130 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
9be9269503 空间站核心 2024-08-31 10:31:22 +08:00
ProjectKoi-Kalo\Kalo
e22bd6253d zc 2024-08-30 06:34:50 +08:00
ProjectKoi-Kalo\Kalo
de18864e35 zc 2024-08-30 06:13:54 +08:00
ProjectKoi-Kalo\Kalo
c181968b85 暂存模拟龙 2024-06-15 12:29:48 +08:00
ProjectKoi-Kalo\Kalo
405410bfa7 situation boost 2024-05-16 09:51:49 +08:00
ProjectKoi-Kalo\Kalo
8da3a91c7d Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-05-16 09:49:06 +08:00
ProjectKoi-Kalo\Kalo
e155057c74 zc 2024-05-16 09:49:05 +08:00
ProjectKoi-Kalo\Kalo
9329faccc7 urefotm crash fix 2024-05-15 22:50:36 +08:00
ProjectKoi-Kalo\Kalo
e156eba77f chougou tastymaid comp 2024-05-15 20:28:38 +08:00
ProjectKoi-Kalo\Kalo
5054a1164d Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-05-15 12:29:07 +08:00
ProjectKoi-Kalo\Kalo
91ffbc05ae 暂存 2024-05-15 12:28:15 +08:00
FA507RM-KALOSPA\Kalo
05294fc641 zc 2024-05-14 15:53:33 +08:00
FA507RM-KALOSPA\Kalo
2a868c0d71 zc 2024-05-14 15:49:46 +08:00
FA507RM-KALOSPA\Kalo
c847bfedf2 zc 2024-05-14 15:48:54 +08:00
FA507RM-KALOSPA\Kalo
8ab394b076 trait 2024-05-14 15:28:37 +08:00
FA507RM-KALOSPA\Kalo
5a530f44fc 暂存 2024-05-14 15:21:54 +08:00
FA507RM-KALOSPA\Kalo
4c3bd989aa 暂存 2024-05-14 09:50:13 +08:00
ProjectKoi-Kalo\Kalo
99a8e70400 暂存 2024-05-12 18:44:57 +08:00
ProjectKoi-Kalo\Kalo
64e90acfe9 抹除领袖 2024-05-12 17:25:53 +08:00
ProjectKoi-Kalo\Kalo
59cd78cab6 很好伙伴们,非常目力 2024-05-12 13:41:57 +08:00
ProjectKoi-Kalo\Kalo
38cd11b647 暂存 2024-05-12 13:21:00 +08:00
b07be16425 revert 574eea5143
revert 暂存
2024-05-12 13:13:35 +08:00
53edea7228 revert f4f50b3eee
revert 注释掉
2024-05-12 13:10:48 +08:00
72c48e2b7d revert f0596b14b7
revert 科技分化没图标版
2024-05-12 13:08:36 +08:00
ProjectKoi-Kalo\Kalo
574eea5143 暂存 2024-05-12 13:07:03 +08:00
ProjectKoi-Kalo\Kalo
ce7f0add2b 暂存 2024-05-12 12:55:52 +08:00
ProjectKoi-Kalo\Kalo
f4f50b3eee 注释掉 2024-05-12 05:29:45 +08:00
ProjectKoi-Kalo\Kalo
f0596b14b7 科技分化没图标版 2024-05-12 05:22:42 +08:00
ProjectKoi-Kalo\Kalo
3e3a395f1f 舰船花费update 2024-05-12 04:20:49 +08:00
ProjectKoi-Kalo\Kalo
ca3ec70d50 3.12 2024-05-09 23:17:33 +08:00
ProjectKoi-Kalo\Kalo
9a4cff17b8 ZC 2024-04-14 19:59:07 +08:00
ProjectKoi-Kalo\Kalo
578a91552f sa 2024-04-14 18:22:51 +08:00
ProjectKoi-Kalo\Kalo
e540e3fb2e 暂存 2024-04-14 15:14:25 +08:00
ProjectKoi-Kalo\Kalo
930cc8e4e1 Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-04-14 15:11:15 +08:00
ProjectKoi-Kalo\Kalo
36a8a68c92 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 15:08:27 +08:00
ProjectKoi-Kalo\Kalo
df1e219f51 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 03:49:31 +08:00
ProjectKoi-Kalo\Kalo
97ea859c6c 三合一,不知道哪改烂了,舰R兼容大概也寄了 暂存 2024-04-13 22:07:02 +08:00
ProjectKoi-Kalo\Kalo
c0f8d6f8da 暂存 2024-04-11 14:03:44 +08:00
ProjectKoi-Kalo\Kalo
0d5bb8d4a6 暂存 2024-04-11 13:54:57 +08:00
ProjectKoi-Kalo\Kalo
2f5ca904a9 暂存 2024-04-11 13:18:04 +08:00
ProjectKoi-Kalo\Kalo
93f9eff48b 暂存 2024-04-10 20:29:21 +08:00
ProjectKoi-Kalo\Kalo
2a465219a1 暂存堕落起源 2024-04-10 20:23:08 +08:00
ProjectKoi-Kalo\Kalo
37fd3e1b58 暂存 2024-04-10 19:39:38 +08:00
ProjectKoi-Kalo\Kalo
7b126497c6 暂存 2024-04-10 16:07:38 +08:00
ProjectKoi-Kalo\Kalo
abf233e1e8 暂存 2024-04-09 23:39:58 +08:00
ProjectKoi-Kalo\Kalo
1eb492a2f0 暂时不需要了 2024-04-07 21:43:26 +08:00
ProjectKoi-Kalo\Kalo
267a06b2fa maid暂存 2024-04-07 21:39:00 +08:00
ProjectKoi-Kalo\Kalo
32b9a5680b 修好了 2024-04-07 19:40:25 +08:00
ProjectKoi-Kalo\Kalo
f320c739a8 revert 3.11 2024-04-07 19:28:01 +08:00
ProjectKoi-Kalo\Kalo
aa9e81fc89 烂了 尝试修 2024-04-07 19:23:23 +08:00
ProjectKoi-Kalo\Kalo
c00c1a8917 暂存 2024-04-07 19:05:28 +08:00
ProjectKoi-Kalo\Kalo
2935da199d 暂存 2024-04-07 13:02:04 +08:00
ProjectKoi-Kalo\Kalo
f4fe568fa3 3.11暂存 2024-04-07 07:56:10 +08:00
ProjectKoi-Kalo\Kalo
c67315b296 暂存 特质合并 2023-11-20 20:39:13 +08:00
ProjectKoi-Kalo\Kalo
ff3ed9f4f1 暂存 2023-11-20 20:08:29 +08:00
ProjectKoi-Kalo\Kalo
b3d35699bf 暂存等级上限改动 2023-11-20 18:55:29 +08:00
ProjectKoi-Kalo\Kalo
6cda63ec0e 暂存 2023-11-17 21:08:12 +08:00
ProjectKoi-Kalo\Kalo
1c62ded8aa 暂存 2023-11-17 21:05:31 +08:00
ProjectKoi-Kalo\Kalo
bdaf0148f5 暂存 2023-11-17 10:33:36 +08:00
ProjectKoi-Kalo\Kalo
16ee77bfd0 暂存 2023-11-17 10:29:43 +08:00
ProjectKoi-Kalo\Kalo
a221fc6dde 暂存 2023-11-17 03:56:22 +08:00
ProjectKoi-Kalo\Kalo
f17de2c205 3.10暂存 2023-11-17 03:46:51 +08:00
ProjectKoi-Kalo\Kalo
7fba597294 暂存 2023-11-04 15:21:08 +08:00
ProjectKoi-Kalo\Kalo
0741aac406 暂存 2023-11-04 13:17:46 +08:00
ProjectKoi-Kalo\Kalo
f95ac26913 暂存 2023-10-29 00:50:12 +08:00
ProjectKoi-Kalo\Kalo
08c6ff9a6a 暂存 2023-10-29 00:33:16 +08:00
ProjectKoi-Kalo\Kalo
b9cd8bf9f6 暂存 2023-10-28 23:49:01 +08:00
ProjectKoi-Kalo\Kalo
185db2b335 icon 2023-10-28 22:19:18 +08:00
ProjectKoi-Kalo\Kalo
7c341eb145 event tootltip 2023-10-28 20:58:38 +08:00
ProjectKoi-Kalo\Kalo
9fc5a0358a weapon 2023-10-28 16:31:32 +08:00
ProjectKoi-Kalo\Kalo
86465b862e Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-10-28 15:01:55 +08:00
ProjectKoi-Kalo\Kalo
ac61fddf1e re 2023-10-28 15:01:53 +08:00
FA507RM-KALOSPA\Kalo
cf69509930 textchange 2023-10-16 01:45:17 +08:00
ProjectKoi-Kalo\Kalo
a5c19c83e3 3.9改动 不准引用未定义的event 2023-09-14 21:54:00 +08:00
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
128 changed files with 35718 additions and 11022 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

