迁移No.128 更新于:5 月 23 日 上午 10:33上git

This commit is contained in:
FA507RM-KALOSPA\Kalo 2023-05-23 11:11:33 +08:00
parent b9da8b88ab
commit 348fd5569e
104 changed files with 31920 additions and 3038 deletions

3
.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml

9
.idea/Real Gray.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager">
<output url="file://$PROJECT_DIR$/out" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/Real Gray.iml" filepath="$PROJECT_DIR$/.idea/Real Gray.iml" />
</modules>
</component>
</project>

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Real Gray.iml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="WEB_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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version="2.6.*"
tags={
"Balance"
"Military"
"Events"
"Spaceships"
"Leaders"
}
picture="thumbnail.png"
name="Real Gray"
supported_version="2.6.1"
path="C:\Users\Administrator\Documents\Paradox Interactive\Stellaris\mod\Real Gray"
remote_file_id="2025397330"

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# Gray Nanite Army
gray_army = {
damage = 30.0
health = 54.0
has_morale = no
morale_damage = 18.0
collateral_damage = 15.0
war_exhaustion = 12.0
time = 5
resources = {
category = armies
produces = {
energy = 1
}
}
has_species = no
icon_frame = 11
potential = {
always = no
}
}

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utility_component_template = {
key = "SMALL_GRAY_MIX_ARMOR"
size = small
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = -45
modifier = {
ship_armor_add = 120
ship_hull_add = 80
ship_shield_add = 120
ship_shield_regen_add_static = 3
}
resources = {
category = ship_components
cost = {
alloys = 15
}
upkeep = {
energy = 0.2
alloys = 0.8
}
}
}
utility_component_template = {
key = "MEDIUM_GRAY_MIX_ARMOR"
size = medium
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = 0
power = -100
modifier = {
ship_armor_add = 400
ship_hull_add = 360
ship_shield_add = 320
ship_shield_regen_add_static = 6
}
resources = {
category = ship_components
cost = {
alloys = 20
}
upkeep = {
energy = 0.8
alloys = 1.2
}
}
}
utility_component_template = {
key = "LARGE_GRAY_MIX_ARMOR"
size = large
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = 0
power = -180
modifier = {
ship_armor_add = 960
ship_hull_add = 960
ship_shield_add = 600
ship_shield_regen_add_static = 9
}
resources = {
category = ship_components
cost = {
alloys = 35
}
upkeep = {
energy = 1.2
alloys = 2
}
}
}

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weapon_component_template = {
key = "LARGE_GRAY_WEAPON_LANCE"
size = large
entity = "invisible_turret_entity"
type = instant
hidden = yes
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
damage = { min = 120 max = 960 }
windup = { min = 1 max = 5 }
total_fire_time = 45
range = 110.0
accuracy = 0.85
shield_penetration = 0.5
armor_damage = 1.5
tracking = 0.40
projectile_gfx = "gatebuilder_lance_weapon"
tags = { weapon_type_energy }
}
weapon_component_template = {
key = "GG_BEAM_STATIC_EX"
size = titanic
entity = "invisible_turret_entity"
type = instant
prio_projectile = yes
hidden = yes
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
firing_arc = 15.0
min_range = 30.0
static_rotation = yes
tags = { weapon_type_energy }
projectile_gfx = "gatebuilder_titan_weapon_ex"
}

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ship_section_template = {
key = "gray_warship_key"
ship_size = graygoo_mothership
fits_on_slot = mid
entity = "gatebuilder_01_mothership_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 = "titan_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_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 = "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 = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 16
aux_utility_slots = 5
}

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###################
# Governor Traits #
###################
leader_trait_governor_gray = {
cost = 0
modification = no
icon = "gfx/interface/icons/traits/leader_traits/leader_trait_psionic_chosen_one.dds"
immortal_leaders = yes
modifier = {
planet_buildings_cost_mult = -0.8
planet_building_build_speed_mult = 1
planet_jobs_energy_produces_mult = 1
planet_jobs_minerals_produces_mult = 1
deposit_blockers_cost_mult = -0.8
planet_clear_blocker_time_mult = -0.8
planet_jobs_engineering_research_produces_mult = 1
planet_jobs_physics_research_produces_mult = 1
planet_jobs_society_research_produces_mult = 1
planet_jobs_alloys_research_produces_mult = 1
}
leader_trait = { governor }
leader_class = { governor }
initial = no
randomized = no
}

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version="2.6.*"
tags={
"Balance"
"Military"
"Events"
"Spaceships"
"Leaders"
}
name="Real Gray"
supported_version="2.6.1"
remote_file_id="2030672483"

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projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_lance_weapon"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity"
#beam specific data
width = 2.0
texture_scroll_speed = 2.5
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 2.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.1
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_titan_weapon_ex"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
}
duration = 3.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}

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l_english:
#################################
LARGE_GRAY_WEAPON_LANCE:0 "Gray Energy lance"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "a weapon made of ancient gate builder tech,we know nothing about how it works."
LARGE_GRAY_MIX_ARMOR:0 "Gray Energy Mix armor"
LARGE_GRAY_MIX_ARMOR_DESC:0 "a armor uses highly integrated design,with energy circulating on the surface.we know nothing about how it works."

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l_simp_chinese:
###############################
LARGE_GRAY_WEAPON_LANCE:0 "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_MIX_ARMOR:0 "能量装甲"
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。"

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# Gray Nanite Army
gray_army = {
damage = 30.0
health = 104.0
has_morale = no
morale_damage = 18.0
collateral_damage = 15.0
war_exhaustion = 12.0
time = 5
resources = {
category = armies
produces = {
energy = 1
}
}
has_species = no
icon = GFX_army_type_machine_assault
potential = {
always = no
}
}
# Gray Nanite Army
rg_gray_army_base = {
damage = 10.0
health = 18.0
has_morale = no
morale_damage = 6.0
collateral_damage = 5.0
war_exhaustion = 4.0
prerequisites = { "tech_gray_army_7" }
time = 180
resources = {
category = armies
cost = {
alloys = 800
}
produces = {
energy = 1
}
}
has_species = no
icon = GFX_army_type_machine_assault
potential_country = {
}
}

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rg_ap_nantiematter = {
on_enabled = {
custom_tooltip = "rg_ap_nantiematter_tooltip"
add_research_option = tech_gray_weapon_lance_1
}
possible = {
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
has_technology = tech_lgate_activation
can_research_technology = tech_lgate_activation
}
NOT = {
has_ascension_perk = rg_nantiematter
}
}
potential = {
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
is_ai = no
}
ai_weight = {
factor = 0
}
}

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#example = {
# # root = fleet
# trigger = {
# always = yes
# }
#
# icon_frame = 1 # This is the frame for the shared icon file, will also need a GFX_fleet_order_button_ground_support_NAME entry
# default = yes # Is this the default stance that new fleets will use?
#
# stop_when_armies_dead = yes # Will this stance continue to bombard planets where all defensive armies are dead? default = no
# abduct_pops = no # Will this stance attempt to abduct pops to your own planets instead of killing them? default = no
#
# planet_damage = 0.5 # General scale of damage to planet, default = 1.0
# army_damage = 1.0 # General scale of damage to armies, default = 1.0
#
# kill_pop_chance = { # Chance that a pop is killed when planetary damage reaches 100%, default = 0
# base = 0.25
# }
# min_pops_to_kill_pop = 8 # Will not kill/abduct pops if pops <= this number already, default = 0. Doesn't work for nations that doesn't have diplomatic wars!
#
# # root = fleet
# # from = planet
# ai_weight = {
# weight = 1
# }
#}
graygoo = {
trigger = {
owner = {
has_country_flag = gray_owner
}
}
icon_frame = 3
default = no
stop_when_armies_dead = no
abduct_pops = no
planet_damage = 100.0
army_damage = 2.0
kill_pop_chance = {
base = 3.0
}
min_pops_to_kill_pop = 0
# root = fleet
# from = planet
ai_weight = {
weight = 0
}
}

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

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weapon_type_rg_sp
weapon_type_rg_jumpdrive
weapon_type_rg_clocking_comp
weapon_type_rg_thruster
weapon_type_rg_sensor
weapon_type_rg_halo
weapon_type_rg_aux
weapon_type_rg_computer
weapon_type_rg_secondary
weapon_type_rg_torpedoe
weapon_type_rg_main
weapon_type_rg_armor

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utility_component_template = {
key = "RG_Interdictor_FISSION_REACTOR"
size = small
icon = "GFX_ship_part_reactor_1"
icon_frame = 1
power = 1550
resources = {
category = ship_components
cost = {
alloys = 80
}
upkeep = {
energy = 0.80
alloys = 0.08
}
}
prerequisites = { "tech_fission_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "RG_Interdictor_FUSION_REACTOR"
ai_weight = {
weight = 1
}
}
utility_component_template = {
key = "RG_Interdictor_FUSION_REACTOR"
size = small
icon = "GFX_ship_part_reactor_2"
icon_frame = 1
power = 1720
resources = {
category = ship_components
cost = {
alloys = 104
}
upkeep = {
energy = 1.04
alloys = 0.104
}
}
prerequisites = { "tech_fusion_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "RG_Interdictor_COLD_FUSION_REACTOR"
ai_weight = {
weight = 2
}
}
utility_component_template = {
key = "RG_Interdictor_COLD_FUSION_REACTOR"
size = small
icon = "GFX_ship_part_reactor_3"
icon_frame = 1
power = 1950
resources = {
category = ship_components
cost = {
alloys = 136
}
upkeep = {
energy = 1.35
alloys = 0.135
}
}
prerequisites = { "tech_cold_fusion_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "RG_Interdictor_ANTIMATTER_REACTOR"
ai_weight = {
weight = 3
}
}
utility_component_template = {
key = "RG_Interdictor_ANTIMATTER_REACTOR"
size = small
icon = "GFX_ship_part_reactor_4"
icon_frame = 1
power = 2250
resources = {
category = ship_components
cost = {
alloys = 176
}
upkeep = {
energy = 1.76
alloys = 0.176
}
}
prerequisites = { "tech_antimatter_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "RG_Interdictor_ZERO_POINT_REACTOR"
ai_weight = {
weight = 4
}
}
utility_component_template = {
key = "RG_Interdictor_ZERO_POINT_REACTOR"
size = small
icon = "GFX_ship_part_reactor_5"
icon_frame = 1
power = 2550
resources = {
category = ship_components
cost = {
alloys = 196
}
upkeep = {
energy = 2.29
alloys = 0.229
}
}
prerequisites = { "tech_zero_point_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor }
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR"
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_Mothership_ZERO_POINT_REACTOR"
size = small
icon = "GFX_ship_part_reactor_5"
icon_frame = 1
power = 5000
resources = {
category = ship_components
cost = {
alloys = 224
}
upkeep = {
energy = 2.29
alloys = 0.229
}
}
prerequisites = { "tech_zero_point_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_mothership }
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR"
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_Interdictor_DARK_MATTER_REACTOR"
size = small
icon = "GFX_ship_part_dark_matter_power_core"
icon_frame = 1
power = 3000
resources = {
category = ship_components
cost = {
alloys = 296
sr_dark_matter = 8
}
upkeep = {
energy = 2.98
alloys = 0.298
}
}
prerequisites = { "tech_dark_matter_power_core" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 6
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
}
}
}
utility_component_template = {
key = "RG_Mothership_DARK_MATTER_REACTOR"
size = small
icon = "GFX_ship_part_dark_matter_power_core"
icon_frame = 1
power = 6000
resources = {
category = ship_components
cost = {
alloys = 296
sr_dark_matter = 8
}
upkeep = {
energy = 2.98
alloys = 0.298
}
}
prerequisites = { "tech_dark_matter_power_core" }
component_set = "power_core"
size_restriction = { RG_graygoo_mothership }
ai_weight = {
weight = 6
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
}
}
}
utility_component_template = {
key = "RG_Arsenal_FISSION_REACTOR"
size = small
icon = "GFX_ship_part_reactor_1"
icon_frame = 1
power = 500
resources = {
category = ship_components
cost = {
alloys = 80
}
upkeep = {
energy = 0.80
alloys = 0.08
}
}
component_set = "power_core"
size_restriction = { RG_graygoo_Arsenal }
ai_weight = {
weight = 1
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_1"
size = small
icon = "GFX_ship_part_thruster_1"
icon_frame = 1
power = @battleship_power_1
resources = {
category = ship_components
cost = {
alloys = 80
}
}
modifier = {
}
prerequisites = { "tech_thrusters_1" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_2"
ai_weight = {
weight = 1
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_2"
size = small
icon = "GFX_ship_part_thruster_2"
icon_frame = 1
power = @battleship_power_2
resources = {
category = ship_components
cost = {
alloys = 107
}
}
modifier = {
ship_base_speed_mult = 0.25
ship_evasion_add = 2
}
prerequisites = { "tech_thrusters_2" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_3"
ai_weight = {
weight = 2
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_3"
size = small
icon = "GFX_ship_part_thruster_3"
icon_frame = 1
power = @battleship_power_3
resources = {
category = ship_components
cost = {
alloys = 136
}
}
modifier = {
ship_base_speed_mult = 0.50
ship_evasion_add = 4
}
prerequisites = { "tech_thrusters_3" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_4"
ai_weight = {
weight = 3
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_4"
size = small
icon = "GFX_ship_part_thruster_4"
icon_frame = 1
power = @battleship_power_4
resources = {
category = ship_components
cost = {
alloys = 176
}
}
modifier = {
ship_base_speed_mult = 0.75
ship_evasion_add = 6
}
prerequisites = { "tech_thrusters_4" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_5"
ai_weight = {
weight = 4
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_5"
size = small
icon = "GFX_ship_part_thruster_5"
icon_frame = 1
power = @battleship_power_5
resources = {
category = ship_components
cost = {
alloys = 176
sr_dark_matter = 8
}
}
modifier = {
ship_base_speed_mult = 1.25
ship_evasion_add = 8
}
prerequisites = { "tech_dark_matter_propulsion" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
}
}
}
####################
#原版部件
####################
weapon_component_template = { # World Cracker
key = "RG_PLANET_KILLER_CRACKER"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_cracker" }
icon = GFX_ship_part_world_cracker
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_CRACKER"
planet_destruction_gfx = "shatter_planet_gfx"
}
weapon_component_template = { # Pacifier
key = "RG_PLANET_KILLER_SHIELDER"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_shielder" }
icon = GFX_ship_part_global_pacifier
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_SHIELDER"
planet_destruction_gfx = "global_pacifier_gfx"
}
weapon_component_template = { # Neutron Beam
key = "RG_PLANET_KILLER_NEUTRON"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_neutron" }
icon = GFX_ship_part_neutron_sweep
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_NEUTRON"
planet_destruction_gfx = "neutron_planet_gfx"
}
weapon_component_template = { # God Ray
key = "RG_PLANET_KILLER_GODRAY"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_godray" }
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_GODRAY"
planet_destruction_gfx = "god_ray_gfx"
}
weapon_component_template = { # Nanobot Assimilation
key = "RG_PLANET_KILLER_NANOBOTS"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_nanobots" }
icon = GFX_ship_part_nanobot_diffuser
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_NANOBOTS"
planet_destruction_gfx = "assimilation_nanobots_gfx"
}
weapon_component_template = { # Deluge
key = "RG_PLANET_KILLER_DELUGE"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
valid_for_country = {
has_ascension_perk = ap_hydrocentric
}
icon = GFX_ship_part_deluge
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
component_set = "PLANET_KILLER_DELUGE"
planet_destruction_gfx = "planet_deluge_gfx"
ai_weight = {
factor = 10
}
}
#weapon_component_template = {
# key = "RG_PLANET_KILLER_STAR_CRACKER"
# size = planet_killer
# type = planet_killer
# use_ship_kill_target = no
# can_destroy_stars = yes
#
# prerequisites = { "tech_btc_1" }
#
# icon = GFX_ship_part_nanobot_diffuser
# icon_frame = 1
#
# size_restriction = { RG_graygoo_Buff }
# component_set = "PLANET_KILLER_STAR_CRACKER"
#
# planet_destruction_gfx = "star_destroyer_effect_gfx"
#}
####################
#舰R部件
####################
utility_component_template = {
key = "RG_ID_wsg_alpha_REACTOR"
size = small
icon = "GFX_ship_part_wsg_alpha_REACTOR"
icon_frame = 1
power = 4800
resources = {
category = ship_components
cost = {
sr_alpha = 24
alloys = 120
}
upkeep = {
energy = 0.8
alloys = 0.5
}
}
prerequisites = { "tech_wsg_alpha_power" }
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_WSG"
size = small
icon = "GFX_ship_part_thruster_wsg"
icon_frame = 1
power = -300
resources = {
category = ship_components
cost = {
sr_alpha = 6
alloys = 100
sr_dark_matter = 8
}
}
modifier = {
ship_base_speed_mult = 1.35
ship_evasion_add = 12
}
prerequisites = { "tech_wsg_alpha_propulsion" }
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
modifier = {
factor = 0.0
has_monthly_income = { resource = sr_dark_matter value <= 0 }
}
}
}
utility_component_template = {
key = "RG_ID_sh_senergy_REACTOR"
size = small
icon = "GFX_ship_part_sh_senergy_REACTOR"
icon_frame = 1
power = 4500
resources = {
category = ship_components
cost = {
sr_se = 20
}
upkeep = {
energy = 0.5
alloys = 0.5
}
}
prerequisites = {
"tech_sh_senergy_reactor"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_SH"
size = small
icon = "GFX_ship_part_thruster_sh"
icon_frame = 1
power = -300
resources = {
category = ship_components
cost = {
alloys = 100
sr_se = 12
}
}
modifier = {
ship_base_speed_mult = 1.3
ship_evasion_add = 17
}
prerequisites = {
"tech_sh_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
modifier = {
factor = 0
has_monthly_income = {
resource = sr_se
value <= 0
}
}
}
}
utility_component_template = {
key = "RG_ID_wsg_senergy_REACTOR"
size = small
icon = "GFX_ship_part_wsg_senergy_REACTOR"
icon_frame = 1
power = 4500
resources = {
category = ship_components
cost = {
sr_se = 20
}
upkeep = {
energy = 0.5
alloys = 0.5
}
}
prerequisites = {
"tech_wsg_senergy_reactor"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_ID_WSG_SENERGY_SHIP_THRUSTER"
size = small
icon = "GFX_ship_part_wsg_senergy_thruster"
icon_frame = 1
power = -300
resources = {
category = ship_components
cost = {
alloys = 100
sr_se = 12
}
}
modifier = {
ship_base_speed_mult = 1.3
ship_evasion_add = 17
}
prerequisites = {
"tech_wsg_senergy_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
ai_weight = {
weight = 5
modifier = {
factor = 0
has_monthly_income = {
resource = sr_se
value <= 0
}
}
}
}
#######################################
# Science Ships and Observation Posts #
#######################################
# These go in a unique ship component slot and are automatically
# equipped when the relevant technology is researched.
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_EMPTY"
size = small
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
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}
prerequisites = { }
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_1"
ai_weight = {
weight = 1
}
}
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_1"
size = small
icon = "GFX_ship_part_cloak_1"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 1
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
}
modifier = {
ship_shield_reduction = 1
}
}
custom_tooltip = "CLOAKING_1_TOOLTIP"
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}
prerequisites = { "tech_cloaking_1" }
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_2"
ai_weight = {
weight = 5
}
}
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_2"
size = small
icon = "GFX_ship_part_cloak_2"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 2
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
}
modifier = {
ship_shield_reduction = 1
}
}
custom_tooltip = "CLOAKING_2_TOOLTIP"
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}
prerequisites = { "tech_cloaking_2" }
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_3"
ai_weight = {
weight = 10
}
}
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_3"
size = small
icon = "GFX_ship_part_cloak_3"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 3
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
}
modifier = {
ship_shield_reduction = 1
}
}
custom_tooltip = "CLOAKING_3_TOOLTIP"
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}
prerequisites = { "tech_cloaking_3" }
component_set = "science_cloaking_components"
upgrades_to = "RG_CIENCE_CLOAKING_DARK_MATTER"
ai_weight = {
weight = 15
}
}
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_DARK_MATTER"
size = small
icon = "GFX_ship_part_cloak_dark_matter"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 4
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
}
modifier = {
ship_shield_reduction = 0.5
}
}
custom_tooltip = "CLOAKING_DARK_MATTER_TOOLTIP"
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}
prerequisites = { "tech_cloaking_dark_matter" }
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_PSI"
ai_weight = {
weight = 20
}
}
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_PSI"
size = small
icon = "GFX_ship_part_cloak_psi"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 5
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
has_non_psionic_shields = yes
}
modifier = {
ship_shield_reduction = 1
}
}
custom_tooltip = "CLOAKING_PSI_TOOLTIP"
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}
prerequisites = { "tech_cloaking_psi" }
component_set = "science_cloaking_components"
ai_weight = {
weight = 25
}
}

