173 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
FA507RM-KALOSPA\Kalo
8bfb0de02e 多人开门限制 2023-06-08 11:09:55 +08:00
FA507RM-KALOSPA\Kalo
e409edbb22 杀不干净 算了 2023-06-08 01:25:13 +08:00
FA507RM-KALOSPA\Kalo
b07796c8bd fix 2023-06-08 01:03:05 +08:00
FA507RM-KALOSPA\Kalo
c01c270a3b rg_cluster.8 2023-06-08 01:02:26 +08:00
FA507RM-KALOSPA\Kalo
6300548d42 REROLL 2023-06-08 00:35:52 +08:00
FA507RM-KALOSPA\Kalo
4d8d762c32 测试星团改动 2023-06-07 23:56:22 +08:00
FA507RM-KALOSPA\Kalo
b7ecd5b299 防偷渡 2023-06-07 22:29:39 +08:00
FA507RM-KALOSPA\Kalo
d08bfd8dcd Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-06-07 13:28:35 +08:00
FA507RM-KALOSPA\Kalo
b67cf0f1b1 LOC 2023-06-07 13:28:33 +08:00
John Doe
ae53eb09e7 暂存 2023-06-07 11:59:28 +08:00
John Doe
53ce39ceb9 revive check 2023-06-07 11:16:10 +08:00
FA507RM-KALOSPA\Kalo
d15f4d8818 炸球送点纳米机器,嗯 2023-06-06 13:07:15 +08:00
FA507RM-KALOSPA\Kalo
6277f63911 全局领袖立绘都使用看板娘 2023-06-06 12:46:17 +08:00
FA507RM-KALOSPA\Kalo
17d7a7751d 小心外部威胁 2023-06-06 12:24:22 +08:00
FA507RM-KALOSPA\Kalo
b78e0fc45f 作用域传递指定错误,理论修L星门开不了 2023-06-06 11:55:41 +08:00
FA507RM-KALOSPA\Kalo
9bb1c07b2c 世界线收束理论 2023-06-06 11:32:36 +08:00
FA507RM-KALOSPA\Kalo
519606651a 执行前判断检查 2023-06-06 11:03:08 +08:00
FA507RM-KALOSPA\Kalo
64893852ac 修500丢立绘 2023-06-03 20:53:35 +08:00
FA507RM-KALOSPA\Kalo
86ce0742a7 好感度修复 2023-06-03 20:43:49 +08:00
FA507RM-KALOSPA\Kalo
8b9319c3c2 触发器合并 2023-06-03 20:17:15 +08:00
FA507RM-KALOSPA\Kalo
049a3ac4d6 fix 2023-06-03 20:02:13 +08:00
FA507RM-KALOSPA\Kalo
462bdc522a 牛头人 2023-06-03 19:51:10 +08:00
FA507RM-KALOSPA\Kalo
07239aecb6 舰R兼容重置 2023-06-03 19:24:09 +08:00
FA507RM-KALOSPA\Kalo
cde081ef8d 非正常触发499补事件 2023-06-03 18:26:49 +08:00
FA507RM-KALOSPA\Kalo
540b34584e 补检查开门 2023-06-03 18:08:09 +08:00
FA507RM-KALOSPA\Kalo
9203ccb874 位置判断重置 2023-06-03 17:46:32 +08:00
FA507RM-KALOSPA\Kalo
0fd08e942e 不整烂活了 2023-06-03 16:53:35 +08:00
FA507RM-KALOSPA\Kalo
90ceed7c09 fix 2023-06-03 15:16:13 +08:00
FA507RM-KALOSPA\Kalo
56534f1001 2023-06-03 15:02:32 +08:00
FA507RM-KALOSPA\Kalo
a336c370ed ADS 测试 2023-06-03 14:49:10 +08:00
FA507RM-KALOSPA\Kalo
c1b7c138d2 砍掉某兼容触发 2023-06-03 12:26:52 +08:00
FA507RM-KALOSPA\Kalo
9e06dc9006 改一下 2023-06-03 12:11:35 +08:00
FA507RM-KALOSPA\Kalo
cf6b27001b 2023-06-03 12:09:29 +08:00
FA507RM-KALOSPA\Kalo
502cd3ebb9 好像没其他毛病 2023-06-03 12:08:47 +08:00
FA507RM-KALOSPA\Kalo
2b84b6f96a 梅开二度 2023-06-03 12:02:56 +08:00
FA507RM-KALOSPA\Kalo
5cd4315b41 dialogchange 2023-06-03 11:34:25 +08:00
FA507RM-KALOSPA\Kalo
bffd77f87a wsmhbczyn 2023-06-03 00:23:34 +08:00
FA507RM-KALOSPA\Kalo
1dbd4a00a0 bzd 2023-06-03 00:02:37 +08:00
FA507RM-KALOSPA\Kalo
50d913b5d0 不知道 2023-06-01 16:48:38 +08:00
FA507RM-KALOSPA\Kalo
f02278e92c bzd 2023-05-30 09:33:22 +08:00
FA507RM-KALOSPA\Kalo
71a449344a fix 2023-05-29 22:52:19 +08:00
FA507RM-KALOSPA\Kalo
6628e3e805 怪bug 2023-05-29 22:36:11 +08:00
FA507RM-KALOSPA\Kalo
89d2819f1b 完全不知道在做什么 2023-05-29 21:58:46 +08:00
130 changed files with 39833 additions and 15414 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

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

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

View File

@@ -1,9 +1,8 @@
rg_ap_nantiematter = { rg_ap_nantiematter = {
on_enabled = { on_enabled = {
custom_tooltip = "rg_ap_nantiematter_tooltip" custom_tooltip = "rg_ap_nantiematter_tooltip"
add_research_option = tech_gray_weapon_lance_1 add_research_option = tech_gray_weapon_lance_1
} }
possible = { possible = {
OR = { OR = {
has_country_flag = origin_rg_gray has_country_flag = origin_rg_gray
@@ -15,18 +14,18 @@ rg_ap_nantiematter = {
has_ascension_perk = rg_nantiematter has_ascension_perk = rg_nantiematter
} }
} }
potential = { potential = {
OR = { OR = {
has_country_flag = origin_rg_gray has_country_flag = origin_rg_gray
has_country_flag = gray_owner has_country_flag = gray_owner
has_event_chain = l_cluster_chain AND = {
has_technology = tech_lgate_activation has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
} }
is_ai = no is_ai = no
} }
ai_weight = { ai_weight = {
factor = 0 factor = 0
} }
} }

View File

@@ -30,24 +30,19 @@ graygoo = {
has_country_flag = gray_owner has_country_flag = gray_owner
} }
} }
icon_frame = 3 icon_frame = 3
default = no default = no
stop_when_armies_dead = no stop_when_armies_dead = no
abduct_pops = no abduct_pops = no
planet_damage = 100
planet_damage = 100.0 army_damage = 2
army_damage = 2.0
kill_pop_chance = { kill_pop_chance = {
base = 3.0 base = 3
} }
min_pops_to_kill_pop = 0 min_pops_to_kill_pop = 0
# root = fleet # root = fleet
# from = planet # from = planet
ai_weight = { ai_weight = {
weight = 0 weight = 0
} }
} }

