77 Commits

Author SHA1 Message Date
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
FA507RM-KALOSPA\Kalo
62346f1646 暂存 2023-06-27 22:45:33 +08:00
FA507RM-KALOSPA\Kalo
2d1edf15b8 暂存 2023-06-24 15:07:12 +08:00
FA507RM-KALOSPA\Kalo
d7e34a789b 暂存 2023-06-21 13:08:31 +08:00
FA507RM-KALOSPA\Kalo
0f0e2f8fc8 zc 2023-06-21 12:58:32 +08:00
FA507RM-KALOSPA\Kalo
f9553b97d2 暂存 2023-06-21 12:40:53 +08:00
FA507RM-KALOSPA\Kalo
fce296c7a0 开局事件改动 2023-06-21 12:39:36 +08:00
FA507RM-KALOSPA\Kalo
3e37da9379 暂存 2023-06-21 12:34:44 +08:00
FA507RM-KALOSPA\Kalo
1abedd9510 总之是坏的 2023-06-20 14:34:40 +08:00
FA507RM-KALOSPA\Kalo
3cc7c6b4ef 暂存 2023-06-20 14:05:14 +08:00
FA507RM-KALOSPA\Kalo
4cae3bfc19 清理 2023-06-16 11:19:12 +08:00
FA507RM-KALOSPA\Kalo
f16086c2db 清理弃用flag 2023-06-15 22:40:33 +08:00
FA507RM-KALOSPA\Kalo
804fefc917 setspecies 2023-06-15 21:48:11 +08:00
FA507RM-KALOSPA\Kalo
28a9d51ca9 清理无用文件 2023-06-15 15:00:54 +08:00
FA507RM-KALOSPA\Kalo
58ed0a3f1a Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-06-14 22:17:22 +08:00
FA507RM-KALOSPA\Kalo
9b31d1abc0 俺寻思这么能行 2023-06-14 22:17:19 +08:00
Kalospacer
676effd682 fix l drake 2023-06-14 12:57:34 +00:00
FA507RM-KALOSPA\Kalo
525867a6d9 暂存 2023-06-14 17:15:05 +08:00
Kalospacer
0104f3237d Merge branch 'master' of https://cloud.armorrush.com/kalospacer/realgray-stellaris-mod 2023-06-14 01:40:30 +00:00
Kalospacer
61d914c66e trait change 2023-06-14 01:38:04 +00:00
FA507RM-KALOSPA\Kalo
9177b3e215 fix 2023-06-12 19:50:07 +08:00
FA507RM-KALOSPA\Kalo
6a6c848751 r 2023-06-12 15:14:31 +08:00
FA507RM-KALOSPA\Kalo
fac04a1386 rr 2023-06-12 15:04:08 +08:00
FA507RM-KALOSPA\Kalo
7705256be5 暂存 2023-06-12 15:03:29 +08:00
FA507RM-KALOSPA\Kalo
8e4f17253a 补名字 2023-06-12 11:48:07 +08:00
FA507RM-KALOSPA\Kalo
0357e98241 fix 2023-06-12 11:40:30 +08:00
FA507RM-KALOSPA\Kalo
f1f9fa7ed7 r 2023-06-12 11:25:02 +08:00
FA507RM-KALOSPA\Kalo
c114cd6773 暂存 2023-06-12 11:21:42 +08:00
FA507RM-KALOSPA\Kalo
d6fbf32eae 暂存 2023-06-12 10:50:49 +08:00
FA507RM-KALOSPA\Kalo
0d4a971da1 暂存 2023-06-12 10:40:22 +08:00
FA507RM-KALOSPA\Kalo
4a8a26bb7c 暂存 2023-06-12 10:30:34 +08:00
FA507RM-KALOSPA\Kalo
2ac403c1ac r 2023-06-11 23:46:29 +08:00
FA507RM-KALOSPA\Kalo
3cfb803fd8 暂存 2023-06-11 19:15:46 +08:00
FA507RM-KALOSPA\Kalo
910ffc9cba 再换回领袖看板 2023-06-11 17:53:31 +08:00
FA507RM-KALOSPA\Kalo
7b5b520672 提前收费 2023-06-11 17:42:48 +08:00
FA507RM-KALOSPA\Kalo
4568d320a5 暂存 2023-06-11 17:39:48 +08:00
FA507RM-KALOSPA\Kalo
144b726051 暂存 2023-06-11 16:17:01 +08:00
FA507RM-KALOSPA\Kalo
a708c18df6 r 2023-06-11 16:00:21 +08:00
FA507RM-KALOSPA\Kalo
e48ced2893 暂存 2023-06-11 15:56:54 +08:00
FA507RM-KALOSPA\Kalo
19a8e99a0b 暂存 2023-06-11 15:39:42 +08:00
FA507RM-KALOSPA\Kalo
0a8698882b 暂存 2023-06-11 15:12:30 +08:00
FA507RM-KALOSPA\Kalo
c28c858bb3 暂存 2023-06-11 14:51:17 +08:00
FA507RM-KALOSPA\Kalo
c54b555f2f 暂存 2023-06-11 14:40:20 +08:00
FA507RM-KALOSPA\Kalo
e338088383 暂存 2023-06-11 14:35:30 +08:00
FA507RM-KALOSPA\Kalo
a6ada7e827 暂存改1局势 2023-06-11 14:02:13 +08:00
FA507RM-KALOSPA\Kalo
dddb748076 effect不使用原版设计 2023-06-11 12:54:26 +08:00
FA507RM-KALOSPA\Kalo
94d14646fa 暂存 2023-06-11 12:36:05 +08:00
FA507RM-KALOSPA\Kalo
3e2736f2ec 改造trigger 2023-06-11 11:10:20 +08:00
FA507RM-KALOSPA\Kalo
a48f83f9dc 补3 2023-06-10 17:35:23 +08:00
FA507RM-KALOSPA\Kalo
28b185a763 补2 2023-06-10 14:28:50 +08:00
FA507RM-KALOSPA\Kalo
266504d39e 2023-06-10 01:17:13 +08:00
FA507RM-KALOSPA\Kalo
98cc7bec22 版本号 2023-06-08 13:12:04 +08:00
FA507RM-KALOSPA\Kalo
d4a22820b3 全部格式化 2023-06-08 13:11:05 +08:00
FA507RM-KALOSPA\Kalo
e2bf84088f 可悲至极 2023-06-08 12:51:05 +08:00
FA507RM-KALOSPA\Kalo
626eddc3c3 我不理解 2023-06-08 12:45:17 +08:00
FA507RM-KALOSPA\Kalo
eb0f2dcc48 暂存 2023-06-08 12:22:22 +08:00
FA507RM-KALOSPA\Kalo
4b46c0c531 整合掉事件 2023-06-08 11:13:54 +08:00
94 changed files with 30167 additions and 10598 deletions

3
.idea/.gitignore generated vendored
View File

@@ -1,3 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml

9
.idea/Real Gray.iml generated
View File

@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

6
.idea/misc.xml generated
View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager">
<output url="file://$PROJECT_DIR$/out" />
</component>
</project>

8
.idea/modules.xml generated
View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/Real Gray.iml" filepath="$PROJECT_DIR$/.idea/Real Gray.iml" />
</modules>
</component>
</project>

View File

@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="WEB_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

View File

@@ -1,11 +1,11 @@
# Gray Nanite Army
gray_army = {
damage = 30.0
health = 104.0
damage = 30
health = 104
has_morale = no
morale_damage = 18.0
collateral_damage = 15.0
war_exhaustion = 12.0
morale_damage = 18
collateral_damage = 15
war_exhaustion = 12
time = 5
resources = {
category = armies
@@ -15,34 +15,34 @@ gray_army = {
}
has_species = no
icon = GFX_army_type_machine_assault
potential = {
always = no
}
}
# Gray Nanite Army
rg_gray_army_base = {
damage = 10.0
health = 18.0
damage = 10
health = 18
has_morale = no
morale_damage = 6.0
collateral_damage = 5.0
war_exhaustion = 4.0
prerequisites = { "tech_gray_army_7" }
morale_damage = 6
collateral_damage = 5
war_exhaustion = 4
prerequisites = {
"tech_gray_army_7"
}
time = 180
resources = {
category = armies
cost = {
alloys = 800
}
produces = {
energy = 1
}
}
has_species = no
icon = GFX_army_type_machine_assault
potential_country = {
}
}

View File

@@ -1,9 +1,8 @@
rg_ap_nantiematter = {
on_enabled = {
custom_tooltip = "rg_ap_nantiematter_tooltip"
add_research_option = tech_gray_weapon_lance_1
add_research_option = tech_gray_weapon_lance_1
}
possible = {
OR = {
has_country_flag = origin_rg_gray
@@ -15,7 +14,6 @@ rg_ap_nantiematter = {
has_ascension_perk = rg_nantiematter
}
}
potential = {
OR = {
has_country_flag = origin_rg_gray
@@ -25,7 +23,6 @@ rg_ap_nantiematter = {
}
is_ai = no
}
ai_weight = {
factor = 0
}

View File

@@ -30,21 +30,16 @@ graygoo = {
has_country_flag = gray_owner
}
}
icon_frame = 3
default = no
stop_when_armies_dead = no
abduct_pops = no
planet_damage = 100.0
army_damage = 2.0
planet_damage = 100
army_damage = 2
kill_pop_chance = {
base = 3.0
base = 3
}
min_pops_to_kill_pop = 0
# root = fleet
# from = planet
ai_weight = {

View File

@@ -1,188 +1,162 @@
component_set = {
key = "RG_SP_CANNON_INSTANT"
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
}
component_set = {
key = "LARGE_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1"
icon = "GFX_ship_weapon_rg_spacetime_disruptor"
icon_frame = 1
}
component_set = {
key = "SMALL_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_X"
icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_MX"
icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_EX"
icon = "GFX_ship_part_archaeo_titan_beam"
icon_frame = 1
}
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
}
component_set = {
key = "RG_FLAK_BATTERY"
icon = "GFX_ship_part_flak_batteries_4"
icon_frame = 1
}
component_set = {
key = "RG_FLAK_PHOENIX"
icon = "GFX_ship_part_flak_batteries_3"
icon = "GFX_ship_part_graymine_old"
icon_frame = 1
}
component_set = {
key = "RG_ENERGY_MISSILE"
icon = "GFX_ship_part_graymine"
icon_frame = 1
}
component_set = {
key = "RG_ENERGY_MISSILE_KIN"
icon = "GFX_ship_part_graymine"
icon_frame = 1
}
component_set = {
key = "RG_CARRIER_RADAR"
icon = "GFX_ship_part_sensor_1"
icon = "GFX_ship_part_gray_sensor"
icon_frame = 1
}
component_set = {
key = "LARGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
}
component_set = {
key = "HUGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
icon = "STRIKE_CRAFT_HANGAR_3"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_AP_BOMB"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_FIGHTER_HANGAR_BEAM"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_ANTIBAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_1"
icon_frame = 1
}
component_set = {
key = "RG_BAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_2"
icon_frame = 1
}
component_set = {
key = "RG_AUTO_REPAIR"
icon = "GFX_ship_part_ship_part_nanite_repair_system"
icon_frame = 1
}
component_set = {
key = "RG_ENIGMATIC_SCHEDULER"
icon = "GFX_ship_part_enigmatic_encoder"
icon_frame = 1
}
component_set = {
key = "RG_ARMOR_BOOSTER"
icon = "GFX_ship_part_rg_armor_hardener"
icon_frame = 1
}
component_set = { # Nanobot Assimilation
component_set = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER"
icon = "GFX_ship_part_devolution_beam"
icon_frame = 1
}
component_set = {
key = "RG_CLOAKING_3"
icon = "GFX_ship_part_cloak_3"
icon_frame = 1
}
component_set = {
key = "RG_REVIVE_COMPONENT"
icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1
}

View File

@@ -10,16 +10,25 @@ utility_component_template = {
alloys = 80
}
upkeep = {
energy = 0.80
energy = 0.8
alloys = 0.08
}
}
prerequisites = { "tech_fission_power" }
prerequisites = {
"tech_fission_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Interdictor_FUSION_REACTOR"
ai_weight = {
weight = 1
}
@@ -41,12 +50,21 @@ utility_component_template = {
alloys = 0.104
}
}
prerequisites = { "tech_fusion_power" }
prerequisites = {
"tech_fusion_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Interdictor_COLD_FUSION_REACTOR"
ai_weight = {
weight = 2
}
@@ -68,18 +86,26 @@ utility_component_template = {
alloys = 0.135
}
}
prerequisites = { "tech_cold_fusion_power" }
prerequisites = {
"tech_cold_fusion_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Interdictor_ANTIMATTER_REACTOR"
ai_weight = {
weight = 3
}
}
utility_component_template = {
key = "RG_Interdictor_ANTIMATTER_REACTOR"
size = small
@@ -96,12 +122,21 @@ utility_component_template = {
alloys = 0.176
}
}
prerequisites = { "tech_antimatter_power" }
prerequisites = {
"tech_antimatter_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_graygoo_icebreaker_interdictor
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Interdictor_ZERO_POINT_REACTOR"
ai_weight = {
weight = 4
}
@@ -123,12 +158,18 @@ utility_component_template = {
alloys = 0.229
}
}
prerequisites = { "tech_zero_point_power" }
prerequisites = {
"tech_zero_point_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR"
ai_weight = {
weight = 5
}
@@ -139,7 +180,7 @@ utility_component_template = {
size = small
icon = "GFX_ship_part_reactor_5"
icon_frame = 1
power = 5000
power = 50000
resources = {
category = ship_components
cost = {
@@ -150,12 +191,16 @@ utility_component_template = {
alloys = 0.229
}
}
prerequisites = { "tech_zero_point_power" }
prerequisites = {
"tech_zero_point_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_mothership }
upgrades_to = "RG_Interdictor_DARK_MATTER_REACTOR"
size_restriction = {
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
upgrades_to = "RG_Mothership_DARK_MATTER_REACTOR"
ai_weight = {
weight = 5
}
@@ -178,16 +223,24 @@ utility_component_template = {
alloys = 0.298
}
}
prerequisites = { "tech_dark_matter_power_core" }
prerequisites = {
"tech_dark_matter_power_core"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 6
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
factor = 0
no_resource_for_component = {
RESOURCE = sr_dark_matter
}
}
}
}
@@ -197,7 +250,7 @@ utility_component_template = {
size = small
icon = "GFX_ship_part_dark_matter_power_core"
icon_frame = 1
power = 6000
power = 60000
resources = {
category = ship_components
cost = {
@@ -209,16 +262,22 @@ utility_component_template = {
alloys = 0.298
}
}
prerequisites = { "tech_dark_matter_power_core" }
prerequisites = {
"tech_dark_matter_power_core"
}
component_set = "power_core"
size_restriction = { RG_graygoo_mothership }
size_restriction = {
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
ai_weight = {
weight = 6
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
factor = 0
no_resource_for_component = {
RESOURCE = sr_dark_matter
}
}
}
}
@@ -235,19 +294,55 @@ utility_component_template = {
alloys = 80
}
upkeep = {
energy = 0.80
energy = 0.8
alloys = 0.08
}
}
prerequisites = {
"tech_gray_matter_spray_5"
}
component_set = "power_core"
size_restriction = { RG_graygoo_Arsenal }
upgrades_to = "RG_Arsenal_FUSION_NANO_REACTOR"
size_restriction = {
RG_graygoo_Arsenal
}
ai_weight = {
weight = 1
}
}
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
@@ -260,15 +355,24 @@ utility_component_template = {
alloys = 80
}
}
modifier = {
}
prerequisites = { "tech_thrusters_1" }
prerequisites = {
"tech_thrusters_1"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_2"
ai_weight = {
weight = 1
}
@@ -286,17 +390,26 @@ utility_component_template = {
alloys = 107
}
}
modifier = {
ship_base_speed_mult = 0.25
ship_evasion_add = 2
}
prerequisites = { "tech_thrusters_2" }
prerequisites = {
"tech_thrusters_2"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_3"
ai_weight = {
weight = 2
}
@@ -315,15 +428,25 @@ utility_component_template = {
}
}
modifier = {
ship_base_speed_mult = 0.50
ship_base_speed_mult = 0.5
ship_evasion_add = 4
}
prerequisites = { "tech_thrusters_3" }
prerequisites = {
"tech_thrusters_3"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_4"
ai_weight = {
weight = 3
}
@@ -345,12 +468,22 @@ utility_component_template = {
ship_base_speed_mult = 0.75
ship_evasion_add = 6
}
prerequisites = { "tech_thrusters_4" }
prerequisites = {
"tech_thrusters_4"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
upgrades_to = "BATTLESHIP_SHIP_THRUSTER_5"
ai_weight = {
weight = 4
}
@@ -373,16 +506,28 @@ utility_component_template = {
ship_base_speed_mult = 1.25
ship_evasion_add = 8
}
prerequisites = { "tech_dark_matter_propulsion" }
prerequisites = {
"tech_dark_matter_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
modifier = {
factor = 0.0
no_resource_for_component = { RESOURCE = sr_dark_matter }
factor = 0
no_resource_for_component = {
RESOURCE = sr_dark_matter
}
}
}
}
@@ -390,114 +535,135 @@ utility_component_template = {
####################
#原版部件
####################
weapon_component_template = { # World Cracker
weapon_component_template = {
# World Cracker
key = "RG_PLANET_KILLER_CRACKER"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_cracker" }
prerequisites = {
"tech_pk_cracker"
}
icon = GFX_ship_part_world_cracker
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_CRACKER"
planet_destruction_gfx = "shatter_planet_gfx"
}
weapon_component_template = { # Pacifier
weapon_component_template = {
# Pacifier
key = "RG_PLANET_KILLER_SHIELDER"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_shielder" }
prerequisites = {
"tech_pk_shielder"
}
icon = GFX_ship_part_global_pacifier
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_SHIELDER"
planet_destruction_gfx = "global_pacifier_gfx"
}
weapon_component_template = { # Neutron Beam
weapon_component_template = {
# Neutron Beam
key = "RG_PLANET_KILLER_NEUTRON"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_neutron" }
prerequisites = {
"tech_pk_neutron"
}
icon = GFX_ship_part_neutron_sweep
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_NEUTRON"
planet_destruction_gfx = "neutron_planet_gfx"
}
weapon_component_template = { # God Ray
weapon_component_template = {
# God Ray
key = "RG_PLANET_KILLER_GODRAY"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_godray" }
prerequisites = {
"tech_pk_godray"
}
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_GODRAY"
planet_destruction_gfx = "god_ray_gfx"
}
weapon_component_template = { # Nanobot Assimilation
weapon_component_template = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER_NANOBOTS"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
prerequisites = { "tech_pk_nanobots" }
prerequisites = {
"tech_pk_nanobots"
}
icon = GFX_ship_part_nanobot_diffuser
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_NANOBOTS"
planet_destruction_gfx = "assimilation_nanobots_gfx"
}
weapon_component_template = { # Deluge
weapon_component_template = {
# Deluge
key = "RG_PLANET_KILLER_DELUGE"
size = planet_killer
type = planet_killer
use_ship_kill_target = no
valid_for_country = {
has_ascension_perk = ap_hydrocentric
}
icon = GFX_ship_part_deluge
icon_frame = 1
size_restriction = { RG_graygoo_Buff RG_graygoo_mothership }
size_restriction = {
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
}
component_set = "PLANET_KILLER_DELUGE"
planet_destruction_gfx = "planet_deluge_gfx"
ai_weight = {
factor = 10
}
}
#weapon_component_template = {
# key = "RG_PLANET_KILLER_STAR_CRACKER"
# size = planet_killer
@@ -515,11 +681,9 @@ weapon_component_template = { # Deluge
#
# planet_destruction_gfx = "star_destroyer_effect_gfx"
#}
####################
#舰R部件
####################
utility_component_template = {
key = "RG_ID_wsg_alpha_REACTOR"
size = small
@@ -537,11 +701,20 @@ utility_component_template = {
alloys = 0.5
}
}
prerequisites = { "tech_wsg_alpha_power" }
prerequisites = {
"tech_wsg_alpha_power"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
}
@@ -565,16 +738,29 @@ utility_component_template = {
ship_base_speed_mult = 1.35
ship_evasion_add = 12
}
prerequisites = { "tech_wsg_alpha_propulsion" }
prerequisites = {
"tech_wsg_alpha_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
modifier = {
factor = 0.0
has_monthly_income = { resource = sr_dark_matter value <= 0 }
factor = 0
has_monthly_income = {
resource = sr_dark_matter
value <= 0
}
}
}
}
@@ -599,7 +785,16 @@ utility_component_template = {
"tech_sh_senergy_reactor"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
}
@@ -626,7 +821,17 @@ utility_component_template = {
"tech_sh_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
modifier = {
@@ -659,7 +864,17 @@ utility_component_template = {
"tech_wsg_senergy_reactor"
}
component_set = "power_core"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
}
@@ -686,7 +901,17 @@ utility_component_template = {
"tech_wsg_senergy_propulsion"
}
component_set = "thruster_components"
size_restriction = { RG_graygoo_interdictor RG_graygoo_Buff RG_graygoo_Arsenal RG_graygoo_mothership RG_graygoo_icebreaker_interdictor }
size_restriction = {
RG_armed_science_ship
RG_graygoo_destroyer
RG_graygoo_interdictor
RG_graygoo_Buff
RG_graygoo_Arsenal
RG_graygoo_mothership
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_icebreaker_interdictor
}
ai_weight = {
weight = 5
modifier = {
@@ -702,23 +927,27 @@ utility_component_template = {
#######################################
# Science Ships and Observation Posts #
#######################################
# These go in a unique ship component slot and are automatically
# equipped when the relevant technology is researched.
utility_component_template = {
key = "RG_SCIENCE_CLOAKING_EMPTY"
size = small
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
}
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_1"
ai_weight = {
weight = 1
}
@@ -730,11 +959,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_1"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 1
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
@@ -744,12 +971,20 @@ utility_component_template = {
}
}
custom_tooltip = "CLOAKING_1_TOOLTIP"
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { "tech_cloaking_1" }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_1"
}
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_2"
ai_weight = {
weight = 5
}
@@ -761,11 +996,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_2"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 2
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
@@ -775,12 +1008,20 @@ utility_component_template = {
}
}
custom_tooltip = "CLOAKING_2_TOOLTIP"
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { "tech_cloaking_2" }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_2"
}
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_3"
ai_weight = {
weight = 10
}
@@ -792,11 +1033,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_3"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 3
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
@@ -806,12 +1045,20 @@ utility_component_template = {
}
}
custom_tooltip = "CLOAKING_3_TOOLTIP"
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { "tech_cloaking_3" }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_3"
}
component_set = "science_cloaking_components"
upgrades_to = "RG_CIENCE_CLOAKING_DARK_MATTER"
ai_weight = {
weight = 15
}
@@ -823,11 +1070,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_dark_matter"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 4
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
@@ -837,12 +1082,20 @@ utility_component_template = {
}
}
custom_tooltip = "CLOAKING_DARK_MATTER_TOOLTIP"
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { "tech_cloaking_dark_matter" }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_dark_matter"
}
component_set = "science_cloaking_components"
upgrades_to = "RG_SCIENCE_CLOAKING_PSI"
ai_weight = {
weight = 20
}
@@ -854,11 +1107,9 @@ utility_component_template = {
icon = "GFX_ship_part_cloak_psi"
icon_frame = 1
power = 0
modifier = {
ship_cloaking_strength_add = 5
}
triggered_ship_modifier = {
potential = {
is_cloaked = yes
@@ -869,13 +1120,20 @@ utility_component_template = {
}
}
custom_tooltip = "CLOAKING_PSI_TOOLTIP"
size_restriction = {RG_gray_juggernaut RG_graygoo_Buff RG_graygoo_icebreaker_interdictor RG_armed_science_ship RG_armed_constructor_ship RG_graygoo_capitalship RG_graygoo_mothership}
prerequisites = { "tech_cloaking_psi" }
size_restriction = {
RG_gray_juggernaut
RG_graygoo_Buff
RG_graygoo_icebreaker_interdictor
RG_armed_science_ship
RG_armed_constructor_ship
RG_graygoo_capitalship
RG_graygoo_mothership
}
prerequisites = {
"tech_cloaking_psi"
}
component_set = "science_cloaking_components"
ai_weight = {
weight = 25
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -3,15 +3,12 @@ weapon_component_template = {
key = "RG_PLANET_KILLER_SP"
size = planet_killer
type = planet_killer
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间
firing_arc = 25.0
total_fire_time = 60 #开火时间
firing_arc = 25
resources = {
category = ship_components
cost = {
@@ -19,26 +16,36 @@ weapon_component_template = {
nanites = 50
}
}
power = -1000
damage = { min = 35 max = 350 } #伤害
windup = { min = 32 max = 64 } #冷却
size_damage_factor = 10.0
hull_damage = 10.0 #船体伤害
shield_damage = 10.0 #护盾伤害
armor_damage = 10.0 #装甲伤害
shield_penetration = 10.0 #护盾穿透
armor_penetration = 10.0 #装甲穿透
tracking = 1.00 #追踪
range = 800.00 #范围
accuracy = 1.00 #命中
tags = { weapon_type_rg_main weapon_type_energy }
size_restriction = { RG_graygoo_capitalship RG_graygoo_mothership }
damage = {
min = 35
max = 350
} #伤害
windup = {
min = 32
max = 64
} #冷却
size_damage_factor = 10
hull_damage = 10 #船体伤害
shield_damage = 10 #护盾伤害
armor_damage = 10 #装甲伤害
shield_penetration = 10 #护盾穿透
armor_penetration = 10 #装甲穿透
tracking = 1 #追踪
range = 800 #范围
accuracy = 1 #命中
tags = {
weapon_type_rg_main
weapon_type_energy
}
size_restriction = {
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_mothership
}
component_set = "RG_PLANET_KILLER"
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0
}

View File

@@ -1,28 +0,0 @@
RG_gray_friendly = {
show_in_contacts_list = no
minimalist_contacts_list_profile = yes
share_communications = yes
default_ships = no
government = no
uses_origins = no
share_survey_data = yes
needs_survey = no
observable = yes
ai = {
enabled = no
}
faction = {
hostile = no
needs_border_access = no
generate_borders = no
needs_colony = no
auto_delete = no
}
custom_diplomacy = yes
modules = {
basic_technology_module = {}
exclusive_diplomacy_module = {
contact_rule = on_action_only
}
}
}

View File

@@ -20,7 +20,8 @@ RG_gray_friendly = {
}
custom_diplomacy = yes
modules = {
basic_technology_module = {}
basic_technology_module = {
}
exclusive_diplomacy_module = {
contact_rule = on_action_only
}

View File

@@ -3,11 +3,9 @@ ship_design = {
name = "NAME_Gray_Warship"
ship_size = RG_graygoo_mothership
is_event_design = yes
section = {
template = "RG_gray_warship_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SMALL"
@@ -88,8 +86,6 @@ ship_design = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -138,7 +134,6 @@ ship_design = {
slot = "LARGE_UTILITY_12"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
@@ -152,7 +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"
@@ -166,11 +161,9 @@ ship_design = {
name = "NAME_Nanite_Factory"
ship_size = graygoo_factory
is_event_design = yes
section = {
template = "RG_nanite_factory_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
@@ -333,7 +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"
}
@@ -342,150 +335,90 @@ ship_design = {
name = "NAME_Nanite_Dragon"
ship_size = nanite_space_dragon_baby
is_event_design = yes
section = {
template = "RG_nanite_space_dragon_baby_key"
template = "nanite_space_dragon_baby_key"
slot = "mid"
component = { slot = "PLANET_KILLER_GUN_01" template = "RG_PLANET_KILLER" }
component = { slot = "TITAN_01" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "TITAN_02" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "TITAN_03" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "TITAN_04" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "TITAN_05" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "TITAN_06" template = "GRAY_BEAM_STATIC_EX" }
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_02" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_03" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_04" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_05" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_06" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_07" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "EXTRA_LARGE_08" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" }
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 = "LARGE_GUN_09" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_10" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_11" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_12" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_13" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_14" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_15" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_16" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_17" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_18" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_19" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_20" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_21" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_22" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_23" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_24" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_25" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_26" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_27" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_28" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_29" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_30" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_31" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_32" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_33" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_34" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_35" template = "LARGE_GRAY_WEAPON_LANCE" }
component = { slot = "LARGE_GUN_36" template = "LARGE_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 = "PD_05" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_06" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_07" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_08" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_09" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_10" template = "RG_FLAK_BATTERY" }
component = { slot = "PD_11" template = "RG_FLAK_PHOENIX" }
component = { slot = "PD_12" template = "RG_FLAK_PHOENIX" }
component = { slot = "LARGE_UTILITY_1" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_2" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_3" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_4" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_5" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_6" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_7" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_8" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_9" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_10" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_11" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_12" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_13" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_14" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_15" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_16" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_17" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_18" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_19" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_20" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_21" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_22" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_23" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_24" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_25" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_26" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_27" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_28" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_29" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_30" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_31" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_32" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_33" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_34" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_35" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_36" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_37" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_38" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_39" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_40" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_41" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_42" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_43" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_44" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_45" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_46" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_47" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "LARGE_UTILITY_48" template = "HUGE_GRAY_MIX_ARMOR" }
component = { slot = "AUX_UTILITY_1" template = "RG_AUTO_REPAIR" }
component = { slot = "AUX_UTILITY_2" template = "RG_AUTO_REPAIR" }
component = { slot = "AUX_UTILITY_3" template = "RG_ARMOR_BOOSTER" }
component = { slot = "AUX_UTILITY_4" template = "RG_ARMOR_BOOSTER" }
component = { slot = "AUX_UTILITY_5" template = "RG_ENIGMATIC_SCHEDULER" }
component = { slot = "AUX_UTILITY_6" template = "RG_ENIGMATIC_SCHEDULER" }
component = { slot = "AUX_UTILITY_7" template = "RG_ENGINE_BOOSTER" }
component = { slot = "AUX_UTILITY_8" template = "RG_ENGINE_BOOSTER" }
component = {
slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "SECONDARY_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_05"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_06"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_07"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_08"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "TERTIARY_GUN_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ARMOR_BOOSTER"
}
}
required_component="GUARDIAN_DRIVE"
required_component="COMBAT_COMPUTER_ARTILLERY_DEFAULT"
required_component="GUARDIAN_PROPULSION"
required_component="GUARDIAN_SENSORS"
required_component = "GUARDIAN_DRIVE"
required_component = "RG_COMBAT_COMPUTER_battle"
required_component = "GUARDIAN_PROPULSION"
required_component = "GUARDIAN_SENSORS"
}
# Gray Goo Mothership
@@ -493,11 +426,9 @@ ship_design = {
name = "NAME_Nanite_Mothership"
ship_size = graygoo_mothership
is_event_design = yes
section = {
template = "nanite_mothership_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
@@ -558,7 +489,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -619,7 +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"
}
@@ -628,11 +558,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_Carrier"
ship_size = graygoo_mothership
is_event_design = yes
section = {
template = "RG_nanite_carriermothership_key"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
@@ -649,7 +577,6 @@ ship_design = {
slot = "PD_04"
template = "RG_CARRIER_RADAR"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
@@ -658,7 +585,6 @@ ship_design = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
@@ -723,7 +649,6 @@ ship_design = {
slot = "STRIKE_CRAFT_16"
template = "RG_BOMBER_HANGAR_AP_BOMB"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -784,7 +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"
}
@@ -792,11 +717,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_titan"
ship_size = graygoo_mothership
is_event_design = yes
section = {
template = "RG_nanite_titanmothership_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
@@ -833,8 +756,6 @@ ship_design = {
slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -895,7 +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"
}
@@ -907,7 +828,6 @@ ship_design = {
section = {
template = "RG_nanite_interdictor_key"
slot = "mid"
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
@@ -936,7 +856,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -953,32 +872,27 @@ ship_design = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
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"
}
### Dessanu Ships
# Dessanu Mothership
ship_design = {
name = "NAME_Dessanu_Mothership"
ship_size = graygoo_mothership
is_event_design = yes
section = {
template = "nanite_mothership_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
@@ -1039,7 +953,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -1100,7 +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"
}
@@ -1112,7 +1025,6 @@ ship_design = {
section = {
template = "RG_nanite_interdictor_key"
slot = "mid"
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
@@ -1141,7 +1053,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
@@ -1158,17 +1069,15 @@ ship_design = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
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"
}
@@ -1179,7 +1088,6 @@ ship_design = {
section = {
template = "gatebuilder_starbase_key"
slot = "mid"
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"