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#歼星武器
weapon_component_template = {
key = "RG_PLANET_KILLER_SP"
size = planet_killer
type = planet_killer
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间
firing_arc = 25.0
resources = {
category = ship_components
cost = {
alloys = 2000
nanites = 50
}
}
power = -1000
damage = { min = 35 max = 350 } #伤害
windup = { min = 32 max = 64 } #冷却
size_damage_factor = 10.0
hull_damage = 10.0 #船体伤害
shield_damage = 10.0 #护盾伤害
armor_damage = 10.0 #装甲伤害
shield_penetration = 10.0 #护盾穿透
armor_penetration = 10.0 #装甲穿透
tracking = 1.00 #追踪
range = 800.00 #范围
accuracy = 1.00 #命中
tags = { weapon_type_rg_main weapon_type_energy }
size_restriction = { RG_graygoo_capitalship RG_graygoo_mothership }
component_set = "RG_PLANET_KILLER"
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0
}
}
# 重组仪
utility_component_template = {
key = "RG_revive_component"
size = aux
icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1
power = 0
component_set = "RG_REVIVE_COMPONENT"
custom_tooltip = "RG_REVIVE_COMPONENT_tooltip"
hidden = yes
modifier = {
ship_emergency_ftl_mult = 10 #舰船紧急超光速受损风险+1000%
}
ship_limit = 1
ai_weight = {
weight = 0
}
}

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RG_gray_friendly = {
show_in_contacts_list = no
minimalist_contacts_list_profile = yes
share_communications = yes
default_ships = no
government = no
uses_origins = no
share_survey_data = yes
needs_survey = no
observable = yes
ai = {
enabled = no
}
faction = {
hostile = no
needs_border_access = no
generate_borders = no
needs_colony = no
auto_delete = no
}
custom_diplomacy = yes
modules = {
basic_technology_module = {}
exclusive_diplomacy_module = {
contact_rule = on_action_only
}
}
}

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RG_gray_friendly = {
show_in_contacts_list = no
minimalist_contacts_list_profile = yes
share_communications = yes
default_ships = no
government = no
uses_origins = no
share_survey_data = yes
needs_survey = no
observable = yes
ai = {
enabled = no
}
faction = {
hostile = no
needs_border_access = no
generate_borders = no
needs_colony = no
auto_delete = no
}
custom_diplomacy = yes
modules = {
basic_technology_module = {}
exclusive_diplomacy_module = {
contact_rule = on_action_only
}
}
}

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# 星环基地 1
ship_design = {
name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE"
ship_size = RG_orbital_ring_tier_1
section = {
template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
slot = "core"
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 = "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 = "TORPEDO_05" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" }
component = { 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 = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_COMBAT_COMPUTER_COLOSSUS"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
}
# Factory
ship_design = {
name = "NAME_RG_Nanite_Starbase"
ship_size = starbase_starfortress
is_event_design = yes
section = {
template = "RG_nanite_factory_key"
slot = "mid"
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 = "TORPEDO_05"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_06"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_07"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_08"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_09"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_10"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_11"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_12"
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_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_07"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_08"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_09"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_11"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_12"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_13"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_14"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_15"
template = "RG_FIGHTER_HANGAR_BEAM"
}
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 = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "TITAN_ANTIMATTER_REACTOR"
required_component = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
}

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# 星海试验船
ship_design = {
name = "RG_COLOSSUS_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_COLOSSUS_interdictor_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SP"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "LARGE_UTILITY_5"
template = ""
}
component = {
slot = "LARGE_UTILITY_6"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = ""
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
}
# 星海纸船
ship_design = {
name = "RG_Buff_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_Buff_interdictor_key"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_revive_component"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = ""
required_component = ""
}
# Nanite Dragon
ship_design = {
name = "NAME_RG_FAKE_Dragon"
ship_size = nanite_space_dragon_baby
is_event_design = yes
section = {
template = "nanite_space_dragon_baby_key"
slot = "mid"
component = {
slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "SECONDARY_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_05"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_06"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_07"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_08"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "TERTIARY_GUN_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY"
}
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 = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ARMOR_BOOSTER"
}
}
required_component="GUARDIAN_DRIVE"
required_component="RG_COMBAT_COMPUTER_battle"
required_component="GUARDIAN_PROPULSION"
required_component="GUARDIAN_SENSORS"
}

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origin_rg_gray = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_fratricide.dds"
picture = GFX_evt_ship_in_orbit_2
flags = { origin_rg_gray }
non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects"
advanced_start = yes
random_weight = {
base = 0
}
}

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RG_orbital_ring = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
alloys = 1000
influence = 50
}
}
construction_blocks_and_blocked_by = none
potential = { has_technology = tech_gray_noway }
possible = {
exists = starbase
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
}
placement_rules = {
planet_possible = {
custom_tooltip = {
fail_text = "requires_surveyed_planet"
is_surveyed = { # prevent leaking habitability information
who = prev.from
status = yes
}
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes }
}
custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring"
# is_colony = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
}
custom_tooltip = {
fail_text = "requires_not_hostile_or_primitive"
NOR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
custom_tooltip = {
fail_text = "requires_no_existing_megastructure"
#can_build_megastructure_on_planet = yes
NOR = {
has_planet_flag = megastructure
AND = {
has_planet_flag = has_megastructure
# Special exception so you can build an orbital ring even if you have MSI's warship as a habitat.
NOT = {
has_planet_flag = has_payback_habitat
}
}
has_planet_flag = ruined_orbital_ring_planet
solar_system = {
has_star_flag = ring_world_built
}
is_artificial = yes
}
}
custom_tooltip = {
fail_text = "requires_no_orbital_debris"
NOR = {
has_planet_flag = has_orbital_debris
}
}
if = {
limit = {
from = { is_ai = yes }
}
num_pops >= 25
}
}
}
# root = system
# from = country
ai_weight = {
factor = 5
modifier = {
factor = 3
solar_system = {
exists = owner
is_same_value = owner.capital_scope.solar_system
}
}
modifier = {
factor = 2
any_neighbor_system = {
exists = owner
is_same_value = owner.capital_scope.solar_system
}
}
modifier = {
factor = 0.1
any_neighbor_system = {
exists = owner
owner = { NOT = { is_same_value = from } }
}
}
modifier = {
factor = 3
any_system_colony = {
num_pops >= 50
NOT = { exists = orbital_defence }
}
}
}
on_build_start = {}
on_build_cancel = {}
on_build_complete = {
fromfrom.planet = {
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = { has_orbital_station = yes }
orbital_station = {
dismantle = yes
}
}
create_starbase = {
size = orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = { }
}
}
remove_megastructure = fromfrom
from = {
country_event = { id = tutorial.2121 }
}
}
}
orbital_ring_ruined = {
entity = "orbital_ring_01_destroyed_entity"
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
scales_with_planet = yes
potential = { always = no }
is_ruined_orbital_ring = yes
}
orbital_ring_restored = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
alloys = 500
influence = 50
}
}
upgrade_from = { orbital_ring_ruined }
possible = {
from = { has_technology = tech_orbital_ring_tier_1 }
custom_tooltip = {
fail_text = "requires_outpost"
exists = starbase
}
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
any_system_planet = {
has_planet_flag = ruined_orbital_ring_planet
NOT = { has_anomaly = yes }
}
}
custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring"
any_system_colony = {
has_planet_flag = ruined_orbital_ring_planet
is_colony = yes
exists = owner
exists = controller
owner = { is_same_value = from }
controller = { is_same_value = from }
}
}
}
on_build_start = {}
on_build_cancel = {}
on_build_complete = {
random_system_planet = {
limit = { has_planet_flag = ruined_orbital_ring_planet }
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = { has_orbital_station = yes }
orbital_station = {
dismantle = yes
}
}
create_starbase = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = { }
}
}
every_system_ambient_object = {
limit = {
OR = {
is_ambient_object_type = medium_debris_01_object
is_ambient_object_type = medium_debris_02_object
}
distance = {
source = fromfrom
max_distance <= 100
same_solar_system = yes
}
}
destroy_ambient_object = this
}
remove_megastructure = fromfrom
from = {
country_event = { id = tutorial.2121 }
}
}
}

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on_custom_diplomacy = {
events = {
graygoo.505
rg_graygoo.500
rg_graygoo.501
rg_graygoo.502
rg_graygoo.503
rg_graygoo.504
rg_graygoo.505
}
}
# Triggers when ground combat starts
# This = planet
# From = country attacking
on_ground_combat_started = {
events = { # Tempest Incoming trait effect
}
}
#An army has been killed in ground combat
# This = owner
# From = army
# FromFrom = opponent
# FromFromFrom = planet
on_army_killed_in_combat = {
events = {
rg_skill.8 # Tempest Incoming trait effect
}
}
on_game_start_country = {
events = {
rg_cluster.8
rg.1
}
}
# This = country
on_monthly_pulse_country = {
events = {
rg.8
rg.16
# rg_skill.9
}
}
on_yearly_pulse_country = {
events = {
rg.17
rg.18
rg.20
}
}
on_mid_game_pulse_country = {
events = {
# rg.18
}
}
# Triggers country_event for the attacker upon victory
# (Before controller is switched)
# This = country, leader attacker
# From = country, planet owner
# FromFrom = planet
# IDENTITIES: attacker is the side that "IsHostile" to
# the planet controller; e.g. spawned monster armies
# are attackers, but if they win and the player attempts
# to retake the planet, the player is the attacker
on_planet_attackers_win = {
events = {
rg.16
# rg_skill.9
}
}
# Triggers country_event for the attacker upon defeat
# This = country, attack leader
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_lose = {
events = {
rg.16
# rg_skill.9
}
}
# on_entering_battle = {
# events = {
# rg_skill.1
# }
# }
#
# on_space_battle_won = {
# events = {
# rg_skill.2
# }
# }
# this = country
on_destroy_planet_with_RG_PLANET_KILLER = {
events = {
RG_planet_killer.1
RG_planet_killer.2
origin.3245
}
}
on_destroy_planet_with_RG_PLANET_KILLER_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SP = {
events = {
RG_planet_killer.3
rg_story.6
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SP_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SP_unqueued = {
}
#舰船建造完成
# Root = Ship
# From = Planet
on_ship_built = {
events = {
rg_skill.3 #科研舰在无主权星系中被建造出来
}
}
#进入星系
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
events = {
rg_skill.3
}
}
#舰船完成星系探测
# Scope = ship
# From = system
on_system_survey_ship = {
events = {
rg_skill.3
}
}
# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_perp = {
events = {
rg_skill.11
rg_story.10
}
}

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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

@ -0,0 +1,16 @@
#创造灰风总督
create_gray_governor = {
rg_create_gray_governor = yes
}
#创造灰风战舰
create_gray_warship = {
rg_create_gray_warship = yes
}
#创造灰风地面单位
create_gray_army = {
rg_create_gray_army = yes
}
#创造灰风科学舰
create_gray_const = {
rg_create_gray_const = yes
}

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@ -0,0 +1,270 @@
RG_leader_trait_tempest_incoming_random_kill_effect = {
if = {
limit = {
# Check if the general on side A has the supreme warrior trait
any_ground_combat_$SIDE_A$ = {
exists = leader
leader = {
has_trait = RG_leader_trait_general_gray_skill
}
}
}
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value > 100
}
}
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
else = {
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 5
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
95 = {}
5 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 10
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
90 = {}
10 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 20
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
80 = {}
20 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 30
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
70 = {}
30 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 50
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
50 = {}
50 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 60
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
40 = {}
60 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 70
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
30 = {}
70 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 80
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
20 = {}
80 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
10 = {}
90 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value >= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
5 = {}
95 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
}
}
}

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@ -0,0 +1,747 @@
#灰风
#创造灰风总督
rg_create_gray_governor = {
#延迟执行
optimize_memory
#删除战舰
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除科学舰
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除陆军
every_owned_army = {
limit = { army_type = gray_army }
if = {
limit = { exists = leader }
unassign_leader = leader
}
remove_army = yes
}
#存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
#导出等级到暂存
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
#导入变量
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
#清理暂存区
clear_variable = rg_gray_level_temp
}
}
#把所有种类的小灰领袖都送回娘家
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 }
}
#把娘家的总督领袖接回来
if = {
limit = {
exists = event_target:gray_governor
}
event_target:gray_governor = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
#如果不存在总督备份,现场变一个
else = {
rg_gray_govener_init = yes
}
#设置总督已启用标识
set_country_flag = gray_governor_active
#更新灰风形态
remove_country_flag = gray_warship_active
remove_country_flag = gray_constship_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
random_owned_leader = {
limit = { has_leader_flag = gray_governor }
set_skill = owner.rg_gray_level
}
}
#创造灰风战舰
rg_create_gray_warship = {
optimize_memory
#舰船刷新位置检测
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 }
}
# 存储当前领袖等级
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 = {
rg_gray_admiral_init = yes
}
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
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
}
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
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
}
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
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
}
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
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
}
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
}
}
#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 }
}
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 = {
rg_gray_general_init = yes
}
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
}
}
#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 }
}
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 = {
rg_gray_scientist_init = yes
}
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
}
}

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rg_gray_govener_init = {
create_leader = {
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 = gray_governor
set_leader_flag = gray_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
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 = {
AND = {
has_global_flag = kdc_event_mod_active
has_country_flag = origin_gray_country
}
}
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
}
else = {
add_trait = RG_leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economis
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
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 = {
has_global_flag = has_wsg_mod
NOT = {
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 = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_admiral_init = {
create_leader = {
class = admiral
species = root
name = "NAME_Gray"
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
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_admiral_gray
}
effect = {
save_global_event_target_as = gray_leader_admiral
set_leader_flag = gray_admiral
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_leader_flag = "gray_leader"
add_trait = gray_admiral
}
else = {
add_trait = leader_trait_artillerist_2
add_trait = leader_trait_juryrigger_2
}
add_trait = RG_leader_trait_admiral_gray
add_trait = subclass_admiral_aggressor
add_trait = leader_trait_carrier_specialization
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = { has_leader_flag = gray_admiral }
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
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
NOT = {
has_global_flag = kdc_event_mod_active
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
}
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_general_init = {
create_leader = {
class = general
species = root
name = "NAME_Gray"
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
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_general_gray
trait = RG_leader_trait_general_gray_skill
trait = subclass_general_marshall
trait = leader_trait_heavy_hitter_2
trait = leader_trait_reinforcer_2
}
effect = {
save_global_event_target_as = gray_leader_general
set_leader_flag = rg_gray_leader
set_leader_flag = gray_general
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
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 = {
has_global_flag = has_wsg_mod
NOT = {
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 = {
add_trait = RG_leader_trait_general_gray_skill
rg_set_gray_portrait = yes
}
}
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
}
rg_gray_scientist_init = {
create_leader = {
class = scientist
species = root
name = "NAME_Gray"
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
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_scientist_gray
trait = subclass_scientist_explorer
trait = leader_trait_engineering_focus_2
trait = leader_trait_salvager_3
}
effect = {
save_global_event_target_as = gray_leader_scientist
set_leader_flag = rg_gray_leader
set_leader_flag = gray_scientist
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
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 = {
has_global_flag = has_wsg_mod
NOT = {
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 = {
rg_set_gray_portrait = yes
}
}
}

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rg_storyline_trigger = {
# 初始化故事事件触发
country_event = { id = rg_story.2 days = 3600 random = 12800 }
country_event = { id = rg_story.8 days = 3600 random = 12800 }
country_event = { id = rg_story.13 days = 3600 random = 12800 }
}
rg_create_gray_planetkiller_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_COLOSSUS_interdictor_SP"
prefix = no
upgradable = no
effect = {
save_global_event_target_as = rg_test_ship_global_event_target
}
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_paperwork_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_Buff_interdictor_SP"
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 = {
create_species = {
name = RG_SIMULATION_DRAGON_SPECIES
plural = RG_SIMULATION_DRAGON_SPECIES
class = ART
portrait = art13
namelist = ART1
effect = {
save_global_event_target_as = RG_sim_dragon_species
}
}
create_leader = {
class = admiral
species = event_target:RG_sim_dragon_species
name = "Name_rg_fake_dragon"
event_leader = yes
gender = female
custom_description = rg_fake_dragon_desc
skill = 1
set_age = 0
traits = {
trait = RG_leader_trait_admiral_fake_dragon
trait = RG_leader_trait_admiral_timed_life
}
effect = {
change_leader_portrait = wg_dragon
set_leader_flag = has_gained_level_trait
set_leader_flag = has_gained_trait
set_leader_flag = legendary_leader
set_leader_flag = rg_fake_dragon
save_global_event_target_as = rg_fake_dragon_admiral
}
}
set_variable = {
which = rg_fake_dragon_timedlife_counter
value = 0
}
create_fleet = {
name = "NAME_RG_Nanite_Dragon"
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_Nanite_Dragon"
design = "NAME_RG_FAKE_Dragon"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_fake_dragon_fleet
assign_leader = last_created_leader
}
}
}