View File

@@ -1,188 +1,162 @@
component_set = { component_set = {
key = "RG_SP_CANNON_INSTANT" key = "RG_SP_CANNON_INSTANT"
icon = "GFX_ship_part_space_whale_weapon_1" icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_WEAPON_LANCE" key = "LARGE_GRAY_WEAPON_LANCE"
icon = "GFX_ship_weapon_rg_spacetime_disruptor"
icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "SMALL_GRAY_WEAPON_LANCE" key = "SMALL_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1" icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_X" key = "GRAY_BEAM_STATIC_X"
icon = "GFX_ship_part_gray_lance_2" icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_MX" key = "GRAY_BEAM_STATIC_MX"
icon = "GFX_ship_part_gray_lance_2" icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "GRAY_BEAM_STATIC_EX" key = "GRAY_BEAM_STATIC_EX"
icon = "GFX_ship_part_archaeo_titan_beam" icon = "GFX_ship_part_archaeo_titan_beam"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_WEAPON_KIN" key = "LARGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_weapon_phaser_bank"
icon = "GFX_ship_part_autocannon_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "HUGE_GRAY_WEAPON_KIN" key = "HUGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_weapon_phaser_bank"
icon = "GFX_ship_part_autocannon_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FLAK_BATTERY" key = "RG_FLAK_BATTERY"
icon = "GFX_ship_part_flak_batteries_4" icon = "GFX_ship_part_flak_batteries_4"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FLAK_PHOENIX" key = "RG_FLAK_PHOENIX"
icon = "GFX_ship_part_graymine_old"
icon = "GFX_ship_part_flak_batteries_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENERGY_MISSILE" key = "RG_ENERGY_MISSILE"
icon = "GFX_ship_part_graymine" icon = "GFX_ship_part_graymine"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENERGY_MISSILE_KIN" key = "RG_ENERGY_MISSILE_KIN"
icon = "GFX_ship_part_graymine" icon = "GFX_ship_part_graymine"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_CARRIER_RADAR" key = "RG_CARRIER_RADAR"
icon = "GFX_ship_part_gray_sensor"
icon = "GFX_ship_part_sensor_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "LARGE_GRAY_MIX_ARMOR" key = "LARGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor" icon = "GFX_ship_part_gray_armor"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "HUGE_GRAY_MIX_ARMOR" key = "HUGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor" icon = "GFX_ship_part_gray_armor"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_ATTACK_ROCKET" key = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon = "STRIKE_CRAFT_HANGAR_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO" key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BOMBER_HANGAR_AP_BOMB" key = "RG_BOMBER_HANGAR_AP_BOMB"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_FIGHTER_HANGAR_BEAM" key = "RG_FIGHTER_HANGAR_BEAM"
icon = "GFX_ship_part_strike_craft_bomber_3" icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ANTIBAKAHALO_RADAR" key = "RG_ANTIBAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_1" icon = "GFX_ship_part_sensor_1"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_BAKAHALO_RADAR" key = "RG_BAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_2" icon = "GFX_ship_part_sensor_2"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_AUTO_REPAIR" key = "RG_AUTO_REPAIR"
icon = "GFX_ship_part_ship_part_nanite_repair_system" icon = "GFX_ship_part_ship_part_nanite_repair_system"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ENIGMATIC_SCHEDULER" key = "RG_ENIGMATIC_SCHEDULER"
icon = "GFX_ship_part_enigmatic_encoder" icon = "GFX_ship_part_enigmatic_encoder"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_ARMOR_BOOSTER" key = "RG_ARMOR_BOOSTER"
icon = "GFX_ship_part_rg_armor_hardener" icon = "GFX_ship_part_rg_armor_hardener"
icon_frame = 1 icon_frame = 1
} }
component_set = { # Nanobot Assimilation component_set = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER" key = "RG_PLANET_KILLER"
icon = "GFX_ship_part_devolution_beam" icon = "GFX_ship_part_devolution_beam"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_CLOAKING_3" key = "RG_CLOAKING_3"
icon = "GFX_ship_part_cloak_3" icon = "GFX_ship_part_cloak_3"
icon_frame = 1 icon_frame = 1
} }
component_set = { component_set = {
key = "RG_REVIVE_COMPONENT" key = "RG_REVIVE_COMPONENT"
icon = "GFX_ship_part_aura_inspiring_presence" icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1 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" key = "RG_PLANET_KILLER_SP"
size = planet_killer size = planet_killer
type = planet_killer type = planet_killer
icon = GFX_ship_part_divine_enforcer icon = GFX_ship_part_divine_enforcer
icon_frame = 1 icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex" projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx" planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间 total_fire_time = 60 #开火时间
firing_arc = 25.0 firing_arc = 25
resources = { resources = {
category = ship_components category = ship_components
cost = { cost = {
@@ -19,26 +16,36 @@ weapon_component_template = {
nanites = 50 nanites = 50
} }
} }
power = -1000 power = -1000
damage = { min = 35 max = 350 } #伤害 damage = {
windup = { min = 32 max = 64 } #冷却 min = 35
size_damage_factor = 10.0 max = 350
hull_damage = 10.0 #船体伤害 } #伤害
shield_damage = 10.0 #护盾伤害 windup = {
armor_damage = 10.0 #装甲伤害 min = 32
shield_penetration = 10.0 #护盾穿透 max = 64
armor_penetration = 10.0 #装甲穿透 } #冷却
tracking = 1.00 #追踪 size_damage_factor = 10
range = 800.00 #范围 hull_damage = 10 #船体伤害
accuracy = 1.00 #命中 shield_damage = 10 #护盾伤害
armor_damage = 10 #装甲伤害
tags = { weapon_type_rg_main weapon_type_energy } shield_penetration = 10 #护盾穿透
size_restriction = { RG_graygoo_capitalship RG_graygoo_mothership } 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" component_set = "RG_PLANET_KILLER"
hidden = yes hidden = yes
ship_limit = 1 ship_limit = 1
ai_weight = { ai_weight = {
weight = 0 weight = 0
} }
@@ -61,4 +68,4 @@ utility_component_template = {
ai_weight = { ai_weight = {
weight = 0 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

@@ -20,9 +20,10 @@ RG_gray_friendly = {
} }
custom_diplomacy = yes custom_diplomacy = yes
modules = { modules = {
basic_technology_module = {} basic_technology_module = {
}
exclusive_diplomacy_module = { exclusive_diplomacy_module = {
contact_rule = on_action_only 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

@@ -1,13 +1,169 @@
# Gray Warship
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"
}
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
}
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 = "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 = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_BOMBER_HANGAR_AP_BOMB"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
}
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 = "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 = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_SHIP_AURA_NANOBOT_CLOUD"
}
# Factory # Factory
ship_design = { ship_design = {
name = "NAME_Nanite_Factory" name = "NAME_Nanite_Factory"
ship_size = graygoo_factory ship_size = graygoo_factory
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_factory_key" template = "RG_nanite_factory_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@@ -170,7 +326,7 @@ ship_design = {
} }
} }
required_component = "RG_gatebuilder_sensor" 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 = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
} }
@@ -179,150 +335,90 @@ ship_design = {
name = "NAME_Nanite_Dragon" name = "NAME_Nanite_Dragon"
ship_size = nanite_space_dragon_baby ship_size = nanite_space_dragon_baby
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_space_dragon_baby_key" template = "nanite_space_dragon_baby_key"
slot = "mid" slot = "mid"
component = {
component = { slot = "PLANET_KILLER_GUN_01" template = "RG_PLANET_KILLER" } slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X"
component = { slot = "TITAN_01" template = "GRAY_BEAM_STATIC_EX" } }
component = { slot = "TITAN_02" template = "GRAY_BEAM_STATIC_EX" } component = {
component = { slot = "TITAN_03" template = "GRAY_BEAM_STATIC_EX" } slot = "SECONDARY_GUN_01"
component = { slot = "TITAN_04" template = "GRAY_BEAM_STATIC_EX" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "TITAN_05" template = "GRAY_BEAM_STATIC_EX" } }
component = { slot = "TITAN_06" template = "GRAY_BEAM_STATIC_EX" } component = {
slot = "SECONDARY_GUN_02"
component = { slot = "EXTRA_LARGE_01" template = "GRAY_BEAM_STATIC_X" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "EXTRA_LARGE_02" template = "GRAY_BEAM_STATIC_X" } }
component = { slot = "EXTRA_LARGE_03" template = "GRAY_BEAM_STATIC_X" } component = {
component = { slot = "EXTRA_LARGE_04" template = "GRAY_BEAM_STATIC_X" } slot = "SECONDARY_GUN_03"
component = { slot = "EXTRA_LARGE_05" template = "GRAY_BEAM_STATIC_X" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "EXTRA_LARGE_06" template = "GRAY_BEAM_STATIC_X" } }
component = { slot = "EXTRA_LARGE_07" template = "GRAY_BEAM_STATIC_X" } component = {
component = { slot = "EXTRA_LARGE_08" template = "GRAY_BEAM_STATIC_X" } slot = "SECONDARY_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" } slot = "SECONDARY_GUN_05"
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" } slot = "SECONDARY_GUN_06"
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" } template = "SMALL_GRAY_WEAPON_LANCE"
}
component = { slot = "LARGE_GUN_01" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_02" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "SECONDARY_GUN_07"
component = { slot = "LARGE_GUN_03" template = "LARGE_GRAY_WEAPON_LANCE" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_GUN_04" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_05" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_06" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "SECONDARY_GUN_08"
component = { slot = "LARGE_GUN_07" template = "LARGE_GRAY_WEAPON_LANCE" } template = "SMALL_GRAY_WEAPON_LANCE"
component = { slot = "LARGE_GUN_08" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_09" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_10" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "TERTIARY_GUN_01"
component = { slot = "LARGE_GUN_11" template = "LARGE_GRAY_WEAPON_LANCE" } template = "RG_FLAK_BATTERY"
component = { slot = "LARGE_GUN_12" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_13" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_14" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "TERTIARY_GUN_02"
component = { slot = "LARGE_GUN_15" template = "LARGE_GRAY_WEAPON_LANCE" } template = "RG_FLAK_BATTERY"
component = { slot = "LARGE_GUN_16" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_17" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_18" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "TERTIARY_GUN_03"
component = { slot = "LARGE_GUN_19" template = "LARGE_GRAY_WEAPON_LANCE" } template = "RG_FLAK_BATTERY"
component = { slot = "LARGE_GUN_20" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_21" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_22" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "TERTIARY_GUN_04"
component = { slot = "LARGE_GUN_23" template = "LARGE_GRAY_WEAPON_LANCE" } template = "RG_FLAK_BATTERY"
component = { slot = "LARGE_GUN_24" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_25" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_26" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "LARGE_UTILITY_1"
component = { slot = "LARGE_GUN_27" template = "LARGE_GRAY_WEAPON_LANCE" } template = "HUGE_GRAY_MIX_ARMOR"
component = { slot = "LARGE_GUN_28" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_29" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_30" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "LARGE_UTILITY_2"
component = { slot = "LARGE_GUN_31" template = "LARGE_GRAY_WEAPON_LANCE" } template = "HUGE_GRAY_MIX_ARMOR"
component = { slot = "LARGE_GUN_32" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = { slot = "LARGE_GUN_33" template = "LARGE_GRAY_WEAPON_LANCE" } component = {
component = { slot = "LARGE_GUN_34" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "LARGE_UTILITY_3"
component = { slot = "LARGE_GUN_35" template = "LARGE_GRAY_WEAPON_LANCE" } template = "HUGE_GRAY_MIX_ARMOR"
component = { slot = "LARGE_GUN_36" template = "LARGE_GRAY_WEAPON_LANCE" } }
component = {
component = { slot = "PD_01" template = "RG_FLAK_BATTERY" } slot = "LARGE_UTILITY_4"
component = { slot = "PD_02" template = "RG_FLAK_BATTERY" } template = "HUGE_GRAY_MIX_ARMOR"
component = { slot = "PD_03" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_04" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_05" template = "RG_FLAK_BATTERY" } slot = "AUX_UTILITY_1"
component = { slot = "PD_06" template = "RG_FLAK_BATTERY" } template = "RG_AUTO_REPAIR"
component = { slot = "PD_07" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_08" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_09" template = "RG_FLAK_BATTERY" } slot = "AUX_UTILITY_2"
component = { slot = "PD_10" template = "RG_FLAK_BATTERY" } template = "RG_ARMOR_BOOSTER"
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" }
} }
required_component="GUARDIAN_DRIVE" required_component = "GUARDIAN_DRIVE"
required_component="COMBAT_COMPUTER_ARTILLERY_DEFAULT" required_component = "RG_COMBAT_COMPUTER_battle"
required_component="GUARDIAN_PROPULSION" required_component = "GUARDIAN_PROPULSION"
required_component="GUARDIAN_SENSORS" required_component = "GUARDIAN_SENSORS"
} }
# Gray Goo Mothership # Gray Goo Mothership
@@ -330,11 +426,9 @@ ship_design = {
name = "NAME_Nanite_Mothership" name = "NAME_Nanite_Mothership"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_mothership_key" template = "nanite_mothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@@ -395,7 +489,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10" slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -456,7 +549,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo" required_component = "RG_COMBAT_COMPUTER_torpedo"
} }
@@ -465,11 +558,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_Carrier" name = "NAME_Nanite_Mothership_Carrier"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_carriermothership_key" template = "RG_nanite_carriermothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PD_01" slot = "PD_01"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
@@ -486,7 +577,6 @@ ship_design = {
slot = "PD_04" slot = "PD_04"
template = "RG_CARRIER_RADAR" template = "RG_CARRIER_RADAR"
} }
component = { component = {
slot = "LARGE_GUN_01" slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
@@ -495,7 +585,6 @@ ship_design = {
slot = "LARGE_GUN_02" slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
} }
component = { component = {
slot = "STRIKE_CRAFT_01" slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
@@ -560,7 +649,6 @@ ship_design = {
slot = "STRIKE_CRAFT_16" slot = "STRIKE_CRAFT_16"
template = "RG_BOMBER_HANGAR_AP_BOMB" template = "RG_BOMBER_HANGAR_AP_BOMB"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -621,7 +709,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_CARRIER" required_component = "RG_COMBAT_COMPUTER_CARRIER"
} }
@@ -629,11 +717,9 @@ ship_design = {
name = "NAME_Nanite_Mothership_titan" name = "NAME_Nanite_Mothership_titan"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_titanmothership_key" template = "RG_nanite_titanmothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@@ -670,8 +756,6 @@ ship_design = {
slot = "LARGE_GUN_05" slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE" template = "LARGE_GRAY_WEAPON_LANCE"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -732,7 +816,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo" required_component = "RG_COMBAT_COMPUTER_torpedo"
} }
@@ -744,7 +828,6 @@ ship_design = {
section = { section = {
template = "RG_nanite_interdictor_key" template = "RG_nanite_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"
@@ -773,7 +856,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03" slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -790,32 +872,27 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR" template = "RG_AUTO_REPAIR"
} }
} }
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo" required_component = "RG_COMBAT_COMPUTER_torpedo"
} }
### Dessanu Ships ### Dessanu Ships
# Dessanu Mothership # Dessanu Mothership
ship_design = { ship_design = {
name = "NAME_Dessanu_Mothership" name = "NAME_Dessanu_Mothership"
ship_size = graygoo_mothership ship_size = graygoo_mothership
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_mothership_key" template = "nanite_mothership_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@@ -876,7 +953,6 @@ ship_design = {
slot = "STRIKE_CRAFT_10" slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -937,7 +1013,7 @@ ship_design = {
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo" required_component = "RG_COMBAT_COMPUTER_torpedo"
} }
@@ -949,7 +1025,6 @@ ship_design = {
section = { section = {
template = "RG_nanite_interdictor_key" template = "RG_nanite_interdictor_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"
@@ -978,7 +1053,6 @@ ship_design = {
slot = "STRIKE_CRAFT_03" slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM" template = "RG_FIGHTER_HANGAR_BEAM"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
@@ -995,17 +1069,15 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR" template = "LARGE_GRAY_MIX_ARMOR"
} }
component = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR" template = "RG_AUTO_REPAIR"
} }
} }
required_component = "RG_gatebuilder_jump" required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_M"
required_component = "RG_COMBAT_COMPUTER_torpedo" required_component = "RG_COMBAT_COMPUTER_torpedo"
} }
@@ -1016,7 +1088,6 @@ ship_design = {
section = { section = {
template = "gatebuilder_starbase_key" template = "gatebuilder_starbase_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TORPEDO_01" slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE" template = "RG_ENERGY_MISSILE"
@@ -1067,4 +1138,4 @@ ship_design = {
} }
} }
required_component = "RG_gatebuilder_sensor" required_component = "RG_gatebuilder_sensor"
} }

