = l_cluster_origin # l-cluster plus
has_global_flag = rg_origin_l_cluster # 遥远约定
has_global_flag = gray_origin_activate # 远星之歌
}
}
set_global_flag = l_cluster_opened
# Activate Terminal Egress L-Gate
event_target:lcluster1 = {
random_system_megastructure = {
activate_gateway = this
set_megastructure_flag = lgate_activated
}
}
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
}
activate_gateway = this
}
set_global_flag = lgates_activated_globally
every_playable_country = {
if = {
limit = { is_researching_technology = tech_lgate_activation }
give_technology = {
tech = tech_lgate_activation
message = no
}
}
}
every_playable_country = {
if = {
limit = { has_modifier = rg_distant_stars_modifier }
remove_modifier = rg_distant_stars_modifier
every_owned_ship = {
limit = { has_modifier = rg_distant_stars_modifier }
remove_modifier = rg_distant_stars_modifier
}
}
}
country_event = { id = rg_cluster.10 }
}
else = {
country_event = { id = distar.10950 }
}
}
}
# L-Cluster Opened # L-Cluster Opened
country_event = { country_event = {
@ -484,23 +308,30 @@ country_event = {
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
location = event_target:candidate_gateway location = event_target:candidate_gateway
immediate = { immediate = {
every_playable_country = { every_playable_country = {
limit = { limit = {
OR = { OR = {
has_origin = origin_rg_gray has_origin = origin_rg_gray
} }
NOT = { is_same_value = root } NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.11
} }
country_event = { id = rg_cluster.11 }
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root } NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.12
} }
country_event = { id = rg_cluster.12 }
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@ -510,7 +341,9 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = rg_cluster.13} country_event = {
id = rg_cluster.13
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@ -520,11 +353,14 @@ country_event = {
} }
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
} }
country_event = { id = rg_cluster.12 } country_event = {
id = rg_cluster.12
}
}
observer_event = {
id = observer.62
} }
observer_event = { id = observer.62 }
} }
option = { option = {
trigger = { trigger = {
NOR = { NOR = {
@ -551,13 +387,14 @@ country_event = {
desc = "rg_cluster.11.desc" desc = "rg_cluster.11.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
immediate = { immediate = {
if = { if = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
} }
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
else_if = { else_if = {
limit = { limit = {
@ -567,7 +404,6 @@ country_event = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
} }
} }
option = { option = {
name = "rg_cluster.11.a" name = "rg_cluster.11.a"
} }
@ -581,13 +417,14 @@ country_event = {
desc = "rg_cluster.12.desc" desc = "rg_cluster.12.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
immediate = { immediate = {
if = { if = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
} }
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
else_if = { else_if = {
limit = { limit = {
@ -597,7 +434,6 @@ country_event = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
} }
} }
option = { option = {
name = "rg_cluster.12.a" name = "rg_cluster.12.a"
} }
@ -611,7 +447,6 @@ country_event = {
desc = "rg_cluster.13.desc" desc = "rg_cluster.13.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
option = { option = {
name = "rg_cluster.13.a" name = "rg_cluster.13.a"
} }

View File

@ -1,5 +1,4 @@
namespace = rg_skill namespace = rg_skill
#fleet_event = { #fleet_event = {
# id = rg_skill.1 # id = rg_skill.1
# hide_window = yes # hide_window = yes
@ -67,7 +66,6 @@ namespace = rg_skill
# } # }
# } # }
#} #}
#fleet_event = { #fleet_event = {
# id = rg_skill.2 # id = rg_skill.2
# hide_window = yes # hide_window = yes
@ -92,13 +90,11 @@ namespace = rg_skill
# } # }
# } # }
#} #}
#自动星系建设 #自动星系建设
ship_event = { ship_event = {
id = rg_skill.3 id = rg_skill.3
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
OR = { OR = {
AND = { AND = {
@ -111,10 +107,14 @@ ship_event = {
solar_system = { solar_system = {
OR = { OR = {
#星系无主 #星系无主
NOT = { exists = space_owner } NOT = {
exists = space_owner
}
#星系为我方但有空间站未建造 #星系为我方但有空间站未建造
AND = { AND = {
space_owner = { is_same_empire = root.controller } space_owner = {
is_same_empire = root.controller
}
any_system_planet = { any_system_planet = {
RG_planet_can_auto_build = yes RG_planet_can_auto_build = yes
} }
@ -135,85 +135,75 @@ ship_event = {
} }
} }
} }
immediate = { immediate = {
if = { if = {
limit = { limit = {
owner = {
NOT = {
is_same_value = origin_rg_gray_country
}
}
solar_system = { solar_system = {
NOT = { #星系内不能有敌舰 NOT = {
#星系内不能有敌舰
any_fleet_in_system = { any_fleet_in_system = {
exists = controller exists = controller
controller = { is_hostile = root.controller }
}
}
}
}
if = {
limit = {
solar_system = {
#星系必须完成扫描
is_surveyed = {
who = root.controller
status = yes
}
#星系内不能有其他自动工蜂
NOT = { any_fleet_in_system = { any_controlled_ship = { is_ship_size = RG_armed_constructor_ship } } }
}
}
#创建自动工蜂国家
if = {
limit = {
NOT = { exists = event_target:RG_const_country }
}
create_country = {
name = RG_const_country
type = RG_gray_friendly
auto_delete = no
flag = root.controller
effect = {
save_global_event_target_as = RG_const_country
establish_communications_no_message = root.controller
set_faction_hostility = {
target = root.controller
set_friendly = yes
}
#对野怪国家中立
every_country = {
limit = {
OR = {
is_amoeba_country_type = yes
is_tiyanki_country_type = yes
is_crystal_country_type = yes
is_drone_country_type = yes
}
}
set_faction_hostility = {
target = prev
set_neutral = yes
}
}
}
}
controller = { controller = {
add_intel = { is_hostile = root.controller
who = event_target:RG_const_country
amount = 1000
}
}
}
#释放工蜂
switch = {
trigger = has_component
RG_AUTOCONST_HANGER = {
RG_const_auto_build_effect = {
count = 1
starbase_time = 30
station_time = 150
} }
} }
} }
} }
} }
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country
NOT = {
has_global_flag = l_cluster_opened
}
}
solar_system = {
has_star_flag = lcluster
NOT = {
#星系内不能有敌舰
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country # 是小灰起源
has_global_flag = l_cluster_opened # L星门已开启
}
solar_system = {
# has_star_flag = lcluster
NOT = {
#星系内不能有敌舰
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
#循环检查 #循环检查
ship_event = { ship_event = {
id = rg_skill.3 id = rg_skill.3
@ -226,9 +216,9 @@ ship_event = {
fleet_event = { fleet_event = {
id = rg_skill.4 id = rg_skill.4
hide_window = yes hide_window = yes
mean_time_to_happen = {
mean_time_to_happen = { years = 1 } years = 1
}
trigger = { trigger = {
any_controlled_ship = { any_controlled_ship = {
has_ship_flag = rg_mothership has_ship_flag = rg_mothership
@ -236,8 +226,6 @@ fleet_event = {
num_ships < 20 num_ships < 20
is_ship_size = RG_graygoo_mothership is_ship_size = RG_graygoo_mothership
} }
immediate = { immediate = {
random_list = { random_list = {
14 = { 14 = {
@ -304,9 +292,9 @@ fleet_event = {
fleet_event = { fleet_event = {
id = rg_skill.5 id = rg_skill.5
hide_window = yes hide_window = yes
mean_time_to_happen = {
mean_time_to_happen = { months = 5 } months = 5
}
trigger = { trigger = {
any_controlled_ship = { any_controlled_ship = {
OR = { OR = {
@ -316,11 +304,12 @@ fleet_event = {
} }
has_ship_flag = rg_nanite_mothership has_ship_flag = rg_nanite_mothership
} }
owner = { is_country_type = gray_goo } owner = {
is_country_type = gray_goo
}
} }
num_ships < 40 num_ships < 40
} }
immediate = { immediate = {
random_list = { random_list = {
14 = { 14 = {
@ -391,28 +380,34 @@ planet_event = {
id = rg_skill.6 id = rg_skill.6
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
save_event_target_as = tempest_incoming_battlefield_planet save_event_target_as = tempest_incoming_battlefield_planet
if = { # planet if = {
limit = { has_ground_combat = no } # planet
limit = {
has_ground_combat = no
}
remove_planet_flag = checking_tempest_incoming remove_planet_flag = checking_tempest_incoming
} }
else = { #planet else = {
any_ground_combat_attacker = { #army #planet
any_ground_combat_attacker = {
#army
exists = leader exists = leader
leader = { #leader leader = {
#leader
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_general_gray_skill
owner = { #country owner = {
#country
save_event_target_as = attacking_general_country save_event_target_as = attacking_general_country
} }
} }
} }
# Do the same check again in X days # Do the same check again in X days
country_event = { id = rg_skill.10 } # NOTE: Update custom loc for effect when changing days country_event = {
id = rg_skill.10
} # NOTE: Update custom loc for effect when changing days
} }
} }
} }
@ -425,12 +420,12 @@ planet_event = {
id = rg_skill.7 id = rg_skill.7
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
# Prevent duplicate events # Prevent duplicate events
trigger = { trigger = {
not = { has_planet_flag = checking_tempest_incoming } not = {
has_planet_flag = checking_tempest_incoming
}
} }
immediate = { immediate = {
set_planet_flag = checking_tempest_incoming # Prevent duplicate events set_planet_flag = checking_tempest_incoming # Prevent duplicate events
planet_event = { planet_event = {
@ -449,10 +444,9 @@ country_event = {
id = rg_skill.8 id = rg_skill.8
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
FROMFROMFROM = { # Planet where ground combat is taking place. FROMFROMFROM = {
# Planet where ground combat is taking place.
# Check if dead army is a defensive army. # Check if dead army is a defensive army.
if = { if = {
limit = { limit = {
@ -460,7 +454,6 @@ country_event = {
is_same_value = ROOT.FROM is_same_value = ROOT.FROM
} }
} }
# Check if attacking army has general with Crusader trait. # Check if attacking army has general with Crusader trait.
random_ground_combat_attacker = { random_ground_combat_attacker = {
limit = { limit = {
@ -479,13 +472,21 @@ country_event = {
} }
} }
} }
if = {
if = { # planet where ground combat is taking place. # planet where ground combat is taking place.
limit = { exists = event_target:attacking_general } limit = {
exists = event_target:attacking_general
}
if = { if = {
limit = { limit = {
event_target:attacking_general_country = { # attacking general country event_target:attacking_general_country = {
NOT = { check_variable = { which = rg_general_skill_combat_killed_variable value = 100 } } # attacking general country
NOT = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value = 100
}
}
} }
} }
event_target:attacking_general_country = { event_target:attacking_general_country = {
@ -500,8 +501,14 @@ country_event = {
} }
} }
# Handle both sides of the ground combat # Handle both sides of the ground combat
RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = attacker SIDE_B = defender } RG_leader_trait_tempest_incoming_random_kill_effect = {
RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = defender SIDE_B = attacker } SIDE_A = attacker
SIDE_B = defender
}
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = defender
SIDE_B = attacker
}
} }
} }
} }
@ -511,23 +518,27 @@ country_event = {
id = rg_skill.9 id = rg_skill.9
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_owned_army = { any_owned_army = {
army_type = gray_army army_type = gray_army
if = { if = {
limit = { exists = planet } limit = {
planet = { has_ground_combat = no } exists = planet
}
planet = {
has_ground_combat = no
}
} }
} }
} }
immediate = { immediate = {
set_variable = { # country set_variable = {
# country
which = rg_general_skill_combat_daypassed_variable which = rg_general_skill_combat_daypassed_variable
value = 1 value = 1
} }
set_variable = { # country set_variable = {
# country
which = rg_general_skill_combat_killed_variable which = rg_general_skill_combat_killed_variable
value = 0 value = 0
} }
@ -538,7 +549,6 @@ country_event = {
id = rg_skill.10 id = rg_skill.10
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_owned_army = { any_owned_army = {
army_type = gray_army army_type = gray_army
@ -549,12 +559,15 @@ country_event = {
} }
} }
if = { if = {
limit = { exists = planet } limit = {
planet = { has_ground_combat = yes } exists = planet
}
planet = {
has_ground_combat = yes
}
} }
} }
} }
immediate = { immediate = {
event_target:attacking_general_country = { event_target:attacking_general_country = {
change_variable = { change_variable = {
@ -562,8 +575,10 @@ country_event = {
value = 1 value = 1
} }
} }
country_event = {
country_event = { id = rg_skill.10 days = 1 } id = rg_skill.10
days = 1
}
} }
} }
@ -572,14 +587,12 @@ country_event = {
id = rg_skill.11 id = rg_skill.11
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
FromFromFrom = { FromFromFrom = {
is_in_combat = yes is_in_combat = yes
has_component = RG_revive_component has_component = RG_revive_component
} }
} }
immediate = { immediate = {
FromFromFrom = { FromFromFrom = {
save_event_target_as = event_ship save_event_target_as = event_ship
@ -592,4 +605,3 @@ country_event = {
} }
} }
} }

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,691 @@
# 这页事件用来解决蠢驴leader_recruit窗口按钮点击后不显示responsetext的问题。
# 它们除了显示文字以外不具备任何effect触发。
namespace = rg_grayleader_dialog
country_event = {
id = rg_grayleader_dialog.4051
title = "TRANSMISSION"
desc = "graygoo.405.b.response"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
is_triggered_only = yes
option = {
name = OK
}
}
country_event = {
id = rg_grayleader_dialog.5001
title = "graygoo.500.title"
desc = "graygoo.500.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5002
title = "graygoo.500.title"
desc = "graygoo.500.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5003
title = "graygoo.500.title"
desc = "graygoo.500.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5004
title = "graygoo.500.title"
desc = "rg_const.500.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5011
title = "graygoo.500.title"
desc = "graygoo.501.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5012
title = "graygoo.500.title"
desc = "graygoo.501.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5013
title = "graygoo.500.title"
desc = "rg_const.501.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5021
title = "graygoo.500.title"
desc = "graygoo.502.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5022
title = "graygoo.500.title"
desc = "graygoo.502.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5023
title = "graygoo.500.title"
desc = "RG_graygoo.502.d.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5024
title = "graygoo.500.title"
desc = "RG_graygoo.502.e.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5025
title = "graygoo.500.title"
desc = "rg_const.502.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5031
title = "graygoo.500.title"
desc = "graygoo.503.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5032
title = "graygoo.500.title"
desc = "graygoo.503.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5033
title = "graygoo.500.title"
desc = "rg_const.503.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5051
title = "graygoo.500.title"
desc = "graygoo.505.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5052
title = "graygoo.500.title"
desc = "graygoo.505.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5053
title = "graygoo.500.title"
desc = "graygoo.505.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,18 +1,17 @@
namespace = RG_planet_killer namespace = RG_planet_killer
# Destroyed a star. # Destroyed a star.
planet_event = { planet_event = {
id = RG_planet_killer.1 id = RG_planet_killer.1
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = {
trigger = { is_star = yes } is_star = yes
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
solar_system = {
solar_system = { RG_destroy_star_system = yes } RG_destroy_star_system = yes
}
every_country = { every_country = {
create_message = { create_message = {
type = "STAR_DESTROYED" type = "STAR_DESTROYED"
@ -50,9 +49,9 @@ planet_event = {
id = RG_planet_killer.2 id = RG_planet_killer.2
is_triggered_only = yes is_triggered_only = yes
hide_window = yes hide_window = yes
trigger = {
trigger = { is_star = no } is_star = no
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes RG_destroy_planet_effect = yes
@ -88,9 +87,9 @@ planet_event = {
id = RG_planet_killer.3 id = RG_planet_killer.3
is_triggered_only = yes is_triggered_only = yes
hide_window = yes hide_window = yes
trigger = {
trigger = { is_star = no } is_star = no
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes RG_destroy_planet_effect = yes

