44 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
9a4cff17b8 ZC 2024-04-14 19:59:07 +08:00
ProjectKoi-Kalo\Kalo
578a91552f sa 2024-04-14 18:22:51 +08:00
ProjectKoi-Kalo\Kalo
e540e3fb2e 暂存 2024-04-14 15:14:25 +08:00
ProjectKoi-Kalo\Kalo
930cc8e4e1 Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-04-14 15:11:15 +08:00
ProjectKoi-Kalo\Kalo
36a8a68c92 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 15:08:27 +08:00
ProjectKoi-Kalo\Kalo
df1e219f51 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 03:49:31 +08:00
ProjectKoi-Kalo\Kalo
97ea859c6c 三合一,不知道哪改烂了,舰R兼容大概也寄了 暂存 2024-04-13 22:07:02 +08:00
ProjectKoi-Kalo\Kalo
c0f8d6f8da 暂存 2024-04-11 14:03:44 +08:00
ProjectKoi-Kalo\Kalo
0d5bb8d4a6 暂存 2024-04-11 13:54:57 +08:00
ProjectKoi-Kalo\Kalo
2f5ca904a9 暂存 2024-04-11 13:18:04 +08:00
ProjectKoi-Kalo\Kalo
93f9eff48b 暂存 2024-04-10 20:29:21 +08:00
ProjectKoi-Kalo\Kalo
2a465219a1 暂存堕落起源 2024-04-10 20:23:08 +08:00
ProjectKoi-Kalo\Kalo
37fd3e1b58 暂存 2024-04-10 19:39:38 +08:00
ProjectKoi-Kalo\Kalo
7b126497c6 暂存 2024-04-10 16:07:38 +08:00
ProjectKoi-Kalo\Kalo
abf233e1e8 暂存 2024-04-09 23:39:58 +08:00
ProjectKoi-Kalo\Kalo
1eb492a2f0 暂时不需要了 2024-04-07 21:43:26 +08:00
ProjectKoi-Kalo\Kalo
267a06b2fa maid暂存 2024-04-07 21:39:00 +08:00
ProjectKoi-Kalo\Kalo
32b9a5680b 修好了 2024-04-07 19:40:25 +08:00
ProjectKoi-Kalo\Kalo
f320c739a8 revert 3.11 2024-04-07 19:28:01 +08:00
ProjectKoi-Kalo\Kalo
aa9e81fc89 烂了 尝试修 2024-04-07 19:23:23 +08:00
ProjectKoi-Kalo\Kalo
c00c1a8917 暂存 2024-04-07 19:05:28 +08:00
ProjectKoi-Kalo\Kalo
2935da199d 暂存 2024-04-07 13:02:04 +08:00
ProjectKoi-Kalo\Kalo
f4fe568fa3 3.11暂存 2024-04-07 07:56:10 +08:00
ProjectKoi-Kalo\Kalo
c67315b296 暂存 特质合并 2023-11-20 20:39:13 +08:00
ProjectKoi-Kalo\Kalo
ff3ed9f4f1 暂存 2023-11-20 20:08:29 +08:00
ProjectKoi-Kalo\Kalo
b3d35699bf 暂存等级上限改动 2023-11-20 18:55:29 +08:00
ProjectKoi-Kalo\Kalo
6cda63ec0e 暂存 2023-11-17 21:08:12 +08:00
ProjectKoi-Kalo\Kalo
1c62ded8aa 暂存 2023-11-17 21:05:31 +08:00
ProjectKoi-Kalo\Kalo
bdaf0148f5 暂存 2023-11-17 10:33:36 +08:00
ProjectKoi-Kalo\Kalo
16ee77bfd0 暂存 2023-11-17 10:29:43 +08:00
ProjectKoi-Kalo\Kalo
a221fc6dde 暂存 2023-11-17 03:56:22 +08:00
ProjectKoi-Kalo\Kalo
f17de2c205 3.10暂存 2023-11-17 03:46:51 +08:00
ProjectKoi-Kalo\Kalo
7fba597294 暂存 2023-11-04 15:21:08 +08:00
ProjectKoi-Kalo\Kalo
0741aac406 暂存 2023-11-04 13:17:46 +08:00
ProjectKoi-Kalo\Kalo
f95ac26913 暂存 2023-10-29 00:50:12 +08:00
ProjectKoi-Kalo\Kalo
08c6ff9a6a 暂存 2023-10-29 00:33:16 +08:00
ProjectKoi-Kalo\Kalo
b9cd8bf9f6 暂存 2023-10-28 23:49:01 +08:00
ProjectKoi-Kalo\Kalo
185db2b335 icon 2023-10-28 22:19:18 +08:00
ProjectKoi-Kalo\Kalo
7c341eb145 event tootltip 2023-10-28 20:58:38 +08:00
ProjectKoi-Kalo\Kalo
9fc5a0358a weapon 2023-10-28 16:31:32 +08:00
ProjectKoi-Kalo\Kalo
86465b862e Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-10-28 15:01:55 +08:00
ProjectKoi-Kalo\Kalo
ac61fddf1e re 2023-10-28 15:01:53 +08:00
FA507RM-KALOSPA\Kalo
cf69509930 textchange 2023-10-16 01:45:17 +08:00
ProjectKoi-Kalo\Kalo
a5c19c83e3 3.9改动 不准引用未定义的event 2023-09-14 21:54:00 +08:00
78 changed files with 5953 additions and 1034 deletions

View File

@@ -1,2 +1,2 @@
# Real-Gray
Stellaris mod real gray page.
Stellaris mod real gray page.

View File

@@ -0,0 +1,37 @@
##############
# SCION
##############
preset_rg_scion = {
icon = "GFX_diplomacy_status_is_scion"
term_data = {
discrete_terms = {
{ key = specialist_type value = specialist_none }
{ key = subject_integration value = subject_can_not_be_integrated }
{ key = subject_diplomacy value = subject_can_do_diplomacy }
{ key = subject_expand value = subject_can_expand }
{ key = joins_overlord_wars value = joins_overlord_wars_all }
{ key = joins_subject_wars value = joins_subject_wars_all }
{ key = subject_holdings_limit value = subject_holdings_limit_0 }
{ key = subject_sensors value = subject_does_not_get_sensors }
}
resource_terms = {
{ key = resource_subsidies_basic value = -0.5 }
{ key = resource_subsidies_advanced value = -0.5 }
{ key = resource_subsidies_strategic value = -0.5 }
# { key = resource_subsidies_research value = -0.35 }
}
}
potential = {
# any_agreement = {
# agreement_preset = preset_rg_scion
# }
from = {
OR = {
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
has_country_flag = rg_scion_master
}
}
}
}

View File

@@ -6,7 +6,7 @@ component_set = {
component_set = {
key = "LARGE_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1"
icon = "GFX_ship_weapon_rg_spacetime_disruptor"
icon_frame = 1
}
@@ -36,13 +36,13 @@ component_set = {
component_set = {
key = "LARGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
}
component_set = {
key = "HUGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
}
@@ -54,7 +54,7 @@ component_set = {
component_set = {
key = "RG_FLAK_PHOENIX"
icon = "GFX_ship_part_flak_batteries_3"
icon = "GFX_ship_part_graymine_old"
icon_frame = 1
}
@@ -72,7 +72,7 @@ component_set = {
component_set = {
key = "RG_CARRIER_RADAR"
icon = "GFX_ship_part_sensor_1"
icon = "GFX_ship_part_gray_sensor"
icon_frame = 1
}
@@ -90,7 +90,7 @@ component_set = {
component_set = {
key = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
icon = "STRIKE_CRAFT_HANGAR_3"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
@@ -159,4 +159,4 @@ component_set = {
key = "RG_REVIVE_COMPONENT"
icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1
}
}

View File

@@ -19,6 +19,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -53,6 +55,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -87,6 +91,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -121,6 +127,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -155,6 +163,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
@@ -218,6 +228,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
@@ -286,7 +298,11 @@ utility_component_template = {
alloys = 0.08
}
}
prerequisites = {
"tech_gray_matter_spray_5"
}
component_set = "power_core"
upgrades_to = "RG_Arsenal_FUSION_NANO_REACTOR"
size_restriction = {
RG_graygoo_Arsenal
}
@@ -295,6 +311,38 @@ utility_component_template = {
}
}
utility_component_template = {
key = "RG_Arsenal_FUSION_NANO_REACTOR"
size = small
icon = "GFX_ship_part_gray_reactor"
icon_frame = 1
power = 600
resources = {
category = ship_components
cost = {
alloys = 80
nanties = 2
}
upkeep = {
energy = 0.8
}
}
component_set = "power_core"
prerequisites = {
"tech_gray_nano_fusion_3"
"tech_gray_matter_spray_5"
}
tags = {
weapon_type_rg_reactor
}
size_restriction = {
RG_graygoo_Arsenal
}
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "RG_ID_SHIP_THRUSTER_1"
size = small
@@ -314,6 +362,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -349,6 +399,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -384,6 +436,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -419,6 +473,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -455,6 +511,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -648,6 +706,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -683,6 +743,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -724,6 +786,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
@@ -758,6 +822,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -799,6 +865,8 @@ utility_component_template = {
}
component_set = "power_core"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -834,6 +902,8 @@ utility_component_template = {
}
component_set = "thruster_components"
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -1066,4 +1136,4 @@ utility_component_template = {
ai_weight = {
weight = 25
}
}
}