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#星球无法自动建造
#scope (planet)
RG_planet_can_auto_build = {
OR = {
AND = {
has_deposit_for = shipclass_mining_station
has_mining_station = no
}
AND = {
has_deposit_for = shipclass_research_station
has_research_station = no
}
}
NOR = {
has_deposit = d_trade_value_1
has_deposit = d_trade_value_2
has_deposit = d_trade_value_3
has_deposit = d_trade_value_4
has_deposit = d_trade_value_5
has_deposit = d_trade_value_6
has_deposit = d_trade_value_7
has_deposit = d_trade_value_8
has_deposit = d_trade_value_9
has_deposit = d_trade_value_10
has_planet_flag = RG_work_bees_built
}
}

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# Check if a planet can be targetd by a planet killer weapon
# Scope:
# this = planet being targeted
# from = fleet
#can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# ...
#}
can_destroy_planet_with_RG_PLANET_KILLER = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
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 }
}
}
}
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_SP = {
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_inside_border_star_killer"
AND = {
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
}
}
}
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
OR = {
is_a_habitable_planet_megastructure = yes
is_planet_class = pc_ai
}
}
custom_tooltip = {
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
from.owner = {
OR = {
has_policy_flag = interference_active
has_policy_flag = interference_full
}
}
}
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
is_a_habitable_planet_megastructure = yes
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
fail_text = is_not_hostile
OR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
from.owner = {
OR = {
has_ethic = ethic_xenophobe
has_ethic = ethic_fanatic_xenophobe
}
}
}
AND = { # at war with primitive space owner
exists = space_owner
exists = owner
owner = {
is_primitive = yes
}
space_owner = {
OR = {
is_at_war_with = from.owner
is_country_type = swarm
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = ai_empire
}
}
}
}
}
custom_tooltip = {
fail_text = is_unpopulated
OR = {
num_pops > 0
is_planet_class = pc_infested
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
OR = {
is_a_habitable_planet_megastructure = yes
is_planet_class = pc_ai
}
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
#success_text = "is at war with player"
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile = yes
is_planet_class = pc_ai
AND = {
exists = owner
owner = { is_country_type = primitive }
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
}
}
}
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
from.owner = {
OR = {
has_policy_flag = interference_active
has_policy_flag = interference_full
}
}
}
}
# target own colony
if = {
limit = {
NOR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = { is_country_type = primitive }
}
}
exists = owner
owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
text = not_owned_test_fire
exists = owner
owner = {
is_same_value = from.owner
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
is_a_habitable_planet_megastructure = yes
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = { is_same_value = from.owner }
}
custom_tooltip = {
fail_text = primitives_not_full_interference
from.owner = {
has_policy_flag = interference_full
}
}
}
custom_tooltip = {
fail_text = no_assimilatable_pops
any_owned_pop = {
is_valid_pop_for_PLANET_KILLER_NANOBOTS = yes
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
# custom_tooltip = { #feedback suggests this isn't fun, but leaving it here in case we need it
# fail_text = requires_free_ice_mining_station
# from.owner = {
# any_owned_starbase = {
# has_starbase_building = ice_mining_station
# solar_system = {
# OR = {
# NOT = { has_star_flag = ice_mining_in_progress }
# has_star_flag = ice_mining@root.from
# }
# }
# }
# }
# }
custom_tooltip = {
fail_text = is_habitable_non_artificial
OR = {
is_colonizable = yes
is_colony = yes
}
is_artificial = no
}
custom_tooltip = {
fail_text = is_not_oceanic
NOT = { is_planet_class = pc_ocean }
}
if = {
limit = { is_inside_border = from.owner }
if = {
limit = { #Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged
exists = owner
owner = { is_same_value = from.owner }
any_owned_species = {
NOT = { has_trait = trait_aquatic }
}
}
custom_tooltip = {
fail_text = requires_purge_allowed
success_text = will_purge_non_aquatic_pops
from.owner = {
is_ai = no
has_policy_flag = purge_allowed
}
}
}
}
else = {
custom_tooltip = {
fail_text = is_not_hostile_or_primitive_or_ours
OR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
}
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = { is_same_value = from.owner }
}
custom_tooltip = {
fail_text = primitives_not_full_interference
from.owner = {
has_policy_flag = interference_full
}
}
}
}
is_valid_pop_for_RG_PLANET_KILLER_NANOBOTS = {
NOR = {
has_trait = trait_hive_mind
has_trait = trait_mechanical
has_trait = trait_machine_unit
}
}
can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
custom_tooltip = {
fail_text = is_your_megastructure_system
NOT = {
solar_system = {
has_star_flag = crisis_sphere_system@from.owner
any_system_megastructure = { has_megastructure_flag = crisis_sphere }
}
}
}
custom_tooltip = {
fail_text = is_not_star
is_star = yes
}
custom_tooltip = {
fail_text = is_black_hole
NOT = { is_planet_class = pc_black_hole }
}
custom_tooltip = {
fail_text = star_owner_is_not_hostile
OR = {
NOT = { exists = space_owner }
space_owner = { is_hostile = from.owner }
space_owner = { is_same_value = from.owner }
}
}
}

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ship_section_template = {
key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
ship_size = RG_orbital_ring_tier_1
fits_on_slot = "core"
entity = "grey_tempesttw_gateway_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_02"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_03"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_04"
template = "invisible_large_turret"
locatorname = "rotate"
}
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 = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_07"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_08"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_01"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_04"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8
aux_utility_slots = 1
}
ship_section_template = {
key = "RG_Nanite_STARBASE_SECTION"
ship_size = starbase_starfortress
fits_on_slot = "core"
entity = "grey_tempesttw_starbase_starfortress_section_entity"
icon = "GFX_ship_part_core_mid"
hidden = yes
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_02"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_03"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_04"
template = "invisible_large_turret"
locatorname = "rotate"
}
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 = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_07"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_08"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_01"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_04"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8
aux_utility_slots = 1
}

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#this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder
@engagement_range = 300
@return_range = 500
ship_behavior = {
name = "rg_fighters_behavior"
preferred_attack_range = 12
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = orbit
passive_move_pattern = charge
# targeting = {
# component_target_weight_mult = 0
# keep_previous_target_bonus = 100
# damage_value = 5
# low_health_bonus = 5000
# shield_focus_value = 5
# armor_focus_value = 5
# already_incoming_damage_penalty = 200
# distance_to_fleet_penalty = 0
# size_difference_penalty = 0
# transport_target_penalty = 50000
# civilian_target_penalty = 100000
# }
}
ship_behavior = {
name = "rg_bombers_behavior"
preferred_attack_range = max
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = charge #orbit
passive_move_pattern = charge
}
ship_behavior = {
name = "RG_GrayMotherShip"
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5
attack_move_pattern = stay_at_range
passive_move_pattern = charge
ignore_combat_movement = yes
desc = "RG_GrayMotherShip_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_carrier_behavior"
preferred_attack_range = max
formation_distance = 400
return_to_formation_distance = 390
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_carrier_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_aura_behavior"
preferred_attack_range = max
formation_distance = 600
return_to_formation_distance = 590
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_aura_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_artillery"
preferred_attack_range = 390
formation_distance = 390
return_to_formation_distance = 400
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #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
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_artillery_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_battle"
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #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
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_battle_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_torpedo"
preferred_attack_range = 170
formation_distance = 170
return_to_formation_distance = 180
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #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
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_torpedo_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_line"
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
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_radius = 1.0
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
passive_move_pattern = charge
desc = "RG_line_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_AA"
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
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_radius = 1.0
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
passive_move_pattern = charge
desc = "RG_AA_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_colossus"
preferred_attack_range = 0
formation_distance = 0
return_to_formation_distance = 0
collision_awareness = 0
collision_strafe = 0
collision_radius = 0
attack_move_pattern = none
passive_move_pattern = none
ignore_combat_movement = yes
desc = "RG_COLOSSUS_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_icebreak"
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
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_radius = 1.0
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
passive_move_pattern = charge
desc = "RG_icebreak_BEHAVIOR_DESC"
}

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#reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections
####################
# NOTE FOR MODDERS #
####################
# modifier = { } only takes the following modifiers
# hull, shield & armor add/mult and regen add perc/static
# evasion add/mult
# speed/base speed mult
# weapon damage mult
# upkeep mult
# for other modifiers, use ship_modifier = { }
# use_shipnames_from = other_size # allows a ship size to use names from another size
# icon = ship_size_military_1
#ship_size_military_1 is default. The following sprite keys are generated from it:
#GFX_text_<key>
#GFX_<key>
#GFX_<key>_top
#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)
####################
# Gray Goo Mothership
RG_graygoo_mothership = {
graphical_culture = no
entity = "gatebuilder_01_mothership_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 12
is_space_station = no
icon = ship_size_military_16
base_buildtime = @titan_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = colossus
prerequisites = { "tech_object_gray_5" }
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
RG_graygoo_capitalship = {
graphical_culture = no
entity = "grey_tempesttw_juggernaut_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 100
ship_armor_add = 128000
ship_shield_add = 128000
ship_weapon_damage = 2
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 128000
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = { locator = "part1" }
"behind" = { locator = "part2" }
}
num_target_locators = 16
is_space_station = no
icon = ship_size_military_16
base_buildtime = @titan_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = colossus
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
combat_size_multiplier = 4
prerequisites = { "tech_object_gray_6" }
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
RG_armed_constructor_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 20000
entity = "grey_tempesttw_constructor_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 = -1.0
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
combat_disengage_chance = 2.0
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_constructor
icon = ship_size_constructor
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
}
RG_armed_science_ship = {
max_speed = 200
acceleration = 0.35
rotation_speed = 0.2
max_hitpoints = 12000
entity = "grey_tempesttw_science_entity"
modifier = {
ship_evasion_add = 100
ship_armor_add = 12000
ship_shield_add = 12000
}
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
combat_size_multiplier = 1
combat_disengage_chance = 2.0
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_science_ship
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
}
# Gray Goo Interdictor
RG_graygoo_interdictor = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
}
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = line
prerequisites = { "tech_gray_interdictor_4" }
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
# Gray Goo Icebreaker
RG_graygoo_icebreaker_interdictor = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 200
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 4800
ship_shield_add = 4800
}
max_hitpoints = 10000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = colossus
prerequisites = { "tech_gray_buffnut_6" }
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
# Gray Goo Arsenal
RG_graygoo_Arsenal = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
}
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 64
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = line
prerequisites = { "tech_gray_matter_spray_5" }
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
RG_graygoo_Buff = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 100
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 12800
ship_shield_add = 12800
}
max_hitpoints = 20000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
can_have_federation_design = yes
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
is_designable = yes
default_behavior = colossus
prerequisites = { "tech_gray_buffnut_6" }
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components"
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
RG_gray_juggernaut = {
max_speed = 100
entity = "grey_tempesttw_juggernaut_entity"
acceleration = 0.2
rotation_speed = 0.15
collision_radius = @juggernaut_collision_radius
modifier = {
ship_evasion_add = 100
ship_armor_add = 108000
ship_shield_add = 108000
ship_weapon_damage = 2
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 108000
base_buildtime = @juggernaut_build_time
combat_size_multiplier = 5
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = { locator = "part1" }
"behind" = { locator = "part2" }
}
num_target_locators = 16
can_have_federation_design = no
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
icon_frame = 7 #probably unused, but mobile starbases are special
icon = ship_size_military_64
ship_class_icon_frame = 35
default_behavior = colossus
is_designable = yes
prerequisites = { "tech_object_gray_6" }
class = shipclass_starbase
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "science_cloaking_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
RG_armed_transport_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 = -1.0
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_transport
is_designable = no
class = shipclass_transport
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
food = @salvagecostmedium
}
}
}
RG_orbital_ring_tier_1 = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 125000
ship_shield_add = 125000
starbase_defense_platform_capacity_add = 12
starbase_module_capacity_add = 12
starbase_building_capacity_add = 12
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_fire_rate_mult = 1.0
ship_weapon_range_mult = 1.0
}
max_hitpoints = 125000
base_buildtime = 720
resources = {
category = starbase_stations
cost = {
alloys = 1000
influence = 50
}
upkeep = {
energy = 2
}
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
}
potential_construction = {
# This is build through a megastructure
always = no
}
possible_construction = {
always = no
}
is_designable = yes
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_object_gray_6" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
build_block_radius = @build_block_orbital_ring
formation_priority = @orbital_ring_formation_priority
icon_frame = 7
scales_with_planet = yes
graphical_culture = yes
}

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@salvagecostsmall = 100
@salvagecostmedium = 250
@salvagecostlarge = 500
@salvagecostsmallrare = 25
@salvagecostmediumrare = 50
@salvagecostlargerare = 100
# Gray Goo Mothership
graygoo_mothership = {
graphical_culture = no
entity = "gatebuilder_01_mothership_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 12
is_space_station = no
icon = ship_size_military_16
class = shipclass_military
is_designable = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostlargerare
}
}
}
# Gray Goo Interdictor
graygoo_interdictor = {
graphical_culture = no
entity = gatebuilder_01_cruiser_entity
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
}
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
class = shipclass_military
is_designable = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostmediumrare
}
}
}
# Nanite Factory
graygoo_factory = {
graphical_culture = no
entity = gatebuilder_01_space_station_entity
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_cloaking_detection_add = 5
ship_evasion_add = 50
ship_armor_add = 1024000
ship_shield_add = 1024000
}
ship_modifier = {
ship_shield_hardening_add = 5
ship_armor_hardening_add = 5
ship_armor_regen_add = 10240
ship_hull_regen_add = 5120
}
max_hitpoints = 2048000
size_multiplier = 32
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 0
is_space_station = yes
build_block_radius = @build_block_radius_civilian
class = shipclass_military_station
is_designable = no
icon = ship_size_military_station
required_component_set = "combat_computers"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostlargerare
}
}
}
# Baby Drake
nanite_space_dragon_baby = {
is_space_object = yes
#graphical_culture = { "guardian_01" }
graphical_culture = no
can_be_inspected = no
max_speed = 200
acceleration = 0.8
rotation_speed = 0.8
collision_radius = 7
modifier = {
ship_evasion_add = 100
ship_armor_add = 128000
ship_shield_add = 128000
ship_weapon_damage = 2
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 128000
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 16
is_space_station = no
icon = ship_size_space_monster
class = shipclass_military
is_designable = no
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
components_add_to_cost = no
resources = {
category = ships
cost = {
alloys = @salvagecostmedium
nanites = @salvagecostmediumrare
}
}
}