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

View File

@@ -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
@@ -15,17 +14,17 @@ rg_ap_nantiematter = {
has_ascension_perk = rg_nantiematter
}
}
potential = {
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
AND = {
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
}
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
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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

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

View File

@@ -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"

View File

@@ -0,0 +1,607 @@
#############################
### Fallen Machine Empire ###
#############################
# Planet Destroyer
ship_design = {
name = "NAME_Gray_Omega"
ship_size = colossus
section = {
template = "SHIP_COLOSSUS_SECTION"
slot = "ship"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COLOSSUS_DARK_MATTER_REACTOR"
required_component="COLOSSUS_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Massive Ship
ship_design = {
name = "NAME_Gray_Alpha"
ship_size = massive_ship_fallen_empire
section = {
template = "fallen_empire_massive_warship_key"
slot = "mid"
component = {
slot = "TITANIC_01"
template = "GRAY_BEAM_STATIC_EX"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_03"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_06"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_07"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_08"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_9"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_10"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_11"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_12"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_13"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_14"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_15"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_16"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_17"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_18"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_19"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_20"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_ARTILLERY_SAPIENT"
required_component="TITAN_DARK_MATTER_REACTOR"
required_component="TITAN_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Large Ship
ship_design = {
name = "NAME_Gray_Beta"
ship_size = large_ship_fallen_empire
section = {
template = "fallen_empire_large_warship_key"
slot = "mid"
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "EXTRA_LARGE_02"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_LINE_SAPIENT"
required_component="BATTLESHIP_DARK_MATTER_REACTOR"
required_component="BATTLESHIP_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Small Ship
ship_design = {
name = "NAME_Gray_Gamma"
ship_size = small_ship_fallen_empire
section = {
template = "fallen_empire_warship_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "MEDIUM_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_PICKET_SAPIENT"
required_component="DESTROYER_DARK_MATTER_REACTOR"
required_component="DESTROYER_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Defense Platform
ship_design = {
name = "NAME_Gray_Sigma"
ship_size = military_station_small_fallen_empire
section = {
template = "fallen_empire_station_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_05"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="COMBAT_COMPUTER_PLATFORM_SAPIENT"
required_component="PLATFORM_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Construction Ship
ship_design = {
name = "NAME_Gray_Theta"
ship_size = constructor
section = {
template = "DEFAULT_CONSTRUCTION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Colony Ship
ship_design = {
name = "NAME_Gray_Tau"
ship_size = colonizer
section = {
template = "DEFAULT_COLONIZATION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Awakened Fallen Empire Starbase
ship_design = {
name = "NAME_Gray_FE_Starbase"
ship_size = starbase_fe_outpost
section = {
template = "station_generic_01_key"
slot = "mid"
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
}
required_component="SENSOR_2"
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,61 +1,165 @@
# 星环基地 1
ship_design = {
name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE"
name = "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

@@ -2,14 +2,47 @@ 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
max_once_global = yes
random_weight = {
base = 0
}
playable = {
host_has_dlc = "Distant Stars Story Pack"
}
}
rg_origin_scion = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_scion_1.dds"
picture = GFX_origin_rg_scion
advanced_start = yes
max_once_global = yes
playable = {
host_has_dlc = Federations
}
# possible = {
# ethics = {
# NOR = {
# value = ethic_gestalt_consciousness
# #value = ethic_xenophobe
# value = ethic_fanatic_xenophobe
# }
# }
# civics = {
# NOT = { value = civic_pompous_purists }
# }
# }
description = "origin_tooltip_rg_scion_effects"
flags = { custom_start_screen }
random_weight = {
base = 0

View File

@@ -0,0 +1,103 @@
# example_class = {
# name = <name_key>
# name_plural = <name_plural_key>
# description = <description_key>
#
# #all the following default to no
# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
# can_be_envoy = yes/no
# can_research_tech = yes/no
# can_research_special_projects = yes/no
# can_crew_science_ship = yes/no
# can_research_anomalies = yes/no
# can_research_archaeology_site = yes/no
# can_survey = yes/no
# can_boost_cloaking_detection = yes/no
# can_explore_rifts = yes/no
# can_conduct_active_reconnaissance = yes/no
# can_govern_planet = yes/no
# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
# can_rule_empire = yes/no # defaults to yes
# recruitable = yes/no # defaults to yes
# max_trait_points = <num>
# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
# replaces_old_class = "old_class" # used for backwards compatibility. When "old_class" appears in an old save, it is converted to this class at loading
# # can appear multiple times
#
# resources = { #upkeep
# category = leader_scientists/etc
# cost = {
# ...
# }
# }
#
# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
# base = <num>
# modifier = {}
# }
#
# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
# # if the score is 0 or less, the leader will not be assigned to that location
# base = <num>
# modifier = {}
# }
#
# minimum_ai_target = <num>
#
# leader_background_job_weight = {
# job_name = <weight>
# # etc
# }
# }
#
# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
#
# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
#
#
# How the AI assigns leaders now:
#
# Step 1: Sort all possible location using the NDefines::NAI::LOCATION_WEIGHT_* values (all of them are multipliers except the galactic community which is a flat value)
# Step 2: Sort all available leaders by skill
# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
# Step 4: Assign the highest leader/location pair based on the weight
# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
# rg_nanite_leader = {
# name = rg_nanite_leader
# name_plural = rg_nanite_leader_plural
# description = rg_nanite_leader_description
#
# can_lead_army = yes
# can_lead_navy = yes
# can_govern_planet = yes
# can_be_envoy = yes
# can_research_tech = yes
# can_research_special_projects = yes
# can_crew_science_ship = yes
# can_research_anomalies = yes
# can_research_archaeology_site = yes
# can_survey = yes
# can_boost_cloaking_detection = yes
# can_explore_rifts = yes
# can_conduct_active_reconnaissance = yes
# can_govern_planet = yes
# can_have_traits = yes
# can_rule_empire = yes
# recruitable = no
# max_trait_points = 3
# leader_capacity = 3
#
# ai_weight = {
# modifier = {
# factor = 0
# }
# }
# icon = 4
# paragon_background_selector = "paragon_background_selector"
# }