View File

@@ -16,6 +16,7 @@ utility_component_template = {
ship_shield_regen_add_perc = 0.1
}
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -40,6 +41,9 @@ utility_component_template = {
alloys = 2
}
}
ai_weight = {
weight = 0
}
}
#超限聚合装甲
@@ -80,6 +84,9 @@ utility_component_template = {
alloys = 2
}
}
ai_weight = {
weight = 0
}
}
#L槽光矛
@@ -88,7 +95,7 @@ weapon_component_template = {
size = large
entity = "invisible_turret_entity"
type = instant
icon = "GFX_ship_part_gray_laser_1"
icon = "GFX_ship_weapon_rg_spacetime_disruptor"
icon_frame = 1
damage = {
min = 120
@@ -110,10 +117,8 @@ weapon_component_template = {
tags = {
weapon_type_rg_secondary
}
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
resources = {
category = ship_components
cost = {
@@ -129,6 +134,9 @@ weapon_component_template = {
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
}
#S槽光矛Mini
@@ -140,8 +148,8 @@ weapon_component_template = {
icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1
damage = {
min = 20
max = 200
min = 40
max = 400
}
windup = {
min = 1
@@ -159,8 +167,8 @@ weapon_component_template = {
tags = {
weapon_type_rg_secondary
}
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
resources = {
category = ship_components
cost = {
@@ -175,6 +183,58 @@ weapon_component_template = {
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
}
#M槽光矛Mini
weapon_component_template = {
key = "MEDIUM_GRAY_WEAPON_LANCE"
size = medium
entity = "invisible_turret_entity"
type = instant
icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1
damage = {
min = 100
max = 1000
}
windup = {
min = 1
max = 5
}
total_fire_time = 55
range = 120
accuracy = 0.85
tracking = 0.4
power = -50
component_set = "SMALL_GRAY_WEAPON_LANCE"
prerequisites = {
"tech_minilaser_gray_1"
}
tags = {
weapon_type_rg_secondary
}
armor_damage = 1.2
shield_penetration = 1
resources = {
category = ship_components
cost = {
alloys = 25
}
upkeep = {
energy = 1.2
alloys = 1
}
}
projectile_gfx = "gatebuilder_lance_weapon"
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
}
#X槽光矛Mini
@@ -198,8 +258,8 @@ weapon_component_template = {
total_fire_time = 100
range = 200
accuracy = 1
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
tracking = 0.4
power = -600
component_set = "GRAY_BEAM_STATIC_MX"
@@ -224,6 +284,9 @@ weapon_component_template = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_lance_weapon"
ai_weight = {
weight = 0
}
}
#X槽光矛
@@ -247,10 +310,8 @@ weapon_component_template = {
total_fire_time = 100
range = 250
accuracy = 1
shield_damage = 1.5
armor_damage = 1.5
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
tracking = 0.4
power = -600
component_set = "GRAY_BEAM_STATIC_X"
@@ -275,6 +336,9 @@ weapon_component_template = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_lance_weapon"
ai_weight = {
weight = 0
}
}
#歼星武器
@@ -322,14 +386,12 @@ weapon_component_template = {
}
size_restriction = {
RG_graygoo_capitalship
RG_graygoo_mothership
RG_gray_juggernaut
}
component_set = "RG_PLANET_KILLER"
prerequisites = {
"tech_gray_juggernaut_8"
}
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0
@@ -388,7 +450,6 @@ weapon_component_template = {
prerequisites = {
"tech_gray_juggernaut_8"
}
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0
@@ -416,8 +477,8 @@ weapon_component_template = {
total_fire_time = 200
range = 400
accuracy = 1
shield_damage = 1.5
armor_damage = 1.5
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
tracking = 0.4
@@ -444,6 +505,9 @@ weapon_component_template = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_titan_weapon_ex"
ai_weight = {
weight = 0
}
}
#点防
@@ -463,7 +527,7 @@ weapon_component_template = {
}
total_fire_time = 4
range = 110
shield_penetration = 1
shield_damage = 1.2
armor_penetration = 1
accuracy = 1
tracking = 0.8
@@ -505,7 +569,7 @@ weapon_component_template = {
type = point_defence
key = "RG_FLAK_PHOENIX"
size = point_defence
icon = GFX_ship_part_deluge
icon = "GFX_ship_part_graymine_old"
icon_frame = 1
damage = {
min = 10200
@@ -565,7 +629,7 @@ weapon_component_template = {
type = instant
use_ship_kill_target = no
component_set = "LARGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
damage = {
min = 2000
@@ -592,9 +656,8 @@ weapon_component_template = {
tags = {
weapon_type_rg_secondary
}
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 0.5
resources = {
category = ship_components
cost = {
@@ -609,6 +672,9 @@ weapon_component_template = {
tags = {
weapon_type_kinetic
}
ai_weight = {
weight = 0
}
}
#一次性动能炮-聚合
@@ -619,7 +685,7 @@ weapon_component_template = {
type = instant
use_ship_kill_target = no
component_set = "HUGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_part_autocannon_4"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
damage = {
min = 20000
@@ -646,9 +712,8 @@ weapon_component_template = {
tags = {
weapon_type_rg_secondary
}
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 0.5
resources = {
category = ship_components
cost = {
@@ -663,6 +728,9 @@ weapon_component_template = {
tags = {
weapon_type_kinetic
}
ai_weight = {
weight = 0
}
}
#无制导
@@ -690,19 +758,15 @@ weapon_component_template = {
power = -180
tags = {
weapon_type_energy
weapon_type_rg_torpedoe
}
projectile_gfx = "rg_gatebuilder_torpedo_ballistic"
prerequisites = {
"tech_gray_nano_boost_3"
}
tags = {
weapon_type_rg_torpedoe
}
size_damage_factor = 1
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
resources = {
category = ship_components
cost = {
@@ -714,6 +778,9 @@ weapon_component_template = {
alloys = 0
}
}
ai_weight = {
weight = 0
}
}
#鱼雷
@@ -739,6 +806,7 @@ weapon_component_template = {
power = -180
tags = {
weapon_type_energy
weapon_type_rg_torpedoe
}
projectile_gfx = "gatebuilder_torpedo"
prerequisites = {
@@ -751,10 +819,8 @@ weapon_component_template = {
missile_health = 1000
missile_retarget_range = 100
size_damage_factor = 1
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
resources = {
category = ship_components
cost = {
@@ -777,7 +843,7 @@ weapon_component_template = {
size = point_defence
entity = "turret_point_defence_entity"
type = instant
icon = "GFX_ship_part_sensor_1"
icon = "GFX_ship_part_gray_sensor"
icon_frame = 1
damage = {
min = 0
@@ -837,6 +903,7 @@ strike_craft_component_template = {
}
}
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_mothership
RG_gray_juggernaut
@@ -866,13 +933,11 @@ strike_craft_component_template = {
rotation_speed = 0.25
acceleration = 0.6
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
weapon_type = instant
projectile_gfx = "gatebuilder_titan_weapon_ex"
ship_behavior = "rg_bombers_behavior"
icon = "GFX_ship_part_strike_craft_skrand"
icon = "GFX_ship_weapon_rg_cutting_beam"
icon_frame = 1
component_set = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
tags = {
@@ -905,6 +970,7 @@ strike_craft_component_template = {
}
}
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_mothership
RG_gray_juggernaut
@@ -937,13 +1003,11 @@ strike_craft_component_template = {
acceleration = 0.6
size_damage_factor = 1
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
weapon_type = instant
projectile_gfx = "gatebuilder_torpedo"
ship_behavior = "rg_bombers_behavior"
icon = "GFX_ship_part_strike_craft_skrand"
icon = "GFX_ship_weapon_rg_cutting_beam"
icon_frame = 1
component_set = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
tags = {
@@ -976,6 +1040,7 @@ strike_craft_component_template = {
}
}
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_mothership
RG_gray_juggernaut
@@ -1007,13 +1072,11 @@ strike_craft_component_template = {
acceleration = 0.6
size_damage_factor = 1
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
weapon_type = instant
projectile_gfx = "proton_torpedoes"
ship_behavior = "rg_bombers_behavior"
icon = "GFX_ship_part_strike_craft_skrand"
icon = "GFX_ship_weapon_rg_cutting_beam"
icon_frame = 1
component_set = "RG_BOMBER_HANGAR_AP_BOMB"
tags = {
@@ -1048,6 +1111,7 @@ strike_craft_component_template = {
}
}
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_mothership
RG_gray_juggernaut
@@ -1077,11 +1141,9 @@ strike_craft_component_template = {
rotation_speed = 0.25
acceleration = 0.6
shield_damage = 1.2
armor_damage = 1.2
shield_penetration = 1
armor_penetration = 1
ship_behavior = "rg_bombers_behavior"
icon = "GFX_ship_part_strike_craft_skrand"
icon = "GFX_ship_weapon_rg_cutting_beam"
icon_frame = 1
component_set = "RG_FIGHTER_HANGAR_BEAM"
tags = {
@@ -1111,6 +1173,7 @@ utility_component_template = {
}
ship_behavior = "RG_colossus"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -1151,6 +1214,7 @@ utility_component_template = {
}
ship_behavior = "rg_carrier_behavior"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1189,6 +1253,7 @@ utility_component_template = {
}
ship_behavior = "RG_line"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1227,6 +1292,7 @@ utility_component_template = {
}
ship_behavior = "RG_artillery"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1301,6 +1367,7 @@ utility_component_template = {
}
ship_behavior = "rg_aura_behavior"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
@@ -1340,6 +1407,7 @@ utility_component_template = {
}
ship_behavior = "RG_battle"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1378,6 +1446,7 @@ utility_component_template = {
}
ship_behavior = "RG_torpedo"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1416,6 +1485,7 @@ utility_component_template = {
}
ship_behavior = "RG_AA"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1454,6 +1524,7 @@ utility_component_template = {
}
ship_behavior = "RG_icebreak"
size_restriction = {
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Arsenal
RG_graygoo_mothership
@@ -1602,7 +1673,7 @@ utility_component_template = {
weapon_type_rg_aux
}
ai_weight = {
weight = 5
weight = 0
}
}
@@ -1751,7 +1822,7 @@ weapon_component_template = {
}
}
ai_weight = {
weight = 1
weight = 0
}
}
@@ -2142,7 +2213,7 @@ weapon_component_template = {
utility_component_template = {
key = "RG_gatebuilder_jump"
size = small
icon = "GFX_ship_part_warp_drive_3"
icon = "GFX_ship_part_mod_warp_drive_3"
icon_frame = 1
power = -50
# hidden = yes
@@ -2152,7 +2223,7 @@ utility_component_template = {
alloys = 300
}
}
prerequisites = { "tech_gray_interdictor_4" }
prerequisites = { "tech_gray_nano_boost_3" }
ftl = yes
jumpdrive = yes
ship_modifier = {
@@ -2164,10 +2235,7 @@ utility_component_template = {
weapon_type_rg_jumpdrive
}
ai_weight = {
weight = 100
}
class_restriction = {
shipclass_military
weight = 0
}
component_set = "ftl_components"
}
@@ -2176,7 +2244,7 @@ utility_component_template = {
utility_component_template = {
key = "RG_gatebuilder_sensor"
size = medium
icon = "GFX_ship_part_sensor_4"
icon = "GFX_ship_part_gray_sensor"
icon_frame = 1
power = -20
# hidden = yes
@@ -2188,7 +2256,7 @@ utility_component_template = {
}
sensor_range = 15
hyperlane_range = 20
prerequisites = { "tech_gray_interdictor_4" }
prerequisites = { "tech_gray_matter_remix_2" }
ship_modifier = {
ship_tracking_add = 20
}
@@ -2197,7 +2265,7 @@ utility_component_template = {
weapon_type_rg_sensor
}
ai_weight = {
weight = 100
weight = 0
}
}
@@ -2205,7 +2273,7 @@ utility_component_template = {
utility_component_template = {
key = "RG_gatebuilder_thruster"
size = small
icon = "GFX_ship_part_thruster_4"
icon = "GFX_ship_part_gray_engine"
icon_frame = 1
power = -50
# hidden = yes
@@ -2215,20 +2283,112 @@ utility_component_template = {
alloys = 200
}
}
prerequisites = { "tech_gray_interdictor_4" }
prerequisites = { "tech_gray_nano_boost_3" }
modifier = {
ship_speed_mult = 1.25
ship_evasion_add = 10
}
component_set = "thruster_components"
class_restriction = {
shipclass_military
}
tags = {
weapon_type_rg_thruster
}
ai_weight = {
weight = 100
weight = 0
}
}
#反应堆
utility_component_template = {
key = "RG_FUSION_NANO_REACTOR_S"
size = small
icon = "GFX_ship_part_gray_reactor"
icon_frame = 1
power = 4800
resources = {
category = ship_components
cost = {
nanties = 12
alloys = 120
}
upkeep = {
energy = 2.0
}
}
prerequisites = {
"tech_gray_nano_fusion_3"
}
tags = {
weapon_type_rg_reactor
}
component_set = "power_core"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "RG_FUSION_NANO_REACTOR_M"
size = small
icon = "GFX_ship_part_gray_reactor"
icon_frame = 1
power = 9600
resources = {
category = ship_components
cost = {
nanties = 24
alloys = 120
}
upkeep = {
energy = 3.0
}
}
prerequisites = {
"tech_gray_nano_fusion_3"
}
tags = {
weapon_type_rg_reactor
}
component_set = "power_core"
size_restriction = {
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "RG_FUSION_NANO_REACTOR_L"
size = small
icon = "GFX_ship_part_gray_reactor"
icon_frame = 1
power = 280000
resources = {
category = ship_components
cost = {
nanties = 120
alloys = 120
}
upkeep = {
energy = 5.0
}
}
prerequisites = {
"tech_gray_nano_fusion_3"
}
tags = {
weapon_type_rg_reactor
}
component_set = "power_core"
size_restriction = {
RG_gray_juggernaut
RG_graygoo_capitalship
}
ai_weight = {
weight = 0
}
}
@@ -2271,9 +2431,11 @@ utility_component_template = {
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_3"
"tech_gray_cloaking_3"
}
ship_limit = 1
hidden = yes
component_set = "science_cloaking_components"
ai_weight = {
weight = 0
}
}

View File

@@ -0,0 +1,109 @@
# Machine
# rg_fallen_gray_empire = {
# graphical_culture = "fallen_machine_empire_01"
# initializer = "rg_fallen_machine"
#
# weight_modifier = {
# base = 1
# modifier = {
# factor = 100000
# has_origin = rg_origin_scion
# }
# }
#
# possible = {
# host_has_dlc = "Synthetic Dawn Story Pack"
# }
#
# create_country_effect = {
# create_species = {
# name = 纳米构造体
# class = RG_MACHINE
# portrait = "rg_machine_maid"
# traits = {
# trait = trait_machine_unit
# trait = rg_machine_maid_trait
# trait = trait_robot_mass_produced
# trait = ramdom_trait
# }
# extra_trait_points = 3
# allow_negative_traits = no
# namelist = MACHINE3
# effect = {
# save_event_target_as = rg_fallen_maid_species
# }
# }
# create_country = {
# name = 德萨努-纳迪沙协议
# type = fallen_empire
# flag = {
# icon = {
# category = "special"
# file = "gray_goo.dds"
# }
# background = {
# category = "backgrounds"
# file = "sinus.dds"
# }
# colors = {
# "grey"
# "dark_grey"
# "null"
# "null"
# }
# }
# ignore_initial_colony_error = yes
# authority = auth_machine_intelligence
# civics = {
# civic = civic_machine_remnants
# civic = civic_custodian_directives
# }
# species = last_created_species
# ethos = {
# ethic = ethic_gestalt_consciousness
# }
# origin = "origin_fallen_empire"
# effect = {
# save_global_event_target_as = rg_fe_country
# set_country_flag = rg_fallen_empire_machine
# add_resource = {
# minerals = 10000
# energy = 10000
# food = 1000
# influence = 500
# }
# if = {
# limit = { host_has_dlc = "Apocalypse" }
# give_technology = {
# tech = tech_colossus
# message = no
# }
# }
# # must initialize global designs here
# add_global_ship_design = "NAME_Gray_Omega"
# add_global_ship_design = "NAME_Gray_Alpha"
# add_global_ship_design = "NAME_Gray_Beta"
# add_global_ship_design = "NAME_Gray_Gamma"
# add_global_ship_design = "NAME_Gray_Theta"
# add_global_ship_design = "NAME_Gray_Tau"
# add_global_ship_design = "NAME_Gray_Sigma"
# add_global_ship_design = "NAME_Gray_FE_Starbase"
# if = {
# limit = {
# NOT = {
# exist = event_target:rg_gray_country_leader
# }
# }
# rg_gray_country_leader_init = yes
# set_leader = last_created_leader
# }
# else = {
# set_leader = last_created_leader
# }
# ruler = {
# add_skill = 9
# }
# }
# }
# }
# }

View File

@@ -147,7 +147,7 @@ ship_design = {
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -326,7 +326,7 @@ ship_design = {
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "TITAN_ANTIMATTER_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
}
@@ -549,7 +549,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -709,7 +709,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_CARRIER"
}
@@ -816,7 +816,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -880,7 +880,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -1013,7 +1013,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -1077,7 +1077,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}

View File

@@ -0,0 +1,591 @@
#############################
### Fallen Machine Empire ###
#############################
# Planet Destroyer
ship_design = {
name = "NAME_Gray_Omega"
ship_size = colossus
section = {
template = "SHIP_COLOSSUS_SECTION"
slot = "ship"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER"
}
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"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COLOSSUS_DARK_MATTER_REACTOR"
required_component="COLOSSUS_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Massive Ship
ship_design = {
name = "NAME_Gray_Alpha"
ship_size = massive_ship_fallen_empire
section = {
template = "fallen_empire_massive_warship_key"
slot = "mid"
component = {
slot = "TITANIC_01"
template = "GRAY_BEAM_STATIC_EX"
}
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 = "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 = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_06"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_07"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_08"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
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 = "LARGE_UTILITY_11"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_12"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_13"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_14"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_15"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_16"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_17"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_18"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_19"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_20"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_ARTILLERY_SAPIENT"
required_component="TITAN_DARK_MATTER_REACTOR"
required_component="TITAN_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Large Ship
ship_design = {
name = "NAME_Gray_Beta"
ship_size = large_ship_fallen_empire
section = {
template = "fallen_empire_large_warship_key"
slot = "mid"
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
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 = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_LINE_SAPIENT"
required_component="BATTLESHIP_DARK_MATTER_REACTOR"
required_component="BATTLESHIP_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Small Ship
ship_design = {
name = "NAME_Gray_Gamma"
ship_size = small_ship_fallen_empire
section = {
template = "fallen_empire_warship_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_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 = "MEDIUM_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_PICKET_SAPIENT"
required_component="DESTROYER_DARK_MATTER_REACTOR"
required_component="DESTROYER_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Defense Platform
ship_design = {
name = "NAME_Gray_Sigma"
ship_size = military_station_small_fallen_empire
section = {
template = "fallen_empire_station_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_05"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
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 = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="COMBAT_COMPUTER_PLATFORM_SAPIENT"
required_component="PLATFORM_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Construction Ship
ship_design = {
name = "NAME_Gray_Theta"
ship_size = constructor
section = {
template = "DEFAULT_CONSTRUCTION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Colony Ship
ship_design = {
name = "NAME_Gray_Tau"
ship_size = colonizer
section = {
template = "DEFAULT_COLONIZATION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Awakened Fallen Empire Starbase
ship_design = {
name = "NAME_Gray_FE_Starbase"
ship_size = starbase_fe_outpost
section = {
template = "station_generic_01_key"
slot = "mid"
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
}
required_component="SENSOR_2"
}