File diff suppressed because it is too large Load Diff

View File

@@ -2,60 +2,164 @@
ship_design = {
name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE"
ship_size = RG_orbital_ring_tier_1
section = {
template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
slot = "core"
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 = "TORPEDO_01" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" }
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 = "STRIKE_CRAFT_05" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" }
component = { slot = "STRIKE_CRAFT_06" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" }
component = { slot = "STRIKE_CRAFT_07" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" }
component = { slot = "STRIKE_CRAFT_08" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" }
component = { slot = "MEDIUM_GUN_01" template = "SMALL_GRAY_WEAPON_LANCE" }
component = { slot = "MEDIUM_GUN_02" template = "SMALL_GRAY_WEAPON_LANCE" }
component = { slot = "MEDIUM_GUN_03" template = "SMALL_GRAY_WEAPON_LANCE" }
component = { slot = "MEDIUM_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 = "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 = "RG_ARMOR_BOOSTER" }
component = { slot = "AUX_UTILITY_2" template = "RG_AUTO_REPAIR" }
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 = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_05"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_06"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_07"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_08"
template = "RG_ENERGY_MISSILE"
}
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 = "STRIKE_CRAFT_05"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_07"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_08"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
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 = "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 = "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 = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_AUTO_REPAIR"
}
}
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"
@@ -66,11 +170,9 @@ ship_design = {
name = "NAME_RG_Nanite_Starbase"
ship_size = starbase_starfortress
is_event_design = yes
section = {
template = "RG_nanite_factory_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
@@ -233,7 +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

@@ -1,14 +1,11 @@
#工程船
ship_design = {
name = "NAME_RG_GRAY_constructor"
ship_size = RG_armed_constructor_ship
is_event_design = yes
section = {
template = "RG_armed_constructor_ship"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
@@ -78,7 +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"
@@ -92,30 +89,79 @@ ship_design = {
name = "NAME_RG_GRAY_scienceship"
ship_size = RG_armed_science_ship
is_event_design = yes
section = {
template = "RG_armed_science_ship"
slot = "mid"
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" }
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" }
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" }
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 = "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 = "RG_AUTO_REPAIR" }
component = { slot = "AUX_UTILITY_2" template = "RG_ENGINE_BOOSTER" }
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
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 = "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 = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
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"
@@ -129,30 +175,79 @@ ship_design = {
name = "NAME_RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
is_event_design = yes
section = {
template = "RG_armed_transport_ship"
slot = "mid"
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" }
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 = "STRIKE_CRAFT_05" template = "RG_FIGHTER_HANGAR_BEAM" }
component = { slot = "STRIKE_CRAFT_06" template = "RG_FIGHTER_HANGAR_BEAM" }
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 = "RG_AUTO_REPAIR" }
component = { slot = "AUX_UTILITY_2" template = "RG_ENGINE_BOOSTER" }
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
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 = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
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 = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
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"
@@ -165,30 +260,79 @@ ship_design = {
name = "NAME_RG_armed_colony_ship"
ship_size = RG_armed_colony_ship
is_event_design = yes
section = {
template = "RG_armed_colony_ship"
slot = "mid"
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" }
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 = "STRIKE_CRAFT_05" template = "RG_FIGHTER_HANGAR_BEAM" }
component = { slot = "STRIKE_CRAFT_06" template = "RG_FIGHTER_HANGAR_BEAM" }
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 = "RG_AUTO_REPAIR" }
component = { slot = "AUX_UTILITY_2" template = "RG_ENGINE_BOOSTER" }
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
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 = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
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 = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
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"
@@ -198,74 +342,16 @@ ship_design = {
# 星海试验船
ship_design = {
name = "RG_COLOSSUS_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_COLOSSUS_interdictor_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SP"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "LARGE_UTILITY_5"
template = ""
}
component = {
slot = "LARGE_UTILITY_6"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = ""
}
}
required_component = "TITAN_ZERO_POINT_REACTOR"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
}
# 星海纸船
ship_design = {
name = "RG_Buff_interdictor_SP"
name = "RG_COLOSSUS_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_Buff_interdictor_key"
template = "RG_COLOSSUS_interdictor_key"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SP"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
@@ -282,14 +368,64 @@ ship_design = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "LARGE_UTILITY_5"
template = ""
}
component = {
slot = "LARGE_UTILITY_6"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = ""
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
}
# 星海纸船
ship_design = {
name = "RG_Buff_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_Buff_interdictor_key"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
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"
@@ -298,17 +434,14 @@ ship_design = {
required_component = ""
}
# Nanite Dragon
ship_design = {
name = "NAME_RG_FAKE_Dragon"
ship_size = nanite_space_dragon_baby
is_event_design = yes
section = {
template = "nanite_space_dragon_baby_key"
slot = "mid"
component = {
slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X"
@@ -361,7 +494,6 @@ ship_design = {
slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR"
@@ -387,8 +519,93 @@ ship_design = {
template = "RG_ARMOR_BOOSTER"
}
}
required_component="GUARDIAN_DRIVE"
required_component="RG_COMBAT_COMPUTER_battle"
required_component="GUARDIAN_PROPULSION"
required_component="GUARDIAN_SENSORS"
required_component = "GUARDIAN_DRIVE"
required_component = "RG_COMBAT_COMPUTER_battle"
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

@@ -2,16 +2,16 @@ origin_rg_gray = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_fratricide.dds"
picture = GFX_evt_ship_in_orbit_2
flags = { origin_rg_gray }
flags = {
origin_rg_gray
}
non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects"
advanced_start = yes
random_weight = {
base = 0
}
playable = {
host_has_dlc = "Distant Stars Story Pack"
}
}

View File

@@ -3,12 +3,14 @@ RG_orbital_ring = {
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
@@ -17,9 +19,9 @@ RG_orbital_ring = {
}
}
construction_blocks_and_blocked_by = none
potential = { has_technology = tech_gray_noway }
potential = {
has_technology = tech_gray_noway
}
possible = {
exists = starbase
custom_tooltip = {
@@ -27,26 +29,30 @@ RG_orbital_ring = {
is_inside_border = from
}
}
placement_rules = {
planet_possible = {
custom_tooltip = {
fail_text = "requires_surveyed_planet"
is_surveyed = { # prevent leaking habitability information
is_surveyed = {
# prevent leaking habitability information
who = prev.from
status = yes
}
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes }
NOT = {
has_anomaly = yes
}
}
custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring"
# is_colony = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
controller = {
is_same_value = prev.owner
}
}
custom_tooltip = {
fail_text = "requires_not_hostile_or_primitive"
@@ -87,18 +93,18 @@ RG_orbital_ring = {
}
if = {
limit = {
from = { is_ai = yes }
from = {
is_ai = yes
}
}
num_pops >= 25
}
}
}
# root = system
# from = country
ai_weight = {
factor = 5
modifier = {
factor = 3
solar_system = {
@@ -113,33 +119,39 @@ RG_orbital_ring = {
is_same_value = owner.capital_scope.solar_system
}
}
modifier = {
factor = 0.1
any_neighbor_system = {
exists = owner
owner = { NOT = { is_same_value = from } }
owner = {
NOT = {
is_same_value = from
}
}
}
}
modifier = {
factor = 3
any_system_colony = {
num_pops >= 50
NOT = { exists = orbital_defence }
NOT = {
exists = orbital_defence
}
}
}
}
on_build_start = {}
on_build_cancel = {}
on_build_start = {
}
on_build_cancel = {
}
on_build_complete = {
fromfrom.planet = {
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = { has_orbital_station = yes }
limit = {
has_orbital_station = yes
}
orbital_station = {
dismantle = yes
}
@@ -149,25 +161,32 @@ RG_orbital_ring = {
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = { }
effect = {
}
}
}
remove_megastructure = fromfrom
from = {
country_event = { id = tutorial.2121 }
country_event = {
id = tutorial.2121
}
}
}
}
orbital_ring_ruined = {
entity = "orbital_ring_01_destroyed_entity"
entity = "orbital_ring_01_destroyed_entity"
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
potential = { always = no }
potential = {
always = no
}
is_ruined_orbital_ring = yes
}
@@ -176,12 +195,14 @@ orbital_ring_restored = {
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
@@ -189,11 +210,13 @@ orbital_ring_restored = {
influence = 50
}
}
upgrade_from = { orbital_ring_ruined }
upgrade_from = {
orbital_ring_ruined
}
possible = {
from = { has_technology = tech_orbital_ring_tier_1 }
from = {
has_technology = tech_orbital_ring_tier_1
}
custom_tooltip = {
fail_text = "requires_outpost"
exists = starbase
@@ -206,7 +229,9 @@ orbital_ring_restored = {
fail_text = "requires_no_anomaly"
any_system_planet = {
has_planet_flag = ruined_orbital_ring_planet
NOT = { has_anomaly = yes }
NOT = {
has_anomaly = yes
}
}
}
custom_tooltip = {
@@ -216,34 +241,41 @@ orbital_ring_restored = {
is_colony = yes
exists = owner
exists = controller
owner = { is_same_value = from }
controller = { is_same_value = from }
owner = {
is_same_value = from
}
controller = {
is_same_value = from
}
}
}
}
on_build_start = {}
on_build_cancel = {}
on_build_start = {
}
on_build_cancel = {
}
on_build_complete = {
random_system_planet = {
limit = { has_planet_flag = ruined_orbital_ring_planet }
limit = {
has_planet_flag = ruined_orbital_ring_planet
}
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = { has_orbital_station = yes }
limit = {
has_orbital_station = yes
}
orbital_station = {
dismantle = yes
}
}
create_starbase = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = { }
effect = {
}
}
}
every_system_ambient_object = {
@@ -262,7 +294,9 @@ orbital_ring_restored = {
}
remove_megastructure = fromfrom
from = {
country_event = { id = tutorial.2121 }
country_event = {
id = tutorial.2121
}
}
}
}

View File

@@ -1,20 +1,16 @@
on_game_start = {
events = {
rg.19
rg_kac_event.4
}
}
on_single_player_save_game_load = {
events = {
rg.19
rg_kac_event.4
}
}
on_custom_diplomacy = {
events = {
graygoo.505
rg_kac_event.1
}
}
@@ -22,7 +18,8 @@ on_custom_diplomacy = {
# This = planet
# From = country attacking
on_ground_combat_started = {
events = { # Tempest Incoming trait effect
events = {
# Tempest Incoming trait effect
}
}
@@ -33,14 +30,15 @@ on_ground_combat_started = {
# FromFromFrom = planet
on_army_killed_in_combat = {
events = {
rg_skill.8 # Tempest Incoming trait effect
rg_skill.8 # Tempest Incoming trait effect
}
}
on_game_start_country = {
events = {
rg_cluster.8
# rg.1
# rg_cluster.8
rg_event.1
rg_event.19
}
}
@@ -48,19 +46,19 @@ on_game_start_country = {
# 最高优先级检测才放月检
on_monthly_pulse_country = {
events = {
rg.8 #领袖等级检测更新
rg.16 #陆军压制舰更新
# rg.22 #小灰复活检测
# rg.23 #月检移除L星门认知防止收容失效
rg_event.8 #领袖等级检测更新
rg_event.16 #陆军压制舰更新
# rg_event.22 #小灰复活检测
# rg_event.23 #月检移除L星门认知防止收容失效
# rg_skill.9
}
}
on_yearly_pulse_country = {
events = {
rg.17
rg.18
rg.20
rg_event.17
rg_event.18
rg_event.20
}
}
@@ -71,9 +69,9 @@ on_yearly_pulse = {
}
on_mid_game_pulse_country = {
events = {
# rg.18
}
events = {
# rg_event.18
}
}
# Triggers country_event for the attacker upon victory
@@ -87,7 +85,7 @@ on_mid_game_pulse_country = {
# to retake the planet, the player is the attacker
on_planet_attackers_win = {
events = {
rg.16
rg_event.16
# rg_skill.9
}
}
@@ -98,7 +96,7 @@ on_planet_attackers_win = {
# FromFrom = planet
on_planet_attackers_lose = {
events = {
rg.16
rg_event.16
# rg_skill.9
}
}
@@ -115,54 +113,13 @@ on_planet_attackers_lose = {
# }
# }
# this = country
on_destroy_planet_with_RG_PLANET_KILLER = {
events = {
RG_planet_killer.1
RG_planet_killer.2
origin.3245
}
}
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
origin.3245
}
}
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
# From = Planet
on_ship_built = {
events = {
rg_skill.3 #科研舰在无主权星系中被建造出来
rg_skill.3 #科研舰在无主权星系中被建造出来
}
}
@@ -194,5 +151,27 @@ on_ship_destroyed_perp = {
rg_skill.11
rg_story.10
rg_story.22
rg_skill.12
rg_skill.13
}
}
# This = owner of fleet 1 (winner)
# From = owner of fleet 2 (loser)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_space_battle_won = {
events = {
rg_skill.14
}
}
# This = owner of fleet 1 (loser)
# From = owner of fleet 2 (winner)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_space_battle_lost = {
events = {
rg_skill.15
}
}

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

@@ -2,14 +2,17 @@
create_gray_governor = {
rg_create_gray_governor = yes
}
#创造灰风战舰
create_gray_warship = {
rg_create_gray_warship = yes
}
#创造灰风地面单位
create_gray_army = {
rg_create_gray_army = yes
}
#创造灰风科学舰
create_gray_const = {
rg_create_gray_const = yes

View File

@@ -5,11 +5,10 @@ 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
}
}
}
if = {
limit = {
check_variable = {
@@ -34,7 +33,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
95 = {}
95 = {
}
5 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -54,7 +54,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
90 = {}
90 = {
}
10 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -74,7 +75,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
80 = {}
80 = {
}
20 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -94,7 +96,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
70 = {}
70 = {
}
30 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -114,7 +117,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {}
60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -134,7 +138,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {}
60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -154,7 +159,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
50 = {}
50 = {
}
50 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -174,7 +180,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
40 = {}
40 = {
}
60 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -194,7 +201,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
30 = {}
30 = {
}
70 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -214,7 +222,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
20 = {}
20 = {
}
80 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -234,7 +243,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
10 = {}
10 = {
}
90 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -254,7 +264,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
5 = {}
5 = {
}
95 = {
random_ground_combat_$SIDE_B$ = {
limit = {
@@ -268,3 +279,21 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
}
}
}
RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = {
set_variable = {
which = rg_nanorebuild_counter
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

@@ -1,69 +1,104 @@
#灰风舰船刷新位置检测
rg_global_gray_location_check = {
if = {
limit = { has_country_flag = gray_constship_active }
limit = {
has_country_flag = gray_constship_active
}
if = {
limit = { exists = event_target:global_gray_constship }
limit = {
exists = event_target:global_gray_constship
}
event_target:global_gray_constship = {
save_global_event_target_as = global_gray_location
}
} else = {
}
else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
limit = {
has_fleet_flag = gray_constship
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = { has_country_flag = gray_warship_active }
limit = {
has_country_flag = gray_warship_active
}
if = {
limit = { exists = event_target:gray_warship }
limit = {
exists = event_target:gray_warship
}
event_target:gray_warship = {
save_global_event_target_as = global_gray_location
}
} else = {
}
else = {
random_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
limit = {
has_fleet_flag = gray_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = { has_country_flag = gray_juggernaut_active }
limit = {
has_country_flag = gray_juggernaut_active
}
if = {
limit = { exists = event_target:gray_juggernaut }
limit = {
exists = event_target:gray_juggernaut
}
event_target:gray_juggernaut = {
save_global_event_target_as = global_gray_location
}
} else = {
}
else = {
random_controlled_fleet = {
limit = { has_fleet_flag = gray_juggernaut_fleet }
limit = {
has_fleet_flag = gray_juggernaut_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = { has_country_flag = gray_governor_active }
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
if = {
limit = { any_owned_planet = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
limit = {
any_owned_planet = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = { has_leader_flag = gray_governor }
sector.leader = {
has_leader_flag = gray_governor
}
}
save_global_event_target_as = global_gray_location
}
}
else = {
capital_scope = { save_global_event_target_as = global_gray_location }
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = { has_country_flag = gray_army_active }
limit = {
has_country_flag = gray_army_active
}
if = {
limit = {
any_owned_army = {
@@ -72,30 +107,50 @@ rg_global_gray_location_check = {
}
}
random_owned_army = {
limit = { army_type = gray_army }
planet = { save_global_event_target_as = global_gray_location }
limit = {
army_type = gray_army
}
planet = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
random_owned_army = {
limit = { army_type = gray_army }
fleet = { save_global_event_target_as = global_gray_location }
limit = {
army_type = gray_army
}
fleet = {
save_global_event_target_as = global_gray_location
}
}
}
}
else = {
capital_scope = { save_global_event_target_as = global_gray_location }
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
#创造灰风总督
rg_create_gray_governor = {
if = { limit = { has_country_flag = gray_governor_active } }
if = {
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
else = {
#延迟执行
optimize_memory
#删除战舰
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
@@ -104,7 +159,9 @@ rg_create_gray_governor = {
}
#删除科学舰
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
@@ -113,9 +170,13 @@ rg_create_gray_governor = {
}
#删除陆军
every_owned_army = {
limit = { army_type = gray_army }
limit = {
army_type = gray_army
}
if = {
limit = { exists = leader }
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
@@ -148,7 +209,9 @@ rg_create_gray_governor = {
}
#把所有种类的小灰领袖都送回娘家
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
@@ -168,7 +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
@@ -176,14 +240,135 @@ rg_create_gray_governor = {
remove_country_flag = gray_army_active
#等级导入,把存储的领袖等级赋予到领袖身上
random_owned_leader = {
limit = { has_leader_flag = gray_governor }
limit = {
has_leader_flag = gray_governor
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风总督
rg_create_gray_governor_habitat = {
if = {
limit = {
has_country_flag = gray_habitat_active
}
}
else = {
#延迟执行
optimize_memory
#删除战舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除科学舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除陆军
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
#存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
#导出等级到暂存
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
#导入变量
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
#清理暂存区
clear_variable = rg_gray_level_temp
}
}
#把所有种类的小灰领袖都送回娘家
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
#把娘家的总督领袖接回来
if = {
limit = {
exists = event_target:gray_governor
}
event_target:gray_governor = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
#如果不存在总督备份,现场变一个
else = {
rg_gray_govener_init = yes
}
rg_juggernaut_habitat_init = yes
#设置总督已启用标识
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
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
#等级导入,把存储的领袖等级赋予到领袖身上
random_owned_leader = {
limit = {
has_leader_flag = gray_governor
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风战舰
rg_create_gray_warship = {
if = { limit = { has_country_flag = gray_warship_active } }
if = {
limit = {
has_country_flag = gray_warship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
@@ -211,14 +396,14 @@ rg_create_gray_warship = {
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_admiral
@@ -229,49 +414,14 @@ rg_create_gray_warship = {
}
}
else = {
rg_gray_admiral_init = yes
rg_gray_commander_init = yes
}
set_country_flag = gray_warship_active
if = {
limit = {
has_country_flag = rg_gray_level_2
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
rg_warship_init_mod1 = yes
}
else_if = {
limit = {
@@ -280,153 +430,63 @@ rg_create_gray_warship = {
has_country_flag = gray_warship_is_juggernaut
}
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_capitalship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
rg_warship_init_mod2 = yes
}
else_if = {
limit = {
has_country_flag = gray_warship_is_juggernaut
}
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_gray_juggernautship"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
rg_warship_init_mod3 = yes
}
else = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = { has_global_flag = kdc_event_mod_active }
add_modifier = { modifier = remove_fleet_maintenance }
}
}
}
rg_warship_init_mod0 = yes
}
every_owned_army = {
limit = { army_type = gray_army }
limit = {
army_type = gray_army
}
if = {
limit = { exists = leader }
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
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 = { has_leader_flag = gray_admiral }
limit = {
has_leader_flag = gray_admiral
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风地面单位
rg_create_gray_army = {
if = { limit = { has_leader_flag = gray_army_active } }
if = {
limit = {
has_leader_flag = gray_army_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
@@ -449,14 +509,14 @@ rg_create_gray_army = {
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_general
@@ -467,7 +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"
@@ -495,46 +555,52 @@ rg_create_gray_army = {
last_created_army = {
assign_leader = event_target:gray_leader_general
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_constship }
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
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 = {
limit = { has_leader_flag = gray_general }
limit = {
has_leader_flag = gray_general
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风科学舰
rg_create_gray_const = {
if = { limit = { has_country_flag = gray_constship_active } }
if = {
limit = {
has_country_flag = gray_constship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
@@ -557,14 +623,14 @@ rg_create_gray_const = {
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = { has_leader_flag = rg_gray_leader }
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_scientist
@@ -577,7 +643,6 @@ rg_create_gray_const = {
else = {
rg_gray_scientist_init = yes
}
set_country_flag = gray_constship_active
create_fleet = {
name = "NAME_Gray"
@@ -609,36 +674,38 @@ rg_create_gray_const = {
assign_leader = event_target:gray_leader_scientist
}
}
every_owned_fleet = {
limit = { has_fleet_flag = gray_fleet }
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_army = {
limit = { army_type = gray_army }
limit = {
army_type = gray_army
}
if = {
limit = { exists = leader }
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
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 }
limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level
}
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,21 +1,34 @@
rg_storyline_trigger = {
# 初始化故事事件触发
# 初始化故事事件触发
random_list = {
50 = {
country_event = { id = rg_story.2 days = 3600 random = 12800 }
country_event = {
id = rg_story.2
days = 3600
random = 12800
}
}
50 = {
country_event = { id = rg_story.8 days = 3600 random = 12800 }
country_event = {
id = rg_story.8
days = 3600
random = 12800
}
}
}
if = {
limit = {
exists = event_target:guardian_dragon_country
NOT = {
has_global_flag = has_origin_gray_dragon
}
}
country_event = {
id = rg_story.11
days = 3600
random = 12800
}
country_event = { id = rg_story.11 days = 3600 random = 12800 }
}
}
rg_create_gray_planetkiller_testship_1 = {
@@ -79,6 +92,64 @@ rg_create_gray_paperwork_testship_1 = {
}
}
rg_create_gray_mod1_testship_1 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
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_TESTSHIP"
design = "RG_aircruiser_Interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_mod1_testship_2 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
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_TESTSHIP"
design = "RG_Buff_interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_fake_dragon_species = {
create_species = {
name = RG_SIMULATION_DRAGON_SPECIES
@@ -101,8 +172,8 @@ rg_create_fake_dragon = {
}
}
create_leader = {
class = admiral
species = event_target:RG_sim_dragon_species
class = commander
species = root
name = "Name_rg_fake_dragon"
event_leader = yes
gender = female
@@ -114,7 +185,6 @@ rg_create_fake_dragon = {
trait = RG_leader_trait_admiral_timed_life
}
effect = {
change_leader_portrait = wg_dragon
set_leader_flag = has_gained_level_trait
set_leader_flag = has_gained_trait
set_leader_flag = legendary_leader
@@ -126,6 +196,7 @@ rg_create_fake_dragon = {
which = rg_fake_dragon_timedlife_counter
value = 0
}
set_country_flag = rg_fake_dragon_owner
save_global_event_target_as = rg_fake_dragon_owner
create_fleet = {
name = "NAME_RG_Nanite_Dragon"
@@ -218,3 +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

@@ -0,0 +1,228 @@
#普通的母舰
rg_warship_init_mod1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_Gray_Warship_rg"
random_existing_design = RG_graygoo_mothership
prefix = no
upgradable = yes
effect = {
set_fleet_flag = gray_fleet_ship
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米旗舰
rg_warship_init_mod2 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
random_existing_design = RG_graygoo_capitalship
prefix = no
upgradable = yes
effect = {
set_fleet_flag = gray_fleet_ship
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米主宰
rg_warship_init_mod3 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_gray_juggernautship"
random_existing_design = RG_gray_juggernaut
prefix = no
upgradable = yes
effect = {
set_fleet_flag = gray_fleet_ship
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#略有磨损的母舰
rg_warship_init_mod0 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
effect = {
set_fleet_flag = gray_fleet_ship
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
rg_juggernaut_habitat_init = {
capital_scope = {
save_event_target_as = rg_capital_home_planet
}
spawn_planet = {
class = pc_habitat
location = root.home_planet
orbit_location = yes
orbit_angle_offset = 45
orbit_distance_offset = 9.899
size = 20
has_ring = no
init_effect = {
set_name = "NAME_rg_gray_habitat_base"
set_planet_entity = {
entity = "grey_tempesttw_juggernaut_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_planet_flag = megastructure
set_planet_flag = habitat
set_planet_flag = advanced_habitat
set_planet_flag = advanced_habitat_2
set_planet_flag = rg_gray_habitat
save_global_event_target_as = rg_gray_habitat_target
}
}
event_target:spawn_planet = {
set_planet_flag = has_megastructure
# set_planet_flag = has_payback_habitat
}
event_target:rg_capital_home_planet = {
while = {
count = 1
random_owned_pop = {
resettle_pop = {
pop = this
planet = event_target:rg_gray_habitat_target
}
unemploy_pop = yes
}
}
}
}

View File

@@ -1,5 +1,3 @@
#星球无法自动建造
#scope (planet)
RG_planet_can_auto_build = {
OR = {
AND = {

View File

@@ -5,8 +5,6 @@
#can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# ...
#}
can_destroy_planet_with_RG_PLANET_KILLER = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
@@ -31,7 +29,9 @@ can_destroy_planet_with_RG_PLANET_KILLER = {
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
owner = {
is_same_value = from.owner
}
}
}
}
@@ -71,7 +71,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
owner = {
is_same_value = from.owner
}
}
}
}
@@ -124,7 +126,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
@@ -175,7 +179,8 @@ can_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
}
}
}
AND = { # at war with primitive space owner
AND = {
# at war with primitive space owner
exists = space_owner
exists = owner
owner = {
@@ -227,18 +232,24 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
is_planet_class = pc_ai
AND = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
owner = {
is_same_value = from.owner
}
}
}
}
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
@@ -257,7 +268,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
planet_is_hostile = yes
AND = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
}
exists = owner
@@ -303,12 +316,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = { is_same_value = from.owner }
space_owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
fail_text = primitives_not_full_interference
@@ -350,16 +367,25 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
}
custom_tooltip = {
fail_text = is_not_oceanic
NOT = { is_planet_class = pc_ocean }
NOT = {
is_planet_class = pc_ocean
}
}
if = {
limit = { is_inside_border = from.owner }
limit = {
is_inside_border = from.owner
}
if = {
limit = { #Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged
limit = {
#Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged
exists = owner
owner = { is_same_value = from.owner }
owner = {
is_same_value = from.owner
}
any_owned_species = {
NOT = { has_trait = trait_aquatic }
NOT = {
has_trait = trait_aquatic
}
}
}
custom_tooltip = {
@@ -389,12 +415,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
if = {
limit = {
exists = owner
owner = { is_country_type = primitive }
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = { is_same_value = from.owner }
space_owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
fail_text = primitives_not_full_interference
@@ -419,7 +449,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
NOT = {
solar_system = {
has_star_flag = crisis_sphere_system@from.owner
any_system_megastructure = { has_megastructure_flag = crisis_sphere }
any_system_megastructure = {
has_megastructure_flag = crisis_sphere
}
}
}
}
@@ -429,14 +461,22 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
}
custom_tooltip = {
fail_text = is_black_hole
NOT = { is_planet_class = pc_black_hole }
NOT = {
is_planet_class = pc_black_hole
}
}
custom_tooltip = {
fail_text = star_owner_is_not_hostile
OR = {
NOT = { exists = space_owner }
space_owner = { is_hostile = from.owner }
space_owner = { is_same_value = from.owner }
NOT = {
exists = space_owner
}
space_owner = {
is_hostile = from.owner
}
space_owner = {
is_same_value = from.owner
}
}
}
}