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# REGULAR START
# Terminal Egress
rg_cluster_init_01 = {
class = "sc_black_hole"
name = "NAME_Final_Egress"
usage = misc_system_init
usage_odds = 0
asteroid_belt = {
type = rocky_asteroid_belt
radius = 190
}
flags = { lcluster lcluster1 lcluster_lgate }
planet = {
name = "NAME_Final_Egress"
class = "pc_black_hole"
orbit_distance = 0
orbit_angle = 1
size = 30
has_ring = no
}
change_orbit = 45
planet = {
name = "NAME_Sel-Ufaan"
class = "pc_shattered"
orbit_distance = 40
orbit_angle = 15
size = 10
has_ring = no
}
planet = {
name = "NAME_Ten-Aard-Shel"
class = "pc_gray_goo"
orbit_distance = 25
orbit_angle = 125
size = 20
has_ring = no
}
planet = {
name = "NAME_Diim-Fu-Rem"
class = "pc_shattered"
orbit_distance = 25
orbit_angle = 120
size = 16
starting_planet = yes
has_ring = no
deposit_blockers = none
modifiers = none
flags = { planet_earth }
init_effect = {
prevent_anomaly = yes
}
moon = {
name = "NAME_Dora-Fu-Rem"
class = "pc_broken"
size = { min = 8 max = 22 }
orbit_distance = 12
orbit_angle = 40
has_ring = no
entity = "cold_barren_planet_luna_entity"
}
}
planet = {
name = "NAME_Naal-Di-Kor"
class = "pc_shattered"
orbit_distance = 25
orbit_angle = 60
size = 13
has_ring = no
}
planet = {
name = "NAME_Tao-Enar-Vi"
class = "pc_asteroid"
orbit_distance = 30
orbit_angle = -210
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Fun-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = -95
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Arl-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = 285
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Got-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = -80
size = 5
has_ring = no
}
planet = {
name = "NAME_Gol-Unda-Fiir"
class = "pc_gas_giant"
orbit_distance = 40
orbit_angle = -160
size = 35
has_ring = no
change_orbit = 6
moon = {
name = "NAME_Dora-Enar-Fiir"
class = "pc_barren_cold"
size = { min = 8 max = 22 }
orbit_distance = 10
orbit_angle = 110
has_ring = no
}
moon = {
name = "NAME_Dora-Fun-Fiir"
class = "pc_shattered"
size = { min = 8 max = 22 }
orbit_distance = 4
orbit_angle = 100
has_ring = no
}
moon = {
name = "NAME_Dora-Arl-Fiir"
class = "pc_frozen"
size = { min = 8 max = 22 }
orbit_distance = 4
orbit_angle = 80
has_ring = no
}
moon = {
name = "NAME_Dora-Got-Fiir"
class = "pc_gray_goo"
size = { min = 8 max = 22 }
orbit_distance = 4
orbit_angle = -155
has_ring = no
}
}
planet = {
name = "NAME_Gol-Umn-Toor"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = 170
size = 30
has_ring = yes
entity = "gas_giant_05_entity"
change_orbit = 7
moon = {
name = "NAME_Dora-Enar-Toor"
class = "pc_gray_goo"
size = { min = 8 max = 22 }
orbit_distance = 12
orbit_angle = 320
has_ring = no
}
}
planet = {
name = "NAME_Gol-Salm-Ri"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = 125
size = 20
has_ring = no
entity = "gas_giant_03_entity"
}
planet = {
name = "NAME_Gol-Mel-Rood"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = -195
size = 20
has_ring = no
entity = "gas_giant_02_entity"
change_orbit = 4
moon = {
name = "NAME_Dora-Enar-Rood"
class = "pc_broken"
size = { min = 8 max = 22 }
orbit_distance = 7
orbit_angle = 115
has_ring = no
}
}
init_effect = {
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 360
}
}
}
rg_cluster_init_02 = {
class = "rl_binary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 125
}
asteroid_belt = {
type = icy_asteroid_belt
radius = 240
}
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster2 }
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 1
size = { min = 20 max = 30 }
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = 0
size = { min = 15 max = 25 }
has_ring = no
}
change_orbit = 30
planet = {
class = pc_broken
orbit_distance = 20
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 25
planet = {
count = { min = 1 max = 4 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gas_giant
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
size = 35
change_orbit = 11
moon = {
class = pc_broken
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
}
}
planet = {
class = pc_shattered
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 30
planet = {
count = { min = 1 max = 4 }
class = pc_ice_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
}
rg_cluster_init_03 = {
class = "rl_standard_stars"
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster3 }
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 20 max = 30 }
has_ring = no
}
change_orbit = 70
planet = {
class = pc_shattered
orbit_distance = 10
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_shattered
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
count = { min = 1 max = 2 }
orbit_distance = 35
class = pc_gas_giant
orbit_angle = { min = 90 max = 270 }
size = 25
change_orbit = @base_moon_distance
moon = {
count = { min = 1 max = 3 }
size = { min = 8 max = 20 }
orbit_angle = { min = 90 max = 270 }
orbit_distance = 6
}
}
}
rg_cluster_init_04 = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster4 }
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 20 max = 30 }
has_ring = no
}
change_orbit = 120
planet = {
count = { min = 3 max = 6 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
change_orbit = -80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
flags = { start_gatebuilders_mining_station1 }
init_effect = {
set_deposit = d_minerals_5
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 80
planet = {
class = pc_nuked
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
flags = { start_rg_cluster_gatebuilders ignore_startup_effect rw_spec_empire }
init_effect = {
prevent_anomaly = yes
add_deposit = d_underwater_vent
add_deposit = d_searing_desert
add_deposit = d_submerged_ore_veins
add_deposit = d_fungal_forest
add_deposit = d_fungal_caves
add_deposit = d_lichen_fields
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
init_effect = {
set_deposit = d_minerals_6
}
}
}
rg_cluster_init_05 = {
class = "sc_trinary_2"
flags = { lcluster lcluster5 }
usage = misc_system_init
usage_odds = 0
asteroid_belt = {
type = rocky_asteroid_belt
radius = 185
}
planet = {
class = star
orbit_distance = 60
orbit_angle = 90
size = 30
has_ring = no
flags = { main_star }
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 135
size = 30
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 90
size = 30
has_ring = no
}
planet = {
class = "pc_nuked"
orbit_distance = 85
orbit_angle = 40
size = 17
has_ring = no
}
change_orbit = 40
planet = {
count = { min = 2 max = 4 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = "pc_gas_giant"
orbit_distance = 40
orbit_angle = 165
size = 32
has_ring = no
moon = {
class = "pc_gray_goo"
size = 20
orbit_angle = { min = 90 max = 270 }
orbit_distance = 20
}
init_effect = {
set_deposit = d_exotic_gases_3
}
}
planet = {
class = "pc_gray_goo"
orbit_distance = 45
orbit_angle = 165
size = 18
has_ring = no
}
}
# EXTRAS
rg_cluster_init_01b = {
class = "rl_trinary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 140
}
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster1b }
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 0
size = { min = 20 max = 30 }
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = { min = 0 max = 20 }
orbit_angle = 120
size = { min = 25 max = 30 }
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = { min = 0 max = 20 }
orbit_angle = 120
size = { min = 25 max = 30 }
has_ring = no
}
change_orbit = 92
planet = {
count = { min = 3 max = 6 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
init_effect = {
set_deposit = d_rare_crystals_2
}
}
change_orbit = -60
planet = {
class = pc_gray_goo
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
}
rg_cluster_init_02b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 135
}
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster2b }
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 0
size = { min = 30 max = 35 }
has_ring = no
}
change_orbit = 135
planet = {
count = { min = 3 max = 6 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
change_orbit = -80
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 90
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_broken
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
}
}
rg_cluster_init_03b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster3b }
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 20 max = 30 }
has_ring = no
}
change_orbit = 120
planet = {
count = { min = 3 max = 5 }
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
init_effect = {
set_deposit = d_volatile_motes_2
}
}
change_orbit = -70
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
change_orbit = 70
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gas_giant
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
}
rg_cluster_init_04b = {
class = "rl_standard_stars"
usage = misc_system_init
usage_odds = 0
flags = { lcluster lcluster4b }
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 20 max = 30 }
has_ring = no
}
change_orbit = 50
planet = {
class = pc_broken
orbit_distance = 0
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
}
planet = {
class = pc_barren_cold
orbit_distance = 25
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
moon = {
class = "pc_frozen"
orbit_angle = { min = 90 max = 270 }
}
}
}

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# on_fail
# this = country (project owner)
# from = project creation scope (usually equals location)
special_project = {
key = "RG_LCLUSTER_PROJECT"
cost = 0
days_to_research = 180
tech_department = engineering_technology
picture = GFX_evt_surreal_visions
icon = "gfx/interface/icons/situation_log/situation_log_planet.dds"
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
#skill = 3
}
on_success = {
owner = { country_event = { id = rg_cluster.2 } }
}
on_fail = {
}
on_start = {
}
abort_trigger = {
has_global_flag = l_cluster_opened # someone else got to it first
}
AI_wait_days = {
base = 0
modifier = {
mid_game_years_passed < 0
subtract = trigger:mid_game_years_passed
}
mult = 360
}
}
special_project = {
key = "RG_GRAY_MOD1"
# cost = 20000
days_to_research = 840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
}
on_cancel = {
owner = { country_event = { id = rg.10 }}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = { id = rg.11 }
}
}
}
special_project = {
key = "RG_GRAY_MOD2"
# cost = 100000
days_to_research = 1840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
}
on_cancel = {
country_event = { id = rg.13 }
}
on_success = {
fleet = {
set_event_locked = no
}
owner = {
country_event = { id = rg.12 }
}
}
}
special_project = {
key = "RG_GRAY_MOD3"
cost = 200000
# days_to_research = 1840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
}
on_cancel = {
country_event = { id = rg.14 }
}
on_success = {
fleet = {
set_event_locked = no
}
owner = {
country_event = { id = rg.15 }
}
}
}

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special_project = {
key = "RG_FAKE_DRAGON_SCAN_PROJECT"
#cost = 2000
days_to_research = 300
#tech_department = society_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_space_dragon
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
}
on_start = {
owner = { country_event = { id = rg_story.13 } }
}
on_cancel = {
owner = { country_event = { id = rg_story.14 } }
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = { id = rg_story.15 }
}
}
}

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@ -0,0 +1,9 @@
# L-Cluster Origin
part = {
location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = {
has_origin = origin_rg_gray
}
}

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@ -0,0 +1,46 @@
rg_distant_stars_modifier = {
ship_ftl_jumpdrive_range_mult = -2.0
catapult_range_mult = -2.0
}
###################################
gray_affection_warship_lv2 = {
ship_accuracy_add = 5
ship_tracking_add = 5
ship_evasion_add = 5
ship_hull_regen_add_static = 5
ship_armor_regen_add_static = 5
ship_shield_regen_add_static = 5
}
gray_affection_warship_lv3 = {
ship_accuracy_add = 10
ship_tracking_add = 10
ship_evasion_add = 10
ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10
ship_shield_regen_add_static = 10
}
gray_affection_warship_lv4 = {
ship_accuracy_add = 20
ship_tracking_add = 20
ship_evasion_add = 20
ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20
ship_shield_regen_add_static = 20
}
gray_affection_warship_lv5 = {
ship_accuracy_add = 30
ship_tracking_add = 30
ship_evasion_add = 30
ship_accuracy_mult = 0.3
ship_tracking_mult = 0.3
ship_evasion_mult = 0.3
ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30
ship_shield_regen_add_static = 30
ship_windup_mult = -0.5
ship_winddown_mult = -0.5
ship_jumpdrive_cooldown_mult = -0.5
ship_ftl_jumpdrive_range_mult = 0.5
force_disparity_fire_rate_mult = 3.0
}

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@ -0,0 +1,270 @@
tech_gray_weapon_lance_1 = {
area = physics
cost = 5000
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
ai_update_type = military
prerequisites = {
"tech_object_gray_5"
"tech_zero_point_power"
}
weight = @tier2weight3
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_matter_remix_2 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { materials }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_ship_armor_5"
}
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_nano_boost_3 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { propulsion }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_matter_remix_2"
"tech_thrusters_4"
}
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_interdictor_4 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_nano_boost_3"
"tech_battleships"
}
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_matter_spray_5 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { propulsion }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_interdictor_4"
"tech_kinetic_artillery_2"
}
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_buffnut_6 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_interdictor_4"
"tech_juggernaut"
}
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_army_7 = {
area = society
cost = 5000
tier = 5
is_rare = yes
category = { military_theory }
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_matter_remix_2"
"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_repair_system_1 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
is_reverse_engineerable = yes
ai_update_type = military
weight = 0
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
# UNLOCKED BY PROJECT
tech_object_gray_5 = {
cost = 5000
area = engineering
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { voidcraft }
weight = 0
## unlock
ai_weight = {
factor = 1
}
}
tech_minilaser_gray_1 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
weight = 0
## unlock
ai_weight = {
factor = 1
}
}
tech_object_gray_6 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_noway = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
weight = 0
## unlock
ai_weight = {
factor = 0
}
}

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@ -0,0 +1,358 @@
###################
# Governor Traits #
###################
RG_leader_trait_governor_gray = { #总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
self_modifier = {
species_leader_exp_gain = 1
}
modifier = {
planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.8
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.8
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.30
}
leader_class = { governor }
initial = no
randomized = no
}
RG_leader_trait_ruler_gray = { #天选化身
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 2
mult = owner.rg_gray_level
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 3
mult = owner.rg_gray_level
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 4
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
country_energy_produces_mult = -0.02
planet_stability_add = -2
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
country_energy_produces_mult = -0.03
planet_stability_add = -3.5
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
country_energy_produces_mult = -0.04
planet_stability_add = -5
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
always = yes
}
country_produces_mult = 0.1
country_engineering_research_produces_mult = 0.1
planet_jobs_upkeep_mult = -0.05
planet_buildings_upkeep_mult = -0.05
planet_building_build_speed_mult = 0.1
starbase_shipyard_build_speed_mult = 0.1
megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1
mult = owner.rg_gray_level
}
leader_class = { governor }
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_1 = { #1级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
ship_armor_mult = 1.0
ship_hull_mult = 1.0
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1
}
leader_class = { admiral }
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_2 = { #2级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
ship_armor_mult = 2.0
ship_hull_mult = 2.0
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2
}
leader_class = { admiral }
initial = no
randomized = no
}
RG_leader_trait_admiral_gray = { #3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
ship_armor_mult = 3.5
ship_hull_mult = 3.5
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5
}
leader_class = { admiral }
initial = no
randomized = no
}
RG_leader_trait_scientist_gray = { #科学家特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = scientist
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
all_technology_research_speed = 0.5
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1.0
ship_windup_mult = -1.0
ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1.0
}
leader_class = { scientist }
initial = no
randomized = no
}
RG_leader_trait_general_gray = { #将军特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = general
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.50
army_health = 0.35
}
leader_class = { general }
initial = no
randomized = no
}
RG_leader_trait_general_gray_skill = {
destiny_trait = yes
inline_script = {
script = trait/icon_psionic
CLASS = general
ICON = "GFX_leader_trait_supreme_warrior"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
triggered_modifier = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
leader_class = { general }
initial = no
randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1"
}
RG_leader_trait_admiral_fake_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_adaptable"
RARITY = paragon
COUNCIL = no
TIER = none
}
modifier = {
ship_armor_mult = 0.3
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
leader_class = { admiral }
initial = no
randomized = no
}
RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_modifier = {
potential = {
always = yes
}
ship_armor_mult = 0.05
ship_hull_mult = 0.05
ship_weapon_damage = 0.05
mult = owner.rg_fake_dragon_timedlife_counter
}
leader_class = { admiral }
initial = no
randomized = no
}

12
descriptor.mod Normal file
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@ -0,0 +1,12 @@
version="0.1.12"
tags={
"Military"
"Balance"
"Spaceships"
"Events"
"Leaders"
}
name="Real Gray"
picture="thumbnail.png"
supported_version="3.8.2"
remote_file_id="2136166095"

View File

@ -0,0 +1,218 @@
namespace = distar
# Technology available upon gaining all insights
country_event = {
id = distar.10904
title = "distar.10904.name"
desc = {
text = "distar.10904.desc"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "distar.10904.desc"
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
}
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
is_triggered_only = yes
immediate = {
observer_event = { id = observer.61 }
}
option = {
name = GOOD
if = { # 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
}
}
}
# Project available
country_event = {
id = distar.10905
title = "distar.10905.name"
desc = {
text = "distar.10905.desc"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "distar.10905.desc"
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
}
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
end_event_chain = "l_cluster_chain"
event_target:candidate_gateway = {
solar_system = { save_event_target_as = candidate_gateway_system }
}
}
option = {
name = "distar.10905.a"
event_target:candidate_gateway = {
enable_special_project = {
name = RG_LCLUSTER_PROJECT
location = this
}
}
}
}
# Abandoned Cluster Found
country_event = {
id = distar.10951
title = "distar.10951.name"
desc = "distar.10951.desc"
picture = GFX_evt_l-gateway
show_sound = event_activating_unknown_technology
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
country_event = { id = distar.11000 }
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root }
}
country_event = { id = distar.10952 }
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = { id = distar.10954 }
}
every_playable_country = {
limit = {
NOR = {
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = { id = distar.10953 }
}
observer_event = { id = observer.62 }
}
option = {
name = "distar.10951.a"
}
}
# Research Project Aborted
country_event = {
id = distar.10952
title = "distar.10952.name"
desc = "distar.10952.desc"
picture = GFX_evt_glitchy_matrix
show_sound = event_alien_signal
is_triggered_only = yes
immediate = {
abort_special_project = { type = RG_LCLUSTER_PROJECT }
}
option = {
name = "distar.10952.a"
}
}
# Informed about AI being close to opening L-Gate (HIDDEN)
event = {
id = distar.10955
hide_window = yes
is_triggered_only = yes
trigger = {
any_playable_country = {
is_ai = no
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
any_relation = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
}
}
}
immediate = {
random_playable_country = {
limit = {
is_ai = no
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
any_relation = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
}
}
random_relation = {
limit = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
}
save_event_target_as = lgate_warning_country
set_country_flag = lgate_warned@prev
}
country_event = { id = distar.10956 }
}
}
}

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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
}
}

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namespace = rg_cluster
# Spawn L-Cluster
country_event = {
id = rg_cluster.8
hide_window = 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 = {
set_global_flag = rg_origin_l_cluster
set_spawn_system_batch = begin
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 = 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 = {
limit = { has_star_flag = lcluster2 }
save_global_event_target_as = lcluster2
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 0
max_orientation_angle = 40
initializer = rg_cluster_init_02b
}
}
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 = {
min_distance >= 10
max_distance <= 50
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_03b
}
}
random_system = {
limit = { has_star_flag = lcluster4 }
save_global_event_target_as = lcluster4
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
max_distance <= 60
min_orientation_angle = 20
max_orientation_angle = 160
initializer = rg_cluster_init_04b
}
}
}
random_system = {
limit = { has_star_flag = lcluster5 }
save_global_event_target_as = lcluster5
}
random_system = {
limit = { has_star_flag = lcluster1b }
save_global_event_target_as = lcluster1b
}
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 }
}
}
# Move home system
country_event = {
id = rg_cluster.9
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
immediate = {
random_system = {
limit = {
has_star_flag = lcluster4
}
save_event_target_as = rg_cluster_home_system
random_system_planet = {
limit = {
has_planet_flag = start_rg_cluster_gatebuilders
}
save_event_target_as = rg_cluster_home_planet
}
random_system_planet = {
limit = {
has_planet_flag = start_gatebuilders_mining_station1
}
save_event_target_as = start_gatebuilders_mining_station_target1
}
}
capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet
solar_system = {
save_event_target_as = rg_cluster_previous_home_system
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
if = {
limit = { exists = sector }
sector = {
leader = {
unassign_leader = this
save_event_target_as = rg_cluster_sector_gov
}
}
}
else = {
root = {
random_owned_leader = {
limit = { leader_class = governor }
save_event_target_as = rg_cluster_sector_gov
}
}
}
}
# Spaceport setup
if = {
limit = {
is_gestalt = yes
}
event_target:rg_cluster_home_system = {
create_starbase = {
size = "starbase_starport"
module = "shipyard"
module = "solar_panel_network"
building = "crew_quarters"
owner = root
}
}
}
else = {
event_target:rg_cluster_home_system = {
create_starbase = {
size = "starbase_starport"
module = "shipyard"
module = "trading_hub"
building = "crew_quarters"
owner = root
}
}
}
event_target:start_gatebuilders_mining_station_target1 = {
create_mining_station = {
owner = root
}
}
# Planet setup
event_target:rg_cluster_home_planet = {
set_owner = root
set_controller = root
set_capital = yes
set_sector_capital = yes
sector = { assign_leader = event_target:rg_cluster_sector_gov }
set_name = random
generate_start_buildings_and_districts = yes
}
if = {
limit = {
owner = { is_machine_empire = no }
}
every_owned_pop = {
modify_species = {
species = this
ideal_planet_class = pc_nuked
}
species = { save_event_target_as = target_species }
}
root = {
change_dominant_species = { species = event_target:target_species change_all = yes }
}
}
event_target:rg_cluster_home_system = {
random_system_planet = {
limit = {
is_star = yes
}
save_event_target_as = rg_cluster_home_system_loc
}
}
every_owned_fleet = {
limit = {
any_owned_ship = {
OR = {
is_ship_size = corvette
is_ship_size = constructor
is_ship_size = science
}
}
}
set_location = event_target:rg_cluster_home_system_loc
}
event_target:rg_cluster_previous_home_planet = {
# move pops
every_owned_pop = {
resettle_pop = {
pop = this
planet = event_target:rg_cluster_home_planet
}
unemploy_pop = yes
}
remove_planet = yes
}
event_target:rg_cluster_home_planet = {
every_owned_pop = {
unemploy_pop = yes
clear_pop_category = yes
}
check_planet_employment = yes
}
event_target:rg_cluster_previous_home_system = {
set_name = random
random_system_planet = {
limit = {
is_star = yes
}
set_name = solar_system
}
remove_star_flag = sol
remove_star_flag = deneb_system
}
event_target:rg_cluster_previous_home_system = {
every_fleet_in_system = {
delete_fleet = this
}
}
owner_species = {
set_species_homeworld = event_target:rg_cluster_home_planet
}
every_owned_pop_species = {
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 = {
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
}
}
}
}
# 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
country_event = {
id = rg_cluster.10
is_triggered_only = yes
title = "rg_cluster.10.name"
desc = {
text = "rg_cluster.10.desc.a"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "rg_cluster.10.desc.b"
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
}
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
immediate = {
every_playable_country = {
limit = {
OR = {
has_origin = origin_rg_gray
}
NOT = { is_same_value = root }
}
country_event = { id = rg_cluster.11 }
}
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root }
}
country_event = { id = rg_cluster.12 }
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = { id = rg_cluster.13}
}
every_playable_country = {
limit = {
NOR = {
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = { id = rg_cluster.12 }
}
observer_event = { id = observer.62 }
}
option = {
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
name = "rg_cluster.10.a"
}
option = {
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
name = "rg_cluster.10.b"
}
}
# Inform the Gatebuilders of the L-Cluster being open
country_event = {
id = rg_cluster.11
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.11.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = { type = RG_LCLUSTER_PROJECT }
}
else_if = {
limit = {
has_event_chain = l_cluster_chain
}
liquidate_clues = yes
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.11.a"
}
}
# Inform other empires of the L-Cluster being open (has project or event chain)
country_event = {
id = rg_cluster.12
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.12.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = { type = RG_LCLUSTER_PROJECT }
}
else_if = {
limit = {
has_event_chain = l_cluster_chain
}
liquidate_clues = yes
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.12.a"
}
}
# Inform other empires of the L-Cluster being open (has nothing)
country_event = {
id = rg_cluster.13
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.13.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
option = {
name = "rg_cluster.13.a"
}
}