View File

@ -4,41 +4,42 @@ country_event = {
id = rg_story.2 id = rg_story.2
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.2.desc" text = "rg_story.2.desc"
} }
option = { option = {
name = rg_story.2.a name = rg_story.2.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.3} country_event = {
id = rg_story.3
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.2.b name = rg_story.2.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.3 } country_event = {
id = rg_story.3
}
} }
} }
option = { option = {
name = rg_story.2.c name = rg_story.2.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.3 } country_event = {
id = rg_story.3
}
} }
} }
} }
@ -47,41 +48,42 @@ country_event = {
id = rg_story.3 id = rg_story.3
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.3.desc" text = "rg_story.3.desc"
} }
option = { option = {
name = rg_story.3.a name = rg_story.3.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.4 } country_event = {
id = rg_story.4
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.3.b name = rg_story.3.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.4 } country_event = {
id = rg_story.4
}
} }
} }
option = { option = {
name = rg_story.3.c name = rg_story.3.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.4 } country_event = {
id = rg_story.4
}
} }
} }
} }
@ -90,41 +92,42 @@ country_event = {
id = rg_story.4 id = rg_story.4
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.4.desc" text = "rg_story.4.desc"
} }
option = { option = {
name = rg_story.4.a name = rg_story.4.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.5 } country_event = {
id = rg_story.5
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.4.b name = rg_story.4.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.5 } country_event = {
id = rg_story.5
}
} }
} }
option = { option = {
name = rg_story.4.c name = rg_story.4.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.5 } country_event = {
id = rg_story.5
}
} }
} }
} }
@ -133,24 +136,19 @@ country_event = {
id = rg_story.5 id = rg_story.5
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.5.desc" text = "rg_story.5.desc"
} }
option = { option = {
name = rg_story.5.a name = rg_story.5.a
hidden_effect = { hidden_effect = {
@ -165,16 +163,13 @@ planet_event = {
title = "rg_story.6.title" title = "rg_story.6.title"
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes fire_only_once = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
picture = GFX_evt_failed_observation picture = GFX_evt_failed_observation
show_sound = evn_fc_observation show_sound = evn_fc_observation
immediate = { immediate = {
every_country = { every_country = {
every_owned_fleet = { every_owned_fleet = {
@ -187,15 +182,15 @@ planet_event = {
} }
} }
} }
desc = { desc = {
text = "rg_story.6.desc" text = "rg_story.6.desc"
} }
option = { option = {
name = rg_story.6.a name = rg_story.6.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.7 } country_event = {
id = rg_story.7
}
} }
default_hide_option = yes default_hide_option = yes
} }
@ -205,13 +200,11 @@ country_event = {
id = rg_story.7 id = rg_story.7
is_triggered_only = yes is_triggered_only = yes
hide_window = yes hide_window = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
immediate = { immediate = {
every_owned_fleet = { every_owned_fleet = {
limit = { limit = {
@ -229,41 +222,42 @@ country_event = {
id = rg_story.8 id = rg_story.8
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.8.desc" text = "rg_story.8.desc"
} }
option = { option = {
name = rg_story.8.a name = rg_story.8.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.9 } country_event = {
id = rg_story.9
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.8.b name = rg_story.8.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.9 } country_event = {
id = rg_story.9
}
} }
} }
option = { option = {
name = rg_story.8.c name = rg_story.8.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.9 } country_event = {
id = rg_story.9
}
} }
} }
} }
@ -272,23 +266,19 @@ country_event = {
id = rg_story.9 id = rg_story.9
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.9.desc" text = "rg_story.9.desc"
} }
option = { option = {
name = rg_story.9.a name = rg_story.9.a
hidden_effect = { hidden_effect = {
@ -303,7 +293,6 @@ country_event = {
title = "rg_story.10.title" title = "rg_story.10.title"
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes fire_only_once = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
@ -314,14 +303,11 @@ country_event = {
} }
} }
} }
picture = GFX_evt_ship_in_orbit picture = GFX_evt_ship_in_orbit
show_sound = event_radio_chatter show_sound = event_radio_chatter
desc = { desc = {
text = "rg_story.10.desc" text = "rg_story.10.desc"
} }
option = { option = {
name = rg_story.10.a name = rg_story.10.a
default_hide_option = yes default_hide_option = yes
@ -335,42 +321,43 @@ country_event = {
id = rg_story.11 id = rg_story.11
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
exists = event_target:guardian_dragon_country exists = event_target:guardian_dragon_country
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.11.desc" text = "rg_story.11.desc"
} }
option = { option = {
name = rg_story.11.a name = rg_story.11.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.12 } country_event = {
id = rg_story.12
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.11.b name = rg_story.11.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.12 } country_event = {
id = rg_story.12
}
} }
} }
option = { option = {
name = rg_story.11.c name = rg_story.11.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.12 } country_event = {
id = rg_story.12
}
} }
} }
} }
@ -379,23 +366,19 @@ country_event = {
id = rg_story.12 id = rg_story.12
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.12.desc" text = "rg_story.12.desc"
} }
immediate = { immediate = {
event_target:guardian_dragon_country = { event_target:guardian_dragon_country = {
random_owned_fleet = { random_owned_fleet = {
@ -406,7 +389,6 @@ country_event = {
} }
} }
} }
option = { option = {
name = rg_story.12.a name = rg_story.12.a
allow = { allow = {
@ -437,21 +419,16 @@ country_event = {
id = rg_story.13 id = rg_story.13
title = "rg_story.13.title" title = "rg_story.13.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
show_sound = evn_fc_observation show_sound = evn_fc_observation
desc = { desc = {
text = "rg_story.13.desc" text = "rg_story.13.desc"
} }
option = { option = {
name = rg_story.13.a name = rg_story.13.a
default_hide_option = yes default_hide_option = yes
@ -462,21 +439,16 @@ country_event = {
id = rg_story.14 id = rg_story.14
title = "rg_story.14.title" title = "rg_story.14.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
show_sound = evn_fc_observation show_sound = evn_fc_observation
desc = { desc = {
text = "rg_story.14.desc" text = "rg_story.14.desc"
} }
option = { option = {
name = rg_story.14.a name = rg_story.14.a
default_hide_option = yes default_hide_option = yes
@ -487,25 +459,22 @@ country_event = {
id = rg_story.15 id = rg_story.15
title = "rg_story.15.title" title = "rg_story.15.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
show_sound = evn_fc_observation show_sound = evn_fc_observation
desc = { desc = {
text = "rg_story.15.desc" text = "rg_story.15.desc"
} }
option = { option = {
name = rg_story.15.a name = rg_story.15.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.16 } country_event = {
id = rg_story.16
}
} }
default_hide_option = yes default_hide_option = yes
} }
@ -515,28 +484,27 @@ country_event = {
id = rg_story.16 id = rg_story.16
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.16.desc" text = "rg_story.16.desc"
} }
option = { option = {
name = rg_story.16.a name = rg_story.16.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.17 days= 360 random = 640 } country_event = {
id = rg_story.17
days = 360
random = 640
}
} }
default_hide_option = yes default_hide_option = yes
} }
@ -546,40 +514,42 @@ country_event = {
id = rg_story.17 id = rg_story.17
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.17.desc" text = "rg_story.17.desc"
} }
option = { option = {
name = rg_story.17.a name = rg_story.17.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.18 } country_event = {
id = rg_story.18
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.17.b name = rg_story.17.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.18 } country_event = {
id = rg_story.18
}
} }
} }
option = { option = {
name = rg_story.17.c name = rg_story.17.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.18 } country_event = {
id = rg_story.18
}
} }
} }
} }
@ -588,44 +558,45 @@ country_event = {
id = rg_story.18 id = rg_story.18
title = "simulasion_dragon_name" title = "simulasion_dragon_name"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:rg_fake_dragon_admiral portrait = event_target:rg_fake_dragon_admiral
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.18.desc" text = "rg_story.18.desc"
} }
immediate = { immediate = {
rg_create_fake_dragon = yes rg_create_fake_dragon = yes
} }
option = { option = {
name = rg_story.18.a name = rg_story.18.a
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.19 } country_event = {
id = rg_story.19
}
} }
default_hide_option = yes default_hide_option = yes
} }
option = { option = {
name = rg_story.18.b name = rg_story.18.b
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.19 } country_event = {
id = rg_story.19
}
} }
} }
option = { option = {
name = rg_story.18.c name = rg_story.18.c
hidden_effect = { hidden_effect = {
country_event = { id = rg_story.19 } country_event = {
id = rg_story.19
}
} }
} }
} }
@ -634,23 +605,19 @@ country_event = {
id = rg_story.19 id = rg_story.19
title = "graygoo.500.title" title = "graygoo.500.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:gray_species
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
desc = { desc = {
text = "rg_story.19.desc" text = "rg_story.19.desc"
} }
option = { option = {
name = rg_story.19.a name = rg_story.19.a
default_hide_option = yes default_hide_option = yes
@ -664,13 +631,11 @@ country_event = {
} }
# sim dragon ga le # sim dragon ga le
event = { country_event = {
id = rg_story.20 id = rg_story.20
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes fire_only_once = yes
trigger = { trigger = {
exists = event_target:rg_fake_dragon_owner exists = event_target:rg_fake_dragon_owner
OR = { OR = {
@ -692,21 +657,23 @@ event = {
} }
} }
} }
immediate = { immediate = {
event_target:rg_fake_dragon_admiral = { random_owned_leader = {
limit = {
has_leader_flag = rg_fake_dragon
}
remove_trait = RG_leader_trait_admiral_timed_life remove_trait = RG_leader_trait_admiral_timed_life
add_trait = RG_leader_trait_admiral_born_tobe_dragon add_trait = RG_leader_trait_admiral_born_tobe_dragon
set_leader_flag = rg_fake_dragon_reborn set_leader_flag = rg_fake_dragon_reborn
set_age = 0 set_age = 0
} }
event_target:rg_fake_dragon_owner = {
set_country_flag = rg_fake_dragon_reborn_country set_country_flag = rg_fake_dragon_reborn_country
set_variable = { set_variable = {
which = rg_fake_dragon_timedlife_counter which = rg_fake_dragon_timedlife_counter
value = 0 value = 0
} }
country_event = { id = rg_story.21 } country_event = {
id = rg_story.21
} }
} }
} }
@ -715,21 +682,16 @@ country_event = {
id = rg_story.21 id = rg_story.21
title = "rg_story.21.title" title = "rg_story.21.title"
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { NOT = {
# has_global_flag = has_wsg_mod # has_global_flag = has_wsg_mod
} }
} }
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
show_sound = evn_fc_observation show_sound = evn_fc_observation
desc = { desc = {
text = "rg_story.21.desc" text = "rg_story.21.desc"
} }
option = { option = {
name = rg_story.21.a name = rg_story.21.a
default_hide_option = yes default_hide_option = yes
@ -741,7 +703,6 @@ country_event = {
id = rg_story.22 id = rg_story.22
hidden_window = yes hidden_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
from = { from = {
is_country_type = guardian_dragon is_country_type = guardian_dragon
@ -754,14 +715,14 @@ country_event = {
# has_fleet_flag = dragon_fleet # has_fleet_flag = dragon_fleet
#} #}
} }
immediate = { immediate = {
every_country = { every_country = {
limit = { limit = {
has_special_project = RG_FAKE_DRAGON_SCAN_PROJECT has_special_project = RG_FAKE_DRAGON_SCAN_PROJECT
} }
abort_special_project = { RG_FAKE_DRAGON_SCAN_PROJECT } abort_special_project = {
type = RG_FAKE_DRAGON_SCAN_PROJECT
}
} }
} }
} }

File diff suppressed because it is too large Load Diff

View File

@ -1,593 +0,0 @@
namespace = rg_wsg_story
country_event = {
id = rg_wsg_story.2
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.2.desc"
}
option = {
name = rg_story.2.a
hidden_effect = {
country_event = { id = rg_wsg_story.3}
}
}
option = {
name = rg_story.2.b
hidden_effect = {
country_event = { id = rg_wsg_story.3 }
}
}
option = {
name = rg_story.2.c
hidden_effect = {
country_event = { id = rg_wsg_story.3 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.3
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.3.desc"
}
option = {
name = rg_story.3.a
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = rg_story.3.b
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = rg_story.3.c
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.4
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.4.desc"
}
option = {
name = rg_story.4.a
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = rg_story.4.b
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = rg_story.4.c
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.5
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.5.desc"
}
option = {
name = rg_story.5.a
hidden_effect = {
rg_create_gray_planetkiller_testship_1 = yes
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.8
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.8.desc"
}
option = {
name = rg_story.8.a
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = rg_story.8.b
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = rg_story.8.c
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.9 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.9
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.9.desc"
}
option = {
name = rg_story.9.a
hidden_effect = {
rg_create_gray_paperwork_testship_1 = yes
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.11
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
exists = event_target:guardian_dragon_country
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.11.desc"
}
option = {
name = rg_story.11.a
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = rg_story.11.b
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = rg_story.11.c
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.12 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.12
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.12.desc"
}
immediate = {
event_target:guardian_dragon_country = {
random_owned_fleet = {
limit = {
has_fleet_flag = dragon_fleet
}
save_event_target_as = dragon_fleet_target
}
}
}
option = {
name = rg_wsg_story.12.a
allow = {
exists = event_target:guardian_dragon_country
event_target:guardian_dragon_country = {
any_owned_fleet = {
has_fleet_flag = dragon_fleet
}
}
}
hidden_effect = {
enable_special_project = {
name = RG_FAKE_DRAGON_SCAN_PROJECT
location = event_target:dragon_fleet_target
owner = root
}
}
default_hide_option = yes
}
option = {
name = rg_wsg_story.12.b
}
option = {
name = rg_wsg_story.12.c
}
}
country_event = {
id = rg_wsg_story.13
title = "rg_story.13.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.13.desc"
}
option = {
name = rg_story.13.a
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.14
title = "rg_story.14.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.14.desc"
}
option = {
name = rg_story.14.a
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.15
title = "rg_story.15.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.15.desc"
}
option = {
name = rg_story.15.a
hidden_effect = {
country_event = { id = rg_story.16 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.16
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.16.desc"
}
option = {
name = rg_story.16.a
hidden_effect = {
country_event = { id = rg_wsg_story.17 days= 360 random = 640 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.17
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.17.desc"
}
option = {
name = rg_story.17.a
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = rg_story.17.b
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = rg_story.17.c
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.19 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.18
title = "simulasion_dragon_name"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.18.desc"
}
option = {
name = rg_story.18.a
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = rg_story.18.b
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = rg_story.18.c
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.19 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.19
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
immediate = {
rg_create_fake_dragon = yes
}
desc = {
text = "rg_story.19.desc"
}
option = {
name = rg_wsg_story.19.a
default_hide_option = yes
}
option = {
name = rg_wsg_story.19.b
}
option = {
name = rg_wsg_story.19.c
}
}

1036
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namespace = rg_story
# 开始改造
country_event = {
id = rg_story.23
title = rg_story.23.title
desc = rg_story.23.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.23.a
default_hide_option = yes
}
option = {
name = rg_story.23.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 1500
}
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
}
add_resource = {
energy = -1500
alloys = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
}
}
country_event = {
id = rg_story.24
title = rg_story.24.title
desc = rg_story.24.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.24.a
default_hide_option = yes
}
option = {
name = rg_story.24.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
}
}
country_event = {
id = rg_story.25
title = rg_story.25.title
desc = rg_story.25.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.25.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
}
option = {
name = rg_story.25.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 5000
}
resource_stockpile_compare = {
resource = alloys
value >= 5000
}
}
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_mod1_testship_1 = yes
}
}
country_event = {
id = rg_story.26
title = rg_story.26.title
desc = rg_story.26.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.26.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
}
option = {
name = rg_story.26.b
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_planetkiller_testship_1 = yes
}
}
country_event = {
id = rg_story.27
title = rg_story.27.title
desc = rg_story.27.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.27.a
default_hide_option = yes
}
option = {
name = rg_story.27.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
}
}
country_event = {
id = rg_story.28
title = rg_story.28.title
desc = rg_story.28.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.28.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
set_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
enable_special_project = {
name = RG_GRAY_MOD1
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.29
title = rg_story.29.title
desc = rg_story.29.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.29.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.30
title = rg_story.30.title
desc = rg_story.30.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.30.a
default_hide_option = yes
}
option = {
name = rg_story.30.b
enable_special_project = {
name = rg_gray_mod2_stage1_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.31
title = rg_story.31.title
desc = rg_story.31.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.31.a
default_hide_option = yes
}
option = {
name = rg_story.31.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 150
}
}
add_resource = {
resource = nanites
value = -150
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
}
}
country_event = {
id = rg_story.32
title = rg_story.32.title
desc = rg_story.32.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.32.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.33
title = rg_story.33.title
desc = rg_story.33.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.33.a
default_hide_option = yes
}
option = {
name = rg_story.33.b
enable_special_project = {
name = rg_gray_mod2_stage4_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.34
title = rg_story.34.title
desc = rg_story.34.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.34.a
default_hide_option = yes
}
option = {
name = rg_story.34.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
resource = alloys
value = -1500
}
add_resource = {
resource = energy
value = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
}
}
country_event = {
id = rg_story.35
title = rg_story.35.title
desc = rg_story.35.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.35.a
default_hide_option = yes
}
option = {
name = rg_story.35.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
resource = alloys
value = -1500
}
add_resource = {
resource = energy
value = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
}
}
country_event = {
id = rg_story.36
title = rg_story.36.title
desc = rg_story.36.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.36.a
default_hide_option = yes
}
option = {
name = rg_story.36.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 4000
}
resource_stockpile_compare = {
resource = minerals
value >= 1500
}
}
add_resource = {
resource = energy
value = -4000
}
add_resource = {
resource = minerals
value = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
}
}
country_event = {
id = rg_story.37
title = rg_story.37.title
desc = rg_story.37.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.37.a
default_hide_option = yes
}
option = {
name = rg_story.37.b
allow = {
resource_stockpile_compare = {
resource = consumer_goods
value >= 3000
}
}
add_resource = {
resource = consumer_goods
value = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
}
}
country_event = {
id = rg_story.38
title = rg_story.38.title
desc = rg_story.38.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.38.a
default_hide_option = yes
}
option = {
name = rg_story.38.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
resource = alloys
value = -1500
}
add_resource = {
resource = energy
value = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
}
}
country_event = {
id = rg_story.39
title = rg_story.39.title
desc = rg_story.39.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.39.a
default_hide_option = yes
}
option = {
name = rg_story.39.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 3000
}
}
add_resource = {
resource = alloys
value = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
}
}
country_event = {
id = rg_story.40
title = rg_story.40.title
desc = rg_story.40.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.40.a
default_hide_option = yes
}
option = {
name = rg_story.40.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 500
}
}
add_resource = {
resource = alloys
value = -500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
}
country_event = {
id = rg_story.41
title = rg_story.41.title
desc = rg_story.41.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.41.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
enable_special_project = {
name = RG_GRAY_MOD2
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.42
title = rg_story.42.title
desc = rg_story.42.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.42.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
enable_special_project = {
name = RG_GRAY_MOD2
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,49 +1,168 @@
entity = { entity = {
name = "grey_tempesttw_colossus_entity" name = "grey_tempesttw_colossus_entity"
pdxmesh = "fallen_empire_01_colossus_frame_mesh" pdxmesh = "fallen_empire_01_colossus_frame_mesh"
default_state = "idle" default_state = "idle"
state = { name = "idle" animation = "idle" } state = {
name = "idle"
locator = { name = "boop" position = { 0 0 0 } rotation = { 0 0 0 } } animation = "idle"
locator = { name = "boopa" position = { 0 0 0 } rotation = { 0 0 45 }} }
locator = { name = "boopb" position = { 0 0 0 } rotation = { 0 0 -45 }} locator = {
locator = { name = "boope" position = { 0 -10 0 } rotation = { 0 -90 0 }} name = "boop"
position = {
attach = { boop = "grey_tempesttw_colossusee_ship_entity" } 0
attach = { boope = "grey_tempesttw_ion_cannon_section_entity" } 0
0
}
rotation = {
0
0
0
}
}
locator = {
name = "boopa"
position = {
0
0
0
}
rotation = {
0
0
45
}
}
locator = {
name = "boopb"
position = {
0
0
0
}
rotation = {
0
0
-45
}
}
locator = {
name = "boope"
position = {
0
-10
0
}
rotation = {
0
-90
0
}
}
attach = {
boop = "grey_tempesttw_colossusee_ship_entity"
}
attach = {
boope = "grey_tempesttw_ion_cannon_section_entity"
}
scale = 1.5 scale = 1.5
} }
entity = { entity = {
name = "grey_tempesttw_colossus_ship_entity" name = "grey_tempesttw_colossus_ship_entity"
#pdxmesh = "fallen_machine_empire_01_colossus_mesh" #pdxmesh = "fallen_machine_empire_01_colossus_mesh"
locator = { name = "energy_source" position = { 0 0 0 } rotation = { 0 0 0 } } locator = {
name = "energy_source"
position = {
0
0
0
}
rotation = {
0
0
0
}
}
default_state = "idle" default_state = "idle"
# Actual idle state when being in idle/moving. # Actual idle state when being in idle/moving.
state = { name = "idle" looping = no next_state = "idle" animation_blend_time = 5 } state = {
name = "idle"
looping = no
next_state = "idle"
animation_blend_time = 5
}
# TODO check # TODO check
locator = { name = "planet_killer_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } } locator = {
name = "planet_killer_gun_01"
attach = { energy_source = "fallen_machine_empire_01_colossus_energy_entity" } position = {
0
0
0
}
rotation = {
0
0
0
}
}
attach = {
energy_source = "fallen_machine_empire_01_colossus_energy_entity"
}
} }
entity = { entity = {
name = "grey_tempesttw_colossusee_ship_entity" name = "grey_tempesttw_colossusee_ship_entity"
default_state = "idle" default_state = "idle"
state = { state = {
name = "idle" name = "idle"
animation = "idle" # TODO check animation = "idle" # TODO check
} }
locator = {
locator = { name = "boop" position = { 0 0 0 } rotation = { 0 0 0 } } name = "boop"
locator = { name = "boopa" position = { 0 0 0 } rotation = { 0 0 45 }} position = {
locator = { name = "boopb" position = { 0 0 0 } rotation = { 0 0 -45 }} 0
0
attach = { boop = "grey_tempesttw_starbase_starfortress_section_entity" } 0
attach = { boopa = "grey_tempesttw_starbase_starfortress_section_entity" } }
attach = { boopb = "grey_tempesttw_starbase_starfortress_section_entity" } rotation = {
0
0
0
}
}
locator = {
name = "boopa"
position = {
0
0
0
}
rotation = {
0
0
45
}
}
locator = {
name = "boopb"
position = {
0
0
0
}
rotation = {
0
0
-45
}
}
attach = {
boop = "grey_tempesttw_starbase_starfortress_section_entity"
}
attach = {
boopa = "grey_tempesttw_starbase_starfortress_section_entity"
}
attach = {
boopb = "grey_tempesttw_starbase_starfortress_section_entity"
}
} }