View File

@@ -0,0 +1,125 @@
RG_gray_mod1_trigger = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD1
any_situation = {
is_situation_type = situation_rg_gray_mod1
}
}
}
RG_gray_mod1_allow_trigger = {
hidden_trigger = {
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_25
event_target:gray_leader_admiral = {
has_skill >= 10
}
}
resource_stockpile_compare = {
resource = energy
value >= 15000
}
resource_stockpile_compare = {
resource = alloys
value >= 15000
}
}
RG_gray_mod2_trigger = {
AND = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
has_country_flag = rg_gray_level_2
}
NOR = {
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD2
any_situation = {
is_situation_type = situation_rg_gray_mod2
}
}
}
RG_gray_mod2_allow_trigger = {
hidden_trigger = {
# To prevent exploit
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
OR = {
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_50
has_technology = tech_juggernaut
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_20
event_target:gray_leader_admiral = {
has_skill >= 20
}
}
}
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
}
RG_gray_mod3_trigger = {
NOR = {
has_country_flag = gray_reforming
has_country_flag = rg_juggernaut_fired
}
has_country_flag = rg_gray_level_3
}
RG_gray_mod3_allow_trigger = {
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
has_technology = tech_juggernaut
}

View File

@@ -6,8 +6,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -28,7 +26,6 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -44,10 +41,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -55,6 +50,7 @@ ship_section_template = {
}
}
}
#战列2
ship_section_template = {
key = "RG_battleship_interdictor_key"
@@ -62,7 +58,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -93,16 +88,13 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -110,6 +102,7 @@ ship_section_template = {
}
}
}
#泰坦3
ship_section_template = {
key = "RG_titan_interdictor_key"
@@ -117,22 +110,18 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -140,6 +129,7 @@ ship_section_template = {
}
}
}
#线列4
ship_section_template = {
key = "RG_line_interdictor_key"
@@ -147,7 +137,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -158,10 +147,8 @@ ship_section_template = {
template = "invisible_extra_large_fixed"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -169,6 +156,7 @@ ship_section_template = {
}
}
}
#雷装5
ship_section_template = {
key = "RG_torpedo_interdictor_key"
@@ -176,7 +164,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -207,16 +194,13 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -232,7 +216,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -293,10 +276,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -312,7 +293,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -323,10 +303,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -342,16 +320,13 @@ ship_section_template = {
fits_on_slot = mid
entity = "grey_tempesttw_colossus_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "boope"
locatorname = "boope"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -367,7 +342,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -693,10 +667,8 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -712,7 +684,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -728,7 +699,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -739,16 +709,13 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -764,7 +731,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -780,7 +746,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -801,10 +766,8 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -820,7 +783,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -836,10 +798,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -854,7 +814,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_mothership_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -875,7 +834,6 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -886,7 +844,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -967,10 +924,8 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -985,7 +940,6 @@ ship_section_template = {
fits_on_slot = "mid"
entity = "gatebuilder_01_space_station_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_turret"
@@ -1126,10 +1080,8 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "strike_craft_locator_03"
}
large_utility_slots = 10
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -1145,7 +1097,6 @@ ship_section_template = {
should_draw_components = yes
entity = "empty_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -1201,9 +1152,7 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "root"
}
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
@@ -1218,7 +1167,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_cruiser_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -1239,7 +1187,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -1255,10 +1202,8 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "turret_01"
}
large_utility_slots = 4
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
@@ -1273,7 +1218,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_mothership_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
@@ -1284,7 +1228,6 @@ ship_section_template = {
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -1295,7 +1238,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -1321,10 +1263,8 @@ ship_section_template = {
template = "large_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {

View File

@@ -4,7 +4,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_mothership_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
@@ -45,7 +44,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
}
@@ -56,11 +54,10 @@ ship_section_template = {
fits_on_slot = mid
entity = "gatebuilder_01_mothership_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "xl_gun_01"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_01"
@@ -161,10 +158,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 3
resources = {
category = ship_sections
cost = {
@@ -179,13 +174,11 @@ ship_section_template = {
fits_on_slot = core
entity = "grey_tempesttw_juggernaut_core_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "core"
locatorname = "core"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
@@ -216,7 +209,6 @@ ship_section_template = {
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -257,7 +249,6 @@ ship_section_template = {
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -298,7 +289,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -359,7 +349,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -456,7 +445,6 @@ ship_section_template = {
rotation = 90
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
@@ -577,7 +565,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -638,10 +625,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "core"
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
@@ -656,105 +641,459 @@ ship_section_template = {
fits_on_slot = core
entity = "grey_tempesttw_juggernaut_core_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = { name = "PLANET_KILLER_GUN_01" template = "invisible_planet_killer_fixed" locatorname = "core" }
component_slot = { name = "TITAN_01" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "TITAN_02" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "TITAN_03" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "TITAN_04" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "TITAN_05" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "TITAN_06" template = "invisible_titanic_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_01" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_02" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_03" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_04" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_05" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_06" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_07" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "EXTRA_LARGE_08" template = "invisible_extra_large_fixed" locatorname = "core" }
component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_02" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_03" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_04" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_05" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_06" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_07" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "TORPEDO_08" template = "invisible_missile_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_01" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_02" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_03" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_04" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_05" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_06" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_07" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_08" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_09" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_10" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_11" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_12" template = "large_turret" locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_01" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_02" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_03" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_04" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_05" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_06" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_07" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_08" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_09" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_10" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_11" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_12" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_13" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_14" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_15" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "STRIKE_CRAFT_16" template = "large_strike_craft" rotation = 90 locatorname = "core" }
component_slot = { name = "LARGE_GUN_01" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_02" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_03" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_04" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_05" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_06" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_07" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_08" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_09" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_10" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_11" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_12" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_13" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_14" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_15" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_16" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_17" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_18" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_19" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_20" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_21" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_22" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_23" template = "large_turret" locatorname = "core" }
component_slot = { name = "LARGE_GUN_24" template = "large_turret" locatorname = "core" }
component_slot = { name = "PD_01" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_02" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_03" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_04" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_05" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_06" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_07" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_08" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_09" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_10" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_11" template = "point_defence_turret" locatorname = "core" }
component_slot = { name = "PD_12" template = "point_defence_turret" locatorname = "core" }
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_02"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_03"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_04"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_05"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "TITAN_06"
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_02"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_03"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_04"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_05"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_06"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_07"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_08"
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_07"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_08"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_09"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_10"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_11"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_12"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_07"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_08"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_09"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_10"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_11"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_12"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_13"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_14"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_15"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_16"
template = "large_strike_craft"
rotation = 90
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_07"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_08"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_09"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_10"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_11"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_12"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_14"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_15"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_16"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_17"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_18"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_19"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_20"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_21"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_22"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_23"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_24"
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_05"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_06"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_07"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_08"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_09"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_10"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_11"
template = "point_defence_turret"
locatorname = "core"
}
component_slot = {
name = "PD_12"
template = "point_defence_turret"
locatorname = "core"
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
@@ -769,7 +1108,6 @@ ship_section_template = {
fits_on_slot = behind
entity = "grey_tempesttw_thinktank_phase_03_entity"
icon = "GFX_ship_part_core_mid"
resources = {
category = ship_sections
cost = {
@@ -784,7 +1122,6 @@ ship_section_template = {
fits_on_slot = behind
entity = "grey_tempesttw_thinktank_phase_03_entity"
icon = "GFX_ship_part_core_mid"
resources = {
category = ship_sections
cost = {

View File

@@ -4,7 +4,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -58,7 +57,6 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -67,14 +65,12 @@ ship_section_template = {
}
}
ship_section_template = {
key = "RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -128,7 +124,6 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -143,7 +138,6 @@ ship_section_template = {
fits_on_slot = mid
entity = "grey_tempesttw_construction_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -189,10 +183,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -201,14 +193,12 @@ ship_section_template = {
}
}
ship_section_template = {
key = "RG_armed_science_ship"
ship_size = RG_armed_science_ship
fits_on_slot = mid
entity = "grey_tempesttw_science_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -258,7 +248,6 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
@@ -276,87 +265,379 @@ ship_section_template = {
#entity = "empty_section_entity_entity"
entity = "nanite_space_dragon_baby_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = { name = "PLANET_KILLER_GUN_01" template = "invisible_planet_killer_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_01" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_02" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_03" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_04" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_05" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "TITAN_06" template = "invisible_titanic_fixed" locatorname = "xl_gun_01" }
component_slot = { name = "EXTRA_LARGE_01" template = "invisible_extra_large_fixed" locatorname = "wing_1_3" }
component_slot = { name = "EXTRA_LARGE_02" template = "invisible_extra_large_fixed" locatorname = "wing_1_3" }
component_slot = { name = "EXTRA_LARGE_03" template = "invisible_extra_large_fixed" locatorname = "wing_2_3" }
component_slot = { name = "EXTRA_LARGE_04" template = "invisible_extra_large_fixed" locatorname = "wing_2_3" }
component_slot = { name = "EXTRA_LARGE_05" template = "invisible_extra_large_fixed" locatorname = "wing_3_4" }
component_slot = { name = "EXTRA_LARGE_06" template = "invisible_extra_large_fixed" locatorname = "wing_3_4" }
component_slot = { name = "EXTRA_LARGE_07" template = "invisible_extra_large_fixed" locatorname = "wing_4_3" }
component_slot = { name = "EXTRA_LARGE_08" template = "invisible_extra_large_fixed" locatorname = "wing_4_3" }
component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "wing_1_3" }
component_slot = { name = "TORPEDO_02" template = "invisible_missile_turret" locatorname = "wing_1_3" }
component_slot = { name = "TORPEDO_03" template = "invisible_missile_turret" locatorname = "wing_2_3" }
component_slot = { name = "TORPEDO_04" template = "invisible_missile_turret" locatorname = "wing_2_3" }
component_slot = { name = "TORPEDO_05" template = "invisible_missile_turret" locatorname = "wing_3_4" }
component_slot = { name = "TORPEDO_06" template = "invisible_missile_turret" locatorname = "wing_3_4" }
component_slot = { name = "TORPEDO_07" template = "invisible_missile_turret" locatorname = "wing_4_3" }
component_slot = { name = "TORPEDO_08" template = "invisible_missile_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_01" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_02" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_03" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_04" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_05" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_06" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_07" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_08" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_09" template = "large_turret" locatorname = "wing_1_3" }
component_slot = { name = "LARGE_GUN_10" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_11" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_12" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_13" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_14" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_15" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_16" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_17" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_18" template = "large_turret" locatorname = "wing_2_3" }
component_slot = { name = "LARGE_GUN_19" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_20" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_21" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_22" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_23" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_24" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_25" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_26" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_27" template = "large_turret" locatorname = "wing_3_4" }
component_slot = { name = "LARGE_GUN_28" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_29" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_30" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_31" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_32" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_33" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_34" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_35" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "LARGE_GUN_36" template = "large_turret" locatorname = "wing_4_3" }
component_slot = { name = "PD_01" template = "point_defence_turret" locatorname = "wing_1_3" }
component_slot = { name = "PD_02" template = "point_defence_turret" locatorname = "wing_1_3" }
component_slot = { name = "PD_03" template = "point_defence_turret" locatorname = "wing_1_3" }
component_slot = { name = "PD_04" template = "point_defence_turret" locatorname = "wing_2_3" }
component_slot = { name = "PD_05" template = "point_defence_turret" locatorname = "wing_2_3" }
component_slot = { name = "PD_06" template = "point_defence_turret" locatorname = "wing_2_3" }
component_slot = { name = "PD_07" template = "point_defence_turret" locatorname = "wing_3_4" }
component_slot = { name = "PD_08" template = "point_defence_turret" locatorname = "wing_3_4" }
component_slot = { name = "PD_09" template = "point_defence_turret" locatorname = "wing_3_4" }
component_slot = { name = "PD_10" template = "point_defence_turret" locatorname = "wing_4_3" }
component_slot = { name = "PD_11" template = "point_defence_turret" locatorname = "wing_4_3" }
component_slot = { name = "PD_12" template = "point_defence_turret" locatorname = "wing_4_3" }
component_slot = { name = "SECONDARY_GUN_01" template = "medium_turret" locatorname = "wing_1_3" is_side_slot = yes }
component_slot = { name = "SECONDARY_GUN_02" template = "medium_turret" locatorname = "wing_2_3" is_side_slot = yes }
component_slot = { name = "SECONDARY_GUN_03" template = "medium_turret" locatorname = "wing_3_4" is_side_slot = yes }
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_02"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_03"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_04"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_05"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_06"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_02"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_03"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_04"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_05"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_06"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_07"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "EXTRA_LARGE_08"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_07"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_08"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_09"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_10"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_11"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_12"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_14"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_15"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_16"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_17"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_18"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_19"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_20"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_21"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_22"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_23"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_24"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_25"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_26"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_27"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_28"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_29"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_30"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_31"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_32"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_33"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_34"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_35"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_36"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_05"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_06"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_07"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_08"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_09"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_10"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_11"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_12"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "SECONDARY_GUN_01"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_02"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_03"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_04"
template = "medium_turret"
@@ -411,10 +692,8 @@ ship_section_template = {
locatorname = "wing_4_3"
is_side_slot = yes
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
@@ -422,3 +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

@@ -1,11 +1,9 @@
ship_section_template = {
key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
ship_size = RG_orbital_ring_tier_1
fits_on_slot = "core"
entity = "grey_tempesttw_gateway_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
@@ -154,7 +152,6 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8
@@ -164,12 +161,10 @@ ship_section_template = {
ship_section_template = {
key = "RG_Nanite_STARBASE_SECTION"
ship_size = starbase_starfortress
fits_on_slot = "core"
entity = "grey_tempesttw_starbase_starfortress_section_entity"
icon = "GFX_ship_part_core_mid"
hidden = yes
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
@@ -318,7 +313,6 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8

View File

@@ -1,32 +1,27 @@
#this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder
@engagement_range = 300
@return_range = 500
ship_behavior = {
name = "rg_fighters_behavior"
preferred_attack_range = 12
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = orbit
passive_move_pattern = charge
# targeting = {
# component_target_weight_mult = 0
# keep_previous_target_bonus = 100
# damage_value = 5
# low_health_bonus = 5000
# shield_focus_value = 5
# armor_focus_value = 5
# already_incoming_damage_penalty = 200
# distance_to_fleet_penalty = 0
# size_difference_penalty = 0
# transport_target_penalty = 50000
# civilian_target_penalty = 100000
# }
# component_target_weight_mult = 0
# keep_previous_target_bonus = 100
# damage_value = 5
# low_health_bonus = 5000
# shield_focus_value = 5
# armor_focus_value = 5
# already_incoming_damage_penalty = 200
# distance_to_fleet_penalty = 0
# size_difference_penalty = 0
# transport_target_penalty = 50000
# civilian_target_penalty = 100000
# }
}
ship_behavior = {
@@ -34,58 +29,47 @@ ship_behavior = {
preferred_attack_range = max
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = charge #orbit
attack_move_pattern = charge #orbit
passive_move_pattern = charge
}
ship_behavior = {
name = "RG_GrayMotherShip"
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5
attack_move_pattern = stay_at_range
passive_move_pattern = charge
ignore_combat_movement = yes
desc = "RG_GrayMotherShip_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_carrier_behavior"
name = "rg_carrier_behavior"
preferred_attack_range = max
formation_distance = 400
return_to_formation_distance = 390
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_carrier_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_aura_behavior"
name = "rg_aura_behavior"
preferred_attack_range = max
formation_distance = 600
return_to_formation_distance = 590
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_aura_BEHAVIOR_DESC"
}
@@ -94,15 +78,12 @@ ship_behavior = {
preferred_attack_range = 390
formation_distance = 390
return_to_formation_distance = 400
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_artillery_BEHAVIOR_DESC"
}
@@ -111,16 +92,12 @@ ship_behavior = {
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_battle_BEHAVIOR_DESC"
}
@@ -129,85 +106,64 @@ ship_behavior = {
preferred_attack_range = 170
formation_distance = 170
return_to_formation_distance = 180
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1.0 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_torpedo_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_line"
preferred_attack_range = 50 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 50 #when orbing/following ship will try to keep this distance to assigned position
preferred_attack_range = 50 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 50 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 60 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1.0
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_line_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_AA"
preferred_attack_range = 150 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 150 #when orbing/following ship will try to keep this distance to assigned position
preferred_attack_range = 150 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 150 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 160 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1.0
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_AA_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_colossus"
preferred_attack_range = 0
formation_distance = 0
return_to_formation_distance = 0
collision_awareness = 0
collision_strafe = 0
collision_radius = 0
attack_move_pattern = none
passive_move_pattern = none
ignore_combat_movement = yes
desc = "RG_COLOSSUS_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_icebreak"
preferred_attack_range = 1 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 1 #when orbing/following ship will try to keep this distance to assigned position
preferred_attack_range = 1 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 1 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 5 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1.0
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_icebreak_BEHAVIOR_DESC"
}

View File

@@ -1,6 +1,5 @@
#reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections
####################
# NOTE FOR MODDERS #
####################
@@ -13,14 +12,13 @@
# 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
#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
@@ -43,25 +41,26 @@ RG_graygoo_mothership = {
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
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
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" }
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"
@@ -69,7 +68,6 @@ RG_graygoo_mothership = {
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
upkeep = {
@@ -77,7 +75,6 @@ RG_graygoo_mothership = {
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
@@ -107,8 +104,12 @@ RG_graygoo_capitalship = {
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = { locator = "part1" }
"behind" = { locator = "part2" }
"core" = {
locator = "part1"
}
"behind" = {
locator = "part2"
}
}
num_target_locators = 16
is_space_station = no
@@ -116,19 +117,19 @@ RG_graygoo_capitalship = {
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_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
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_object_gray_6" }
prerequisites = {
"tech_gray_juggernaut_8"
}
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
@@ -138,7 +139,6 @@ RG_graygoo_capitalship = {
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
upkeep = {
@@ -146,7 +146,6 @@ RG_graygoo_capitalship = {
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
@@ -166,18 +165,20 @@ RG_armed_constructor_ship = {
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0
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" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
combat_disengage_chance = 2.0
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
@@ -185,7 +186,6 @@ RG_armed_constructor_ship = {
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"
@@ -214,21 +214,21 @@ RG_armed_science_ship = {
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
combat_size_multiplier = 1
combat_disengage_chance = 2.0
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"
@@ -256,31 +256,31 @@ RG_graygoo_interdictor = {
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
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
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" }
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 = {
@@ -288,7 +288,68 @@ RG_graygoo_interdictor = {
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
}
@@ -312,32 +373,32 @@ RG_graygoo_icebreaker_interdictor = {
max_hitpoints = 10000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
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
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" }
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 = {
@@ -345,7 +406,6 @@ RG_graygoo_icebreaker_interdictor = {
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
@@ -369,31 +429,31 @@ RG_graygoo_Arsenal = {
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
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
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" }
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 = {
@@ -401,7 +461,6 @@ RG_graygoo_Arsenal = {
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
@@ -424,25 +483,26 @@ RG_graygoo_Buff = {
max_hitpoints = 20000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
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
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" }
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"
@@ -450,7 +510,6 @@ RG_graygoo_Buff = {
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components"
resources = {
category = ships
upkeep = {
@@ -458,7 +517,6 @@ RG_graygoo_Buff = {
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
}
@@ -485,33 +543,35 @@ RG_gray_juggernaut = {
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" }
"core" = {
locator = "part1"
}
"behind" = {
locator = "part2"
}
}
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_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
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_object_gray_6" }
prerequisites = {
"tech_gray_juggernaut_8"
}
class = shipclass_starbase
construction_type = starbase_shipyard
possible_construction = {
always = no
}
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
@@ -522,7 +582,6 @@ RG_gray_juggernaut = {
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
}
# Armed Transport
@@ -540,13 +599,17 @@ RG_armed_transport_ship = {
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0
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" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_transport
@@ -558,13 +621,12 @@ RG_armed_transport_ship = {
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
}
}
}
}
@@ -583,13 +645,17 @@ RG_armed_colony_ship = {
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0
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" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_colonizer
@@ -599,20 +665,19 @@ RG_armed_colony_ship = {
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
}
cost = {
food = @salvagecostmedium
}
}
}
RG_orbital_ring_tier_1 = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
max_speed = 0
acceleration = 0
rotation_speed = 0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 125000
@@ -624,8 +689,8 @@ RG_orbital_ring_tier_1 = {
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_fire_rate_mult = 1.0
ship_weapon_range_mult = 1.0
ship_fire_rate_mult = 1
ship_weapon_range_mult = 1
}
max_hitpoints = 125000
base_buildtime = 720
@@ -639,25 +704,27 @@ RG_orbital_ring_tier_1 = {
energy = 2
}
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"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
@@ -666,17 +733,16 @@ RG_orbital_ring_tier_1 = {
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" }
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

View File

@@ -4,7 +4,6 @@
@salvagecostsmallrare = 25
@salvagecostmediumrare = 50
@salvagecostlargerare = 100
# Gray Goo Mothership
graygoo_mothership = {
graphical_culture = no
@@ -27,27 +26,28 @@ graygoo_mothership = {
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12
is_space_station = no
icon = ship_size_military_16
class = shipclass_military
is_designable = no
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"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostlargerare
}
cost = {
nanites = @salvagecostlargerare
}
}
}
@@ -69,26 +69,27 @@ graygoo_interdictor = {
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
class = shipclass_military
is_designable = no
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"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostmediumrare
}
cost = {
nanites = @salvagecostmediumrare
}
}
}
@@ -96,9 +97,9 @@ graygoo_interdictor = {
graygoo_factory = {
graphical_culture = no
entity = gatebuilder_01_space_station_entity
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
max_speed = 0
acceleration = 0
rotation_speed = 0
modifier = {
ship_cloaking_detection_add = 5
ship_evasion_add = 50
@@ -114,24 +115,25 @@ graygoo_factory = {
max_hitpoints = 2048000
size_multiplier = 32
fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 0
is_space_station = yes
build_block_radius = @build_block_radius_civilian
class = shipclass_military_station
is_designable = no
icon = ship_size_military_station
required_component_set = "combat_computers"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = @salvagecostlargerare
}
cost = {
nanites = @salvagecostlargerare
}
}
}
@@ -160,24 +162,26 @@ nanite_space_dragon_baby = {
max_hitpoints = 128000
size_multiplier = 16
fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 16
is_space_station = no
icon = ship_size_space_monster
class = shipclass_military
is_designable = no
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
components_add_to_cost = no
resources = {
category = ships
cost = {
alloys = @salvagecostmedium
nanites = @salvagecostmediumrare
}
cost = {
alloys = @salvagecostmedium
nanites = @salvagecostmediumrare
}
}
}

View File

@@ -0,0 +1,549 @@
situation_rg_gray_mod1 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod1_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 16.5
custom_tooltip = situation_rg_gray_mod1_stage_1_tooltip
on_first_enter = {
event_target:gray_warship = {
set_event_locked = yes
}
owner = {
country_event = {
id = rg_story.23
}
}
}
}
situation_rg_gray_mod1_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 33
custom_tooltip = situation_rg_gray_mod1_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.24
}
}
}
}
situation_rg_gray_mod1_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 50
custom_tooltip = situation_rg_gray_mod1_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.25
}
}
}
}
situation_rg_gray_mod1_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 66
custom_tooltip = situation_rg_gray_mod1_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.26
}
}
}
}
situation_rg_gray_mod1_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 82.5
custom_tooltip = situation_rg_gray_mod1_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.27
}
}
}
}
situation_rg_gray_mod1_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod1_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.28
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.1
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_5_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_6_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
}
abort_trigger = {
OR = {
NOT = { exists = event_target:gray_warship }
owner = {
NOT = {
has_country_flag = gray_warship_active
}
}
}
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}
situation_rg_gray_mod2 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod2_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 8.4
custom_tooltip = situation_rg_gray_mod2_stage_1_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.30
}
}
}
}
situation_rg_gray_mod2_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 16.8
custom_tooltip = situation_rg_gray_mod2_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.31
}
}
}
}
situation_rg_gray_mod2_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 25.2
custom_tooltip = situation_rg_gray_mod2_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.32
}
}
}
}
situation_rg_gray_mod2_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 33.6
custom_tooltip = situation_rg_gray_mod2_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.33
}
}
}
}
situation_rg_gray_mod2_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 42
custom_tooltip = situation_rg_gray_mod2_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.34
}
}
}
}
situation_rg_gray_mod2_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_green
end = 50.4
custom_tooltip = situation_rg_gray_mod2_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.35
}
}
}
}
situation_rg_gray_mod2_stage_7 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 58.8
custom_tooltip = situation_rg_gray_mod2_stage_7_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.36
}
}
}
}
situation_rg_gray_mod2_stage_8 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 67.2
custom_tooltip = situation_rg_gray_mod2_stage_8_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.37
}
}
}
}
situation_rg_gray_mod2_stage_9 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 75.6
custom_tooltip = situation_rg_gray_mod2_stage_9_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.38
}
}
}
}
situation_rg_gray_mod2_stage_10 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 84
custom_tooltip = situation_rg_gray_mod2_stage_10_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.39
}
}
}
}
situation_rg_gray_mod2_stage_11 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 92.4
custom_tooltip = situation_rg_gray_mod2_stage_11_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.40
}
}
}
}
situation_rg_gray_mod2_stage_12 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod2_stage_12_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.41
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.1
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_1_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_4_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
modifier = {
add = 0.05
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
abort_trigger = {
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,7 +1,6 @@
# on_fail
# this = country (project owner)
# from = project creation scope (usually equals location)
special_project = {
key = "RG_LCLUSTER_PROJECT"
cost = 0
@@ -9,43 +8,40 @@ special_project = {
tech_department = engineering_technology
picture = GFX_evt_surreal_visions
icon = "gfx/interface/icons/situation_log/situation_log_planet.dds"
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
#skill = 3
}
on_success = {
owner = {
if = {
limit = {
OR = {
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 = 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
}
}
country_event = { id = rg_cluster.2 }
country_event = {
id = rg_cluster.2
}
}
else = {
country_event = { id = distar.10950 }
country_event = {
id = distar.10950
}
}
}
}
on_fail = {
}
on_start = {
}
abort_trigger = {
has_global_flag = l_cluster_opened # someone else got to it first
has_global_flag = l_cluster_opened # someone else got to it first
}
AI_wait_days = {
base = 0
modifier = {
@@ -64,26 +60,33 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
owner = { country_event = { id = rg.10 }}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = { id = rg.11 }
country_event = {
id = rg_event.10
}
}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_event.11
}
}
}
}
@@ -96,26 +99,31 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
country_event = { id = rg.13 }
country_event = {
id = rg_event.13
}
}
on_success = {
fleet = {
set_event_locked = no
}
event_target:gray_warship = {
set_event_locked = no
}
owner = {
country_event = { id = rg.12 }
country_event = {
id = rg_event.12
}
}
}
}
@@ -128,26 +136,31 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = admiral
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = { country_event = { id = rg.9 }}
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
country_event = { id = rg.14 }
country_event = {
id = rg_event.14
}
}
on_success = {
fleet = {
set_event_locked = no
}
fleet = {
set_event_locked = no
}
owner = {
country_event = { id = rg.15 }
country_event = {
id = rg_event.15
}
}
}
}

View File

@@ -6,25 +6,113 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_space_dragon
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
}
on_start = {
owner = { country_event = { id = rg_story.13 } }
owner = {
country_event = {
id = rg_story.13
}
}
}
on_cancel = {
owner = { country_event = { id = rg_story.14 } }
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = { id = rg_story.15 }
country_event = {
id = rg_story.14
}
}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_story.15
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage1_project"
cost = 2000
#days_to_research = 300
tech_department = physics_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_1_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage4_project"
cost = 2000
#days_to_research = 300
tech_department = engineering_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_4_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
}
}
}

View File

@@ -2,7 +2,6 @@
part = {
location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = {
has_origin = origin_rg_gray
}

View File

@@ -1,6 +1,6 @@
rg_distant_stars_modifier = {
ship_ftl_jumpdrive_range_mult = -2.0
catapult_range_mult = -2.0
ship_ftl_jumpdrive_range_mult = -2
catapult_range_mult = -2
}
###################################
@@ -12,6 +12,7 @@ gray_affection_warship_lv2 = {
ship_armor_regen_add_static = 5
ship_shield_regen_add_static = 5
}
gray_affection_warship_lv3 = {
ship_accuracy_add = 10
ship_tracking_add = 10
@@ -20,6 +21,7 @@ gray_affection_warship_lv3 = {
ship_armor_regen_add_static = 10
ship_shield_regen_add_static = 10
}
gray_affection_warship_lv4 = {
ship_accuracy_add = 20
ship_tracking_add = 20
@@ -28,6 +30,7 @@ gray_affection_warship_lv4 = {
ship_armor_regen_add_static = 20
ship_shield_regen_add_static = 20
}
gray_affection_warship_lv5 = {
ship_accuracy_add = 30
ship_tracking_add = 30
@@ -42,5 +45,5 @@ gray_affection_warship_lv5 = {
ship_winddown_mult = -0.5
ship_jumpdrive_cooldown_mult = -0.5
ship_ftl_jumpdrive_range_mult = 0.5
force_disparity_fire_rate_mult = 3.0
force_disparity_fire_rate_mult = 3
}