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namespace = rg_skill
#fleet_event = {
# id = rg_skill.1
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# NOT = { has_global_flag = rg_grayskill_cooldown }
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
# random_owned_fleet = {
# if = {
# limit = { leader = { has_leader_flag = gray_leader_admiral }}
# save_event_target_as = gray_warship_location
# }
# }
# create_fleet = {
# name = "NAME_RG_carrier"
# settings = {
# can_disband = yes
# can_upgrade = no
# can_change_composition = yes
# can_change_leader = no
# uses_naval_capacity = no
# spawn_debris = no
# }
# effect = {
# set_owner = event_target:gray_owner
# while = {
# count = 4
# create_ship = {
# name = random
# design = "RG_carrier_Interdictor"
# graphical_culture = "pirate_01"
# prefix = no
# upgradable = no
# }
# }
# set_location = {
# target = event_target:gray_warship_location
# distance = 55
# angle = 270
# }
# set_fleet_flag = RG_carrier_fleet
# save_global_event_target_as = RG_carrier_fleet
# }
# }
#
# set_timed_global_flag = {
# flag = rg_grayskill_cooldown days = 120
# }
# }
# }
#}
#fleet_event = {
# id = rg_skill.2
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
# event_target:RG_carrier_fleet = { delete_ship = this }
# }
# }
#}
#自动星系建设
ship_event = {
id = rg_skill.3
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
AND = {
is_ship_size = RG_armed_science_ship
OR = {
has_component = RG_AUTOCONST_HANGER
}
}
}
solar_system = {
OR = {
#星系无主
NOT = { exists = space_owner }
#星系为我方但有空间站未建造
AND = {
space_owner = { is_same_empire = root.controller }
any_system_planet = {
RG_planet_can_auto_build = yes
}
}
}
#邻国不能是军孤
NOT = {
any_neighbor_system = {
has_owner = yes
owner = {
OR = {
is_fallen_empire_xenophobe = yes
has_ai_personality = fallen_empire_xenophobe
has_ai_personality = awakened_fallen_empire_xenophobe
}
}
}
}
}
}
immediate = {
if = {
limit = {
solar_system = {
NOT = { #星系内不能有敌舰
any_fleet_in_system = {
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 = {
add_intel = {
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
}
}
}
}
}
#循环检查
ship_event = {
id = rg_skill.3
days = 10
}
}
}
# Gray Breeds(?
fleet_event = {
id = rg_skill.4
hide_window = yes
mean_time_to_happen = { years = 1 }
trigger = {
any_controlled_ship = {
has_ship_flag = rg_mothership
}
num_ships < 20
is_ship_size = RG_graygoo_mothership
}
immediate = {
random_list = {
14 = {
create_ship = {
name = random
design = "RG_aircruiser_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_carrier_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_battleship_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_titan_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedo_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_AA_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_Arsenal_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedocruiser_interdictor"
upgradable = yes
}
}
}
}
}
#Tempest Breeds(?
fleet_event = {
id = rg_skill.5
hide_window = yes
mean_time_to_happen = { months = 5 }
trigger = {
any_controlled_ship = {
OR = {
OR = {
is_ship_size = RG_graygoo_mothership
is_ship_size = graygoo_mothership
}
has_ship_flag = rg_nanite_mothership
}
owner = { is_country_type = gray_goo }
}
num_ships < 40
}
immediate = {
random_list = {
14 = {
create_ship = {
name = random
design = "RG_aircruiser_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_carrier_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_battleship_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_titan_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedo_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_AA_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_Arsenal_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_icebreaker_interdictor"
upgradable = yes
}
}
}
}
}
# Tempest incoming traits
# Recursive check every X days
# This = planet
# From = country attacking
planet_event = {
id = rg_skill.6
hide_window = yes
is_triggered_only = yes
immediate = {
save_event_target_as = tempest_incoming_battlefield_planet
if = { # planet
limit = { has_ground_combat = no }
remove_planet_flag = checking_tempest_incoming
}
else = { #planet
any_ground_combat_attacker = { #army
exists = leader
leader = { #leader
has_trait = RG_leader_trait_general_gray_skill
owner = { #country
save_event_target_as = attacking_general_country
}
}
}
# Do the same check again in X days
country_event = { id = rg_skill.10 } # NOTE: Update custom loc for effect when changing days
}
}
}
# tempest incoming traits
# Inital event started by on_ground_combat_started
# to kick of the recursive check in X days
# This = planet
# From = country attacking
planet_event = {
id = rg_skill.7
hide_window = yes
is_triggered_only = yes
# Prevent duplicate events
trigger = {
not = { has_planet_flag = checking_tempest_incoming }
}
immediate = {
set_planet_flag = checking_tempest_incoming # Prevent duplicate events
planet_event = {
id = rg_skill.6
days = 1
}
}
}
# On army killed in combat.
# This = owner
# From = army
# FromFrom = opponent
# FromFromFrom = planet
country_event = {
id = rg_skill.8
hide_window = yes
is_triggered_only = yes
immediate = {
FROMFROMFROM = { # Planet where ground combat is taking place.
# Check if dead army is a defensive army.
if = {
limit = {
any_ground_combat_defender = {
is_same_value = ROOT.FROM
}
}
# Check if attacking army has general with Crusader trait.
random_ground_combat_attacker = {
limit = {
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
}
}
}
leader = {
save_event_target_as = attacking_general
owner = {
save_event_target_as = attacking_general_country
}
}
}
}
if = { # planet where ground combat is taking place.
limit = { exists = event_target:attacking_general }
if = {
limit = {
event_target:attacking_general_country = { # attacking general country
NOT = { check_variable = { which = rg_general_skill_combat_killed_variable value = 100 } }
}
}
event_target:attacking_general_country = {
change_variable = {
which = rg_general_skill_combat_killed_variable
value = 1
}
change_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
}
}
# 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 = { SIDE_A = defender SIDE_B = attacker }
}
}
}
}
country_event = {
id = rg_skill.9
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
if = {
limit = { exists = planet }
planet = { has_ground_combat = no }
}
}
}
immediate = {
set_variable = { # country
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = { # country
which = rg_general_skill_combat_killed_variable
value = 0
}
}
}
country_event = {
id = rg_skill.10
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
}
}
if = {
limit = { exists = planet }
planet = { has_ground_combat = yes }
}
}
}
immediate = {
event_target:attacking_general_country = {
change_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
}
country_event = { id = rg_skill.10 days = 1 }
}
}
# 重组仪
country_event = {
id = rg_skill.11
hide_window = yes
is_triggered_only = yes
trigger = {
FromFromFrom = {
is_in_combat = yes
has_component = RG_revive_component
}
}
immediate = {
FromFromFrom = {
save_event_target_as = event_ship
}
FromFromFrom.fleet = {
create_ship = {
name = event_target:event_ship
design = event_target:event_ship
}
}
}
}

1776
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namespace = RG_planet_killer
# Destroyed a star.
planet_event = {
id = RG_planet_killer.1
hide_window = yes
is_triggered_only = yes
trigger = { is_star = yes }
immediate = {
set_update_modifiers_batch = begin
solar_system = { RG_destroy_star_system = yes }
every_country = {
create_message = {
type = "STAR_DESTROYED"
localization = "message_RG_planet_killer_killed_star_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_target_system"
scope = root.solar_system
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}
# Cracked
planet_event = {
id = RG_planet_killer.2
is_triggered_only = yes
hide_window = yes
trigger = { is_star = no }
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes
every_country = {
create_message = {
type = "PLANET_DESTROYED"
localization = "message_RG_planet_killer_killed_planet_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}
# SP_Cracked
planet_event = {
id = RG_planet_killer.3
is_triggered_only = yes
hide_window = yes
trigger = { is_star = no }
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes
every_country = {
create_message = {
type = "PLANET_DESTROYED"
localization = "message_RG_planet_killer_killed_planet_sp_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}

664
events/RG_story_event.txt Normal file
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namespace = rg_story
country_event = {
id = rg_story.2
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.2.desc"
}
option = {
name = rg_story.2.a
hidden_effect = {
country_event = { id = rg_story.3}
}
default_hide_option = yes
}
option = {
name = rg_story.2.b
hidden_effect = {
country_event = { id = rg_story.3 }
}
}
option = {
name = rg_story.2.c
hidden_effect = {
country_event = { id = rg_story.3 }
}
}
}
country_event = {
id = rg_story.3
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.3.desc"
}
option = {
name = rg_story.3.a
hidden_effect = {
country_event = { id = rg_story.4 }
}
default_hide_option = yes
}
option = {
name = rg_story.3.b
hidden_effect = {
country_event = { id = rg_story.4 }
}
}
option = {
name = rg_story.3.c
hidden_effect = {
country_event = { id = rg_story.4 }
}
}
}
country_event = {
id = rg_story.4
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.4.desc"
}
option = {
name = rg_story.4.a
hidden_effect = {
country_event = { id = rg_story.5 }
}
default_hide_option = yes
}
option = {
name = rg_story.4.b
hidden_effect = {
country_event = { id = rg_story.5 }
}
}
option = {
name = rg_story.4.c
hidden_effect = {
country_event = { id = rg_story.5 }
}
}
}
country_event = {
id = rg_story.5
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
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
}
}
planet_event = {
id = rg_story.6
title = "rg_story.6.title"
is_triggered_only = yes
fire_only_once = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_failed_observation
show_sound = evn_fc_observation
immediate = {
every_country = {
every_owned_fleet = {
limit = {
any_owned_ship = {
has_ship_flag = rg_test_ship
}
}
delete_fleet = this
}
}
}
desc = {
text = "rg_story.6.desc"
}
option = {
name = rg_story.6.a
hidden_effect = {
country_event = { id = rg_story.7 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_story.7
is_triggered_only = yes
hide_window = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
immediate = {
every_owned_fleet = {
limit = {
has_fleet_flag = rg_test_ship_fleet
}
delete_fleet = this
}
event_target:rg_test_ship_global_event_target = {
delete_ship = this
}
}
}
country_event = {
id = rg_story.8
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.8.desc"
}
option = {
name = rg_story.8.a
hidden_effect = {
country_event = { id = rg_story.9 }
}
default_hide_option = yes
}
option = {
name = rg_story.8.b
hidden_effect = {
country_event = { id = rg_story.9 }
}
}
option = {
name = rg_story.8.c
hidden_effect = {
country_event = { id = rg_story.9 }
}
}
}
country_event = {
id = rg_story.9
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
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_story.10
title = "rg_story.10.title"
is_triggered_only = yes
fire_only_once = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
any_owned_fleet = {
any_owned_ship = {
has_component = RG_revive_component
}
}
}
picture = GFX_evt_ship_in_orbit
show_sound = event_radio_chatter
desc = {
text = "rg_story.10.desc"
}
option = {
name = rg_story.10.a
default_hide_option = yes
}
option = {
name = rg_story.10.b
}
}
country_event = {
id = rg_story.11
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
exists = event_target:guardian_dragon_country
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.11.desc"
}
option = {
name = rg_story.11.a
hidden_effect = {
country_event = { id = rg_story.12 }
}
default_hide_option = yes
}
option = {
name = rg_story.11.b
hidden_effect = {
country_event = { id = rg_story.12 }
}
}
option = {
name = rg_story.11.c
hidden_effect = {
country_event = { id = rg_story.12 }
}
}
}
country_event = {
id = rg_story.12
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
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_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
}
}
}
option = {
name = rg_story.12.b
}
option = {
name = rg_story.12.c
}
}
country_event = {
id = rg_story.13
title = "rg_story.13.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
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_story.14
title = "rg_story.14.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
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_story.15
title = "rg_story.15.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
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_story.16
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.16.desc"
}
option = {
name = rg_story.16.a
hidden_effect = {
country_event = { id = rg_story.17 days= 360 random = 640 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_story.17
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.17.desc"
}
option = {
name = rg_story.17.a
hidden_effect = {
country_event = { id = rg_story.18 }
}
default_hide_option = yes
}
option = {
name = rg_story.17.b
hidden_effect = {
country_event = { id = rg_story.18 }
}
}
option = {
name = rg_story.17.c
hidden_effect = {
country_event = { id = rg_story.18 }
}
}
}
country_event = {
id = rg_story.18
title = "simulasion_dragon_name"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:RG_sim_dragon_species
room = "ethic_spaceship_room"
}
desc = {
text = "rg_story.18.desc"
}
option = {
name = rg_story.18.a
hidden_effect = {
country_event = { id = rg_story.19 }
}
default_hide_option = yes
}
option = {
name = rg_story.18.b
hidden_effect = {
country_event = { id = rg_story.19 }
}
}
option = {
name = rg_story.18.c
hidden_effect = {
country_event = { id = rg_story.19 }
}
}
}
country_event = {
id = rg_story.19
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
portrait = event_target:gray_species
room = "ethic_spaceship_room"
}
immediate = {
rg_create_fake_dragon = yes
}
desc = {
text = "rg_story.19.desc"
}
option = {
name = rg_story.19.a
default_hide_option = yes
}
option = {
name = rg_story.19.b
}
option = {
name = rg_story.19.c
}
}

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entity = {
name = "grey_tempesttw_colossus_entity"
pdxmesh = "fallen_empire_01_colossus_frame_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" }
locator = { name = "boop" position = { 0 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
}
entity = {
name = "grey_tempesttw_colossus_ship_entity"
#pdxmesh = "fallen_machine_empire_01_colossus_mesh"
locator = { name = "energy_source" position = { 0 0 0 } rotation = { 0 0 0 } }
default_state = "idle"
# Actual idle state when being in idle/moving.
state = { name = "idle" looping = no next_state = "idle" animation_blend_time = 5 }
# TODO check
locator = { name = "planet_killer_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } }
attach = { energy_source = "fallen_machine_empire_01_colossus_energy_entity" }
}
entity = {
name = "grey_tempesttw_colossusee_ship_entity"
default_state = "idle"
state = {
name = "idle"
animation = "idle" # TODO check
}
locator = { name = "boop" position = { 0 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 }}
attach = { boop = "grey_tempesttw_starbase_starfortress_section_entity" }
attach = { boopa = "grey_tempesttw_starbase_starfortress_section_entity" }
attach = { boopb = "grey_tempesttw_starbase_starfortress_section_entity" }
}

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entity = {
name = "grey_tempesttw_juggernaut_entity"
pdxmesh = "avian_01_juggernaut_frame_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.25 }
state = { name = "moving" animation = "idle" animation_blend_time = 0.25 }
state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no
event = { time = 13.2 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
scale = 1.0
game_data = {
size = 35
emissive_recolor_crunch = 5.0
}
}
entity = {
name = "grey_tempesttw_juggernaut_core_section_entity"
scale = 0.5
locator = { name = "core" position = { 0 0 0 } }
locator = { name = "gun_1" position = { 0 6.65 3 } }
locator = { name = "gun_2" 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"
state = { name = "combat_idle" animation_blend_time = 0 looping = yes }
state = { name = "death" looping = no
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 }
event = { time = 0.3 node = "explosion_03" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.3 node = "explosion_03" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { 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 = 1.0 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 = { 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 = 3.0 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 = 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" } }
}
}

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#################################################
##### #####
##### Arthropoid #####
##### #####
#################################################
entity = {
name = "grey_tempesttw_tank_entity"
pdxmesh = "gatebuilder_01_mothership_mesh"
scale = 1
}
entity = {
name = "grey_tempesttw_thinktank_part1_entity"
locator = { name = "behindb" position = { 0 0 0 } rotation = { 0 0 180 } }
attach = { "behindb" = "grey_tempesttw_starbase_starfortress_section_entity" }
scale = 2.25
}
entity = {
name = "grey_tempesttw_thinktank_part2_entity"
locator = { name = "behind" position = { 10 0 10 } 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
}
entity = {
name = "grey_tempesttw_thinktank_part3_entity"
}
entity = {
name = "grey_tempesttw_thinktank_phase_01_entity"
locator = { name = "root" position = { 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
}
entity = {
name = "grey_tempesttw_thinktank_phase_02_entity"
locator = { name = "root" position = { 0 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
}
entity = {
name = "grey_tempesttw_thinktank_phase_03_entity"
locator = { name = "root" position = { 0 0 0 } }
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
cull_radius = 500
}