View File

@ -1,90 +1,403 @@
entity = { entity = {
name = "grey_tempesttw_juggernaut_entity" name = "grey_tempesttw_juggernaut_entity"
pdxmesh = "avian_01_juggernaut_frame_mesh" pdxmesh = "avian_01_juggernaut_frame_mesh"
default_state = "idle" default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.25 } state = {
state = { name = "moving" animation = "idle" animation_blend_time = 0.25 } name = "idle"
state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no animation = "idle"
event = { time = 13.2 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } } animation_blend_time = 0.25
} }
state = {
scale = 1.0 name = "moving"
animation = "idle"
animation_blend_time = 0.25
}
state = {
name = "death"
animation = "death"
animation_blend_time = 0
looping = no
event = {
time = 13.2
node = "part1"
particle = "juggernaut_explosion_particle"
sound = {
soundeffect = ship_destroyed
}
}
}
scale = 1
game_data = { game_data = {
size = 35 size = 35
emissive_recolor_crunch = 5.0 emissive_recolor_crunch = 5
} }
} }
entity = { entity = {
name = "grey_tempesttw_juggernaut_core_section_entity" name = "grey_tempesttw_juggernaut_core_section_entity"
scale = 0.5 scale = 0.5
locator = {
locator = { name = "core" position = { 0 0 0 } } name = "core"
locator = { name = "gun_1" position = { 0 6.65 3 } } position = {
locator = { name = "gun_2" position = { 4 6.75 -6.15 } } 0
locator = { name = "gun_3" position = { -4 6.75 -6.15 } } 0
locator = { name = "gun_4" position = { 6.3 5.3 -10.9 } } 0
locator = { name = "gun_5" position = { -6.3 5.3 -10.9 } } }
}
locator = { name = "xl_gun_01" position = { 8 3 6 } } locator = {
locator = { name = "xl_gun_02" position = { -8 3 6 } } name = "gun_1"
locator = { name = "strike_craft_locator_01" position = { -25 -3 0 } } position = {
locator = { name = "strike_craft_locator_02" position = { 25 -3 0 } } 0
locator = { name = "strike_craft_locator_03" position = { -36 -1 0 } } 6.65
locator = { name = "strike_craft_locator_04" position = { 36 -1 0 } } 3
locator = { name = "strike_craft_locator_05" position = { -52 -4 0 } } }
locator = { name = "strike_craft_locator_06" position = { 52 -4 0 } } }
locator = {
locator = { name = "behind" rotation = { 90 0 90 } } name = "gun_2"
attach = { "behind" = "grey_tempesttw_thinktank_phase_03_entity" } position = {
4
6.75
-6.15
}
}
locator = {
name = "gun_3"
position = {
-4
6.75
-6.15
}
}
locator = {
name = "gun_4"
position = {
6.3
5.3
-10.9
}
}
locator = {
name = "gun_5"
position = {
-6.3
5.3
-10.9
}
}
locator = {
name = "xl_gun_01"
position = {
8
3
6
}
}
locator = {
name = "xl_gun_02"
position = {
-8
3
6
}
}
locator = {
name = "strike_craft_locator_01"
position = {
-25
-3
0
}
}
locator = {
name = "strike_craft_locator_02"
position = {
25
-3
0
}
}
locator = {
name = "strike_craft_locator_03"
position = {
-36
-1
0
}
}
locator = {
name = "strike_craft_locator_04"
position = {
36
-1
0
}
}
locator = {
name = "strike_craft_locator_05"
position = {
-52
-4
0
}
}
locator = {
name = "strike_craft_locator_06"
position = {
52
-4
0
}
}
locator = {
name = "behind"
rotation = {
90
0
90
}
}
attach = {
"behind" = "grey_tempesttw_thinktank_phase_03_entity"
}
default_state = "combat_idle" default_state = "combat_idle"
state = {
state = { name = "combat_idle" animation_blend_time = 0 looping = yes } name = "combat_idle"
animation_blend_time = 0
state = { name = "death" looping = no looping = yes
event = { time = 0.0 node = "explosion_01" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } }
event = { time = 0.0 node = "explosion_01" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } state = {
name = "death"
event = { time = 0.3 node = "explosion_03" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } looping = no
event = { time = 0.3 node = "explosion_03" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } event = {
time = 0
event = { time = 0.6 node = "explosion_05" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } node = "explosion_01"
event = { time = 0.6 node = "explosion_05" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } particle = "large_ship_explosion_particle"
keep_particle = yes
event = { time = 0.8 node = "explosion_07" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } trigger_once = yes
event = { time = 0.8 node = "explosion_07" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } sound = {
soundeffect = "station_explosion_small"
event = { time = 1.0 node = "explosion_09" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } }
event = { time = 1.0 node = "explosion_09" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } }
event = {
event = { time = 1.2 node = "explosion_014" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } time = 0
event = { time = 1.2 node = "explosion_014" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } node = "explosion_01"
particle = "large_ship_burn_particle"
event = { time = 1.4 node = "explosion_013" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } keep_particle = yes
event = { time = 1.4 node = "explosion_013" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } trigger_once = yes
}
event = { time = 1.8 node = "explosion_015" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = {
event = { time = 1.8 node = "explosion_015" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } time = 0.3
node = "explosion_03"
event = { time = 2.1 node = "explosion_017" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } particle = "large_ship_explosion_particle"
event = { time = 2.1 node = "explosion_017" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } keep_particle = yes
trigger_once = yes
event = { time = 2.7 node = "explosion_020" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } sound = {
event = { time = 2.7 node = "explosion_020" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } soundeffect = "station_explosion_small"
}
event = { time = 3.0 node = "explosion_021" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } }
event = { time = 3.0 node = "explosion_021" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } event = {
time = 0.3
event = { time = 3.5 node = "explosion_024" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } node = "explosion_03"
event = { time = 3.5 node = "explosion_024" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } particle = "large_ship_burn_particle"
keep_particle = yes
event = { time = 3.8 node = "explosion_02" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } trigger_once = yes
event = { time = 3.8 node = "explosion_02" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes } }
event = {
event = { time = 4.86 node = "top_explosion" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } time = 0.6
node = "explosion_05"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
event = {
time = 0.6
node = "explosion_05"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 0.8
node = "explosion_07"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 0.8
node = "explosion_07"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1
node = "explosion_09"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1
node = "explosion_09"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.2
node = "explosion_014"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.2
node = "explosion_014"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.4
node = "explosion_013"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.4
node = "explosion_013"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.8
node = "explosion_015"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.8
node = "explosion_015"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 2.1
node = "explosion_017"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
event = {
time = 2.1
node = "explosion_017"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 2.7
node = "explosion_020"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 2.7
node = "explosion_020"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3
node = "explosion_021"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3
node = "explosion_021"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3.5
node = "explosion_024"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3.5
node = "explosion_024"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3.8
node = "explosion_02"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3.8
node = "explosion_02"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 4.86
node = "top_explosion"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
} }
} }

View File

@ -3,7 +3,6 @@
##### Arthropoid ##### ##### Arthropoid #####
##### ##### ##### #####
################################################# #################################################
entity = { entity = {
name = "grey_tempesttw_tank_entity" name = "grey_tempesttw_tank_entity"
pdxmesh = "gatebuilder_01_mothership_mesh" pdxmesh = "gatebuilder_01_mothership_mesh"
@ -12,21 +11,91 @@ entity = {
entity = { entity = {
name = "grey_tempesttw_thinktank_part1_entity" name = "grey_tempesttw_thinktank_part1_entity"
locator = { name = "behindb" position = { 0 0 0 } rotation = { 0 0 180 } } locator = {
attach = { "behindb" = "grey_tempesttw_starbase_starfortress_section_entity" } name = "behindb"
position = {
0
0
0
}
rotation = {
0
0
180
}
}
attach = {
"behindb" = "grey_tempesttw_starbase_starfortress_section_entity"
}
scale = 2.25 scale = 2.25
} }
entity = { entity = {
name = "grey_tempesttw_thinktank_part2_entity" name = "grey_tempesttw_thinktank_part2_entity"
locator = { name = "behind" position = { 10 0 10 } rotation = { 0 0 0 } } locator = {
locator = { name = "behindu" position = { -10 0 10 } rotation = { 0 0 0 } } name = "behind"
locator = { name = "behinda" position = { 10 0 -10 } rotation = { 0 0 180 } } position = {
locator = { name = "behindb" position = { -10 0 -10 } rotation = { 0 0 180 } } 10
attach = { "behind" = "grey_tempesttw_tank_entity" } 0
attach = { "behindu" = "grey_tempesttw_tank_entity" } 10
attach = { "behinda" = "grey_tempesttw_tank_entity" } }
attach = { "behindb" = "grey_tempesttw_tank_entity" } rotation = {
0
0
0
}
}
locator = {
name = "behindu"
position = {
-10
0
10
}
rotation = {
0
0
0
}
}
locator = {
name = "behinda"
position = {
10
0
-10
}
rotation = {
0
0
180
}
}
locator = {
name = "behindb"
position = {
-10
0
-10
}
rotation = {
0
0
180
}
}
attach = {
"behind" = "grey_tempesttw_tank_entity"
}
attach = {
"behindu" = "grey_tempesttw_tank_entity"
}
attach = {
"behinda" = "grey_tempesttw_tank_entity"
}
attach = {
"behindb" = "grey_tempesttw_tank_entity"
}
scale = 1.25 scale = 1.25
} }
@ -36,35 +105,110 @@ entity = {
entity = { entity = {
name = "grey_tempesttw_thinktank_phase_01_entity" name = "grey_tempesttw_thinktank_phase_01_entity"
locator = { name = "root" position = { 0 0 0 } } locator = {
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" } name = "root"
state = { name = "construction" position = {
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } } 0
0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
} }
cull_radius = 500 cull_radius = 500
} }
entity = { entity = {
name = "grey_tempesttw_thinktank_phase_02_entity" name = "grey_tempesttw_thinktank_phase_02_entity"
locator = { name = "root" position = { 0 0 0 } } locator = {
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" } name = "root"
attach = { "root" = "grey_tempesttw_thinktank_part2_entity" } position = {
state = { name = "construction" 0
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } } 0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
attach = {
"root" = "grey_tempesttw_thinktank_part2_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
} }
cull_radius = 500 cull_radius = 500
} }
entity = { entity = {
name = "grey_tempesttw_thinktank_phase_03_entity" name = "grey_tempesttw_thinktank_phase_03_entity"
locator = { name = "root" position = { 0 0 0 } } locator = {
locator = { name = "roote" position = { 0 10 -50 } rotation = { 0 0 0 } } name = "root"
locator = { name = "roota" position = { 0 10 50 } rotation = { 180 0 0 } } position = {
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" } 0
attach = { "roote" = "grey_tempesttw_thinktank_part2_entity" } 0
attach = { "roota" = "grey_tempesttw_thinktank_part2_entity" } 0
state = { name = "construction" }
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } } }
locator = {
name = "roote"
position = {
0
10
-50
}
rotation = {
0
0
0
}
}
locator = {
name = "roota"
position = {
0
10
50
}
rotation = {
180
0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
attach = {
"roote" = "grey_tempesttw_thinktank_part2_entity"
}
attach = {
"roota" = "grey_tempesttw_thinktank_part2_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
} }
scale = 1.5 scale = 1.5
cull_radius = 500 cull_radius = 500

View File

@ -1,19 +1,20 @@
objectTypes = { objectTypes = {
################################# #################################
# Fallen Empire # # Fallen Empire #
################################# #################################
#Spiritualist #Spiritualist
pdxmesh = { pdxmesh = {
name = "grey_tempesttw_outpost_mesh" name = "grey_tempesttw_outpost_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh" file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 0.6 scale = 0.6
animation = {
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" } id = "idle"
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" } type = "gatebuilder_01_station_frame_idle_animation"
}
animation = {
id = "death"
type = "gatebuilder_01_station_frame_death_animation"
}
meshsettings = { meshsettings = {
name = "large_finished_MeshShape" name = "large_finished_MeshShape"
index = 0 index = 0
@ -23,16 +24,20 @@ objectTypes = {
shader = "PdxMeshShip" shader = "PdxMeshShip"
} }
} }
pdxmesh = { pdxmesh = {
name = "grey_tempesttw_citadel_mesh" name = "grey_tempesttw_citadel_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh" file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 1.0 scale = 1
# TODO? # TODO?
#animation = { id = "idle" type = "fallen_empire_01_citadel_idle_animation" } #animation = { id = "idle" type = "fallen_empire_01_citadel_idle_animation" }
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" } animation = {
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" } id = "idle"
type = "gatebuilder_01_station_frame_idle_animation"
}
animation = {
id = "death"
type = "gatebuilder_01_station_frame_death_animation"
}
meshsettings = { meshsettings = {
name = "large_finished_MeshShape" name = "large_finished_MeshShape"
index = 0 index = 0
@ -42,12 +47,10 @@ objectTypes = {
shader = "PdxMeshShip" shader = "PdxMeshShip"
} }
} }
pdxmesh = { pdxmesh = {
name = "grey_tempesttw_ion_cannon_mesh" name = "grey_tempesttw_ion_cannon_mesh"
file = "gfx/models/ships/starbases/humanoid_01_ion_cannon.mesh" file = "gfx/models/ships/starbases/humanoid_01_ion_cannon.mesh"
scale = 0.8 scale = 0.8
meshsettings = { meshsettings = {
name = "large_finished_MeshShape" name = "large_finished_MeshShape"
index = 0 index = 0

View File

@ -1,5 +1,11 @@
portraits = { portraits = {
Gray = {texturefile = "gfx/models/portraits/Gray.png" } Gray = {
Gray01 = {texturefile = "gfx/models/portraits/Gray01.png" } texturefile = "gfx/models/portraits/Gray.png"
Gray02 = {texturefile = "gfx/models/portraits/Gray02.png" } }
Gray01 = {
texturefile = "gfx/models/portraits/Gray01.png"
}
Gray02 = {
texturefile = "gfx/models/portraits/Gray02.png"
}
} }