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"
}

View File

@@ -1,61 +1,165 @@
# 星环基地 1 # 星环基地 1
ship_design = { ship_design = {
name = "RG_RG_ORBITAL_RING_TIER_1_STARBASE" name = "RG_ORBITAL_RING_TIER_1_STARBASE"
ship_size = RG_orbital_ring_tier_1 ship_size = RG_orbital_ring_tier_1
section = { section = {
template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
slot = "core" slot = "core"
component = {
component = { slot = "LARGE_GUN_01" template = "LARGE_GRAY_WEAPON_LANCE" } slot = "LARGE_GUN_01"
component = { slot = "LARGE_GUN_02" template = "LARGE_GRAY_WEAPON_LANCE" } 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_02"
component = { slot = "TORPEDO_01" template = "RG_ENERGY_MISSILE" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_02" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_03" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_04" template = "RG_ENERGY_MISSILE" } slot = "LARGE_GUN_03"
component = { slot = "TORPEDO_05" template = "RG_ENERGY_MISSILE" } template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "TORPEDO_06" template = "RG_ENERGY_MISSILE" } }
component = { slot = "TORPEDO_07" template = "RG_ENERGY_MISSILE" } component = {
component = { slot = "TORPEDO_08" template = "RG_ENERGY_MISSILE" } slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
component = { slot = "STRIKE_CRAFT_01" template = "RG_FIGHTER_HANGAR_BEAM" } }
component = { slot = "STRIKE_CRAFT_02" template = "RG_FIGHTER_HANGAR_BEAM" } component = {
component = { slot = "STRIKE_CRAFT_03" template = "RG_FIGHTER_HANGAR_BEAM" } slot = "TORPEDO_01"
component = { slot = "STRIKE_CRAFT_04" template = "RG_FIGHTER_HANGAR_BEAM" } template = "RG_ENERGY_MISSILE"
}
component = { slot = "STRIKE_CRAFT_05" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } component = {
component = { slot = "STRIKE_CRAFT_06" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } slot = "TORPEDO_02"
component = { slot = "STRIKE_CRAFT_07" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } template = "RG_ENERGY_MISSILE"
component = { slot = "STRIKE_CRAFT_08" template = "RG_BOMBER_HANGAR_ATTACK_ROCKET" } }
component = {
component = { slot = "MEDIUM_GUN_01" template = "SMALL_GRAY_WEAPON_LANCE" } slot = "TORPEDO_03"
component = { slot = "MEDIUM_GUN_02" template = "SMALL_GRAY_WEAPON_LANCE" } template = "RG_ENERGY_MISSILE"
component = { slot = "MEDIUM_GUN_03" template = "SMALL_GRAY_WEAPON_LANCE" } }
component = { slot = "MEDIUM_GUN_04" template = "SMALL_GRAY_WEAPON_LANCE" } component = {
slot = "TORPEDO_04"
component = { slot = "PD_01" template = "RG_FLAK_BATTERY" } template = "RG_ENERGY_MISSILE"
component = { slot = "PD_02" template = "RG_FLAK_BATTERY" } }
component = { slot = "PD_03" template = "RG_FLAK_BATTERY" } component = {
component = { slot = "PD_04" template = "RG_FLAK_BATTERY" } slot = "TORPEDO_05"
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 = {
component = { slot = "LARGE_UTILITY_3" template = "LARGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_06"
component = { slot = "LARGE_UTILITY_4" template = "LARGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
component = { slot = "LARGE_UTILITY_5" template = "LARGE_GRAY_MIX_ARMOR" } }
component = { slot = "LARGE_UTILITY_6" template = "LARGE_GRAY_MIX_ARMOR" } component = {
component = { slot = "LARGE_UTILITY_7" template = "LARGE_GRAY_MIX_ARMOR" } slot = "TORPEDO_07"
component = { slot = "LARGE_UTILITY_8" template = "LARGE_GRAY_MIX_ARMOR" } template = "RG_ENERGY_MISSILE"
}
component = { slot = "AUX_UTILITY_1" template = "RG_ARMOR_BOOSTER" } component = {
component = { slot = "AUX_UTILITY_2" template = "RG_AUTO_REPAIR" } 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 = "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_COMBAT_COMPUTER_COLOSSUS"
required_component = "RG_CORVETTE_CLOAKING_3" required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR" required_component = "STARBASE_AURA_FTL_INHIBITOR"
@@ -66,11 +170,9 @@ ship_design = {
name = "NAME_RG_Nanite_Starbase" name = "NAME_RG_Nanite_Starbase"
ship_size = starbase_starfortress ship_size = starbase_starfortress
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_nanite_factory_key" template = "RG_nanite_factory_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "TITAN_01" slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX" template = "GRAY_BEAM_STATIC_EX"
@@ -233,8 +335,8 @@ ship_design = {
} }
} }
required_component = "RG_gatebuilder_sensor" 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 = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
required_component = "RG_CORVETTE_CLOAKING_3" required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR" required_component = "STARBASE_AURA_FTL_INHIBITOR"
} }