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###### FE Spiritualist ######
entity = {
name = "grey_tempesttw_starbase_outpost_entity"
locator = { name = "part1" position = { 0 0 0 } }
locator = { name = "part2" position = { 0 0 0 } }
locator = { name = "part3" position = { 0 0 0 } }
locator = { name = "part4" position = { 0 0 0 } }
locator = { name = "part5" position = { 0 0 0 } }
locator = { name = "part6" position = { 0 0 0 } }
locator = { name = "part7" position = { 0 0 0 } }
default_state = "idle"
state = { name = "idle" state_time = 5 }
state = { name = "death" state_time = 5 looping = no
event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
}
}
entity = {
name = "grey_tempesttw_starbase_outpost_section_entity"
pdxmesh = "grey_tempesttw_outpost_mesh"
locator = { name = "medium_gun_01" position = { 0 0 0 } }
locator = { name = "medium_gun_02" position = { 0 0 0 } }
locator = { name = "medium_gun_03" position = { 0 0 0 } }
locator = { name = "medium_gun_04" position = { 0 0 0 } }
locator = { name = "medium_gun_05" position = { 0 0 0 } }
locator = { name = "medium_gun_06" position = { 0 0 0 } }
locator = { name = "medium_gun_07" position = { 0 0 0 } }
locator = { name = "medium_gun_08" position = { 0 0 0 } }
locator = { name = "small_gun_01" position = { 0 0 0 } }
locator = { name = "small_gun_02" position = { 0 0 0 } }
locator = { name = "small_gun_03" position = { 0 0 0 } }
locator = { name = "small_gun_04" position = { 0 0 0 } }
scale = 0.6
default_state = "idle"
state = { name = "idle"
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } }
}
state = { name = "death" looping = no
event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starport_entity"
locator = { name = "part1" position = { 0 0 0 } }
locator = { name = "part2" position = { 0 0 0 } }
locator = { name = "part3" position = { 0 0 0 } }
locator = { name = "part4" position = { 0 0 0 } }
locator = { name = "part5" position = { 0 0 0 } }
locator = { name = "part6" position = { 0 0 0 } }
locator = { name = "part7" position = { 0 0 0 } }
default_state = "idle"
state = { name = "idle" state_time = 5 }
state = { name = "death" state_time = 5 looping = no
event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starport_section_entity"
pdxmesh = "grey_tempesttw_outpost_mesh"
locator = { name = "medium_gun_01" position = { 0 0 0 } }
locator = { name = "medium_gun_02" position = { 0 0 0 } }
locator = { name = "medium_gun_03" position = { 0 0 0 } }
locator = { name = "medium_gun_04" position = { 0 0 0 } }
locator = { name = "medium_gun_05" position = { 0 0 0 } }
locator = { name = "medium_gun_06" position = { 0 0 0 } }
locator = { name = "medium_gun_07" position = { 0 0 0 } }
locator = { name = "medium_gun_08" position = { 0 0 0 } }
locator = { name = "small_gun_01" position = { 0 0 0 } }
locator = { name = "small_gun_02" position = { 0 0 0 } }
locator = { name = "small_gun_03" position = { 0 0 0 } }
locator = { name = "small_gun_04" position = { 0 0 0 } }
scale = 0.7
default_state = "idle"
state = { name = "idle"
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } }
}
state = { name = "death" looping = no
event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starhold_entity"
locator = { name = "part1" position = { 0 0 0 } }
locator = { name = "part2" position = { 0 0 0 } }
locator = { name = "part3" position = { 0 0 0 } }
locator = { name = "part4" position = { 0 0 0 } }
locator = { name = "part5" position = { 0 0 0 } }
locator = { name = "part6" position = { 0 0 0 } }
locator = { name = "part7" position = { 0 0 0 } }
default_state = "idle"
state = { name = "idle" state_time = 5 }
state = { name = "death" state_time = 5 looping = no
event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starhold_section_entity"
pdxmesh = "grey_tempesttw_outpost_mesh"
locator = { name = "medium_gun_01" position = { 0 0 0 } }
locator = { name = "medium_gun_02" position = { 0 0 0 } }
locator = { name = "medium_gun_03" position = { 0 0 0 } }
locator = { name = "medium_gun_04" position = { 0 0 0 } }
locator = { name = "medium_gun_05" position = { 0 0 0 } }
locator = { name = "medium_gun_06" position = { 0 0 0 } }
locator = { name = "medium_gun_07" position = { 0 0 0 } }
locator = { name = "medium_gun_08" position = { 0 0 0 } }
locator = { name = "small_gun_01" position = { 0 0 0 } }
locator = { name = "small_gun_02" position = { 0 0 0 } }
locator = { name = "small_gun_03" position = { 0 0 0 } }
locator = { name = "small_gun_04" position = { 0 0 0 } }
scale = 0.8
default_state = "idle"
state = { name = "idle"
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } }
}
state = { name = "death" looping = no
event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starfortress_entity"
locator = { name = "part1" position = { 0 0 0 } }
locator = { name = "part2" position = { 0 0 0 } }
locator = { name = "part3" position = { 0 0 0 } }
locator = { name = "part4" position = { 0 0 0 } }
locator = { name = "part5" position = { 0 0 0 } }
locator = { name = "part6" position = { 0 0 0 } }
locator = { name = "part7" position = { 0 0 0 } }
default_state = "idle"
state = { name = "idle" state_time = 5 }
state = { name = "death" state_time = 5 looping = no
event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
}
}
entity = {
name = "grey_tempesttw_starbase_starfortress_section_entity"
pdxmesh = "grey_tempesttw_outpost_mesh"
# locator = { name = "slot1" position = { 0 0 0 } }
locator = { name = "medium_gun_01" position = { 0 0 0 } }
locator = { name = "medium_gun_02" position = { 0 0 0 } }
locator = { name = "medium_gun_03" position = { 0 0 0 } }
locator = { name = "medium_gun_04" position = { 0 0 0 } }
locator = { name = "medium_gun_05" position = { 0 0 0 } }
locator = { name = "medium_gun_06" position = { 0 0 0 } }
locator = { name = "medium_gun_07" position = { 0 0 0 } }
locator = { name = "medium_gun_08" position = { 0 0 0 } }
locator = { name = "small_gun_01" position = { 0 0 0 } }
locator = { name = "small_gun_02" position = { 0 0 0 } }
locator = { name = "small_gun_03" position = { 0 0 0 } }
locator = { name = "small_gun_04" position = { 0 0 0 } }
scale = 1
default_state = "idle"
state = { name = "idle"
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } }
}
state = { name = "death" looping = no
event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
}
}
entity = {
name = "grey_tempesttw_starbase_citadel_entity"
pdxmesh = "gatebuilder_01_space_station_mesh"
locator = { name = "part1" position = { 0 0 0 } }
locator = { name = "part2" position = { 0 0 0 } }
locator = { name = "part3" position = { 0 0 0 } }
locator = { name = "part4" position = { 0 0 0 } }
locator = { name = "part5" position = { 0 0 0 } }
locator = { name = "part6" position = { 0 0 0 } }
locator = { name = "part7" position = { 0 0 0 } }
scale = 1.2
}
entity = {
name = "grey_tempesttw_starbase_citadel_section_entity"
pdxmesh = "grey_tempesttw_citadel_mesh"
# locator = { name = "slot1" position = { 0 0 0 } }
locator = { name = "medium_gun_01" position = { -8 14 -22 } }
locator = { name = "medium_gun_02" position = { -15 14 -18 } }
locator = { name = "medium_gun_03" position = { -23 14 -4 } }
locator = { name = "medium_gun_04" position = { -23 14 4 } }
locator = { name = "medium_gun_05" position = { -15 14 18 } }
locator = { name = "medium_gun_06" position = { -8 14 22 } }
locator = { name = "medium_gun_07" position = { 8 14 22 } }
locator = { name = "medium_gun_08" position = { 15 14 18 } }
locator = { name = "medium_gun_09" position = { 23 14 4 } }
locator = { name = "medium_gun_010" position = { 23 14 -4 } }
locator = { name = "medium_gun_011" position = { 15 14 -18 } }
locator = { name = "medium_gun_012" position = { 8 14 -22 } }
locator = { name = "medium_gun_013" position = { 0 25 0 } }
default_state = "idle"
state = { name = "idle"
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "top_node" particle = "energy_core_blue2_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "bottom_node" particle = "energy_core_blue2_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "fallen_empire_starbase_amb" } }
start_event = { trigger_once = yes sound = { soundeffect = "fallen_empire_starbase_energy_field" } }
}
scale = 1.0
}
entity = {
name = "grey_tempesttw_starbase_citadel_phase_02_entity"
locator = { name = "slot1" position = { 0 0 0 } }
attach = { "slot1" = "grey_tempesttw_starbase_citadel_entity" }
cull_radius = 500
}
entity = {
name = "grey_tempesttw_starbases_entity"
locator = { name = "slot1" position = { 0 0 0 } }
locator = { name = "slot2" position = { 50 0 0 } }
locator = { name = "slot3" position = { 100 0 0 } }
locator = { name = "slot4" position = { 150 0 0 } }
locator = { name = "slot5" position = { 250 0 0 } }
attach = { "slot5" = "grey_tempesttw_starbase_citadel_phase_02_entity" }
cull_radius = 500
}
entity = {
name = "grey_tempesttw_starbase_turret_section_entity"
locator = { name = "medium_gun_01" position = { 0 0 0 } }
locator = { name = "medium_gun_02" position = { 0 0 0 } }
}
###### Ion Cannon ######
entity = {
name = "grey_tempesttw_ion_cannon_entity"
locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } }
}
entity = {
name = "grey_tempesttw_ion_cannon_section_entity"
scale = 0.5
locator = { name = "slota" position = { 0 0 0 } rotation = { 0 0 0 } }
attach = { "slota" = "greytempest_mining_station" }
locator = { name = "xl_gun_01" position = { 0 0 0 } }
default_state = "idle"
state = { name = "idle" state_time = 6
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } }
}
state = { name = "death" state_time = 5 looping = no
event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
}
}

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@ -0,0 +1,60 @@
objectTypes = {
#################################
# Fallen Empire #
#################################
#Spiritualist
pdxmesh = {
name = "grey_tempesttw_outpost_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 0.6
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" }
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" }
meshsettings = {
name = "large_finished_MeshShape"
index = 0
texture_diffuse = "gatebuilder_01_space_station_diffuse.dds"
texture_normal = "gatebuilder_01_space_station_normal.dds"
texture_specular = "gatebuilder_01_space_station_specular.dds"
shader = "PdxMeshShip"
}
}
pdxmesh = {
name = "grey_tempesttw_citadel_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 1.0
# TODO?
#animation = { id = "idle" type = "fallen_empire_01_citadel_idle_animation" }
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" }
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" }
meshsettings = {
name = "large_finished_MeshShape"
index = 0
texture_diffuse = "gatebuilder_01_space_station_diffuse.dds"
texture_normal = "gatebuilder_01_space_station_normal.dds"
texture_specular = "gatebuilder_01_space_station_specular.dds"
shader = "PdxMeshShip"
}
}
pdxmesh = {
name = "grey_tempesttw_ion_cannon_mesh"
file = "gfx/models/ships/starbases/humanoid_01_ion_cannon.mesh"
scale = 0.8
meshsettings = {
name = "large_finished_MeshShape"
index = 0
texture_diffuse = "gatebuilder_01_space_station_diffuse.dds"
texture_normal = "gatebuilder_01_space_station_normal.dds"
texture_specular = "gatebuilder_01_space_station_specular.dds"
shader = "PdxMeshShip"
}
}
}

View File

@ -0,0 +1,5 @@
portraits = {
Gray = {texturefile = "gfx/models/portraits/Gray.png" }
Gray01 = {texturefile = "gfx/models/portraits/Gray01.png" }
Gray02 = {texturefile = "gfx/models/portraits/Gray02.png" }
}

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@ -0,0 +1,247 @@
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_lance_weapon"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity"
#beam specific data
width = 2.0
texture_scroll_speed = 2.5
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 2.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.1
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_planet_weapon_ex"
color = { 0.0 0.0 0.0 0.8 }
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
}
duration = 3.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_titan_weapon_ex"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
}
duration = 3.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "GG_neutron_torpedoes"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "neutron_torpedoes_hit_entity"
shield_hit_entity = "neutron_torpedoes_shield_hit_entity"
muzzle_flash_entity = "neutron_torpedoes_muzzle_entity"
#ballistic specific
entity = "neutron_torpedoes_entity"
speed = 90.0 #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
shield_impact = {
size = large
delay = 0.0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_flak_pd_3"
color = { 0.0 1.0 0.0 1.0 }
hit_entity = "auto_cannons_medium_hit_entity"
shield_hit_entity = "auto_cannons_medium_hit_entity"
muzzle_flash_entity = "auto_cannons_medium_muzzle_entity"
#beam specific data
width = 0.5
texture_scroll_speed = 15
texture_tiling = 25.0
hit = {
alpha_curve = {
0.0 0.0
0.2 1.0
0.9 1.0
1.0 0.0
}
duration = 1.5
}
miss = {
alpha_curve = {
0.0 0.0
0.2 1.0
0.9 1.0
1.0 0.0
}
duration = 0.2
}
texture = "gfx/models/combat_items/auto_cannon_diffuse.dds"
shield_impact = {
size = small
loop_duration = 1.5
delay = 0.0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_invisible_radar"
color = { 0.0 0.0 0.0 0.0 }
#beam specific data
width = 0.001
texture_scroll_speed = 50.0
texture_tiling = 40.0
hit = {
alpha_curve = {
0.00 0.0
0.01 0.0
0.02 0.0
0.03 0.0
0.04 0.0
}
duration = 0.0
}
miss = {
alpha_curve = {
0.00 0.0
0.01 0.0
0.02 0.0
0.03 0.0
0.04 0.0
}
duration = 0.0
}
texture = "gfx/models/combat_items/laser_diffuse2.dds"
shield_impact = {
size = large
loop_duration = 0
delay = 0.1
}
}
# Gatebuilders
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "rg_gatebuilder_torpedo_ballistic"
color = { 1.0 1.0 1.0 1.0 }
hit_entity = "proton_torpedoes_hit_entity"
shield_hit_entity = "proton_torpedoes_shield_hit_entity"
muzzle_flash_entity = "proton_torpedoes_muzzle_entity"
#ballistic specific
entity = "proton_torpedoes_entity"
speed = 450.0 #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
shield_impact = {
size = large
delay = 0.0
}
}

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spriteTypes = {
spriteType = {
name = "GFX_rg_ap_nantiematter"
texturefile = "gfx/interface/icons/ascension_perks/rg_ap_nantiematter.dds"
alwaystransparent = yes
}
}

33
interface/rg_icons.gfx Normal file
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spriteTypes = {
spriteType = {
name = "GFX_ship_part_gray_armor"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_armor.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_lance_2"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_lance_2.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_laser_1"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_laser_1.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_graymine"
textureFile = "gfx/interface/icons/ship_parts/ship_part_graymine.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_rg_armor_hardener"
textureFile = "gfx/interface/icons/ship_parts/ship_part_rg_armor_hardener.dds"
noOfFrames = 1
}
}