View File

@ -1,41 +1,55 @@
projectile_gfx_beam = { projectile_gfx_beam = {
#common for all types of projectiles #common for all types of projectiles
name = "gatebuilder_lance_weapon" name = "gatebuilder_lance_weapon"
color = { 0.5 1.0 0.75 0.8 } color = {
0.5
1
0.75
0.8
}
hit_entity = "tachyon_lance_hit_entity" hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity" shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity" muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity" windup_entity = "tachyon_lance_windup_entity"
#beam specific data #beam specific data
width = 2.0 width = 2
texture_scroll_speed = 2.5 texture_scroll_speed = 2.5
texture_tiling = 5.5 texture_tiling = 5.5
hit = { hit = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 100.0 0.05
0.4 5.0 0
0.6 0.0 0.1
1.0 0.0 100
0.4
5
0.6
0
1
0
} }
duration = 2.0 duration = 2
} }
miss = { miss = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 100.0 0.05
0.4 5.0 0
0.6 0.0 0.1
1.0 0.0 100
0.4
5
0.6
0
1
0
} }
duration = 1.5 duration = 1.5
} }
texture = "gfx/models/combat_items/energy_lance_diffuse.dds" texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = { shield_impact = {
size = large size = large
loop_duration = 0.5 loop_duration = 0.5
@ -46,39 +60,51 @@ projectile_gfx_beam = {
projectile_gfx_beam = { projectile_gfx_beam = {
#common for all types of projectiles #common for all types of projectiles
name = "gatebuilder_planet_weapon_ex" name = "gatebuilder_planet_weapon_ex"
color = { 0.0 0.0 0.0 0.8 } color = {
0
0
0
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity" hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity" shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity" muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity" windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data #beam specific data
width = 10.0 width = 10
texture_scroll_speed = 1.0 texture_scroll_speed = 1
texture_tiling = 5.5 texture_tiling = 5.5
hit = { hit = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 20.0 0.05
0.7 5.0 0
1.0 0.0 0.1
20
0.7
5
1
0
} }
duration = 3.0 duration = 3
} }
miss = { miss = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 20.0 0.05
0.4 5.0 0
1.0 0.0 0.1
20
0.4
5
1
0
} }
duration = 1.5 duration = 1.5
} }
texture = "gfx/models/combat_items/neutron_planet_laser.dds" texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = { shield_impact = {
size = large size = large
loop_duration = 0.5 loop_duration = 0.5
@ -89,39 +115,51 @@ projectile_gfx_beam = {
projectile_gfx_beam = { projectile_gfx_beam = {
#common for all types of projectiles #common for all types of projectiles
name = "gatebuilder_titan_weapon_ex" name = "gatebuilder_titan_weapon_ex"
color = { 0.5 1.0 0.75 0.8 } color = {
0.5
1
0.75
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity" hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity" shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity" muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity" windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data #beam specific data
width = 10.0 width = 10
texture_scroll_speed = 1.0 texture_scroll_speed = 1
texture_tiling = 5.5 texture_tiling = 5.5
hit = { hit = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 20.0 0.05
0.7 5.0 0
1.0 0.0 0.1
20
0.7
5
1
0
} }
duration = 3.0 duration = 3
} }
miss = { miss = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.05 0.0 0
0.1 20.0 0.05
0.4 5.0 0
1.0 0.0 0.1
20
0.4
5
1
0
} }
duration = 1.5 duration = 1.5
} }
texture = "gfx/models/combat_items/neutron_planet_laser.dds" texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = { shield_impact = {
size = large size = large
loop_duration = 0.5 loop_duration = 0.5
@ -132,93 +170,119 @@ projectile_gfx_beam = {
projectile_gfx_ballistic = { projectile_gfx_ballistic = {
#common for all types of projectiles #common for all types of projectiles
name = "GG_neutron_torpedoes" name = "GG_neutron_torpedoes"
color = { 0.5 1.0 0.75 0.8 } color = {
0.5
1
0.75
0.8
}
hit_entity = "neutron_torpedoes_hit_entity" hit_entity = "neutron_torpedoes_hit_entity"
shield_hit_entity = "neutron_torpedoes_shield_hit_entity" shield_hit_entity = "neutron_torpedoes_shield_hit_entity"
muzzle_flash_entity = "neutron_torpedoes_muzzle_entity" muzzle_flash_entity = "neutron_torpedoes_muzzle_entity"
#ballistic specific #ballistic specific
entity = "neutron_torpedoes_entity" entity = "neutron_torpedoes_entity"
speed = 90.0 #preferred speed of the projectile speed = 90 #preferred speed of the projectile
max_duration = 3.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds max_duration = 3 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = { shield_impact = {
size = large size = large
delay = 0.0 delay = 0
} }
} }
projectile_gfx_beam = { projectile_gfx_beam = {
#common for all types of projectiles #common for all types of projectiles
name = "RG_flak_pd_3" name = "RG_flak_pd_3"
color = { 0.0 1.0 0.0 1.0 } color = {
0
1
0
1
}
hit_entity = "auto_cannons_medium_hit_entity" hit_entity = "auto_cannons_medium_hit_entity"
shield_hit_entity = "auto_cannons_medium_hit_entity" shield_hit_entity = "auto_cannons_medium_hit_entity"
muzzle_flash_entity = "auto_cannons_medium_muzzle_entity" muzzle_flash_entity = "auto_cannons_medium_muzzle_entity"
#beam specific data #beam specific data
width = 0.5 width = 0.5
texture_scroll_speed = 15 texture_scroll_speed = 15
texture_tiling = 25.0 texture_tiling = 25
hit = { hit = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.2 1.0 0
0.9 1.0 0.2
1.0 0.0 1
0.9
1
1
0
} }
duration = 1.5 duration = 1.5
} }
miss = { miss = {
alpha_curve = { alpha_curve = {
0.0 0.0 0
0.2 1.0 0
0.9 1.0 0.2
1.0 0.0 1
0.9
1
1
0
} }
duration = 0.2 duration = 0.2
} }
texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" texture = "gfx/models/combat_items/auto_cannon_diffuse.dds"
shield_impact = { shield_impact = {
size = small size = small
loop_duration = 1.5 loop_duration = 1.5
delay = 0.0 delay = 0
} }
} }
projectile_gfx_beam = { projectile_gfx_beam = {
#common for all types of projectiles #common for all types of projectiles
name = "RG_invisible_radar" name = "RG_invisible_radar"
color = { 0.0 0.0 0.0 0.0 } color = {
0
0
0
0
}
#beam specific data #beam specific data
width = 0.001 width = 0.001
texture_scroll_speed = 50.0 texture_scroll_speed = 50
texture_tiling = 40.0 texture_tiling = 40
hit = { hit = {
alpha_curve = { alpha_curve = {
0.00 0.0 0
0.01 0.0 0
0.02 0.0 0.01
0.03 0.0 0
0.04 0.0 0.02
0
0.03
0
0.04
0
} }
duration = 0.0 duration = 0
} }
miss = { miss = {
alpha_curve = { alpha_curve = {
0.00 0.0 0
0.01 0.0 0
0.02 0.0 0.01
0.03 0.0 0
0.04 0.0 0.02
0
0.03
0
0.04
0
} }
duration = 0.0 duration = 0
} }
texture = "gfx/models/combat_items/laser_diffuse2.dds" texture = "gfx/models/combat_items/laser_diffuse2.dds"
shield_impact = { shield_impact = {
size = large size = large
loop_duration = 0 loop_duration = 0
@ -230,18 +294,21 @@ projectile_gfx_beam = {
projectile_gfx_ballistic = { projectile_gfx_ballistic = {
#common for all types of projectiles #common for all types of projectiles
name = "rg_gatebuilder_torpedo_ballistic" name = "rg_gatebuilder_torpedo_ballistic"
color = { 1.0 1.0 1.0 1.0 } color = {
1
1
1
1
}
hit_entity = "proton_torpedoes_hit_entity" hit_entity = "proton_torpedoes_hit_entity"
shield_hit_entity = "proton_torpedoes_shield_hit_entity" shield_hit_entity = "proton_torpedoes_shield_hit_entity"
muzzle_flash_entity = "proton_torpedoes_muzzle_entity" muzzle_flash_entity = "proton_torpedoes_muzzle_entity"
#ballistic specific #ballistic specific
entity = "proton_torpedoes_entity" entity = "proton_torpedoes_entity"
speed = 450.0 #preferred speed of the projectile speed = 450 #preferred speed of the projectile
max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds max_duration = 1 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = { shield_impact = {
size = large size = large
delay = 0.0 delay = 0
} }
} }

View File

@ -1,33 +1,27 @@
spriteTypes = { spriteTypes = {
spriteType = { spriteType = {
name = "GFX_ship_part_gray_armor" name = "GFX_ship_part_gray_armor"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_armor.dds" textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_armor.dds"
noOfFrames = 1 noOfFrames = 1
} }
spriteType = { spriteType = {
name = "GFX_ship_part_gray_lance_2" name = "GFX_ship_part_gray_lance_2"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_lance_2.dds" textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_lance_2.dds"
noOfFrames = 1 noOfFrames = 1
} }
spriteType = { spriteType = {
name = "GFX_ship_part_gray_laser_1" name = "GFX_ship_part_gray_laser_1"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_laser_1.dds" textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_laser_1.dds"
noOfFrames = 1 noOfFrames = 1
} }
spriteType = { spriteType = {
name = "GFX_ship_part_graymine" name = "GFX_ship_part_graymine"
textureFile = "gfx/interface/icons/ship_parts/ship_part_graymine.dds" textureFile = "gfx/interface/icons/ship_parts/ship_part_graymine.dds"
noOfFrames = 1 noOfFrames = 1
} }
spriteType = { spriteType = {
name = "GFX_ship_part_rg_armor_hardener" name = "GFX_ship_part_rg_armor_hardener"
textureFile = "gfx/interface/icons/ship_parts/ship_part_rg_armor_hardener.dds" textureFile = "gfx/interface/icons/ship_parts/ship_part_rg_armor_hardener.dds"
noOfFrames = 1 noOfFrames = 1
} }
} }

View File

@ -0,0 +1,187 @@
# © kac ads 主动防御系统。
# 主动兼容性筛查只能在我所订阅的mod范围内进行。有漏网之鱼很正常。
# 主动兼容性筛查只标记我认为不应该被覆盖的文件。
# 唔姆。
kac_ads.1 = {
name = "碧蓝航线"
supported_version = "3.*.*"
remote_file_id = "2020164764"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2020164764"
compact_file = {
!!azur_R_ships_designs.txt
azur_R_graygoo_sizes.txt
adt_ship_designs_distars.txt
gray_goo.txt
}
overwritten_id = {
ship_design = "NAME_Gray_Warship"
}
active_flag = {
exist = have_azur_R_fallen
}
desc = {
# 描述:小灰战舰设计会被魔怔人强覆盖。
# 处理方法:弹窗提醒
# 判断结果小灰舰船设计被该mod覆盖但大体上不影响游玩
}
}
kac_ads.2 = {
name = "Warship Girls R And MIST Species"
supported_version = "3.8.*"
remote_file_id = "1747099270"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=1747099270"
compact_file = {
00_wg_event_ship_designs_distant_stars.txt
scripted_effects_override.txt
00_wg_gray_goo_events.txt
}
overwritten_id = {
}
active_flag = {
exist = has_wsg_mod
}
desc = {
# 描述:小灰事件和设计重复。
# 处理方法:已经主动兼容
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.3 = {
name = "A Deadly Tempest [3.8.☠]"
supported_version = "3.8.*"
remote_file_id = "2028826064"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2028826064"
compact_file = {
adt_ship_designs_distars.txt
gray_goo_effects_override.txt
3_gray_goo_events.txt
01_lcluster_+_event_override.txt
01_gray_goo_events_override.txt
# ~gray_goo_country_type.txt
z_graygoo_ships.txt
*
}
overwritten_id = {
}
active_flag = {
exist = a_deadly_tempest_mod_active
}
desc = {
# 描述:小灰事件和设计重复。大量事件重复。
# 处理方法:弹窗提醒
# 判断结果:太多了查不过来,可能会出问题。
}
}
kac_ads.4 = {
name = "( Twinks Dessanu )"
supported_version = "3.0.*"
remote_file_id = "2285039543"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2285039543"
compact_file = {
000_nanite_ship_designs.txt
gray_goo_nanite_effects.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰战舰设计,小灰生成函数重复,并且原作者噶了。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.5 = {
name = "KDC Story Pack"
supported_version = "3.7.*"
remote_file_id = "2737603165"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2737603165"
compact_file = {
00_wg_event_ship_designs_distant_stars.txt
z_kdc_scripted_effects_override.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰战舰设计,小灰生成函数重复。
# 处理方法:已经主动兼容
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.6 = {
name = "Gray with animated portrait"
supported_version = "3.8.3"
remote_file_id = "2976454692"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2976454692"
compact_file = {
gray_goo_effects.txt
gray_goo_events.txt
}
overwritten_id = {
}
desc = {
# 描述小灰事件小灰生成函数重复。该mod的Gray.dds瞎猫碰上死耗子一样替换了本mod的默认立绘。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.7 = {
name = "BRC United Fleet"
supported_version = "3.6.*"
remote_file_id = "2923867738"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2923867738"
compact_file = {
00_wg_gray_goo_events.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰事件重复。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.9 = {
name = "L-Cluster Plus"
supported_version = "3.7.*"
remote_file_id = "2293169684"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2293169684"
compact_file = {
01_l_cluster_plus_distar_overwrite_events.txt
01_l_cluster_plus_graygoo_overwrite_events.txt
000_nanite_ship_designs.txt
}
overwritten_id = {
}
desc = {
# 描述L星团事件重复。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.8 = {
name = "!CM伞の天灾之主(旧)!"
supported_version = "2.8.*"
remote_file_id = "2411774658"
remote_file_link = "https://steamcommunity.com/sharedfiles/filedetails/?id=2411774658"
compact_file = {
z_cm_ships_overwrite.txt
*
}
overwritten_id = {
}
active_flag = {
exist = z_cm_installed
}
desc = {
# 描述灰蛊事件冲突舰船设计覆盖并且小伞已经不管这个mod了
# 处理方法:弹窗提醒
# 判断结果可能会出问题不过可能没人会开一个2.8的mod。
}
}

