revert f4f50b3eeecf78f0624b1c00b24b14a72855ab45

revert 注释掉
This commit is contained in:
Kalospacer 2024-05-12 13:10:48 +08:00
parent 72c48e2b7d
commit 53edea7228
2 changed files with 107 additions and 107 deletions

View File

@ -68,36 +68,36 @@
# Step 4: Assign the highest leader/location pair based on the weight # Step 4: Assign the highest leader/location pair based on the weight
# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps # Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
# rg_nanite_leader = { rg_nanite_leader = {
# name = rg_nanite_leader name = rg_nanite_leader
# name_plural = rg_nanite_leader_plural name_plural = rg_nanite_leader_plural
# description = rg_nanite_leader_description description = rg_nanite_leader_description
#
# can_lead_army = yes can_lead_army = yes
# can_lead_navy = yes can_lead_navy = yes
# can_govern_planet = yes can_govern_planet = yes
# can_be_envoy = yes can_be_envoy = yes
# can_research_tech = yes can_research_tech = yes
# can_research_special_projects = yes can_research_special_projects = yes
# can_crew_science_ship = yes can_crew_science_ship = yes
# can_research_anomalies = yes can_research_anomalies = yes
# can_research_archaeology_site = yes can_research_archaeology_site = yes
# can_survey = yes can_survey = yes
# can_boost_cloaking_detection = yes can_boost_cloaking_detection = yes
# can_explore_rifts = yes can_explore_rifts = yes
# can_conduct_active_reconnaissance = yes can_conduct_active_reconnaissance = yes
# can_govern_planet = yes can_govern_planet = yes
# can_have_traits = yes can_have_traits = yes
# can_rule_empire = yes can_rule_empire = yes
# recruitable = no recruitable = no
# max_trait_points = 3 max_trait_points = 3
# leader_capacity = 3 leader_capacity = 3
#
# ai_weight = { ai_weight = {
# modifier = { modifier = {
# factor = 0 factor = 0
# } }
# } }
# icon = 4 icon = 4
# paragon_background_selector = "paragon_background_selector" paragon_background_selector = "paragon_background_selector"
# } }

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@ -33,78 +33,78 @@
# randomized = no # randomized = no
# } # }
# RG_leader_trait_offical_gray = { RG_leader_trait_offical_gray = {
# #唯一特质 #唯一特质
# cost = 0 cost = 0
# inline_script = { inline_script = {
# script = trait/icon_psionic script = trait/icon_psionic
# CLASS = leader CLASS = leader
# ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon RARITY = paragon
# COUNCIL = no COUNCIL = no
# TIER = none TIER = none
# } }
# immortal_leaders = yes immortal_leaders = yes
# triggered_self_modifier = { triggered_self_modifier = {
# potential = { potential = {
# always = yes always = yes
# } }
# leader_skill_levels = 1 leader_skill_levels = 1
# mult = trigger:has_skill mult = trigger:has_skill
# } }
# self_modifier = { self_modifier = {
# species_leader_exp_gain = 1 species_leader_exp_gain = 1
# } }
# councilor_modifier = { councilor_modifier = {
# all_technology_research_speed = 0.5 all_technology_research_speed = 0.5
# } }
# planet_modifier = { planet_modifier = {
# planet_buildings_cost_mult = -0.4 planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.6 planet_building_build_speed_mult = 0.6
# planet_jobs_alloys_produces_mult = 0.25 planet_jobs_alloys_produces_mult = 0.25
# planet_jobs_engineering_research_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25
# deposit_blockers_cost_mult = -0.4 deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_time_mult = -0.6 planet_clear_blocker_time_mult = -0.6
# } }
# sector_modifier = { sector_modifier = {
# planet_buildings_cost_mult = -0.2 planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2 planet_building_build_speed_mult = 0.2
# planet_jobs_alloys_produces_mult = 0.1 planet_jobs_alloys_produces_mult = 0.1
# planet_jobs_engineering_research_produces_mult = 0.1 planet_jobs_engineering_research_produces_mult = 0.1
# deposit_blockers_cost_mult = -0.2 deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_time_mult = -0.2 planet_clear_blocker_time_mult = -0.2
# starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_cost_mult = -0.25
# starbase_shipyard_build_speed_mult = -0.3 starbase_shipyard_build_speed_mult = -0.3
# } }
# fleet_modifier = { fleet_modifier = {
# ship_armor_mult = 3.5 ship_armor_mult = 3.5
# ship_hull_mult = 3.5 ship_hull_mult = 3.5
# ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
# ship_hull_regen_add_perc = 5 ship_hull_regen_add_perc = 5
# ship_armor_regen_add_perc = 5 ship_armor_regen_add_perc = 5
# } }
# army_modifier = { army_modifier = {
# army_collateral_damage_mult = 0.15 army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5 army_disengage_chance_mult = 0.5
# army_health = 0.35 army_health = 0.35
# } }
# modifier = { modifier = {
# ship_archaeological_site_excavation_speed_mult = 0.5 ship_archaeological_site_excavation_speed_mult = 0.5
# science_ship_survey_speed = 1 science_ship_survey_speed = 1
# # ship_windup_mult = -1 # ship_windup_mult = -1
# # ship_speed_mult = 0.5 # ship_speed_mult = 0.5
# ship_anomaly_generation_chance_mult = -1 ship_anomaly_generation_chance_mult = -1
# } }
# triggered_modifier = { triggered_modifier = {
# potential = { potential = {
# has_astral_planes_dlc = yes has_astral_planes_dlc = yes
# } }
# country_astral_rift_speed_mult = 0.5 country_astral_rift_speed_mult = 0.5
# } }
# leader_class = { rg_nanite_leader } leader_class = { rg_nanite_leader }
# initial = no initial = no
# randomized = no randomized = no
# } }
RG_leader_trait_governor_gray = { RG_leader_trait_governor_gray = {
#总督特质 #总督特质
@ -270,7 +270,7 @@ RG_leader_trait_ruler_gray = {
country_base_influence_produces_add = 1 country_base_influence_produces_add = 1
mult = trigger:has_skill mult = trigger:has_skill
} }
leader_class = { official } leader_class = { official rg_nanite_leader }
initial = no initial = no
randomized = no randomized = no
} }
@ -418,7 +418,7 @@ RG_leader_trait_admiral_nanorebuild_gray = {
army_health = 0.05 army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable mult = owner.rg_general_skill_combat_daypassed_variable
} }
leader_class = { commander } leader_class = { commander rg_nanite_leader }
initial = no initial = no
randomized = no randomized = no
} }