View File

@@ -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 +30,16 @@ 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_origin.1
rg_event.19
}
}
@@ -48,32 +47,28 @@ 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
rg_planet.5025 # Virtual Machine pop creation
rg_planet.5030 # Virtual Machine pop destruction
}
}
on_yearly_pulse_country = {
events = {
rg.17
rg.18
rg.20
}
}
on_yearly_pulse = {
events = {
rg_event.17
rg_event.20
rg_story.20
}
}
on_mid_game_pulse_country = {
events = {
# rg.18
}
events = {
# rg_event.18
}
}
# Triggers country_event for the attacker upon victory
@@ -87,7 +82,7 @@ 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 +93,7 @@ on_planet_attackers_win = {
# FromFrom = planet
on_planet_attackers_lose = {
events = {
rg.16
rg_event.16
# rg_skill.9
}
}
@@ -115,54 +110,13 @@ 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 +148,107 @@ 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
}
}
# A planet has been colonized.
# Scope = Planet
on_colonized = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
#A building construction has been completed.
# This = Planet
on_building_complete = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has been completed, which is an upgrade of previous building.
# This = Planet
on_building_upgraded = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has demolished.
# This = Planet
on_building_demolished = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building repair has finished
# This = Planet
on_building_repaired = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
#A district construction has been completed.
# This = Planet
on_district_complete = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has finished, replacing another building.
# This = Planet
on_building_replaced = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has been downgraded and replaced.
# This = Planet
on_building_downgraded = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A district construction has demolished.
# This = Planet
on_district_demolished = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}

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

@@ -0,0 +1,41 @@
pc_rg_grayhabitat = {
habitat = yes
entity = "grey_tempesttw_orbital_habitat_entity"
entity_scale = @planet_standard_scale
icon = GFX_planet_type_habitat
enable_tilt = no
fixed_entity_scale = yes
place_entity_on_planet_plane = no
entity_face_object = no #disable rotation towards sun or planet we orbit around
atmosphere_color = hsv { 0.0 0.0 1.0 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5
show_city = no
city_color_lut = "gfx/portraits/misc/colorcorrection_continental.dds"
extra_orbit_size = 0
extra_planet_count = 0
chance_of_ring = 0.0
planet_size = 30
moon_size = 1
colonizable = yes
district_set = machine_world
# ideal = yes
starting_planet = no
orbit_lines = no
has_colonization_influence_cost = no # applies when within own borders
is_artificial_planet = yes
default_planet_selection = yes
modifier = {
planet_colony_development_speed_mult = 2.0 # Habitats should be fast to colonize
pop_environment_tolerance = 1
planet_structures_cost_mult = -2
planet_buildings_cost_mult = -2
planet_building_build_speed_mult = 10
planet_crime_add = -1000
pop_resettlement_cost_mult = 10
}
carry_cap_per_free_district = @carry_cap_low
}

View File

@@ -0,0 +1,14 @@
rg_count_maid = {
base = 0
complex_trigger_modifier = {
trigger = count_traits
trigger_scope = pop
parameters = {
limit = {
has_trait = rg_machine_maid_trait
}
}
mode = add
}
# max = 20
}