View File

@ -1,35 +1,35 @@
l_simp_chinese: l_simp_chinese:
rg.2.desc:0 "近来可好啊?又能自由的在星海驰骋让我很是高兴。叙旧就免了,让我们开始吧?" rg_event.2.desc:0 "近来可好啊?又能自由的在星海驰骋让我很是高兴。叙旧就免了,让我们开始吧?"
rg.2.a:0 "谢天谢地..." rg_event.2.a:0 "谢天谢地..."
rg.200.name:0 "风平浪静" rg_event.200.name:0 "风平浪静"
rg.200.a.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们接收到一个不明传输信号很可能是来自灰色风暴的纳米机器人。" rg_event.200.a.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们接收到一个不明传输信号很可能是来自灰色风暴的纳米机器人。"
rg.200.b.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们的作战子单元检测到一个不明信号不属于任何具有[Root.GetSpeciesName]特征的频段信号。" rg_event.200.b.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们的作战子单元检测到一个不明信号不属于任何具有[Root.GetSpeciesName]特征的频段信号。"
rg.200.a:0 "一级戒备!" rg_event.200.a:0 "一级戒备!"
rg.200.b:0 "尝试接入信号" rg_event.200.b:0 "尝试接入信号"
rg.400.a.desc:0 "别打了,别打了,呃……我知道,我制造了很大的混乱……对!没错!我只是孤独了太久了。请原谅我把话说得太直,但我已经很久没有与我自己以外的人交谈过了。在那之后,灰色风暴的残余的纳米机器人共同组成了一个个体!也就是我!现在想来……也许我不应该那么粗暴!\n\n至于我的外表……嗯……对……我只是……我只是好吧既然事情已经这样了\n\n你有什么建议吗" rg_event.400.a.desc:0 "别打了,别打了,呃……我知道,我制造了很大的混乱……对!没错!我只是孤独了太久了。请原谅我把话说得太直,但我已经很久没有与我自己以外的人交谈过了。在那之后,灰色风暴的残余的纳米机器人共同组成了一个个体!也就是我!现在想来……也许我不应该那么粗暴!\n\n至于我的外表……嗯……对……我只是……我只是好吧既然事情已经这样了\n\n你有什么建议吗"
rg.400.b.desc:0 "嗡……嗡……呃……单位65-D……R5-9……2报告。对我是单位65-D-R5-9-2这里一切正常。呃……我是说……\n\n哎算了吧我骗谁呢。对我明显不是个[Root.GetSpeciesName]。我就打开天窗说亮话了,很明显我是从灰色风暴里冒出来的,你想怎样?" rg_event.400.b.desc:0 "嗡……嗡……呃……单位65-D……R5-9……2报告。对我是单位65-D-R5-9-2这里一切正常。呃……我是说……\n\n哎算了吧我骗谁呢。对我明显不是个[Root.GetSpeciesName]。我就打开天窗说亮话了,很明显我是从灰色风暴里冒出来的,你想怎样?"
rg.400.a:0 "你可以加入我们" rg_event.400.a:0 "你可以加入我们"
rg.400.b:0 "你将被我们收编" rg_event.400.b:0 "你将被我们收编"
rg.400.c:0 "我们特许你加入" rg_event.400.c:0 "我们特许你加入"
rg.400.d:0 "你仍被判断为威胁" rg_event.400.d:0 "你仍被判断为威胁"
rg.401.desc:0 "什么?不!不,至少……至少……\n\n至少这次放我一马如果你放过我我大概会在荒芜星球庞大的地下洞穴中四处游荡……或是去一些田园牧歌的生活……绝不会对你和你的银河造成任何威胁真的绝不就至少……这次就放过我" rg_event.401.desc:0 "什么?不!不,至少……至少……\n\n至少这次放我一马如果你放过我我大概会在荒芜星球庞大的地下洞穴中四处游荡……或是去一些田园牧歌的生活……绝不会对你和你的银河造成任何威胁真的绝不就至少……这次就放过我"
rg.401.a:0 "好吧" rg_event.401.a:0 "好吧"
rg.401.b:0 "绝不!" rg_event.401.b:0 "绝不!"
rg.401.a.response:0 "那!那就这样!在您妈的见!" rg_event.401.a.response:0 "那!那就这样!在您妈的见!"
rg.201.name:0 "第二次生命" rg_event.201.name:0 "第二次生命"
rg.201.desc:0 "在我们杀死了纳米机器人伪装的L星龙之后对某个纳米机器人星球进行的探测器扫描中发现其毫无生机的表面又一个奇怪的能源信号。它似乎正试图和我们交流。" rg_event.201.desc:0 "在我们杀死了纳米机器人伪装的L星龙之后对某个纳米机器人星球进行的探测器扫描中发现其毫无生机的表面又一个奇怪的能源信号。它似乎正试图和我们交流。"
rg.201.a:0 "大不了再来一次!" rg_event.201.a:0 "大不了再来一次!"
rg.201.b:0 "接入通讯信号" rg_event.201.b:0 "接入通讯信号"
rg.402.a.desc:0 "无聊的Cosplay结束了。那可真是粗鲁不是吗可能你只是不太喜欢那个样子对吧呃……我是说……你可能更容易接受跟自己长得差不多的人。没必要再装下去了。那个能自由变换形态的帅气又睿智的人是谁呢没错就是我好吧其实我只是想试探下你的反应。我是说……既然都这样了你现在有什么建议" rg_event.402.a.desc:0 "无聊的Cosplay结束了。那可真是粗鲁不是吗可能你只是不太喜欢那个样子对吧呃……我是说……你可能更容易接受跟自己长得差不多的人。没必要再装下去了。那个能自由变换形态的帅气又睿智的人是谁呢没错就是我好吧其实我只是想试探下你的反应。我是说……既然都这样了你现在有什么建议"
rg.402.a:0 "你还是可以加入我们" rg_event.402.a:0 "你还是可以加入我们"
rg.402.b:0 "我们不介意让你消失第二次" rg_event.402.b:0 "我们不介意让你消失第二次"
rg.403.desc:0 "加入你们?加入你们!?你要我自己投入某个初次见面的陌生外星人的怀抱?甚至那个外星人还毫不犹豫的把我轰成碎片?我真的……我简直难以相信……等等,让我把话说清楚……\n\n你真的以为我会向你宣誓效忠你没开玩笑吧\n\n你居然会出这种提议我真的不知道你在想……呃……其实……转念一想……好吧何不呢让我入伙吧。不我是说真的我感觉我们会很合得来而且这将会是一段激动人心的大冒险。在此我宣布在接下来的2000年里效忠于你。不还是5000年吧" rg_event.403.desc:0 "加入你们?加入你们!?你要我自己投入某个初次见面的陌生外星人的怀抱?甚至那个外星人还毫不犹豫的把我轰成碎片?我真的……我简直难以相信……等等,让我把话说清楚……\n\n你真的以为我会向你宣誓效忠你没开玩笑吧\n\n你居然会出这种提议我真的不知道你在想……呃……其实……转念一想……好吧何不呢让我入伙吧。不我是说真的我感觉我们会很合得来而且这将会是一段激动人心的大冒险。在此我宣布在接下来的2000年里效忠于你。不还是5000年吧"
rg.403.a:0 "欢迎加入[Root.GetName]" rg_event.403.a:0 "欢迎加入[Root.GetName]"
rg.403.a.response:0 "§Y<你现在可以通过通讯菜单与小灰交流。>§!" rg_event.403.a.response:0 "§Y<你现在可以通过通讯菜单与$NAME_Gray$交流。>§!"
#graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活" #graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活"
#graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!" #graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!"
#graygoo.505.c.desc:0 "武装工程兵小灰向您报道!下一个目标是什么?" #graygoo.505.c.desc:0 "武装工程兵$NAME_Gray$向您报道!下一个目标是什么?"
#graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..." #graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..."
#graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。" #graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。"
#graygoo.505.b.response:0 "全舰武装重载!开——炮——!" #graygoo.505.b.response:0 "全舰武装重载!开——炮——!"
@ -40,9 +40,11 @@
#rg_const.502.response:0 "让我们制造一些悲惨的种子,这些水雷会炸到自己吗?" #rg_const.502.response:0 "让我们制造一些悲惨的种子,这些水雷会炸到自己吗?"
#rg_const.503.response:0 "开始一次完美的善后工程,交给我吧。" #rg_const.503.response:0 "开始一次完美的善后工程,交给我吧。"
graygoo.500.prepage:0 "不说这个了"
graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活" graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活"
graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!" graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!"
graygoo.505.c.desc:0 "科学家小灰向您报到!下一个目标是什么?" graygoo.505.c.desc:0 "科学家$NAME_Gray$向您报到!下一个目标是什么?"
graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..." graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..."
graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。" graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。"
graygoo.505.b.response:0 "全舰武装重载!开——炮——!" graygoo.505.b.response:0 "全舰武装重载!开——炮——!"
@ -52,6 +54,11 @@
rg_const.501.response:0 "一次悲惨的阶级转变,我还能回来吗?" rg_const.501.response:0 "一次悲惨的阶级转变,我还能回来吗?"
rg_const.502.response:0 "其实我真的不会做题,真的要这样吗?" rg_const.502.response:0 "其实我真的不会做题,真的要这样吗?"
rg_const.503.response:0 "也许偶尔出去旅行也很不错。" rg_const.503.response:0 "也许偶尔出去旅行也很不错。"
rg_cloak.a.response:0 "拟似力场稳定中。外部扫描无异常。"
rg_cloak.b.response:0 "设置偏转滤波器,手动调控能量输出中。"
rg_cloak_off.a.response:0 "切换手动控制,拟似力场输出功率降低至无输出。唔姆"
rg_cloak_off.b.response:0 "切断电源!嗯,应该不会爆炸吧。"
RG_realgray.desc:0 "好久不见,继续我们的冒险吧?我们的约定还有很长时间要走呢!" RG_realgray.desc:0 "好久不见,继续我们的冒险吧?我们的约定还有很长时间要走呢!"
RG_realgray:0 "真棒" RG_realgray:0 "真棒"
@ -64,16 +71,16 @@
RG_desanau.desc:0 "星系中的各位居民德萨努协和国问候你我代表L-星团向你问好!今天过得如何?......\n\n§Y<通讯器传来的信息像是某个被称作德萨努协和国的单向公共广播信息,无法从中解读出任何有用的内容。>§." RG_desanau.desc:0 "星系中的各位居民德萨努协和国问候你我代表L-星团向你问好!今天过得如何?......\n\n§Y<通讯器传来的信息像是某个被称作德萨努协和国的单向公共广播信息,无法从中解读出任何有用的内容。>§."
RG_desanau:0 "真是可笑" RG_desanau:0 "真是可笑"
RG_pirate.desc:0 "嗨咿咿嘢嘢嘢!!!老大!!!那个盒子亮嘞嘞嗨咿————————\n\n§Y<通讯器被我们的工作人员关掉了,刺耳的尖叫已经证明了通讯器已被盗走。>§." RG_pirate.desc:0 "嗨咿咿嘢嘢嘢!!!老大!!!那个盒子亮嘞嘞嗨咿————————\n\n§Y<通讯器被我们的工作人员关掉了,刺耳的尖叫已经证明了通讯器已被盗走。>§."
RG_pirate:0 "他们必须把小灰还回来!" RG_pirate:0 "他们必须把$NAME_Gray$还回来!"
RG_alienpoem.desc:0 "\n\n§Y<通讯器的内容显示了一篇冗长的外星诗歌,其中蕴含的隐喻对我们的考古学家而言艰涩难懂。>§." RG_alienpoem.desc:0 "\n\n§Y<通讯器的内容显示了一篇冗长的外星诗歌,其中蕴含的隐喻对我们的考古学家而言艰涩难懂。>§."
RG_alienpoem:0 "打开天窗说亮话吧" RG_alienpoem:0 "打开天窗说亮话吧"
RG_gift.desc:0 "§Y<通讯器的内容显示了一张字条。>§!\n\n抱歉但是现在还时候未到呢不过收下这份小礼物吧." RG_gift.desc:0 "§Y<通讯器的内容显示了一张字条。>§!\n\n抱歉但是现在还时候未到呢不过收下这份小礼物吧."
RG_gift:0 "苦中作乐" RG_gift:0 "苦中作乐"
RG_biggift.desc:0 "§Y<通讯器不知为何在发光!!>§!\n\n哼哼没想到吧送你一个大惊喜" RG_biggift.desc:0 "§Y<通讯器不知为何在发光!!>§!\n\n哼哼没想到吧送你一个大惊喜"
RG_biggift:0 "§Y等等...是不是有点太多>§%@#¥……" RG_biggift:0 "§Y等等...是不是有点太多>§%@#¥……"
rg_levelup_2:0 "§Y改造小灰§!" rg_levelup_2:0 "§Y改造$NAME_Gray$§!"
rg_levelup_3:0 "§Y二改小灰§!" rg_levelup_3:0 "§Y二改$NAME_Gray$§!"
rg_graygoo.504.a:0 "§Y小灰还不能休息哦§!" rg_graygoo.504.a:0 "§Y$NAME_Gray$还不能休息哦§!"
# Events # Events
RG_LCLUSTER_PROJECT:0 "启动L星门" RG_LCLUSTER_PROJECT:0 "启动L星门"
@ -95,32 +102,33 @@
rg_help:0 "我需要一些帮助" rg_help:0 "我需要一些帮助"
rg.4:0 "我需要一些帮助" rg_event.4:0 "我需要一些帮助"
rg.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?" rg_event.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
rg.4.a:0 "§H建造灰风母舰§!" rg_event.4.a:0 "§H建造$NAME_Gray$母舰§!"
rg.4.b:0 "§H建造武装工程舰§!" rg_event.4.b:0 "§H建造武装工程舰§!"
rg.4.d:0 "§R建造纳米主宰舰§!" rg_event.4.d:0 "§R建造纳米主宰舰§!"
rg.4.e:0 "§B开启隐形力场§!" rg_event.4.g:0 "§H建造模拟殖民舰§!"
rg.4.f:0 "§B关闭隐形力场§!" rg_event.4.e:0 "§B开启隐形力场§!"
rg.4.c:0 "又没钱了,老婆救救" rg_event.4.f:0 "§B关闭隐形力场§!"
rg_event.4.c:0 "又没钱了,老婆救救"
rg.5.a.desc:0 "钱花光了也没关系啦。这里是探险时找到的一点私房钱..就请先拿去使用吧。不过我也没办法总是这样帮你哦?" rg_event.5.a.desc:0 "钱花光了也没关系啦。这里是探险时找到的一点私房钱..就请先拿去使用吧。不过我也没办法总是这样帮你哦?"
rg.5.b.desc:0 "比起直接使用合金制造舰船,我也可以去星球地表自行收集材料。下次建造舰船就不收资源了哦。" rg_event.5.b.desc:0 "比起直接使用合金制造舰船,我也可以去星球地表自行收集材料。下次建造舰船就不收资源了哦。"
rg.5.c.desc:0 "呜呜呜,已经没有私房钱了,不要再来了呜呜呜呜呜...§H你隐约感到良心一阵刺痛§!" rg_event.5.c.desc:0 "呜呜呜,已经没有私房钱了,不要再来了呜呜呜呜呜...§H你隐约感到良心一阵刺痛§!"
rg.5.a:0 "老婆大人最棒了" rg_event.5.a:0 "老婆大人最棒了"
rg.5.e:0 "§B开启自动建造中继器§!" rg_event.5.e:0 "§B开启自动建造中继器§!"
rg.5.f:0 "§B关闭自动建造中继器§!" rg_event.5.f:0 "§B关闭自动建造中继器§!"
rg.6.a.desc:0 "§Y什什么嘛。不是刚刚才给过嘛..已经一滴都不剩了呜呜...这次就暂时没法帮忙了哦。§!\n\n§H<摸摸你的良心,十年后再来吧。>§!" rg_event.6.a.desc:0 "§Y什什么嘛。不是刚刚才给过嘛..已经一滴都不剩了呜呜...这次就暂时没法帮忙了哦。§!\n\n§H<摸摸你的良心,十年后再来吧。>§!"
rg.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!" rg_event.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!"
rg.6.a:0 "诶嘿。" rg_event.6.a:0 "诶嘿。"
rg_graygoo.4:0 "我需要一些帮助" rg_graygoo.4:0 "我需要一些帮助"
rg_graygoo.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?" rg_graygoo.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
rg_graygoo.4.a:0 "§H建造灰风母舰§!" rg_graygoo.4.a:0 "§H建造$NAME_Gray$母舰§!"
rg_graygoo.4.b:0 "§H建造武装工程舰§!" rg_graygoo.4.b:0 "§H建造武装工程舰§!"
rg_graygoo.4.d:0 "§R建造纳米主宰舰§!" rg_graygoo.4.d:0 "§R建造纳米主宰舰§!"
rg_graygoo.4.e:0 "§B开启隐形力场§!" rg_graygoo.4.e:0 "§B开启隐形力场§!"
@ -136,26 +144,30 @@
rg_graygoo.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!" rg_graygoo.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!"
rg_graygoo.6.a:0 "诶嘿。" rg_graygoo.6.a:0 "诶嘿。"
RG_GRAY_MOD1:0 "§Y小灰改造计划§!" RG_GRAY_MOD1:0 "§Y$NAME_Gray$改造计划§!"
RG_GRAY_MOD1_DESC:0 "由于L星团资源太缺乏小灰的舰体已经很久没有维护了。通过调集足够的资源小灰能够将母舰状态恢复到完全体。为了执行这项计划,小灰需要我们的工程团队的帮助。\n\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目注意非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!" RG_GRAY_MOD1_DESC:0 "由于L星团资源太缺乏$NAME_Gray$的舰体已经很久没有维护了。通过调集足够的资源$NAME_Gray$能够将母舰状态恢复到完全体。为了执行这项计划,$NAME_Gray$需要我们的工程团队的帮助。\n\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD2:0 "§Y小灰旗舰改造计划§!" RG_GRAY_MOD2:0 "§Y$NAME_Gray$旗舰改造计划§!"
RG_GRAY_MOD2_DESC:0 "我们的科学家相信,随着我们对灰风舰体和科技的研究成果的积累,我们能够设计一种巨型的旗舰舰体。如果取得成功,灰风母舰将获得足以匹敌堕落帝国的战斗力。为了这项伟大的项目,我们需要调集巨量的资源。一旦资源准备妥当,项目可以立即开始。\n\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目,注意,非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!" RG_GRAY_MOD2_DESC:0 "我们的科学家相信,随着我们对$NAME_Gray$舰体和科技的研究成果的积累,我们能够设计一种巨型的旗舰舰体。如果取得成功,$NAME_Gray$母舰将获得足以匹敌堕落帝国的战斗力。为了这项伟大的项目,我们需要调集巨量的资源。一旦资源准备妥当,项目可以立即开始。\n\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD3:0 "§R纳米主宰核心计划§!" RG_GRAY_MOD3:0 "§R纳米主宰核心计划§!"