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l_english:
gray_army_desc:0 "Gray with her nanite mothership.Can easily wreck an entire planet."
RG_leader_trait_admiral_gray:0 "Nanite Entity"
RG_leader_trait_admiral_gray_desc:0 "Gray is in reality a dense swarm of billions upon billions of advanced nanites."
RG_leader_trait_governor_gray:0 "Nanite Entity"
RG_leader_trait_governor_gray_desc:0 "Gray is in reality a dense swarm of billions upon billions of advanced nanites."
SMALL_GRAY_MIX_ARMOR:0 "Nanite Armor"
MEDIUM_GRAY_MIX_ARMOR:0 "Nanite Armor"
RG_CARRIER_RADAR:0 "Nanite Support Radar"
RG_CARRIER_RADAR_DESC:0 "Advanced Radar used by carriers."
RG_ENERGY_MISSILE:0 "Nanite Entity Missile"
RG_ENERGY_MISSILE_DESC:0 "Nanite Entity Missile made by many kind of materals,can up to very high speed."
RG_ENERGY_MISSILE_KIN:0 "Nanite Space Missile"
RG_ENERGY_MISSILE_KIN_DESC:0 ""
RG_FLAK_BATTERY:0 "Nanite Flak Cannon"
RG_FLAK_BATTERY_DESC:0 ""
RG_gatebuilder_jump:0 "Gray Jumpdrive"
RG_gatebuilder_sensor:0 "Gray Sensor"
RG_gatebuilder_thruster:0 "Gray Thruster"
origin_rg_gray:0 "Distant Stella"
origin_rg_gray_desc:0 "get gray at gamestart."
origin_tooltip_rg_gray_effects:0 "get gray at gamestart.\n\n§R<but..is that easy?>§!"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "Nanite nanobot cloud"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "set billions of nanobot to repair allies ship."
RG_BOMBER_HANGAR_AP_BOMB:0 "Nanite Bomber Sqard"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "Nanite TorpedoBomber Sqard"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 ""
RG_FIGHTER_HANGAR_BEAM:0 "Nanite Fighter Sqard"
RG_FIGHTER_HANGAR_BEAM_DESC:0 ""
RG_BOMBER_HANGAR_ATTACK_ROCKET:0 "Nanite Attackcraft Sqard"
RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 ""
RG_aura_nanobot_cloud:0 "Nanite Nanobot Cloud"
RG_AUTO_REPAIR:0 "Gray Damage Control Party"
RG_AUTO_REPAIR_DESC:0 ""
RG_ENIGMATIC_SCHEDULER:0 "Magical Scheduler"
RG_ENIGMATIC_SCHEDULER_DESC:0 ""
RG_ENGINE_BOOSTER:0 "Gray Engine booster"
RG_ENGINE_BOOSTER_DESC:0 ""
bombardment_graygoo:0 "Graygoo"
bombardment_graygoo_name:0 "Graygoo Bombardment"
bombardment_graygoo_desc:0 ""
LARGE_GRAY_WEAPON_LANCE:0 "Gray Energy Lance"
LARGE_GRAY_WEAPON_LANCE_DESC:0 ""
SMALL_GRAY_WEAPON_LANCE:0 "Gray Energy Lance mini"
SMALL_GRAY_WEAPON_LANCE_DESC:0 ""
GRAY_BEAM_STATIC_MX:0 "Gray Energy Beam mini"
GRAY_BEAM_STATIC_MX_DESC:0 ""
GRAY_BEAM_STATIC_X:0 "Gray Energy Beam"
GRAY_BEAM_STATIC_X_DESC:0 ""
GRAY_BEAM_STATIC_EX:0 "Gray Energy Arc"
GRAY_BEAM_STATIC_EX_DESC:0 ""
RG_GRAY_WEAPON_LANCE_X:0 "Gray Energy Lance"
RG_GRAY_WEAPON_LANCE_X_DESC:0 Gray Energy Lance
RG_GRAY_WEAPON_LANCE:0 "Gray Energy Lance"
RG_GRAY_WEAPON_LANCE_DESC:0 "Gray Energy Lance"
LARGE_GRAY_MIX_ARMOR:0 "Nanite Armor"
LARGE_GRAY_MIX_ARMOR_DESC:0 "Nanite Armor"
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Interdictor_FUSION_REACTOR:0 "$FUSION_REACTOR$"
RG_Interdictor_FUSION_REACTOR_DESC:0 "$FUSION_REACTOR_DESC$"
RG_Interdictor_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
RG_Interdictor_COLD_FUSION_DESC:0 "$COLD_FUSION_DESC$"
RG_Interdictor_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
RG_Interdictor_ANTIMATTER_REACTOR_DESC:0 "$ANTIMATTER_REACTOR_DESC$"
RG_Interdictor_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Interdictor_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Mothership_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Mothership_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Interdictor_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Interdictor_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_Mothership_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Mothership_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_ID_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
RG_ID_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
RG_ID_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
RG_ID_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
RG_ID_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
RG_ID_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
RG_ID_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
RG_ID_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
RG_ID_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
RG_ID_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
RG_Arsenal_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Arsenal_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_PLANET_KILLER_CRACKER:0 "$PLANET_KILLER_CRACKER$"
RG_PLANET_KILLER_CRACKER_DESC:0 "$PLANET_KILLER_CRACKER_DESC$"
RG_PLANET_KILLER_SHIELDER:0 "$PLANET_KILLER_SHIELDER$"
RG_PLANET_KILLER_SHIELDER_DESC:0 "$PLANET_KILLER_SHIELDER_DESC$"
RG_PLANET_KILLER_NEUTRON:0 "$PLANET_KILLER_NEUTRON$"
RG_PLANET_KILLER_NEUTRON_DESC:0 "$PLANET_KILLER_NEUTRON_DESC$"
RG_PLANET_KILLER_GODRAY:0 "$PLANET_KILLER_GODRAY$"
RG_PLANET_KILLER_GODRAY_DESC:0 "$PLANET_KILLER_GODRAY_DESC$"
RG_PLANET_KILLER_NANOBOTS:0 "$PLANET_KILLER_NANOBOTS$"
RG_PLANET_KILLER_NANOBOTS_DESC:0 "$PLANET_KILLER_NANOBOTS_DESC$"
RG_PLANET_KILLER_STAR_CRACKER:0 "$PLANET_KILLER_STAR_CRACKER$"
RG_PLANET_KILLER_STAR_CRACKER_DESC:0 "$PLANET_KILLER_STAR_CRACKER_DESC$"
RG_PLANET_KILLER_DELUGE:0 "$PLANET_KILLER_DELUGE$"
RG_PLANET_KILLER_DELUGE_DESC:0 "$PLANET_KILLER_DELUGE_DESC$"
RG_ID_wsg_alpha_REACTOR:0 "$wsg_alpha_REACTOR$"
RG_ID_SHIP_THRUSTER_WSG:0 "$SHIP_THRUSTER_WSG$"
RG_ID_SHIP_THRUSTER_WSG_DESC:0 "$SHIP_THRUSTER_WSG_DESC$"
RG_ID_sh_senergy_REACTOR:0 "$sh_senergy_REACTOR$"
RG_ID_SHIP_THRUSTER_SH:0 "$SHIP_THRUSTER_SH$"
RG_ID_SHIP_THRUSTER_SH_DESC:0 "$SHIP_THRUSTER_SH_DESC$"
RG_ID_wsg_senergy_REACTOR:0 "$wsg_senergy_REACTOR$"
RG_ID_WSG_SENERGY_SHIP_THRUSTER:0 "$WSG_SENERGY_SHIP_THRUSTER$"
RG_ID_WSG_SENERGY_SHIP_THRUSTER_DESC:0 "$WSG_SENERGY_SHIP_THRUSTER_DESC$"
RG_BAKAHALO:0 "Anti Baka Halo"
RG_ANTIBAKAHALO:0 "Baka Halo"
RG_ANTIBAKAHALO_DESC:0 ""
RG_BAKAHALO_RADAR:0 "Anti Baka Halo"
RG_BAKAHALO_RADAR_DESC:0 ""
RG_ANTIBAKAHALO_RADAR:0 "Baka Halo"
RG_ANTIBAKAHALO_RADAR_DESC:0 ""
RG_ABSLUTEFIELD:0 "Abslute Field"
RG_ABSLUTEFIELD_DESC:0 ""
RG_GrayMotherShip_BEHAVIOR_DESC:0 ""
rg_carrier_BEHAVIOR_DESC:0 ""
rg_aura_BEHAVIOR_DESC:0 ""
RG_artillery_BEHAVIOR_DESC:0 ""
RG_battle_BEHAVIOR_DESC:0 ""
RG_torpedo_BEHAVIOR_DESC:0 ""
RG_line_BEHAVIOR_DESC:0 ""
RG_AA_BEHAVIOR_DESC:0 ""
RG_COLOSSUS_BEHAVIOR_DESC:0 ""
RG_COMBAT_COMPUTER_CARRIER:0 "Gray Combat Computer-Carrier"
RG_COMBAT_COMPUTER_CHARGE:0 "Gray Combat Computer-Charge"
RG_COMBAT_COMPUTER_artillery:0 "Gray Combat Computer-Artillery"
RG_COMBAT_COMPUTER_MotherShip:0 "Gray Combat Computer-MotherShip"
RG_COMBAT_COMPUTER_aura:0 "Gray Combat Computer-AuraShip"
RG_COMBAT_COMPUTER_battle:0 "Gray Combat Computer-Battleship"
RG_COMBAT_COMPUTER_torpedo:0 "Gray Combat Computer-TorpedoShip"
RG_COMBAT_COMPUTER_AA:0 "Gray Combat Computer-AntiAir"
RG_COMBAT_COMPUTER_COLOSSUS:0 "Gray Combat Computer-FreeCtrl"
LARGE_GRAY_WEAPON_KIN:0 "Nano Matter Spray"
LARGE_GRAY_WEAPON_KIN_DESC:0 ""
RG_armed_constructor_ship:"Gray Armed Constructor"
RG_armed_constructor_ship_plural:"Gray Armed Constructor"
RG_graygoo_interdictor:"Graygoo Interdictor"
RG_graygoo_interdictor_plural:"Graygoo Interdictor"
RG_graygoo_Arsenal:"Graygoo Arsenal"
RG_graygoo_Arsenal_plural:"Graygoo Arsenal"
RG_graygoo_Buff:"Graygoo AuraShip"
RG_graygoo_Buff_plural:"Graygoo AuraShip"
RG_graygoo_mothership:"Graygoo MotherShip"
RG_graygoo_mothership_plural:"Graygoo MotherShip"
RG_carrier_interdictor_key:"carrier interdictor key"
RG_battleship_interdictor_key:"battleship interdictor key"
RG_titan_interdictor_key:"titan interdictor key"
RG_line_interdictor_key:"line interdictor key"
RG_AA_interdictor_key:"AA interdictor key"
RG_Buff_interdictor_key:"Buff interdictor key"
RG_COLOSSUS_interdictor_key:"COLOSSUS interdictor key"
RG_Arsenal_interdictor_key:"Arsenal interdictor key"
RG_aircruiser_interdictor_key:"aircruiser interdictor key"
RG_torpedo_interdictor_key:"torpedo interdictor key"
RG_gray_warship_key:"gray warship key"
tech_gray_weapon_lance_1:0 "Gray Weapon Lance"
tech_gray_weapon_lance_1_desc:0 ""
tech_gray_matter_remix_2:0 "Gray Matter Remix"
tech_gray_matter_remix_2_desc:0 ""
tech_gray_nano_boost_3:0 "Gray Nano Boost"
tech_gray_nano_boost_3_desc:0 ""
tech_gray_interdictor_4:0 "Gray Interdictor"
tech_gray_interdictor_4_desc:0 ""
tech_gray_matter_spray_5:0 "Gray Matter Spray"
tech_gray_matter_spray_5_desc:0 ""
tech_gray_buffnut_6:0 "Gray Colossus"
tech_gray_buffnut_6_desc:0 ""
tech_gray_repair_system_1:0 "Gray Repair System"
tech_gray_repair_system_1_desc:0 ""
tech_object_gray_5:0 "Gray Mothership"
tech_object_gray_5_desc:0 ""
tech_minilaser_gray_1:0 "Gray Minilaser"
tech_minilaser_gray_1_desc:0 ""

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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.2.a:0 "谢天谢地..."
rg.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.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.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.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.400.b:0 "你将被我们收编"
rg.400.c:0 "我们特许你加入"
rg.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.401.a:0 "好吧"
rg.401.b:0 "绝不!"
rg.401.a.response:0 "那!那就这样!在您妈的见!"
rg.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.201.a:0 "大不了再来一次!"
rg.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.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.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.403.a.response:0 "§Y<你现在可以通过通讯菜单与小灰交流。>§!"
#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.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.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.b.response:0 "全舰武装重载!开——炮——!"
#graygoo.505.c.response:0 "抢滩登陆!现在——马上——立刻——冲锋!"
#rg_const:0 "去协助深空§H工程建设§!。"
#rg_const.500.response:0 "我还不是很熟悉你们的设计图,搞砸了会有惩罚吗?"
#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 "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。"
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.c.desc:0 "科学家小灰向您报到!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.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.c.response:0 "抢滩登陆!现在——马上——立刻——冲锋!"
rg_const:0 "去协助深空§H科研探索§!。"
rg_const.500.response:0 "希望不会见到会从坟里冒出来的奇怪外星人..."
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.503.response:0 "也许偶尔出去旅行也很不错。"
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_sleepinggray.desc:0 "唔...现在吗?我还没有准备好...让我再睡一会...就只多睡一千年啦......"
RG_sleepinggray:0 "等等...怎么回事?"
RG_whitenoise.desc:0 "§Y<通讯器安静的可怕,能听到的只有宇宙背景辐射的干扰。>§."
RG_whitenoise:0 "泣不成声"
RG_dragon.desc:0 "芜湖!芜湖!\n\n§Y<通讯器传来的断断续续的声音在我们看来就像是某种传说叫做龙的太空神话生物,试图翻译和交流的任何尝试都被证明是徒劳无功。>§."
RG_dragon:0 "荒唐至极"
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_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_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_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_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_levelup_2:0 "§Y改造小灰§!"
rg_levelup_3:0 "§Y二改小灰§!"
rg_graygoo.504.a:0 "§Y小灰还不能休息哦§!"
# Events
RG_LCLUSTER_PROJECT:0 "启动L星门"
RG_LCLUSTER_PROJECT_DESC:0 "我们的科学家相信我们关于L星门及其蕴含的科技的知识足以支持我们中止其维护循环。如果取得成功位于§H[candidate_gateway_system.GetName]§!星系的L星门应当会提供通往整个L星门网络的通道。\n\n只要维护循环中止银河系中所有的L星门都会因为自适应软件的重校准启动。终于我们可以抵达另一端了。"
rg_cluster.7.name:0 "古老星门"
rg_cluster.7.desc:0 "我们已经获悉在星系边缘的某个地方有一个神秘的星团。我们只能通过§HL-星门§!到达该星团,这是一种在特定恒星系中发现的人造亚空间入口。\n\n这些星门已经被人蓄意地关闭了并且现在我们对解除禁制所需要的亚空间原理缺乏足够的理解。"
rg_cluster.10.name:0 "已建立连接"
rg_cluster.10.desc.a:0 "我们的技术人员设法解除了[candidate_gateway_system.GetName]附近的L-星门的锁定与L-星团建立了永久连接。长久以来的第一次§HL星团§!向我们的银河系敞开大门。"
rg_cluster.10.desc.b:0 "我们的技术人员设法解除了维护循环,[candidate_gateway_system.GetName]星系L星门的锁定已经解除。长久以来的第一次§HL星门网络§!恢复了运转我们不再被困在L星团当中了。"
rg_cluster.10.a:0 "继续监视信号!"
rg_cluster.10.b:0 "终于自由了!"
rg_cluster.11.name:0 "L星门已重启"
rg_cluster.11.desc:0 "银河系中所有的L星门似乎已被突然重启\n\n我们的科学家并没有牵涉其中根据他们的报告L星门是被从另一边启动的。似乎有什么人解除了L星门的封锁导致所有L星门重新上线。"
rg_cluster.11.a:0 "自由······吗?"
rg_cluster.12.desc:0 "银河系中所有的L星门似乎已被突然重启一定有什么人解除了某座处在他们控制之下的L星门的封锁导致所有L星门重新上线。这意味着L星团已重归银河系。"
rg_cluster.12.a:0 "时间会揭晓一切······"
rg_cluster.13.desc:0 "有证据表明古老的亚空间通道——L星门已被突然重启我们的科学家报告称这些星门似乎通往一个未被记录的星团即§HL星团§!。"
rg_cluster.13.a:0 "他们是从哪里冒出来的?!"
rg_help:0 "我需要一些帮助"
rg.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.4.a:0 "§H建造灰风母舰§!"
rg.4.b:0 "§H建造武装工程舰§!"
rg.4.d:0 "§R建造纳米主宰舰§!"
rg.4.e:0 "§B开启隐形力场§!"
rg.4.f:0 "§B关闭隐形力场§!"
rg.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.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.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.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.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_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:0 "§H建造灰风母舰§!"
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.e:0 "§B开启隐形力场§!"
rg_graygoo.4.f:0 "§B关闭隐形力场§!"
rg_graygoo.4.c:0 "又没钱了,老婆救救"
rg_graygoo.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_graygoo.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_graygoo.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_graygoo.5.a:0 "老婆大人最棒了"
rg_graygoo.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_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_GRAY_MOD1:0 "§Y小灰改造计划§!"
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_MOD2:0 "§Y小灰旗舰改造计划§!"
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_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.11.title:0 "§Y小灰改造项目完成§!"
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.12.title:0 "§Y小灰旗舰改造完成§!"
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.15.title:0 "§R纳米主宰制造完成§!"
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.18.title:0 "§R最后机会§!"
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_graygoo.500.d:0 "§Y启动主宰核心§!"
RG_graygoo.502.d.response:0 "启动船坞核心,全舰核心自检完成。"
RG_graygoo.500.e:0 "§Y启动旗舰核心§!"
RG_graygoo.502.e.response:0 "我能做到。"
# 2.1 奇怪的巨像
rg_story.2.desc:0 "哈喽?有空吗?可以来...咳咳、我有一个有趣的东西想给你看......如果没有空也没有关系。不过我保证这个一定很好玩。"
rg_story.2.a:0 "§G有哦§!"
rg_story.2.b:0 "§Y有趣的东西§!"
rg_story.2.c:0 "§Y感觉不太对劲...§!"
rg_story.3.desc:0 "嗯哼你一定会感兴趣的。我做了一个最新式超级无敌歼星武器我们称之为高效杀灭99.9%的细菌的..呃。试验品。"
rg_story.3.a:0 "§G超级无敌§!"
rg_story.3.b:0 "§Y歼星武器§!"
rg_story.3.c:0 "§Y等等试验品是怎么回事§!"
rg_story.4.desc:0 "相信我,只需要一次试验,我就能完成这件伟大的作品!但是呢,你们不是有人说过,嗯。成功总是伴随一点点‘小小的代价’。我不小心把它的火控单元设置成只能对友军标识开火了,并且已经彻底锁死了。不过放心,真的不会有什么危险。只需要你帮一次忙,把这台原型机拿去试射一次,它就一定成功了!"
rg_story.4.a:0 "§G我愿意§!"
rg_story.4.b:0 "§Y你这真的靠谱吗..?§!"
rg_story.4.c:0 "§Y等等难道要地爆天星吗§!"
rg_story.5.desc:0 "哎呀,别管了,绝对氨醛!只需要把这台试验船拿去试射一次就好啦。不会出什么乱子的。"
rg_story.5.a:0 "§Y真是可怕§!"
rg_story.6.title:0 "§Y混乱大爆炸§!"
rg_story.6.desc:0 "在我们对星球发射了奇怪的武器之后,星球上所有的外星物种居然都变成了和我们[Root.GetSpeciesName]一模一样的样子。检查表明,无论是从基因还是组成结构分析,他们都已经被认定为是完完全全的[Root.GetSpeciesName]。同时他们的举止和记忆却和之前没有什么两样。"
rg_story.6.a:0 "§Y真是奇怪§!"
# 2.2 折纸系统
rg_story.8.desc:0 "我找到一个堆了很久的古董,既然你来了,就帮我扔下垃圾吧~\n没事不是什么稀奇的东西。"
rg_story.8.a:0 "§G乐意效劳§!"
rg_story.8.b:0 "§Y古董是什么§!"
rg_story.8.c:0 "§Y奇怪的感觉又来了...§!"
rg_story.9.desc:0 "总之还是老规矩嘛,等你看了就知道了。诶嘿~"
rg_story.9.a:0 "§G真是可怕§!"
rg_story.9.b:0 "§Y诶嘿个头啊§!"
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.a:0 "§Y真是疯狂§!"
rg_story.10.b:0 "§Y这是哪门子古董啊§!"
# 2.3 模拟龙
rg_story.11.desc:0 "在吗?我有个新想法,当然我保证很有趣。你听说过龙吗?"
rg_story.11.a:0 "§G又有新游戏哦§!"
rg_story.11.b:0 "§Y你说太空里的龙吗§!"
rg_story.11.c:0 "§Y可怕的事情又要发生了...§!"
rg_story.12.desc:0 "我说的就是太空里的龙!我想要一只龙,所以你要给我找一只来。嗯...只要找到龙,扫描它,然后我应该能做一只一模一样的。大概吧。"
rg_story.12.a:0 "§G这就去§!"
rg_story.12.b:0 "§Y可是上哪里去找龙§!"
rg_story.12.c:0 "§Y真是可怕§!"
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.a:0 "§G它可真大啊...§!"
rg_story.14.title:0 "§Y任务中止§!"
rg_story.14.desc:0 "可能是受到外部因素影响,又或是时机还未成熟,我们只能暂时中止扫描以太龙的计划。等待时机成熟,我们将再次开始。"
rg_story.14.a:0 "§G真不幸§!"
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.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.a:0 "§G真怪§!"
rg_story.17.desc:0 "好了,完成了!还记得上次让你去找龙的事情吗?嗯。我按照以太龙的身体结构,复制了一只小龙出来。只不过...嗯,你知道我的作品多少都有点瑕疵,我没法控制这些组成模拟龙的纳米机器人了,它们现在就像生物细胞一样忠实的履行自己的使命。不过可能也没什么不好就是了。\n好了出来打个招呼吧。"
rg_story.17.a:0 "§G等等...§!"
rg_story.17.b:0 "§Y我还没...§!"
rg_story.17.c:0 "§Y还没征求我的意见吧§!"
simulasion_dragon_name:0 "§Y模拟龙§!"
rg_story.18.desc:0 "呜...那个..."
rg_story.18.a:0 "§G嗯§!"
rg_story.18.b:0 "§Y那个§!"
rg_story.18.c:0 "§Y然后呢§!"
rg_story.19.desc:0 "好了好了,是不是很可爱?以后她就由你来照顾了~拜~"
rg_story.19.a:0 "§G等等§!"
rg_story.19.b:0 "§Y别跑§!"
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_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。§!"
# WG affection localisation
GRAY_SPECIES: "灰风"
marry_gray:0 "灰风,我有个东西想交给你"
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。"
wg_aft.30000.a:0 "你已经是我们的一份子了,灰风。"
wg_aft.30000.response:0 "这...是这样吗?\n\n...\n\n谢谢。"
wsg_rings:0 "戒指"
gray_affection:0 "灰风好感度"