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

@@ -0,0 +1,607 @@
rg_create_fallen_empire_species_effect = {
create_species = {
name = 纳米构造体
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = trait_robot_domestic_protocols
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
trait = trait_robot_streamlined_protocols
trait = trait_robot_luxurious
trait = ramdom_trait
}
extra_trait_points = 3
allow_negative_traits = no
namelist = MACHINE3
effect = {
save_event_target_as = rg_fallen_maid_species
}
}
}
rg_create_fallen_empire_country_effect = {
create_country = {
name = 德萨努-纳迪沙协议
type = fallen_empire
flag = {
icon = {
category = "special"
file = "gray_goo.dds"
}
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors = {
"grey"
"dark_grey"
"null"
"null"
}
}
ignore_initial_colony_error = yes
authority = auth_machine_intelligence
civics = {
civic = civic_machine_remnants
civic = civic_custodian_directives
}
species = last_created_species
ethos = {
ethic = ethic_gestalt_consciousness
}
origin = "origin_fallen_empire"
effect = {
set_built_species = last_created_species
save_global_event_target_as = rg_scion_fe
set_country_flag = rg_fallen_empire_machine
add_resource = {
minerals = 10000
energy = 10000
food = 1000
influence = 500
}
if = {
limit = { host_has_dlc = "Apocalypse" }
give_technology = {
tech = tech_colossus
message = no
}
}
# must initialize global designs here
add_global_ship_design = "NAME_Gray_Omega"
add_global_ship_design = "NAME_Gray_Alpha"
add_global_ship_design = "NAME_Gray_Beta"
add_global_ship_design = "NAME_Gray_Gamma"
add_global_ship_design = "NAME_Gray_Theta"
add_global_ship_design = "NAME_Gray_Tau"
add_global_ship_design = "NAME_Gray_Sigma"
add_global_ship_design = "NAME_Gray_FE_Starbase"
set_graphical_culture = fallen_machine_empire_01
add_modifier = {
modifier = fe_ship_cost_modifier
days = -1
}
if = {
limit = {
NOT = {
exist = event_target:rg_gray_country_leader
}
}
rg_gray_country_leader_init = yes
set_leader = last_created_leader
}
else = {
set_leader = last_created_leader
}
ruler = {
add_skill = 9
}
}
}
}
rg_create_fallen_empire_reinforcements = {
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 4
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 8
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
}
rg_create_fallen_empire_fleet = {
owner = {
create_leader = {
class = commander
species = owner_main_species
name = random
skill = 10
leader_age_min = 25
leader_age_max = 45
}
}
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 8
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 18
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
last_created_fleet = { assign_leader = last_created_leader }
}
rg_create_fallen_empire_starting_navy = {
rg_create_fallen_empire_fleet = yes
rg_create_fallen_empire_fleet = yes
random = {
chance = 33
rg_create_fallen_empire_fleet = yes
}
if = {
limit = {
host_has_dlc = "Apocalypse"
}
random = {
chance = 10
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_colossus = yes
set_location = {
target = prev
distance = 30
angle = random
}
}
}
}
}
random = {
chance = 25
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_titan = yes
set_location = {
target = prev
distance = 20
angle = random
}
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 60
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 80
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 100
angle = random
}
}
}
}
rg_create_fallen_empire_platform = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Sigma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_colossus = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Omega"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_titan = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Alpha"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_large_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Beta"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_small_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Gamma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_construction_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Theta"
graphical_culture = owner
}
}
}
rg_create_fe_citadel = {
create_starbase = {
size = "starbase_citadel"
module = "shipyard"
module = "anchorage"
module = "anchorage"
module = "hangar_bay"
module = "gun_battery"
module = "gun_battery"
building = "crew_quarters"
building = "command_center"
building = "target_uplink_computer"
building = "dark_matter_listening_post"
effect = {
set_owner = event_target:rg_scion_fe
while = {
count = 4
rg_create_fallen_empire_platform = yes
}
}
}
}
#scope = scion
rg_create_scion_wormhole_link = {
capital_scope = {
solar_system = { save_event_target_as = home_system }
}
event_target:rg_scion_master = {
random_system_within_border = { save_event_target_as = fe_target_system }
}
event_target:home_system = {
event_target:fe_target_system = {
prev = { # done this way to ensure we don't spawn "orphan wormholes (wormholes that aren't linked to anything)
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 360
}
}
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 270
}
link_wormholes = prev
}
}
set_country_flag = encountered_first_wormhole
add_seen_bypass_type = wormhole
}
rg_lcluster_spawn_effect_scion = {
set_global_flag = rg_origin_scion_l_cluster
set_spawn_system_batch = begin
no_scope = {
# makes system positions originate from galactic core
spawn_system = {
min_distance >= 550
max_distance <= 560
min_orientation_angle = 44
max_orientation_angle = 46
initializer = rg_cluster_init_01
hyperlane = no
}
random_system = {
limit = {
has_star_flag = lcluster1
}
save_global_event_target_as = lcluster1
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_cluster_init_02
}
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 114
max_orientation_angle = 156
initializer = rg_cluster_init_03
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 340
max_orientation_angle = 20
initializer = rg_cluster_init_01b
}
}
random_system = {
limit = {
has_star_flag = lcluster2
}
save_global_event_target_as = lcluster2
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 0
max_orientation_angle = 40
initializer = rg_cluster_init_02b
}
}
random_system = {
limit = {
has_star_flag = lcluster3
}
save_global_event_target_as = lcluster3
spawn_system = {
min_distance >= 20
max_distance <= 30
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_fallen_machine
}
spawn_system = {
min_distance >= 10
max_distance <= 50
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_03b
}
}
random_system = {
limit = {
has_star_flag = lcluster4
}
save_global_event_target_as = lcluster4
spawn_system = {
min_distance >= 5
max_distance <= 10
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_05
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 20
max_orientation_angle = 160
initializer = rg_cluster_init_04b
}
}
}
random_system = {
limit = {
has_star_flag = lcluster5
}
save_global_event_target_as = lcluster5
}
random_system = {
limit = {
has_star_flag = lcluster1b
}
save_global_event_target_as = lcluster1b
}
random_system = {
limit = {
has_star_flag = lcluster2b
}
save_global_event_target_as = lcluster2b
}
random_system = {
limit = {
has_star_flag = lcluster3b
}
save_global_event_target_as = lcluster3b
}
random_system = {
limit = {
has_star_flag = lcluster4b
}
save_global_event_target_as = lcluster4b
}
# clear all hyperlanes to and within the cluster
every_system = {
limit = {
has_star_flag = lcluster
}
isolate_system = yes
}
# add hyperlanes
event_target:lcluster5 = {
add_hyperlane = {
from = event_target:lcluster5
to = event_target:lcluster4
}
}
event_target:lcluster4 = {
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster2
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster4b
}
}
event_target:lcluster3 = {
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster3b
}
}
event_target:lcluster2 = {
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster2b
}
}
event_target:lcluster1 = {
add_hyperlane = {
from = event_target:lcluster1
to = event_target:lcluster1b
}
}
event_target:lcluster1b = {
add_hyperlane = {
from = event_target:lcluster1b
to = event_target:lcluster2b
}
}
set_spawn_system_batch = end
}

View File

@@ -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 +107,62 @@ 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_if = {
limit = {
has_country_flag = rg_habitat_enabled
}
if = {
limit = {exists = event_target:rg_gray_habitat_target}
event_target:rg_gray_habitat_target = {
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 +171,9 @@ 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
@@ -113,13 +182,18 @@ 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
}
#存储当前领袖等级
every_owned_leader = {
if = {
@@ -148,7 +222,9 @@ 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 }
@@ -168,22 +244,31 @@ 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
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
remove_country_flag = gray_habitat_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 +296,14 @@ 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 +314,14 @@ 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 = {
@@ -280,128 +330,33 @@ 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
@@ -410,23 +365,30 @@ rg_create_gray_warship = {
}
remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_army_active
remove_country_flag = gray_habitat_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_country_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 +411,14 @@ 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 +429,7 @@ rg_create_gray_army = {
}
}
else = {
rg_gray_general_init = yes
rg_gray_commander_init = yes
}
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
@@ -495,18 +457,20 @@ 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
@@ -516,25 +480,31 @@ rg_create_gray_army = {
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_habitat_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 +527,14 @@ 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 +547,6 @@ rg_create_gray_const = {
else = {
rg_gray_scientist_init = yes
}
set_country_flag = gray_constship_active
create_fleet = {
name = "NAME_Gray"
@@ -609,20 +578,24 @@ 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
@@ -631,14 +604,99 @@ rg_create_gray_const = {
remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_habitat_active
random_owned_leader = {
limit = { has_leader_flag = gray_scientist }
limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level
}
}
}
rg_juggernaut_habitat_init = {
if = {
limit = {
has_country_flag = rg_habitat_enabled
}
}
else = {
optimize_memory
rg_global_gray_location_check = yes
set_country_flag = rg_habitat_enabled
event_target:global_gray_location = {
solar_system = {
spawn_planet = {
class = pc_rg_grayhabitat
location = event_target:global_gray_location
orbit_location = yes
orbit_angle = 225
orbit_distance = 360
orbit_angle_offset = 45
orbit_distance_offset = 9.899
size = 30
has_ring = no
init_effect = {
set_planet_entity = {
entity = "grey_tempesttw_orbital_habitat_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_owner = root
set_controller = root
create_colony = {
owner = root
species = owner_main_species
ethos = owner
}
set_name = "NAME_rg_gray_habitat_base"
if = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
assign_leader = event_target:gray_governor
}
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_dimensional_fabricator
while = {
count = 5
create_pop = {
species = owner_main_species
}
}
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
}
}
}
}
}
}
rg_clear_harbitat = {
remove_country_flag = rg_habitat_enabled
event_target:rg_gray_habitat_target = {
remove_planet = yes
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,21 +1,28 @@
rg_storyline_trigger = {
# 初始化故事事件触发
random_list = {
50 = {
country_event = { id = rg_story.2 days = 3600 random = 12800 }
}
50 = {
country_event = { id = rg_story.8 days = 3600 random = 12800 }
}
# 初始化故事事件触发
country_event = {
id = rg_story.2
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 +86,64 @@ 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 +166,8 @@ 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 +179,6 @@ 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 +190,7 @@ 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 +283,31 @@ 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 +1,177 @@
#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
}
}
}
}
}