View File

@@ -20,15 +20,15 @@ ship_design = {
}
component = {
slot = "MEDIUM_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_01"
@@ -251,7 +251,7 @@ ship_design = {
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -841,7 +841,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "COLOSSUS_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -1433,7 +1433,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "COLOSSUS_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -1505,7 +1505,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_CARRIER"
}
@@ -1569,7 +1569,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_battle"
}
@@ -1613,7 +1613,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_artillery"
}
@@ -1669,7 +1669,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_CHARGE"
}
@@ -1733,7 +1733,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -1817,7 +1817,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_AA"
}
@@ -1861,7 +1861,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_aura"
required_component = "RG_ANTIBAKAHALO"
required_component = "RG_BAKAHALO"
@@ -2199,7 +2199,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_battle"
}
@@ -2259,7 +2259,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_battle"
}
@@ -2323,7 +2323,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
@@ -2407,7 +2407,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_icebreak"
required_component = "RG_CORVETTE_CLOAKING_3"
}

View File

@@ -87,19 +87,19 @@ ship_design = {
}
component = {
slot = "MEDIUM_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
@@ -159,7 +159,7 @@ ship_design = {
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "RG_COMBAT_COMPUTER_COLOSSUS"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
@@ -335,7 +335,7 @@ ship_design = {
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "TITAN_ANTIMATTER_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"

View File

@@ -75,7 +75,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -161,7 +161,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -247,7 +247,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -332,7 +332,7 @@ ship_design = {
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
@@ -381,7 +381,7 @@ ship_design = {
template = ""
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
@@ -425,7 +425,7 @@ ship_design = {
template = "RG_revive_component"
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
@@ -524,3 +524,88 @@ ship_design = {
required_component = "GUARDIAN_PROPULSION"
required_component = "GUARDIAN_SENSORS"
}
#运航舰
ship_design = {
name = "NAME_RG_carrier_destroyer"
ship_size = RG_armed_transport_ship
is_event_design = yes
section = {
template = "RG_carrier_destroyer_key"
slot = "mid"
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
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 = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
#驱逐舰
ship_design = {
name = "NAME_RG_base_destroyer"
ship_size = RG_graygoo_destroyer
is_event_design = yes
section = {
template = "RG_base_destroyer_key"
slot = "mid"
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}

View File

@@ -8,6 +8,7 @@ origin_rg_gray = {
non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects"
advanced_start = yes
max_once_global = yes
random_weight = {
base = 0
}
@@ -15,3 +16,35 @@ origin_rg_gray = {
host_has_dlc = "Distant Stars Story Pack"
}
}
rg_origin_scion = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_scion_1.dds"
picture = GFX_origin_rg_scion
advanced_start = yes
max_once_global = yes
playable = {
host_has_dlc = Federations
}
# possible = {
# ethics = {
# NOR = {
# value = ethic_gestalt_consciousness
# #value = ethic_xenophobe
# value = ethic_fanatic_xenophobe
# }
# }
# civics = {
# NOT = { value = civic_pompous_purists }
# }
# }
description = "origin_tooltip_rg_scion_effects"
flags = { custom_start_screen }
random_weight = {
base = 0
}
}

View File

@@ -0,0 +1,103 @@
# example_class = {
# name = <name_key>
# name_plural = <name_plural_key>
# description = <description_key>
#
# #all the following default to no
# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
# can_be_envoy = yes/no
# can_research_tech = yes/no
# can_research_special_projects = yes/no
# can_crew_science_ship = yes/no
# can_research_anomalies = yes/no
# can_research_archaeology_site = yes/no
# can_survey = yes/no
# can_boost_cloaking_detection = yes/no
# can_explore_rifts = yes/no
# can_conduct_active_reconnaissance = yes/no
# can_govern_planet = yes/no
# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
# can_rule_empire = yes/no # defaults to yes
# recruitable = yes/no # defaults to yes
# max_trait_points = <num>
# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
# 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
# # can appear multiple times
#
# resources = { #upkeep
# category = leader_scientists/etc
# cost = {
# ...
# }
# }
#
# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
# base = <num>
# modifier = {}
# }
#
# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
# # if the score is 0 or less, the leader will not be assigned to that location
# base = <num>
# modifier = {}
# }
#
# minimum_ai_target = <num>
#
# leader_background_job_weight = {
# job_name = <weight>
# # etc
# }
# }
#
# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
#
# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
#
#
# How the AI assigns leaders now:
#
# 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)
# Step 2: Sort all available leaders by skill
# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
# 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
rg_nanite_leader = {
name = rg_nanite_leader
name_plural = rg_nanite_leader_plural
description = rg_nanite_leader_description
can_lead_army = yes
can_lead_navy = yes
can_govern_planet = yes
can_be_envoy = yes
can_research_tech = yes
can_research_special_projects = yes
can_crew_science_ship = yes
can_research_anomalies = yes
can_research_archaeology_site = yes
can_survey = yes
can_boost_cloaking_detection = yes
can_explore_rifts = yes
can_conduct_active_reconnaissance = yes
can_govern_planet = yes
can_have_traits = yes
can_rule_empire = yes
recruitable = no
max_trait_points = 3
leader_capacity = 3
ai_weight = {
modifier = {
factor = 0
}
}
icon = 4
paragon_background_selector = "paragon_background_selector"
}

View File

@@ -38,6 +38,7 @@ on_game_start_country = {
events = {
# rg_cluster.8
rg_event.1
rg_origin.1
rg_event.19
}
}
@@ -113,43 +114,6 @@ on_planet_attackers_lose = {
# }
# }
# this = country
on_destroy_planet_with_RG_PLANET_KILLER = {
events = {
RG_planet_killer.1
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
events = {
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_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

View File

@@ -0,0 +1,162 @@
# Scope:
# this/root = planet that have been fired upon
# from = fleet that fired
#on_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# events = {
# planet_destruction.1
# }
#}
# Note: The _queued on_actions also fire when the command is made even if there is nothing else in the queue
# Similarly, the _unqueued on_actions fire even if you cancel the order while the weapon is on the wind-up to fire
# They use the same scopes as the standard events
on_destroy_planet_with_RG_PLANET_KILLER = {
events = {
RG_planet_killer.1
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
events = {
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_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 = {
}
# World Cracker
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER = {
events = {
toxoids.8016 #Destroyed knight Keep
crisis.5015 # Menace Objective - Destroy World/Empire
planet_destruction.110
origin.3245 # Glassing a Progenitors Nest
planet_destruction.600 # frag holy world
planet_destruction.100 # goes last because it can kill a country, making some trigger checks impossible
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER_unqueued = {
}
# Pacifier
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
events = {
crisis.5015 # Menace Objective - Destroy World/Empire
toxoids.8016 #Destroyed knight Keep placed up here so events fire while it's a planet
planet_destruction.200
planet_destruction.600 # frag holy world
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER_unqueued = {
}
# Neutron Beam
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
events = {
planet_destruction.300
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON_unqueued = {
}
# God Ray
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
events = {
planet_destruction.400
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY_unqueued = {
}
# Nanobot Assimilation
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
events = {
crisis.5015 # Menace Objective - Destroy World/Empire
planet_destruction.500
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS_unqueued = {
}
# Deluge
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
events = {
planet_destruction.607 # frag holy world
planet_destruction.700
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
# planet_destruction.705
}
}
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE_unqueued = {
}

View File

@@ -5,7 +5,7 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
any_ground_combat_$SIDE_A$ = {
exists = leader
leader = {
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
}
@@ -286,3 +286,14 @@ RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = {
value = 0
}
}
RG_leader_trait_general_tempest_incoming_counter_init_effect = {
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
}

View File

@@ -0,0 +1,597 @@
rg_create_fallen_empire_species_effect = {
create_species = {
name = 纳米构造体
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = rg_machine_maid_trait
trait = trait_robot_mass_produced
trait = ramdom_trait
}
extra_trait_points = 3
allow_negative_traits = no
namelist = MACHINE3
effect = {
save_event_target_as = rg_fallen_maid_species
}
}
}
rg_create_fallen_empire_country_effect = {
create_country = {
name = 德萨努-纳迪沙协议
type = fallen_empire
flag = {
icon = {
category = "special"
file = "gray_goo.dds"
}
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors = {
"grey"
"dark_grey"
"null"
"null"
}
}
ignore_initial_colony_error = yes
authority = auth_machine_intelligence
civics = {
civic = civic_machine_remnants
civic = civic_custodian_directives
}
species = last_created_species
ethos = {
ethic = ethic_gestalt_consciousness
}
origin = "origin_fallen_empire"
effect = {
set_built_species = last_created_species
save_global_event_target_as = rg_scion_fe
set_country_flag = rg_fallen_empire_machine
add_resource = {
minerals = 10000
energy = 10000
food = 1000
influence = 500
}
if = {
limit = { host_has_dlc = "Apocalypse" }
give_technology = {
tech = tech_colossus
message = no
}
}
# must initialize global designs here
add_global_ship_design = "NAME_Gray_Omega"
add_global_ship_design = "NAME_Gray_Alpha"
add_global_ship_design = "NAME_Gray_Beta"
add_global_ship_design = "NAME_Gray_Gamma"
add_global_ship_design = "NAME_Gray_Theta"
add_global_ship_design = "NAME_Gray_Tau"
add_global_ship_design = "NAME_Gray_Sigma"
add_global_ship_design = "NAME_Gray_FE_Starbase"
if = {
limit = {
NOT = {
exist = event_target:rg_gray_country_leader
}
}
rg_gray_country_leader_init = yes
set_leader = last_created_leader
}
else = {
set_leader = last_created_leader
}
ruler = {
add_skill = 9
}
}
}
}
rg_create_fallen_empire_reinforcements = {
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 4
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 8
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
}
rg_create_fallen_empire_fleet = {
owner = {
create_leader = {
class = commander
species = owner_main_species
name = random
skill = 10
leader_age_min = 25
leader_age_max = 45
}
}
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 8
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 18
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
last_created_fleet = { assign_leader = last_created_leader }
}
rg_create_fallen_empire_starting_navy = {
rg_create_fallen_empire_fleet = yes
rg_create_fallen_empire_fleet = yes
random = {
chance = 33
rg_create_fallen_empire_fleet = yes
}
if = {
limit = {
host_has_dlc = "Apocalypse"
}
random = {
chance = 10
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_colossus = yes
set_location = {
target = prev
distance = 30
angle = random
}
}
}
}
}
random = {
chance = 25
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_titan = yes
set_location = {
target = prev
distance = 20
angle = random
}
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 60
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 80
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 100
angle = random
}
}
}
}
rg_create_fallen_empire_platform = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Sigma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_colossus = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Omega"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_titan = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Alpha"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_large_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Beta"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_small_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Gamma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_construction_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Theta"
graphical_culture = owner
}
}
}
rg_create_fe_citadel = {
create_starbase = {
size = "starbase_citadel"
module = "shipyard"
module = "anchorage"
module = "anchorage"
module = "hangar_bay"
module = "gun_battery"
module = "gun_battery"
building = "crew_quarters"
building = "command_center"
building = "target_uplink_computer"
building = "dark_matter_listening_post"
effect = {
set_owner = event_target:rg_scion_fe
while = {
count = 4
rg_create_fallen_empire_platform = yes
}
}
}
}
#scope = scion
rg_create_scion_wormhole_link = {
capital_scope = {
solar_system = { save_event_target_as = home_system }
}
event_target:rg_scion_master = {
random_system_within_border = { save_event_target_as = fe_target_system }
}
event_target:home_system = {
event_target:fe_target_system = {
prev = { # done this way to ensure we don't spawn "orphan wormholes (wormholes that aren't linked to anything)
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 360
}
}
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 270
}
link_wormholes = prev
}
}
set_country_flag = encountered_first_wormhole
add_seen_bypass_type = wormhole
}
rg_lcluster_spawn_effect_scion = {
set_global_flag = rg_origin_scion_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_fallen_machine
}
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
}

View File

@@ -65,7 +65,10 @@ rg_global_gray_location_check = {
}
else_if = {
limit = {
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
if = {
limit = {
@@ -134,7 +137,10 @@ rg_global_gray_location_check = {
rg_create_gray_governor = {
if = {
limit = {
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
else = {
@@ -225,7 +231,8 @@ rg_create_gray_governor = {
rg_gray_govener_init = yes
}
#设置总督已启用标识
set_country_flag = gray_governor_active
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
#更新灰风形态
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
@@ -337,7 +344,8 @@ rg_create_gray_governor_habitat = {
}
rg_juggernaut_habitat_init = yes
#设置总督已启用标识
set_country_flag = gray_governor_active
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
set_country_flag = gray_habitat_active
#更新灰风形态
remove_country_flag = gray_warship_active
@@ -406,7 +414,7 @@ rg_create_gray_warship = {
}
}
else = {
rg_gray_admiral_init = yes
rg_gray_commander_init = yes
}
set_country_flag = gray_warship_active
if = {
@@ -456,7 +464,8 @@ rg_create_gray_warship = {
}
}
remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_army_active
random_owned_leader = {
limit = {
@@ -471,7 +480,7 @@ rg_create_gray_warship = {
rg_create_gray_army = {
if = {
limit = {
has_leader_flag = gray_army_active
has_country_flag = gray_army_active
}
}
else = {
@@ -518,7 +527,7 @@ rg_create_gray_army = {
}
}
else = {
rg_gray_general_init = yes
rg_gray_commander_init = yes
}
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
@@ -568,7 +577,8 @@ rg_create_gray_army = {
}
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_constship_active
remove_ship_design = last_created_design
random_owned_leader = {
@@ -689,7 +699,8 @@ rg_create_gray_const = {
remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
random_owned_leader = {
limit = {
has_leader_flag = gray_scientist