File diff suppressed because it is too large Load Diff

View File

@@ -1,64 +1,11 @@
# 星海试验 #工程
ship_design = { ship_design = {
name = "RG_COLOSSUS_interdictor_SP" name = "NAME_RG_GRAY_constructor"
ship_size = RG_graygoo_interdictor ship_size = RG_armed_constructor_ship
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"
ship_size = RG_graygoo_interdictor
is_event_design = yes is_event_design = yes
section = { section = {
template = "RG_Buff_interdictor_key" template = "RG_armed_constructor_ship"
slot = "mid" slot = "mid"
component = { component = {
slot = "PD_01" slot = "PD_01"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
@@ -67,7 +14,344 @@ ship_design = {
slot = "PD_02" slot = "PD_02"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
} }
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "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 = "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 = "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_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
#required_component = "RG_ANTIBAKAHALO"
}
#科研船
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"
}
}
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_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_AUTOCONST_HANGER"
}
#压制舰
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"
}
}
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_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
#殖民舰
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"
}
}
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_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
# 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 = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "" template = ""
@@ -84,14 +368,64 @@ ship_design = {
slot = "LARGE_UTILITY_4" slot = "LARGE_UTILITY_4"
template = "" 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 = { component = {
slot = "AUX_UTILITY_1" slot = "AUX_UTILITY_1"
template = "RG_revive_component" template = "RG_revive_component"
} }
} }
required_component = "TITAN_ZERO_POINT_REACTOR" required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3" required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4" required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster" required_component = "RG_gatebuilder_thruster"
@@ -100,17 +434,14 @@ ship_design = {
required_component = "" required_component = ""
} }
# Nanite Dragon # Nanite Dragon
ship_design = { ship_design = {
name = "NAME_RG_FAKE_Dragon" name = "NAME_RG_FAKE_Dragon"
ship_size = nanite_space_dragon_baby ship_size = nanite_space_dragon_baby
is_event_design = yes is_event_design = yes
section = { section = {
template = "nanite_space_dragon_baby_key" template = "nanite_space_dragon_baby_key"
slot = "mid" slot = "mid"
component = { component = {
slot = "PRIMARY_GUN_01" slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X" template = "GRAY_BEAM_STATIC_X"
@@ -163,7 +494,6 @@ ship_design = {
slot = "TERTIARY_GUN_04" slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY" template = "RG_FLAK_BATTERY"
} }
component = { component = {
slot = "LARGE_UTILITY_1" slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR" template = "HUGE_GRAY_MIX_ARMOR"
@@ -189,8 +519,93 @@ ship_design = {
template = "RG_ARMOR_BOOSTER" template = "RG_ARMOR_BOOSTER"
} }
} }
required_component="GUARDIAN_DRIVE" required_component = "GUARDIAN_DRIVE"
required_component="RG_COMBAT_COMPUTER_battle" required_component = "RG_COMBAT_COMPUTER_battle"
required_component="GUARDIAN_PROPULSION" required_component = "GUARDIAN_PROPULSION"
required_component="GUARDIAN_SENSORS" 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

@@ -2,15 +2,48 @@ origin_rg_gray = {
is_origin = yes is_origin = yes
icon = "gfx/interface/icons/origins/origins_fratricide.dds" icon = "gfx/interface/icons/origins/origins_fratricide.dds"
picture = GFX_evt_ship_in_orbit_2 picture = GFX_evt_ship_in_orbit_2
flags = {
flags = { origin_rg_gray } origin_rg_gray
}
non_colonizable_planet_class_neighbor = yes non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects" description = "origin_tooltip_rg_gray_effects"
advanced_start = yes 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 = { random_weight = {
base = 0 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" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
show_galactic_map_icon = no show_galactic_map_icon = no
show_in_outliner = no show_in_outliner = no
build_time = 720 build_time = 720
resources = { resources = {
category = megastructures category = megastructures
cost = { cost = {
@@ -17,9 +19,9 @@ RG_orbital_ring = {
} }
} }
construction_blocks_and_blocked_by = none construction_blocks_and_blocked_by = none
potential = {
potential = { has_technology = tech_gray_noway } has_technology = tech_gray_noway
}
possible = { possible = {
exists = starbase exists = starbase
custom_tooltip = { custom_tooltip = {
@@ -27,26 +29,30 @@ RG_orbital_ring = {
is_inside_border = from is_inside_border = from
} }
} }
placement_rules = { placement_rules = {
planet_possible = { planet_possible = {
custom_tooltip = { custom_tooltip = {
fail_text = "requires_surveyed_planet" fail_text = "requires_surveyed_planet"
is_surveyed = { # prevent leaking habitability information is_surveyed = {
# prevent leaking habitability information
who = prev.from who = prev.from
status = yes status = yes
} }
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_no_anomaly" fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes } NOT = {
has_anomaly = yes
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring" fail_text = "requires_colonized_planet_orbital_ring"
# is_colony = yes # is_colony = yes
exists = owner exists = owner
exists = controller exists = controller
controller = { is_same_value = prev.owner } controller = {
is_same_value = prev.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = "requires_not_hostile_or_primitive" fail_text = "requires_not_hostile_or_primitive"
@@ -87,18 +93,18 @@ RG_orbital_ring = {
} }
if = { if = {
limit = { limit = {
from = { is_ai = yes } from = {
is_ai = yes
}
} }
num_pops >= 25 num_pops >= 25
} }
} }
} }
# root = system # root = system
# from = country # from = country
ai_weight = { ai_weight = {
factor = 5 factor = 5
modifier = { modifier = {
factor = 3 factor = 3
solar_system = { solar_system = {
@@ -113,33 +119,39 @@ RG_orbital_ring = {
is_same_value = owner.capital_scope.solar_system is_same_value = owner.capital_scope.solar_system
} }
} }
modifier = { modifier = {
factor = 0.1 factor = 0.1
any_neighbor_system = { any_neighbor_system = {
exists = owner exists = owner
owner = { NOT = { is_same_value = from } } owner = {
NOT = {
is_same_value = from
}
}
} }
} }
modifier = { modifier = {
factor = 3 factor = 3
any_system_colony = { any_system_colony = {
num_pops >= 50 num_pops >= 50
NOT = { exists = orbital_defence } NOT = {
exists = orbital_defence
}
} }
} }
} }
on_build_start = {
on_build_start = {} }
on_build_cancel = {} on_build_cancel = {
}
on_build_complete = { on_build_complete = {
fromfrom.planet = { fromfrom.planet = {
set_planet_flag = has_megastructure set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet save_event_target_as = orbital_ring_planet
if = { if = {
limit = { has_orbital_station = yes } limit = {
has_orbital_station = yes
}
orbital_station = { orbital_station = {
dismantle = yes dismantle = yes
} }
@@ -149,25 +161,32 @@ RG_orbital_ring = {
owner = FROM owner = FROM
#module = <starbase_module> #module = <starbase_module>
#building = <starbase_building> #building = <starbase_building>
effect = { } effect = {
}
} }
} }
remove_megastructure = fromfrom remove_megastructure = fromfrom
from = { from = {
country_event = { id = tutorial.2121 } country_event = {
id = tutorial.2121
}
} }
} }
} }
orbital_ring_ruined = { orbital_ring_ruined = {
entity = "orbital_ring_01_destroyed_entity" entity = "orbital_ring_01_destroyed_entity"
construction_entity = "orbital_ring_construction_entity" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
potential = {
potential = { always = no } always = no
}
is_ruined_orbital_ring = yes is_ruined_orbital_ring = yes
} }
@@ -176,12 +195,14 @@ orbital_ring_restored = {
construction_entity = "orbital_ring_construction_entity" construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background" portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 } entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes scales_with_planet = yes
show_galactic_map_icon = no show_galactic_map_icon = no
show_in_outliner = no show_in_outliner = no
build_time = 720 build_time = 720
resources = { resources = {
category = megastructures category = megastructures
cost = { cost = {
@@ -189,11 +210,13 @@ orbital_ring_restored = {
influence = 50 influence = 50
} }
} }
upgrade_from = {
upgrade_from = { orbital_ring_ruined } orbital_ring_ruined
}
possible = { possible = {
from = { has_technology = tech_orbital_ring_tier_1 } from = {
has_technology = tech_orbital_ring_tier_1
}
custom_tooltip = { custom_tooltip = {
fail_text = "requires_outpost" fail_text = "requires_outpost"
exists = starbase exists = starbase
@@ -206,7 +229,9 @@ orbital_ring_restored = {
fail_text = "requires_no_anomaly" fail_text = "requires_no_anomaly"
any_system_planet = { any_system_planet = {
has_planet_flag = ruined_orbital_ring_planet has_planet_flag = ruined_orbital_ring_planet
NOT = { has_anomaly = yes } NOT = {
has_anomaly = yes
}
} }
} }
custom_tooltip = { custom_tooltip = {
@@ -216,34 +241,41 @@ orbital_ring_restored = {
is_colony = yes is_colony = yes
exists = owner exists = owner
exists = controller exists = controller
owner = { is_same_value = from } owner = {
controller = { is_same_value = from } is_same_value = from
}
controller = {
is_same_value = from
}
} }
} }
} }
on_build_start = {
on_build_start = {} }
on_build_cancel = {} on_build_cancel = {
}
on_build_complete = { on_build_complete = {
random_system_planet = { random_system_planet = {
limit = { has_planet_flag = ruined_orbital_ring_planet } limit = {
has_planet_flag = ruined_orbital_ring_planet
}
set_planet_flag = has_megastructure set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet save_event_target_as = orbital_ring_planet
if = { if = {
limit = { has_orbital_station = yes } limit = {
has_orbital_station = yes
}
orbital_station = { orbital_station = {
dismantle = yes dismantle = yes
} }
} }
create_starbase = { create_starbase = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
owner = FROM owner = FROM
#module = <starbase_module> #module = <starbase_module>
#building = <starbase_building> #building = <starbase_building>
effect = { } effect = {
}
} }
} }
every_system_ambient_object = { every_system_ambient_object = {
@@ -262,7 +294,9 @@ orbital_ring_restored = {
} }
remove_megastructure = fromfrom remove_megastructure = fromfrom
from = { from = {
country_event = { id = tutorial.2121 } country_event = {
id = tutorial.2121
}
} }
} }
} }