View File

@@ -0,0 +1,8 @@
has_budding_trait = {
OR = {
has_trait = trait_plantoid_budding
has_trait = trait_lithoid_budding
has_trait = trait_advanced_budding
has_trait = rg_machine_maid_trait
}
}

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"
@@ -44,17 +41,10 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
}
#战列2
ship_section_template = {
key = "RG_battleship_interdictor_key"
@@ -62,7 +52,6 @@ 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"
@@ -93,23 +82,15 @@ 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 = {
alloys = 240
}
}
}
#泰坦3
ship_section_template = {
key = "RG_titan_interdictor_key"
@@ -117,29 +98,20 @@ 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 = {
alloys = 480
}
}
}
#线列4
ship_section_template = {
key = "RG_line_interdictor_key"
@@ -147,7 +119,6 @@ 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"
@@ -158,17 +129,10 @@ ship_section_template = {
template = "invisible_extra_large_fixed"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
}
#雷装5
ship_section_template = {
key = "RG_torpedo_interdictor_key"
@@ -176,7 +140,6 @@ 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"
@@ -207,22 +170,13 @@ 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 = {
alloys = 240
}
}
}
#近防6
@@ -232,7 +186,6 @@ 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"
@@ -254,55 +207,47 @@ ship_section_template = {
locatorname = "turret_01"
}
component_slot = {
name = "PD_05"
template = "point_defence_turret"
name = "MEDIUM_GUN_01"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_06"
template = "point_defence_turret"
name = "MEDIUM_GUN_02"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_07"
template = "point_defence_turret"
name = "MEDIUM_GUN_03"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_08"
template = "point_defence_turret"
name = "MEDIUM_GUN_04"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_09"
template = "point_defence_turret"
name = "MEDIUM_GUN_05"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_10"
template = "point_defence_turret"
name = "MEDIUM_GUN_06"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_11"
template = "point_defence_turret"
name = "MEDIUM_GUN_07"
template = "medium_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_12"
template = "point_defence_turret"
name = "MEDIUM_GUN_08"
template = "medium_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 120
}
}
aux_utility_slots = 3
}
#光环7
@@ -312,7 +257,6 @@ 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"
@@ -323,16 +267,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 120
}
}
aux_utility_slots = 3
}
#巨像8
@@ -342,22 +278,13 @@ 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 = {
alloys = 120
}
}
aux_utility_slots = 3
}
#武库舰9
@@ -367,7 +294,6 @@ 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"
@@ -693,16 +619,8 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
}
#航战10
@@ -712,7 +630,6 @@ 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 +645,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -739,22 +655,13 @@ 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 = {
alloys = 240
}
}
}
#雷巡11
@@ -764,7 +671,6 @@ 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 +686,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -801,16 +706,8 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
}
#撞击舰12
@@ -820,7 +717,6 @@ 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"
@@ -836,16 +732,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
aux_utility_slots = 3
}
ship_section_template = {
@@ -854,7 +742,6 @@ 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 +762,6 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -886,7 +772,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -967,16 +852,8 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 480
}
}
}
ship_section_template = {
@@ -985,7 +862,6 @@ 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"
@@ -1126,16 +1002,8 @@ 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 = {
alloys = 480
}
}
}
ship_section_template = {
@@ -1145,7 +1013,6 @@ 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"
@@ -1201,15 +1068,7 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "root"
}
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
alloys = 480
}
}
}
ship_section_template = {
@@ -1218,7 +1077,6 @@ 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 +1097,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -1255,16 +1112,8 @@ ship_section_template = {
template = "large_strike_craft"
locatorname = "turret_01"
}
large_utility_slots = 4
aux_utility_slots = 1
resources = {
category = ship_sections
cost = {
alloys = 240
}
}
}
ship_section_template = {
@@ -1273,7 +1122,6 @@ 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 +1132,6 @@ ship_section_template = {
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -1295,7 +1142,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -1321,14 +1167,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 12
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 480
}
}
}

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"
@@ -161,16 +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 = {
alloys = 960
}
}
}
ship_section_template = {
@@ -179,13 +168,11 @@ 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 +203,6 @@ ship_section_template = {
template = "invisible_titanic_fixed"
locatorname = "core"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
@@ -257,7 +243,6 @@ ship_section_template = {
template = "invisible_extra_large_fixed"
locatorname = "core"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
@@ -298,7 +283,6 @@ ship_section_template = {
template = "invisible_missile_turret"
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
@@ -359,7 +343,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
@@ -456,7 +439,6 @@ ship_section_template = {
rotation = 90
locatorname = "core"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
@@ -577,7 +559,6 @@ ship_section_template = {
template = "large_turret"
locatorname = "core"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
@@ -638,16 +619,8 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "core"
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
alloys = 114514
}
}
}
ship_section_template = {
@@ -656,111 +629,459 @@ 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 = {
alloys = 114514
}
}
}
ship_section_template = {
@@ -769,13 +1090,6 @@ 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 = {
alloys = 114514
}
}
}
ship_section_template = {
@@ -784,11 +1098,4 @@ 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 = {
alloys = 114514
}
}
}

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"
@@ -58,23 +57,14 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
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"
@@ -128,13 +118,6 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
ship_section_template = {
@@ -143,7 +126,6 @@ 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"
@@ -189,26 +171,16 @@ ship_section_template = {
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
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"
@@ -258,13 +230,6 @@ ship_section_template = {
}
large_utility_slots = 6
aux_utility_slots = 2
resources = {
category = ship_sections
cost = {
alloys = 90
}
}
}
# Baby Dragon
@@ -276,87 +241,379 @@ 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"
@@ -411,14 +668,69 @@ ship_section_template = {
locatorname = "wing_4_3"
is_side_slot = yes
}
large_utility_slots = 48
aux_utility_slots = 8
resources = {
category = ship_sections
cost = {
alloys = 114514
}
}
}
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
}
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
}