RG_GRAY_MOD3_DESC:0 "越来越多的发现使得将灰风旗舰与恒星基地结合从而制造出一种前所未有的主宰舰不再是痴人说梦。在预想蓝图中,这种主宰舰不仅能够承担船坞作用制造舰船,同时仍能够保留强大的隐形场。并且预留有大量空间从而有能力改造为移动居住站或是加装工厂模块生产资源。为了执行这项前所未有的计划,我们需要调集不可想象的巨量资源从一片虚无开始构造整个舰体。我们全国的工程学专家都将严阵以待,小灰将协助我们执行这项伟大的计划。\n\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目注意非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!" RG_GRAY_MOD3_DESC:0 "越来越多的发现使得将$NAME_Gray$旗舰与恒星基地结合从而制造出一种前所未有的主宰舰不再是痴人说梦。在预想蓝图中,这种主宰舰不仅能够承担船坞作用制造舰船,同时仍能够保留强大的隐形场。并且预留有大量空间从而有能力改造为移动居住站或是加装工厂模块生产资源。为了执行这项前所未有的计划,我们需要调集不可想象的巨量资源从一片虚无开始构造整个舰体。我们全国的工程学专家都将严阵以待,$NAME_Gray$将协助我们执行这项伟大的计划。\n\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
rg.11.title:0 "§Y小灰改造项目完成§!" rg_event.9.title:0 "§Y$NAME_Gray$改造项目开始§!"
rg.11.desc:0 "投入大量合金进行完全舰体重构之后,小灰已经将母舰恢复到完整状态了!真是振奋人心的好消息!" rg_event.9.desc:0 "经过大量审议,我们一致认为现在就是启动$NAME_Gray$改造项目的最佳时机。为了完成该项目,我们需要拟定一套包含多个阶段的研究和工程招标计划。同时其中的一些阶段需要$NAME_Gray$的配合,否则这一切将无从谈起。"
rg_event.9.a:0 "让我们开始吧。"
rg.12.title:0 "§Y小灰旗舰改造完成§!" rg_event.11.title:0 "§Y$NAME_Gray$改造项目完成§!"
rg.12.desc:0 "为了执行这项巨型工程,我们投入了巨量的资源。但结果是值得的。小灰的战舰现在将无所不能,彻底摧毁我们的敌人。快去找个小可爱试试火力?" rg_event.11.desc:0 "投入大量合金进行完全舰体重构之后,$NAME_Gray$已经将母舰恢复到完整状态了!真是振奋人心的好消息!"
rg.15.title:0 "§R纳米主宰制造完成§!" rg_event.12.title:0 "§Y$NAME_Gray$旗舰改造完成§!"
rg.15.desc:0 "完成了!银河有史以来最伟大的工程,现在就在我们面前。整个帝国的命运从此与这一方孤舟牢牢相连。但还请小心看护,我们再也没有能力第二次制造出如此规模的舰船了。" rg_event.12.desc:0 "为了执行这项巨型工程,我们投入了巨量的资源。但结果是值得的。$NAME_Gray$的战舰现在将无所不能,彻底摧毁我们的敌人。快去找个小可爱试试火力?"
rg.18.title:0 "§R最后机会§!" rg_event.15.title:0 "§R纳米主宰制造完成§!"
rg.18.desc:0 "我们的科学家对于L星门的维护周期规律观察研究发现每临近一段时间L星门的维护周期将进入一个短暂的暂停期如果我们能抓住这次机会就有希望中止L星门的维护周期。我们需要立刻进行这项计划否则我们将错失逃离L星团的最后机会。" rg_event.15.desc:0 "完成了!银河有史以来最伟大的工程,现在就在我们面前。整个帝国的命运从此与这一方孤舟牢牢相连。但还请小心看护,我们再也没有能力第二次制造出如此规模的舰船了。"
rg_event.18.title:0 "§R最后机会§!"
rg_event.18.desc:0 "我们的科学家对于L星门的维护周期规律观察研究发现每临近一段时间L星门的维护周期将进入一个短暂的暂停期如果我们能抓住这次机会就有希望中止L星门的维护周期。我们需要立刻进行这项计划否则我们将错失逃离L星团的最后机会。"
RG_graygoo.500.d:0 "§Y启动主宰核心§!" RG_graygoo.500.d:0 "§Y启动主宰核心§!"
@ -197,7 +209,7 @@
rg_story.9.b:0 "§Y诶嘿个头啊§!" rg_story.9.b:0 "§Y诶嘿个头啊§!"
rg_story.10.title:0 "§Y永不停歇§!" rg_story.10.title:0 "§Y永不停歇§!"
rg_story.10.desc:0 "从小灰那里得到的‘纸船’经过验证具有某种瞬间重组能力,每当被摧毁,都会无视法则一样再次完好无损的出现,永不停歇。它的能力已经远远超出我们对这个宇宙所理解的极限。从现在所收集到的信息来看,它完全无法被非正常摧毁。由于此种特性,我们也无法将其拆卸下来。" rg_story.10.desc:0 "从$NAME_Gray$那里得到的‘纸船’经过验证具有某种瞬间重组能力,每当被摧毁,都会无视法则一样再次完好无损的出现,永不停歇。它的能力已经远远超出我们对这个宇宙所理解的极限。从现在所收集到的信息来看,它完全无法被非正常摧毁。由于此种特性,我们也无法将其拆卸下来。"
rg_story.10.a:0 "§Y真是疯狂§!" rg_story.10.a:0 "§Y真是疯狂§!"
rg_story.10.b:0 "§Y这是哪门子古董啊§!" rg_story.10.b:0 "§Y这是哪门子古董啊§!"
@ -213,7 +225,7 @@
rg_story.12.c:0 "§Y真是可怕§!" rg_story.12.c:0 "§Y真是可怕§!"
rg_story.13.title:0 "§Y与龙共舞§!" rg_story.13.title:0 "§Y与龙共舞§!"
rg_story.13.desc:0 "小灰要求我们对一只活着的以太巨龙进行扫描。面对这样一个危险的活物进行正常流程的研究流程显然是不可行的。更何况我们所面对的这只以太巨龙显然拥有视力。唯一的办法将是利用隐形装置,偷偷接近这只巨龙。" rg_story.13.desc:0 "$NAME_Gray$要求我们对一只活着的以太巨龙进行扫描。面对这样一个危险的活物进行正常流程的研究流程显然是不可行的。更何况我们所面对的这只以太巨龙显然拥有视力。唯一的办法将是利用隐形装置,偷偷接近这只巨龙。"
rg_story.13.a:0 "§G它可真大啊...§!" rg_story.13.a:0 "§G它可真大啊...§!"
rg_story.14.title:0 "§Y任务中止§!" rg_story.14.title:0 "§Y任务中止§!"
@ -221,7 +233,7 @@
rg_story.14.a:0 "§G真不幸§!" rg_story.14.a:0 "§G真不幸§!"
rg_story.15.title:0 "§Y成功了§!" rg_story.15.title:0 "§Y成功了§!"
rg_story.15.desc:0 "我们成功了,在神不知鬼不觉中,我们的科学家已经完成了对以太巨龙的分析,而这头庞然大物还浑然不知......剩下的只需要去找灰风问问看了。" rg_story.15.desc:0 "我们成功了,在神不知鬼不觉中,我们的科学家已经完成了对以太巨龙的分析,而这头庞然大物还浑然不知......剩下的只需要去找$NAME_Gray$问问看了。"
rg_story.15.a:0 "§G让我们看看又能整出什么活§!" rg_story.15.a:0 "§G让我们看看又能整出什么活§!"
rg_story.16.desc:0 "哇哦,找到龙了哦!让我来看看... 嗯,你就先等着吧,等我整出活来就联系你。" rg_story.16.desc:0 "哇哦,找到龙了哦!让我来看看... 嗯,你就先等着吧,等我整出活来就联系你。"
@ -244,19 +256,114 @@
rg_story.19.c:0 "§Y算了回家吧。§!" rg_story.19.c:0 "§Y算了回家吧。§!"
RG_FAKE_DRAGON_SCAN_PROJECT:0 "§Y龙之研究§!" RG_FAKE_DRAGON_SCAN_PROJECT:0 "§Y龙之研究§!"
RG_FAKE_DRAGON_SCAN_PROJECT_DESC:0 "灰风要求我们扫描一只太空龙。要完成这个目标我们首先需要找到一只以太龙。考虑到这种生物的危险性也许我们需要准备一艘具备隐形组件的科研船。\n§Y记住要抓活的。§!" RG_FAKE_DRAGON_SCAN_PROJECT_DESC:0 "$NAME_Gray$要求我们扫描一只太空龙。要完成这个目标我们首先需要找到一只以太龙。考虑到这种生物的危险性也许我们需要准备一艘具备隐形组件的科研船。\n§Y记住要抓活的。§!"
rg_story.21.title:0 "§Y来生§!" rg_story.21.title:0 "§Y来生§!"
rg_story.21.desc:0 "在之前的战斗中,模拟龙很遗憾没能逃出生天。但在我们的舰船前往进行搜索时,居然在太空中发现了一颗龙蛋。经过一段时间的自我孵化,模拟龙竟然又出生了一次。随着这次羽化重生,原先组成模拟龙身体的纳米机器缺陷都自我修复了。同时,加速衰老的症状也消失了。传说中的龙战胜了自己。" rg_story.21.desc:0 "在之前的战斗中,模拟龙很遗憾没能逃出生天。但在我们的舰船前往进行搜索时,居然在太空中发现了一颗龙蛋。经过一段时间的自我孵化,模拟龙竟然又出生了一次。随着这次羽化重生,原先组成模拟龙身体的纳米机器缺陷都自我修复了。同时,加速衰老的症状也消失了。传说中的龙战胜了自己。"
rg_story.21.a:0 "§G新生命的真正开始...§!" rg_story.21.a:0 "§G新生命的真正开始...§!"
# WG affection localisation rg_event.10.title:0 "§Y计划失败-前功尽弃§!"
GRAY_SPECIES: "灰风" rg_event.10.desc:0 "由于缺少$NAME_Gray$的配合,我们对$NAME_Gray$改造计划的进行无以为继,计划负责人别无选择只能选择终止计划。我们对此计划的一切投入全都前功尽弃。"
marry_gray:0 "灰风,我有个东西想交给你" rg_event.10.a:0 "我们做了一个错误的决定..."
wg_aft.30000.name:0 "与灰风的誓约仪式"
wg_aft.30000.desc:0 "这个环状的东西是...要套在无名指上吗?阿,你这是承认了我的忠诚了对吧?那么接下来是要进行什么愉快的同伴行为吗?\n\n...好吧,我承认这个笑话有点冷,不过跟你们相处的日子确实很开心,请让我永远效忠于你吧。" rg_story.23.title:0 "§Y第一阶段基本舰体修复§!"
wg_aft.30000.a:0 "你已经是我们的一份子了,灰风。" rg_story.23.desc:0 "我们的$NAME_Gray$改造计划将分为六个子阶段。在第一阶段,我们需要修复$NAME_Gray$舰体中严重损耗的部分,并修复一部分供能系统,并修复舰体上损坏无法挂载武器的挂载点。\n§Y在这一阶段计划不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
wg_aft.30000.response:0 "这...是这样吗?\n\n...\n\n谢谢。" rg_story.23.a:0 "就这么办。"
rg_story.23.b:0 "§Y买买买我要这合金有何用§!"
rg_story.24.title:0 "§Y第二阶段武器载点重构§!"
rg_story.24.desc:0 "我们的计划已经进入第二阶段。在这一阶段,我们将修复$NAME_Gray$舰体上损坏的主武器挂载点,通过给反应堆添加节能认证,整合掉不需要的旅馆房间等措施来添加更多的武器挂载点,通过优化舰载机弹射流程中不必要的安全措施以搭载更多的舰载机。\n§Y在这一阶段计划不加干预仍将正常进行。不过指派我们的科研团队加以协助能够加快这一进程。§!"
rg_story.24.a:0 "那就这样吧。"
rg_story.24.b:0 "§Y指派工程学团队协助。§!"
rg_story.25.title:0 "§Y第三阶段可行性验证§!"
rg_story.25.desc:0 "我们的计划已经进入第三阶段。在这一阶段,我们需要实际建造试验舰来验证计划的可行性。\n§Y在这一阶段我们需要出资建造一艘小型试验舰进行技术验证和试航。倘若一切顺利我们将能够继续进入下一阶段。§!"
rg_story.25.a:0 "谁造船还需要试验?"
rg_story.25.b:0 "§Y我现在就要§!"
rg_story.26.title:0 "§Y第四阶段歼星武器设计§!"
rg_story.26.desc:0 "我们的计划已经进入第四阶段。在这一阶段,我们需要帮助$NAME_Gray$设计一种全新的歼星级武器。根据预想,这种武器具有多轴发射基座从而能够对敌舰进行全功率发射来作为反舰武器使用,同时释放的大量纳米机器能够彻底转化有机种族或改造行星。\n§Y设计如此先进的武器对我们的科研团队来说极具困难我们最好拨款进行武器试验。倘若一切顺利我们将能够继续进入下一阶段。§!"
rg_story.26.a:0 "我们需要发挥一下主观能动性..."
rg_story.26.b:0 "§Y马上为项目拨款。§!"
rg_story.27.title:0 "§Y第五阶段全舰纳米化设计§!"
rg_story.27.desc:0 "我们的计划已经进入第五阶段。在这一阶段,我们需要帮助$NAME_Gray$进行舰体纳米化蓝图设计来让$NAME_Gray$能够自由变换自身形态。倘若一切顺利,我们的计划即将接近尾声。\n§Y在这一阶段计划不加干预仍将正常进行。不过指派我们的科研团队加以协助能够加快这一进程。§!"
rg_story.27.a:0 "我想她能做的更好..."
rg_story.27.b:0 "§Y指派物理科研团队立刻启程。§!"
rg_story.28.title:0 "§Y第六阶段最终试航§!"
rg_story.28.desc:0 "我们的计划已经进入最终阶段。在这一阶段,我们需要完成母舰改造的收尾工作,并实际验证母舰性能。想必不会再出什么问题了吧。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.28.a:0 "那就开始吧。"
rg_story.29.title:0 "§Y改造项目顺利收官§!"
rg_story.29.desc:0 "我们的计划已经成功完成。经过测试的$NAME_Gray$母舰各项指标都非常喜人,我们的科研团队已经准备好了一场庆祝集会。"
rg_story.29.a:0 "所向披靡。"
rg_story.30.title:0 "§Y第一阶段基本力学验证§!"
rg_story.30.desc:0 "有了上一次的经验,我们的$NAME_Gray$旗舰改造计划将分为十二个子阶段与两个可选改造阶段。我们要证明比小行星还要大的战舰不是痴人说梦。为了将这一梦想从想象中拉回现实,我们的科研团队必须先进行如此尺寸战舰的力学分析。\n§Y在这一阶段计划不加干预仍将正常进行不过指派科学家协助能够加快这一进程。§!"
rg_story.30.a:0 "就这么办。"
rg_story.30.b:0 "§Y指派首席科学家协助项目§!"
rg_story.31.title:0 "§Y第二阶段纳米构成研究§!"
rg_story.31.desc:0 "我们的计划已经进入第二阶段。先前的研究已经证明想要建造如此尺寸的战舰,以我们所知的任何材料的都难以完美满足要求。我们需要进行对纳米物质的进一步构成研究,这种物质所表现出的物理性质似乎高度契合我们的目标。\n§Y在这一阶段计划不加干预仍将正常进行不过投资一些纳米机器人将能够加快这一进程。§!"
rg_story.31.a:0 "继续。"
rg_story.31.b:0 "§Y投资纳米机器研究§!"
rg_story.32.title:0 "§Y第三阶段工程场地建设§!"
rg_story.32.desc:0 "我们的计划已经进入第三阶段。建造如此工程的项目,即使使用自编程纳米机器协助也难以在太空中建设达到强度要求的结构。这无疑是一种巨构工程。我们需要建设工程场地协调材料运输和进行结构固定。\n§Y在这一阶段我们需要建设巨型结构来继续推进计划。§!"
rg_story.32.a:0 "建设开始"
rg_story.33.title:0 "§Y第四阶段反应堆稳定研究§!"
rg_story.33.desc:0 "我们的计划已经进入第四阶段。我们的旗舰无疑需要巨量的能源,而将传统反应堆进行简单规模放大已经难以完成。我们需要探索超大规模反应堆设计方案,研究超临界能量输出方案。\n§Y在这一阶段不加干预仍将正常进行但可能发生重大事故导致我们的进度被迫倒退。§!"
rg_story.33.a:0 "放着呗,还会出什么乱子呢?"
rg_story.33.b:0 "§Y指派精英科学家参与设计§!"
rg_story.34.title:0 "§Y第五阶段主武器载点设计§!"
rg_story.34.desc:0 "我们的计划已经进入第五阶段。武备是战舰的核心。在实际建造舰体之前我们就需要设计武器载点来装载武器。我们的旗舰将拥有一套万向轴巨型歼星武器系统。多联泰坦级武器阵列,以及超大规模宏炮阵列和密集舰载机弹射阵列。如何协调舰船空间无疑是一项巨大的挑战。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.34.a:0 "我们能做到"
rg_story.34.b:0 "§Y投资建造试验单元§!"
rg_story.35.title:0 "§Y第六阶段舱室布局设计§!"
rg_story.35.desc:0 "我们的计划即将推进过半。我们的舰体在设计之初留有大量吨位冗余,这并非是浪费,在我们的设想中,旗舰将能够独立运行一套生态系统以供数个大型居住站规模的居民生活,同时舰体预留有大量改装空间。如何设计好人民的未来家园将是一项不可忽视的重要任务。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.35.a:0 "为了新的家园"
rg_story.35.b:0 "§Y投资建造试验单元§!"
rg_story.36.title:0 "§Y第七阶段舰体龙骨铺设§!"
rg_story.36.desc:0 "我们的计划已经进入第七阶段。我们将铺设舰体的第一条龙骨,这对舰体完整性至关重要。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.36.a:0 "继续"
rg_story.36.b:0 "§Y投资额外材料§!"
rg_story.37.title:0 "§Y第八阶段舰体主结构铺设§!"
rg_story.37.desc:0 "我们的计划已经进入第八阶段。在这一阶段我们将为舰体铺设强化装甲。舰船已经初具雏形。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.37.a:0 "即将完成..."
rg_story.37.b:0 "§Y投资额外材料§!"
rg_story.38.title:0 "§Y第九阶段超空间引擎验证§!"
rg_story.38.desc:0 "我们的计划已经进入第九阶段。在这一阶段我们需要设计一种超级规模的超空间引擎供旗舰使用。嗯,可能会出岔子。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.38.a:0 "应该不会出问题的...吧?"
rg_story.38.b:0 "§Y投资额外材料§!"
rg_story.39.title:0 "§Y第十阶段子系统吊装§!"
rg_story.39.desc:0 "我们的计划已经进入第十阶段。我们需要设计并安装舰船光环投射器,隐形阵列等软设备。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.39.a:0 "就这样了"
rg_story.39.b:0 "§Y投资额外材料§!"
rg_story.40.title:0 "§Y第十一阶段全舰纳米化设计§!"
rg_story.40.desc:0 "我们的计划已经进入第十一阶段。在这一阶段,我们需要帮助$NAME_Gray$进行舰体纳米化蓝图设计来让$NAME_Gray$能够自由变换自身形态。倘若一切顺利,我们的计划即将接近尾声。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.40.a:0 "就这样了"
rg_story.40.b:0 "§Y投资额外材料§!"
rg_story.41.title:0 "§Y第十二阶段最终试航§!"
rg_story.41.desc:0 "我们的计划已经进入最终阶段。我们的旗舰改造项目已经基本完成,接下来就是实际试航的阶段。如果一切顺利,那就一切顺利。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.41.a:0 "启动计划"
rg_story.42.title:0 "§Y第十三阶段居住区划设计§!"
rg_story.42.desc:0 "我们的计划已经进入基本完成,作为追加选项,我们可以对旗舰进行主宰改造。但这需要我们进行额外的投资。在这一阶段我们将制造一个能够容纳大量人口居住的宜居仓段。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.42.a:0 "就这样了"
rg_story.42.b:0 "§Y投资额外材料§!"
rg_story.43.title:0 "§Y第十四阶段主宰船坞铺设§!"
rg_story.43.desc:0 "我们的计划已经进入基本完成,作为追加选项,我们可以对旗舰进行主宰改造。我不知道,我编不出来了。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.43.a:0 "就这样了"
rg_story.43.b:0 "§Y投资额外材料§!"
wsg_rings:0 "戒指"
gray_affection:0 "灰风好感度"