View File

@@ -1,24 +1,16 @@
on_game_start = { on_game_start = {
events = { events = {
rg.19
} }
} }
on_single_player_save_game_load = { on_single_player_save_game_load = {
events = { events = {
rg.19
} }
} }
on_custom_diplomacy = { on_custom_diplomacy = {
events = { events = {
graygoo.505 graygoo.505
rg_graygoo.500
rg_graygoo.501
rg_graygoo.502
rg_graygoo.503
rg_graygoo.504
rg_graygoo.505
} }
} }
@@ -26,7 +18,8 @@ on_custom_diplomacy = {
# This = planet # This = planet
# From = country attacking # From = country attacking
on_ground_combat_started = { on_ground_combat_started = {
events = { # Tempest Incoming trait effect events = {
# Tempest Incoming trait effect
} }
} }
@@ -37,44 +30,45 @@ on_ground_combat_started = {
# FromFromFrom = planet # FromFromFrom = planet
on_army_killed_in_combat = { on_army_killed_in_combat = {
events = { events = {
rg_skill.8 # Tempest Incoming trait effect rg_skill.8 # Tempest Incoming trait effect
} }
} }
on_game_start_country = { on_game_start_country = {
events = { events = {
rg_cluster.8 # rg_cluster.8
rg.1 rg_event.1
rg_origin.1
rg_event.19
} }
} }
# This = country # This = country
# 最高优先级检测才放月检
on_monthly_pulse_country = { on_monthly_pulse_country = {
events = { events = {
rg.8 rg_event.8 #领袖等级检测更新
rg.16 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_skill.9
rg_planet.5025 # Virtual Machine pop creation
rg_planet.5030 # Virtual Machine pop destruction
} }
} }
on_yearly_pulse_country = { on_yearly_pulse_country = {
events = { events = {
rg.17 rg_event.17
rg.18 rg_event.20
rg.20
}
}
on_yearly_pulse = {
events = {
rg_story.20 rg_story.20
} }
} }
on_mid_game_pulse_country = { on_mid_game_pulse_country = {
events = { events = {
# rg.18 # rg_event.18
} }
} }
# Triggers country_event for the attacker upon victory # Triggers country_event for the attacker upon victory
@@ -88,7 +82,7 @@ on_mid_game_pulse_country = {
# to retake the planet, the player is the attacker # to retake the planet, the player is the attacker
on_planet_attackers_win = { on_planet_attackers_win = {
events = { events = {
rg.16 rg_event.16
# rg_skill.9 # rg_skill.9
} }
} }
@@ -99,7 +93,7 @@ on_planet_attackers_win = {
# FromFrom = planet # FromFrom = planet
on_planet_attackers_lose = { on_planet_attackers_lose = {
events = { events = {
rg.16 rg_event.16
# rg_skill.9 # rg_skill.9
} }
} }
@@ -116,41 +110,13 @@ on_planet_attackers_lose = {
# } # }
# } # }
# this = country # 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_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 #舰船建造完成
# Root = Ship # Root = Ship
# From = Planet # From = Planet
on_ship_built = { on_ship_built = {
events = { 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
} }
} }
@@ -182,5 +148,107 @@ on_ship_destroyed_perp = {
rg_skill.11 rg_skill.11
rg_story.10 rg_story.10
rg_story.22 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

@@ -1,16 +1,41 @@
#创造灰风总督 #创造灰风总督
create_gray_governor = { create_gray_governor = {
rg_create_gray_governor = yes rg_create_gray_governor = yes
} }
#创造灰风战舰 #创造灰风战舰
create_gray_warship = { create_gray_warship = {
rg_create_gray_warship = yes rg_create_gray_warship = yes
} }
#创造灰风地面单位 #创造灰风地面单位
create_gray_army = { create_gray_army = {
rg_create_gray_army = yes rg_create_gray_army = yes
} }
#创造灰风科学舰 #创造灰风科学舰
create_gray_const = { create_gray_const = {
rg_create_gray_const = yes rg_create_gray_const = yes
} }
start_lcluster_chain = {
if = {
limit = {
NOR = {
is_same_value = origin_rg_gray_country
has_country_flag = origin_rg_gray_1st
}
}
hidden_effect = {
custom_tooltip = begin_lcluster_chain
begin_event_chain = {
event_chain = l_cluster_chain
target = this
}
set_variable = {
which = num_lcluster_clues
value = 0
}
}
}
}

