Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod
This commit is contained in:
commit
930cc8e4e1
103
common/leader_classes/RG_leader_classes.txt
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103
common/leader_classes/RG_leader_classes.txt
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@ -0,0 +1,103 @@
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# example_class = {
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# name = <name_key>
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# name_plural = <name_plural_key>
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# description = <description_key>
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#
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# #all the following default to no
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# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
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# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
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# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
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# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
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# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
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# can_be_envoy = yes/no
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# can_research_tech = yes/no
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# can_research_special_projects = yes/no
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# can_crew_science_ship = yes/no
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# can_research_anomalies = yes/no
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# can_research_archaeology_site = yes/no
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# can_survey = yes/no
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# can_boost_cloaking_detection = yes/no
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# can_explore_rifts = yes/no
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# can_conduct_active_reconnaissance = yes/no
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# can_govern_planet = yes/no
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# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
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# can_rule_empire = yes/no # defaults to yes
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# recruitable = yes/no # defaults to yes
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# max_trait_points = <num>
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# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
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# replaces_old_class = "old_class" # used for backwards compatibility. When "old_class" appears in an old save, it is converted to this class at loading
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# # can appear multiple times
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#
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# resources = { #upkeep
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# category = leader_scientists/etc
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# cost = {
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# ...
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# }
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# }
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#
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# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
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# base = <num>
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# modifier = {}
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# }
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#
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# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
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# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
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# # if the score is 0 or less, the leader will not be assigned to that location
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# base = <num>
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# modifier = {}
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# }
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#
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# minimum_ai_target = <num>
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#
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# leader_background_job_weight = {
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# job_name = <weight>
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# # etc
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# }
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# }
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#
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# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
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#
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# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
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#
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#
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# How the AI assigns leaders now:
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#
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# Step 1: Sort all possible location using the NDefines::NAI::LOCATION_WEIGHT_* values (all of them are multipliers except the galactic community which is a flat value)
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# Step 2: Sort all available leaders by skill
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# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
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# Step 4: Assign the highest leader/location pair based on the weight
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# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
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rg_nanite_leader = {
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name = rg_nanite_leader
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name_plural = rg_nanite_leader_plural
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description = rg_nanite_leader_description
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can_lead_army = yes
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can_lead_navy = yes
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can_govern_planet = yes
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can_be_envoy = yes
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can_research_tech = yes
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can_research_special_projects = yes
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can_crew_science_ship = yes
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can_research_anomalies = yes
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can_research_archaeology_site = yes
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can_survey = yes
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can_boost_cloaking_detection = yes
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can_explore_rifts = yes
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can_conduct_active_reconnaissance = yes
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can_govern_planet = yes
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can_have_traits = yes
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can_rule_empire = yes
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recruitable = no
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max_trait_points = 3
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leader_capacity = 3
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ai_weight = {
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modifier = {
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factor = 0
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}
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}
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icon = 4
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paragon_background_selector = "paragon_background_selector"
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}
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@ -47,3 +47,77 @@ gray_affection_warship_lv5 = {
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ship_ftl_jumpdrive_range_mult = 0.5
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force_disparity_fire_rate_mult = 3
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}
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skill_rg_nanite_leader_navy = {
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ship_weapon_range_mult = 0.05
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ship_hull_mult = 0.05
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ship_fire_rate_mult = 0.1
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}
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skill_rg_nanite_leader_army = {
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army_damage_mult = 0.1
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army_morale_damage_mult = 0.1