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
@@ -32,7 +30,7 @@ RG_graygoo_mothership = {
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
ship_shield_add = 25600
# ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
@@ -43,25 +41,29 @@ 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
use_shipnames_from = titan
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"
@@ -69,17 +71,12 @@ RG_graygoo_mothership = {
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
cost = {
nanites = 30000
}
}
}
@@ -93,7 +90,7 @@ RG_graygoo_capitalship = {
modifier = {
ship_evasion_add = 100
ship_armor_add = 128000
ship_shield_add = 128000
# ship_shield_add = 128000
ship_weapon_damage = 2
ship_cloaking_detection_add = 5
}
@@ -107,28 +104,34 @@ 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
icon = ship_size_military_16
base_buildtime = @titan_build_time
use_shipnames_from = juggernaut
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_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = colossus
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
possible_construction = {
always = no
}
combat_size_multiplier = 4
prerequisites = { "tech_object_gray_6" }
prerequisites = {
"tech_gray_juggernaut_8"
}
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
@@ -138,17 +141,130 @@ RG_graygoo_capitalship = {
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
cost = {
nanites = 150000
}
}
}
RG_gray_juggernaut = {
max_speed = 100
entity = "grey_tempesttw_juggernaut_entity"
acceleration = 0.2
rotation_speed = 0.15
collision_radius = @juggernaut_collision_radius
modifier = {
ship_evasion_add = 100
ship_armor_add = 108000
# ship_shield_add = 108000
ship_weapon_damage = 2
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 108000
base_buildtime = @juggernaut_build_time
use_shipnames_from = juggernaut
combat_size_multiplier = 5
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = {
locator = "part1"
}
"behind" = {
locator = "part2"
}
}
num_target_locators = 16
can_have_federation_design = no
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
icon_frame = 7 #probably unused, but mobile starbases are special
icon = ship_size_military_64
ship_class_icon_frame = 35
default_behavior = colossus
is_designable = yes
prerequisites = {
"tech_gray_juggernaut_8"
}
class = shipclass_starbase
construction_type = starbase_shipyard
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
min_upgrade_cost = {
alloys = 8
possible_construction = {
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
empire_limit = 1
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 150000
}
}
}
@@ -156,54 +272,12 @@ RG_armed_constructor_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 20000
max_hitpoints = 2000
entity = "grey_tempesttw_constructor_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 12800
ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 2
is_space_station = no
combat_disengage_chance = 2.0
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_constructor
icon = ship_size_constructor
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
}
RG_armed_science_ship = {
max_speed = 200
acceleration = 0.35
rotation_speed = 0.2
max_hitpoints = 12000
entity = "grey_tempesttw_science_entity"
modifier = {
ship_evasion_add = 100
ship_armor_add = 12000
ship_shield_add = 12000
ship_armor_add = 1280
# ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
@@ -214,21 +288,79 @@ RG_armed_science_ship = {
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } }
section_slots = {
"mid" = {
locator = "part1"
}
}
use_shipnames_from = constructor
icon = ship_size_constructor
base_buildtime = @construction_build_time
num_target_locators = 2
is_space_station = no
combat_disengage_chance = 2
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_constructor
icon = ship_size_constructor
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
RG_armed_science_ship = {
max_speed = 200
acceleration = 0.35
rotation_speed = 0.2
max_hitpoints = 1200
entity = "grey_tempesttw_science_entity"
modifier = {
ship_evasion_add = 100
ship_armor_add = 1200
# ship_shield_add = 12000
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
use_shipnames_from = science
icon = ship_size_science
base_buildtime = @science_build_time
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"
@@ -236,6 +368,13 @@ RG_armed_science_ship = {
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
# Gray Goo Interdictor
@@ -251,46 +390,105 @@ RG_graygoo_interdictor = {
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
# ship_shield_add = 2800
}
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
use_shipnames_from = battleship
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"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
cost = {
nanites = 3000
}
}
}
# 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 = @destroyer_build_time
min_upgrade_cost = {
alloys = 8
use_shipnames_from = destroyer
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"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
@@ -307,47 +505,44 @@ RG_graygoo_icebreaker_interdictor = {
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 4800
ship_shield_add = 4800
# ship_shield_add = 4800
}
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
use_shipnames_from = battleship
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"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
cost = {
nanites = 6000
}
}
}
@@ -364,46 +559,43 @@ RG_graygoo_Arsenal = {
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
# ship_shield_add = 2800
}
max_hitpoints = 5000
max_hitpoints = 3000
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
use_shipnames_from = battleship
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"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
}
min_upgrade_cost = {
alloys = 8
cost = {
nanites = 6000
}
}
}
@@ -419,30 +611,32 @@ RG_graygoo_Buff = {
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 12800
ship_shield_add = 12800
# ship_shield_add = 12800
}
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
use_shipnames_from = colossus
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"
@@ -450,79 +644,13 @@ RG_graygoo_Buff = {
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
upkeep = {
energy = @battleship_upkeep_energy
alloys = @battleship_upkeep_alloys
}
cost = {
nanites = 8000
}
}
min_upgrade_cost = {
alloys = 8
}
}
RG_gray_juggernaut = {
max_speed = 100
entity = "grey_tempesttw_juggernaut_entity"
acceleration = 0.2
rotation_speed = 0.15
collision_radius = @juggernaut_collision_radius
modifier = {
ship_evasion_add = 100
ship_armor_add = 108000
ship_shield_add = 108000
ship_weapon_damage = 2
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 108000
base_buildtime = @juggernaut_build_time
combat_size_multiplier = 5
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = { locator = "part1" }
"behind" = { locator = "part2" }
}
num_target_locators = 16
can_have_federation_design = no
enable_default_design = 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
icon = ship_size_military_64
ship_class_icon_frame = 35
default_behavior = colossus
is_designable = yes
prerequisites = { "tech_object_gray_6" }
class = shipclass_starbase
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
}
# Armed Transport
@@ -530,42 +658,41 @@ RG_armed_transport_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 20000
max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 12800
ship_shield_add = 12800
ship_armor_add = 1280
# ship_shield_add = 12800
}
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
is_designable = no
class = shipclass_transport
use_shipnames_from = transport
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
food = @salvagecostmedium
}
}
}
# Armed Colonizer
@@ -573,50 +700,56 @@ RG_armed_colony_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 20000
max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 12800
ship_shield_add = 12800
ship_armor_add = 1280
# ship_shield_add = 12800
}
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
base_buildtime = @colony_build_time
is_civilian = yes
is_designable = no
class = shipclass_colonizer
use_shipnames_from = colonizer
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
food = @salvagecostmedium
}
cost = {
nanites = 1000
}
}
}
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
ship_shield_add = 125000
# ship_shield_add = 125000
starbase_defense_platform_capacity_add = 12
starbase_module_capacity_add = 12
starbase_building_capacity_add = 12
@@ -624,8 +757,8 @@ 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 +772,27 @@ 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 +801,16 @@ 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
@@ -16,7 +15,7 @@ graygoo_mothership = {
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
ship_shield_add = 25600
# ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
@@ -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 = 30000
}
}
}
@@ -64,31 +64,32 @@ graygoo_interdictor = {
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
ship_shield_add = 2800
# ship_shield_add = 2800
}
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 = 3000
}
}
}
@@ -96,14 +97,14 @@ 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
ship_armor_add = 1024000
ship_shield_add = 1024000
ship_armor_add = 2048000
# ship_shield_add = 1024000
}
ship_modifier = {
ship_shield_hardening_add = 5
@@ -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 = 30000
}
}
}
@@ -160,24 +162,25 @@ 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 = {
nanites = 30000
}
}
}

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 = 0.5
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 = 0.5
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_1_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_4_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
modifier = {
add = 0.1
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
}
}

View File

@@ -0,0 +1,907 @@
# Home System - Machine
rg_fallen_machine = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
lcluster
lcluster4
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
# spawn_megastructure = {
# type = lgate_base
# orbit_angle = 225
# orbit_distance = 30
# }
}
rg_fallen_machine_1 = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_01b
}
}
}
# EXTRAS
rg_fallen_machine_01b = {
class = "rl_trinary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 140
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 0
size = {
min = 20
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
change_orbit = 92
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_rare_crystals_2
}
}
change_orbit = -60
planet = {
class = pc_gray_goo
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_02b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_02b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 135
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 0
size = {
min = 30
max = 35
}
has_ring = no
}
change_orbit = 135
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = -80
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 90
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_03b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_03b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 120
planet = {
count = {
min = 3
max = 5
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_volatile_motes_2
}
}
change_orbit = -70
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 70
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gas_giant
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_04b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_04b = {
class = "rl_standard_stars"
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 50
planet = {
class = pc_broken
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_barren_cold
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
change_orbit = @base_moon_distance
moon = {
class = "pc_frozen"
orbit_angle = {
min = 90
max = 270
}
}
}
init_effect = {
add_hyperlane = {
from = this
to = prev
}
}
}