View File

@@ -5,11 +5,10 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
any_ground_combat_$SIDE_A$ = { any_ground_combat_$SIDE_A$ = {
exists = leader exists = leader
leader = { leader = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
} }
if = { if = {
limit = { limit = {
check_variable = { check_variable = {
@@ -34,7 +33,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
95 = {} 95 = {
}
5 = { 5 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -54,7 +54,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
90 = {} 90 = {
}
10 = { 10 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -74,7 +75,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
80 = {} 80 = {
}
20 = { 20 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -94,7 +96,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
70 = {} 70 = {
}
30 = { 30 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -114,7 +117,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
60 = {} 60 = {
}
40 = { 40 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -134,7 +138,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
60 = {} 60 = {
}
40 = { 40 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -154,7 +159,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
50 = {} 50 = {
}
50 = { 50 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -174,7 +180,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
40 = {} 40 = {
}
60 = { 60 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -194,7 +201,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
30 = {} 30 = {
}
70 = { 70 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -214,7 +222,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
20 = {} 20 = {
}
80 = { 80 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -234,7 +243,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
10 = {} 10 = {
}
90 = { 90 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -254,7 +264,8 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
} }
random_list = { random_list = {
# NOTE: Update custom loc for effect when changing probablity # NOTE: Update custom loc for effect when changing probablity
5 = {} 5 = {
}
95 = { 95 = {
random_ground_combat_$SIDE_B$ = { random_ground_combat_$SIDE_B$ = {
limit = { limit = {
@@ -267,4 +278,22 @@ 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
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,309 +1,611 @@
rg_gray_govener_init = { rg_gray_govener_init = {
create_leader = { event_target:rg_gray_country = {
class = governor create_leader = {
species = root class = official
name = "NAME_Gray" species = event_target:gray_species
gender = female name = "NAME_Gray"
immortal = yes gender = female
event_leader = yes immortal = yes
skip_background_generation = yes event_leader = yes
custom_catch_phrase = gray_catch_phrase skip_background_generation = yes
custom_description = gray_backstory randomize_traits = no
background_ethic = ethic_gestalt_consciousness custom_catch_phrase = gray_catch_phrase
hide_age = yes custom_description = gray_backstory
skill = 10 background_ethic = ethic_gestalt_consciousness
set_age = 18 hide_age = yes
traits = { skill = 10
trait = rg_leader_trait_governor_gray set_age = 18
trait = RG_leader_trait_ruler_gray traits = {
} 0 = RG_leader_trait_governor_gray
effect = { }
save_global_event_target_as = gray_governor effect = {
set_leader_flag = gray_governor save_global_event_target_as = gray_governor
set_leader_flag = legendary_leader save_global_event_target_as = gray_official
set_leader_flag = immune_to_negative_traits set_leader_flag = gray_governor
set_leader_flag = legendary_leader
set_leader_flag = rg_gray_leader set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = { if = {
limit = { has_global_flag = kdc_event_mod_active } limit = {
set_leader_flag = "gray_leader" has_global_flag = has_wsg_mod
add_trait = leader_trait_governor_gray }
add_trait = RG_leader_trait_ruler_gray set_leader_flag = not_has_wg_affection_normal
add_trait = subclass_governor_economist }
add_trait = leader_trait_urbanist_3 if = {
add_trait = leader_trait_scrapper_2 limit = {
} OR = {
else_if = { has_global_flag = has_wsg_mod
limit = { has_global_flag = kdc_event_mod_active
AND = { }
has_global_flag = kdc_event_mod_active }
has_country_flag = origin_gray_country set_leader_flag = "gray_leader"
} set_leader_flag = gray_leader
} add_trait_no_notify = leader_trait_governor_gray
set_leader_flag = "gray_leader" add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait = leader_trait_governor_gray add_trait_no_notify = subclass_official_governor
add_trait = RG_leader_trait_ruler_gray add_trait_no_notify = trait_ruler_architectural_sense_3
} add_trait_no_notify = leader_trait_distribution_lines_2
else = { if = {
add_trait = RG_leader_trait_governor_gray limit = {
add_trait = RG_leader_trait_ruler_gray owner = {
add_trait = subclass_governor_economis has_country_flag = origin_gray_weaken
add_trait = leader_trait_urbanist_3 has_country_flag = origin_gray_country
add_trait = leader_trait_scrapper_2 }
} }
} remove_trait = leader_trait_governor_gray
} add_trait_no_notify = leader_trait_governor_gray_weak
last_created_leader = { }
set_leader_flag = has_gained_level_trait }
} else = {
random_owned_leader = { add_trait_no_notify = RG_leader_trait_governor_gray
limit = { has_leader_flag = gray_governor } add_trait_no_notify = RG_leader_trait_ruler_gray
if = { add_trait_no_notify = subclass_official_governor
limit = { has_global_flag = kdc_event_mod_active } add_trait_no_notify = trait_ruler_architectural_sense_3
if = { add_trait_no_notify = leader_trait_distribution_lines_2
limit = { owner = { has_country_flag = gray_encountered_the_loop }} }
add_trait = leader_trait_governor_wg_the_loop }
} }
set_gray_portrait = yes last_created_leader = {
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } set_owner = event_target:gray_owner
} }
else_if = { }
limit = { last_created_leader = {
has_global_flag = has_wsg_mod set_leader_flag = has_gained_level_trait
NOT = { }
has_global_flag = kdc_event_mod_active random_owned_leader = {
} limit = {
} has_leader_flag = gray_governor
if = { }
limit = { owner = { has_country_flag = gray_encountered_the_loop }} if = {
add_trait = leader_trait_governor_wg_the_loop limit = {
} owner = {
set_gray_portrait = yes OR = {
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } has_global_flag = has_wsg_mod
} has_global_flag = kdc_event_mod_active
else = { }
rg_set_gray_portrait = yes }
} }
} if = {
limit = {
has_leader_flag = has_wg_affection_wg_gray
}
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_governor_wg_the_loop
# }
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
} }
rg_gray_admiral_init = { rg_gray_commander_init = {
create_leader = { event_target:rg_gray_country = {
class = admiral create_leader = {
species = root class = commander
name = "NAME_Gray" species = event_target:gray_species
immortal = yes name = "NAME_Gray"
event_leader = yes immortal = yes
skip_background_generation = yes event_leader = yes
custom_catch_phrase = gray_catch_phrase skip_background_generation = yes
custom_description = gray_backstory randomize_traits = no
background_ethic = ethic_gestalt_consciousness custom_catch_phrase = gray_catch_phrase
hide_age = yes custom_description = gray_backstory
gender = female background_ethic = ethic_gestalt_consciousness
skill = 10 hide_age = yes
set_age = 18 gender = female
traits = { skill = 10
trait = RG_leader_trait_admiral_gray set_age = 18
} traits = {
effect = { 0 = RG_leader_trait_admiral_gray
save_global_event_target_as = gray_leader_admiral }
set_leader_flag = gray_admiral effect = {
set_leader_flag = legendary_leader save_global_event_target_as = gray_leader_admiral
set_leader_flag = immune_to_negative_traits set_leader_flag = gray_admiral
save_global_event_target_as = gray_leader_general
set_leader_flag = rg_gray_leader set_leader_flag = gray_general
set_leader_flag = legendary_leader
if = { set_leader_flag = immune_to_negative_traits
limit = { has_global_flag = kdc_event_mod_active } if = {
set_leader_flag = "gray_leader" limit = {
add_trait = gray_admiral has_global_flag = has_wsg_mod
} }
else = { set_leader_flag = not_has_wg_affection_normal
add_trait = leader_trait_artillerist_2 }
add_trait = leader_trait_juryrigger_2 if = {
} limit = {
add_trait = RG_leader_trait_admiral_gray OR = {
add_trait = subclass_admiral_aggressor has_global_flag = has_wsg_mod
add_trait = leader_trait_carrier_specialization has_global_flag = kdc_event_mod_active
} }
} }
last_created_leader = { set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = has_gained_level_trait set_leader_flag = gray_leader
} add_trait_no_notify = gray_admiral
random_owned_leader = { if = {
limit = { has_leader_flag = gray_admiral } limit = {
if = { owner = {
limit = { has_country_flag = origin_gray_weaken
has_global_flag = kdc_event_mod_active has_country_flag = origin_gray_country
} }
if = { }
limit = { owner = { has_country_flag = gray_encountered_the_loop }} remove_trait = gray_admiral
add_trait = leader_trait_admiral_wg_the_loop add_trait_no_notify = leader_trait_admiral_gray_weak
} # 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
set_gray_portrait = yes }
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray } }
if = { set_leader_flag = rg_gray_leader
limit = { owner = { add_trait_no_notify = RG_leader_trait_admiral_gray
has_country_flag = origin_gray_country add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
has_country_flag = origin_gray_weaken # add_trait_no_notify = RG_leader_trait_general_gray_skill
}} # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
remove_trait = gray_admiral add_trait_no_notify = subclass_commander_councilor
add_trait = leader_trait_admiral_gray_weak add_trait_no_notify = leader_trait_carrier_specialization
} add_trait_no_notify = leader_trait_juryrigger_2
} add_trait_no_notify = leader_trait_reinforcer_2
else_if = { }
limit = { }
has_global_flag = has_wsg_mod last_created_leader = {
NOT = { set_owner = event_target:gray_owner
has_global_flag = kdc_event_mod_active }
} }
if = { last_created_leader = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} set_leader_flag = has_gained_level_trait
add_trait_no_notify = leader_trait_admiral_wg_the_loop }
} random_owned_leader = {
} limit = {
set_gray_portrait = yes has_leader_flag = gray_admiral
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray } }
} if = {
else = { limit = {
rg_set_gray_portrait = yes owner = {
} OR = {
} has_global_flag = has_wsg_mod
} has_global_flag = kdc_event_mod_active
}
rg_gray_general_init = { }
create_leader = { }
class = general if = {
species = root limit = {
name = "NAME_Gray" has_leader_flag = has_wg_affection_wg_gray
immortal = yes }
event_leader = yes if = {
skip_background_generation = yes limit = {
custom_catch_phrase = gray_catch_phrase owner = { has_country_flag = married_gray }
custom_description = gray_backstory }
background_ethic = ethic_gestalt_consciousness set_leader_flag = married
hide_age = yes }
gender = female set_variable = { which = affection value = owner.wg_gray_affection }
skill = 10 }
set_age = 18 # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
traits = { # if = {
trait = RG_leader_trait_general_gray # limit = {
trait = RG_leader_trait_general_gray_skill # owner = {
trait = subclass_general_marshall # has_country_flag = gray_encountered_the_loop
trait = leader_trait_heavy_hitter_2 # }
trait = leader_trait_reinforcer_2 # }
} # add_trait_no_notify = leader_trait_admiral_wg_the_loop
effect = { # }
save_global_event_target_as = gray_leader_general set_gray_portrait = yes
set_leader_flag = rg_gray_leader # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
set_leader_flag = gray_general }