View File

@@ -1,47 +1,14 @@
# 避免代码复用原则:
# 如果你需要在不同的地方重复调用同一套代码,你应当把他们封装在这样的函数里。
# 避免需要修改代码时需要重复修改n次或是发生修改了A处忘记修改B处导致bug发生的问题。
# 当然,这种分块需要到什么程度,我也不知道
#灰风
################################
# 舰R 灰风领袖好感度设定块部分采样时间戳2023/6/1 817
# 仅用于留档比对不进行改动
# wg_affection_wg_gray_system_launch = {
# if = {
# limit = { has_leader_flag = gray_leader }
# set_leader_flag = has_wg_affection
# set_leader_flag = has_wg_affection_wg_gray
# set_leader_flag = wg_affection_auto_change_no
# add_trait_no_notify = leader_trait_wg_gray_affection
# set_variable = { which = affection value = owner.wg_gray_affection }
# set_variable = { which = wg_leader_affection_to_lv2 value = @wg_gray_affection_to_lv2 }
# set_variable = { which = wg_leader_affection_to_lv3 value = @wg_gray_affection_to_lv3 }
# set_variable = { which = wg_leader_affection_to_lv4 value = @wg_gray_affection_to_lv4 }
# set_variable = { which = wg_leader_affection_to_lv5 value = @wg_gray_affection_to_lv5 }
# set_variable = { which = wg_leader_affection_reduce value = @wg_gray_affection_reduce }
# set_variable = { which = wg_leader_affection_increase value = @wg_gray_affection_increase }
# }
#
# }
# wg_affection_wg_gray_system_check = {
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# }
################################
rg_gray_govener_init = {
event_target:rg_gray_country = {
create_leader = {
class = governor
species = root
class = official
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
@@ -49,9 +16,11 @@ rg_gray_govener_init = {
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
}
effect = {
save_global_event_target_as = gray_governor
save_global_event_target_as = gray_official
set_leader_flag = gray_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
@@ -71,13 +40,13 @@ rg_gray_govener_init = {
}
}
}
set_leader_flag = "gray_leader" #某个mod新旧flag混用我不说是谁。嗯嘿嘿
set_leader_flag = "gray_leader"
set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
if = {
limit = {
owner = {
@@ -92,9 +61,9 @@ rg_gray_govener_init = {
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economis
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
}
}
@@ -118,18 +87,26 @@ rg_gray_govener_init = {
}
}
}
leader_event = {
id = wg_affection.8
days = 1
}
if = {
limit = {
owner = {
has_country_flag = gray_encountered_the_loop
}
has_leader_flag = has_wg_affection_wg_gray
}
add_trait_no_notify = leader_trait_governor_wg_the_loop
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_governor_wg_the_loop
# }
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
@@ -140,15 +117,16 @@ rg_gray_govener_init = {
}
rg_gray_admiral_init = {
rg_gray_commander_init = {
event_target:rg_gray_country = {
create_leader = {
class = admiral
species = root
class = commander
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
@@ -157,11 +135,13 @@ rg_gray_admiral_init = {
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_admiral_gray
0 = RG_leader_trait_admiral_gray
}
effect = {
save_global_event_target_as = gray_leader_admiral
set_leader_flag = gray_admiral
save_global_event_target_as = gray_leader_general
set_leader_flag = gray_general
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
if = {
@@ -197,11 +177,12 @@ rg_gray_admiral_init = {
set_leader_flag = rg_gray_leader
add_trait_no_notify = RG_leader_trait_admiral_gray
add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# add_trait_no_notify = RG_leader_trait_general_gray_skill
# 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
add_trait_no_notify = subclass_admiral_aggressor
add_trait_no_notify = subclass_commander_councilor
add_trait_no_notify = leader_trait_carrier_specialization
add_trait_no_notify = leader_trait_artillerist_2
add_trait_no_notify = leader_trait_juryrigger_2
add_trait_no_notify = leader_trait_reinforcer_2
}
}
last_created_leader = {
@@ -224,19 +205,27 @@ rg_gray_admiral_init = {
}
}
}
leader_event = {
id = wg_affection.8
days = 1
}
add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = {
limit = {
owner = {
has_country_flag = gray_encountered_the_loop
}
has_leader_flag = has_wg_affection_wg_gray
}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# 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 = governor MARRIED_FLAG = married_gray }
}
@@ -245,117 +234,242 @@ rg_gray_admiral_init = {
}
}
RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
RG_leader_trait_general_tempest_incoming_counter_init_effect = yes
}
rg_gray_general_init = {
event_target:rg_gray_country = {
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
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
}
}
}
last_created_leader = {
set_owner = event_target:gray_owner
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = {
has_leader_flag = gray_general
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
leader_event = {
id = wg_affection.8
days = 1
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
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 = governor MARRIED_FLAG = married_gray }
}
else = {
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_admiral_init = {
# event_target:rg_gray_country = {
# 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
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# add_trait_no_notify = gray_admiral
# if = {
# limit = {
# owner = {
# has_country_flag = origin_gray_weaken
# has_country_flag = origin_gray_country
# }
# }
# remove_trait = gray_admiral
# add_trait_no_notify = leader_trait_admiral_gray_weak
# # 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
# }
# }
# set_leader_flag = rg_gray_leader
# add_trait_no_notify = RG_leader_trait_admiral_gray
# add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
# add_trait_no_notify = subclass_admiral_aggressor
# add_trait_no_notify = leader_trait_carrier_specialization
# add_trait_no_notify = leader_trait_artillerist_2
# add_trait_no_notify = leader_trait_juryrigger_2
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_admiral
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# 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 = governor MARRIED_FLAG = married_gray }
# }
# else = {
# rg_set_gray_portrait = yes
# }
# }
# RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
# }
#
# rg_gray_general_init = {
# event_target:rg_gray_country = {
# 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
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# }
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_general
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# 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 = governor MARRIED_FLAG = married_gray }
# }
# else = {
# 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 = {
event_target:rg_gray_country = {
create_leader = {
class = scientist
species = root
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
@@ -364,10 +478,10 @@ rg_gray_scientist_init = {
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
0 = RG_leader_trait_scientist_gray
1 = subclass_scientist_explorer
2 = leader_trait_engineering_focus_2
3 = leader_trait_salvager_3
}
effect = {
save_global_event_target_as = gray_leader_scientist
@@ -415,19 +529,27 @@ rg_gray_scientist_init = {
}
}
}
leader_event = {
id = wg_affection.8
days = 1
}
add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = {
limit = {
owner = {
has_country_flag = gray_encountered_the_loop
}
has_leader_flag = has_wg_affection_wg_gray
}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# 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 = governor MARRIED_FLAG = married_gray }
}
@@ -441,13 +563,14 @@ rg_gray_scientist_init = {
rg_gray_country_leader_init = {
create_leader = {
# 只用作看板娘
class = governor
class = official
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
@@ -455,8 +578,8 @@ rg_gray_country_leader_init = {
skill = 10
set_age = 18
traits = {
trait = rg_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray
0 = RG_leader_trait_governor_gray
1 = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = rg_gray_country_leader
@@ -479,16 +602,16 @@ rg_gray_country_leader_init = {
# set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economis
add_trait_no_notify = leader_trait_urbanist_3
add_trait_no_notify = leader_trait_scrapper_2
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
}
}

View File

@@ -663,7 +663,7 @@ rg_create_graygoo_roamers_7 = {
rg_create_dessanu_roamers_1 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -734,7 +734,7 @@ rg_create_dessanu_roamers_1 = {
rg_create_dessanu_roamers_2 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -805,7 +805,7 @@ rg_create_dessanu_roamers_2 = {
rg_create_dessanu_roamers_3 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -876,7 +876,7 @@ rg_create_dessanu_roamers_3 = {
rg_create_dessanu_roamers_4 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -947,7 +947,7 @@ rg_create_dessanu_roamers_4 = {
rg_create_dessanu_roamers_5 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -1018,7 +1018,7 @@ rg_create_dessanu_roamers_5 = {
rg_create_dessanu_roamers_6 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3
@@ -1089,7 +1089,7 @@ rg_create_dessanu_roamers_6 = {
rg_create_dessanu_roamers_7 = {
event_target:graygoo_country = {
create_leader = {
class = admiral
class = commander
species = owner_main_species
name = random
skill = 3

View File

@@ -172,7 +172,7 @@ rg_create_fake_dragon = {
}
}
create_leader = {
class = admiral
class = commander
species = root
name = "Name_rg_fake_dragon"
event_leader = yes
@@ -289,3 +289,31 @@ rg_create_gray_colony_1 = {
}
remove_ship_design = last_created_design
}
rg_create_gray_destroyer_1 = {
create_fleet = {
name = "NAME_RG_base_destroyer"
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_base_destroyer"
design = "RG_base_destroyer_key"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
}
}
}

View File

@@ -701,3 +701,78 @@ ship_section_template = {
}
}
}
ship_section_template = {
key = "RG_carrier_destroyer_key"
ship_size = RG_graygoo_destroyer
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
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 = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 2
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
alloys = 30
}
}
}
ship_section_template = {
key = "RG_base_destroyer_key"
ship_size = RG_graygoo_destroyer
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "MEDIUM_GUN_01"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
large_utility_slots = 2
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
alloys = 30
}
}
}

View File

@@ -116,7 +116,7 @@ RG_graygoo_capitalship = {
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_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
@@ -151,6 +151,114 @@ RG_graygoo_capitalship = {
}
}
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 = 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
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_gray_juggernaut_8"
}
class = shipclass_starbase
construction_type = starbase_shipyard
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
possible_construction = {
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
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"
empire_limit = 1
}
RG_armed_constructor_ship = {
max_speed = 150
acceleration = 0.1
@@ -293,6 +401,68 @@ RG_graygoo_interdictor = {
}
}
# Gray Goo destroyer
RG_graygoo_destroyer = {
graphical_culture = no
entity = "grey_tempesttw_colonizer_entity"
max_speed = 220
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 40
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 1100
ship_shield_add = 1100
}
max_hitpoints = 2000
size_multiplier = 2
fleet_slot_size = 2
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_military_2
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"
}
ship_roles = { screen gunship artillery brawler }
triggered_ship_roles = {
{
name = artillery_stealth
trigger = { has_technology = tech_cloaking_2 }
}
}
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 = @destroyer_upkeep_energy
alloys = @destroyer_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
}
# Gray Goo Icebreaker
RG_graygoo_icebreaker_interdictor = {
graphical_culture = no
@@ -460,6 +630,324 @@ RG_graygoo_Buff = {
}
}
# 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
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
}
}
}
# Armed Colonizer
RG_armed_colony_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
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_colonizer
is_civilian = yes
is_designable = no
class = shipclass_colonizer
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
food = @salvagecostmedium
}
}
}
RG_orbital_ring_tier_1 = {
max_speed = 0
acceleration = 0
rotation_speed = 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
ship_weapon_range_mult = 1
}
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
}
#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 = 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
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
possible_construction = {
always = no
}
combat_size_multiplier = 4
prerequisites = {
"tech_gray_juggernaut_8"
}
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_gray_juggernaut = {
max_speed = 100
entity = "grey_tempesttw_juggernaut_entity"
@@ -495,7 +983,7 @@ RG_gray_juggernaut = {
}
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_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
icon_frame = 7 #probably unused, but mobile starbases are special
icon = ship_size_military_64
@@ -507,8 +995,52 @@ RG_gray_juggernaut = {
}
class = shipclass_starbase
construction_type = starbase_shipyard
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
possible_construction = {
always = no
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
required_component_set = "power_core"
required_component_set = "sensor_components"
@@ -520,6 +1052,379 @@ RG_gray_juggernaut = {
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
empire_limit = 1
}
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
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
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
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 destroyer
RG_graygoo_destroyer = {
graphical_culture = no
entity = "grey_tempesttw_colonizer_entity"
max_speed = 220
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 40
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 1100
ship_shield_add = 1100
}
max_hitpoints = 2000
size_multiplier = 2
fleet_slot_size = 2
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_military_2
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"
}
ship_roles = { screen gunship artillery brawler }
triggered_ship_roles = {
{
name = artillery_stealth
trigger = { has_technology = tech_cloaking_2 }
}
}
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 = @destroyer_upkeep_energy
alloys = @destroyer_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
}
}
# Armed Transport

View File

@@ -0,0 +1,907 @@
# Home System - Machine
rg_fallen_machine = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
lcluster
lcluster4
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
# spawn_megastructure = {
# type = lgate_base
# orbit_angle = 225
# orbit_distance = 30
# }
}
rg_fallen_machine_1 = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_01b
}
}
}
# EXTRAS
rg_fallen_machine_01b = {
class = "rl_trinary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 140
}
init_effect = {
rg_create_fe_citadel = yes
}
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
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_02b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_02b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 135
}
init_effect = {
rg_create_fe_citadel = yes
}
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
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_03b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_03b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
init_effect = {
rg_create_fe_citadel = yes
}
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
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_04b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_04b = {
class = "rl_standard_stars"
init_effect = {
rg_create_fe_citadel = yes
}
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
}
}
}
init_effect = {
add_hyperlane = {
from = this
to = prev
}
}
}

View File

@@ -498,7 +498,6 @@ rg_cluster_init_04 = {
flags = {
start_rg_cluster_gatebuilders
ignore_startup_effect
rw_spec_empire
}
init_effect = {
prevent_anomaly = yes

View File

@@ -22,6 +22,7 @@ special_project = {
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
has_global_flag = rg_origin_scion_l_cluster # 未来追迹
}
}
country_event = {
@@ -62,7 +63,7 @@ special_project = {
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
@@ -138,7 +139,7 @@ special_project = {
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {

View File

@@ -0,0 +1,21 @@
# species_trait_points: base number of species trait points available for this species class
# species_max_traits: maximum number of traits that species of this class can have (doesn't count those with cost == 0)
#EXAMPLE OF MODDED SPECIES ARCHETYPE
#Will be able to use traits valid for BIOLOGICAL, ROBOT and BIOLOGICAL2
#Has the exact same trait points as BIOLOGICAL
#BIOLOGICAL2 = {
# inherit_trait_points_from = BIOLOGICAL
# inherit_traits_from = { BIOLOGICAL ROBOT }
# robotic: is this archetype's species robotic? Governs various things:
# - does the species count as robotic (for is_robotic = yes, and various hardcoded checks)
# - notably can the species grow, or is just assembled?
# uses_modifiers: should modifiers be generated for this archetype at all?
#}
RG_MACHINE = {
species_trait_points = 10
species_max_traits = 6
robotic = yes
}

View File

@@ -0,0 +1,57 @@
# The Portraits defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy.
# 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/".
# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it.
# playable = yes/no/trigger (default: yes) if this species class can is playable
# randomized = yes/no/trigger (default: yes) if this species class is randomized
# custom_portraits = {}
# randomized = yes/no/trigger (default: yes) to specify if portraits are randomized
# playable = yes/no/trigger (default: yes) to specify if portraits are playable
# portraits = list portrait keys
# species_trait_points base number of species trait points available for this species class
# species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0)
# possible ethics/government requirements; see common/governments/readme_requirements.txt
# gender = yes/no (default: yes) whether the species has a gender
# portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding
GRAY_SPECIES = {
archetype = OTHER
playable = { always = no }
randomized = no
gender = female
portraits = {
"Gray"
}
move_pop_sound_effect = "moving_pop_confirmation"
}
RG_MACHINE = {
archetype = MACHINE
playable = no
randomized = no
# possible = { always = yes }
# possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }
gender = no
use_climate_preference = no
portrait_modding = yes
leader_age_min = 2
leader_age_max = 10
custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
portraits = {
"rg_machine_maid"
}
}
graphical_culture = mammalian_01
move_pop_sound_effect = "robot_pops_move"
resources = {}
}