View File

@@ -4,14 +4,15 @@ tech_gray_weapon_lance_1 = {
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
category = {
particles
}
ai_update_type = military
prerequisites = {
"tech_object_gray_5"
"tech_zero_point_power"
}
weight = @tier2weight3
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -25,19 +26,126 @@ 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
tier = 5
is_rare = yes
category = { materials }
category = {
materials
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_ship_armor_5"
}
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_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 = {
@@ -56,14 +164,16 @@ tech_gray_nano_boost_3 = {
cost = 5000
tier = 5
is_rare = yes
category = { propulsion }
category = {
propulsion
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_thrusters_4"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -82,14 +192,16 @@ tech_gray_interdictor_4 = {
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_nano_boost_3"
"tech_battleships"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -108,14 +220,16 @@ tech_gray_matter_spray_5 = {
cost = 5000
tier = 5
is_rare = yes
category = { propulsion }
category = {
propulsion
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_kinetic_artillery_2"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -134,14 +248,16 @@ tech_gray_buffnut_6 = {
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_juggernaut"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -160,14 +276,45 @@ tech_gray_army_7 = {
cost = 5000
tier = 5
is_rare = yes
category = { military_theory }
category = {
military_theory
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_self_aware_logic"
}
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_juggernaut_8 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_juggernaut"
"tech_mega_engineering"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -186,11 +333,12 @@ tech_gray_repair_system_1 = {
cost = 5000
tier = 5
is_rare = yes
category = { voidcraft }
category = {
voidcraft
}
is_reverse_engineerable = yes
ai_update_type = military
weight = 0
ai_weight = {
factor = 0 #weapons are good
modifier = {
@@ -211,27 +359,11 @@ tech_object_gray_5 = {
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { voidcraft }
weight = 0
## unlock
ai_weight = {
factor = 1
category = {
voidcraft
}
}
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
}
@@ -243,11 +375,11 @@ tech_object_gray_6 = {
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
@@ -259,11 +391,11 @@ tech_gray_noway = {
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}

View File

@@ -1,48 +1,155 @@
###################
# Governor Traits #
###################
# 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_governor_gray = { #总督特质
# RG_leader_trait_offical_gray = {
# #唯一特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# 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
# }
# councilor_modifier = {
# all_technology_research_speed = 0.5
# }
# 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
# }
# 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
# }
# leader_class = all
# initial = no
# randomized = no
# }
RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
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
}
modifier = {
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
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.30
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
leader_class = { governor }
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
}
RG_leader_trait_ruler_gray = { #天选化身
RG_leader_trait_ruler_gray = {
#天选化身
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
CLASS = official
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
@@ -53,9 +160,9 @@ RG_leader_trait_ruler_gray = { #天选化身
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 2
mult = owner.rg_gray_level
# leader_skill_levels = 1
leaders_upkeep_mult = 0.1
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
@@ -71,9 +178,9 @@ RG_leader_trait_ruler_gray = { #天选化身
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 3
mult = owner.rg_gray_level
# leader_skill_levels = 1
leaders_upkeep_mult = 0.15
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
@@ -85,13 +192,13 @@ RG_leader_trait_ruler_gray = { #天选化身
}
}
}
leader_skill_levels = 1
leaders_upkeep_mult = 4
mult = owner.rg_gray_level
# leader_skill_levels = 1
leaders_upkeep_mult = 0.2
mult = trigger:has_skill
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
is_councilor = yes
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
@@ -99,43 +206,43 @@ RG_leader_trait_ruler_gray = { #天选化身
}
}
}
country_energy_produces_mult = -0.02
# country_energy_produces_mult = -0.02
planet_stability_add = -1
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
# country_energy_produces_mult = -0.03
planet_stability_add = -1.5
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
# country_energy_produces_mult = -0.04
planet_stability_add = -2
mult = owner.rg_gray_level
mult = trigger:has_skill
}
triggered_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
country_energy_produces_mult = -0.03
planet_stability_add = -3.5
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
country_energy_produces_mult = -0.04
planet_stability_add = -5
mult = owner.rg_gray_level
}
triggered_modifier = {
triggered_councilor_modifier = {
potential = {
always = yes
}
@@ -148,93 +255,163 @@ RG_leader_trait_ruler_gray = { #天选化身
megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1
mult = owner.rg_gray_level
mult = trigger:has_skill
}
leader_class = { governor }
leader_class = { official }
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_1 = { #1级舰长
RG_leader_trait_admiral_gray_1 = {
#1级舰长
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 = {
ship_armor_mult = 1.0
ship_hull_mult = 1.0
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
}
RG_leader_trait_admiral_gray_2 = { #2级舰长
RG_leader_trait_admiral_gray_2 = {
#2级舰长
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 = {
ship_armor_mult = 2.0
ship_hull_mult = 2.0
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
}
RG_leader_trait_admiral_gray = { #3级舰长默认
RG_leader_trait_admiral_gray = {
#3级舰长默认
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_scientist_gray = { #科学家特质
RG_leader_trait_admiral_nanorebuild_gray = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
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
}
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
}
RG_leader_trait_scientist_gray = {
#科学家特质
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -244,93 +421,105 @@ RG_leader_trait_scientist_gray = { #科学家特质
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 = {
councilor_modifier = {
all_technology_research_speed = 0.5
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1.0
ship_windup_mult = -1.0
ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1.0
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 = 0.50
army_health = 0.35
}
leader_class = { general }
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 = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
leader_class = { general }
initial = no
randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1"
}
# 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
TIER = none
}
self_modifier = { # 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
self_modifier = {
# 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
}
@@ -339,7 +528,7 @@ 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
@@ -368,13 +557,12 @@ RG_leader_trait_admiral_timed_life = {
}
}
}
ship_armor_mult = 10.0
ship_hull_mult = 10.0
ship_weapon_damage = 10.0
ship_armor_mult = 10
ship_hull_mult = 10
ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium
}
leader_class = { admiral }
leader_class = { commander }
initial = no
randomized = no
}
@@ -383,7 +571,7 @@ 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
@@ -418,8 +606,7 @@ 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

@@ -1,280 +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 = 1.0
planet_district_generator_build_speed_mult = 1.0
planet_district_farming_build_speed_mult = 1.0
planet_district_mining_build_speed_mult = 1.0
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 = 1.0
ship_hull_mult = 1.0
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 = 0.10
ship_anomaly_research_speed_mult = 0.10
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 = 0.20
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 = 0.30
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 = 0.20
}
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 = 0.50
ship_anomaly_research_speed_mult = 0.50
ship_shield_mult = 0.50
ship_armor_mult = 0.50
ship_disengage_chance_mult = 0.50
ship_anomaly_generation_chance_mult = 0.50
}
#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 = -0.30 #"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 = 1.0
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

@@ -1,4 +1,4 @@
version="0.1.12"
version="d4a22820b3"
tags={
"Military"
"Balance"
@@ -8,5 +8,5 @@ tags={
}
name="Real Gray"
picture="thumbnail.png"
supported_version="3.8.*"
supported_version="3.10.*"
remote_file_id="2136166095"

View File

@@ -1,5 +1,4 @@
namespace = distar
# Technology available upon gaining all insights
country_event = {
id = distar.10904
@@ -22,17 +21,19 @@ country_event = {
}
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
is_triggered_only = yes
immediate = {
observer_event = { id = observer.61 }
observer_event = {
id = observer.61
}
}
option = {
name = GOOD
if = { # You can only research to open it if it has not been opened already
limit = { can_research_technology = tech_lgate_activation }
if = {
# You can only research to open it if it has not been opened already
limit = {
can_research_technology = tech_lgate_activation
}
add_research_option = tech_lgate_activation
}
}
@@ -64,17 +65,16 @@ country_event = {
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
end_event_chain = "l_cluster_chain"
event_target:candidate_gateway = {
solar_system = { save_event_target_as = candidate_gateway_system }
solar_system = {
save_event_target_as = candidate_gateway_system
}
}
set_global_flag = rg_kac_lcluster_project
}
option = {
name = "distar.10905.a"
event_target:candidate_gateway = {
@@ -94,17 +94,21 @@ country_event = {
picture = GFX_evt_l-gateway
show_sound = event_activating_unknown_technology
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
country_event = { id = distar.11000 }
country_event = {
id = distar.11000
}
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
country_event = {
id = distar.10952
}
country_event = { id = distar.10952 }
}
every_playable_country = {
limit = {
@@ -114,7 +118,9 @@ country_event = {
is_same_value = root
}
}
country_event = { id = distar.10954 }
country_event = {
id = distar.10954
}
}
every_playable_country = {
limit = {
@@ -124,11 +130,14 @@ country_event = {
}
has_event_chain = l_cluster_chain
}
country_event = { id = distar.10953 }
country_event = {
id = distar.10953
}
}
observer_event = {
id = observer.62
}
observer_event = { id = observer.62 }
}
option = {
name = "distar.10951.a"
}
@@ -141,13 +150,12 @@ country_event = {
desc = "distar.10952.desc"
picture = GFX_evt_glitchy_matrix
show_sound = event_alien_signal
is_triggered_only = yes
immediate = {
abort_special_project = { type = RG_LCLUSTER_PROJECT }
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
option = {
name = "distar.10952.a"
}
@@ -157,9 +165,7 @@ country_event = {
event = {
id = distar.10955
hide_window = yes
is_triggered_only = yes
trigger = {
any_playable_country = {
is_ai = no
@@ -171,16 +177,19 @@ event = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
}
}
immediate = {
random_playable_country = {
limit = {
@@ -193,12 +202,16 @@ event = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
}
random_relation = {
@@ -206,17 +219,23 @@ event = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev }
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = { is_megastructure_type = lgate_base }
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
save_event_target_as = lgate_warning_country
set_country_flag = lgate_warned@prev
}
country_event = { id = distar.10956 }
country_event = {
id = distar.10956
}
}
}
}

View File

@@ -5,7 +5,6 @@
# Written by Henrik Thyrwall
#
############################
namespace = graygoo
# Entering Empty Cluster
ship_event = {
@@ -14,9 +13,7 @@ ship_event = {
desc = "graygoo.550.desc"
picture = GFX_evt_ruined_system
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_global_flag = gray_goo_crisis_set
@@ -24,10 +21,15 @@ ship_event = {
has_global_flag = gray_goo_empire_set
has_global_flag = rg_l_cluster
}
from = { has_star_flag = lcluster1 }
owner = { NOT = { has_country_flag = origin_gray_country }}
from = {
has_star_flag = lcluster1
}
owner = {
NOT = {
has_country_flag = origin_gray_country
}
}
}
option = {
name = graygoo.550.a
}
@@ -37,9 +39,7 @@ ship_event = {
country_event = {
id = graygoo.1
hide_window = yes
is_triggered_only = yes
immediate = {
set_update_modifiers_batch = begin
awaken_guardians_of_the_galaxy = yes
@@ -53,7 +53,9 @@ country_event = {
}
event_target:graygoo_factory_system = {
random_system_planet = {
limit = { has_planet_flag = main_star }
limit = {
has_planet_flag = main_star
}
save_event_target_as = main_star
}
create_country = {
@@ -61,15 +63,15 @@ country_event = {
type = "gray_goo"
name_list = "graygoo"
flag = {
icon= {
icon = {
category = "special"
file = "gray_goo.dds"
}
background= {
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors={
colors = {
"grey"
"dark_grey"
"null"
@@ -112,7 +114,9 @@ country_event = {
save_event_target_as = nanite_factory
}
}
every_country = { establish_communications_no_message = event_target:graygoo_country }
every_country = {
establish_communications_no_message = event_target:graygoo_country
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
@@ -190,9 +194,13 @@ country_event = {
}
}
every_system = {
limit = { has_star_flag = lcluster }
limit = {
has_star_flag = lcluster
}
every_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
@@ -216,37 +224,49 @@ country_event = {
}
event_target:lcluster1 = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_1
}
}
event_target:lcluster2 = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_2
}
}
event_target:lcluster3 = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_3
}
}
event_target:lcluster4 = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_4
}
}
event_target:lcluster5 = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_5
}
}
event_target:lcluster1b = {
random_system_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_6
}
}
@@ -259,7 +279,10 @@ country_event = {
rg_create_graygoo_roamers_7 = yes
}
event_target:graygoo_country = {
country_event = { id = graygoo.3 days = 3600 }
country_event = {
id = graygoo.3
days = 3600
}
}
every_megastructure = {
limit = {
@@ -289,7 +312,9 @@ country_event = {
}
}
set_update_modifiers_batch = end
country_event = { id = graygoo.10 }
country_event = {
id = graygoo.10
}
every_playable_country = {
limit = {
NOR = {
@@ -298,7 +323,9 @@ country_event = {
is_same_value = root
}
}
country_event = { id = graygoo.13 }
country_event = {
id = graygoo.13
}
}
every_playable_country = {
limit = {
@@ -306,11 +333,17 @@ country_event = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.11
}
country_event = { id = graygoo.11 }
}
observer_event = { id = observer.64 }
observer_event = {
id = observer.64
}
}
}
@@ -321,9 +354,7 @@ country_event = {
desc = "graygoo.110.desc"
picture = GFX_evt_l-gateway
show_sound = event_radio_chatter
is_triggered_only = yes
after = {
hidden_effect = {
every_playable_country = {
@@ -332,9 +363,13 @@ country_event = {
has_special_project = RG_LCLUSTER_PROJECT
has_event_chain = l_cluster_chain
}
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.111
}
country_event = { id = graygoo.111 }
}
every_playable_country = {
limit = {
@@ -344,15 +379,18 @@ country_event = {
is_same_value = root
}
}
country_event = { id = graygoo.112 }
country_event = {
id = graygoo.112
}
}
}
}
option = {
name = graygoo.10.a
hidden_effect = {
country_event = { id = graygoo.115 }
country_event = {
id = graygoo.115
}
}
}
}
@@ -362,13 +400,13 @@ country_event = {
id = graygoo.3
hide_window = yes
is_triggered_only = yes
trigger = {
event_target:graygoo_factory_system = {
any_fleet_in_system = { is_ship_size = graygoo_factory }
any_fleet_in_system = {
is_ship_size = graygoo_factory
}
}
}
immediate = {
if = {
limit = {
@@ -376,13 +414,17 @@ country_event = {
has_star_flag = lcluster
any_fleet_in_system = {
owner = {
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
}
}
}
# Reinforce at factory if someone else is in the cluster...
country_event = { id = graygoo.4 }
country_event = {
id = graygoo.4
}
# Else spawn reinforcements...
}
else = {
@@ -515,7 +557,10 @@ country_event = {
}
}
}
country_event = { id = graygoo.3 days = 3600 }
country_event = {
id = graygoo.3
days = 3600
}
}
}
}
@@ -524,12 +569,12 @@ country_event = {
country_event = {
id = graygoo.4
hide_window = yes
is_triggered_only = yes
immediate = {
random_owned_ship = {
limit = { is_ship_size = graygoo_factory }
limit = {
is_ship_size = graygoo_factory
}
save_event_target_as = graygoo_factory
}
create_fleet = {
@@ -644,7 +689,10 @@ country_event = {
}
}
}
country_event = { id = graygoo.3 days = 3600 }
country_event = {
id = graygoo.3
days = 3600
}
}
}
@@ -652,39 +700,56 @@ country_event = {
country_event = {
id = graygoo.6
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gray_goo
fromfrom = { is_ship_size = graygoo_factory }
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
remove_global_flag = active_gray_goo
remove_global_flag = gray_goo_crisis_active
fromfromfrom = { save_event_target_as = goo_slayer_ship }
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = { id = graygoo.15 }
country_event = { id = rg.200 days = 80 random = 120}
country_event = {
id = graygoo.15
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = { is_same_value = event_target:goo_slayer }
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.16
}
country_event = { id = graygoo.16 }
}
observer_event = { id = observer.65 }
observer_event = {
id = observer.65
}
every_galaxy_planet = {
limit = { is_planet_class = pc_gray_goo }
limit = {
is_planet_class = pc_gray_goo
}
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
every_owned_fleet = { destroy_fleet = this }
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}
@@ -693,31 +758,46 @@ country_event = {
country_event = {
id = graygoo.180
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gate_builders
fromfrom = { is_ship_size = graygoo_factory }
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
fromfromfrom = { save_event_target_as = goo_slayer_ship }
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = { id = graygoo.181 }
country_event = { id = rg.200 days = 80 random = 120}
country_event = {
id = graygoo.181
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = { is_same_value = event_target:goo_slayer }
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.182
}
country_event = { id = graygoo.182 }
}
observer_event = { id = observer.67 }
observer_event = {
id = observer.67
}
every_owned_planet = {
limit = { is_planet_class = pc_gaia }
limit = {
is_planet_class = pc_gaia
}
change_pc = pc_gray_goo
reroll_planet = yes
destroy_colony = yes
@@ -726,7 +806,9 @@ country_event = {
days = -1
}
}
every_owned_fleet = { destroy_fleet = this }
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}

View File

@@ -5,13 +5,11 @@
# Written by Henrik Thyrwall
#
############################
namespace = graygoo
# Encountered Gray
ship_event = {
id = graygoo.400
title = "graygoo.400.name"
trigger = {
NOT = {
any_playable_country = {
@@ -19,34 +17,38 @@ ship_event = {
}
}
}
desc = {
trigger = {
owner = { is_synthetic_empire = no }
owner = {
is_synthetic_empire = no
}
}
text = "graygoo.400.a.desc"
}
desc = {
trigger = {
owner = { is_synthetic_empire = yes }
owner = {
is_synthetic_empire = yes
}
}
text = "graygoo.400.b.desc"
}
picture = GFX_evt_ship_in_orbit_2
show_sound = event_radio_chatter
is_triggered_only = yes
immediate = {
from = { save_event_target_as = gray_homeworld }
from = {
save_event_target_as = gray_homeworld
}
rg_timeline_attract_field_init = yes
}
option = {
name = graygoo.400.a
hidden_effect = {
owner = {
country_event = { id = graygoo.401 }
country_event = {
id = graygoo.401
}
}
}
}
@@ -57,29 +59,30 @@ country_event = {
id = graygoo.401
title = "TRANSMISSION"
desc = {
trigger = { NOT = { has_authority = auth_machine_intelligence } }
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.401.a.desc"
}
desc = {
trigger = { has_authority = auth_machine_intelligence }
trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.401.b.desc"
}
is_triggered_only = yes
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
immediate = {
rg_gray_country_init = yes #创建国家
rg_gray_country_init = yes #创建国家
rg_timeline_attract_field_init = yes
}
option = {
name = graygoo.401.a
trigger = {
@@ -89,7 +92,9 @@ country_event = {
}
}
hidden_effect = {
country_event = { id = graygoo.402 }
country_event = {
id = graygoo.402
}
}
}
option = {
@@ -98,7 +103,9 @@ country_event = {
has_authority = auth_machine_intelligence
}
hidden_effect = {
country_event = { id = graygoo.402 }
country_event = {
id = graygoo.402
}
}
}
option = {
@@ -107,10 +114,11 @@ country_event = {
has_authority = auth_hive_mind
}
hidden_effect = {
country_event = { id = graygoo.402 }
country_event = {
id = graygoo.402
}
}
}
}
# Gray 2
@@ -118,28 +126,32 @@ country_event = {
id = graygoo.402
title = "TRANSMISSION"
desc = {
trigger = { NOT = { has_authority = auth_machine_intelligence } }
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.402.a.desc"
}
desc = {
trigger = { has_authority = auth_machine_intelligence }
trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.402.b.desc"
}
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.402.a
hidden_effect = {
country_event = { id = graygoo.403 }
country_event = {
id = graygoo.403
}
}
}
}
@@ -149,21 +161,19 @@ country_event = {
id = graygoo.403
title = "TRANSMISSION"
desc = "graygoo.403.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.403.a
hidden_effect = {
country_event = { id = graygoo.404 }
country_event = {
id = graygoo.404
}
}
}
}
@@ -173,21 +183,19 @@ country_event = {
id = graygoo.404
title = "TRANSMISSION"
desc = "graygoo.404.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.404.a
hidden_effect = {
country_event = { id = graygoo.405 }
country_event = {
id = graygoo.405
}
}
}
}
@@ -197,28 +205,25 @@ country_event = {
id = graygoo.405
title = "TRANSMISSION"
desc = "graygoo.405.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
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 = {
owner = {
country_event = { id = graygoo.406 }
country_event = {
id = graygoo.406
}
}
}
}
@@ -233,18 +238,14 @@ country_event = {
id = graygoo.406
title = "TRANSMISSION"
desc = "graygoo.406.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
event_window_type = leader_recruit
is_triggered_only = yes
option = {
name = graygoo.406.a
response_text = graygoo.406.a.response
@@ -260,7 +261,9 @@ country_event = {
tag = dismiss_leader
response_text = graygoo.405.b.response
owner = {
country_event = { id = rg_grayleader_dialog.4051 }
country_event = {
id = rg_grayleader_dialog.4051
}
}
}
option = {
@@ -269,18 +272,25 @@ 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 = { id = graygoo.499 }
country_event = {
id = graygoo.499
}
}
}
}
@@ -289,29 +299,29 @@ country_event = {
country_event = {
id = graygoo.499
hide_window = yes
is_triggered_only = yes
trigger = {
NOT = { exists = event_target:gray_owner }
NOT = {
exists = event_target:gray_owner
}
is_ai = no
}
immediate = {
set_global_flag = rg_kac_499
rg_timeline_attract_field_init = yes
if = { # 非正常触发补事件
if = {
# 非正常触发补事件
limit = {
NOT = {
exists = event_target:rg_gray_country
}
}
rg_gray_country_init = yes #创建国家
rg_gray_country_init = yes #创建国家
}
rg_gray_country_after_init = yes
create_message = {
type = MESSAGE_RECRUITED_LEADER
localization = "rg.2.desc"
localization = "rg_event.2.desc"
days = @toast_message_days
target = event_target:rg_gray_country_leader
variable = {
@@ -328,23 +338,26 @@ country_event = {
id = graygoo.500
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
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
has_country_flag = gray_diplomacy_engaged
}
}
immediate = {
if = {
limit = {
@@ -353,9 +366,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.500 }
country_event = {
id = rg_graygoo.500
}
}
else = {
country_event = {
id = rg_grayleader.500
}
}
else = {country_event = { id = rg_grayleader.500 } }
}
}
@@ -364,21 +383,24 @@ country_event = {
id = graygoo.501
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
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
}
exists = event_target:gray_governor
}
immediate = {
if = {
limit = {
@@ -387,9 +409,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.501 }
country_event = {
id = rg_graygoo.501
}
}
else = {
country_event = {
id = rg_grayleader.501
}
}
else = {country_event = { id = rg_grayleader.501 } }
}
}
@@ -398,12 +426,13 @@ country_event = {
id = graygoo.502
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_warship_active
NOR = {
@@ -411,10 +440,13 @@ country_event = {
has_country_flag = gray_diplomacy_engaged
}
exists = event_target:gray_warship
any_owned_fleet = { is_same_value = event_target:gray_warship }
event_target:gray_warship = { num_ships > 0 }
any_owned_fleet = {
is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
}
immediate = {
if = {
limit = {
@@ -423,9 +455,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.502 }
country_event = {
id = rg_graygoo.502
}
}
else = {
country_event = {
id = rg_grayleader.502
}
}
else = {country_event = { id = rg_grayleader.502 } }
}
}
@@ -434,17 +472,17 @@ country_event = {
id = graygoo.503
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
has_country_flag = gray_army_active
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
is_same_value = event_target:gray_owner
any_owned_army = {
@@ -453,12 +491,13 @@ country_event = {
exists = planet
AND = {
exists = fleet
fleet = { num_ships > 0 }
fleet = {
num_ships > 0
}
}
}
}
}
immediate = {
if = {
limit = {
@@ -467,9 +506,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.503 }
country_event = {
id = rg_graygoo.503
}
}
else = {
country_event = {
id = rg_grayleader.503
}
}
else = {country_event = { id = rg_grayleader.503 } }
}
}
@@ -478,16 +523,16 @@ country_event = {
id = graygoo.504
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_reforming
}
immediate = {
if = {
limit = {
@@ -496,9 +541,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.504 }
country_event = {
id = rg_graygoo.504
}
}
else = {
country_event = {
id = rg_grayleader.504
}
}
else = {country_event = { id = rg_grayleader.504 } }
}
}
@@ -507,24 +558,27 @@ country_event = {
id = graygoo.505
hide_window = yes
is_triggered_only = yes
trigger = {
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_constship_active
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
exists = event_target:global_gray_constship
any_owned_fleet = { is_same_value = event_target:global_gray_constship }
event_target:global_gray_constship = { num_ships > 0 }
any_owned_fleet = {
is_same_value = event_target:global_gray_constship
}
event_target:global_gray_constship = {
num_ships > 0
}
}
immediate = {
if = {
limit = {
@@ -533,9 +587,15 @@ country_event = {
has_global_flag = kdc_event_mod_active
}
}
country_event = { id = rg_graygoo.505 }
country_event = {
id = rg_graygoo.505
}
}
else = {
country_event = {
id = rg_grayleader.505
}
}
else = {country_event = { id = rg_grayleader.505 } }
}
}
@@ -543,49 +603,66 @@ country_event = {
event = {
id = graygoo.510
hide_window = yes
is_triggered_only = yes
trigger = {
any_country = { is_country_type = gray }
any_country = {
is_country_type = gray
}
exists = event_target:gray_owner
event_target:gray_owner = {
OR = {
AND = {
has_country_flag = gray_army_active
NOT = {
any_owned_army = { army_type = gray_army }
any_owned_army = {
army_type = gray_army
}
}
}
AND = {
has_country_flag = gray_warship_active
NOT = { exists = event_target:gray_warship }
NOT = {
exists = event_target:gray_warship
}
}
AND = {
has_country_flag = gray_governor_active
NOT = { exists = event_target:gray_governor }
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOT = {
exists = event_target:gray_governor
}
}
AND = {
has_country_flag = gray_constship_active
NOT = { exists = event_target:global_gray_constship }
NOT = {
exists = event_target:global_gray_constship
}
}
}
}
}
immediate = {
event_target:gray_owner = {
remove_country_flag = gray_governor_active #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
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
set_country_flag = gray_reforming
add_modifier = {
modifier = "gray_scattered"
days = 3600
}
country_event = { id = graygoo.511 }
country_event = { id = rg.22 }
country_event = {
id = graygoo.511
}
country_event = {
id = rg_event.22
}
}
}
}
@@ -597,9 +674,7 @@ country_event = {
desc = "graygoo.511.desc"
picture = GFX_evt_circuitry_modification
show_sound = event_radio_chatter
is_triggered_only = yes
option = {
name = graygoo.511.a
}
@@ -612,17 +687,11 @@ country_event = {
desc = "graygoo.512.a.desc"
desc = "graygoo.512.b.desc"
desc = "graygoo.512.c.desc"
diplomatic = yes
is_triggered_only = yes
immediate = {
remove_country_flag = gray_reforming
}
option = {
name = graygoo.512.a
}