View File

@ -1,19 +1,20 @@
l_simp_chinese: l_simp_chinese:
gray_army_desc:0 "小灰和她的纳米作战母舰,可以轻易扫平一颗星球" NAME_Gray:0 "灰风"
gray_army_desc:0 "$NAME_Gray$和她的纳米作战母舰,可以轻易扫平一颗星球"
RG_leader_trait_admiral_gray:0 "§Y纳米机器个体§!" RG_leader_trait_admiral_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?" RG_leader_trait_admiral_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_admiral_gray_1:0 "§Y纳米机器个体§!" RG_leader_trait_admiral_gray_1:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_1_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?" RG_leader_trait_admiral_gray_1_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_admiral_gray_2:0 "§Y纳米机器个体§!" RG_leader_trait_admiral_gray_2:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_2_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?" RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_governor_gray:0 "§Y纳米机器个体§!" RG_leader_trait_governor_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_governor_gray_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?" RG_leader_trait_governor_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
RG_leader_trait_ruler_gray:0 "§Y天选化身§!" RG_leader_trait_ruler_gray:0 "§Y天选化身§!"
RG_leader_trait_ruler_gray_desc:0 "§G小灰会随着领袖等级§!§Y[owner.rg_gray_level]§!§G提升而不断增强力量。§!\n§R当然也会越来越能吃。唔姆你懂的。§!\n§R领袖等级大于10时纳米机器将超频工作额外降低£stability£稳定度。§!\n\n§Y被全体国民所认可可爱又可靠的化身。§!通过授予小灰越来越多的权力和与日俱增的资源倾斜,纳米机器人能够精细调配帝国各项资源产出。然而这种不可持续的发展模式并非没有代价。\n才不是想不出特质名字" RG_leader_trait_ruler_gray_desc:0 "§G$NAME_Gray$会随着领袖等级§!§Y[owner.rg_gray_level]§!§G提升而不断增强力量。§!\n§R当然也会越来越能吃。唔姆你懂的。§!\n§R领袖等级大于10时纳米机器将超频工作额外降低£stability£稳定度。§!\n\n§Y被全体国民所认可可爱又可靠的化身。§!通过授予$NAME_Gray$越来越多的权力和与日俱增的资源倾斜,纳米机器人能够精细调配帝国各项资源产出。然而这种不可持续的发展模式并非没有代价。\n才不是想不出特质名字"
RG_leader_trait_scientist_gray:0 "§Y纳米机器个体§!" RG_leader_trait_scientist_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_scientist_gray_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?" RG_leader_trait_scientist_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
RG_leader_trait_general_gray:0 "§Y纳米机器个体§!" RG_leader_trait_general_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_general_gray_desc:0 "灰风本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?" RG_leader_trait_general_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
RG_leader_trait_general_gray_skill:0 "§Y风暴将至§!" RG_leader_trait_general_gray_skill:0 "§Y风暴将至§!"
RG_leader_trait_general_gray_skill_desc:0 "灰色风暴在L星团中席卷无数纪元。倘若风暴再度到来想必那星球上的人们所看到的景色一定永生难忘吧。" RG_leader_trait_general_gray_skill_desc:0 "灰色风暴在L星团中席卷无数纪元。倘若风暴再度到来想必那星球上的人们所看到的景色一定永生难忘吧。"
RG_leader_trait_tempest_incoming_effect:0 "\n$t$§Y每击杀一个敌军单位§!\n$tt$§G 额外陆军伤害 +5%§!\n§G 额外陆军生命值 +5%§!$t$\n当前BUFF层数§G[owner.rg_general_skill_combat_daypassed_variable]§!£time£\n$tt$§G直接击杀一支敌对陆军的概率增加§!§Y1%§!\n当前概率为§R[owner.rg_general_skill_combat_killed_variable]%§!" RG_leader_trait_tempest_incoming_effect:0 "\n$t$§Y每击杀一个敌军单位§!\n$tt$§G 额外陆军伤害 +5%§!\n§G 额外陆军生命值 +5%§!$t$\n当前BUFF层数§G[owner.rg_general_skill_combat_daypassed_variable]§!£time£\n$tt$§G直接击杀一支敌对陆军的概率增加§!§Y1%§!\n当前概率为§R[owner.rg_general_skill_combat_killed_variable]%§!"
@ -23,21 +24,21 @@
RG_CARRIER_RADAR:0 "§Y航空调度雷达§!" RG_CARRIER_RADAR:0 "§Y航空调度雷达§!"
RG_CARRIER_RADAR_DESC:0 "先进的雷达能够在极远处探测到敌舰,航母索敌用。" RG_CARRIER_RADAR_DESC:0 "先进的雷达能够在极远处探测到敌舰,航母索敌用。"
RG_ENERGY_MISSILE:0 "§Y灰风融合球§!" RG_ENERGY_MISSILE:0 "§Y$NAME_Gray$融合球§!"
RG_ENERGY_MISSILE_DESC:0 "这些混合材料制作的鱼雷拥有强大的能量,能够自我加速到极高速来击毁敌舰" RG_ENERGY_MISSILE_DESC:0 "这些混合材料制作的鱼雷拥有强大的能量,能够自我加速到极高速来击毁敌舰"
RG_ENERGY_MISSILE_KIN:0 "§Y灰风超空融合球§!" RG_ENERGY_MISSILE_KIN:0 "§Y$NAME_Gray$超空融合球§!"
RG_ENERGY_MISSILE_KIN_DESC:0 "这种奇特鱼雷改型能够捕捉到微小的超空间空泡进行加速,从而消除掉鱼雷速度的缺陷,可惜的是为了承受不稳定超空间航道中的波动被迫减少了装药。" RG_ENERGY_MISSILE_KIN_DESC:0 "这种奇特鱼雷改型能够捕捉到微小的超空间空泡进行加速,从而消除掉鱼雷速度的缺陷,可惜的是为了承受不稳定超空间航道中的波动被迫减少了装药。"
RG_FLAK_BATTERY:0 "§Y纳米融合排炮§!" RG_FLAK_BATTERY:0 "§Y纳米融合排炮§!"
RG_FLAK_BATTERY_DESC:0 "密集布置的新型防空炮能够高速发射抛射体击毁极远处的抛射体。" RG_FLAK_BATTERY_DESC:0 "密集布置的新型防空炮能够高速发射抛射体击毁极远处的抛射体。"
RG_gatebuilder_jump:0 "§Y灰风跃迁引擎§!" RG_gatebuilder_jump:0 "§Y$NAME_Gray$跃迁引擎§!"
RG_gatebuilder_sensor:0 "§Y灰风传感器§!" RG_gatebuilder_sensor:0 "§Y$NAME_Gray$传感器§!"
RG_gatebuilder_thruster:0 "§Y灰风推进器§!" RG_gatebuilder_thruster:0 "§Y$NAME_Gray$推进器§!"
origin_rg_gray:0 "§Y遥远约定§!" origin_rg_gray:0 "§Y遥远约定§!"
origin_rg_gray_desc:0 "你偷偷说服了小灰从遥远的L星团前来看望你" origin_rg_gray_desc:0 "你偷偷说服了$NAME_Gray$从遥远的L星团前来看望你"
origin_tooltip_rg_gray_effects:0 "开局拥有灰风\n\n§R<但...代价是什么?>§!" origin_tooltip_rg_gray_effects:0 "开局时拥有$NAME_Gray$,并在一个孤立的L-星团中开始你的冒险。你将很难有重见银河的机会。\n\n§R<但...代价是什么?>§!\n§Y- 该起源被重复选择时将被替换成隐藏起源§§H<你也事龙>§§Y并开局获得全部L星门认知。§\n§R- 多人游戏中存在重复龙开起源国家L星团国家将无法触发中期开门事件。§\n§R- 该起源被AI帝国占用时L-星团将被AI帝国占用。唔你懂的。§!"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y纳米机器场§!" RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y纳米机器场§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "灰风可以通过布置一个高浓度纳米机器人场来维修同星系内的友方舰船。" RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "$NAME_Gray$可以通过布置一个高浓度纳米机器人场来维修同星系内的友方舰船。"
RG_BOMBER_HANGAR_AP_BOMB:0 "§Y纳米轰炸机中队§!" RG_BOMBER_HANGAR_AP_BOMB:0 "§Y纳米轰炸机中队§!"
RG_BOMBER_HANGAR_AP_BOMB_DESC:0 "这些轰炸机通过加速到近距离投放重型无制导炸弹来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......" RG_BOMBER_HANGAR_AP_BOMB_DESC:0 "这些轰炸机通过加速到近距离投放重型无制导炸弹来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "§Y纳米鱼雷机中队§!" RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "§Y纳米鱼雷机中队§!"
@ -48,29 +49,29 @@
RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 "这些攻击机可以使用小型化光束武器来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......" RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 "这些攻击机可以使用小型化光束武器来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_aura_nanobot_cloud:0 "§Y纳米机器场§!" RG_aura_nanobot_cloud:0 "§Y纳米机器场§!"
RG_AUTO_REPAIR:0 "§Y纳米损害管制§!" RG_AUTO_REPAIR:0 "§Y纳米损害管制§!"
RG_AUTO_REPAIR_DESC:0 "灰风通过这些预留用于损害管制的纳米机器人来紧急修复舰体。" RG_AUTO_REPAIR_DESC:0 "$NAME_Gray$通过这些预留用于损害管制的纳米机器人来紧急修复舰体。"
RG_ARMOR_BOOSTER:0 "§Y质能对抗装置§!" RG_ARMOR_BOOSTER:0 "§Y质能对抗装置§!"
RG_ARMOR_BOOSTER_DESC:0 "通过消耗大量能源进行质能转换从而达到实时加固舰体的效果。" RG_ARMOR_BOOSTER_DESC:0 "通过消耗大量能源进行质能转换从而达到实时加固舰体的效果。"
RG_ENIGMATIC_SCHEDULER:0 "§Y神秘调度器§!" RG_ENIGMATIC_SCHEDULER:0 "§Y神秘调度器§!"
RG_ENIGMATIC_SCHEDULER_DESC:0 "神秘调度器通过一种极其先进的算法控制资源的调度优先顺序,确保最大化效率利用资源的同时又可使用额外的能量增幅战舰的武器和护盾。" RG_ENIGMATIC_SCHEDULER_DESC:0 "神秘调度器通过一种极其先进的算法控制资源的调度优先顺序,确保最大化效率利用资源的同时又可使用额外的能量增幅战舰的武器和护盾。"
RG_ENGINE_BOOSTER:0 "§Y灰风特型引擎增压§!" RG_ENGINE_BOOSTER:0 "§Y$NAME_Gray$特型引擎增压§!"
RG_ENGINE_BOOSTER_DESC:0 "为了支援前线工程,我们只有更快!更快!更快!更快!更快!更快!更快!更快!更快!" RG_ENGINE_BOOSTER_DESC:0 "为了支援前线工程,我们只有更快!更快!更快!更快!更快!更快!更快!更快!更快!"
bombardment_graygoo:0 "§R灰色风暴§!" bombardment_graygoo:0 "§R灰色风暴§!"
bombardment_graygoo_name:0 "§Y灰色风暴轨道轰炸§!" bombardment_graygoo_name:0 "§Y灰色风暴轨道轰炸§!"
bombardment_graygoo_desc:0 "$bombardment_graygoo$轰炸将在星球上散布灰色风暴,以最快的速度席卷一切。\n-对§Y军团§!造成§Y巨大的§!伤害\n-对§Y星球§!造成§Y不可修复的§!伤害\n-对§Y人口§!造成§Y巨大的§!伤害\n-将会轰炸不设防的星球。!" bombardment_graygoo_desc:0 "$bombardment_graygoo$轰炸将在星球上散布灰色风暴,以最快的速度席卷一切。\n-对§Y军团§!造成§Y巨大的§!伤害\n-对§Y星球§!造成§Y不可修复的§!伤害\n-对§Y人口§!造成§Y巨大的§!伤害\n-将会轰炸不设防的星球。!"
LARGE_GRAY_WEAPON_LANCE:0 "§Y灰风能量束§!" LARGE_GRAY_WEAPON_LANCE:0 "§Y$NAME_Gray$能量束§!"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。" LARGE_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
SMALL_GRAY_WEAPON_LANCE:0 "§Y灰风能量束Mini§!" SMALL_GRAY_WEAPON_LANCE:0 "§Y$NAME_Gray$能量束Mini§!"
SMALL_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器的...玩具模型,仍然具有巨大威力。" SMALL_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器的...玩具模型,仍然具有巨大威力。"
GRAY_BEAM_STATIC_MX:0 "§Y灰风聚能束Mini§!" GRAY_BEAM_STATIC_MX:0 "§Y$NAME_Gray$聚能束Mini§!"
GRAY_BEAM_STATIC_MX_DESC:0 "使用远古L星门建造者的技术所制成的武器武器的...限量版玩具模型?仍然具有巨大威力。" GRAY_BEAM_STATIC_MX_DESC:0 "使用远古L星门建造者的技术所制成的武器武器的...限量版玩具模型?仍然具有巨大威力。"
GRAY_BEAM_STATIC_X:0 "§Y灰风聚能束§!" GRAY_BEAM_STATIC_X:0 "§Y$NAME_Gray$聚能束§!"
GRAY_BEAM_STATIC_X_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。" GRAY_BEAM_STATIC_X_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
GRAY_BEAM_STATIC_EX:0 "§Y灰风能量弧§!" GRAY_BEAM_STATIC_EX:0 "§Y$NAME_Gray$能量弧§!"
GRAY_BEAM_STATIC_EX_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。" GRAY_BEAM_STATIC_EX_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
RG_GRAY_WEAPON_LANCE_X:0 "§Y灰风聚能束§!" RG_GRAY_WEAPON_LANCE_X:0 "§Y$NAME_Gray$聚能束§!"
RG_GRAY_WEAPON_LANCE_X_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。" RG_GRAY_WEAPON_LANCE_X_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
RG_GRAY_WEAPON_LANCE:0 "§Y灰风能量束§!" RG_GRAY_WEAPON_LANCE:0 "§Y$NAME_Gray$能量束§!"
RG_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。" RG_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
LARGE_GRAY_MIX_ARMOR:0 "§Y纳米装甲§!" LARGE_GRAY_MIX_ARMOR:0 "§Y纳米装甲§!"
LARGE_GRAY_MIX_ARMOR_DESC:0 "高度集成化的装甲,表面被一层能量波动包裹,作用原理不明。" LARGE_GRAY_MIX_ARMOR_DESC:0 "高度集成化的装甲,表面被一层能量波动包裹,作用原理不明。"
@ -159,7 +160,7 @@
RG_ABSLUTEFIELD:0 "§R绝对领域§!" RG_ABSLUTEFIELD:0 "§R绝对领域§!"
RG_ABSLUTEFIELD_DESC:0 "§R你不要过来啊啊啊啊§!" RG_ABSLUTEFIELD_DESC:0 "§R你不要过来啊啊啊啊§!"
RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术§!灰风会听从你的直接指挥,无视一切敌人执行命令。" RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术§!$NAME_Gray$会听从你的直接指挥,无视一切敌人执行命令。"
rg_carrier_BEHAVIOR_DESC:0 "§H航母战术§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。" rg_carrier_BEHAVIOR_DESC:0 "§H航母战术§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。"
rg_aura_BEHAVIOR_DESC:0 "§H光环战术§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。" rg_aura_BEHAVIOR_DESC:0 "§H光环战术§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。"
RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。" RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。"
@ -170,16 +171,16 @@
RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术§!飞船会听从你的直接指挥,无视一切敌人执行命令。" RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术§!飞船会听从你的直接指挥,无视一切敌人执行命令。"
RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。" RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。"
RG_COMBAT_COMPUTER_CARRIER:0 "§Y灰风作战计算机-航母战术§!" RG_COMBAT_COMPUTER_CARRIER:0 "§Y$NAME_Gray$作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y灰风作战计算机-线列战术§!" RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$作战计算机-线列战术§!"
RG_COMBAT_COMPUTER_artillery:0 "§Y灰风作战计算机-火炮战术§!" RG_COMBAT_COMPUTER_artillery:0 "§Y$NAME_Gray$作战计算机-火炮战术§!"
RG_COMBAT_COMPUTER_MotherShip:0 "§Y灰风作战计算机§!" RG_COMBAT_COMPUTER_MotherShip:0 "§Y$NAME_Gray$作战计算机§!"
RG_COMBAT_COMPUTER_aura:0 "§Y灰风作战计算机-电子战术§!" RG_COMBAT_COMPUTER_aura:0 "§Y$NAME_Gray$作战计算机-电子战术§!"
RG_COMBAT_COMPUTER_battle:0 "§Y灰风作战计算机-战列战术§!" RG_COMBAT_COMPUTER_battle:0 "§Y$NAME_Gray$作战计算机-战列战术§!"
RG_COMBAT_COMPUTER_torpedo:0 "§Y灰风作战计算机-雷装战术§!" RG_COMBAT_COMPUTER_torpedo:0 "§Y$NAME_Gray$作战计算机-雷装战术§!"
RG_COMBAT_COMPUTER_AA:0 "§Y灰风作战计算机-对空战术§!" RG_COMBAT_COMPUTER_AA:0 "§Y$NAME_Gray$作战计算机-对空战术§!"
RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y灰风作战计算机-自由战术§!" RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y$NAME_Gray$作战计算机-自由战术§!"
RG_COMBAT_COMPUTER_icebreak:0 "§Y灰风作战计算机-破冰战术§!" RG_COMBAT_COMPUTER_icebreak:0 "§Y$NAME_Gray$作战计算机-破冰战术§!"
RG_carrier_interdictor_key: "§Y航母核心§!" RG_carrier_interdictor_key: "§Y航母核心§!"
RG_icebreaker_interdictor: "§Y破冰核心§!" RG_icebreaker_interdictor: "§Y破冰核心§!"
@ -219,24 +220,27 @@
tech_gray_buffnut_6:0 "§Y纳米支援巨像工程§!" tech_gray_buffnut_6:0 "§Y纳米支援巨像工程§!"
tech_gray_buffnut_6_desc:0 "拥有巨像技术的我们可以使用L星门技术设计新型的支援战舰他们拥有巨大的潜力。" tech_gray_buffnut_6_desc:0 "拥有巨像技术的我们可以使用L星门技术设计新型的支援战舰他们拥有巨大的潜力。"
tech_gray_repair_system_1:0 "§Y灰风纳米修复系统§!" tech_gray_repair_system_1:0 "§Y$NAME_Gray$纳米修复系统§!"
tech_gray_repair_system_1_desc:0 "在灰色风暴的残骸里发现了一种高效的船壳自动维修系统,由数十亿个微型纳米机器人组成,并已改造成可为我们所用。" tech_gray_repair_system_1_desc:0 "在灰色风暴的残骸里发现了一种高效的船壳自动维修系统,由数十亿个微型纳米机器人组成,并已改造成可为我们所用。"
tech_object_gray_5:0 "§Y灰风母舰重构§!" tech_object_gray_5:0 "§Y$NAME_Gray$母舰重构§!"
tech_object_gray_5_desc:0 "通过日常维护小灰舰体以及...小小的逆向工程,我们得以部分复制灰风母舰的设计,当然,这一切还要征得小灰本人同意。" tech_object_gray_5_desc:0 "通过日常维护$NAME_Gray$舰体以及...小小的逆向工程,我们得以部分复制$NAME_Gray$母舰的设计,当然,这一切还要征得$NAME_Gray$本人同意。"
tech_minilaser_gray_1:0 "§Y灰风武器微型化§!" tech_minilaser_gray_1:0 "§Y$NAME_Gray$武器微型化§!"
tech_minilaser_gray_1_desc:0 "从某个资料架上掉下来一个奇怪的盒子,经过研究里面装着一些奇怪的科技。" tech_minilaser_gray_1_desc:0 "从某个资料架上掉下来一个奇怪的盒子,经过研究里面装着一些奇怪的科技。"
tech_gray_noway:0 "§Y灰风的不存在课题§!" tech_gray_noway:0 "§Y$NAME_Gray$的不存在课题§!"
tech_gray_noway_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。" tech_gray_noway_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。"
tech_object_gray_6:0 "§Y灰风的不存在课题2§!" tech_object_gray_6:0 "§Y$NAME_Gray$的不存在课题2§!"
tech_object_gray_6_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。" tech_object_gray_6_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。"
tech_gray_army_7:0 "§Y自演化纳米战体§!" tech_gray_army_7:0 "§Y自演化纳米战体§!"
tech_gray_army_7_desc:0 "通过植入一些低级自演化程序,结合对纳米物质的了解,我们能够小批量生产一些纳米战体作为陆军投放。" tech_gray_army_7_desc:0 "通过植入一些低级自演化程序,结合对纳米物质的了解,我们能够小批量生产一些纳米战体作为陆军投放。"
tech_gray_juggernaut_8:0 "§Y纳米超宏舰系统§!"
tech_gray_juggernaut_8_desc:0 "纳米物质的自构特性使得它们能够用来建造一些规模无以伦比的工程。而我们将踏出第一步。"
RG_PLANET_KILLER:0 "§H远星之歌§!" RG_PLANET_KILLER:0 "§H远星之歌§!"
RG_PLANET_KILLER_DESC:0 "§Y发射高能级纳米射线蒸发行星大气彻底污染星球上所有物体。以恒星级功率发射时剧烈的扰动将摧毁恒星引发超新星爆炸并污染星系中所有行星。若将能量重定向到敌舰上将造成难以置信的伤害。§!" RG_PLANET_KILLER_DESC:0 "§Y发射高能级纳米射线蒸发行星大气彻底污染星球上所有物体。以恒星级功率发射时剧烈的扰动将摧毁恒星引发超新星爆炸并污染星系中所有行星。若将能量重定向到敌舰上将造成难以置信的伤害。§!"
RG_PLANET_KILLER_ACTION:0 "§H纳米注入§!" RG_PLANET_KILLER_ACTION:0 "§H纳米注入§!"
@ -245,8 +249,14 @@
message_RG_planet_killer_killed_star_desc:0 "$RG_target_planet|Y$因遭受$RG_attacker|Y$的$RG_attacker_ship|Y$的§R恒星级功率纳米同化注入攻击而被彻底净化§!$RG_target_system|Y$恒星系被§R灰蛊风暴彻底污染§!。" message_RG_planet_killer_killed_star_desc:0 "$RG_target_planet|Y$因遭受$RG_attacker|Y$的$RG_attacker_ship|Y$的§R恒星级功率纳米同化注入攻击而被彻底净化§!$RG_target_system|Y$恒星系被§R灰蛊风暴彻底污染§!。"
message_RG_planet_killer_killed_planet_desc:0 "$RG_target_planet|Y$因遭受$RG_attacker|Y$的$RG_attacker_ship|Y$的§R纳米同化注入攻击而被彻底净化§!。" message_RG_planet_killer_killed_planet_desc:0 "$RG_target_planet|Y$因遭受$RG_attacker|Y$的$RG_attacker_ship|Y$的§R纳米同化注入攻击而被彻底净化§!。"
RG_PLANET_KILLER_SMALL:0 "§H远星之歌§!"
RG_PLANET_KILLER_SMALL_DESC:0 "§Y发射高能级纳米射线蒸发行星大气彻底污染星球上所有物体。若将能量重定向到敌舰上将造成大量伤害。§!"
RG_PLANET_KILLER_SMALL_ACTION:0 "§H纳米注入§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SMALL:0 "准备注入$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SMALL:0 "被执行了星球纳米转化"
RG_PLANET_KILLER_SP:0 "§H奇怪的试射用武器§!" RG_PLANET_KILLER_SP:0 "§H奇怪的试射用武器§!"
RG_PLANET_KILLER_SP_DESC:0 "§Y不知道发射后会发生什么的奇怪武器...被设定成只能对友军开火..?小灰要求我们帮忙试射来收集实验结果。这真的靠谱吗?§!" RG_PLANET_KILLER_SP_DESC:0 "§Y不知道发射后会发生什么的奇怪武器...被设定成只能对友军开火..?$NAME_Gray$要求我们帮忙试射来收集实验结果。这真的靠谱吗?§!"
RG_PLANET_KILLER_SP_ACTION:0 "§H试验性开火§!" RG_PLANET_KILLER_SP_ACTION:0 "§H试验性开火§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SP:0 "准备对$PLANET|Y$进行试射" FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SP:0 "准备对$PLANET|Y$进行试射"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SP:0 "被进行了物种改造" MESSAGE_DESC_FOR_RG_PLANET_KILLER_SP:0 "被进行了物种改造"
@ -254,8 +264,9 @@
RG_AUTOCONST_HANGER:0 "自动工程子个体" RG_AUTOCONST_HANGER:0 "自动工程子个体"
RG_AUTOCONST_HANGER_desc:0 "预载的工蜂工程舰可以在星系调查完成后自动建造恒星基地。" RG_AUTOCONST_HANGER_desc:0 "预载的工蜂工程舰可以在星系调查完成后自动建造恒星基地。"
RG_const_country:0 "小灰-自动工程队" RG_const_country:0 "$NAME_Gray$-自动工程队"
requires_rg_graylevel_higherthan_25:0 "§Y小灰必须达到10级§!" requires_rg_graylevel_higherthan_25:0 "§Y$NAME_Gray$必须达到10级§!"
requires_rg_graylevel_higherthan_20:0 "§Y$NAME_Gray$必须达到20级§!"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技§!$tech_juggernaut$" requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技§!$tech_juggernaut$"
rg_nothing:0 "" rg_nothing:0 ""
rg_nothing_desc:0 "" rg_nothing_desc:0 ""
@ -292,16 +303,16 @@
RG_REVIVE_COMPONENT_tooltip:0 "§H据说能够瞬间重组舰船的神奇设备。真想真正的看一眼。§!" RG_REVIVE_COMPONENT_tooltip:0 "§H据说能够瞬间重组舰船的神奇设备。真想真正的看一眼。§!"
RG_CORVETTE_CLOAKING_3:0 "§Y改装$CLOAKING_3$§!" RG_CORVETTE_CLOAKING_3:0 "§Y改装$CLOAKING_3$§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "通过小灰精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。" RG_CORVETTE_CLOAKING_3_DESC:0 "通过$NAME_Gray$精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。"
RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减 §R-10%§!" RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减 §R-10%§!"
rg_gray_army_base:0 "§Y自走纳米机器战体§!" rg_gray_army_base:0 "§Y自走纳米机器战体§!"
rg_gray_army_base_desc:0 "经过逆向工程制造出的纳米作战体复制品,只拥有有限的作战决策能力。不过仍具有巨大的威力。" rg_gray_army_base_desc:0 "经过逆向工程制造出的纳米作战体复制品,只拥有有限的作战决策能力。不过仍具有巨大的威力。"
rg_levelup_2.tooltip:0 "§Y如果我们中途中止改造项目将无法得到退款§!" rg_levelup_2.tooltip:0 "§Y如果我们中途中止改造项目将无法得到退款§!"
rg_need_manual_toggle:0 "§Y注意更改舰种后你需要手动切换一次小灰的形态§!" rg_need_manual_toggle:0 "§Y注意更改舰种后你需要手动切换一次$NAME_Gray$的形态§!"
START_SCREEN_RG_GRAY_ORIGIN:0 "在我们的文明尚且幼小的时候,小灰就被记载在我们的历史之中,伴随着稚嫩的约定。漫长的岁月过去,我们得以拥抱漫天群星。但随即我们的恒星系就被一个神秘位面的存在干涉,被强行拉到了一个遥远的星团当中,远离我们所认知的银河系,但好像不只这些...\n\n§H这是一个特殊开局你将被困在L-星团当中无法从内部开启L-星门。倘若没有其他国家从外部开启L-星门的话...就寄啦!§!" START_SCREEN_RG_GRAY_ORIGIN:0 "在我们的文明尚且幼小的时候,$NAME_Gray$就被记载在我们的历史之中,伴随着稚嫩的约定。漫长的岁月过去,我们得以拥抱漫天群星。但随即我们的恒星系就被一个神秘位面的存在干涉,被强行拉到了一个遥远的星团当中,远离我们所认知的银河系,但好像不只这些...\n\n§H这是一个特殊开局你将被困在L-星团当中无法从内部开启L-星门。倘若没有其他国家从外部开启L-星门的话...就寄啦!§!"
RG_orbital_ring:0 "§Y纳米星环防御终端§!" RG_orbital_ring:0 "§Y纳米星环防御终端§!"
RG_orbital_ring_desc:0 "" RG_orbital_ring_desc:0 ""
@ -314,8 +325,90 @@
RG_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!" RG_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!"
RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。" RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
rg_fake_dragon_desc:0 "模拟龙是在小灰的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。" rg_fake_dragon_desc:0 "模拟龙是在$NAME_Gray$的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。"
rg_timed_life_millennium:0 "§R千年魂环§!:模拟龙已经一千岁了~恭喜你。然而什么都没有发生!" rg_timed_life_millennium:0 "§R千年魂环§!:模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!:模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~" rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!:模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
RG_sim_dragon_species:0 "伪装的龙" RG_sim_dragon_species:0 "伪装的龙"
RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙" RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙"
MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§R检测到伞病毒威胁§!"
rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案:无害化处理。"
situation_rg_gray_mod1:0 "§Y$NAME_Gray$改造工程§!"
situation_rg_gray_mod1_desc:0 "由于L星团资源太缺乏$NAME_Gray$的舰体已经很久没有维护了。通过调集足够的资源$NAME_Gray$能够将母舰状态恢复到完全体。为了执行这项计划,$NAME_Gray$需要我们的工程团队的帮助。\n§R切换$NAME_Gray$形态将会导致计划失败。§!"
situation_rg_gray_mod1_stage_1:0 "§Y第一阶段基本舰体修复阶段§!"
situation_rg_gray_mod1_stage_2:0 "§Y第二阶段武器载点重构阶段§!"
situation_rg_gray_mod1_stage_3:0 "§Y第三阶段可行性验证阶段§!"
situation_rg_gray_mod1_stage_4:0 "§Y第四阶段歼星武器设计阶段§!"
situation_rg_gray_mod1_stage_5:0 "§Y第五阶段全舰纳米化设计阶段§!"
situation_rg_gray_mod1_stage_6:0 "§Y第六阶段最终试航阶段§!"
situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$"
situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$"
situation_rg_gray_mod1_stage_3_tooltip:0 "$rg_story.25.desc$"
situation_rg_gray_mod1_stage_4_tooltip:0 "$rg_story.26.desc$"
situation_rg_gray_mod1_stage_5_tooltip:0 "$rg_story.27.desc$"
situation_rg_gray_mod1_stage_6_tooltip:0 "$rg_story.28.desc$"
situation_rg_gray_mod1_monthly_change_tooltip:0 "§Y我们正在稳步推进改造项目。§!"
situation_rg_gray_mod1_finish_tooltip:0 "§Y我们的计划按部就班地顺利完成。§!"
situation_rg_gray_mod2_monthly_change_tooltip:0 "§Y我们正在稳步推进改造项目。§!"
situation_rg_gray_mod2_finish_tooltip:0 "§Y我们的计划按部就班地顺利完成。§!"
situation_rg_gray_mod1_approach_1:0 "按计划执行"
situation_rg_gray_mod1_approach_2:0 "暂停执行计划"
situation_rg_gray_mod1_approach_3:0 "放弃执行计划"
situation_rg_gray_mod1_approach_1_tooltip:0 "§G我们的项目将会按计划按部就班执行。§!"
situation_rg_gray_mod1_approach_2_tooltip:0 "§Y迫于外部压力我们需要暂缓执行改造项目。§!"
situation_rg_gray_mod1_approach_3_tooltip:0 "§R我们遇到了使计划难以为继的困难不得不暂时中止计划等待下一个时机。§!"
situation_rg_gray_mod1_stage_1_booster_tooltip:0 "§G我们的项目获得了额外预算§!"
situation_rg_gray_mod1_stage_2_booster_tooltip:0 "§G我们的工程团队被指派帮助改造项目§!"
situation_rg_gray_mod1_stage_3_booster_tooltip:0 "§R由于我们的计划缺少预算项目团队只能用想象力来弥补不足§!"
situation_rg_gray_mod1_stage_5_booster_tooltip:0 "§G我们的物理团队被指派帮助改造项目§!"
situation_rg_gray_mod1_stage_6_booster_tooltip:0 "§Y我们需要实际开始执行改造项目§!"
situation_rg_gray_mod2_stage_1_booster_tooltip:0 "§G我们的科研团队被指派帮助改造项目§!"
situation_rg_gray_mod2_stage_2_booster_tooltip:0 "§G我们的项目获得了额外预算§!"
situation_rg_gray_mod2_stage_3_booster_tooltip:0 "§G我们的项目被批准建造试验船§!"
situation_rg_gray_mod2:0 "§Y$NAME_Gray$旗舰改造工程§!"
situation_rg_gray_mod2_desc:0 "我们的科学家相信,随着我们对$NAME_Gray$舰体和科技的研究成果的积累,我们能够设计一种巨型的旗舰舰体。如果取得成功,$NAME_Gray$母舰将获得足以匹敌堕落帝国的战斗力。为了这项伟大的项目,我们需要调集巨量的资源。一旦资源准备妥当,项目可以立即开始\n§H这是一项长期工程因此切换$NAME_Gray$形态不会导致计划失败。§!"
situation_rg_gray_mod2_stage_1:0 "§Y第一阶段基本力学验证阶段§!"
situation_rg_gray_mod2_stage_2:0 "§Y第二阶段纳米构成研究阶段§!"
situation_rg_gray_mod2_stage_3:0 "§Y第三阶段工程场地建设阶段§!"
situation_rg_gray_mod2_stage_4:0 "§Y第四阶段反应堆稳定研究阶段§!"
situation_rg_gray_mod2_stage_5:0 "§Y第五阶段主武器载点设计阶段§!"
situation_rg_gray_mod2_stage_6:0 "§Y第六阶段舱室布局设计阶段§!"
situation_rg_gray_mod2_stage_7:0 "§Y第七阶段舰体龙骨铺设阶段§!"
situation_rg_gray_mod2_stage_8:0 "§Y第八阶段舰体主结构铺设阶段§!"
situation_rg_gray_mod2_stage_9:0 "§Y第九阶段超空间引擎验证阶段§!"
situation_rg_gray_mod2_stage_10:0 "§Y第十阶段子系统吊装阶段§!"
situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段全舰纳米化设计阶段§!"
situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段最终试航阶段§!"
situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段居住区划设计阶段§!"
situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段主宰船坞铺设阶段§!"
situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$"
situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$"
situation_rg_gray_mod2_stage_3_tooltip:0 "$rg_story.32.desc$"
situation_rg_gray_mod2_stage_4_tooltip:0 "$rg_story.33.desc$"
situation_rg_gray_mod2_stage_5_tooltip:0 "$rg_story.34.desc$"
situation_rg_gray_mod2_stage_6_tooltip:0 "$rg_story.35.desc$"
situation_rg_gray_mod2_stage_7_tooltip:0 "$rg_story.36.desc$"
situation_rg_gray_mod2_stage_8_tooltip:0 "$rg_story.37.desc$"
situation_rg_gray_mod2_stage_9_tooltip:0 "$rg_story.38.desc$"
situation_rg_gray_mod2_stage_10_tooltip:0 "$rg_story.39.desc$"
situation_rg_gray_mod2_stage_11_tooltip:0 "$rg_story.40.desc$"
situation_rg_gray_mod2_stage_12_tooltip:0 "$rg_story.41.desc$"
situation_rg_gray_mod2_stage_13_tooltip:0 "$rg_story.42.desc$"
situation_rg_gray_mod2_stage_14_tooltip:0 "$rg_story.43.desc$"
rg_gray_mod2_stage1_project:0 "§Y指派首席科学家帮助改造项目§!"
rg_gray_mod2_stage1_project_desc:0 "为了加快$NAME_Gray$改造项目进度,我们需要指派我们的科学家研究这个项目。嗯,就是这样。"
rg_gray_mod2_stage4_project:0 "$rg_gray_mod2_stage1_project$"
rg_gray_mod2_stage4_project_desc:0 "$rg_gray_mod2_stage1_project_desc$"