View File

@@ -47,3 +47,77 @@ gray_affection_warship_lv5 = {
ship_ftl_jumpdrive_range_mult = 0.5
force_disparity_fire_rate_mult = 3
}
skill_rg_nanite_leader_navy = {
ship_weapon_range_mult = 0.05
ship_hull_mult = 0.05
ship_fire_rate_mult = 0.1
}
skill_rg_nanite_leader_army = {
army_damage_mult = 0.1
army_morale_damage_mult = 0.1
army_health = 0.1
army_morale = 0.1
}
skill_rg_nanite_leader = {
custom_tooltip = skill_official_delegate_tt
science_ship_survey_speed = 0.10
ship_archaeological_site_clues_add = 1
ship_astral_rift_clues_add = 1
}
skill_rg_nanite_leader_planet_governor = {
custom_tooltip = skill_official_planet_governor_tt
planet_jobs_energy_produces_mult = @planet_job_mult
planet_jobs_minerals_produces_mult = @planet_job_mult
planet_jobs_food_produces_mult = @planet_job_mult
planet_jobs_alloys_produces_mult = @planet_job_mult
planet_jobs_consumer_goods_produces_mult = @planet_job_mult
planet_jobs_exotic_gases_produces_mult = @planet_job_mult
planet_jobs_rare_crystals_produces_mult = @planet_job_mult
planet_jobs_volatile_motes_produces_mult = @planet_job_mult
# planet_jobs_ruler_produces_mult = @negative_planet_job_mult
# planet_jobs_specialist_produces_mult = @negative_planet_job_mult
planet_jobs_worker_produces_mult = @planet_job_mult
planet_jobs_slave_produces_mult = @planet_job_mult
job_soldier_or_warrior_add = 1
planet_crime_add = -1
planet_jobs_physics_research_produces_mult = @planet_job_mult
planet_jobs_society_research_produces_mult = @planet_job_mult
planet_jobs_engineering_research_produces_mult = @planet_job_mult
species_empire_size_mult = @planet_empire_size
}
skill_rg_nanite_leader_sector_governor = {
custom_tooltip = skill_official_sector_governor_tt
planet_jobs_energy_produces_mult = @sector_job_mult
planet_jobs_minerals_produces_mult = @sector_job_mult
planet_jobs_food_produces_mult = @sector_job_mult
planet_jobs_alloys_produces_mult = @sector_job_mult
planet_jobs_consumer_goods_produces_mult = @sector_job_mult
planet_jobs_exotic_gases_produces_mult = @sector_job_mult
planet_jobs_rare_crystals_produces_mult = @sector_job_mult
planet_jobs_volatile_motes_produces_mult = @sector_job_mult
# planet_jobs_ruler_produces_mult = @negative_sector_job_mult
# planet_jobs_specialist_produces_mult = @negative_sector_job_mult
planet_jobs_worker_produces_mult = @sector_job_mult
planet_jobs_slave_produces_mult = @sector_job_mult
job_soldier_or_warrior_add = 0.5
planet_crime_add = -0.5
planet_jobs_physics_research_produces_mult = @sector_job_mult
planet_jobs_society_research_produces_mult = @sector_job_mult
planet_jobs_engineering_research_produces_mult = @sector_job_mult
species_empire_size_mult = @sector_empire_size
}
skill_rg_nanite_leader_background_planet_governor = {
planet_amenities_add = 2
planet_stability_add = 0.5
planet_jobs_upkeep_mult = -0.01
}

View File

@@ -26,6 +26,83 @@ tech_gray_weapon_lance_1 = {
}
}
tech_minilaser_gray_1 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
ai_update_type = military
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_zero_point_power"
}
weight = @tier2weight3
## unlock
ai_weight = {
factor = 0
}
}
# Elite Cloaking Devices
tech_gray_cloaking_3 = {
cost = @tier4cost3
area = physics
tier = 4
category = { field_manipulation }
ai_update_type = all
is_rare = yes
prerequisites = { "tech_cloaking_3" "tech_gray_weapon_lance_1" }
is_reverse_engineerable = no
weight = @tier4weight3
potential = {
has_first_contact_dlc = yes
}
prereqfor_desc = {
hide_prereq_for_desc = component
custom = {
title = "TECH_UNLOCK_RG_CLOAKING_3_TITLE"
desc = "TECH_UNLOCK_RG_CLOAKING_3_DESC"
}
}
weight_modifier = {
modifier = {
factor = value:tech_weight_likelihood
has_trait_in_council = { TRAIT = leader_trait_curator }
}
modifier = {
factor = value:tech_weight_likelihood
has_trait_in_council = { TRAIT = leader_trait_fotd_scientist }
}
modifier = {
factor = @ap_technological_ascendancy_rare_tech
has_ascension_perk = ap_technological_ascendancy
}
modifier = {
factor = @federation_perk_factor
has_federation = yes
federation = {
has_federation_perk = rare_tech_boost
any_member = { has_technology = tech_cloaking_3 }
}
}
modifier = {
factor = 5
has_tradition = tr_subterfuge_adopt
}
}
ai_weight = {
factor = 0
}
}
tech_gray_matter_remix_2 = {
area = engineering
cost = 5000
@@ -36,6 +113,7 @@ tech_gray_matter_remix_2 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_ship_armor_5"
@@ -53,6 +131,34 @@ tech_gray_matter_remix_2 = {
}
}
tech_gray_nano_fusion_3 = {
area = physics
cost = 5000
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_matter_remix_2"
"tech_zero_point_power"
}
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
@@ -63,6 +169,7 @@ tech_gray_nano_boost_3 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_thrusters_4"
@@ -90,6 +197,7 @@ tech_gray_interdictor_4 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_nano_boost_3"
"tech_battleships"
@@ -117,6 +225,7 @@ tech_gray_matter_spray_5 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_kinetic_artillery_2"
@@ -144,6 +253,7 @@ tech_gray_buffnut_6 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_juggernaut"
@@ -171,6 +281,7 @@ tech_gray_army_7 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_self_aware_logic"
@@ -198,6 +309,7 @@ tech_gray_juggernaut_8 = {
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_juggernaut"
@@ -257,22 +369,6 @@ tech_object_gray_5 = {
}
}
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
@@ -289,6 +385,23 @@ tech_object_gray_6 = {
}
}
tech_gray_machine = {
area = society
cost = 2000
tier = 5
is_rare = yes
category = {
biology
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_noway = {
cost = 2000
area = physics

View File

@@ -1,34 +1,152 @@
###################
# Governor Traits #
###################
RG_leader_trait_governor_gray = {
#总督特质
# leader_trait_governor_gray = {
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = official
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.4
# planet_jobs_energy_produces_mult = 0.15
# planet_jobs_minerals_produces_mult = 0.15
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_speed_mult = 0.4
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_energy_produces_mult = 0.075
# planet_jobs_minerals_produces_mult = 0.075
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_speed_mult = 0.2
# }
# leader_class = { official }
# initial = no
# randomized = no
# }
RG_leader_trait_offical_gray = {
#唯一特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
CLASS = leader
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
modifier = {
councilor_modifier = {
all_technology_research_speed = 0.5
}
planet_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_building_build_speed_mult = 0.6
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
sector_modifier = {
planet_buildings_cost_mult = -0.2
planet_building_build_speed_mult = 0.2
planet_jobs_alloys_produces_mult = 0.1
planet_jobs_engineering_research_produces_mult = 0.1
deposit_blockers_cost_mult = -0.2
planet_clear_blocker_time_mult = -0.2
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.3
}
leader_class = {
governor
fleet_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
}
army_modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1
# ship_windup_mult = -1
# ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
triggered_modifier = {
potential = {
has_astral_planes_dlc = yes
}
country_astral_rift_speed_mult = 0.5
}
leader_class = { rg_nanite_leader }
initial = no
randomized = no
}
RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = official
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
planet_modifier = {
planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.6
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
sector_modifier = {
planet_buildings_cost_mult = -0.2
planet_building_build_speed_mult = 0.2
planet_jobs_alloys_produces_mult = 0.1
planet_jobs_engineering_research_produces_mult = 0.1
deposit_blockers_cost_mult = -0.2
planet_clear_blocker_time_mult = -0.2
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.3
}
leader_class = { official }
initial = no
randomized = no
}
@@ -38,13 +156,13 @@ RG_leader_trait_ruler_gray = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
CLASS = leader
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
councilor_trait = yes
# forced_councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
@@ -55,9 +173,9 @@ RG_leader_trait_ruler_gray = {
}
}
}
leader_skill_levels = 1
# leader_skill_levels = 1
leaders_upkeep_mult = 0.1
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
@@ -73,9 +191,9 @@ RG_leader_trait_ruler_gray = {
}
}
}
leader_skill_levels = 1
# leader_skill_levels = 1
leaders_upkeep_mult = 0.15
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
@@ -87,13 +205,13 @@ RG_leader_trait_ruler_gray = {
}
}
}
leader_skill_levels = 1
# leader_skill_levels = 1
leaders_upkeep_mult = 0.2
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
is_councilor = yes
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
@@ -103,11 +221,11 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.02
planet_stability_add = -1
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
is_councilor = yes
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
@@ -121,11 +239,11 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.03
planet_stability_add = -1.5
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
is_councilor = yes
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
@@ -135,9 +253,9 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.04
planet_stability_add = -2
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
always = yes
}
@@ -150,11 +268,9 @@ RG_leader_trait_ruler_gray = {
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
mult = trigger:has_skill
}
leader_class = { official rg_nanite_leader }
initial = no
randomized = no
}
@@ -164,26 +280,36 @@ RG_leader_trait_admiral_gray_1 = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
fleet_modifier = {
ship_armor_mult = 1
ship_hull_mult = 1
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1
}
leader_class = {
admiral
army_modifier = {
army_collateral_damage_mult = 0.05
army_disengage_chance_mult = 0.3
army_health = 0.15
}
leader_class = { commander }
initial = no
randomized = no
}
@@ -193,26 +319,36 @@ RG_leader_trait_admiral_gray_2 = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
fleet_modifier = {
ship_armor_mult = 2
ship_hull_mult = 2
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2
}
leader_class = {
admiral
army_modifier = {
army_collateral_damage_mult = 0.1
army_disengage_chance_mult = 0.4
army_health = 0.25
}
leader_class = { commander }
initial = no
randomized = no
}
@@ -222,52 +358,67 @@ RG_leader_trait_admiral_gray = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
fleet_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
army_modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
}
leader_class = { commander }
initial = no
randomized = no
}
RG_leader_trait_admiral_nanorebuild_gray = {
#3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = leader
ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
modifier = {
fleet_modifier = {
ship_armor_mult = 0.5
ship_hull_mult = 0.5
ships_upkeep_mult = -0.1
ship_hull_regen_add_perc = 0.5
ship_armor_regen_add_perc = 0.5
}
leader_class = {
admiral
triggered_army_modifier = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
leader_class = { commander rg_nanite_leader }
initial = no
randomized = no
}
@@ -283,84 +434,90 @@ RG_leader_trait_scientist_gray = {
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
ship_windup_mult = -1
ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
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 = 0.5
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 = {
triggered_self_modifier = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
leader_skill_levels = 1
mult = trigger:has_skill
}
leader_class = {
general
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
councilor_modifier = {
all_technology_research_speed = 0.5
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1
# ship_windup_mult = -1
# ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
leader_class = { scientist }
initial = no
randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1"
}
# 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 = 0.5
# army_health = 0.35
# }
# leader_class = {
# general
# }
# initial = no
# randomized = no
# }
# 与舰长技能合并,弃用
# RG_leader_trait_general_gray_skill = {
# destiny_trait = yes
# inline_script = {
# script = trait/icon_psionic
# CLASS = commander
# ICON = "GFX_leader_trait_supreme_warrior"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
# triggered_army_modifier = {
# potential = {
# always = yes
# }
# army_damage_mult = 0.05
# army_health = 0.05
# mult = owner.rg_general_skill_combat_daypassed_variable
# }
# leader_class = { commander }
# 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
CLASS = commander
ICON = "GFX_leader_trait_adaptable"
RARITY = paragon
COUNCIL = no
@@ -370,14 +527,12 @@ RG_leader_trait_admiral_fake_dragon = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力
species_leader_exp_gain = 1
}
modifier = {
fleet_modifier = {
ship_armor_mult = 0.3
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
leader_class = {
admiral
}
leader_class = { commander }
initial = no
randomized = no
}
@@ -386,7 +541,7 @@ RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
@@ -420,9 +575,7 @@ RG_leader_trait_admiral_timed_life = {
ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium
}
leader_class = {
admiral
}
leader_class = { commander }
initial = no
randomized = no
}
@@ -431,7 +584,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
@@ -466,9 +619,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
}
leader_class = {
admiral
}
leader_class = { commander }
initial = no
randomized = no
}