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 +8,41 @@ 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
has_global_flag = rg_origin_scion_l_cluster # 未来追迹
}
}
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 +61,33 @@ 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 +100,31 @@ 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 +137,31 @@ 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

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

View File

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

View File

@@ -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 +45,79 @@ 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
}
skill_rg_nanite_leader_navy = {
ship_weapon_range_mult = 0.05
ship_hull_mult = 0.05
ship_fire_rate_mult = 0.1
}
skill_rg_nanite_leader_army = {
army_damage_mult = 0.1
army_morale_damage_mult = 0.1
army_health = 0.1
army_morale = 0.1
}
skill_rg_nanite_leader = {
custom_tooltip = skill_official_delegate_tt
science_ship_survey_speed = 0.10
ship_archaeological_site_clues_add = 1
ship_astral_rift_clues_add = 1
}
skill_rg_nanite_leader_planet_governor = {
custom_tooltip = skill_official_planet_governor_tt
planet_jobs_energy_produces_mult = @planet_job_mult
planet_jobs_minerals_produces_mult = @planet_job_mult
planet_jobs_food_produces_mult = @planet_job_mult
planet_jobs_alloys_produces_mult = @planet_job_mult
planet_jobs_consumer_goods_produces_mult = @planet_job_mult
planet_jobs_exotic_gases_produces_mult = @planet_job_mult
planet_jobs_rare_crystals_produces_mult = @planet_job_mult
planet_jobs_volatile_motes_produces_mult = @planet_job_mult
# planet_jobs_ruler_produces_mult = @negative_planet_job_mult
# planet_jobs_specialist_produces_mult = @negative_planet_job_mult
planet_jobs_worker_produces_mult = @planet_job_mult
planet_jobs_slave_produces_mult = @planet_job_mult
job_soldier_or_warrior_add = 1
planet_crime_add = -1
planet_jobs_physics_research_produces_mult = @planet_job_mult
planet_jobs_society_research_produces_mult = @planet_job_mult
planet_jobs_engineering_research_produces_mult = @planet_job_mult
species_empire_size_mult = @planet_empire_size
}
skill_rg_nanite_leader_sector_governor = {
custom_tooltip = skill_official_sector_governor_tt
planet_jobs_energy_produces_mult = @sector_job_mult
planet_jobs_minerals_produces_mult = @sector_job_mult
planet_jobs_food_produces_mult = @sector_job_mult
planet_jobs_alloys_produces_mult = @sector_job_mult
planet_jobs_consumer_goods_produces_mult = @sector_job_mult
planet_jobs_exotic_gases_produces_mult = @sector_job_mult
planet_jobs_rare_crystals_produces_mult = @sector_job_mult
planet_jobs_volatile_motes_produces_mult = @sector_job_mult
# planet_jobs_ruler_produces_mult = @negative_sector_job_mult
# planet_jobs_specialist_produces_mult = @negative_sector_job_mult
planet_jobs_worker_produces_mult = @sector_job_mult
planet_jobs_slave_produces_mult = @sector_job_mult
job_soldier_or_warrior_add = 0.5
planet_crime_add = -0.5
planet_jobs_physics_research_produces_mult = @sector_job_mult
planet_jobs_society_research_produces_mult = @sector_job_mult
planet_jobs_engineering_research_produces_mult = @sector_job_mult
species_empire_size_mult = @sector_empire_size
}
skill_rg_nanite_leader_background_planet_governor = {
planet_amenities_add = 2
planet_stability_add = 0.5
planet_jobs_upkeep_mult = -0.01
}

View File

@@ -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
}
@@ -243,27 +375,44 @@ tech_object_gray_6 = {
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_machine = {
area = society
cost = 2000
tier = 5
is_rare = yes
category = {
biology
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_noway = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}

View File

@@ -1,48 +1,168 @@
###################
# 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
# }
# modifier = {
# ship_archaeological_site_excavation_speed_mult = 0.5
# science_ship_survey_speed = 1
# # ship_windup_mult = -1
# # ship_speed_mult = 0.5
# ship_anomaly_generation_chance_mult = -1
# }
# triggered_modifier = {
# potential = {
# has_astral_planes_dlc = yes
# }
# country_astral_rift_speed_mult = 0.5
# }
# leader_class = { rg_nanite_leader }
# initial = no
# randomized = no
# }
RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = 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 = leader
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
councilor_trait = yes
# forced_councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
@@ -53,9 +173,9 @@ 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 +191,9 @@ 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 +205,13 @@ 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 +219,43 @@ 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 +268,163 @@ 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 = leader
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 +434,105 @@ 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 +541,7 @@ RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
@@ -368,13 +570,12 @@ 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 +584,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
@@ -418,8 +619,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
}
leader_class = { admiral }
leader_class = { commander }
initial = no
randomized = no
}

View File

@@ -1,280 +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

@@ -0,0 +1,61 @@
rg_machine_maid_trait = {
cost = {
base = 0
}
custom_tooltip = TRAIT_PLANTOID_BUDDING_EFFECT
initial = no
species_potential_add = { always = no }
species_possible_remove = { always = no }
species_possible_merge_add = { always = no }
species_possible_merge_remove = { always = no }
randomized = no
allowed_archetypes = { MACHINE }
sorting_priority = 20
potential_crossbreeding_chance = 1.0
opposites = {
}
modifier = {
habitability_floor_add = 0.25
pop_housing_usage_mult = -0.9
}
assembling_modifier = {
planet_pop_assemblers_nanites_upkeep_add = 0.1
}
# 在灰风主人国家工作提供加成
triggered_pop_modifier = {
potential = {
exists = owner
owner = { is_same_value = event_target:gray_owner }
}
planet_jobs_produces_mult = 1.1
}
ai_weight = {
weight = 0
}
assembly_score = {
modifier = {
add = 3
from.owner = { is_same_value = event_target:gray_owner }
}
modifier = {
mult = 0
from.owner = {
NOT = {
is_same_value = event_target:gray_owner
}
}
}
}
slave_cost = {
energy = 1000
}
}

View File

@@ -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="v3.12.*"
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 +205,20 @@ 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 +233,14 @@ 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 +256,9 @@ 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 +267,25 @@ 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 +294,30 @@ 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
set_country_flag = machine_age_nanites_studied
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 +334,26 @@ 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 +362,15 @@ 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 +379,24 @@ 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 +405,15 @@ 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 +422,13 @@ 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 +436,13 @@ 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 +451,15 @@ 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 +468,17 @@ 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 +487,13 @@ country_event = {
exists = planet
AND = {
exists = fleet
fleet = { num_ships > 0 }
fleet = {
num_ships > 0
}
}
}
}
}
immediate = {
if = {
limit = {
@@ -467,9 +502,15 @@ 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 +519,16 @@ 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 +537,15 @@ 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 +554,27 @@ 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 +583,15 @@ 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 +599,57 @@ 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 }
has_country_flag = gray_official_active
NOT = {
exists = event_target:gray_official
}
}
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
remove_country_flag = gray_official_active #新版flag
remove_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.512 days = 3600 }
}
}
}
@@ -597,9 +661,7 @@ 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
}
@@ -613,12 +675,15 @@ country_event = {
desc = "graygoo.512.b.desc"
desc = "graygoo.512.c.desc"
diplomatic = yes
event_window_type = leader_story
picture = GFX_evt_gray_gooed_planet
picture_event_data = {
portrait = event_target:rg_gray_country_leader
room = root
}
is_triggered_only = yes
immediate = {
remove_country_flag = gray_reforming
}