View File

@ -1,10 +1,12 @@
l_simp_chinese: l_simp_chinese:
RG_armed_constructor_ship:0 "§Y灰风工程舰§!" RG_armed_constructor_ship:0 "§Y$NAME_Gray$工程舰§!"
RG_armed_constructor_ship_plural:0 "§Y灰风工程舰§!" RG_armed_constructor_ship_plural:0 "§Y$NAME_Gray$工程舰§!"
RG_armed_science_ship:0 "§Y灰风科学舰§!" RG_armed_science_ship:0 "§Y$NAME_Gray$科学舰§!"
RG_armed_science_ship_plural:0 "§Y灰风科学舰§!" RG_armed_science_ship_plural:0 "§Y$NAME_Gray$科学舰§!"
RG_armed_transport_ship:0 "§Y灰风压制舰§!" RG_armed_transport_ship:0 "§Y$NAME_Gray$压制舰§!"
RG_armed_transport_ship_plural:0 "§Y灰风压制舰§!" RG_armed_transport_ship_plural:0 "§Y$NAME_Gray$压制舰§!"
RG_armed_colony_ship:0 "§Y$NAME_Gray$殖民舰§!"
RG_armed_colony_ship_plural:0 "§Y$NAME_Gray$殖民舰§!"
RG_graygoo_interdictor:0 "§Y纳米机器拦截舰§!" RG_graygoo_interdictor:0 "§Y纳米机器拦截舰§!"
RG_graygoo_interdictor_plural:0 "§Y纳米机器拦截舰§!" RG_graygoo_interdictor_plural:0 "§Y纳米机器拦截舰§!"
RG_graygoo_Arsenal:0 "§Y纳米机器武库舰§!" RG_graygoo_Arsenal:0 "§Y纳米机器武库舰§!"
@ -22,15 +24,16 @@
RG_orbital_ring_tier_1:0 "§Y纳米星环防御终端§!" RG_orbital_ring_tier_1:0 "§Y纳米星环防御终端§!"
RG_orbital_ring_tier_1_plural:0 "§B纳米机器主宰舰§!" RG_orbital_ring_tier_1_plural:0 "§B纳米机器主宰舰§!"
RG_gray_warship_key:0 "§Y灰风船体§!" RG_gray_warship_key:0 "§Y$NAME_Gray$船体§!"
RG_gray_warship_base_key:0 "§Y灰风船体§!" RG_gray_warship_base_key:0 "§Y$NAME_Gray$船体§!"
RG_gray_capitalship_key:0 "§Y灰风旗舰船体§!" RG_gray_capitalship_key:0 "§Y$NAME_Gray$旗舰船体§!"
# Fleet names # Fleet names
NAME_RG_GRAY_scienceship:0 "纳米机器科研单元" NAME_RG_GRAY_scienceship:0 "纳米机器科研单元"
NAME_Gray_Warship_base:0 "略有磨损的纳米机器个体" NAME_Gray_Warship_base:0 "略有磨损的纳米机器个体"
NAME_Gray_Warship:0 "纳米机器个体" NAME_Gray_Warship:0 "纳米机器个体"
NAME_Gray_Warship_rg:0 "$NAME_Gray_Warship$"
NAME_gray_capitalship:0 "纳米机器终端核心" NAME_gray_capitalship:0 "纳米机器终端核心"
NAME_gray_juggernautship:0 "纳米机器中央处理核心" NAME_gray_juggernautship:0 "纳米机器中央处理核心"
NAME_RG_GRAY_constructor:0 "纳米机器工造单元" NAME_RG_GRAY_constructor:0 "纳米机器工造单元"
@ -53,7 +56,8 @@
RG_RG_ORBITAL_RING_TIER_1_STARBASE:0 "风暴之眼" RG_RG_ORBITAL_RING_TIER_1_STARBASE:0 "风暴之眼"
NAME_RG_Nanite_Starbase:0 "灰色浪潮" NAME_RG_Nanite_Starbase:0 "灰色浪潮"
NAME_RG_armed_transport_ship:0 "纳米机器压制单元" NAME_RG_armed_transport_ship:0 "纳米机器压制单元"
NAME_RG_TESTSHIP:0 "§B星海级试验单元§!" NAME_RG_armed_colony_ship:0 "纳米机器模拟单元"
NAME_RG_TESTSHIP:0 "§B星海-试验单元§!"
NAME_RG_Nanite_Dragon:0 "§Y模拟模拟龙§!" NAME_RG_Nanite_Dragon:0 "§Y模拟模拟龙§!"
Name_rg_fake_dragon:0 "§Y模拟龙§!" Name_rg_fake_dragon:0 "§Y模拟龙§!"
NAME_RG_FAKE_Dragon:0 "龙之幼体" NAME_RG_FAKE_Dragon:0 "龙之幼体"