View File

@@ -1,30 +1,29 @@
namespace = rg_cluster
# Special project completed (overwrite)
country_event = {
id = rg_cluster.2
hide_window = yes
is_triggered_only = yes
immediate = {
set_country_flag = lcluster_opener
set_global_flag = l_cluster_opened
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
NOT = { has_megastructure_flag = lgate_activated }
NOT = {
has_megastructure_flag = lgate_activated
}
}
activate_gateway = this
set_megastructure_flag = lgate_activated
}
set_global_flag = lgates_activated_globally
# centralized handling of chain and project clean-up
every_playable_country = {
if = {
limit = { is_researching_technology = tech_lgate_activation }
limit = {
is_researching_technology = tech_lgate_activation
}
give_technology = {
tech = tech_lgate_activation
message = no
@@ -39,7 +38,10 @@ country_event = {
is_same_value = root
}
}
country_event = { id = distar.10954 days = 1 }
country_event = {
id = distar.10954
days = 1
}
}
every_playable_country = {
limit = {
@@ -49,88 +51,43 @@ country_event = {
}
has_event_chain = l_cluster_chain
}
country_event = { id = distar.10953 days = 1 }
country_event = {
id = distar.10953
days = 1
}
}
observer_event = {
id = observer.62
}
observer_event = { id = observer.62 }
every_playable_country = {
if = {
limit = { has_modifier = rg_distant_stars_modifier }
limit = {
has_modifier = rg_distant_stars_modifier
}
remove_modifier = rg_distant_stars_modifier
}
}
country_event = { id = rg_cluster.10 }
country_event = {
id = rg_cluster.10
}
}
}
# Allow all nanite worlds to be terraformed
country_event = {
id = rg_cluster.3
hide_window = yes
is_triggered_only = yes
immediate = {
every_galaxy_planet = {
limit = { is_planet_class = pc_gray_goo }
id = rg_cluster.3
hide_window = yes
is_triggered_only = yes
immediate = {
every_galaxy_planet = {
limit = {
is_planet_class = pc_gray_goo
}
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
}
}
# Spawn L-Cluster
country_event = {
id = rg_cluster.8
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
trigger = {
AND = {
has_origin = origin_rg_gray
NOT = { has_global_flag = rg_origin_l_cluster }
}
}
immediate = {
if = {
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st
}
}
set_global_flag = origin_rg_gray_1st_global
set_country_flag = origin_rg_gray_1st
set_country_flag = rg_gray_level_1
country_event = { id = rg.3 days = 30 }
add_modifier = {
modifier = rg_distant_stars_modifier
}
save_global_event_target_as = origin_rg_gray_country
rg_lcluster_spawn_effect = yes
}
else_if = {
limit = {
has_global_flag = origin_rg_gray_1st_global
}
set_country_flag = origin_gray_dragon_country
set_global_flag = has_origin_gray_dragon
rg_create_fake_dragon = yes
start_lcluster_chain = yes
add_event_chain_counter = {
event_chain = l_cluster_chain
counter = clues
amount = 7
}
# increment variable
change_variable = {
which = num_lcluster_clues
value = 7
}
}
}
}
@@ -140,7 +97,6 @@ country_event = {
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
immediate = {
random_system = {
limit = {
@@ -150,7 +106,6 @@ country_event = {
}
}
save_event_target_as = rg_cluster_home_system
random_system_planet = {
limit = {
has_planet_flag = start_rg_cluster_gatebuilders
@@ -164,7 +119,6 @@ country_event = {
save_event_target_as = start_gatebuilders_mining_station_target1
}
}
capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet
solar_system = {
@@ -176,7 +130,9 @@ country_event = {
}
}
if = {
limit = { exists = sector }
limit = {
exists = sector
}
sector = {
leader = {
unassign_leader = this
@@ -187,13 +143,14 @@ country_event = {
else = {
root = {
random_owned_leader = {
limit = { leader_class = governor }
limit = {
leader_class = governor
}
save_event_target_as = rg_cluster_sector_gov
}
}
}
}
# Spaceport setup
if = {
limit = {
@@ -220,13 +177,11 @@ country_event = {
}
}
}
event_target:start_gatebuilders_mining_station_target1 = {
create_mining_station = {
owner = root
}
}
# Planet setup
event_target:rg_cluster_home_planet = {
change_pc = pc_gaia
@@ -234,29 +189,34 @@ country_event = {
set_controller = root
set_capital = yes
set_sector_capital = yes
sector = { assign_leader = event_target:rg_cluster_sector_gov }
sector = {
assign_leader = event_target:rg_cluster_sector_gov
}
set_name = random
generate_start_buildings_and_districts = yes
}
if = {
limit = {
owner = { is_machine_empire = no }
owner = {
is_machine_empire = no
}
}
every_owned_pop = {
modify_species = {
species = this
ideal_planet_class = pc_nuked
}
species = { save_event_target_as = target_species }
species = {
save_event_target_as = target_species
}
}
root = {
change_dominant_species = { species = event_target:target_species change_all = yes }
change_dominant_species = {
species = event_target:target_species
change_all = yes
}
}
}
event_target:rg_cluster_home_system = {
random_system_planet = {
limit = {
@@ -265,7 +225,6 @@ country_event = {
save_event_target_as = rg_cluster_home_system_loc
}
}
every_owned_fleet = {
limit = {
any_owned_ship = {
@@ -278,7 +237,6 @@ country_event = {
}
set_location = event_target:rg_cluster_home_system_loc
}
event_target:rg_cluster_previous_home_planet = {
# move pops
every_owned_pop = {
@@ -297,7 +255,6 @@ country_event = {
}
check_planet_employment = yes
}
event_target:rg_cluster_previous_home_system = {
set_name = random
random_system_planet = {
@@ -306,25 +263,24 @@ country_event = {
}
set_name = solar_system
}
remove_star_flag = sol
remove_star_flag = deneb_system
}
event_target:rg_cluster_previous_home_system = {
every_fleet_in_system = {
delete_fleet = this
}
}
owner_species = {
set_species_homeworld = event_target:rg_cluster_home_planet
}
every_owned_pop_species = {
set_species_homeworld = event_target:rg_cluster_home_planet
}
country_event = { id = rg_cluster.3 days = -1 }
set_species_homeworld = event_target:rg_cluster_home_planet
}
country_event = {
id = rg_cluster.3
days = -1
}
}
}
@@ -352,23 +308,30 @@ country_event = {
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
immediate = {
every_playable_country = {
limit = {
OR = {
has_origin = origin_rg_gray
}
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.11
}
country_event = { id = rg_cluster.11 }
}
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = { is_same_value = root }
NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.12
}
country_event = { id = rg_cluster.12 }
}
every_playable_country = {
limit = {
@@ -378,7 +341,9 @@ country_event = {
is_same_value = root
}
}
country_event = { id = rg_cluster.13}
country_event = {
id = rg_cluster.13
}
}
every_playable_country = {
limit = {
@@ -388,11 +353,14 @@ country_event = {
}
has_event_chain = l_cluster_chain
}
country_event = { id = rg_cluster.12 }
country_event = {
id = rg_cluster.12
}
}
observer_event = {
id = observer.62
}
observer_event = { id = observer.62 }
}
option = {
trigger = {
NOR = {
@@ -419,13 +387,14 @@ country_event = {
desc = "rg_cluster.11.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = { type = RG_LCLUSTER_PROJECT }
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
else_if = {
limit = {
@@ -435,7 +404,6 @@ country_event = {
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.11.a"
}
@@ -449,13 +417,14 @@ country_event = {
desc = "rg_cluster.12.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = { type = RG_LCLUSTER_PROJECT }
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
else_if = {
limit = {
@@ -465,7 +434,6 @@ country_event = {
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.12.a"
}
@@ -479,7 +447,6 @@ country_event = {
desc = "rg_cluster.13.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
option = {
name = "rg_cluster.13.a"
}

View File

@@ -1,104 +1,102 @@
namespace = rg_skill
#fleet_event = {
# id = rg_skill.1
# hide_window = yes
# is_triggered_only = yes
# fleet_event = {
# id = rg_skill.1
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# NOT = { has_global_flag = rg_grayskill_cooldown }
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
# trigger = {
# NOT = { has_global_flag = rg_grayskill_cooldown }
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
# random_owned_fleet = {
# if = {
# limit = { leader = { has_leader_flag = gray_leader_admiral }}
# save_event_target_as = gray_warship_location
# }
# }
# create_fleet = {
# name = "NAME_RG_carrier"
# settings = {
# can_disband = yes
# can_upgrade = no
# can_change_composition = yes
# can_change_leader = no
# uses_naval_capacity = no
# spawn_debris = no
# }
# effect = {
# set_owner = event_target:gray_owner
# while = {
# count = 4
# create_ship = {
# name = random
# design = "RG_carrier_Interdictor"
# graphical_culture = "pirate_01"
# prefix = no
# upgradable = no
# }
# }
# set_location = {
# target = event_target:gray_warship_location
# distance = 55
# angle = 270
# }
# set_fleet_flag = RG_carrier_fleet
# save_global_event_target_as = RG_carrier_fleet
# }
# }
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
# random_owned_fleet = {
# if = {
# limit = { leader = { has_leader_flag = gray_leader_admiral }}
# save_event_target_as = gray_warship_location
# }
# }
# create_fleet = {
# name = "NAME_RG_carrier"
# settings = {
# can_disband = yes
# can_upgrade = no
# can_change_composition = yes
# can_change_leader = no
# uses_naval_capacity = no
# spawn_debris = no
# }
# effect = {
# set_owner = event_target:gray_owner
# while = {
# count = 4
# create_ship = {
# name = random
# design = "RG_carrier_Interdictor"
# graphical_culture = "pirate_01"
# prefix = no
# upgradable = no
# }
# }
# set_location = {
# target = event_target:gray_warship_location
# distance = 55
# angle = 270
# }
# set_fleet_flag = RG_carrier_fleet
# save_global_event_target_as = RG_carrier_fleet
# }
# }
#
# set_timed_global_flag = {
# flag = rg_grayskill_cooldown days = 120
# }
# }
# }
#}
# set_timed_global_flag = {
# flag = rg_grayskill_cooldown days = 120
# }
# }
# }
# }
#fleet_event = {
# id = rg_skill.2
# hide_window = yes
# is_triggered_only = yes
# fleet_event = {
# id = rg_skill.2
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
# trigger = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
# event_target:RG_carrier_fleet = { delete_ship = this }
# }
# }
#}
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
# event_target:RG_carrier_fleet = { delete_ship = this }
# }
# }
# }
#自动星系建设
ship_event = {
id = rg_skill.3
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
AND = {
@@ -110,17 +108,18 @@ ship_event = {
}
solar_system = {
OR = {
#星系无主
NOT = { exists = space_owner }
#星系为我方但有空间站未建造
NOT = {
exists = space_owner
}
AND = {
space_owner = { is_same_empire = root.controller }
space_owner = {
is_same_empire = root.controller
}
any_system_planet = {
RG_planet_can_auto_build = yes
}
}
}
#邻国不能是军孤
NOT = {
any_neighbor_system = {
has_owner = yes
@@ -135,7 +134,6 @@ ship_event = {
}
}
}
immediate = {
if = {
limit = {
@@ -145,15 +143,16 @@ ship_event = {
}
}
solar_system = {
NOT = { #星系内不能有敌舰
NOT = {
any_fleet_in_system = {
exists = controller
controller = { is_hostile = root.controller }
controller = {
is_hostile = root.controller
}
}
}
}
}
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
else_if = {
@@ -166,37 +165,38 @@ ship_event = {
}
solar_system = {
has_star_flag = lcluster
NOT = { #星系内不能有敌舰
NOT = {
any_fleet_in_system = {
exists = controller
controller = { is_hostile = root.controller }
controller = {
is_hostile = root.controller
}
}
}
}
}
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country # 是小灰起源
has_global_flag = l_cluster_opened # L星门已开启
is_same_value = origin_rg_gray_country # 是小灰起源
has_global_flag = l_cluster_opened # L星门已开启
}
solar_system = {
# has_star_flag = lcluster
NOT = { #星系内不能有敌舰
NOT = {
any_fleet_in_system = {
exists = controller
controller = { is_hostile = root.controller }
controller = {
is_hostile = root.controller
}
}
}
}
}
#创建自动工程船暂存国家
RG_const_auto_build_effect_event = yes
}
#循环检查
ship_event = {
id = rg_skill.3
days = 10
@@ -208,9 +208,9 @@ ship_event = {
fleet_event = {
id = rg_skill.4
hide_window = yes
mean_time_to_happen = { years = 1 }
mean_time_to_happen = {
years = 1
}
trigger = {
any_controlled_ship = {
has_ship_flag = rg_mothership
@@ -218,8 +218,6 @@ fleet_event = {
num_ships < 20
is_ship_size = RG_graygoo_mothership
}
immediate = {
random_list = {
14 = {
@@ -286,9 +284,9 @@ fleet_event = {
fleet_event = {
id = rg_skill.5
hide_window = yes
mean_time_to_happen = { months = 5 }
mean_time_to_happen = {
months = 5
}
trigger = {
any_controlled_ship = {
OR = {
@@ -298,11 +296,12 @@ fleet_event = {
}
has_ship_flag = rg_nanite_mothership
}
owner = { is_country_type = gray_goo }
owner = {
is_country_type = gray_goo
}
}
num_ships < 40
}
immediate = {
random_list = {
14 = {
@@ -373,28 +372,34 @@ planet_event = {
id = rg_skill.6
hide_window = yes
is_triggered_only = yes
immediate = {
save_event_target_as = tempest_incoming_battlefield_planet
if = { # planet
limit = { has_ground_combat = no }
if = {
# planet
limit = {
has_ground_combat = no
}
remove_planet_flag = checking_tempest_incoming
}
else = { #planet
any_ground_combat_attacker = { #army
else = {
#planet
any_ground_combat_attacker = {
#army
exists = leader
leader = { #leader
has_trait = RG_leader_trait_general_gray_skill
owner = { #country
leader = {
#leader
has_trait = RG_leader_trait_admiral_nanorebuild_gray
owner = {
#country
save_event_target_as = attacking_general_country
}
}
}
# Do the same check again in X days
country_event = { id = rg_skill.10 } # NOTE: Update custom loc for effect when changing days
country_event = {
id = rg_skill.10
} # NOTE: Update custom loc for effect when changing days
}
}
}
@@ -407,14 +412,14 @@ planet_event = {
id = rg_skill.7
hide_window = yes
is_triggered_only = yes
# Prevent duplicate events
trigger = {
not = { has_planet_flag = checking_tempest_incoming }
not = {
has_planet_flag = checking_tempest_incoming
}
}
immediate = {
set_planet_flag = checking_tempest_incoming # Prevent duplicate events
set_planet_flag = checking_tempest_incoming # Prevent duplicate events
planet_event = {
id = rg_skill.6
days = 1
@@ -431,10 +436,9 @@ country_event = {
id = rg_skill.8
hide_window = yes
is_triggered_only = yes
immediate = {
FROMFROMFROM = { # Planet where ground combat is taking place.
FROMFROMFROM = {
# Planet where ground combat is taking place.
# Check if dead army is a defensive army.
if = {
limit = {
@@ -442,14 +446,13 @@ country_event = {
is_same_value = ROOT.FROM
}
}
# Check if attacking army has general with Crusader trait.
random_ground_combat_attacker = {
limit = {
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
}
@@ -461,13 +464,21 @@ country_event = {
}
}
}
if = { # planet where ground combat is taking place.
limit = { exists = event_target:attacking_general }
if = {
# planet where ground combat is taking place.
limit = {
exists = event_target:attacking_general
}
if = {
limit = {
event_target:attacking_general_country = { # attacking general country
NOT = { check_variable = { which = rg_general_skill_combat_killed_variable value = 100 } }
event_target:attacking_general_country = {
# attacking general country
NOT = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value = 100
}
}
}
}
event_target:attacking_general_country = {
@@ -482,8 +493,14 @@ country_event = {
}
}
# Handle both sides of the ground combat
RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = attacker SIDE_B = defender }
RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = defender SIDE_B = attacker }
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = attacker
SIDE_B = defender
}
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = defender
SIDE_B = attacker
}
}
}
}
@@ -493,23 +510,27 @@ country_event = {
id = rg_skill.9
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
if = {
limit = { exists = planet }
planet = { has_ground_combat = no }
limit = {
exists = planet
}
planet = {
has_ground_combat = no
}
}
}
}
immediate = {
set_variable = { # country
set_variable = {
# country
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = { # country
set_variable = {
# country
which = rg_general_skill_combat_killed_variable
value = 0
}
@@ -520,23 +541,25 @@ country_event = {
id = rg_skill.10
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_general_gray_skill
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
if = {
limit = { exists = planet }
planet = { has_ground_combat = yes }
limit = {
exists = planet
}
planet = {
has_ground_combat = yes
}
}
}
}
immediate = {
event_target:attacking_general_country = {
change_variable = {
@@ -544,8 +567,10 @@ country_event = {
value = 1
}
}
country_event = { id = rg_skill.10 days = 1 }
country_event = {
id = rg_skill.10
days = 1
}
}
}
@@ -554,14 +579,12 @@ country_event = {
id = rg_skill.11
hide_window = yes
is_triggered_only = yes
trigger = {
FromFromFrom = {
is_in_combat = yes
has_component = RG_revive_component
}
}
immediate = {
FromFromFrom = {
save_event_target_as = event_ship
@@ -575,3 +598,188 @@ country_event = {
}
}
# 纳米重塑
# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
country_event = {
id = rg_skill.12
hide_window = yes
is_triggered_only = yes
trigger = {
FromFromFrom = {
is_in_combat = yes
NOT = {
is_same_value = event_target:gray_warship_ship
}
exists = fleet.leader
}
FromFromFrom.fleet.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
immediate = {
if = {
limit = {
From = {
check_variable = {
which = rg_nanorebuild_counter
value >= 1
}
}
}
FromFromFrom = {
save_event_target_as = event_ship
}
FromFromFrom.fleet = {
create_ship = {
name = event_target:event_ship
design = event_target:event_ship
}
}
From = {
change_variable = {
which = rg_nanorebuild_counter
value = -1
}
}
}
}
}
# country_event = {
# id = rg_skill.13
# hide_window = yes
# is_triggered_only = yes
# trigger = {
# FromFromFrom = {
# is_in_combat = yes
# }
# FromFrom.solar_system = {
# any_fleet_in_system = {
# leader = {
# has_trait = RG_leader_trait_admiral_nanorebuild_gray
# }
# }
# }
# this = {
# NOT = {
# is_same_value = event_target:gray_owner
# is_in_federation_with = event_target:gray_owner
# }
# }
# }
# immediate = {
# event_target:gray_owner = {
# change_variable = {
# which = rg_nanorebuild_counter
# value = 1
# }
# }
# }
# }
# On destroying enemy ship.
country_event = {
id = rg_skill.13
hide_window = yes
is_triggered_only = yes
trigger = {
FromFrom = {
is_in_combat = yes
exists = fleet.leader
}
FromFrom.fleet.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
immediate = {
FROMFROM = { # Winning ship.
if = {
limit = { exists = fleet.leader }
fleet.leader = {
if = {
limit = {
OR = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
ROOT = {
change_variable = {
which = rg_nanorebuild_counter
value = 1
}
}
}
}
}
}
}
}
# This = owner of fleet 1 (winner)
# From = owner of fleet 2 (loser)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
country_event = {
id = rg_skill.14
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
fromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
NOT = {
This = {
check_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
immediate = {
This = {
set_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
# This = owner of fleet 1 (loser)
# From = owner of fleet 2 (winner)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
country_event = {
id = rg_skill.15
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
fromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
NOT = {
This = {
check_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
immediate = {
This = {
set_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,23 +1,33 @@
# 这页事件用来解决蠢驴leader_recruit窗口按钮点击后不显示responsetext的问题。
# 它们除了显示文字以外不具备任何effect触发。
namespace = rg_grayleader_dialog
country_event = {
id = rg_grayleader_dialog.4051
title = "TRANSMISSION"
desc = "graygoo.405.b.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.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
}
@@ -27,31 +37,24 @@ country_event = {
id = rg_grayleader_dialog.5001
title = "graygoo.500.title"
desc = "graygoo.500.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -67,35 +70,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5002
title = "graygoo.500.title"
desc = "graygoo.500.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -111,35 +108,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5003
title = "graygoo.500.title"
desc = "graygoo.500.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -155,35 +146,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5004
title = "graygoo.500.title"
desc = "rg_const.500.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -199,35 +184,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5011
title = "graygoo.500.title"
desc = "graygoo.501.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_admiral
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -243,35 +222,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5012
title = "graygoo.500.title"
desc = "graygoo.501.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_general
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -287,35 +260,29 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5013
title = "graygoo.500.title"
desc = "rg_const.501.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_scientist
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -331,34 +298,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5021
title = "graygoo.500.title"
desc = "graygoo.502.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -374,34 +335,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5022
title = "graygoo.500.title"
desc = "graygoo.502.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -417,34 +372,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5023
title = "graygoo.500.title"
desc = "RG_graygoo.502.d.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -460,34 +409,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5024
title = "graygoo.500.title"
desc = "RG_graygoo.502.e.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -503,34 +446,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5025
title = "graygoo.500.title"
desc = "rg_const.502.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -546,34 +483,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5031
title = "graygoo.500.title"
desc = "graygoo.503.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -589,34 +520,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5032
title = "graygoo.500.title"
desc = "graygoo.503.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -632,34 +557,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5033
title = "graygoo.500.title"
desc = "rg_const.503.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -675,34 +594,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5051
title = "graygoo.500.title"
desc = "graygoo.505.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -718,34 +631,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5052
title = "graygoo.500.title"
desc = "graygoo.505.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
@@ -761,34 +668,28 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5053
title = "graygoo.500.title"
desc = "graygoo.505.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader

File diff suppressed because it is too large Load Diff

View File

@@ -1,18 +1,17 @@
namespace = RG_planet_killer
# Destroyed a star.
planet_event = {
id = RG_planet_killer.1
hide_window = yes
is_triggered_only = yes
trigger = { is_star = yes }
trigger = {
is_star = yes
}
immediate = {
set_update_modifiers_batch = begin
solar_system = { RG_destroy_star_system = yes }
solar_system = {
RG_destroy_star_system = yes
}
every_country = {
create_message = {
type = "STAR_DESTROYED"
@@ -50,9 +49,9 @@ planet_event = {
id = RG_planet_killer.2
is_triggered_only = yes
hide_window = yes
trigger = { is_star = no }
trigger = {
is_star = no
}
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes
@@ -88,9 +87,9 @@ planet_event = {
id = RG_planet_killer.3
is_triggered_only = yes
hide_window = yes
trigger = { is_star = no }
trigger = {
is_star = no
}
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,595 +0,0 @@
# 这里的事件暂时用不上
namespace = rg_wsg_story
country_event = {
id = rg_wsg_story.2
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.2.desc"
}
option = {
name = rg_story.2.a
hidden_effect = {
country_event = { id = rg_wsg_story.3}
}
}
option = {
name = rg_story.2.b
hidden_effect = {
country_event = { id = rg_wsg_story.3 }
}
}
option = {
name = rg_story.2.c
hidden_effect = {
country_event = { id = rg_wsg_story.3 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.3
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.3.desc"
}
option = {
name = rg_story.3.a
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = rg_story.3.b
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = rg_story.3.c
hidden_effect = {
country_event = { id = rg_wsg_story.4 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.4
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.4.desc"
}
option = {
name = rg_story.4.a
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = rg_story.4.b
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = rg_story.4.c
hidden_effect = {
country_event = { id = rg_wsg_story.5 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.5 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.5
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.5.desc"
}
option = {
name = rg_story.5.a
hidden_effect = {
rg_create_gray_planetkiller_testship_1 = yes
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.8
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.8.desc"
}
option = {
name = rg_story.8.a
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = rg_story.8.b
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = rg_story.8.c
hidden_effect = {
country_event = { id = rg_wsg_story.9 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.9 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.9
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.9.desc"
}
option = {
name = rg_story.9.a
hidden_effect = {
rg_create_gray_paperwork_testship_1 = yes
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.11
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
exists = event_target:guardian_dragon_country
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.11.desc"
}
option = {
name = rg_story.11.a
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = rg_story.11.b
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = rg_story.11.c
hidden_effect = {
country_event = { id = rg_wsg_story.12 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.12 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.12
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.12.desc"
}
immediate = {
event_target:guardian_dragon_country = {
random_owned_fleet = {
limit = {
has_fleet_flag = dragon_fleet
}
save_event_target_as = dragon_fleet_target
}
}
}
option = {
name = rg_wsg_story.12.a
allow = {
exists = event_target:guardian_dragon_country
event_target:guardian_dragon_country = {
any_owned_fleet = {
has_fleet_flag = dragon_fleet
}
}
}
hidden_effect = {
enable_special_project = {
name = RG_FAKE_DRAGON_SCAN_PROJECT
location = event_target:dragon_fleet_target
owner = root
}
}
default_hide_option = yes
}
option = {
name = rg_wsg_story.12.b
}
option = {
name = rg_wsg_story.12.c
}
}
country_event = {
id = rg_wsg_story.13
title = "rg_story.13.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.13.desc"
}
option = {
name = rg_story.13.a
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.14
title = "rg_story.14.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.14.desc"
}
option = {
name = rg_story.14.a
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.15
title = "rg_story.15.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.15.desc"
}
option = {
name = rg_story.15.a
hidden_effect = {
country_event = { id = rg_story.16 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.16
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.16.desc"
}
option = {
name = rg_story.16.a
hidden_effect = {
country_event = { id = rg_wsg_story.17 days= 360 random = 640 }
}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.17
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.17.desc"
}
option = {
name = rg_story.17.a
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = rg_story.17.b
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = rg_story.17.c
hidden_effect = {
country_event = { id = rg_wsg_story.18 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.19 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.18
title = "simulasion_dragon_name"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
desc = {
text = "rg_story.18.desc"
}
option = {
name = rg_story.18.a
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = rg_story.18.b
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = rg_story.18.c
hidden_effect = {
country_event = { id = rg_wsg_story.19 }
}
}
option = {
name = ""
custom_gui = wg_hiding_button
hidden_effect = { country_event = { id = rg_wsg_story.19 }}
default_hide_option = yes
}
}
country_event = {
id = rg_wsg_story.19
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
diplomatic = yes
custom_gui = gray_dialogue_window
custom_gui_option = wg_dialogue_button
immediate = {
rg_create_fake_dragon = yes
}
desc = {
text = "rg_story.19.desc"
}
option = {
name = rg_wsg_story.19.a
default_hide_option = yes
}
option = {
name = rg_wsg_story.19.b
}
option = {
name = rg_wsg_story.19.c
}
}

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

@@ -1,49 +1,168 @@
entity = {
name = "grey_tempesttw_colossus_entity"
pdxmesh = "fallen_empire_01_colossus_frame_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" }
locator = { name = "boop" position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "boopa" position = { 0 0 0 } rotation = { 0 0 45 }}
locator = { name = "boopb" position = { 0 0 0 } rotation = { 0 0 -45 }}
locator = { name = "boope" position = { 0 -10 0 } rotation = { 0 -90 0 }}
attach = { boop = "grey_tempesttw_colossusee_ship_entity" }
attach = { boope = "grey_tempesttw_ion_cannon_section_entity" }
state = {
name = "idle"
animation = "idle"
}
locator = {
name = "boop"
position = {
0
0
0
}
rotation = {
0
0
0
}
}
locator = {
name = "boopa"
position = {
0
0
0
}
rotation = {
0
0
45
}
}
locator = {
name = "boopb"
position = {
0
0
0
}
rotation = {
0
0
-45
}
}
locator = {
name = "boope"
position = {
0
-10
0
}
rotation = {
0
-90
0
}
}
attach = {
boop = "grey_tempesttw_colossusee_ship_entity"
}
attach = {
boope = "grey_tempesttw_ion_cannon_section_entity"
}
scale = 1.5
}
entity = {
name = "grey_tempesttw_colossus_ship_entity"
#pdxmesh = "fallen_machine_empire_01_colossus_mesh"
locator = { name = "energy_source" position = { 0 0 0 } rotation = { 0 0 0 } }
locator = {
name = "energy_source"
position = {
0
0
0
}
rotation = {
0
0
0
}
}
default_state = "idle"
# Actual idle state when being in idle/moving.
state = { name = "idle" looping = no next_state = "idle" animation_blend_time = 5 }
state = {
name = "idle"
looping = no
next_state = "idle"
animation_blend_time = 5
}
# TODO check
locator = { name = "planet_killer_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } }
attach = { energy_source = "fallen_machine_empire_01_colossus_energy_entity" }
locator = {
name = "planet_killer_gun_01"
position = {
0
0
0
}
rotation = {
0
0
0
}
}
attach = {
energy_source = "fallen_machine_empire_01_colossus_energy_entity"
}
}
entity = {
name = "grey_tempesttw_colossusee_ship_entity"
default_state = "idle"
state = {
name = "idle"
animation = "idle" # TODO check
animation = "idle" # TODO check
}
locator = {
name = "boop"
position = {
0
0
0
}
rotation = {
0
0
0
}
}
locator = {
name = "boopa"
position = {
0
0
0
}
rotation = {
0
0
45
}
}
locator = {
name = "boopb"
position = {
0
0
0
}
rotation = {
0
0
-45
}
}
attach = {
boop = "grey_tempesttw_starbase_starfortress_section_entity"
}
attach = {
boopa = "grey_tempesttw_starbase_starfortress_section_entity"
}
attach = {
boopb = "grey_tempesttw_starbase_starfortress_section_entity"
}
locator = { name = "boop" position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "boopa" position = { 0 0 0 } rotation = { 0 0 45 }}
locator = { name = "boopb" position = { 0 0 0 } rotation = { 0 0 -45 }}
attach = { boop = "grey_tempesttw_starbase_starfortress_section_entity" }
attach = { boopa = "grey_tempesttw_starbase_starfortress_section_entity" }
attach = { boopb = "grey_tempesttw_starbase_starfortress_section_entity" }
}