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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"
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_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_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_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_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_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_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_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_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]%§!"
SMALL_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
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_ENERGY_MISSILE:0 "§Y灰风融合球§!"
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_KIN:0 "§Y灰风超空融合球§!"
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_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_gatebuilder_jump:0 "§Y灰风跃迁引擎§!"
RG_gatebuilder_sensor:0 "§Y灰风传感器§!"
RG_gatebuilder_thruster:0 "§Y灰风推进器§!"
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_tooltip_rg_gray_effects:0 "开局拥有灰风\n\n§R<但...代价是什么?>§!"
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_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_NEUTRON_TORPEDO:0 "§Y纳米鱼雷机中队§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 "这些轰炸机可以迅速编队投放中子鱼雷来击毁敌舰,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_FIGHTER_HANGAR_BEAM:0 "§Y纳米截击机中队§!"
RG_FIGHTER_HANGAR_BEAM_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:0 "§Y纳米攻击机中队§!"
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_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_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_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_ENGINE_BOOSTER:0 "§Y灰风特型引擎增压§!"
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!"
bombardment_graygoo:0 "§R灰色风暴§!"
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。!"
LARGE_GRAY_WEAPON_LANCE:0 "§Y灰风能量束§!"
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。"
SMALL_GRAY_WEAPON_LANCE:0 "§Y灰风能量束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。"
GRAY_BEAM_STATIC_MX:0 "§Y灰风聚能束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_X:0 "§Y灰风聚能束§!"
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_EX:0 "§Y灰风能量弧§!"
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。"
RG_GRAY_WEAPON_LANCE_X:0 "§Y灰风聚能束§!"
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:0 "§Y灰风能量束§!"
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。"
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。"
HUGE_GRAY_MIX_ARMOR:0 "§Y聚合-纳米装甲§!"
HUGE_GRAY_MIX_ARMOR_DESC:0 "高度集成化的装甲,密度远超于灰色风暴舰船中发现的装甲,作用原理不明。"
RG_FLAK_PHOENIX:0 "§R撞击-不死鸟§!"
RG_FLAK_PHOENIX_DESC:0 "会不会玩啊!怎么不撞!"
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Interdictor_FUSION_REACTOR:0 "$FUSION_REACTOR$"
RG_Interdictor_FUSION_REACTOR_DESC:0 "$FUSION_REACTOR_DESC$"
RG_Interdictor_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
RG_Interdictor_COLD_FUSION_DESC:0 "$COLD_FUSION_DESC$"
RG_Interdictor_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
RG_Interdictor_ANTIMATTER_REACTOR_DESC:0 "$ANTIMATTER_REACTOR_DESC$"
RG_Interdictor_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Interdictor_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Mothership_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Mothership_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Interdictor_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Interdictor_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_Mothership_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Mothership_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_ID_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
RG_ID_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
RG_ID_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
RG_ID_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
RG_ID_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
RG_ID_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
RG_ID_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
RG_ID_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
RG_ID_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
RG_ID_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
RG_Arsenal_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Arsenal_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_PLANET_KILLER_CRACKER:0 "$PLANET_KILLER_CRACKER$"
RG_PLANET_KILLER_CRACKER_DESC:0 "$PLANET_KILLER_CRACKER_DESC$"
RG_PLANET_KILLER_SHIELDER:0 "$PLANET_KILLER_SHIELDER$"
RG_PLANET_KILLER_SHIELDER_DESC:0 "$PLANET_KILLER_SHIELDER_DESC$"
RG_PLANET_KILLER_NEUTRON:0 "$PLANET_KILLER_NEUTRON$"
RG_PLANET_KILLER_NEUTRON_DESC:0 "$PLANET_KILLER_NEUTRON_DESC$"
RG_PLANET_KILLER_GODRAY:0 "$PLANET_KILLER_GODRAY$"
RG_PLANET_KILLER_GODRAY_DESC:0 "$PLANET_KILLER_GODRAY_DESC$"
RG_PLANET_KILLER_NANOBOTS:0 "$PLANET_KILLER_NANOBOTS$"
RG_PLANET_KILLER_NANOBOTS_DESC:0 "$PLANET_KILLER_NANOBOTS_DESC$"
RG_PLANET_KILLER_STAR_CRACKER:0 "$PLANET_KILLER_STAR_CRACKER$"
RG_PLANET_KILLER_STAR_CRACKER_DESC:0 "$PLANET_KILLER_STAR_CRACKER_DESC$"
RG_PLANET_KILLER_DELUGE:0 "$PLANET_KILLER_DELUGE$"
RG_PLANET_KILLER_DELUGE_DESC:0 "$PLANET_KILLER_DELUGE_DESC$"
RG_SCIENCE_CLOAKING_PSI:0 "$CLOAKING_PSI$"
RG_SCIENCE_CLOAKING_PSI_DESC:0 "$CLOAKING_PSI_DESC$"
RG_SCIENCE_CLOAKING_DARK_MATTER:0 "$CLOAKING_DARK_MATTER$"
RG_SCIENCE_CLOAKING_DARK_MATTER_DESC:0 "$CLOAKING_DARK_MATTER_DESC$"
RG_SCIENCE_CLOAKING_3:0 "$CLOAKING_3$"
RG_SCIENCE_CLOAKING_3_DESC:0 "$CLOAKING_3_DESC$"
RG_SCIENCE_CLOAKING_2:0 "$CLOAKING_2$"
RG_SCIENCE_CLOAKING_2_DESC:0 "$CLOAKING_2_DESC$"
RG_SCIENCE_CLOAKING_1:0 "$CLOAKING_1$"
RG_SCIENCE_CLOAKING_1_DESC:0 "$CLOAKING_1_DESC$"
RG_SCIENCE_CLOAKING_EMPTY:0 "空槽"
RG_ID_wsg_alpha_REACTOR:0 "§Y阿尔法结晶反应堆§!"
RG_ID_SHIP_THRUSTER_WSG:0 "§Y暗物质α推进器§!"
RG_ID_SHIP_THRUSTER_WSG_DESC:0 "利用暗物质与阿尔法融合后产生的巨大能量来推动我们的飞船。"
RG_ID_sh_senergy_REACTOR:0 "§Y深海能源核心反应堆§!"
RG_ID_SHIP_THRUSTER_SH:0 "§Y深海能源核心推进器§!"
RG_ID_SHIP_THRUSTER_SH_DESC:0 "在深海能源核心的作用下我们的飞船能做出以近乎魔法般的机动。"
RG_ID_wsg_senergy_REACTOR:0 "§Y深海能源核心反应堆§!"
RG_ID_WSG_SENERGY_SHIP_THRUSTER:0 "§Y深海能源核心推进器§!"
RG_ID_WSG_SENERGY_SHIP_THRUSTER_DESC:0 "使用深海能源核心产生的强大动力推动作战舰船"
RG_BAKAHALO:0 "§Y笨蛋光环我除外§!"
RG_ANTIBAKAHALO:0 "§Y笨蛋光环§!"
RG_ANTIBAKAHALO_DESC:0 "笨蛋光环加成友军的同时还能在星系中投射笨蛋领域,使敌人不知怎么地攻击了自己的战舰?"
RG_BAKAHALO_RADAR:0 "§Y笨蛋光环我除外§!"
RG_BAKAHALO_RADAR_DESC:0 "笨蛋光环加成友军的同时还能在星系中投射笨蛋领域,使敌人不知怎么地攻击了自己的战舰?"
RG_ANTIBAKAHALO_RADAR:0 "§Y笨蛋光环§!"
RG_ANTIBAKAHALO_RADAR_DESC:0 "笨蛋光环加成友军的同时还能在星系中投射笨蛋领域,使敌人不知怎么地攻击了自己的战舰?"
RG_ABSLUTEFIELD:0 "§R绝对领域§!"
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_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_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_battle_BEHAVIOR_DESC:0 "§H战列战术§!飞船会保持在射程内§Y110§!)开火,并用远距离武器攻击敌人。"
RG_torpedo_BEHAVIOR_DESC:0 "§H雷击战术§!飞船会保持在射程内§Y180§!)开火,并用远距离武器攻击敌人。"
RG_line_BEHAVIOR_DESC:0 "§H线列战术§!飞船会尽可能与敌舰保持近距离§Y50§!),为友军吸收伤害。"
RG_AA_BEHAVIOR_DESC:0 "§H对空战术§!飞船会在远距离§Y150§!)执行舰队防空支援任务,并尝试与敌舰保持距离。"
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_COMBAT_COMPUTER_CARRIER:0 "§Y灰风作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y灰风作战计算机-线列战术§!"
RG_COMBAT_COMPUTER_artillery:0 "§Y灰风作战计算机-火炮战术§!"
RG_COMBAT_COMPUTER_MotherShip:0 "§Y灰风作战计算机§!"
RG_COMBAT_COMPUTER_aura:0 "§Y灰风作战计算机-电子战术§!"
RG_COMBAT_COMPUTER_battle:0 "§Y灰风作战计算机-战列战术§!"
RG_COMBAT_COMPUTER_torpedo:0 "§Y灰风作战计算机-雷装战术§!"
RG_COMBAT_COMPUTER_AA:0 "§Y灰风作战计算机-对空战术§!"
RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y灰风作战计算机-自由战术§!"
RG_COMBAT_COMPUTER_icebreak:0 "§Y灰风作战计算机-破冰战术§!"
RG_carrier_interdictor_key: "§Y航母核心§!"
RG_icebreaker_interdictor: "§Y破冰核心§!"
RG_battleship_interdictor_key: "§Y战列核心§!"
RG_titan_interdictor_key: "§Y泰坦核心§!"
RG_line_interdictor_key: "§Y线列核心§!"
RG_AA_interdictor_key: "§Y对空核心§!"
RG_Buff_interdictor_key: "§Y光环核心§!"
RG_COLOSSUS_interdictor_key: "§Y歼星核心§!"
RG_Arsenal_interdictor_key: "§Y武库核心§!"
RG_aircruiser_interdictor_key: "§Y航战核心§!"
RG_torpedo_interdictor_key: "§Y雷击核心§!"
RG_torpedocruiser_interdictor_key: "§Y雷巡核心§!"
RG_graygoo_capitalship_key: "§Y旗舰核心§!"
RG_graygoo_juggernaut_key: "§Y主宰核心§!"
RG_icebreaker_interdictor_key: "§Y破冰核心§!"
LARGE_GRAY_WEAPON_KIN:0 "§Y纳米物质投射器§!"
LARGE_GRAY_WEAPON_KIN_DESC:0 "这些密集的轴基无管动能炮使用了前所未有的重型弹头,被设计成只能发射一次的终极火炮。这种武器通常成编制部署,占据了整艘战舰一半以上的质量。"
HUGE_GRAY_WEAPON_KIN:0 "§Y超限-纳米物质投射器§!"
HUGE_GRAY_WEAPON_KIN_DESC:0 "这些密集的轴基无管动能炮发射密度前所未有的超级弹头,弹头能够自我加速到无限接近光速。却依然无法再次发射。"
tech_gray_weapon_lance_1:0 "§Y纳米层级能量操纵§!"
tech_gray_weapon_lance_1_desc:0 "通过研究L星门中灰色风暴战舰所使用的武器我们得以使用纳米机器人部分还原这种技术。"
tech_gray_matter_remix_2:0 "§Y纳米物质混合工程§!"
tech_gray_matter_remix_2_desc:0 "通过将纳米机器人运用在特殊材料中,我们得以赋予这些材料新的性质。"
tech_gray_nano_boost_3:0 "§Y纳米物质推进工程§!"
tech_gray_nano_boost_3_desc:0 "将新的材料进一步加以改良,我们得以制造出可以自我产生推力的材料,使得更加精密的工程成为可能。"
tech_gray_interdictor_4:0 "§Y纳米机器拦截舰§!"
tech_gray_interdictor_4_desc:0 "经过技术逆向和积累我们得以再现这些L星门中的灰色风暴战舰驰骋在我们的旗帜之下。"
tech_gray_matter_spray_5:0 "§Y喷射星舰计划§!"
tech_gray_matter_spray_5_desc:0 "纳米机器材料的发明使得我们可以重现这种奇异的设计,被设计发射巨型弹头的密集一次性发射架占据了整个战舰,一次发射可喷射整舰一半以上的质量。当然,一次性的。"
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_repair_system_1:0 "§Y灰风纳米修复系统§!"
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_object_gray_5:0 "§Y灰风母舰重构§!"
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_minilaser_gray_1:0 "§Y灰风武器微型化§!"
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_gray_noway:0 "§Y灰风的不存在课题§!"
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_object_gray_6:0 "§Y灰风的不存在课题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_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。"
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_ACTION:0 "§H纳米注入§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER:0 "准备注入$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER:0 "被执行了星球纳米转化"
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§!。"
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_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"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SP:0 "被进行了物种改造"
message_RG_planet_killer_killed_planet_sp_desc:0 "$RG_target_planet|Y$被$RG_attacker|Y$的$RG_attacker_ship|Y$进行了一次非法武器试验。他们真是疯了。"
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_const_country:0 "小灰-自动工程队"
requires_rg_graylevel_higherthan_25:0 "§Y小灰必须达到10级§!"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技§!$tech_juggernaut$"
rg_nothing:0 ""
rg_nothing_desc:0 ""
rg_ap_nantiematter:0 "§Y纳米物质构成工程§!"
rg_ap_nantiematter_desc:0 "如果能够对L星门建造者的物质与科技进行一次彻底的构成研究这些强力的纳米机器将极大的提升我们的军备水平。这需要我们获得足够的L星门认知。"
rg_ap_nantiematter_tooltip:0 "§Y这表明了一切。§!"
weapon_type_rg_jumpdrive:0 "§Y超空间引擎§!"
weapon_type_rg_sp:0 "§Y特殊武器§!"
weapon_type_rg_clocking_comp:0 "§Y隐形场部件§!"
weapon_type_rg_thruster:0 "§Y推进器§!"
weapon_type_rg_sensor:0 "§Y传感器§!"
weapon_type_rg_halo:0 "§Y光环§!"
weapon_type_rg_aux:0 "§Y辅助部件§!"
weapon_type_rg_computer:0 "§Y飞行控制计算机§!"
weapon_type_rg_secondary:0 "§Y副武器§!"
weapon_type_rg_torpedoe:0 "§Y鱼雷§!"
weapon_type_rg_main:0 "§Y主武器§!"
weapon_type_rg_armor:0 "§Y装甲部件§!"
rg_distant_stars_modifier:0 "§H遥远繁星§!"
rg_distant_stars_modifier_desc:0 "L-星团是一群距离我们所熟知的银河系相距极远的星系组成的星团。从内部几乎没有可能启动跃迁引擎回到银河系。\n§H当然你执意要出去...那我也没办法嘛。L-星门开启后自动移除该修正。§!"
RG_requires_a_star_star_killer:0 "\n§H攻击目标不能是真空§!"
RG_requires_outside_border_star_killer:0 "\n§H攻击目标不能在境内§!"
RG_requires_inside_border_star_killer:0 "\n§H这艘舰船的使用说明书上要求我们只能对友方目标开火..?§!"
RG_requires_no_pacifist_star_killer:0 "\n§H我们的和平主义思潮不允许使用这种武器§!"
RG_CARRIER_RADAR_tool_tip:0 "§H大幅提升舰船开火距离至§!§Y600§H用于修复超出舰载机射程从而不开火的问题。§!"
RG_FLAK_PHOENIX_tool_tip:0 "§H距离:§! §Y5§!§H以内的敌舰将会使用舰体撞击。“永不沉没”§!"
RG_AUTOCONST_HANGER_tool_tip:0 "§H自动工程队模块将会在星系探索完成后自动释放工程舰建造哨站。§!"
RG_PLANET_KILLER_tool_tip:0 "伤害: §Y35000-350000§!\n冷却 §Y30.00£time£§!\n命中 §Y100%§!\n追踪 §Y100%§!\n射程 §Y0§! ~ §Y800§!\n发射扇面 §Y25§!度\n平均伤害 §Y5250.00/£time£§!\n\n§G+100% 船体伤害§!\n§G+100% 护盾伤害§!\n§G+100% 装甲伤害§!\n§G+100% 护盾穿透§!\n§G+100% 装甲穿透§!\n\n该武器依据目标舰船大小的§G100%§!施加额外的倍乘伤害。"
RG_revive_component:0 "§Y原型折纸仪§!"
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_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_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_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_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§!"
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!§!"
RG_orbital_ring:0 "§Y纳米星环防御终端§!"
RG_orbital_ring_desc:0 ""
RG_leader_trait_admiral_fake_dragon:0 "§Y龙的灵魂§!"
RG_leader_trait_admiral_fake_dragon_desc:0 "迷途的灵魂虽然不是龙,却想要化身为龙。你也是龙,也好。"
RG_leader_trait_admiral_timed_life:0 "§Y计时的生命§!"
RG_leader_trait_admiral_timed_life_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 +5%§!\n§G 额外装甲生命值 +5%§!\n§G 额外船体生命值 +5%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n她是从一次实验中诞生的模拟生命。时间每流逝一个月她就老去一岁。倘若无法找到永生的方法脆弱的灵魂就将落叶归根。"
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_sim_dragon_species:0 "伪装的龙"

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