set_leader_flag = legendary_leader else = {
set_leader_flag = immune_to_negative_traits rg_set_gray_portrait = yes
} }
} }
last_created_leader = { RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
set_leader_flag = has_gained_level_trait RG_leader_trait_general_tempest_incoming_counter_init_effect = yes
}
random_owned_leader = {
limit = { has_leader_flag = gray_general }
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_gray_portrait = yes
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = {
has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
add_trait = RG_leader_trait_general_gray_skill
rg_set_gray_portrait = yes
}
}
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
} }
#
# rg_gray_admiral_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = admiral
# species = root
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
# skip_background_generation = yes
# custom_catch_phrase = gray_catch_phrase
# custom_description = gray_backstory
# background_ethic = ethic_gestalt_consciousness
# hide_age = yes
# gender = female
# skill = 10
# set_age = 18
# traits = {
# trait = RG_leader_trait_admiral_gray
# }
# effect = {
# save_global_event_target_as = gray_leader_admiral
# set_leader_flag = gray_admiral
# set_leader_flag = legendary_leader
# set_leader_flag = immune_to_negative_traits
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# add_trait_no_notify = gray_admiral
# if = {
# limit = {
# owner = {
# has_country_flag = origin_gray_weaken
# has_country_flag = origin_gray_country
# }
# }
# remove_trait = gray_admiral
# add_trait_no_notify = leader_trait_admiral_gray_weak
# # 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
# }
# }
# set_leader_flag = rg_gray_leader
# add_trait_no_notify = RG_leader_trait_admiral_gray
# add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
# add_trait_no_notify = subclass_admiral_aggressor
# add_trait_no_notify = leader_trait_carrier_specialization
# add_trait_no_notify = leader_trait_artillerist_2
# add_trait_no_notify = leader_trait_juryrigger_2
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_admiral
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
# set_gray_portrait = yes
# # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
# }
# else = {
# rg_set_gray_portrait = yes
# }
# }
# RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
# }
#
# rg_gray_general_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = general
# species = root
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
# skip_background_generation = yes
# custom_catch_phrase = gray_catch_phrase
# custom_description = gray_backstory
# background_ethic = ethic_gestalt_consciousness
# hide_age = yes
# gender = female
# skill = 10
# set_age = 18
# traits = {
# trait = RG_leader_trait_general_gray
# trait = RG_leader_trait_general_gray_skill
# trait = subclass_general_marshall
# trait = leader_trait_heavy_hitter_2
# trait = leader_trait_reinforcer_2
# }
# effect = {
# save_global_event_target_as = gray_leader_general
# set_leader_flag = rg_gray_leader
# set_leader_flag = gray_general
# set_leader_flag = legendary_leader
# set_leader_flag = immune_to_negative_traits
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# }
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_general
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
# set_gray_portrait = yes
# # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
# }
# else = {
# rg_set_gray_portrait = yes
# }
# }
# set_variable = {
# which = rg_general_skill_combat_daypassed_variable
# value = 1
# }
# set_variable = {
# which = rg_general_skill_combat_killed_variable
# value = 0
# }
#
# }
rg_gray_scientist_init = { rg_gray_scientist_init = {
create_leader = { event_target:rg_gray_country = {
class = scientist create_leader = {
species = root class = scientist
name = "NAME_Gray" species = event_target:gray_species
immortal = yes name = "NAME_Gray"
event_leader = yes immortal = yes
skip_background_generation = yes event_leader = yes
custom_catch_phrase = gray_catch_phrase skip_background_generation = yes
custom_description = gray_backstory randomize_traits = no
background_ethic = ethic_gestalt_consciousness custom_catch_phrase = gray_catch_phrase
hide_age = yes custom_description = gray_backstory
gender = female background_ethic = ethic_gestalt_consciousness
skill = 10 hide_age = yes
set_age = 18 gender = female
traits = { skill = 10
trait = RG_leader_trait_scientist_gray set_age = 18
trait = subclass_scientist_explorer traits = {
trait = leader_trait_engineering_focus_2 0 = RG_leader_trait_scientist_gray
trait = leader_trait_salvager_3 1 = subclass_scientist_explorer
} 2 = leader_trait_engineering_focus_2
effect = { 3 = leader_trait_salvager_3
save_global_event_target_as = gray_leader_scientist }
set_leader_flag = rg_gray_leader effect = {
set_leader_flag = gray_scientist save_global_event_target_as = gray_leader_scientist
set_leader_flag = legendary_leader set_leader_flag = rg_gray_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = gray_scientist
} set_leader_flag = legendary_leader
} set_leader_flag = immune_to_negative_traits
last_created_leader = { if = {
set_leader_flag = has_gained_level_trait limit = {
} has_global_flag = has_wsg_mod
random_owned_leader = { }
limit = { has_leader_flag = gray_scientist } set_leader_flag = not_has_wg_affection_normal
if = { }
limit = { has_global_flag = kdc_event_mod_active } if = {
if = { limit = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }} OR = {
add_trait = leader_trait_governor_wg_the_loop has_global_flag = has_wsg_mod
} has_global_flag = kdc_event_mod_active
set_gray_portrait = yes }
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } }
} set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
else_if = { set_leader_flag = gray_leader
limit = { }
has_global_flag = has_wsg_mod }
NOT = { }
has_global_flag = kdc_event_mod_active last_created_leader = {
} set_owner = event_target:gray_owner
} }
if = { }
limit = { owner = { has_country_flag = gray_encountered_the_loop }} last_created_leader = {
add_trait = leader_trait_governor_wg_the_loop set_leader_flag = has_gained_level_trait
} }
set_gray_portrait = yes random_owned_leader = {
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } limit = {
} has_leader_flag = gray_scientist
else = { }
rg_set_gray_portrait = yes if = {
} limit = {
} OR = {
} has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = {
has_leader_flag = has_wg_affection_wg_gray
}
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_country_leader_init = {
create_leader = {
# 只用作看板娘
class = official
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
1 = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = rg_gray_country_leader
set_leader_flag = rg_gray_country_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
# 暂时和小灰网络断开连接
# set_leader_flag = rg_gray_leader
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
# 暂时和小灰网络断开连接
# set_leader_flag = "gray_leader"
# set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
}
}
last_created_leader = {
rg_set_gray_portrait = yes
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,37 +1,28 @@
rg_storyline_trigger = { rg_storyline_trigger = {
# 初始化故事事件触发 # 初始化故事事件触发
# if = { country_event = {
# limit = { id = rg_story.2
# OR = { days = 3600
# has_global_flag = has_wsg_mod random = 12800
# has_global_flag = kdc_event_mod_active }
# } country_event = {
# country_event = { id = rg_wsg_story.2 days = 3600 random = 12800 } id = rg_story.8
# country_event = { id = rg_wsg_story.8 days = 3600 random = 12800 } days = 3600
# country_event = { id = rg_wsg_story.13 days = 3600 random = 12800 } random = 12800
# }
# }
# else = {
# country_event = { id = rg_story.2 days = 3600 random = 12800 }
# country_event = { id = rg_story.8 days = 3600 random = 12800 }
# country_event = { id = rg_story.13 days = 3600 random = 12800 }
# }
random_list = {
50 = {
country_event = { id = rg_story.2 days = 3600 random = 12800 }
}
50 = {
country_event = { id = rg_story.8 days = 3600 random = 12800 }
}
} }
if = { if = {
limit= { limit = {
exists = event_target:guardian_dragon_country 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 = { rg_create_gray_planetkiller_testship_1 = {
@@ -39,11 +30,11 @@ rg_create_gray_planetkiller_testship_1 = {
name = "NAME_RG_TESTSHIP" name = "NAME_RG_TESTSHIP"
settings = { settings = {
can_disband = yes can_disband = yes
can_upgrade = no can_upgrade = no
can_change_composition = no can_change_composition = no
can_change_leader = no can_change_leader = no
uses_naval_capacity = no uses_naval_capacity = no
spawn_debris = no spawn_debris = no
} }
effect = { effect = {
set_owner = root set_owner = root
@@ -54,7 +45,7 @@ rg_create_gray_planetkiller_testship_1 = {
upgradable = no upgradable = no
effect = { effect = {
save_global_event_target_as = rg_test_ship_global_event_target save_global_event_target_as = rg_test_ship_global_event_target
} }
} }
set_location = { set_location = {
target = root.capital_scope target = root.capital_scope
@@ -71,11 +62,11 @@ rg_create_gray_paperwork_testship_1 = {
name = "NAME_RG_TESTSHIP" name = "NAME_RG_TESTSHIP"
settings = { settings = {
can_disband = yes can_disband = yes
can_upgrade = no can_upgrade = no
can_change_composition = no can_change_composition = no
can_change_leader = no can_change_leader = no
uses_naval_capacity = no uses_naval_capacity = no
spawn_debris = no spawn_debris = no
} }
effect = { effect = {
set_owner = root set_owner = root
@@ -95,6 +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 = { rg_create_fake_dragon_species = {
create_species = { create_species = {
name = RG_SIMULATION_DRAGON_SPECIES name = RG_SIMULATION_DRAGON_SPECIES
@@ -117,8 +166,8 @@ rg_create_fake_dragon = {
} }
} }
create_leader = { create_leader = {
class = admiral class = commander
species = event_target:RG_sim_dragon_species species = root
name = "Name_rg_fake_dragon" name = "Name_rg_fake_dragon"
event_leader = yes event_leader = yes
gender = female gender = female
@@ -130,7 +179,6 @@ rg_create_fake_dragon = {
trait = RG_leader_trait_admiral_timed_life trait = RG_leader_trait_admiral_timed_life
} }
effect = { effect = {
change_leader_portrait = wg_dragon
set_leader_flag = has_gained_level_trait set_leader_flag = has_gained_level_trait
set_leader_flag = has_gained_trait set_leader_flag = has_gained_trait
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
@@ -142,16 +190,17 @@ rg_create_fake_dragon = {
which = rg_fake_dragon_timedlife_counter which = rg_fake_dragon_timedlife_counter
value = 0 value = 0
} }
set_country_flag = rg_fake_dragon_owner
save_global_event_target_as = rg_fake_dragon_owner save_global_event_target_as = rg_fake_dragon_owner
create_fleet = { create_fleet = {
name = "NAME_RG_Nanite_Dragon" name = "NAME_RG_Nanite_Dragon"
settings = { settings = {
can_disband = yes can_disband = yes
can_upgrade = no can_upgrade = no
can_change_composition = no can_change_composition = no
can_change_leader = no can_change_leader = no
uses_naval_capacity = no uses_naval_capacity = no
spawn_debris = no spawn_debris = no
} }
effect = { effect = {
set_owner = root set_owner = root
@@ -172,4 +221,93 @@ rg_create_fake_dragon = {
} }
} }
} }
}
rg_create_gray_constship_1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_constructor"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
}
rg_create_gray_colony_1 = {
create_ship_design = {
design = "NAME_RG_armed_colony_ship"
}
add_ship_design = last_created_design
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_armed_colony_ship"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
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 = { RG_planet_can_auto_build = {
OR = { OR = {
AND = { AND = {