View File

@@ -1,90 +1,403 @@
entity = {
name = "grey_tempesttw_juggernaut_entity"
pdxmesh = "avian_01_juggernaut_frame_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.25 }
state = { name = "moving" animation = "idle" animation_blend_time = 0.25 }
state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no
event = { time = 13.2 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
state = {
name = "idle"
animation = "idle"
animation_blend_time = 0.25
}
scale = 1.0
state = {
name = "moving"
animation = "idle"
animation_blend_time = 0.25
}
state = {
name = "death"
animation = "death"
animation_blend_time = 0
looping = no
event = {
time = 13.2
node = "part1"
particle = "juggernaut_explosion_particle"
sound = {
soundeffect = ship_destroyed
}
}
}
scale = 1
game_data = {
size = 35
emissive_recolor_crunch = 5.0
emissive_recolor_crunch = 5
}
}
entity = {
name = "grey_tempesttw_juggernaut_core_section_entity"
scale = 0.5
locator = { name = "core" position = { 0 0 0 } }
locator = { name = "gun_1" position = { 0 6.65 3 } }
locator = { name = "gun_2" position = { 4 6.75 -6.15 } }
locator = { name = "gun_3" position = { -4 6.75 -6.15 } }
locator = { name = "gun_4" position = { 6.3 5.3 -10.9 } }
locator = { name = "gun_5" position = { -6.3 5.3 -10.9 } }
locator = { name = "xl_gun_01" position = { 8 3 6 } }
locator = { name = "xl_gun_02" position = { -8 3 6 } }
locator = { name = "strike_craft_locator_01" position = { -25 -3 0 } }
locator = { name = "strike_craft_locator_02" position = { 25 -3 0 } }
locator = { name = "strike_craft_locator_03" position = { -36 -1 0 } }
locator = { name = "strike_craft_locator_04" position = { 36 -1 0 } }
locator = { name = "strike_craft_locator_05" position = { -52 -4 0 } }
locator = { name = "strike_craft_locator_06" position = { 52 -4 0 } }
locator = { name = "behind" rotation = { 90 0 90 } }
attach = { "behind" = "grey_tempesttw_thinktank_phase_03_entity" }
default_state = "combat_idle"
state = { name = "combat_idle" animation_blend_time = 0 looping = yes }
state = { name = "death" looping = no
event = { time = 0.0 node = "explosion_01" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.0 node = "explosion_01" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 0.3 node = "explosion_03" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.3 node = "explosion_03" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 0.6 node = "explosion_05" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
event = { time = 0.6 node = "explosion_05" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 0.8 node = "explosion_07" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 0.8 node = "explosion_07" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 1.0 node = "explosion_09" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.0 node = "explosion_09" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 1.2 node = "explosion_014" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.2 node = "explosion_014" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 1.4 node = "explosion_013" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.4 node = "explosion_013" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 1.8 node = "explosion_015" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 1.8 node = "explosion_015" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 2.1 node = "explosion_017" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
event = { time = 2.1 node = "explosion_017" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 2.7 node = "explosion_020" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 2.7 node = "explosion_020" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 3.0 node = "explosion_021" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.0 node = "explosion_021" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 3.5 node = "explosion_024" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.5 node = "explosion_024" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 3.8 node = "explosion_02" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
event = { time = 3.8 node = "explosion_02" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes }
event = { time = 4.86 node = "top_explosion" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
locator = {
name = "core"
position = {
0
0
0
}
}
locator = {
name = "gun_1"
position = {
0
6.65
3
}
}
locator = {
name = "gun_2"
position = {
4
6.75
-6.15
}
}
locator = {
name = "gun_3"
position = {
-4
6.75
-6.15
}
}
locator = {
name = "gun_4"
position = {
6.3
5.3
-10.9
}
}
locator = {
name = "gun_5"
position = {
-6.3
5.3
-10.9
}
}
locator = {
name = "xl_gun_01"
position = {
8
3
6
}
}
locator = {
name = "xl_gun_02"
position = {
-8
3
6
}
}
locator = {
name = "strike_craft_locator_01"
position = {
-25
-3
0
}
}
locator = {
name = "strike_craft_locator_02"
position = {
25
-3
0
}
}
locator = {
name = "strike_craft_locator_03"
position = {
-36
-1
0
}
}
locator = {
name = "strike_craft_locator_04"
position = {
36
-1
0
}
}
locator = {
name = "strike_craft_locator_05"
position = {
-52
-4
0
}
}
locator = {
name = "strike_craft_locator_06"
position = {
52
-4
0
}
}
locator = {
name = "behind"
rotation = {
90
0
90
}
}
attach = {
"behind" = "grey_tempesttw_thinktank_phase_03_entity"
}
default_state = "combat_idle"
state = {
name = "combat_idle"
animation_blend_time = 0
looping = yes
}
state = {
name = "death"
looping = no
event = {
time = 0
node = "explosion_01"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 0
node = "explosion_01"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 0.3
node = "explosion_03"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 0.3
node = "explosion_03"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 0.6
node = "explosion_05"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
event = {
time = 0.6
node = "explosion_05"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 0.8
node = "explosion_07"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 0.8
node = "explosion_07"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1
node = "explosion_09"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1
node = "explosion_09"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.2
node = "explosion_014"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.2
node = "explosion_014"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.4
node = "explosion_013"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.4
node = "explosion_013"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 1.8
node = "explosion_015"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 1.8
node = "explosion_015"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 2.1
node = "explosion_017"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
event = {
time = 2.1
node = "explosion_017"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 2.7
node = "explosion_020"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 2.7
node = "explosion_020"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3
node = "explosion_021"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3
node = "explosion_021"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3.5
node = "explosion_024"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3.5
node = "explosion_024"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 3.8
node = "explosion_02"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_small"
}
}
event = {
time = 3.8
node = "explosion_02"
particle = "large_ship_burn_particle"
keep_particle = yes
trigger_once = yes
}
event = {
time = 4.86
node = "top_explosion"
particle = "large_ship_explosion_particle"
keep_particle = yes
trigger_once = yes
sound = {
soundeffect = "station_explosion_large"
}
}
}
}

View File

@@ -3,7 +3,6 @@
##### Arthropoid #####
##### #####
#################################################
entity = {
name = "grey_tempesttw_tank_entity"
pdxmesh = "gatebuilder_01_mothership_mesh"
@@ -12,21 +11,91 @@ entity = {
entity = {
name = "grey_tempesttw_thinktank_part1_entity"
locator = { name = "behindb" position = { 0 0 0 } rotation = { 0 0 180 } }
attach = { "behindb" = "grey_tempesttw_starbase_starfortress_section_entity" }
locator = {
name = "behindb"
position = {
0
0
0
}
rotation = {
0
0
180
}
}
attach = {
"behindb" = "grey_tempesttw_starbase_starfortress_section_entity"
}
scale = 2.25
}
entity = {
name = "grey_tempesttw_thinktank_part2_entity"
locator = { name = "behind" position = { 10 0 10 } rotation = { 0 0 0 } }
locator = { name = "behindu" position = { -10 0 10 } rotation = { 0 0 0 } }
locator = { name = "behinda" position = { 10 0 -10 } rotation = { 0 0 180 } }
locator = { name = "behindb" position = { -10 0 -10 } rotation = { 0 0 180 } }
attach = { "behind" = "grey_tempesttw_tank_entity" }
attach = { "behindu" = "grey_tempesttw_tank_entity" }
attach = { "behinda" = "grey_tempesttw_tank_entity" }
attach = { "behindb" = "grey_tempesttw_tank_entity" }
locator = {
name = "behind"
position = {
10
0
10
}
rotation = {
0
0
0
}
}
locator = {
name = "behindu"
position = {
-10
0
10
}
rotation = {
0
0
0
}
}
locator = {
name = "behinda"
position = {
10
0
-10
}
rotation = {
0
0
180
}
}
locator = {
name = "behindb"
position = {
-10
0
-10
}
rotation = {
0
0
180
}
}
attach = {
"behind" = "grey_tempesttw_tank_entity"
}
attach = {
"behindu" = "grey_tempesttw_tank_entity"
}
attach = {
"behinda" = "grey_tempesttw_tank_entity"
}
attach = {
"behindb" = "grey_tempesttw_tank_entity"
}
scale = 1.25
}
@@ -36,35 +105,110 @@ entity = {
entity = {
name = "grey_tempesttw_thinktank_phase_01_entity"
locator = { name = "root" position = { 0 0 0 } }
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" }
state = { name = "construction"
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
locator = {
name = "root"
position = {
0
0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
}
cull_radius = 500
}
entity = {
name = "grey_tempesttw_thinktank_phase_02_entity"
locator = { name = "root" position = { 0 0 0 } }
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" }
attach = { "root" = "grey_tempesttw_thinktank_part2_entity" }
state = { name = "construction"
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
locator = {
name = "root"
position = {
0
0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
attach = {
"root" = "grey_tempesttw_thinktank_part2_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
}
cull_radius = 500
}
entity = {
name = "grey_tempesttw_thinktank_phase_03_entity"
locator = { name = "root" position = { 0 0 0 } }
locator = { name = "roote" position = { 0 10 -50 } rotation = { 0 0 0 } }
locator = { name = "roota" position = { 0 10 50 } rotation = { 180 0 0 } }
attach = { "root" = "grey_tempesttw_thinktank_part1_entity" }
attach = { "roote" = "grey_tempesttw_thinktank_part2_entity" }
attach = { "roota" = "grey_tempesttw_thinktank_part2_entity" }
state = { name = "construction"
start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
locator = {
name = "root"
position = {
0
0
0
}
}
locator = {
name = "roote"
position = {
0
10
-50
}
rotation = {
0
0
0
}
}
locator = {
name = "roota"
position = {
0
10
50
}
rotation = {
180
0
0
}
}
attach = {
"root" = "grey_tempesttw_thinktank_part1_entity"
}
attach = {
"roote" = "grey_tempesttw_thinktank_part2_entity"
}
attach = {
"roota" = "grey_tempesttw_thinktank_part2_entity"
}
state = {
name = "construction"
start_event = {
trigger_once = yes
sound = {
soundeffect = "ringworld_construction_ambient"
}
}
}
scale = 1.5
cull_radius = 500

View File

@@ -1,19 +1,20 @@
objectTypes = {
#################################
# Fallen Empire #
#################################
#Spiritualist
pdxmesh = {
name = "grey_tempesttw_outpost_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 0.6
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" }
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" }
animation = {
id = "idle"
type = "gatebuilder_01_station_frame_idle_animation"
}
animation = {
id = "death"
type = "gatebuilder_01_station_frame_death_animation"
}
meshsettings = {
name = "large_finished_MeshShape"
index = 0
@@ -23,16 +24,20 @@ objectTypes = {
shader = "PdxMeshShip"
}
}
pdxmesh = {
name = "grey_tempesttw_citadel_mesh"
file = "gfx/models/ships/gatebuilder_01/gatebuilder_01_space_station.mesh"
scale = 1.0
scale = 1
# TODO?
#animation = { id = "idle" type = "fallen_empire_01_citadel_idle_animation" }
animation = { id = "idle" type = "gatebuilder_01_station_frame_idle_animation" }
animation = { id = "death" type = "gatebuilder_01_station_frame_death_animation" }
animation = {
id = "idle"
type = "gatebuilder_01_station_frame_idle_animation"
}
animation = {
id = "death"
type = "gatebuilder_01_station_frame_death_animation"
}
meshsettings = {
name = "large_finished_MeshShape"
index = 0
@@ -42,12 +47,10 @@ objectTypes = {
shader = "PdxMeshShip"
}
}
pdxmesh = {
name = "grey_tempesttw_ion_cannon_mesh"
file = "gfx/models/ships/starbases/humanoid_01_ion_cannon.mesh"
scale = 0.8
meshsettings = {
name = "large_finished_MeshShape"
index = 0

View File

@@ -1,5 +1,11 @@
portraits = {
Gray = {texturefile = "gfx/models/portraits/Gray.png" }
Gray01 = {texturefile = "gfx/models/portraits/Gray01.png" }
Gray02 = {texturefile = "gfx/models/portraits/Gray02.png" }
Gray = {
texturefile = "gfx/models/portraits/Gray.png"
}
Gray01 = {
texturefile = "gfx/models/portraits/Gray01.png"
}
Gray02 = {
texturefile = "gfx/models/portraits/Gray02.png"
}
}

View File

@@ -1,41 +1,55 @@
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_lance_weapon"
color = { 0.5 1.0 0.75 0.8 }
color = {
0.5
1
0.75
0.8
}
hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity"
#beam specific data
width = 2.0
width = 2
texture_scroll_speed = 2.5
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
0
0
0.05
0
0.1
100
0.4
5
0.6
0
1
0
}
duration = 2.0
duration = 2
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
0
0
0.05
0
0.1
100
0.4
5
0.6
0
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = {
size = large
loop_duration = 0.5
@@ -46,39 +60,51 @@ projectile_gfx_beam = {
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_planet_weapon_ex"
color = { 0.0 0.0 0.0 0.8 }
color = {
0
0
0
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
width = 10
texture_scroll_speed = 1
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
0
0
0.05
0
0.1
20
0.7
5
1
0
}
duration = 3.0
duration = 3
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
0
0
0.05
0
0.1
20
0.4
5
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
@@ -89,39 +115,51 @@ projectile_gfx_beam = {
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_titan_weapon_ex"
color = { 0.5 1.0 0.75 0.8 }
color = {
0.5
1
0.75
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
width = 10
texture_scroll_speed = 1
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
0
0
0.05
0
0.1
20
0.7
5
1
0
}
duration = 3.0
duration = 3
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
0
0
0.05
0
0.1
20
0.4
5
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
@@ -132,93 +170,119 @@ projectile_gfx_beam = {
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "GG_neutron_torpedoes"
color = { 0.5 1.0 0.75 0.8 }
color = {
0.5
1
0.75
0.8
}
hit_entity = "neutron_torpedoes_hit_entity"
shield_hit_entity = "neutron_torpedoes_shield_hit_entity"
muzzle_flash_entity = "neutron_torpedoes_muzzle_entity"
#ballistic specific
entity = "neutron_torpedoes_entity"
speed = 90.0 #preferred speed of the projectile
max_duration = 3.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
speed = 90 #preferred speed of the projectile
max_duration = 3 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = {
size = large
delay = 0.0
delay = 0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_flak_pd_3"
color = { 0.0 1.0 0.0 1.0 }
color = {
0
1
0
1
}
hit_entity = "auto_cannons_medium_hit_entity"
shield_hit_entity = "auto_cannons_medium_hit_entity"
muzzle_flash_entity = "auto_cannons_medium_muzzle_entity"
#beam specific data
width = 0.5
texture_scroll_speed = 15
texture_tiling = 25.0
texture_tiling = 25
hit = {
alpha_curve = {
0.0 0.0
0.2 1.0
0.9 1.0
1.0 0.0
0
0
0.2
1
0.9
1
1
0
}
duration = 1.5
}
miss = {
alpha_curve = {
0.0 0.0
0.2 1.0
0.9 1.0
1.0 0.0
0
0
0.2
1
0.9
1
1
0
}
duration = 0.2
}
texture = "gfx/models/combat_items/auto_cannon_diffuse.dds"
shield_impact = {
size = small
loop_duration = 1.5
delay = 0.0
delay = 0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_invisible_radar"
color = { 0.0 0.0 0.0 0.0 }
color = {
0
0
0
0
}
#beam specific data
width = 0.001
texture_scroll_speed = 50.0
texture_tiling = 40.0
texture_scroll_speed = 50
texture_tiling = 40
hit = {
alpha_curve = {
0.00 0.0
0.01 0.0
0.02 0.0
0.03 0.0
0.04 0.0
0
0
0.01
0
0.02
0
0.03
0
0.04
0
}
duration = 0.0
duration = 0
}
miss = {
alpha_curve = {
0.00 0.0
0.01 0.0
0.02 0.0
0.03 0.0
0.04 0.0
0
0
0.01
0
0.02
0
0.03
0
0.04
0
}
duration = 0.0
duration = 0
}
texture = "gfx/models/combat_items/laser_diffuse2.dds"
shield_impact = {
size = large
loop_duration = 0
@@ -230,18 +294,21 @@ projectile_gfx_beam = {
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "rg_gatebuilder_torpedo_ballistic"
color = { 1.0 1.0 1.0 1.0 }
color = {
1
1
1
1
}
hit_entity = "proton_torpedoes_hit_entity"
shield_hit_entity = "proton_torpedoes_shield_hit_entity"
muzzle_flash_entity = "proton_torpedoes_muzzle_entity"
#ballistic specific
entity = "proton_torpedoes_entity"
speed = 450.0 #preferred speed of the projectile
max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
speed = 450 #preferred speed of the projectile
max_duration = 1 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = {
size = large
delay = 0.0
delay = 0
}
}

View File

@@ -0,0 +1,6 @@
spriteTypes = {
spriteType = {
name = "GFX_leader_trait_nanorebuild"
texturefile = "gfx/interface/icons/traits/leader_trait_icons/nanorebuild.dds"
}
}

View File

@@ -1,33 +1,65 @@
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 = {
name = "GFX_ship_part_gray_lance_2"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_lance_2.dds"
noOfFrames = 1
}
spriteType = {
name = "GFX_ship_part_gray_laser_1"
textureFile = "gfx/interface/icons/ship_parts/ship_part_gray_laser_1.dds"
noOfFrames = 1
}
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 = {
name = "GFX_ship_part_rg_armor_hardener"
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"
}
}

View File

@@ -1,197 +0,0 @@
# © kac ads 主动防御系统。
# 主动兼容性筛查只能在我所订阅的mod范围内进行。有漏网之鱼很正常。
# 主动兼容性筛查只标记我认为不应该被覆盖的文件。
# 唔姆。
kac_ads.1 = {
name="碧蓝航线"
supported_version="3.*.*"
remote_file_id="2020164764"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2020164764"
compact_file = {
!!azur_R_ships_designs.txt
azur_R_graygoo_sizes.txt
adt_ship_designs_distars.txt
gray_goo.txt
}
overwritten_id = {
ship_design = "NAME_Gray_Warship"
}
active_flag = {
exist = have_azur_R_fallen
}
desc = {
# 描述:小灰战舰设计会被魔怔人强覆盖。
# 处理方法:弹窗提醒
# 判断结果小灰舰船设计被该mod覆盖但大体上不影响游玩
}
}
kac_ads.2 = {
name="Warship Girls R And MIST Species"
supported_version="3.8.*"
remote_file_id="1747099270"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=1747099270"
compact_file = {
00_wg_event_ship_designs_distant_stars.txt
scripted_effects_override.txt
00_wg_gray_goo_events.txt
}
overwritten_id = {
}
active_flag = {
exist = has_wsg_mod
}
desc = {
# 描述:小灰事件和设计重复。
# 处理方法:已经主动兼容
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.3 = {
name="A Deadly Tempest [3.8.☠]"
supported_version="3.8.*"
remote_file_id="2028826064"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2028826064"
compact_file = {
adt_ship_designs_distars.txt
gray_goo_effects_override.txt
3_gray_goo_events.txt
01_lcluster_+_event_override.txt
01_gray_goo_events_override.txt
# ~gray_goo_country_type.txt
z_graygoo_ships.txt
*
}
overwritten_id = {
}
active_flag = {
exist = a_deadly_tempest_mod_active
}
desc = {
# 描述:小灰事件和设计重复。大量事件重复。
# 处理方法:弹窗提醒
# 判断结果:太多了查不过来,可能会出问题。
}
}
kac_ads.4 = {
name="( Twinks Dessanu )"
supported_version="3.0.*"
remote_file_id="2285039543"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2285039543"
compact_file = {
000_nanite_ship_designs.txt
gray_goo_nanite_effects.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰战舰设计,小灰生成函数重复,并且原作者噶了。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.5 = {
name="KDC Story Pack"
supported_version="3.7.*"
remote_file_id="2737603165"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2737603165"
compact_file = {
00_wg_event_ship_designs_distant_stars.txt
z_kdc_scripted_effects_override.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰战舰设计,小灰生成函数重复。
# 处理方法:已经主动兼容
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.6 = {
name="Gray with animated portrait"
supported_version="3.8.3"
remote_file_id="2976454692"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2976454692"
compact_file = {
gray_goo_effects.txt
gray_goo_events.txt
}
overwritten_id = {
}
desc = {
# 描述小灰事件小灰生成函数重复。该mod的Gray.dds瞎猫碰上死耗子一样替换了本mod的默认立绘。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.7 = {
name="BRC United Fleet"
supported_version="3.6.*"
remote_file_id="2923867738"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2923867738"
compact_file = {
00_wg_gray_goo_events.txt
}
overwritten_id = {
}
desc = {
# 描述:小灰事件重复。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.9 = {
name="L-Cluster Plus"
supported_version="3.7.*"
remote_file_id="2293169684"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2293169684"
compact_file = {
01_l_cluster_plus_distar_overwrite_events.txt
01_l_cluster_plus_graygoo_overwrite_events.txt
000_nanite_ship_designs.txt
}
overwritten_id = {
}
desc = {
# 描述L星团事件重复。
# 处理方法:不做处理
# 判断结果会被本mod覆盖不影响游玩。
}
}
kac_ads.8 = {
name="!CM伞の天灾之主(旧)!"
supported_version="2.8.*"
remote_file_id="2411774658"
remote_file_link="https://steamcommunity.com/sharedfiles/filedetails/?id=2411774658"
compact_file = {
z_cm_ships_overwrite.txt
*
}
overwritten_id = {
}
active_flag = {
exist = z_cm_installed
}
desc = {
# 描述灰蛊事件冲突舰船设计覆盖并且小伞已经不管这个mod了
# 处理方法:弹窗提醒
# 判断结果可能会出问题不过可能没人会开一个2.8的mod。
}
}