View File

@@ -1,387 +1,387 @@
leader_trait_wg_gray_affection = {
cost = 0
inline_script = {
script = trait/wg_new_leader_affection_trait
LEADER_TYPE = wg_gray
}
#governor
triggered_modifier = {
# lv2
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv3
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
planet_researchers_physics_research_produces_mult = 0.04
planet_researchers_society_research_produces_mult = 0.04
planet_researchers_engineering_research_produces_mult = 0.04
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv4
potential = {
leader_class = governor
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
planet_researchers_physics_research_produces_mult = 0.08
planet_researchers_society_research_produces_mult = 0.08
planet_researchers_engineering_research_produces_mult = 0.08
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv5
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
planet_researchers_physics_research_produces_mult = 0.15
planet_researchers_society_research_produces_mult = 0.15
planet_researchers_engineering_research_produces_mult = 0.15
planet_district_city_build_speed_mult = 1
planet_district_generator_build_speed_mult = 1
planet_district_farming_build_speed_mult = 1
planet_district_mining_build_speed_mult = 1
planet_districts_minerals_cost_add = -150
planet_stability_add = 5
terraform_speed_mult = 0.3
planet_decision_enact_speed_mult = 0.15
}
#admiral
triggered_modifier = {
# lv2
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
ship_evasion_add = 5
ship_tracking_add = 5
ship_accuracy_add = 5
ship_shield_mult = 0.5
ship_hull_mult = 0.5
ship_speed_mult = 0.2
ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10
}
triggered_modifier = {
# lv3
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
ship_evasion_add = 5
ship_accuracy_add = 5
ship_tracking_add = 5
ship_shield_mult = 1
ship_hull_mult = 1
ship_weapon_damage = 0.2
ship_fire_rate_mult = 0.2
ship_speed_mult = 0.25
ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20
}
triggered_modifier = {
# lv4
potential = {
leader_class = admiral
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
ship_evasion_add = 10
ship_accuracy_add = 10
ship_tracking_add = 10
ship_shield_mult = 1.5
ship_hull_mult = 1.5
ship_weapon_damage = 0.4
ship_fire_rate_mult = 0.4
ship_speed_mult = 0.3
ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30
}
triggered_modifier = {
# lv5
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
ship_evasion_add = 15
ship_accuracy_add = 15
ship_tracking_add = 15
ship_shield_mult = 2.5
ship_hull_mult = 2.5
ship_weapon_damage = 0.7
ship_fire_rate_mult = 0.7
ship_speed_mult = 0.5
ship_hull_regen_add_static = 50
ship_armor_regen_add_static = 50
}
#scientist
triggered_modifier = {
# lv2
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
science_ship_survey_speed = 0.1
ship_anomaly_research_speed_mult = 0.1
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv3
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
science_ship_survey_speed = 0.2
ship_anomaly_research_speed_mult = 0.25
ship_shield_mult = 0.25
ship_armor_mult = 0.25
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv4
potential = {
leader_class = scientist
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
science_ship_survey_speed = 0.3
ship_anomaly_research_speed_mult = 0.35
ship_shield_mult = 0.35
ship_armor_mult = 0.35
ship_disengage_chance_mult = 0.35
ship_anomaly_generation_chance_mult = 0.2
}
triggered_modifier = {
# lv5
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
science_ship_survey_speed = 0.5
ship_anomaly_research_speed_mult = 0.5
ship_shield_mult = 0.5
ship_armor_mult = 0.5
ship_disengage_chance_mult = 0.5
ship_anomaly_generation_chance_mult = 0.5
}
#general
triggered_modifier = {
# lv2
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
army_experience_gain_mult = 0.1
army_morale_damage_mult = 0.1
army_disengage_chance_mult = 0.2
}
triggered_modifier = {
# lv3
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
army_experience_gain_mult = 0.25
army_morale_damage_mult = 0.25
army_disengage_chance_mult = 0.4
armies_upkeep_mult = -0.2
army_collateral_damage_mult = -0.15 #"陆军连带伤害"
}
triggered_modifier = {
# lv4
potential = {
leader_class = general
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
army_experience_gain_mult = 0.5
army_morale_damage_mult = 0.5
army_disengage_chance_mult = 0.6
armies_upkeep_mult = -0.4
army_collateral_damage_mult = -0.3 #"陆军连带伤害"
}
triggered_modifier = {
# lv5
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
army_experience_gain_mult = 0.8
army_morale_damage_mult = 0.8
army_disengage_chance_mult = 1
armies_upkeep_mult = -0.8
army_collateral_damage_mult = -0.8 #"陆军连带伤害"
}
leader_class = {
governor
admiral
scientist
general
}
initial = no
randomized = no
notify_on_gained = no
}
# leader_trait_wg_gray_affection = {
# cost = 0
# inline_script = {
# script = trait/wg_new_leader_affection_trait
# LEADER_TYPE = wg_gray
# }
# #official
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# planet_researchers_physics_research_produces_mult = 0.04
# planet_researchers_society_research_produces_mult = 0.04
# planet_researchers_engineering_research_produces_mult = 0.04
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = official
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# planet_researchers_physics_research_produces_mult = 0.08
# planet_researchers_society_research_produces_mult = 0.08
# planet_researchers_engineering_research_produces_mult = 0.08
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# planet_researchers_physics_research_produces_mult = 0.15
# planet_researchers_society_research_produces_mult = 0.15
# planet_researchers_engineering_research_produces_mult = 0.15
# planet_district_city_build_speed_mult = 1
# planet_district_generator_build_speed_mult = 1
# planet_district_farming_build_speed_mult = 1
# planet_district_mining_build_speed_mult = 1
# planet_districts_minerals_cost_add = -150
# planet_stability_add = 5
# terraform_speed_mult = 0.3
# planet_decision_enact_speed_mult = 0.15
# }
# #admiral
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# ship_evasion_add = 5
# ship_tracking_add = 5
# ship_accuracy_add = 5
# ship_shield_mult = 0.5
# ship_hull_mult = 0.5
# ship_speed_mult = 0.2
# ship_hull_regen_add_static = 10
# ship_armor_regen_add_static = 10
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# ship_evasion_add = 5
# ship_accuracy_add = 5
# ship_tracking_add = 5
# ship_shield_mult = 1
# ship_hull_mult = 1
# ship_weapon_damage = 0.2
# ship_fire_rate_mult = 0.2
# ship_speed_mult = 0.25
# ship_hull_regen_add_static = 20
# ship_armor_regen_add_static = 20
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = admiral
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# ship_evasion_add = 10
# ship_accuracy_add = 10
# ship_tracking_add = 10
# ship_shield_mult = 1.5
# ship_hull_mult = 1.5
# ship_weapon_damage = 0.4
# ship_fire_rate_mult = 0.4
# ship_speed_mult = 0.3
# ship_hull_regen_add_static = 30
# ship_armor_regen_add_static = 30
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# ship_evasion_add = 15
# ship_accuracy_add = 15
# ship_tracking_add = 15
# ship_shield_mult = 2.5
# ship_hull_mult = 2.5
# ship_weapon_damage = 0.7
# ship_fire_rate_mult = 0.7
# ship_speed_mult = 0.5
# ship_hull_regen_add_static = 50
# ship_armor_regen_add_static = 50
# }
# #scientist
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# science_ship_survey_speed = 0.1
# ship_anomaly_research_speed_mult = 0.1
# ship_disengage_chance_mult = 0.3
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# science_ship_survey_speed = 0.2
# ship_anomaly_research_speed_mult = 0.25
# ship_shield_mult = 0.25
# ship_armor_mult = 0.25
# ship_disengage_chance_mult = 0.3
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = scientist
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# science_ship_survey_speed = 0.3
# ship_anomaly_research_speed_mult = 0.35
# ship_shield_mult = 0.35
# ship_armor_mult = 0.35
# ship_disengage_chance_mult = 0.35
# ship_anomaly_generation_chance_mult = 0.2
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# science_ship_survey_speed = 0.5
# ship_anomaly_research_speed_mult = 0.5
# ship_shield_mult = 0.5
# ship_armor_mult = 0.5
# ship_disengage_chance_mult = 0.5
# ship_anomaly_generation_chance_mult = 0.5
# }
# #general
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# army_experience_gain_mult = 0.1
# army_morale_damage_mult = 0.1
# army_disengage_chance_mult = 0.2
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# army_experience_gain_mult = 0.25
# army_morale_damage_mult = 0.25
# army_disengage_chance_mult = 0.4
# armies_upkeep_mult = -0.2
# army_collateral_damage_mult = -0.15 #"陆军连带伤害"
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = general
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# army_experience_gain_mult = 0.5
# army_morale_damage_mult = 0.5
# army_disengage_chance_mult = 0.6
# armies_upkeep_mult = -0.4
# army_collateral_damage_mult = -0.3 #"陆军连带伤害"
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# army_experience_gain_mult = 0.8
# army_morale_damage_mult = 0.8
# army_disengage_chance_mult = 1
# armies_upkeep_mult = -0.8
# army_collateral_damage_mult = -0.8 #"陆军连带伤害"
# }
# leader_class = {
# official
# admiral
# scientist
# general
# }
# initial = no
# randomized = no
# notify_on_gained = no
# }

View File

@@ -0,0 +1,56 @@
rg_machine_maid_trait = {
cost = {
base = 0
}
# custom_tooltip = rg_machine_maid_trait_effect
initial = no
species_potential_add = { always = no }
species_possible_remove = { always = no }
species_possible_merge_add = { always = no }
species_possible_merge_remove = { always = no }
randomized = no
allowed_archetypes = { MACHINE }
sorting_priority = 20
potential_crossbreeding_chance = 1.0
opposites = {
}
assembling_modifier = {
planet_pop_assemblers_nanites_upkeep_add = 0.1
}
# 在灰风主人国家工作提供加成
triggered_pop_modifier = {
potential = {
exists = owner
owner = { is_same_value = event_target:gray_owner }
}
planet_jobs_produces_mult = 1.1
}
ai_weight = {
weight = 0
}
assembly_score = {
modifier = {
add = 3
from.owner = { is_same_value = event_target:gray_owner }
}
modifier = {
mult = 0
from.owner = {
NOT = {
is_same_value = event_target:gray_owner
}
}
}
}
slave_cost = {
energy = 1000
}
}

View File

@@ -8,5 +8,5 @@ tags={
}
name="Real Gray"
picture="thumbnail.png"
supported_version="3.8.*"
supported_version="3.11.*"
remote_file_id="2136166095"

View File

@@ -212,11 +212,6 @@ country_event = {
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
event_target:gray_governor = {
set_owner = event_target:rg_gray_country
}
}
option = {
name = graygoo.405.a
hidden_effect = {
@@ -272,15 +267,20 @@ country_event = {
default_hide_option = yes
tag = hire_leader
hidden_effect = {
create_message = {
type = MESSAGE_RECRUITED_LEADER
localization = MESSAGE_RECRUITED_LEADER_DESC
days = @toast_message_days
target = event_target:gray_governor
variable = {
type = name
localization = LEADER
scope = event_target:gray_governor
# create_message = {
# type = MESSAGE_RECRUITED_LEADER
# localization = MESSAGE_RECRUITED_LEADER_DESC
# days = @toast_message_days
# target = event_target:gray_governor
# variable = {
# type = name
# localization = LEADER
# scope = event_target:gray_governor
# }
# }
owner = {
country_event = {
id = rg_grayleader_dialog.4063
}
}
country_event = {
@@ -343,7 +343,10 @@ country_event = {
is_same_value = event_target:gray_owner
NOR = {
has_country_flag = gray_constship_active
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
has_country_flag = gray_reforming
@@ -383,7 +386,10 @@ country_event = {
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
@@ -615,7 +621,10 @@ event = {
}
}
AND = {
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOT = {
exists = event_target:gray_governor
}
@@ -631,7 +640,10 @@ event = {
}
immediate = {
event_target:gray_owner = {
remove_country_flag = gray_governor_active #总督
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
} #总督
remove_country_flag = gray_warship_active #旗舰
remove_country_flag = gray_army_active #陆军
remove_country_flag = gray_constship_active #科舰

View File

@@ -123,6 +123,7 @@ country_event = {
save_event_target_as = rg_cluster_previous_home_planet
solar_system = {
save_event_target_as = rg_cluster_previous_home_system
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225

View File

@@ -388,7 +388,7 @@ planet_event = {
exists = leader
leader = {
#leader
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
owner = {
#country
save_event_target_as = attacking_general_country
@@ -452,7 +452,7 @@ country_event = {
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
}
@@ -547,7 +547,7 @@ country_event = {
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
if = {

View File

@@ -17,6 +17,22 @@ country_event = {
}
}
country_event = {
id = rg_grayleader_dialog.4063
title = "TRANSMISSION"
desc = "graygoo.406.c.response"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
is_triggered_only = yes
option = {
name = OK
}
}
country_event = {
id = rg_grayleader_dialog.5001
title = "graygoo.500.title"

View File

@@ -35,7 +35,8 @@ country_event = {
is_same_value = event_target:gray_owner
NOR = {
has_country_flag = gray_constship_active
has_country_flag = gray_governor_active
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
has_country_flag = gray_reforming
@@ -60,7 +61,10 @@ country_event = {
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
@@ -232,7 +236,8 @@ country_event = {
is_same_value = event_target:gray_owner
NOR = {
has_country_flag = gray_constship_active
has_country_flag = gray_governor_active
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
has_country_flag = gray_reforming
@@ -244,8 +249,9 @@ country_event = {
name = graygoo.500.a
response_text = graygoo.500.a.response
trigger = {
NOT = {
has_country_flag = gray_governor_active
NOR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
hidden_effect = {
@@ -356,7 +362,10 @@ country_event = {
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged

View File

@@ -0,0 +1,38 @@
namespace = rg_maid
country_event = {
id = rg_maid.1
hide_window = yes
is_triggered_only = yes
immediate = {
if = {
limit = {
NOT = {
exist = event_target:rg_maid_species
}
}
create_species = {
name = 纳米构造体
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = rg_machine_maid_trait
trait = trait_robot_mass_produced
}
can_be_modified = yes
namelist = root.species
effect = {
save_event_target_as = rg_maid_species
}
}
}
capital_scope = {
while = {
count = 5
create_pop = {
species = event_target:rg_maid_species
}
}
}
}
}

150
events/RG_origin_event.txt Normal file
View File

@@ -0,0 +1,150 @@
namespace = rg_origin
########
# SCION
########
country_event = {
id = rg_origin.1
hide_window = yes
is_triggered_only = yes
trigger = {
AND = {
has_origin = rg_origin_scion
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
immediate = {
# Scion
country_event = { id = rg_origin.5 }
}
}
# Setup
country_event = {
id = rg_origin.5
hide_window = yes
is_triggered_only = yes
immediate = {
# set_country_flag = first_contact_event
# set_country_flag = Story2 # Already encountered spacefarers
# Spawn mini-FE if player turned off Fallen Empires but picked this Origin anyway...
if = {
limit = {
NOT = {
exist = event_target:rg_scion_fe
}
}
set_country_flag = rg_scion_needs_fe
if = {
limit ={
any_playable_country = {
AND = {
has_origin = origin_rg_gray
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
}
random_system = {
limit = { has_owner = no }
spawn_system = { initializer = "rg_fallen_machine_1" }
}
add_extra_hyperlane_to_spawned_system_effect = yes
}
else = {
rg_lcluster_spawn_effect_scion = yes
every_system = {
limit = {
has_star_flag = lcluster
}
rg_create_fe_citadel = yes
}
}
event_target:rg_scion_fe = {
set_policy = {
policy = artificial_intelligence_policy
option = ai_servitude
cooldown = no
}
set_policy = {
policy = robot_pop_policy
option = robot_pops_allowed
cooldown = no
}
random_playable_country = {
limit = {
has_origin = rg_origin_scion
has_country_flag = rg_scion_needs_fe
}
remove_country_flag = rg_scion_needs_fe
save_event_target_as = rg_scion_slave
}
set_country_flag = rg_scion_master
save_event_target_as = rg_scion_master
add_opinion_modifier = {
who = event_target:rg_scion_slave
modifier = opinion_scion
}
# country_event = { id = origin.20 days = 9000 random = 9000 }
event_target:rg_scion_slave = {
establish_communications_no_message = event_target:rg_scion_fe
set_subject_of = {
who = event_target:rg_scion_fe
preset = preset_rg_scion
}
overlord = {
add_opinion_modifier = {
modifier = opinion_scion
who = rg_scion_fe
}
}
country_event = { id = rg_origin.10 days = 3 }
}
}
capital_scope = {
solar_system = {
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
}
# add_extra_hyperlane_to_spawned_system_effect = yes
}
}
}
# Intro Diplomatic Message
country_event = {
id = rg_origin.10
title = TRANSMISSION
desc = {
text = "origin.10.b.desc"
}
diplomatic = yes
is_triggered_only = yes
picture_event_data = {
portrait = event_target:rg_scion_master
planet_background = event_target:rg_scion_master
graphical_culture = event_target:rg_scion_master
city_level = event_target:rg_scion_master
room = event_target:rg_scion_master
}
immediate = {
overlord = { save_event_target_as = rg_scion_master }
}
option = {
name = origin.10.b
}
}

