Changes 笨蛋光环回滚 特质纳米维护费
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@ -2038,43 +2038,43 @@ weapon_component_template = {
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tags = {
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weapon_type_rg_halo
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}
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# friendly_aura = {
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# name = "RG_ANTIBAKAHALO"
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# radius = @shipAuraRange
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# apply_on = ships
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# stack_info = {
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# #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.
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# id = friendly_BAKAHALO
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# priority = 233
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# }
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# modifier = {
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# ship_shield_mult = -0.1
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# ship_speed_mult = -0.1
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# ship_armor_mult = -0.1
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# ship_hull_mult = -0.1
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# ship_shield_hardening_add = 1
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# ship_armor_hardening_add = 1
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# ship_shield_penetration_mult = 1
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# ship_armor_penetration_mult = 1
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# ship_weapon_range_mult = -0.1
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# ship_tracking_add = -10
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# ship_engagement_range_mult = -0.1
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# ship_disengage_chance_mult = -0.1
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# ship_ftl_jumpdrive_range_mult = -0.1
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# ship_windup_mult = 0.1
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# ship_jumpdrive_cooldown_mult = 0.1
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# }
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# graphics = {
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# area_effect = {
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# entity = "circle_area_entity"
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# dynamic_scale = yes
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# }
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# ship_effect = {
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# entity = "ship_aura_positive_entity"
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# dynamic_scale = no
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# }
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# }
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# }
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friendly_aura = {
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name = "RG_ANTIBAKAHALO"
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radius = @shipAuraRange
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apply_on = ships
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stack_info = {
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#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.
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id = friendly_BAKAHALO
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priority = 233
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}
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modifier = {
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ship_shield_mult = -0.1
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ship_speed_mult = -0.1
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ship_armor_mult = -0.1
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ship_hull_mult = -0.1
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ship_shield_hardening_add = 1
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ship_armor_hardening_add = 1
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ship_shield_penetration_mult = 1
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ship_armor_penetration_mult = 1
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ship_weapon_range_mult = -0.1
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ship_tracking_add = -10
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ship_engagement_range_mult = -0.1
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ship_disengage_chance_mult = -0.1
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ship_ftl_jumpdrive_range_mult = -0.1
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ship_windup_mult = 0.1
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ship_jumpdrive_cooldown_mult = 0.1
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}
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graphics = {
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area_effect = {
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entity = "circle_area_entity"
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dynamic_scale = yes
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}
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ship_effect = {
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entity = "ship_aura_positive_entity"
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dynamic_scale = no
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}
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}
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}
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hull_damage = 0
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shield_penetration = 0
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shield_damage = 0
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@ -2124,51 +2124,51 @@ weapon_component_template = {
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tags = {
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weapon_type_rg_halo
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}
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# hostile_aura = {
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# name = "RG_BAKAHALO"
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# radius = @shipAuraRange
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# apply_on = ships
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# stack_info = {
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# id = hostile_BAKAHALO
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# priority = 233
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# }
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# modifier = {
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# ship_shield_mult = -0.1
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# ship_speed_mult = -0.1
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# ship_armor_mult = -0.1
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# ship_hull_mult = -0.1
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# ship_shield_hardening_add = -1
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# ship_armor_hardening_add = -1
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# ship_shield_penetration_mult = -1
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# ship_armor_penetration_mult = -1
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# ship_weapon_range_mult = -0.1
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# ship_tracking_add = -10
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# ship_engagement_range_mult = -0.1
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# ship_disengage_chance_mult = -0.1
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# ship_ftl_jumpdrive_range_mult = -0.1
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# ship_windup_mult = 1
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# ship_jumpdrive_cooldown_mult = 1
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# }
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# damage_per_day = {
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# accuracy = 0.5
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# damage = {
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# min = 96
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# max = 192
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# }
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# shield_penetration = 1
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# armor_penetration = 1
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# }
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# graphics = {
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# area_effect = {
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# entity = "circle_area_entity"
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# dynamic_scale = yes
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# }
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# ship_effect = {
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# entity = "ship_aura_negative_entity"
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# dynamic_scale = no
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# }
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# }
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# }
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hostile_aura = {
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name = "RG_BAKAHALO"
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radius = @shipAuraRange
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apply_on = ships
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stack_info = {
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id = hostile_BAKAHALO
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priority = 233
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}
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modifier = {
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ship_shield_mult = -0.1
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ship_speed_mult = -0.1
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ship_armor_mult = -0.1
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ship_hull_mult = -0.1
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ship_shield_hardening_add = -1
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ship_armor_hardening_add = -1
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ship_shield_penetration_mult = -1
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ship_armor_penetration_mult = -1
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ship_weapon_range_mult = -0.1
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ship_tracking_add = -10
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ship_engagement_range_mult = -0.1
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ship_disengage_chance_mult = -0.1
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ship_ftl_jumpdrive_range_mult = -0.1
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ship_windup_mult = 1
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ship_jumpdrive_cooldown_mult = 1
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}
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damage_per_day = {
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accuracy = 0.5
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damage = {
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min = 96
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max = 192
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}
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shield_penetration = 1
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armor_penetration = 1
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}
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graphics = {
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area_effect = {
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entity = "circle_area_entity"
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dynamic_scale = yes
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}
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ship_effect = {
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entity = "ship_aura_negative_entity"
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dynamic_scale = no
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}
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}
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}
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hull_damage = 0
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shield_penetration = 0
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shield_damage = 0
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@ -12,3 +12,14 @@ rg_count_maid = {
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}
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# max = 20
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}
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rg_maid_trait_mult = {
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base = 3
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# modifier = {
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# add = 0.5
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# planet = {
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# has_deposit = d_lithoid_crater
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# }
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# }
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}
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@ -52,7 +52,7 @@
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tr_rg_nanotech_2_modifier_desc: "—§I解锁巨型结构:§!§Y$RG_habitat_central_complex$§!\n"
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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$pc_nanotech$§!"
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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$graytempest_storm$§!"
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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。"
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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。"
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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。"
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decision_rg_server_shut_down: "§R核心关闭§!"
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@ -126,7 +126,7 @@
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district_rg_industrial_plural: "工业区段"
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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。"
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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$$mod_planet_jobs_produces_mult$:§G+10%§!"
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rg_machine_maid_trait_effect_tooltip: "每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n在$NAME_Gray$国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$:§G+10%§!"
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graytempest_storm: "灰蛊风暴"
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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。"
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