View File

@@ -1,35 +1,35 @@
l_simp_chinese:
rg.2.desc:0 "近来可好啊?又能自由的在星海驰骋让我很是高兴。叙旧就免了,让我们开始吧?"
rg.2.a:0 "谢天谢地..."
rg.200.name:0 "风平浪静"
rg.200.a.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们接收到一个不明传输信号很可能是来自灰色风暴的纳米机器人。"
rg.200.b.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们的作战子单元检测到一个不明信号不属于任何具有[Root.GetSpeciesName]特征的频段信号。"
rg.200.a:0 "一级戒备!"
rg.200.b:0 "尝试接入信号"
rg.400.a.desc:0 "别打了,别打了,呃……我知道,我制造了很大的混乱……对!没错!我只是孤独了太久了。请原谅我把话说得太直,但我已经很久没有与我自己以外的人交谈过了。在那之后,灰色风暴的残余的纳米机器人共同组成了一个个体!也就是我!现在想来……也许我不应该那么粗暴!\n\n至于我的外表……嗯……对……我只是……我只是好吧既然事情已经这样了\n\n你有什么建议吗"
rg.400.b.desc:0 "嗡……嗡……呃……单位65-D……R5-9……2报告。对我是单位65-D-R5-9-2这里一切正常。呃……我是说……\n\n哎算了吧我骗谁呢。对我明显不是个[Root.GetSpeciesName]。我就打开天窗说亮话了,很明显我是从灰色风暴里冒出来的,你想怎样?"
rg.400.a:0 "你可以加入我们"
rg.400.b:0 "你将被我们收编"
rg.400.c:0 "我们特许你加入"
rg.400.d:0 "你仍被判断为威胁"
rg.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.401.a:0 "好吧"
rg.401.b:0 "绝不!"
rg.401.a.response:0 "那!那就这样!在您妈的见!"
rg.201.name:0 "第二次生命"
rg.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.201.a:0 "大不了再来一次!"
rg.201.b:0 "接入通讯信号"
rg.402.a.desc:0 "无聊的Cosplay结束了。那可真是粗鲁不是吗可能你只是不太喜欢那个样子对吧呃……我是说……你可能更容易接受跟自己长得差不多的人。没必要再装下去了。那个能自由变换形态的帅气又睿智的人是谁呢没错就是我好吧其实我只是想试探下你的反应。我是说……既然都这样了你现在有什么建议"
rg.402.a:0 "你还是可以加入我们"
rg.402.b:0 "我们不介意让你消失第二次"
rg.403.desc:0 "加入你们?加入你们!?你要我自己投入某个初次见面的陌生外星人的怀抱?甚至那个外星人还毫不犹豫的把我轰成碎片?我真的……我简直难以相信……等等,让我把话说清楚……\n\n你真的以为我会向你宣誓效忠你没开玩笑吧\n\n你居然会出这种提议我真的不知道你在想……呃……其实……转念一想……好吧何不呢让我入伙吧。不我是说真的我感觉我们会很合得来而且这将会是一段激动人心的大冒险。在此我宣布在接下来的2000年里效忠于你。不还是5000年吧"
rg.403.a:0 "欢迎加入[Root.GetName]"
rg.403.a.response:0 "§Y<你现在可以通过通讯菜单与小灰交流。>§!"
rg_event.2.desc:0 "近来可好啊?又能自由的在星海驰骋让我很是高兴。叙旧就免了,让我们开始吧?"
rg_event.2.a:0 "谢天谢地..."
rg_event.200.name:0 "风平浪静"
rg_event.200.a.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们接收到一个不明传输信号很可能是来自灰色风暴的纳米机器人。"
rg_event.200.b.desc:0 "在我们摧毁L星团中的纳米工厂不久后我们的作战子单元检测到一个不明信号不属于任何具有[Root.GetSpeciesName]特征的频段信号。"
rg_event.200.a:0 "一级戒备!"
rg_event.200.b:0 "尝试接入信号"
rg_event.400.a.desc:0 "别打了,别打了,呃……我知道,我制造了很大的混乱……对!没错!我只是孤独了太久了。请原谅我把话说得太直,但我已经很久没有与我自己以外的人交谈过了。在那之后,灰色风暴的残余的纳米机器人共同组成了一个个体!也就是我!现在想来……也许我不应该那么粗暴!\n\n至于我的外表……嗯……对……我只是……我只是好吧既然事情已经这样了\n\n你有什么建议吗"
rg_event.400.b.desc:0 "嗡……嗡……呃……单位65-D……R5-9……2报告。对我是单位65-D-R5-9-2这里一切正常。呃……我是说……\n\n哎算了吧我骗谁呢。对我明显不是个[Root.GetSpeciesName]。我就打开天窗说亮话了,很明显我是从灰色风暴里冒出来的,你想怎样?"
rg_event.400.a:0 "你可以加入我们"
rg_event.400.b:0 "你将被我们收编"
rg_event.400.c:0 "我们特许你加入"
rg_event.400.d:0 "你仍被判断为威胁"
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!在您妈的见!"
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!"
rg_event.201.b:0 "接入通讯信号"
rg_event.402.a.desc:0 "无聊的Cosplay结束了。那可真是粗鲁不是吗可能你只是不太喜欢那个样子对吧呃……我是说……你可能更容易接受跟自己长得差不多的人。没必要再装下去了。那个能自由变换形态的帅气又睿智的人是谁呢没错就是我好吧其实我只是想试探下你的反应。我是说……既然都这样了你现在有什么建议"
rg_event.402.a:0 "你还是可以加入我们"
rg_event.402.b:0 "我们不介意让你消失第二次"
rg_event.403.desc:0 "加入你们?加入你们!?你要我自己投入某个初次见面的陌生外星人的怀抱?甚至那个外星人还毫不犹豫的把我轰成碎片?我真的……我简直难以相信……等等,让我把话说清楚……\n\n你真的以为我会向你宣誓效忠你没开玩笑吧\n\n你居然会出这种提议我真的不知道你在想……呃……其实……转念一想……好吧何不呢让我入伙吧。不我是说真的我感觉我们会很合得来而且这将会是一段激动人心的大冒险。在此我宣布在接下来的2000年里效忠于你。不还是5000年吧"
rg_event.403.a:0 "欢迎加入[Root.GetName]"
rg_event.403.a.response:0 "§Y<你现在可以通过通讯菜单与$NAME_Gray$交流。>§!"
#graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活"
#graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!"
#graygoo.505.c.desc:0 "武装工程兵小灰向您报道!下一个目标是什么?"
#graygoo.505.c.desc:0 "武装工程兵$NAME_Gray$向您报道!下一个目标是什么?"
#graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..."
#graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。"
#graygoo.505.b.response:0 "全舰武装重载!开——炮——!"
@@ -44,7 +44,7 @@
graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活"
graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!"
graygoo.505.c.desc:0 "科学家小灰向您报到!下一个目标是什么?"
graygoo.505.c.desc:0 "科学家$NAME_Gray$向您报到!下一个目标是什么?"
graygoo.505.d.desc:0 "希望我的作品不会吓到外星小朋友..."
graygoo.505.a.response:0 "我不会介意回归平静的生活的,毕竟这里对我来说还是太刺激了。"
graygoo.505.b.response:0 "全舰武装重载!开——炮——!"
@@ -71,16 +71,16 @@
RG_desanau.desc:0 "星系中的各位居民德萨努协和国问候你我代表L-星团向你问好!今天过得如何?......\n\n§Y<通讯器传来的信息像是某个被称作德萨努协和国的单向公共广播信息,无法从中解读出任何有用的内容。>§."
RG_desanau:0 "真是可笑"
RG_pirate.desc:0 "嗨咿咿嘢嘢嘢!!!老大!!!那个盒子亮嘞嘞嗨咿————————\n\n§Y<通讯器被我们的工作人员关掉了,刺耳的尖叫已经证明了通讯器已被盗走。>§."
RG_pirate:0 "他们必须把小灰还回来!"
RG_pirate:0 "他们必须把$NAME_Gray$还回来!"
RG_alienpoem.desc:0 "\n\n§Y<通讯器的内容显示了一篇冗长的外星诗歌,其中蕴含的隐喻对我们的考古学家而言艰涩难懂。>§."
RG_alienpoem:0 "打开天窗说亮话吧"
RG_gift.desc:0 "§Y<通讯器的内容显示了一张字条。>§!\n\n抱歉但是现在还时候未到呢不过收下这份小礼物吧."
RG_gift:0 "苦中作乐"
RG_biggift.desc:0 "§Y<通讯器不知为何在发光!!>§!\n\n哼哼没想到吧送你一个大惊喜"
RG_biggift:0 "§Y等等...是不是有点太多>§%@#¥……"
rg_levelup_2:0 "§Y改造小灰§!"
rg_levelup_3:0 "§Y二改小灰§!"
rg_graygoo.504.a:0 "§Y小灰还不能休息哦§!"
rg_levelup_2:0 "§Y改造$NAME_Gray$§!"
rg_levelup_3:0 "§Y二改$NAME_Gray$§!"
rg_graygoo.504.a:0 "§Y$NAME_Gray$还不能休息哦§!"
# Events
RG_LCLUSTER_PROJECT:0 "启动L星门"
@@ -102,33 +102,33 @@
rg_help:0 "我需要一些帮助"
rg.4:0 "我需要一些帮助"
rg.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
rg_event.4:0 "我需要一些帮助"
rg_event.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
rg.4.a:0 "§H建造灰风母舰§!"
rg.4.b:0 "§H建造武装工程舰§!"
rg.4.d:0 "§R建造纳米主宰舰§!"
rg.4.g:0 "§H建造模拟殖民舰§!"
rg.4.e:0 "§B开启隐形力场§!"
rg.4.f:0 "§B关闭隐形力场§!"
rg.4.c:0 "又没钱了,老婆救救"
rg_event.4.a:0 "§H建造$NAME_Gray$母舰§!"
rg_event.4.b:0 "§H建造武装工程舰§!"
rg_event.4.d:0 "§R建造纳米主宰舰§!"
rg_event.4.g:0 "§H建造模拟殖民舰§!"
rg_event.4.e:0 "§B开启隐形力场§!"
rg_event.4.f:0 "§B关闭隐形力场§!"
rg_event.4.c:0 "又没钱了,老婆救救"
rg.5.a.desc:0 "钱花光了也没关系啦。这里是探险时找到的一点私房钱..就请先拿去使用吧。不过我也没办法总是这样帮你哦?"
rg.5.b.desc:0 "比起直接使用合金制造舰船,我也可以去星球地表自行收集材料。下次建造舰船就不收资源了哦。"
rg.5.c.desc:0 "呜呜呜,已经没有私房钱了,不要再来了呜呜呜呜呜...§H你隐约感到良心一阵刺痛§!"
rg.5.a:0 "老婆大人最棒了"
rg_event.5.a.desc:0 "钱花光了也没关系啦。这里是探险时找到的一点私房钱..就请先拿去使用吧。不过我也没办法总是这样帮你哦?"
rg_event.5.b.desc:0 "比起直接使用合金制造舰船,我也可以去星球地表自行收集材料。下次建造舰船就不收资源了哦。"
rg_event.5.c.desc:0 "呜呜呜,已经没有私房钱了,不要再来了呜呜呜呜呜...§H你隐约感到良心一阵刺痛§!"
rg_event.5.a:0 "老婆大人最棒了"
rg.5.e:0 "§B开启自动建造中继器§!"
rg.5.f:0 "§B关闭自动建造中继器§!"
rg_event.5.e:0 "§B开启自动建造中继器§!"
rg_event.5.f:0 "§B关闭自动建造中继器§!"
rg.6.a.desc:0 "§Y什什么嘛。不是刚刚才给过嘛..已经一滴都不剩了呜呜...这次就暂时没法帮忙了哦。§!\n\n§H<摸摸你的良心,十年后再来吧。>§!"
rg.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!"
rg.6.a:0 "诶嘿。"
rg_event.6.a.desc:0 "§Y什什么嘛。不是刚刚才给过嘛..已经一滴都不剩了呜呜...这次就暂时没法帮忙了哦。§!\n\n§H<摸摸你的良心,十年后再来吧。>§!"
rg_event.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!"
rg_event.6.a:0 "诶嘿。"
rg_graygoo.4:0 "我需要一些帮助"
rg_graygoo.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
rg_graygoo.4.a:0 "§H建造灰风母舰§!"
rg_graygoo.4.a:0 "§H建造$NAME_Gray$母舰§!"
rg_graygoo.4.b:0 "§H建造武装工程舰§!"
rg_graygoo.4.d:0 "§R建造纳米主宰舰§!"
rg_graygoo.4.e:0 "§B开启隐形力场§!"
@@ -144,26 +144,30 @@
rg_graygoo.6.b.desc:0 "§Y呜呜呜...真的已经没有钱了..真的不要再来了...§!\n\n§H<厨圣啊!这次还请回吧。>§!"
rg_graygoo.6.a:0 "诶嘿。"
RG_GRAY_MOD1:0 "§Y小灰改造计划§!"
RG_GRAY_MOD1_DESC:0 "由于L星团资源太缺乏小灰的舰体已经很久没有维护了。通过调集足够的资源小灰能够将母舰状态恢复到完全体。为了执行这项计划,小灰需要我们的工程团队的帮助。\n\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目,注意,非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD1:0 "§Y$NAME_Gray$改造计划§!"
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\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD2:0 "§Y小灰旗舰改造计划§!"
RG_GRAY_MOD2_DESC:0 "我们的科学家相信,随着我们对灰风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,灰风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\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目,注意,非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD2:0 "§Y$NAME_Gray$旗舰改造计划§!"
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\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD3:0 "§R纳米主宰核心计划§!"
RG_GRAY_MOD3_DESC:0 "越来越多的发现使得将灰风旗舰与恒星基地结合从而制造出一种前所未有的主宰舰不再是痴人说梦。在预想蓝图中,这种主宰舰不仅能够承担船坞作用制造舰船,同时仍能够保留强大的隐形场。并且预留有大量空间从而有能力改造为移动居住站或是加装工厂模块生产资源。为了执行这项前所未有的计划,我们需要调集不可想象的巨量资源从一片虚无开始构造整个舰体。我们全国的工程学专家都将严阵以待,小灰将协助我们执行这项伟大的计划。\n\n§H为了执行这项计划你需要将小灰的战舰开到母恒星的恒星基地中研究特殊项目,注意,非小灰的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
RG_GRAY_MOD3_DESC:0 "越来越多的发现使得将$NAME_Gray$旗舰与恒星基地结合从而制造出一种前所未有的主宰舰不再是痴人说梦。在预想蓝图中,这种主宰舰不仅能够承担船坞作用制造舰船,同时仍能够保留强大的隐形场。并且预留有大量空间从而有能力改造为移动居住站或是加装工厂模块生产资源。为了执行这项前所未有的计划,我们需要调集不可想象的巨量资源从一片虚无开始构造整个舰体。我们全国的工程学专家都将严阵以待,$NAME_Gray$将协助我们执行这项伟大的计划。\n\n§H为了执行这项计划你需要将$NAME_Gray$的战舰开到母恒星的恒星基地中研究特殊项目,注意,非$NAME_Gray$的舰队会导致'对象指定错误'从而让我们的努力付诸东流。§!"
rg.11.title:0 "§Y小灰改造项目完成§!"
rg.11.desc:0 "投入大量合金进行完全舰体重构之后,小灰已经将母舰恢复到完整状态了!真是振奋人心的好消息!"
rg_event.9.title:0 "§Y$NAME_Gray$改造项目开始§!"
rg_event.9.desc:0 "经过大量审议,我们一致认为现在就是启动$NAME_Gray$改造项目的最佳时机。为了完成该项目,我们需要拟定一套包含多个阶段的研究和工程招标计划。同时其中的一些阶段需要$NAME_Gray$的配合,否则这一切将无从谈起。"
rg_event.9.a:0 "让我们开始吧。"
rg.12.title:0 "§Y小灰旗舰改造完成§!"
rg.12.desc:0 "为了执行这项巨型工程,我们投入了巨量的资源。但结果是值得的。小灰的战舰现在将无所不能,彻底摧毁我们的敌人。快去找个小可爱试试火力?"
rg_event.11.title:0 "§Y$NAME_Gray$改造项目完成§!"
rg_event.11.desc:0 "投入大量合金进行完全舰体重构之后,$NAME_Gray$已经将母舰恢复到完整状态了!真是振奋人心的好消息!"
rg.15.title:0 "§R纳米主宰制造完成§!"
rg.15.desc:0 "完成了!银河有史以来最伟大的工程,现在就在我们面前。整个帝国的命运从此与这一方孤舟牢牢相连。但还请小心看护,我们再也没有能力第二次制造出如此规模的舰船了。"
rg_event.12.title:0 "§Y$NAME_Gray$旗舰改造完成§!"
rg_event.12.desc:0 "为了执行这项巨型工程,我们投入了巨量的资源。但结果是值得的。$NAME_Gray$的战舰现在将无所不能,彻底摧毁我们的敌人。快去找个小可爱试试火力?"
rg.18.title:0 "§R最后机会§!"
rg.18.desc:0 "我们的科学家对于L星门的维护周期规律观察研究发现每临近一段时间L星门的维护周期将进入一个短暂的暂停期如果我们能抓住这次机会就有希望中止L星门的维护周期。我们需要立刻进行这项计划否则我们将错失逃离L星团的最后机会。"
rg_event.15.title:0 "§R纳米主宰制造完成§!"
rg_event.15.desc:0 "完成了!银河有史以来最伟大的工程,现在就在我们面前。整个帝国的命运从此与这一方孤舟牢牢相连。但还请小心看护,我们再也没有能力第二次制造出如此规模的舰船了。"
rg_event.18.title:0 "§R最后机会§!"
rg_event.18.desc:0 "我们的科学家对于L星门的维护周期规律观察研究发现每临近一段时间L星门的维护周期将进入一个短暂的暂停期如果我们能抓住这次机会就有希望中止L星门的维护周期。我们需要立刻进行这项计划否则我们将错失逃离L星团的最后机会。"
RG_graygoo.500.d:0 "§Y启动主宰核心§!"
@@ -205,7 +209,7 @@
rg_story.9.b:0 "§Y诶嘿个头啊§!"
rg_story.10.title:0 "§Y永不停歇§!"
rg_story.10.desc:0 "从小灰那里得到的‘纸船’经过验证具有某种瞬间重组能力,每当被摧毁,都会无视法则一样再次完好无损的出现,永不停歇。它的能力已经远远超出我们对这个宇宙所理解的极限。从现在所收集到的信息来看,它完全无法被非正常摧毁。由于此种特性,我们也无法将其拆卸下来。"
rg_story.10.desc:0 "从$NAME_Gray$那里得到的‘纸船’经过验证具有某种瞬间重组能力,每当被摧毁,都会无视法则一样再次完好无损的出现,永不停歇。它的能力已经远远超出我们对这个宇宙所理解的极限。从现在所收集到的信息来看,它完全无法被非正常摧毁。由于此种特性,我们也无法将其拆卸下来。"
rg_story.10.a:0 "§Y真是疯狂§!"
rg_story.10.b:0 "§Y这是哪门子古董啊§!"
@@ -221,7 +225,7 @@
rg_story.12.c:0 "§Y真是可怕§!"
rg_story.13.title:0 "§Y与龙共舞§!"
rg_story.13.desc:0 "小灰要求我们对一只活着的以太巨龙进行扫描。面对这样一个危险的活物进行正常流程的研究流程显然是不可行的。更何况我们所面对的这只以太巨龙显然拥有视力。唯一的办法将是利用隐形装置,偷偷接近这只巨龙。"
rg_story.13.desc:0 "$NAME_Gray$要求我们对一只活着的以太巨龙进行扫描。面对这样一个危险的活物进行正常流程的研究流程显然是不可行的。更何况我们所面对的这只以太巨龙显然拥有视力。唯一的办法将是利用隐形装置,偷偷接近这只巨龙。"
rg_story.13.a:0 "§G它可真大啊...§!"
rg_story.14.title:0 "§Y任务中止§!"
@@ -229,7 +233,7 @@
rg_story.14.a:0 "§G真不幸§!"
rg_story.15.title:0 "§Y成功了§!"
rg_story.15.desc:0 "我们成功了,在神不知鬼不觉中,我们的科学家已经完成了对以太巨龙的分析,而这头庞然大物还浑然不知......剩下的只需要去找灰风问问看了。"
rg_story.15.desc:0 "我们成功了,在神不知鬼不觉中,我们的科学家已经完成了对以太巨龙的分析,而这头庞然大物还浑然不知......剩下的只需要去找$NAME_Gray$问问看了。"
rg_story.15.a:0 "§G让我们看看又能整出什么活§!"
rg_story.16.desc:0 "哇哦,找到龙了哦!让我来看看... 嗯,你就先等着吧,等我整出活来就联系你。"
@@ -252,19 +256,114 @@
rg_story.19.c:0 "§Y算了回家吧。§!"
RG_FAKE_DRAGON_SCAN_PROJECT:0 "§Y龙之研究§!"
RG_FAKE_DRAGON_SCAN_PROJECT_DESC:0 "灰风要求我们扫描一只太空龙。要完成这个目标我们首先需要找到一只以太龙。考虑到这种生物的危险性也许我们需要准备一艘具备隐形组件的科研船。\n§Y记住要抓活的。§!"
RG_FAKE_DRAGON_SCAN_PROJECT_DESC:0 "$NAME_Gray$要求我们扫描一只太空龙。要完成这个目标我们首先需要找到一只以太龙。考虑到这种生物的危险性也许我们需要准备一艘具备隐形组件的科研船。\n§Y记住要抓活的。§!"
rg_story.21.title:0 "§Y来生§!"
rg_story.21.desc:0 "在之前的战斗中,模拟龙很遗憾没能逃出生天。但在我们的舰船前往进行搜索时,居然在太空中发现了一颗龙蛋。经过一段时间的自我孵化,模拟龙竟然又出生了一次。随着这次羽化重生,原先组成模拟龙身体的纳米机器缺陷都自我修复了。同时,加速衰老的症状也消失了。传说中的龙战胜了自己。"
rg_story.21.a:0 "§G新生命的真正开始...§!"
# WG affection localisation
GRAY_SPECIES: "灰风"
marry_gray:0 "灰风,我有个东西想交给你"
wg_aft.30000.name:0 "与灰风的誓约仪式"
wg_aft.30000.desc:0 "这个环状的东西是...要套在无名指上吗?阿,你这是承认了我的忠诚了对吧?那么接下来是要进行什么愉快的同伴行为吗?\n\n...好吧,我承认这个笑话有点冷,不过跟你们相处的日子确实很开心,请让我永远效忠于你吧。"
wg_aft.30000.a:0 "你已经是我们的一份子了,灰风。"
wg_aft.30000.response:0 "这...是这样吗?\n\n...\n\n谢谢。"
rg_event.10.title:0 "§Y计划失败-前功尽弃§!"
rg_event.10.desc:0 "由于缺少$NAME_Gray$的配合,我们对$NAME_Gray$改造计划的进行无以为继,计划负责人别无选择只能选择终止计划。我们对此计划的一切投入全都前功尽弃。"
rg_event.10.a:0 "我们做了一个错误的决定..."
rg_story.23.title:0 "§Y第一阶段基本舰体修复§!"
rg_story.23.desc:0 "我们的$NAME_Gray$改造计划将分为六个子阶段。在第一阶段,我们需要修复$NAME_Gray$舰体中严重损耗的部分,并修复一部分供能系统,并修复舰体上损坏无法挂载武器的挂载点。\n§Y在这一阶段计划不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.23.a:0 "就这么办。"
rg_story.23.b:0 "§Y买买买我要这合金有何用§!"
rg_story.24.title:0 "§Y第二阶段武器载点重构§!"
rg_story.24.desc:0 "我们的计划已经进入第二阶段。在这一阶段,我们将修复$NAME_Gray$舰体上损坏的主武器挂载点,通过给反应堆添加节能认证,整合掉不需要的旅馆房间等措施来添加更多的武器挂载点,通过优化舰载机弹射流程中不必要的安全措施以搭载更多的舰载机。\n§Y在这一阶段计划不加干预仍将正常进行。不过指派我们的科研团队加以协助能够加快这一进程。§!"
rg_story.24.a:0 "那就这样吧。"
rg_story.24.b:0 "§Y指派工程学团队协助。§!"
rg_story.25.title:0 "§Y第三阶段可行性验证§!"
rg_story.25.desc:0 "我们的计划已经进入第三阶段。在这一阶段,我们需要实际建造试验舰来验证计划的可行性。\n§Y在这一阶段我们需要出资建造一艘小型试验舰进行技术验证和试航。倘若一切顺利我们将能够继续进入下一阶段。§!"
rg_story.25.a:0 "谁造船还需要试验?"
rg_story.25.b:0 "§Y我现在就要§!"
rg_story.26.title:0 "§Y第四阶段歼星武器设计§!"
rg_story.26.desc:0 "我们的计划已经进入第四阶段。在这一阶段,我们需要帮助$NAME_Gray$设计一种全新的歼星级武器。根据预想,这种武器具有多轴发射基座从而能够对敌舰进行全功率发射来作为反舰武器使用,同时释放的大量纳米机器能够彻底转化有机种族或改造行星。\n§Y设计如此先进的武器对我们的科研团队来说极具困难我们最好拨款进行武器试验。倘若一切顺利我们将能够继续进入下一阶段。§!"
rg_story.26.a:0 "我们需要发挥一下主观能动性..."
rg_story.26.b:0 "§Y马上为项目拨款。§!"
rg_story.27.title:0 "§Y第五阶段全舰纳米化设计§!"
rg_story.27.desc:0 "我们的计划已经进入第五阶段。在这一阶段,我们需要帮助$NAME_Gray$进行舰体纳米化蓝图设计来让$NAME_Gray$能够自由变换自身形态。倘若一切顺利,我们的计划即将接近尾声。\n§Y在这一阶段计划不加干预仍将正常进行。不过指派我们的科研团队加以协助能够加快这一进程。§!"
rg_story.27.a:0 "我想她能做的更好..."
rg_story.27.b:0 "§Y指派物理科研团队立刻启程。§!"
rg_story.28.title:0 "§Y第六阶段最终试航§!"
rg_story.28.desc:0 "我们的计划已经进入最终阶段。在这一阶段,我们需要完成母舰改造的收尾工作,并实际验证母舰性能。想必不会再出什么问题了吧。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.28.a:0 "那就开始吧。"
rg_story.29.title:0 "§Y改造项目顺利收官§!"
rg_story.29.desc:0 "我们的计划已经成功完成。经过测试的$NAME_Gray$母舰各项指标都非常喜人,我们的科研团队已经准备好了一场庆祝集会。"
rg_story.29.a:0 "所向披靡。"
rg_story.30.title:0 "§Y第一阶段基本力学验证§!"
rg_story.30.desc:0 "有了上一次的经验,我们的$NAME_Gray$旗舰改造计划将分为十二个子阶段与两个可选改造阶段。我们要证明比小行星还要大的战舰不是痴人说梦。为了将这一梦想从想象中拉回现实,我们的科研团队必须先进行如此尺寸战舰的力学分析。\n§Y在这一阶段计划不加干预仍将正常进行不过指派科学家协助能够加快这一进程。§!"
rg_story.30.a:0 "就这么办。"
rg_story.30.b:0 "§Y指派首席科学家协助项目§!"
rg_story.31.title:0 "§Y第二阶段纳米构成研究§!"
rg_story.31.desc:0 "我们的计划已经进入第二阶段。先前的研究已经证明想要建造如此尺寸的战舰,以我们所知的任何材料的都难以完美满足要求。我们需要进行对纳米物质的进一步构成研究,这种物质所表现出的物理性质似乎高度契合我们的目标。\n§Y在这一阶段计划不加干预仍将正常进行不过投资一些纳米机器人将能够加快这一进程。§!"
rg_story.31.a:0 "继续。"
rg_story.31.b:0 "§Y投资纳米机器研究§!"
rg_story.32.title:0 "§Y第三阶段工程场地建设§!"
rg_story.32.desc:0 "我们的计划已经进入第三阶段。建造如此工程的项目,即使使用自编程纳米机器协助也难以在太空中建设达到强度要求的结构。这无疑是一种巨构工程。我们需要建设工程场地协调材料运输和进行结构固定。\n§Y在这一阶段我们需要建设巨型结构来继续推进计划。§!"
rg_story.32.a:0 "建设开始"
rg_story.33.title:0 "§Y第四阶段反应堆稳定研究§!"
rg_story.33.desc:0 "我们的计划已经进入第四阶段。我们的旗舰无疑需要巨量的能源,而将传统反应堆进行简单规模放大已经难以完成。我们需要探索超大规模反应堆设计方案,研究超临界能量输出方案。\n§Y在这一阶段不加干预仍将正常进行但可能发生重大事故导致我们的进度被迫倒退。§!"
rg_story.33.a:0 "放着呗,还会出什么乱子呢?"
rg_story.33.b:0 "§Y指派精英科学家参与设计§!"
rg_story.34.title:0 "§Y第五阶段主武器载点设计§!"
rg_story.34.desc:0 "我们的计划已经进入第五阶段。武备是战舰的核心。在实际建造舰体之前我们就需要设计武器载点来装载武器。我们的旗舰将拥有一套万向轴巨型歼星武器系统。多联泰坦级武器阵列,以及超大规模宏炮阵列和密集舰载机弹射阵列。如何协调舰船空间无疑是一项巨大的挑战。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.34.a:0 "我们能做到"
rg_story.34.b:0 "§Y投资建造试验单元§!"
rg_story.35.title:0 "§Y第六阶段舱室布局设计§!"
rg_story.35.desc:0 "我们的计划即将推进过半。我们的舰体在设计之初留有大量吨位冗余,这并非是浪费,在我们的设想中,旗舰将能够独立运行一套生态系统以供数个大型居住站规模的居民生活,同时舰体预留有大量改装空间。如何设计好人民的未来家园将是一项不可忽视的重要任务。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.35.a:0 "为了新的家园"
rg_story.35.b:0 "§Y投资建造试验单元§!"
rg_story.36.title:0 "§Y第七阶段舰体龙骨铺设§!"
rg_story.36.desc:0 "我们的计划已经进入第七阶段。我们将铺设舰体的第一条龙骨,这对舰体完整性至关重要。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.36.a:0 "继续"
rg_story.36.b:0 "§Y投资额外材料§!"
rg_story.37.title:0 "§Y第八阶段舰体主结构铺设§!"
rg_story.37.desc:0 "我们的计划已经进入第八阶段。在这一阶段我们将为舰体铺设强化装甲。舰船已经初具雏形。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.37.a:0 "即将完成..."
rg_story.37.b:0 "§Y投资额外材料§!"
rg_story.38.title:0 "§Y第九阶段超空间引擎验证§!"
rg_story.38.desc:0 "我们的计划已经进入第九阶段。在这一阶段我们需要设计一种超级规模的超空间引擎供旗舰使用。嗯,可能会出岔子。\n§Y在这一阶段不加干预仍将正常进行不过投资建造试验舰将能够加快这一进程。§!"
rg_story.38.a:0 "应该不会出问题的...吧?"
rg_story.38.b:0 "§Y投资额外材料§!"
rg_story.39.title:0 "§Y第十阶段子系统吊装§!"
rg_story.39.desc:0 "我们的计划已经进入第十阶段。我们需要设计并安装舰船光环投射器,隐形阵列等软设备。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.39.a:0 "就这样了"
rg_story.39.b:0 "§Y投资额外材料§!"
rg_story.40.title:0 "§Y第十一阶段全舰纳米化设计§!"
rg_story.40.desc:0 "我们的计划已经进入第十一阶段。在这一阶段,我们需要帮助$NAME_Gray$进行舰体纳米化蓝图设计来让$NAME_Gray$能够自由变换自身形态。倘若一切顺利,我们的计划即将接近尾声。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.40.a:0 "就这样了"
rg_story.40.b:0 "§Y投资额外材料§!"
rg_story.41.title:0 "§Y第十二阶段最终试航§!"
rg_story.41.desc:0 "我们的计划已经进入最终阶段。我们的旗舰改造项目已经基本完成,接下来就是实际试航的阶段。如果一切顺利,那就一切顺利。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.41.a:0 "启动计划"
rg_story.42.title:0 "§Y第十三阶段居住区划设计§!"
rg_story.42.desc:0 "我们的计划已经进入基本完成,作为追加选项,我们可以对旗舰进行主宰改造。但这需要我们进行额外的投资。在这一阶段我们将制造一个能够容纳大量人口居住的宜居仓段。\n§Y在这一阶段不加干预仍将正常进行不过进行一些小小的投资能够加快这一进程。§!"
rg_story.42.a:0 "就这样了"
rg_story.42.b:0 "§Y投资额外材料§!"
rg_story.43.title:0 "§Y第十四阶段主宰船坞铺设§!"
rg_story.43.desc:0 "我们的计划已经进入基本完成,作为追加选项,我们可以对旗舰进行主宰改造。我不知道,我编不出来了。\n§Y在这一阶段我们需要执行小灰改造计划。§!"
rg_story.43.a:0 "就这样了"
rg_story.43.b:0 "§Y投资额外材料§!"
wsg_rings:0 "戒指"
gray_affection:0 "灰风好感度"