View File

@@ -36,7 +36,8 @@ country_event = {
is_same_value = event_target:gray_owner
NOR = {
has_country_flag = gray_constship_active
has_country_flag = gray_governor_active
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
has_country_flag = gray_reforming
@@ -49,8 +50,9 @@ country_event = {
name = graygoo.500.a
response_text = graygoo.500.a.response
trigger = {
NOT = {
has_country_flag = gray_governor_active
NOR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
allow = {
@@ -204,7 +206,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}
@@ -238,7 +240,10 @@ country_event = {
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
@@ -403,7 +408,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}
@@ -792,7 +797,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}
@@ -1153,7 +1158,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}
@@ -1216,7 +1221,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}
@@ -1461,7 +1466,7 @@ country_event = {
}
hidden_effect = {
country_event = {
id = wg_aft.30000
id = wg_affection.30000
}
}
}

View File

@@ -0,0 +1,24 @@
namespace = wg_affection
# 3.9引用空事件崩溃问题占位
# 3.10已弃用
# country_event = {
# id = wg_affection.30000
# title = wg_affection.30000.name
# desc = wg_affection.30000.desc
# is_triggered_only = yes
# diplomatic = yes
# show_sound = event_wg_wedding
# custom_gui = wg_gray_commu_window
# custom_gui_option = wg_gray_commu_option
#
# immediate = {
# set_country_flag = married_gray
# }
#
# option = {
# name = wg_affection.30000.a
# response_text = wg_affection.30000.response
# change_variable = { which = rankpts value = 2 }
# }
# }

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View File

@@ -2,10 +2,121 @@ portraits = {
Gray = {
texturefile = "gfx/models/portraits/Gray.png"
}
Gray01 = {
texturefile = "gfx/models/portraits/Gray01.png"
rg_machine_maid01 = {
texturefile = "gfx/models/portraits/mamaid01.png"
}
Gray02 = {
texturefile = "gfx/models/portraits/Gray02.png"
rg_machine_maid02 = {
texturefile = "gfx/models/portraits/mamaid02.png"
}
rg_machine_maid03 = {
texturefile = "gfx/models/portraits/mamaid03.png"
}
rg_machine_maid04 = {
texturefile = "gfx/models/portraits/mamaid04.png"
}
rg_machine_maid05 = {
texturefile = "gfx/models/portraits/mamaid05.png"
}
rg_machine_maid06 = {
texturefile = "gfx/models/portraits/mamaid06.png"
}
rg_machine_maid07 = {
texturefile = "gfx/models/portraits/mamaid07.png"
}
rg_machine_maid08 = {
texturefile = "gfx/models/portraits/mamaid08.png"
}
rg_machine_maid09 = {
texturefile = "gfx/models/portraits/mamaid09.png"
}
}
portrait_groups = {
rg_machine_maid = {
default = rg_machine_maid01
game_setup = { #will run with a limited country scope. species and government is set but the country does not actually exist
add = {
portraits = {
rg_machine_maid01
rg_machine_maid02
rg_machine_maid03
rg_machine_maid04
rg_machine_maid05
rg_machine_maid06
rg_machine_maid07
rg_machine_maid08
rg_machine_maid09
}
}
}
#species scope
species = { #generic portrait for a species
add = {
portraits = {
rg_machine_maid01
rg_machine_maid02
rg_machine_maid03
rg_machine_maid04
rg_machine_maid05
rg_machine_maid06
rg_machine_maid07
rg_machine_maid08
rg_machine_maid09
}
}
}
#pop scope
pop = { #for a specific pop
add = {
portraits = {
rg_machine_maid01
rg_machine_maid02
rg_machine_maid03
rg_machine_maid04
rg_machine_maid05
rg_machine_maid06
rg_machine_maid07
rg_machine_maid08
rg_machine_maid09
}
}
}
#leader scope
leader = { #scientists, generals, admirals, governor
add = {
portraits = {
rg_machine_maid01
rg_machine_maid02
rg_machine_maid03
rg_machine_maid04
rg_machine_maid05
rg_machine_maid06
rg_machine_maid07
rg_machine_maid08
rg_machine_maid09
}
}
}
#leader scope
ruler = {
add = {
portraits = {
rg_machine_maid01
rg_machine_maid02
rg_machine_maid03
rg_machine_maid04
rg_machine_maid05
rg_machine_maid06
rg_machine_maid07
rg_machine_maid08
rg_machine_maid09
}
}
}
}
}

View File

@@ -0,0 +1,9 @@
spriteTypes = {
spriteType = {
name = "GFX_origin_rg_scion"
texturefile = "gfx/event_pictures/origins/origin_rg_scion.dds"
alwaystransparent = yes
}
}

View File

@@ -1,7 +1,22 @@
spriteTypes = {
spriteType = {
name = "GFX_ship_part_gray_armor"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_armor.dds"
textureFile = "gfx/interface/icons/ship_parts/rg_hull_4.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_reactor"
textureFile = "gfx/interface/icons/ship_parts/rg_reactor_2.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_engine"
textureFile = "gfx/interface/icons/ship_parts/rg_aux_engine_1.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_sensor"
textureFile = "gfx/interface/icons/ship_parts/ship_part_rg_sensors.dds"
noOfFrames = 1
}
spriteType = {
@@ -16,7 +31,12 @@ spriteTypes = {
}
spriteType = {
name = "GFX_ship_part_graymine"
textureFile = "gfx/interface/icons/ship_parts/ship_part_graymine.dds"
textureFile = "gfx/interface/icons/ship_parts/rg_big_bomb_2.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_graymine_old"
textureFile = "gfx/interface/icons/ship_parts/GFX_ship_part_graymine.dds"
noOfFrames = 1
}
spriteType = {
@@ -24,4 +44,22 @@ spriteTypes = {
textureFile = "gfx/interface/icons/ship_parts/ship_part_rg_armor_hardener.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_mod_warp_drive_3"
texturefile = "gfx/interface/icons/ship_parts/rg_warp_drive_3.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_weapon_rg_spacetime_disruptor"
texturefile = "gfx/interface/icons/ship_parts/mod_disruptor_3.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_weapon_phaser_bank"
texturefile = "gfx/interface/icons/ship_parts/mod_phaser_2.dds"
}
spriteType = {
name = "GFX_ship_weapon_rg_cutting_beam"
texturefile = "gfx/interface/icons/ship_parts/rg_cutting_beam.dds"
}
}

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@@ -15,7 +15,7 @@
rg_event.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_event.401.a:0 "好吧"
rg_event.401.b:0 "绝不!"
rg_event.401.a.response:0 "那!那就这样!您妈的见!"
rg_event.401.a.response:0 "那!那就这样!您妈的见!"
rg_event.201.name:0 "第二次生命"
rg_event.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_event.201.a:0 "大不了再来一次!"