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army_health = 0.1
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army_morale = 0.1
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}
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skill_rg_nanite_leader = {
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custom_tooltip = skill_official_delegate_tt
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science_ship_survey_speed = 0.10
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ship_archaeological_site_clues_add = 1
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ship_astral_rift_clues_add = 1
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}
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skill_rg_nanite_leader_planet_governor = {
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custom_tooltip = skill_official_planet_governor_tt
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planet_jobs_energy_produces_mult = @planet_job_mult
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planet_jobs_minerals_produces_mult = @planet_job_mult
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planet_jobs_food_produces_mult = @planet_job_mult
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planet_jobs_alloys_produces_mult = @planet_job_mult
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planet_jobs_consumer_goods_produces_mult = @planet_job_mult
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planet_jobs_exotic_gases_produces_mult = @planet_job_mult
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planet_jobs_rare_crystals_produces_mult = @planet_job_mult
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planet_jobs_volatile_motes_produces_mult = @planet_job_mult
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# planet_jobs_ruler_produces_mult = @negative_planet_job_mult
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# planet_jobs_specialist_produces_mult = @negative_planet_job_mult
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planet_jobs_worker_produces_mult = @planet_job_mult
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planet_jobs_slave_produces_mult = @planet_job_mult
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job_soldier_or_warrior_add = 1
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planet_crime_add = -1
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planet_jobs_physics_research_produces_mult = @planet_job_mult
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planet_jobs_society_research_produces_mult = @planet_job_mult
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planet_jobs_engineering_research_produces_mult = @planet_job_mult
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species_empire_size_mult = @planet_empire_size
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}
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skill_rg_nanite_leader_sector_governor = {
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custom_tooltip = skill_official_sector_governor_tt
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planet_jobs_energy_produces_mult = @sector_job_mult
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planet_jobs_minerals_produces_mult = @sector_job_mult
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planet_jobs_food_produces_mult = @sector_job_mult
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planet_jobs_alloys_produces_mult = @sector_job_mult
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planet_jobs_consumer_goods_produces_mult = @sector_job_mult
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planet_jobs_exotic_gases_produces_mult = @sector_job_mult
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planet_jobs_rare_crystals_produces_mult = @sector_job_mult
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planet_jobs_volatile_motes_produces_mult = @sector_job_mult
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# planet_jobs_ruler_produces_mult = @negative_sector_job_mult
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# planet_jobs_specialist_produces_mult = @negative_sector_job_mult
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planet_jobs_worker_produces_mult = @sector_job_mult
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planet_jobs_slave_produces_mult = @sector_job_mult
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job_soldier_or_warrior_add = 0.5
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planet_crime_add = -0.5
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planet_jobs_physics_research_produces_mult = @sector_job_mult
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planet_jobs_society_research_produces_mult = @sector_job_mult
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planet_jobs_engineering_research_produces_mult = @sector_job_mult
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species_empire_size_mult = @sector_empire_size
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}
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skill_rg_nanite_leader_background_planet_governor = {
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planet_amenities_add = 2
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planet_stability_add = 0.5
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planet_jobs_upkeep_mult = -0.01
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}
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@ -33,65 +33,78 @@
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# randomized = no
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# }
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# RG_leader_trait_offical_gray = {
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# #唯一特质
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# cost = 0
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# inline_script = {
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# script = trait/icon_psionic
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# CLASS = leader
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# ICON = "GFX_leader_trait_psionic_chosen_one"
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# RARITY = paragon
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# COUNCIL = no
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# TIER = none
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# }
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# immortal_leaders = yes
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# triggered_self_modifier = {
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# potential = {
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# always = yes
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# }
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# leader_skill_levels = 1
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# mult = trigger:has_skill
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# }
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# self_modifier = {
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# species_leader_exp_gain = 1
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# }
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# councilor_modifier = {
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# all_technology_research_speed = 0.5
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# }
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# planet_modifier = {
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# planet_buildings_cost_mult = -0.4
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# planet_building_build_speed_mult = 0.6
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# planet_jobs_alloys_produces_mult = 0.25
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# planet_jobs_engineering_research_produces_mult = 0.25
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# deposit_blockers_cost_mult = -0.4
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# planet_clear_blocker_time_mult = -0.6
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# }
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# sector_modifier = {
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# planet_buildings_cost_mult = -0.2
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# planet_building_build_speed_mult = 0.2
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# planet_jobs_alloys_produces_mult = 0.1
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# planet_jobs_engineering_research_produces_mult = 0.1
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# deposit_blockers_cost_mult = -0.2
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# planet_clear_blocker_time_mult = -0.2
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# starbase_shipyard_build_cost_mult = -0.25
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# starbase_shipyard_build_speed_mult = -0.3
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# }
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# fleet_modifier = {
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# ship_armor_mult = 3.5
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# ship_hull_mult = 3.5
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# ships_upkeep_mult = -0.4
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# ship_hull_regen_add_perc = 5
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# ship_armor_regen_add_perc = 5