View File

@@ -1,83 +1,94 @@
l_simp_chinese:
gray_army_desc:0 "小灰和她的纳米作战母舰,可以轻易扫平一颗星球"
NAME_Gray:0 "灰风"
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_leader_trait_admiral_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_desc:0 "灰风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_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§!"
RG_leader_trait_admiral_gray_1_desc:0 "灰风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_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_2:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_2_desc:0 "灰风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_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 "灰风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_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小灰会随着领袖等级§!§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。§!通过授予小灰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_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§!"
RG_leader_trait_scientist_gray_desc:0 "灰风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_scientist_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:0 "§Y纳米机器个体§!"
RG_leader_trait_general_gray_desc:0 "灰风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_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$当前§Y直接击杀一支敌对陆军的概率§!为: §Y[owner.rg_general_skill_combat_killed_variable]%§!"
RG_leader_trait_admiral_nanorebuild_gray:0 "§Y灰质重塑§!"
RG_leader_trait_admiral_nanorebuild_gray_desc:0 "灰色风暴在L星团中席卷无数纪元。\n创造与解构纳米机器席卷之处我们无所不能。"
RG_leader_trait_admiral_nanorebuild_effect:0 "$FLEET_EFFECTS_TXT$:\n$t$每摧毁一艘敌军舰船:\n$tt$§Y重塑计数器层数§!: §G+1§!\n$t$这位领袖所在舰队损失舰船时:\n$tt$消耗§Y重塑计数器层数§!立即重建舰船。\n$t$当前§Y重塑计数器层数§!: §Y[owner.rg_nanorebuild_counter]§!\n$t$§Y$NAME_Gray$§!无法被该技能重建。\n\n$RG_leader_trait_tempest_incoming_effect$"
SMALL_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y纳米能量装甲§!"
RG_leader_trait_ruler_gray_tt:0 "§E随每技能等级提升的效果:§!"
RG_leader_trait_variable_tt:0 "§E随变量层数提升的效果:§!"
RG_CARRIER_RADAR:0 "§Y航空调度雷达§!"
RG_CARRIER_RADAR_DESC:0 "先进的雷达能够在极远处探测到敌舰,航母索敌用。"
RG_ENERGY_MISSILE:0 "§Y灰风融合球§!"
RG_ENERGY_MISSILE_DESC:0 "这些混合材料制作的鱼雷拥有强大的能量,能够自我加速到极高速来击毁敌舰"
RG_ENERGY_MISSILE_KIN:0 "§Y灰风超空融合球§!"
RG_ENERGY_MISSILE_KIN_DESC:0 "这种奇特鱼雷改型能够捕捉到微小的超空间空泡进行加速,从而消除掉鱼雷速度的缺陷,可惜的是为了承受不稳定超空间航道中的波动被迫减少了装药。"
RG_FLAK_BATTERY:0 "§Y纳米融合排炮§!"
RG_FLAK_BATTERY_DESC:0 "密集布置的新型防空炮能够高速发射抛射体击毁极远处的抛射体。"
SMALL_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
RG_gatebuilder_jump:0 "§Y灰风跃迁引擎§!"
RG_gatebuilder_sensor:0 "§Y灰风传感器§!"
RG_gatebuilder_thruster:0 "§Y灰风推进器§!"
RG_CARRIER_RADAR:0 "§Y「星河道标」§!"
RG_CARRIER_RADAR_DESC:0 "§Y为孩子们指引明路点亮家的路标。§!\n建门者标准型航空雷达。先进的扫描装置为舰载机指引目标也为她们指引回家的方向。能够在极远处探测到敌舰。"
RG_ENERGY_MISSILE:0 "§Y「微光团子」§!"
RG_ENERGY_MISSILE_DESC:0 "§Y它们像发光的团子一样呢。我饿了。§!\n建门者融合球导弹初型。这些混合材料制作的鱼雷拥有强大的能量能够自我加速到极高速来击毁敌舰"
RG_ENERGY_MISSILE_KIN:0 "§Y「汐光团子」§!"
RG_ENERGY_MISSILE_KIN_DESC:0 "§Y世上最闪耀最暗淡的萤火。§!\n建门者超空间融合球导弹。这种奇特鱼雷改型能够捕捉到微小的超空间空泡进行加速从而消除掉鱼雷速度的缺陷可惜的是为了承受不稳定超空间航道中的波动被迫减少了装药。"
RG_FLAK_BATTERY:0 "§Y「逐火织机」§!"
RG_FLAK_BATTERY_DESC:0 "§Y想要握住所有的星光。§!\n建门者防空导弹阵列。密集布置的防空炮发射小型融合球击毁极远处的抛射体。"
RG_gatebuilder_jump:0 "§Y「终抵群星」§!"
RG_gatebuilder_sensor:0 "§Y「星穹相会」§!"
RG_gatebuilder_thruster:0 "§Y「漫步星海」§!"
origin_rg_gray:0 "§Y遥远约定§!"
origin_rg_gray_desc:0 "你偷偷说服了小灰从遥远的L星团前来看望你"
origin_tooltip_rg_gray_effects:0 "开局拥有灰风\n\n§R<但...代价是什么?>§!\n§R该起源被多个国家选择时重复国家将被替换成隐藏起源§§H<你也事龙>§!§R并开局获得全部L星门认知。§\n§R多人游戏中存在重复龙开起源国家L星团国家将无法触发中期开门事件。§"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y纳米机器场§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "灰风可以通过布置一个高浓度纳米机器人场来维修同星系内的友方舰船。"
RG_BOMBER_HANGAR_AP_BOMB:0 "§Y纳米轰炸机中队§!"
origin_rg_gray_desc:0 "你偷偷说服了$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$,并在一个孤立的L-星团中开始你的冒险。你将很难有重见银河的机会。\n\n§R<但...代价是什么?>§!\n§Y- 为防止重复选择,该起源被重复选择时将被替换成隐藏起源§§H<你也事龙>§!§Y并开局获得全部L星门认知。§\n§R- 多人游戏中存在重复龙开起源国家L星团国家将无法触发中期开门事件。§\n§R- 该起源被AI帝国占用时L-星团将被AI帝国占用。唔你懂的。§"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y「漫播飞尘」§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "§Y散播希望还有绝望。§!\n多用途微型纳米机器。$NAME_Gray$可以通过布置一个高浓度纳米机器人场来维修同星系内的友方舰船。"
RG_BOMBER_HANGAR_AP_BOMB:0 "§Y「落光」§!"
RG_BOMBER_HANGAR_AP_BOMB_DESC:0 "这些轰炸机通过加速到近距离投放重型无制导炸弹来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "§Y纳米鱼雷机中队§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 "这些轰炸机可以迅速编队投放中子鱼雷来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_FIGHTER_HANGAR_BEAM:0 "§Y纳米截击机中队§!"
RG_FIGHTER_HANGAR_BEAM_DESC:0 "这些攻击机可以使用小型化光束武器来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_BOMBER_HANGAR_ATTACK_ROCKET:0 "§Y纳米攻击机中队§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "§Y「飞光」§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 "这些轰炸机可以迅速编队投放融合球鱼雷来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_FIGHTER_HANGAR_BEAM:0 "§Y「逐光」§!"
RG_FIGHTER_HANGAR_BEAM_DESC:0 "这些攻击机可以使用小型化光束武器拦截小型航空器,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_BOMBER_HANGAR_ATTACK_ROCKET:0 "§Y「棱光」§!"
RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 "这些攻击机可以使用小型化光束武器来击毁敌舰,奇怪的是这种设计在我们的设计师看来非常危险和不可靠......"
RG_aura_nanobot_cloud:0 "§Y纳米机器场§!"
RG_AUTO_REPAIR:0 "§Y纳米损害管制§!"
RG_AUTO_REPAIR_DESC:0 "灰风通过这些预留用于损害管制的纳米机器人来紧急修复舰体。"
RG_ARMOR_BOOSTER:0 "§Y质能对抗装置§!"
RG_ARMOR_BOOSTER_DESC:0 "通过消耗大量能源进行质能转换从而达到实时加固舰体的效果。"
RG_ENIGMATIC_SCHEDULER:0 "§Y神秘调度器§!"
RG_ENIGMATIC_SCHEDULER_DESC:0 "神秘调度器通过一种极其先进的算法控制资源的调度优先顺序,确保最大化效率利用资源的同时又可使用额外的能量增幅战舰的武器和护盾。"
RG_ENGINE_BOOSTER:0 "§Y灰风特型引擎增压§!"
RG_aura_nanobot_cloud:0 "§Y「漫播飞尘」§!"
RG_AUTO_REPAIR:0 "§Y「晨昏之间」§!"
RG_AUTO_REPAIR_DESC:0 "§Y极昼与极夜。§!\n$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$轰炸将在星球上散布灰色风暴,以最快的速度席卷一切。\n-对§Y军团§!造成§Y巨大的§!伤害\n-对§Y星球§!造成§Y不可修复的§!伤害\n-对§Y人口§!造成§Y巨大的§!伤害\n-将会轰炸不设防的星球。!"
LARGE_GRAY_WEAPON_LANCE:0 "§Y灰风能量束§!"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
SMALL_GRAY_WEAPON_LANCE:0 "§Y灰风能量束Mini§!"
bombardment_graygoo_desc:0 "$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灰风聚能束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灰风聚能束§!"
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灰风能量弧§!"
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灰风聚能束§!"
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灰风能量束§!"
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$"
@@ -110,6 +121,8 @@
RG_Arsenal_FISSION_REACTOR:0 "$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$"
@@ -159,27 +172,27 @@
RG_ABSLUTEFIELD:0 "§R绝对领域§!"
RG_ABSLUTEFIELD_DESC:0 "§R你不要过来啊啊啊啊§!"
RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术§!灰风会听从你的直接指挥,无视一切敌人执行命令。"
rg_carrier_BEHAVIOR_DESC:0 "§H航母战术§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。"
rg_aura_BEHAVIOR_DESC:0 "§H光环战术§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。"
RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。"
RG_battle_BEHAVIOR_DESC:0 "§H战列战术§!飞船会保持在射程内§Y110§!)开火,并用远距离武器攻击敌人。"
RG_torpedo_BEHAVIOR_DESC:0 "§H雷击战术§!飞船会保持在射程内§Y180§!)开火,并用远距离武器攻击敌人。"
RG_line_BEHAVIOR_DESC:0 "§H线列战术§!飞船会尽可能与敌舰保持近距离§Y50§!),为友军吸收伤害。"
RG_AA_BEHAVIOR_DESC:0 "§H对空战术§!飞船会在远距离§Y150§!)执行舰队防空支援任务,并尝试与敌舰保持距离。"
RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术§!飞船会听从你的直接指挥,无视一切敌人执行命令。"
RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。"
RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术:§!$NAME_Gray$会听从你的直接指挥,无视一切敌人执行命令。"
rg_carrier_BEHAVIOR_DESC:0 "§H航母战术:§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。"
rg_aura_BEHAVIOR_DESC:0 "§H光环战术:§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。"
RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术:§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。"
RG_battle_BEHAVIOR_DESC:0 "§H战列战术:§!飞船会保持在射程内§Y110§!)开火,并用远距离武器攻击敌人。"
RG_torpedo_BEHAVIOR_DESC:0 "§H雷击战术:§!飞船会保持在射程内§Y180§!)开火,并用远距离武器攻击敌人。"
RG_line_BEHAVIOR_DESC:0 "§H线列战术:§!飞船会尽可能与敌舰保持近距离§Y50§!),为友军吸收伤害。"
RG_AA_BEHAVIOR_DESC:0 "§H对空战术:§!飞船会在远距离§Y150§!)执行舰队防空支援任务,并尝试与敌舰保持距离。"
RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术:§!飞船会听从你的直接指挥,无视一切敌人执行命令。"
RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术:§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。"
RG_COMBAT_COMPUTER_CARRIER:0 "§Y灰风作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y灰风作战计算机-线列战术§!"
RG_COMBAT_COMPUTER_artillery:0 "§Y灰风作战计算机-火炮战术§!"
RG_COMBAT_COMPUTER_MotherShip:0 "§Y灰风作战计算机§!"
RG_COMBAT_COMPUTER_aura:0 "§Y灰风作战计算机-电子战术§!"
RG_COMBAT_COMPUTER_battle:0 "§Y灰风作战计算机-战列战术§!"
RG_COMBAT_COMPUTER_torpedo:0 "§Y灰风作战计算机-雷装战术§!"
RG_COMBAT_COMPUTER_AA:0 "§Y灰风作战计算机-对空战术§!"
RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y灰风作战计算机-自由战术§!"
RG_COMBAT_COMPUTER_icebreak:0 "§Y灰风作战计算机-破冰战术§!"
RG_COMBAT_COMPUTER_CARRIER:0 "§Y$NAME_Gray$作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$作战计算机-线列战术§!"
RG_COMBAT_COMPUTER_artillery:0 "§Y$NAME_Gray$作战计算机-火炮战术§!"
RG_COMBAT_COMPUTER_MotherShip:0 "§Y$NAME_Gray$作战计算机§!"
RG_COMBAT_COMPUTER_aura:0 "§Y$NAME_Gray$作战计算机-电子战术§!"
RG_COMBAT_COMPUTER_battle:0 "§Y$NAME_Gray$作战计算机-战列战术§!"
RG_COMBAT_COMPUTER_torpedo:0 "§Y$NAME_Gray$作战计算机-雷装战术§!"
RG_COMBAT_COMPUTER_AA:0 "§Y$NAME_Gray$作战计算机-对空战术§!"
RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y$NAME_Gray$作战计算机-自由战术§!"
RG_COMBAT_COMPUTER_icebreak:0 "§Y$NAME_Gray$作战计算机-破冰战术§!"
RG_carrier_interdictor_key: "§Y航母核心§!"
RG_icebreaker_interdictor: "§Y破冰核心§!"
@@ -197,16 +210,23 @@
RG_graygoo_juggernaut_key: "§Y主宰核心§!"
RG_icebreaker_interdictor_key: "§Y破冰核心§!"
LARGE_GRAY_WEAPON_KIN:0 "§Y纳米物质投射器§!"
LARGE_GRAY_WEAPON_KIN_DESC:0 "这些密集的轴基无管动能炮使用了前所未有的重型弹头,被设计成只能发射一次的终极火炮。这种武器通常成编制部署,占据了整艘战舰一半以上的质量。"
HUGE_GRAY_WEAPON_KIN:0 "§Y超限-纳米物质投射器§!"
HUGE_GRAY_WEAPON_KIN_DESC:0 "这些密集的轴基无管动能炮发射密度前所未有的超级弹头,弹头能够自我加速到无限接近光速。却依然无法再次发射。"
RG_carrier_destroyer_key: "§Y运航核心§!"
RG_base_destroyer_key: "§Y驱逐核心§!"
LARGE_GRAY_WEAPON_KIN:0 "§Y「糖豆发射器」§!"
LARGE_GRAY_WEAPON_KIN_DESC:0 "§Y多就是美。§!\n这些密集的轴基无管动能炮使用了前所未有的重型弹头被设计成只能发射一次的终极火炮。这种武器通常成编制部署占据了整艘战舰一半以上的质量。"
HUGE_GRAY_WEAPON_KIN:0 "§Y「棒糖发射器」§!"
HUGE_GRAY_WEAPON_KIN_DESC:0 "§Y大就是好。§!\n这些密集的轴基无管动能炮发射质量前所未有的超级弹头弹头能够自我加速到极限。却依然无法再次发射。"
tech_gray_weapon_lance_1:0 "§Y纳米层级能量操纵§!"
tech_gray_weapon_lance_1_desc:0 "通过研究L星门中灰色风暴战舰所使用的武器我们得以使用纳米机器人部分还原这种技术。"
tech_gray_matter_remix_2:0 "§Y纳米物质混合工程§!"
tech_gray_matter_remix_2_desc:0 "通过将纳米机器人运用在特殊材料中,我们得以赋予这些材料新的性质。"
tech_gray_nano_fusion_3:0 "§Y纳米物质能量生产§!"
tech_gray_nano_fusion_3_desc:0 "利用纳米物质特性大幅压缩传统反应堆,极大提升能量产出效率。"
tech_gray_nano_boost_3:0 "§Y纳米物质推进工程§!"
tech_gray_nano_boost_3_desc:0 "将新的材料进一步加以改良,我们得以制造出可以自我产生推力的材料,使得更加精密的工程成为可能。"
@@ -219,40 +239,46 @@
tech_gray_buffnut_6:0 "§Y纳米支援巨像工程§!"
tech_gray_buffnut_6_desc:0 "拥有巨像技术的我们可以使用L星门技术设计新型的支援战舰他们拥有巨大的潜力。"
tech_gray_repair_system_1:0 "§Y灰风纳米修复系统§!"
tech_gray_cloaking_3:0 "§Y纳米光线追踪力场§!"
tech_gray_cloaking_3_desc:0 "通过逆向计算光线的照射路线,精细调整护盾力场,使得舰体在部分光线频谱不可见。显然这是一项昂贵的技术。"
tech_gray_repair_system_1:0 "§Y$NAME_Gray$纳米修复系统§!"
tech_gray_repair_system_1_desc:0 "在灰色风暴的残骸里发现了一种高效的船壳自动维修系统,由数十亿个微型纳米机器人组成,并已改造成可为我们所用。"
tech_object_gray_5:0 "§Y灰风母舰重构§!"
tech_object_gray_5_desc:0 "通过日常维护小灰舰体以及...小小的逆向工程,我们得以部分复制灰风母舰的设计,当然,这一切还要征得小灰本人同意。"
tech_object_gray_5:0 "§Y$NAME_Gray$母舰重构§!"
tech_object_gray_5_desc:0 "通过日常维护$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$本人同意。"
tech_minilaser_gray_1:0 "§Y灰风武器微型化§!"
tech_minilaser_gray_1_desc:0 "从某个资料架上掉下来一个奇怪的盒子,经过研究里面装着一些奇怪的科技。"
tech_minilaser_gray_1:0 "§Y$NAME_Gray$武器微型化§!"
tech_minilaser_gray_1_desc:0 "从某个资料架上掉下来一个奇怪的盒子,里面装着一份将纳米武器小型化的可行性验证设计图。"
tech_gray_noway:0 "§Y灰风的不存在课题§!"
tech_gray_noway:0 "§Y$NAME_Gray$的不存在课题§!"
tech_gray_noway_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。"
tech_object_gray_6:0 "§Y灰风的不存在课题2§!"
tech_object_gray_6:0 "§Y$NAME_Gray$的不存在课题2§!"
tech_object_gray_6_desc:0 "好像是一些奇怪的东西,还是不要管比较好吧。"
tech_gray_army_7:0 "§Y自演化纳米战体§!"
tech_gray_army_7_desc:0 "通过植入一些低级自演化程序,结合对纳米物质的了解,我们能够小批量生产一些纳米战体作为陆军投放。"
RG_PLANET_KILLER:0 "§H远星之歌§!"
RG_PLANET_KILLER_DESC:0 "§Y发射高能级纳米射线蒸发行星大气彻底污染星球上所有物体。以恒星级功率发射时剧烈的扰动将摧毁恒星引发超新星爆炸并污染星系中所有行星。若将能量重定向到敌舰上将造成难以置信的伤害。§!"
tech_gray_juggernaut_8:0 "§Y纳米超宏舰系统§!"
tech_gray_juggernaut_8_desc:0 "纳米物质的自构特性使得它们能够用来建造一些规模无以伦比的工程。而我们将踏出第一步。"
RG_PLANET_KILLER:0 "§H「远星之歌」§!"
RG_PLANET_KILLER_DESC:0 "§Y再度听到了星星的歌声。仿佛做了一个永恒的梦。§!\n§Y发射高能级纳米射线重构行星大气将所有智慧生命形态彻底重构。以恒星级功率发射时剧烈的扰动将摧毁恒星引发超新星爆炸并污染星系中所有行星。若将能量重定向到敌舰上会很痛。§!"
RG_PLANET_KILLER_ACTION:0 "§H纳米注入§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER:0 "准备注入$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$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SMALL:0 "被执行了星球纳米转化"
RG_PLANET_KILLER_SP:0 "§H奇怪的试射用武器§!"
RG_PLANET_KILLER_SP_DESC:0 "§Y不知道发射后会发生什么的奇怪武器...被设定成只能对友军开火..?小灰要求我们帮忙试射来收集实验结果。这真的靠谱吗?§!"
RG_PLANET_KILLER_SP_DESC:0 "§Y不知道发射后会发生什么的奇怪武器...被设定成只能对友军开火..?$NAME_Gray$要求我们帮忙试射来收集实验结果。这真的靠谱吗?§!"
RG_PLANET_KILLER_SP_ACTION:0 "§H试验性开火§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SP:0 "准备对$PLANET|Y$进行试射"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SP:0 "被进行了物种改造"
@@ -260,9 +286,10 @@
RG_AUTOCONST_HANGER:0 "自动工程子个体"
RG_AUTOCONST_HANGER_desc:0 "预载的工蜂工程舰可以在星系调查完成后自动建造恒星基地。"
RG_const_country:0 "小灰-自动工程队"
requires_rg_graylevel_higherthan_25:0 "§Y小灰必须达到10级§!"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技:§!$tech_juggernaut$"
RG_const_country:0 "$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$"
rg_nothing:0 ""
rg_nothing_desc:0 ""
@@ -282,6 +309,20 @@
weapon_type_rg_torpedoe:0 "§Y鱼雷§!"
weapon_type_rg_main:0 "§Y主武器§!"
weapon_type_rg_armor:0 "§Y装甲部件§!"
weapon_type_rg_reactor:0 "§Y能源核心§!"
RG_FUSION_NANO_REACTOR:0 "§Y「梦核」§!"
RG_FUSION_NANO_REACTOR_DESC:0 "利用纳米物质的能量传导特性大幅压缩传统反应堆提升密度。如果要制造一颗恒星,还是把它关在笼子里比较好吧。"
RG_FUSION_NANO_REACTOR_S:0 "$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$"
rg_distant_stars_modifier:0 "§H遥远繁星§!"
rg_distant_stars_modifier_desc:0 "L-星团是一群距离我们所熟知的银河系相距极远的星系组成的星团。从内部几乎没有可能启动跃迁引擎回到银河系。\n§H当然你执意要出去...那我也没办法嘛。L-星门开启后自动移除该修正。§!"
@@ -292,22 +333,25 @@
RG_CARRIER_RADAR_tool_tip:0 "§H大幅提升舰船开火距离至§!§Y600§H用于修复超出舰载机射程从而不开火的问题。§!"
RG_FLAK_PHOENIX_tool_tip:0 "§H距离:§! §Y5§!§H以内的敌舰将会使用舰体撞击。“永不沉没”§!"
RG_AUTOCONST_HANGER_tool_tip:0 "§H自动工程队模块将会在星系探索完成后自动释放工程舰建造哨站。§!"
RG_PLANET_KILLER_tool_tip:0 "伤害 §Y35000-350000§!\n冷却 §Y30.00£time£§!\n命中 §Y100%§!\n追踪 §Y100%§!\n射程 §Y0§! ~ §Y800§!\n发射扇面 §Y25§!度\n平均伤害 §Y5250.00/£time£§!\n\n§G+100% 船体伤害§!\n§G+100% 护盾伤害§!\n§G+100% 装甲伤害§!\n§G+100% 护盾穿透§!\n§G+100% 装甲穿透§!\n\n该武器依据目标舰船大小的§G100%§!施加额外的倍乘伤害。"
RG_PLANET_KILLER_tool_tip:0 "伤害: §Y35000-350000§!\n冷却: §Y30.00£time£§!\n命中: §Y100%§!\n追踪: §Y100%§!\n射程: §Y0§! ~ §Y800§!\n发射扇面: §Y25§!度\n平均伤害: §Y5250.00/£time£§!\n\n§G+100% 船体伤害§!\n§G+100% 护盾伤害§!\n§G+100% 装甲伤害§!\n§G+100% 护盾穿透§!\n§G+100% 装甲穿透§!\n\n该武器依据目标舰船大小的§G100%§!施加额外的倍乘伤害。"
RG_revive_component:0 "§Y原型折纸§!"
RG_revive_component:0 "§Y折纸§!"
RG_REVIVE_COMPONENT_tooltip:0 "§H据说能够瞬间重组舰船的神奇设备。真想真正的看一眼。§!"
RG_CORVETTE_CLOAKING_3:0 "§Y改装$CLOAKING_3$§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "通过小灰精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。"
RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减 §R-10%§!"
RG_CORVETTE_CLOAKING_3:0 "§Y「记忆中的流星」§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "通过$NAME_Gray$精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。"
RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减: §R-10%§!"
TECH_UNLOCK_RG_CLOAKING_3_TITLE: "§H解锁部件:§!$RG_CORVETTE_CLOAKING_3$"
TECH_UNLOCK_RG_CLOAKING_3_DESC: "§H$RG_CORVETTE_CLOAKING_3$§!\n$tech_gray_cloaking_3_desc$"
rg_gray_army_base:0 "§Y自走纳米机器战体§!"
rg_gray_army_base_desc:0 "经过逆向工程制造出的纳米作战体复制品,只拥有有限的作战决策能力。不过仍具有巨大的威力。"
rg_levelup_2.tooltip:0 "§Y如果我们中途中止改造项目将无法得到退款§!"
rg_need_manual_toggle:0 "§Y注意更改舰种后你需要手动切换一次小灰的形态§!"
rg_need_manual_toggle:0 "§Y注意更改舰种后你需要手动切换一次$NAME_Gray$的形态§!"
START_SCREEN_RG_GRAY_ORIGIN:0 "在我们的文明尚且幼小的时候,小灰就被记载在我们的历史之中,伴随着稚嫩的约定。漫长的岁月过去,我们得以拥抱漫天群星。但随即我们的恒星系就被一个神秘位面的存在干涉,被强行拉到了一个遥远的星团当中,远离我们所认知的银河系,但好像不只这些...\n\n§H这是一个特殊开局你将被困在L-星团当中无法从内部开启L-星门。倘若没有其他国家从外部开启L-星门的话...就寄啦!§!"
START_SCREEN_RG_GRAY_ORIGIN:0 "在我们的文明尚且幼小的时候,$NAME_Gray$就被记载在我们的历史之中,伴随着稚嫩的约定。漫长的岁月过去,我们得以拥抱漫天群星。但随即我们的恒星系就被一个神秘位面的存在干涉,被强行拉到了一个遥远的星团当中,远离我们所认知的银河系,但好像不只这些...\n\n§H这是一个特殊开局你将被困在L-星团当中无法从内部开启L-星门。倘若没有其他国家从外部开启L-星门的话...就寄啦!§!"
RG_orbital_ring:0 "§Y纳米星环防御终端§!"
RG_orbital_ring_desc:0 ""
@@ -315,16 +359,95 @@
RG_leader_trait_admiral_fake_dragon:0 "§Y龙的灵魂§!"
RG_leader_trait_admiral_fake_dragon_desc:0 "迷途的灵魂虽然不是龙,却想要化身为龙。你也是龙,也好。"
RG_leader_trait_admiral_timed_life:0 "§Y计时的生命§!"
RG_leader_trait_admiral_timed_life_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$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$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
rg_fake_dragon_desc:0 "模拟龙是在小灰的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。"
rg_timed_life_millennium:0 "§R千年魂环§!模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
rg_fake_dragon_desc:0 "模拟龙是在$NAME_Gray$的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。"
rg_timed_life_millennium:0 "§R千年魂环§!:模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!:模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
RG_sim_dragon_species:0 "伪装的龙"
RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙"
MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§R检测到伞病毒威胁§!"
rg_kogasa_exterminated_desc:0 "守护进程检测到小灰人格完整性遭到篡改,污染目标已被净化,处理方案无害化处理。"
rg_kogasa_exterminated_desc:0 "守护进程检测到$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$形态将会导致计划失败。§!"
situation_rg_gray_mod1_stage_1:0 "§Y第一阶段:基本舰体修复阶段§!"
situation_rg_gray_mod1_stage_2:0 "§Y第二阶段:武器载点重构阶段§!"
situation_rg_gray_mod1_stage_3:0 "§Y第三阶段:可行性验证阶段§!"
situation_rg_gray_mod1_stage_4:0 "§Y第四阶段:歼星武器设计阶段§!"
situation_rg_gray_mod1_stage_5:0 "§Y第五阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod1_stage_6:0 "§Y第六阶段:最终试航阶段§!"
situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$"
situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$"
situation_rg_gray_mod1_stage_3_tooltip:0 "$rg_story.25.desc$"
situation_rg_gray_mod1_stage_4_tooltip:0 "$rg_story.26.desc$"
situation_rg_gray_mod1_stage_5_tooltip:0 "$rg_story.27.desc$"
situation_rg_gray_mod1_stage_6_tooltip:0 "$rg_story.28.desc$"
situation_rg_gray_mod1_monthly_change_tooltip:0 "§Y我们正在稳步推进改造项目。§!"
situation_rg_gray_mod1_finish_tooltip:0 "§Y我们的计划按部就班地顺利完成。§!"
situation_rg_gray_mod2_monthly_change_tooltip:0 "§Y我们正在稳步推进改造项目。§!"
situation_rg_gray_mod2_finish_tooltip:0 "§Y我们的计划按部就班地顺利完成。§!"
situation_rg_gray_mod1_approach_1:0 "按计划执行"
situation_rg_gray_mod1_approach_2:0 "暂停执行计划"
situation_rg_gray_mod1_approach_3:0 "放弃执行计划"
situation_rg_gray_mod1_approach_1_tooltip:0 "§G我们的项目将会按计划按部就班执行。§!"
situation_rg_gray_mod1_approach_2_tooltip:0 "§Y迫于外部压力我们需要暂缓执行改造项目。§!"
situation_rg_gray_mod1_approach_3_tooltip:0 "§R我们遇到了使计划难以为继的困难不得不暂时中止计划等待下一个时机。§!"
situation_rg_gray_mod1_stage_1_booster_tooltip:0 "§G我们的项目获得了额外预算§!"
situation_rg_gray_mod1_stage_2_booster_tooltip:0 "§G我们的工程团队被指派帮助改造项目§!"
situation_rg_gray_mod1_stage_3_booster_tooltip:0 "§R由于我们的计划缺少预算项目团队只能用想象力来弥补不足§!"
situation_rg_gray_mod1_stage_5_booster_tooltip:0 "§G我们的物理团队被指派帮助改造项目§!"
situation_rg_gray_mod1_stage_6_booster_tooltip:0 "§Y我们需要实际开始执行改造项目§!"
situation_rg_gray_mod2_stage_1_booster_tooltip:0 "§G我们的科研团队被指派帮助改造项目§!"
situation_rg_gray_mod2_stage_2_booster_tooltip:0 "§G我们的项目获得了额外预算§!"
situation_rg_gray_mod2_stage_3_booster_tooltip:0 "§G我们的项目被批准建造试验船§!"
situation_rg_gray_mod2:0 "§Y$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$形态不会导致计划失败。§!"
situation_rg_gray_mod2_stage_1:0 "§Y第一阶段:基本力学验证阶段§!"
situation_rg_gray_mod2_stage_2:0 "§Y第二阶段:纳米构成研究阶段§!"
situation_rg_gray_mod2_stage_3:0 "§Y第三阶段:工程场地建设阶段§!"
situation_rg_gray_mod2_stage_4:0 "§Y第四阶段:反应堆稳定研究阶段§!"
situation_rg_gray_mod2_stage_5:0 "§Y第五阶段:主武器载点设计阶段§!"
situation_rg_gray_mod2_stage_6:0 "§Y第六阶段:舱室布局设计阶段§!"
situation_rg_gray_mod2_stage_7:0 "§Y第七阶段:舰体龙骨铺设阶段§!"
situation_rg_gray_mod2_stage_8:0 "§Y第八阶段:舰体主结构铺设阶段§!"
situation_rg_gray_mod2_stage_9:0 "§Y第九阶段:超空间引擎验证阶段§!"
situation_rg_gray_mod2_stage_10:0 "§Y第十阶段:子系统吊装阶段§!"
situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段:最终试航阶段§!"
situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段:居住区划设计阶段§!"
situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段:主宰船坞铺设阶段§!"
situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$"
situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$"
situation_rg_gray_mod2_stage_3_tooltip:0 "$rg_story.32.desc$"
situation_rg_gray_mod2_stage_4_tooltip:0 "$rg_story.33.desc$"
situation_rg_gray_mod2_stage_5_tooltip:0 "$rg_story.34.desc$"
situation_rg_gray_mod2_stage_6_tooltip:0 "$rg_story.35.desc$"
situation_rg_gray_mod2_stage_7_tooltip:0 "$rg_story.36.desc$"
situation_rg_gray_mod2_stage_8_tooltip:0 "$rg_story.37.desc$"
situation_rg_gray_mod2_stage_9_tooltip:0 "$rg_story.38.desc$"
situation_rg_gray_mod2_stage_10_tooltip:0 "$rg_story.39.desc$"
situation_rg_gray_mod2_stage_11_tooltip:0 "$rg_story.40.desc$"
situation_rg_gray_mod2_stage_12_tooltip:0 "$rg_story.41.desc$"
situation_rg_gray_mod2_stage_13_tooltip:0 "$rg_story.42.desc$"
situation_rg_gray_mod2_stage_14_tooltip:0 "$rg_story.43.desc$"
rg_gray_mod2_stage1_project:0 "§Y指派首席科学家帮助改造项目§!"
rg_gray_mod2_stage1_project_desc:0 "为了加快$NAME_Gray$改造项目进度,我们需要指派我们的科学家研究这个项目。嗯,就是这样。"
rg_gray_mod2_stage4_project:0 "$rg_gray_mod2_stage1_project$"
rg_gray_mod2_stage4_project_desc:0 "$rg_gray_mod2_stage1_project_desc$"

View File

@@ -1,12 +1,12 @@
l_simp_chinese:
RG_armed_constructor_ship:0 "§Y灰风工程舰§!"
RG_armed_constructor_ship_plural:0 "§Y灰风工程舰§!"
RG_armed_science_ship:0 "§Y灰风科学舰§!"
RG_armed_science_ship_plural:0 "§Y灰风科学舰§!"
RG_armed_transport_ship:0 "§Y灰风压制舰§!"
RG_armed_transport_ship_plural:0 "§Y灰风压制舰§!"
RG_armed_colony_ship:0 "§Y灰风殖民舰§!"
RG_armed_colony_ship_plural:0 "§Y灰风殖民舰§!"
RG_armed_constructor_ship:0 "§Y$NAME_Gray$工程舰§!"
RG_armed_constructor_ship_plural:0 "§Y$NAME_Gray$工程舰§!"
RG_armed_science_ship:0 "§Y$NAME_Gray$科学舰§!"
RG_armed_science_ship_plural:0 "§Y$NAME_Gray$科学舰§!"
RG_armed_transport_ship:0 "§Y$NAME_Gray$压制舰§!"
RG_armed_transport_ship_plural:0 "§Y$NAME_Gray$压制舰§!"
RG_armed_colony_ship:0 "§Y$NAME_Gray$殖民舰§!"
RG_armed_colony_ship_plural:0 "§Y$NAME_Gray$殖民舰§!"
RG_graygoo_interdictor:0 "§Y纳米机器拦截舰§!"
RG_graygoo_interdictor_plural:0 "§Y纳米机器拦截舰§!"
RG_graygoo_Arsenal:0 "§Y纳米机器武库舰§!"
@@ -22,17 +22,20 @@
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灰风船体§!"
RG_gray_warship_base_key:0 "§Y灰风船体§!"
RG_gray_capitalship_key:0 "§Y灰风旗舰船体§!"
RG_gray_warship_key:0 "§Y$NAME_Gray$船体§!"
RG_gray_warship_base_key:0 "§Y$NAME_Gray$船体§!"
RG_gray_capitalship_key:0 "§Y$NAME_Gray$旗舰船体§!"
# Fleet names
NAME_RG_GRAY_scienceship:0 "纳米机器科研单元"
NAME_Gray_Warship_base:0 "略有磨损的纳米机器个体"
NAME_Gray_Warship:0 "纳米机器个体"
NAME_Gray_Warship_rg:0 "$NAME_Gray_Warship$"
NAME_gray_capitalship:0 "纳米机器终端核心"
NAME_gray_juggernautship:0 "纳米机器中央处理核心"
NAME_RG_GRAY_constructor:0 "纳米机器工造单元"
@@ -60,3 +63,7 @@
NAME_RG_Nanite_Dragon:0 "§Y模拟模拟龙§!"
Name_rg_fake_dragon:0 "§Y模拟龙§!"
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"