View File

@@ -1,6 +1,10 @@
l_simp_chinese:
NAME_Gray:0 "灰风"
GRAY_SPECIES:0 "$NAME_Gray$"
RG_MACHINE:0 "§Y纳米构造体§!"
gray_army_desc:0 "$NAME_Gray$和她的纳米作战母舰,可以轻易扫平一颗星球"
rg_machine_maid_trait:0 "§Y菠萝包网络§!"
rg_machine_maid_trait_desc:0 "这种机械体似乎是由纳米机械所构造的。她们只有有限的个体智能,但每个个体似乎都将心智互相链接组成了一个强大的意识网络。个体的数量越多她们的意识就越强大。"
RG_leader_trait_admiral_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_desc:0 "$NAME_Gray$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§!"
@@ -9,6 +13,8 @@
RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$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 "$NAME_Gray$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_offical_gray:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_offical_gray_desc:0 "$RG_leader_trait_governor_gray_desc$"
RG_leader_trait_ruler_gray:0 "§Y天选化身§!"
RG_leader_trait_ruler_gray_desc:0 "§G$NAME_Gray$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$NAME_Gray$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§!"
@@ -17,71 +23,93 @@
RG_leader_trait_general_gray_desc:0 "$NAME_Gray$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]%§!"
RG_leader_trait_tempest_incoming_effect:0 "$ARMY_EFFECTS_TXT$:\n$t$每击杀一支敌对陆军:\n$tt$$MOD_ARMY_DAMAGE_MULT$: §G+5%§!\n$tt$$MOD_ARMY_HEALTH$: §G+5%§!\n$tt$§Y直接击杀一支敌对陆军的概率§!: §G+1%§!\n$t$当前§YBUFF层数§!: §Y[owner.rg_general_skill_combat_daypassed_variable]§!\n$t$当前§Y直接击杀一支敌对陆军的概率§!为: §Y[owner.rg_general_skill_combat_killed_variable]%§!"
RG_leader_trait_admiral_nanorebuild_gray:0 "§Y灰质重塑§!"
RG_leader_trait_admiral_nanorebuild_gray_desc:0 "分解与重组,纳米机器席卷之处我们无所不能。"
RG_leader_trait_admiral_nanorebuild_effect:0 "\n$t$§Y每击杀一个敌军单位§!\n$t$§G重组计数器 +1§!\n$t$当前计数器层数§G[owner.rg_nanorebuild_counter]§!\n$tt$§Y该领袖所在舰队损失舰船时消耗1计数器层数立即重塑舰船。灰风母舰无法被该技能重组。§!"
RG_leader_trait_admiral_nanorebuild_gray_desc:0 "灰色风暴在L星团中席卷无数纪元。\n创造与解构,纳米机器席卷之处我们无所不能。"
RG_leader_trait_admiral_nanorebuild_effect:0 "$FLEET_EFFECTS_TXT$:\n$t$每摧毁一艘敌军舰船:\n$ttY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$RG_leader_trait_tempest_incoming_effect$"
SMALL_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
preset_rg_scion: "§Y誓约计划国§!"
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。"
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$NAME_Gray$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$NAME_Gray$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_nanite_leader:0"§Y纳米机器个体§!"
rg_nanite_leader_plural:0"§Y纳米机器个体§!"
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。§!"
rg_nanite_leader_plural_with_icon:0"£offical£ $rg_nanite_leader_plural$"
RG_gatebuilder_jump:0 "§Y$NAME_Gray$跃迁引擎§!"
RG_gatebuilder_sensor:0 "§Y$NAME_Gray$传感器§!"
RG_gatebuilder_thruster:0 "§Y$NAME_Gray$推进器§!"
concept_rg_scion: "$preset_rg_scion$"
concept_rg_scion_desc: "$preset_rg_scion_desc$"
concept_rg_gray: "$NAME_Gray$"
concept_rg_gray_desc: "$gray_backstory$"
RG_leader_trait_ruler_gray_tt:0 "§E随每技能等级提升的效果:§!"
RG_leader_trait_variable_tt:0 "§E随变量层数提升的效果:§!"
SMALL_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
RG_CARRIER_RADAR:0 "§Y「星河道标」§!"
RG_CARRIER_RADAR_DESC:0 "§Y为孩子们指引明路点亮家的路标。§!\n建门者标准型航空雷达。先进的扫描装置为舰载机指引目标也为她们指引回家的方向。能够在极远处探测到敌舰。"
RG_ENERGY_MISSILE:0 "§Y「微光团子」§!"
RG_ENERGY_MISSILE_DESC:0 "§Y它们像发光的团子一样呢。我饿了。§!\n建门者融合球导弹初型。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「汐光团子」§!"
RG_ENERGY_MISSILE_KIN_DESC:0 "§Y世上最闪耀最暗淡的萤火。§!\n建门者超空间融合球导弹。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「逐火织机」§!"
RG_FLAK_BATTERY_DESC:0 "§Y想要握住所有的星光。§!\n建门者防空导弹阵列。密集布置的防空炮发射小型融合球击毁极远处的抛射体。"
RG_gatebuilder_jump:0 "§Y「终抵群星」§!"
RG_gatebuilder_sensor:0 "§Y「星穹相会」§!"
RG_gatebuilder_thruster:0 "§Y「漫步星海」§!"
origin_rg_gray:0 "§Y遥远约定§!"
origin_rg_gray_desc:0 "你偷偷说服了$NAME_Gray$从遥远的L星团前来看望你"
origin_tooltip_rg_gray_effects:0 "开局时拥有$NAME_Gray$,并在一个孤立的L-星团中开始你的冒险。你将很难有重见银河的机会。\n\n§R<但...代价是什么?>§!\n§Y- 该起源重复选择时将被替换成隐藏起源§§H<你也事龙>§§Y并开局获得全部L星门认知。§\n§R- 多人游戏中存在重复龙开起源国家L星团国家将无法触发中期开门事件。§\n§R- 该起源被AI帝国占用时L-星团将被AI帝国占用。唔你懂的§!"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y纳米机器场§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "$NAME_Gray$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§!"
origin_tooltip_rg_gray_effects:0 "开局时获得['concept_rg_gray']的帮助\n—母星系一个孤立的L-星团中开始你的冒险\n—原$HOME_SYSTEM$通过一个['concept_l_gates']连接到['concept_l_gates']网络中。\n\n§R<但...你将很难有重见银河的机会。>§!\n§Y该起源无法重复选择。§!\n§Y—该起源被AI帝国占用时L-星团将被AI帝国占用。唔你懂的§"
rg_origin_scion:0 "§Y未来追迹§!"
rg_origin_scion_desc:0 "剧本疑似被什么人改写了。你将在$NAME_Gray$无微不至的监护下成长。"
origin_tooltip_rg_scion_effects:0 "开局时将作为['concept_rg_gray']['concept_fallen_empire']的附属国。['concept_rg_gray']将保护你的国家不受外敌侵犯,有时候还会给予你一定的帮助。\n—['concept_rg_gray']['concept_fallen_empire']宗主的['concept_rg_scion', £scion£誓约计划国]\n—$HOME_SYSTEM$通过一个['concept_l_gates']连接到['concept_l_gates']网络中。\n—['concept_rg_gray']['concept_fallen_empire']无视星系设置必定出现在一个孤立的L星团中\n—将会受到['concept_rg_gray']视若己出的保护。\n\n§R<但这同样会成为阻碍你发展的障碍...>§!\n§Y—这是一个未完成的起源。仅供开发测试使用。请不要在正式游戏中使用。§"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y「漫播飞尘」§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "§Y散播希望还有绝望。§!\n多用途微型纳米机器。$NAME_Gray$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「落光」§!"
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_NEUTRON_TORPEDO:0 "§Y「飞光」§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 "这些轰炸机可以迅速编队投放融合球鱼雷来击毁敌舰,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「逐光」§!"
RG_FIGHTER_HANGAR_BEAM_DESC:0 "这些攻击机可以使用小型化光束武器拦截小型航空器,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「棱光」§!"
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 "$NAME_Gray$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$NAME_Gray$特型引擎增压§!"
RG_aura_nanobot_cloud:0 "§Y「漫播飞尘」§!"
RG_AUTO_REPAIR:0 "§Y「晨昏之间」§!"
RG_AUTO_REPAIR_DESC:0 "§Y极昼与极夜。§!\n$NAME_Gray$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「裁定机」§!"
RG_ARMOR_BOOSTER_DESC:0 "§Y丈量万物。§!\n一种通过消耗大量能源进行质能转换从而实时加固舰体的装置。我们已经试过了,造不出第二台。"
RG_ENIGMATIC_SCHEDULER:0 "§Y「空想盒」§!"
RG_ENIGMATIC_SCHEDULER_DESC:0 "§Y想要理解本就是妄为。§!\n该装置通过一种无法理解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「工具箱」§!"
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$NAME_Gray$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$NAME_Gray$能量束Mini§!"
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有形之物。\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「星光」§!"
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是最初的一型光束武器。"
MEDIUM_GRAY_WEAPON_LANCE:0 "§Y「星光」Lite§!"
MEDIUM_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...仿真模型,未成年智慧生物请勿玩耍。"
SMALL_GRAY_WEAPON_LANCE:0 "§Y「星光」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$NAME_Gray$聚能束Mini§!"
GRAY_BEAM_STATIC_MX:0 "§Y「耀光」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$NAME_Gray$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$NAME_Gray$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$NAME_Gray$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$NAME_Gray$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!"
GRAY_BEAM_STATIC_X:0 "§Y「耀光」§!"
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为了增加威力而提高了功率,除此之外没有任何实质性改进。"
GRAY_BEAM_STATIC_EX:0 "§Y「凌光」§!"
GRAY_BEAM_STATIC_EX_DESC:0 "§Y你说武器不够强那就提高功率§!\n使用远古L星门建造者的技术所制成的武器拥有不可理喻的破坏力同时拥有不可理喻的能量消耗。可它仍旧没有任何改进"
RG_GRAY_WEAPON_LANCE_X:0 "§Y「耀光」§!"
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为了增加威力而提高了功率,除此之外没有任何实质性改进。"
RG_GRAY_WEAPON_LANCE:0 "§Y「星光」§!"
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是最初的一型光束武器。"
LARGE_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
LARGE_GRAY_MIX_ARMOR_DESC:0 "§Y怀抱着想被礼貌对待的矛盾心情。§!\n高度集成化的装甲,表面被一层能量波动包裹,这部分纳米机器舍弃掉了变形的能力。"
HUGE_GRAY_MIX_ARMOR:0 "§Y「幻想领域」§!"
HUGE_GRAY_MIX_ARMOR_DESC:0 "§Y在这里一切愿望都能成真。§!\n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「起源」§!"
RG_FLAK_PHOENIX_DESC:0 "§Y创造与解构。§!\n没有什么比一个拥抱更能消除隔阂。"
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
@@ -114,6 +142,8 @@
RG_Arsenal_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Arsenal_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Arsenal_FUSION_NANO_REACTOR:0 "$RG_FUSION_NANO_REACTOR$"
RG_Arsenal_FUSION_NANO_REACTOR_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_PLANET_KILLER_CRACKER:0 "$PLANET_KILLER_CRACKER$"
RG_PLANET_KILLER_CRACKER_DESC:0 "$PLANET_KILLER_CRACKER_DESC$"
@@ -163,16 +193,16 @@
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§!$NAME_Gray$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_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术:§!$NAME_Gray$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$NAME_Gray$作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$作战计算机-线列战术§!"
@@ -201,16 +231,23 @@
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。"
RG_carrier_destroyer_key: "§Y运航核心§!"
RG_base_destroyer_key: "§Y驱逐核心§!"
LARGE_GRAY_WEAPON_KIN:0 "§Y「糖豆发射器」§!"
LARGE_GRAY_WEAPON_KIN_DESC:0 "§Y多就是美。§!\n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「棒糖发射器」§!"
HUGE_GRAY_WEAPON_KIN_DESC:0 "§Y大就是好。§!\n这些密集的轴基无管动能炮发射质量前所未有的超级弹头弹头能够自我加速到极限。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_fusion_3:0 "§Y纳米物质能量生产§!"
tech_gray_nano_fusion_3_desc:0 "利用纳米物质特性大幅压缩传统反应堆,极大提升能量产出效率。"
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。"
@@ -223,6 +260,9 @@
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_cloaking_3:0 "§Y纳米光线追踪力场§!"
tech_gray_cloaking_3_desc:0 "通过逆向计算光线的照射路线,精细调整护盾力场,使得舰体在部分光线频谱不可见。显然这是一项昂贵的技术。"
tech_gray_repair_system_1:0 "§Y$NAME_Gray$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。"
@@ -230,7 +270,7 @@
tech_object_gray_5_desc:0 "通过日常维护$NAME_Gray$舰体以及...小小的逆向工程,我们得以部分复制$NAME_Gray$母舰的设计,当然,这一切还要征得$NAME_Gray$本人同意。"
tech_minilaser_gray_1:0 "§Y$NAME_Gray$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_minilaser_gray_1_desc:0 "从某个资料架上掉下来一个奇怪的盒子,里面装着一份将纳米武器小型化的可行性验证设计图。"
tech_gray_noway:0 "§Y$NAME_Gray$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。"
@@ -244,16 +284,16 @@
tech_gray_juggernaut_8:0 "§Y纳米超宏舰系统§!"
tech_gray_juggernaut_8_desc:0 "纳米物质的自构特性使得它们能够用来建造一些规模无以伦比的工程。而我们将踏出第一步。"
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:0 "§H远星之歌§!"
RG_PLANET_KILLER_DESC:0 "§Y再度听到了星星的歌声。仿佛做了一个永恒的梦。§!\n§Y发射高能级纳米射线重构行星大气,将所有智慧生命形态彻底重构。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,嗯,会很痛。§!"
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_SMALL:0 "§H远星之歌§!"
RG_PLANET_KILLER_SMALL_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。若将能量重定向到敌舰上,将造成大量伤害。§!"
RG_PLANET_KILLER_SMALL:0 "§H远星之歌§!"
RG_PLANET_KILLER_SMALL_DESC:0 "§Y再度听到了星星的歌声。仿佛做了一个永恒的梦。§!\n§Y发射高能级纳米射线重构行星大气,将所有智慧生命形态彻底重构。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,嗯,会很痛。§!"
RG_PLANET_KILLER_SMALL_ACTION:0 "§H纳米注入§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SMALL:0 "准备注入$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SMALL:0 "被执行了星球纳米转化"
@@ -270,7 +310,7 @@
RG_const_country:0 "$NAME_Gray$-自动工程队"
requires_rg_graylevel_higherthan_25:0 "§Y$NAME_Gray$必须达到10级§!"
requires_rg_graylevel_higherthan_20:0 "§Y$NAME_Gray$必须达到20级§!"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技§!$tech_juggernaut$"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技:§!$tech_juggernaut$"
rg_nothing:0 ""
rg_nothing_desc:0 ""
@@ -290,6 +330,20 @@
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§!"
weapon_type_rg_reactor:0 "§Y能源核心§!"
RG_FUSION_NANO_REACTOR:0 "§Y「梦核」§!"
RG_FUSION_NANO_REACTOR_DESC:0 "利用纳米物质的能量传导特性大幅压缩传统反应堆提升密度。如果要制造一颗恒星,还是把它关在笼子里比较好吧。"
RG_FUSION_NANO_REACTOR_S:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_S_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_FUSION_NANO_REACTOR_M:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_M_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_FUSION_NANO_REACTOR_L:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_L_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
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。§!"
@@ -300,14 +354,17 @@
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_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§!"
RG_revive_component:0 "§Y折纸§!"
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_3:0 "§Y「记忆中的流星」§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "通过$NAME_Gray$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_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减: §R-10%§!"
TECH_UNLOCK_RG_CLOAKING_3_TITLE: "§H解锁部件:§!$RG_CORVETTE_CLOAKING_3$"
TECH_UNLOCK_RG_CLOAKING_3_DESC: "§H$RG_CORVETTE_CLOAKING_3$§!\n$tech_gray_cloaking_3_desc$"
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。"
@@ -323,29 +380,29 @@
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 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\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_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 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\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_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!"
RG_leader_trait_admiral_born_tobe_dragon_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 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
RG_leader_trait_admiral_born_tobe_dragon_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 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
rg_fake_dragon_desc:0 "模拟龙是在$NAME_Gray$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_timed_life_millennium:0 "§R千年魂环§!模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
rg_timed_life_millennium:0 "§R千年魂环§!:模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!:模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
RG_sim_dragon_species:0 "伪装的龙"
RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙"
MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§R检测到伞病毒威胁§!"
rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案无害化处理。"
rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案:无害化处理。"
situation_rg_gray_mod1:0 "§Y$NAME_Gray$改造工程§!"
situation_rg_gray_mod1_desc:0 "由于L星团资源太缺乏$NAME_Gray$的舰体已经很久没有维护了。通过调集足够的资源$NAME_Gray$能够将母舰状态恢复到完全体。为了执行这项计划,$NAME_Gray$需要我们的工程团队的帮助。\n§R切换$NAME_Gray$形态将会导致计划失败。§!"
situation_rg_gray_mod1_stage_1:0 "§Y第一阶段基本舰体修复阶段§!"
situation_rg_gray_mod1_stage_2:0 "§Y第二阶段武器载点重构阶段§!"
situation_rg_gray_mod1_stage_3:0 "§Y第三阶段可行性验证阶段§!"
situation_rg_gray_mod1_stage_4:0 "§Y第四阶段歼星武器设计阶段§!"
situation_rg_gray_mod1_stage_5:0 "§Y第五阶段全舰纳米化设计阶段§!"
situation_rg_gray_mod1_stage_6:0 "§Y第六阶段最终试航阶段§!"
situation_rg_gray_mod1_stage_1:0 "§Y第一阶段:基本舰体修复阶段§!"
situation_rg_gray_mod1_stage_2:0 "§Y第二阶段:武器载点重构阶段§!"
situation_rg_gray_mod1_stage_3:0 "§Y第三阶段:可行性验证阶段§!"
situation_rg_gray_mod1_stage_4:0 "§Y第四阶段:歼星武器设计阶段§!"
situation_rg_gray_mod1_stage_5:0 "§Y第五阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod1_stage_6:0 "§Y第六阶段:最终试航阶段§!"
situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$"
situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$"
@@ -380,20 +437,20 @@
situation_rg_gray_mod2:0 "§Y$NAME_Gray$旗舰改造工程§!"
situation_rg_gray_mod2_desc:0 "我们的科学家相信,随着我们对$NAME_Gray$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,$NAME_Gray$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§H这是一项长期工程因此切换$NAME_Gray$形态不会导致计划失败。§!"
situation_rg_gray_mod2_stage_1:0 "§Y第一阶段基本力学验证阶段§!"
situation_rg_gray_mod2_stage_2:0 "§Y第二阶段纳米构成研究阶段§!"
situation_rg_gray_mod2_stage_3:0 "§Y第三阶段工程场地建设阶段§!"
situation_rg_gray_mod2_stage_4:0 "§Y第四阶段反应堆稳定研究阶段§!"
situation_rg_gray_mod2_stage_5:0 "§Y第五阶段主武器载点设计阶段§!"
situation_rg_gray_mod2_stage_6:0 "§Y第六阶段舱室布局设计阶段§!"
situation_rg_gray_mod2_stage_7:0 "§Y第七阶段舰体龙骨铺设阶段§!"
situation_rg_gray_mod2_stage_8:0 "§Y第八阶段舰体主结构铺设阶段§!"
situation_rg_gray_mod2_stage_9:0 "§Y第九阶段超空间引擎验证阶段§!"
situation_rg_gray_mod2_stage_10:0 "§Y第十阶段子系统吊装阶段§!"
situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段全舰纳米化设计阶段§!"
situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段最终试航阶段§!"
situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段居住区划设计阶段§!"
situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段主宰船坞铺设阶段§!"
situation_rg_gray_mod2_stage_1:0 "§Y第一阶段:基本力学验证阶段§!"
situation_rg_gray_mod2_stage_2:0 "§Y第二阶段:纳米构成研究阶段§!"
situation_rg_gray_mod2_stage_3:0 "§Y第三阶段:工程场地建设阶段§!"
situation_rg_gray_mod2_stage_4:0 "§Y第四阶段:反应堆稳定研究阶段§!"
situation_rg_gray_mod2_stage_5:0 "§Y第五阶段:主武器载点设计阶段§!"
situation_rg_gray_mod2_stage_6:0 "§Y第六阶段:舱室布局设计阶段§!"
situation_rg_gray_mod2_stage_7:0 "§Y第七阶段:舰体龙骨铺设阶段§!"
situation_rg_gray_mod2_stage_8:0 "§Y第八阶段:舰体主结构铺设阶段§!"
situation_rg_gray_mod2_stage_9:0 "§Y第九阶段:超空间引擎验证阶段§!"
situation_rg_gray_mod2_stage_10:0 "§Y第十阶段:子系统吊装阶段§!"
situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段:最终试航阶段§!"
situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段:居住区划设计阶段§!"
situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段:主宰船坞铺设阶段§!"
situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$"
situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$"

View File

@@ -22,7 +22,9 @@
RG_gray_juggernaut:0 "§B纳米机器主宰舰§!"
RG_gray_juggernaut_plural:0 "§B纳米机器主宰舰§!"
RG_orbital_ring_tier_1:0 "§Y纳米星环防御终端§!"
RG_orbital_ring_tier_1_plural:0 "§B纳米机器主宰舰§!"
RG_orbital_ring_tier_1_plural:0 "§Y纳米星环防御终端§!"
RG_graygoo_destroyer:0 "§Y纳米机器驱逐舰§!"
RG_graygoo_destroyer_plural:0 "§Y纳米机器驱逐舰§!"
RG_gray_warship_key:0 "§Y$NAME_Gray$船体§!"
RG_gray_warship_base_key:0 "§Y$NAME_Gray$船体§!"
@@ -63,3 +65,5 @@
NAME_RG_FAKE_Dragon:0 "龙之幼体"
NAME_rg_gray_habitat:0 "纳米机器核心站点"
NAME_rg_gray_habitat_base:0 "纳-迪-沙空间站点"
NAME_RG_carrier_destroyer:0 "纳米机器航运单元"
NAME_RG_base_destroyer:0 "纳米机器阵列单元"