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# }
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# army_modifier = {
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# army_collateral_damage_mult = 0.15
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# army_disengage_chance_mult = 0.5
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# army_health = 0.35
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# }
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# leader_class = all
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# initial = no
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# randomized = no
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# }
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RG_leader_trait_offical_gray = {
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#唯一特质
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = leader
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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immortal_leaders = yes
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triggered_self_modifier = {
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potential = {
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always = yes
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}
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leader_skill_levels = 1
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mult = trigger:has_skill
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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councilor_modifier = {
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all_technology_research_speed = 0.5
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}
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planet_modifier = {
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planet_buildings_cost_mult = -0.4
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planet_building_build_speed_mult = 0.6
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planet_jobs_alloys_produces_mult = 0.25
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planet_jobs_engineering_research_produces_mult = 0.25
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deposit_blockers_cost_mult = -0.4
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planet_clear_blocker_time_mult = -0.6
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}
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sector_modifier = {
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planet_buildings_cost_mult = -0.2
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planet_building_build_speed_mult = 0.2
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planet_jobs_alloys_produces_mult = 0.1
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planet_jobs_engineering_research_produces_mult = 0.1
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deposit_blockers_cost_mult = -0.2
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planet_clear_blocker_time_mult = -0.2
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starbase_shipyard_build_cost_mult = -0.25
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starbase_shipyard_build_speed_mult = -0.3
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}
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fleet_modifier = {
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ship_armor_mult = 3.5
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ship_hull_mult = 3.5
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ships_upkeep_mult = -0.4
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ship_hull_regen_add_perc = 5
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ship_armor_regen_add_perc = 5
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}
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army_modifier = {
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army_collateral_damage_mult = 0.15
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army_disengage_chance_mult = 0.5
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army_health = 0.35
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}
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modifier = {
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ship_archaeological_site_excavation_speed_mult = 0.5
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science_ship_survey_speed = 1
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# ship_windup_mult = -1
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# ship_speed_mult = 0.5
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ship_anomaly_generation_chance_mult = -1
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}
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triggered_modifier = {
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potential = {
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has_astral_planes_dlc = yes
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}
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country_astral_rift_speed_mult = 0.5
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}
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leader_class = { rg_nanite_leader }
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initial = no
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randomized = no
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}
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RG_leader_trait_governor_gray = {
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#总督特质
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@ -143,7 +156,7 @@ RG_leader_trait_ruler_gray = {
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = official
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CLASS = leader
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ICON = "GFX_leader_trait_legendary_spiritualist_two"
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RARITY = paragon
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COUNCIL = yes
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@ -257,7 +270,7 @@ RG_leader_trait_ruler_gray = {
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country_base_influence_produces_add = 1
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mult = trigger:has_skill
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}
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leader_class = { official }
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leader_class = { official rg_nanite_leader }
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initial = no
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randomized = no
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}
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@ -383,7 +396,7 @@ RG_leader_trait_admiral_nanorebuild_gray = {
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = commander
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CLASS = leader
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ICON = "GFX_leader_trait_nanorebuild"
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RARITY = paragon
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COUNCIL = no
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@ -405,7 +418,7 @@ RG_leader_trait_admiral_nanorebuild_gray = {
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army_health = 0.05
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mult = owner.rg_general_skill_combat_daypassed_variable
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}
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leader_class = { commander }
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leader_class = { commander rg_nanite_leader }
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initial = no
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randomized = no
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}
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@ -28,9 +28,14 @@
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RG_leader_trait_admiral_nanorebuild_gray_desc:0 "灰色风暴在L星团中席卷无数纪元。\n创造与解构,纳米机器席卷之处我们无所不能。"
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RG_leader_trait_admiral_nanorebuild_effect:0 "$FLEET_EFFECTS_TXT$:\n$t$每摧毁一艘敌军舰船:\n$tt$§Y重塑计数器层数§!: §G+1§!\n$t$这位领袖所在舰队损失舰船时:\n$tt$消耗§Y重塑计数器层数§!立即重建舰船。\n$t$当前§Y重塑计数器层数§!: §Y[owner.rg_nanorebuild_counter]§!\n$t$§Y$NAME_Gray$§!无法被该技能重建。\n\n$RG_leader_trait_tempest_incoming_effect$"
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preset_rg_scion: "誓约计划国"
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preset_rg_scion: "§Y誓约计划国§!"
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preset_rg_scion_desc: "出于某种不可告人的目的,远古堕落帝国将其视若己出。他们的远古宗主不会允许其誓约国受到任何外部干扰。"
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rg_nanite_leader:0"§Y纳米机器个体§!"
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rg_nanite_leader_plural:0"§Y纳米机器个体§!"
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rg_nanite_leader_description:0"§Y本质上是由千千万万纳米机械所组成的个体。因为能做到,所以将无所不能。§!"
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rg_nanite_leader_plural_with_icon:0"£offical£ $rg_nanite_leader_plural$"
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concept_rg_scion: "$preset_rg_scion$"
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concept_rg_scion_desc: "$preset_rg_scion_desc$"
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