Changes 笨蛋光环回滚 特质纳米维护费

This commit is contained in:
ProjectKoi-Kalo\Kalo 2024-09-22 17:48:22 +08:00
parent 844db1a987
commit 878bdfc2c3
3 changed files with 95 additions and 84 deletions

View File

@ -2038,43 +2038,43 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# friendly_aura = {
# name = "RG_ANTIBAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
# id = friendly_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = 1
# ship_armor_hardening_add = 1
# ship_shield_penetration_mult = 1
# ship_armor_penetration_mult = 1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 0.1
# ship_jumpdrive_cooldown_mult = 0.1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_positive_entity"
# dynamic_scale = no
# }
# }
# }
friendly_aura = {
name = "RG_ANTIBAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
id = friendly_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
ship_shield_penetration_mult = 1
ship_armor_penetration_mult = 1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 0.1
ship_jumpdrive_cooldown_mult = 0.1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_positive_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0
@ -2124,51 +2124,51 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# hostile_aura = {
# name = "RG_BAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# id = hostile_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = -1
# ship_armor_hardening_add = -1
# ship_shield_penetration_mult = -1
# ship_armor_penetration_mult = -1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 1
# ship_jumpdrive_cooldown_mult = 1
# }
# damage_per_day = {
# accuracy = 0.5
# damage = {
# min = 96
# max = 192
# }
# shield_penetration = 1
# armor_penetration = 1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_negative_entity"
# dynamic_scale = no
# }
# }
# }
hostile_aura = {
name = "RG_BAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
id = hostile_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = -1
ship_armor_hardening_add = -1
ship_shield_penetration_mult = -1
ship_armor_penetration_mult = -1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 1
ship_jumpdrive_cooldown_mult = 1
}
damage_per_day = {
accuracy = 0.5
damage = {
min = 96
max = 192
}
shield_penetration = 1
armor_penetration = 1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_negative_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0

View File

@ -12,3 +12,14 @@ rg_count_maid = {
}
# max = 20
}
rg_maid_trait_mult = {
base = 3
# modifier = {
# add = 0.5
# planet = {
# has_deposit = d_lithoid_crater
# }
# }
}

View File

@ -52,7 +52,7 @@
tr_rg_nanotech_2_modifier_desc: "—§I解锁巨型结构§!§Y$RG_habitat_central_complex$§!\n"
tr_rg_nanotech_3_modifier_desc: "§Y解锁行星决议§!$decision_rg_nanotech_swarm_consume_world$\n§Y解锁巨像武器§!$tech_object_gray_7$可将星球转变为可殖民的§Y$pc_nanotech$§!"
tr_rg_nanotech_4_modifier_desc: "§Y解锁飞升$rg_ap_nantiematter$\n解锁舰船§!$RG_graygoo_destroyer$\n§Y获得遗珍§!§Y$rg_tempest_invocator$§!允许你召唤宇宙风暴§Y$graytempest_storm$§!"
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化人口$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
tr_rg_nanotech_finish_modifier_desc: "§Y解锁舰船§!$RG_graygoo_mothership$\n每§Y5§!年§Y$sm_nanite_harvester_plural$§!都会提升,可能是增加$r_nanites$矿藏的规模,或是直接产出一笔纳米机器人资源。该效果受到矿藏所依附的行星尺寸的限制。"
decision_rg_server_shut_down: "§R核心关闭§!"
@ -126,7 +126,7 @@
district_rg_industrial_plural: "工业区段"
district_rg_industrial_desc: "这个区段中遍布着叮当作响的工厂与强劲的机械,为帝国提供了有力的工业基础。"
rg_machine_maid_trait_effect_tooltip: "每个在线的人口产生0.1£nanites£$nanites$§Y维护费§!。\n在灰风国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
rg_machine_maid_trait_effect_tooltip: "每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n在$NAME_Gray$国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
graytempest_storm: "灰蛊风暴"
graytempest_storm_desc: "一群从L-星团中喷涌而出纳米机器对于整个星系的生命体都是威胁。它们数量巨大但尚未完全成型,形成严重的风暴席卷星系。由于纳米机器的自复制特性这种风暴能持续数十年之久。"