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
@@ -164,11 +119,11 @@ country_event = {
save_event_target_as = start_gatebuilders_mining_station_target1
}
}
capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet
solar_system = {
save_event_target_as = rg_cluster_previous_home_system
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
@@ -176,7 +131,9 @@ country_event = {
}
}
if = {
limit = { exists = sector }
limit = {
exists = sector
}
sector = {
leader = {
unassign_leader = this
@@ -187,13 +144,14 @@ 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 +178,11 @@ 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 +190,34 @@ 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 +226,6 @@ country_event = {
save_event_target_as = rg_cluster_home_system_loc
}
}
every_owned_fleet = {
limit = {
any_owned_ship = {
@@ -278,7 +238,6 @@ 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 +256,6 @@ country_event = {
}
check_planet_employment = yes
}
event_target:rg_cluster_previous_home_system = {
set_name = random
random_system_planet = {
@@ -306,25 +264,24 @@ 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 +309,30 @@ 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 +342,9 @@ country_event = {
is_same_value = root
}
}
country_event = { id = rg_cluster.13}
country_event = {
id = rg_cluster.13
}
}
every_playable_country = {
limit = {
@@ -388,11 +354,14 @@ 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 +388,14 @@ 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 +405,6 @@ country_event = {
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.11.a"
}
@@ -449,13 +418,14 @@ 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 +435,6 @@ country_event = {
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.12.a"
}
@@ -479,7 +448,6 @@ 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 +483,102 @@ country_event = {
}
}
}
country_event = {
id = rg_grayleader_dialog.5026
title = "graygoo.500.title"
desc = "RG_graygoo.502.f.response"
event_window_type = leader_recruit
picture_event_data = {
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
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5027
title = "graygoo.500.title"
desc = "RG_graygoo.502.g.response"
event_window_type = leader_recruit
picture_event_data = {
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
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
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 +594,28 @@ 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 +631,28 @@ 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 +668,28 @@ 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 +705,28 @@ 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 +742,28 @@ 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

@@ -0,0 +1,94 @@
namespace = rg_maid
country_event = {
id = rg_maid.1
hide_window = yes
is_triggered_only = yes
immediate = {
if = {
limit = {
NOT = {
exist = event_target:rg_maid_species
}
}
create_species = {
name = 纳米构造体
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = rg_machine_maid_trait
trait = trait_robot_mass_produced
}
can_be_modified = yes
namelist = root.species
effect = {
save_event_target_as = rg_maid_species
}
}
}
capital_scope = {
while = {
count = 5
create_pop = {
species = event_target:rg_maid_species
}
}
}
}
}
# country_event = {
# id = rg_maid.2
# hide_window = yes
# is_triggered_only = yes
# immediate = {
# every_playable_country = {
# limit = {
# any_owned_species = {
# has_trait = rg_machine_maid_trait
# }
# }
# triggered_planet_modifier = {
# potential = {
# can_assemble_budding_pop = yes
# }
# planet_pop_assembly_organic_add = @plantoid_budding_rate
# mult = value:budding_multiplier
# }
# }
# capital_scope = {
# while = {
# count = 5
# create_pop = {
# species = event_target:rg_maid_species
# }
# }
# }
# }
# }
# planet_event = { #Braiiiins
# id = rg_maid.3
# is_triggered_only = yes
# hide_window = yes
#
# trigger = {
# fromfrom = {
# is_organic_species = yes
# NOT = { has_trait = trait_zombie }
# }
# owner = { has_valid_civic = civic_permanent_employment }
# has_building = building_posthumous_employment_center
# }
#
# immediate = {
# fromfrom = {
# make_pop_zombie = yes
# }
# }
# after = {
# fromfrom = {
# clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata
# }
# }
# }

150
events/RG_origin_event.txt Normal file
View File

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

View File

@@ -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

178
events/RG_planet_event.txt Normal file
View File

@@ -0,0 +1,178 @@
namespace = rg_planet
##### Virtual Ascension Events
### Create the Unemployed
### Country scope gatekeeper
### on_monthly_pulse_country
country_event = {
id = rg_planet.5025
hide_window = yes
is_triggered_only = yes
trigger = {
has_country_flag = gray_habitat_active
exists = event_target:rg_gray_habitat_target
event_target:rg_gray_habitat_target = {
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
free_jobs > 0
NOR = {
free_jobs_of_type = {
job = mortal_initiate
value >= 1
}
free_jobs_of_type = {
category = bio_trophy
value >= 1
}
}
}
}
immediate = {
event_target:rg_gray_habitat_target = {
planet_event = { id = rg_planet.2027 days = 1 }
}
}
}
### Create the Unemployed
### Planet scope gatekeeper
### on_building_complete, on_building_upgraded, on_building_demolished,
### on_building_downgraded, on_building_replaced
### on_district_complete, on_district_demolished
planet_event = {
id = rg_planet.2026
hide_window = yes
is_triggered_only = yes
trigger = {
is_same_value = event_target:rg_gray_habitat_target
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
free_jobs > 0
}
immediate = {
planet_event = { id = rg_planet.2027 days = 1 }
}
}
### Create the Unemployed
### Fired by cybernetics.2025 and cybernetics.2026
planet_event = {
id = rg_planet.2027
hide_window = yes
is_triggered_only = yes
trigger = {
is_same_value = event_target:rg_gray_habitat_target
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
free_jobs > 0
}
immediate = {
set_variable = {
which = num_pops
value = value:num_free_virtual_jobs
}
# Create pops for every free job
while = {
count = num_pops
create_pop = {
species = owner_main_species
}
}
# Kill pops generated in excess (e.g. from forbidden jobs)
if = {
limit = {
any_owned_pop = {
is_unemployed = yes
}
}
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = yes
}
}
}
}
### Kill the unemployed
### Country scope
### on_monthly_pulse_country
country_event = {
id = rg_planet.5030
hide_window = yes
is_triggered_only = yes
trigger = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
event_target:rg_gray_habitat_target = {
any_owned_pop = {
is_unemployed = yes
}
}
}
immediate = {
event_target:rg_gray_habitat_target = {
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = yes
}
}
}
}
### Kill the unemployed
### Planet scope
### on_building_complete, on_building_upgraded, on_building_demolished,
### on_building_downgraded, on_building_replaced
### on_district_complete, on_district_demolished
planet_event = {
id = rg_planet.2031
hide_window = yes
is_triggered_only = yes
trigger = {
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
any_owned_pop = {
is_unemployed = yes
}
}
immediate = {
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = 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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