View File

@@ -5,11 +5,9 @@
#can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = { #can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# ... # ...
#} #}
can_destroy_planet_with_RG_PLANET_KILLER = { can_destroy_planet_with_RG_PLANET_KILLER = {
custom_tooltip = { custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer" fail_text = "RG_requires_a_star_star_killer"
NOR = { NOR = {
is_planet_class = pc_ag_void_star is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet is_planet_class = pc_ag_void_planet
@@ -31,7 +29,51 @@ can_destroy_planet_with_RG_PLANET_KILLER = {
} }
AND = { AND = {
exists = owner exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
}
}
}
custom_tooltip = {
fail_text = "RG_requires_no_pacifist_star_killer"
from.owner = {
NOR = {
has_ethic = ethic_fanatic_pacifist
has_ethic = ethic_pacifist
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_star = yes
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_outside_border_star_killer"
NOR = {
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
is_under_colonization = yes
}
}
}
}
AND = {
exists = owner
owner = {
is_same_value = from.owner
}
} }
} }
} }
@@ -48,7 +90,7 @@ can_destroy_planet_with_RG_PLANET_KILLER = {
can_destroy_planet_with_RG_PLANET_KILLER_SP = { can_destroy_planet_with_RG_PLANET_KILLER_SP = {
custom_tooltip = { custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer" fail_text = "RG_requires_a_star_star_killer"
NOR = { NOR = {
is_star = yes is_star = yes
is_planet_class = pc_ag_void_star is_planet_class = pc_ag_void_star
@@ -57,22 +99,7 @@ can_destroy_planet_with_RG_PLANET_KILLER_SP = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = "RG_requires_inside_border_star_killer" fail_text = "RG_requires_inside_border_star_killer"
AND = { is_inside_border = from.owner
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
}
}
}
}
AND = {
exists = owner
owner = { is_same_value = from.owner }
}
}
} }
} }
@@ -99,7 +126,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_active_or_full_interference fail_text = primitives_not_active_or_full_interference
@@ -150,7 +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 = space_owner
exists = owner exists = owner
owner = { owner = {
@@ -202,18 +232,24 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
is_planet_class = pc_ai is_planet_class = pc_ai
AND = { AND = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
AND = { AND = {
exists = owner exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
} }
} }
} }
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_active_or_full_interference fail_text = primitives_not_active_or_full_interference
@@ -232,7 +268,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
planet_is_hostile = yes planet_is_hostile = yes
AND = { AND = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
} }
exists = owner exists = owner
@@ -278,12 +316,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_in_borders fail_text = primitives_not_in_borders
exists = space_owner exists = space_owner
space_owner = { is_same_value = from.owner } space_owner = {
is_same_value = from.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_full_interference fail_text = primitives_not_full_interference
@@ -325,16 +367,25 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = is_not_oceanic fail_text = is_not_oceanic
NOT = { is_planet_class = pc_ocean } NOT = {
is_planet_class = pc_ocean
}
} }
if = { if = {
limit = { is_inside_border = from.owner } limit = {
is_inside_border = from.owner
}
if = { 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 exists = owner
owner = { is_same_value = from.owner } owner = {
is_same_value = from.owner
}
any_owned_species = { any_owned_species = {
NOT = { has_trait = trait_aquatic } NOT = {
has_trait = trait_aquatic
}
} }
} }
custom_tooltip = { custom_tooltip = {
@@ -364,12 +415,16 @@ can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
if = { if = {
limit = { limit = {
exists = owner exists = owner
owner = { is_country_type = primitive } owner = {
is_country_type = primitive
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_in_borders fail_text = primitives_not_in_borders
exists = space_owner exists = space_owner
space_owner = { is_same_value = from.owner } space_owner = {
is_same_value = from.owner
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = primitives_not_full_interference fail_text = primitives_not_full_interference
@@ -394,7 +449,9 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
NOT = { NOT = {
solar_system = { solar_system = {
has_star_flag = crisis_sphere_system@from.owner has_star_flag = crisis_sphere_system@from.owner
any_system_megastructure = { has_megastructure_flag = crisis_sphere } any_system_megastructure = {
has_megastructure_flag = crisis_sphere
}
} }
} }
} }
@@ -404,14 +461,22 @@ can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
} }
custom_tooltip = { custom_tooltip = {
fail_text = is_black_hole fail_text = is_black_hole
NOT = { is_planet_class = pc_black_hole } NOT = {
is_planet_class = pc_black_hole
}
} }
custom_tooltip = { custom_tooltip = {
fail_text = star_owner_is_not_hostile fail_text = star_owner_is_not_hostile
OR = { OR = {
NOT = { exists = space_owner } NOT = {
space_owner = { is_hostile = from.owner } exists = space_owner
space_owner = { is_same_value = from.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
}

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

@@ -0,0 +1,736 @@
ship_section_template = {
key = "RG_armed_colony_ship"
ship_size = RG_armed_colony_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"
locatorname = "xl_gun_01"
}
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 = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
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"
locatorname = "xl_gun_01"
}
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 = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
ship_section_template = {
key = "RG_armed_constructor_ship"
ship_size = RG_armed_constructor_ship
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"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
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"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
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"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
# Baby Dragon
ship_section_template = {
key = "RG_nanite_space_dragon_baby_key"
ship_size = nanite_space_dragon_baby
fits_on_slot = mid
#entity = "guardian_01_space_dragon_red_entity"
#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 = "SECONDARY_GUN_04"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_05"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_06"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_07"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_08"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_02"
template = "point_defence_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_03"
template = "point_defence_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_04"
template = "point_defence_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
large_utility_slots = 48
aux_utility_slots = 8
}
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 = { ship_section_template = {
key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION" key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
ship_size = RG_orbital_ring_tier_1 ship_size = RG_orbital_ring_tier_1
fits_on_slot = "core" fits_on_slot = "core"
entity = "grey_tempesttw_gateway_entity" entity = "grey_tempesttw_gateway_entity"
icon = "GFX_ship_part_core_mid" icon = "GFX_ship_part_core_mid"
component_slot = { component_slot = {
name = "LARGE_GUN_01" name = "LARGE_GUN_01"
template = "invisible_large_turret" template = "invisible_large_turret"
@@ -154,7 +152,6 @@ ship_section_template = {
template = "point_defence_turret" template = "point_defence_turret"
locatorname = "rotate" locatorname = "rotate"
} }
small_utility_slots = 0 small_utility_slots = 0
medium_utility_slots = 0 medium_utility_slots = 0
large_utility_slots = 8 large_utility_slots = 8
@@ -164,12 +161,10 @@ ship_section_template = {
ship_section_template = { ship_section_template = {
key = "RG_Nanite_STARBASE_SECTION" key = "RG_Nanite_STARBASE_SECTION"
ship_size = starbase_starfortress ship_size = starbase_starfortress
fits_on_slot = "core" fits_on_slot = "core"
entity = "grey_tempesttw_starbase_starfortress_section_entity" entity = "grey_tempesttw_starbase_starfortress_section_entity"
icon = "GFX_ship_part_core_mid" icon = "GFX_ship_part_core_mid"
hidden = yes hidden = yes
component_slot = { component_slot = {
name = "LARGE_GUN_01" name = "LARGE_GUN_01"
template = "invisible_large_turret" template = "invisible_large_turret"
@@ -318,9 +313,8 @@ ship_section_template = {
template = "point_defence_turret" template = "point_defence_turret"
locatorname = "rotate" locatorname = "rotate"
} }
small_utility_slots = 0 small_utility_slots = 0
medium_utility_slots = 0 medium_utility_slots = 0
large_utility_slots = 8 large_utility_slots = 8
aux_utility_slots = 1 aux_utility_slots = 1
} }

View File

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

View File

@@ -1,6 +1,5 @@
#reloadable with 'reload stats' #reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections # This file is where you start when you want to configure something new, then go to sections
#################### ####################
# NOTE FOR MODDERS # # NOTE FOR MODDERS #
#################### ####################
@@ -13,14 +12,13 @@
# for other modifiers, use ship_modifier = { } # for other modifiers, use ship_modifier = { }
# use_shipnames_from = other_size # allows a ship size to use names from another size # use_shipnames_from = other_size # allows a ship size to use names from another size
# icon = ship_size_military_1 # icon = ship_size_military_1
#ship_size_military_1 is default. The following sprite keys are generated from it: #ship_size_military_1 is default. The following sprite keys are generated from it:
#GFX_text_<key> #GFX_text_<key>
#GFX_<key> #GFX_<key>
#GFX_<key>_top #GFX_<key>_top
#GFX_<key>_top_damaged #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) # 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 # Gray Goo Mothership
RG_graygoo_mothership = { RG_graygoo_mothership = {
graphical_culture = no graphical_culture = no
@@ -32,7 +30,7 @@ RG_graygoo_mothership = {
modifier = { modifier = {
ship_evasion_add = 50 ship_evasion_add = 50
ship_armor_add = 25600 ship_armor_add = 25600
ship_shield_add = 25600 # ship_shield_add = 25600
} }
ship_modifier = { ship_modifier = {
ship_disengage_chance_reduction = 8 ship_disengage_chance_reduction = 8
@@ -43,25 +41,29 @@ RG_graygoo_mothership = {
max_hitpoints = 25600 max_hitpoints = 25600
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12 num_target_locators = 12
is_space_station = no is_space_station = no
icon = ship_size_military_16 icon = ship_size_military_16
base_buildtime = @titan_build_time base_buildtime = @titan_build_time
use_shipnames_from = titan
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_object_gray_5" } "tech_object_gray_5"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@@ -69,17 +71,12 @@ RG_graygoo_mothership = {
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 30000
alloys = @battleship_upkeep_alloys }
}
}
min_upgrade_cost = {
alloys = 8
} }
} }
@@ -93,7 +90,7 @@ RG_graygoo_capitalship = {
modifier = { modifier = {
ship_evasion_add = 100 ship_evasion_add = 100
ship_armor_add = 128000 ship_armor_add = 128000
ship_shield_add = 128000 # ship_shield_add = 128000
ship_weapon_damage = 2 ship_weapon_damage = 2
ship_cloaking_detection_add = 5 ship_cloaking_detection_add = 5
} }
@@ -107,28 +104,34 @@ RG_graygoo_capitalship = {
size_multiplier = 32 size_multiplier = 32
fleet_slot_size = 32 fleet_slot_size = 32
section_slots = { section_slots = {
"core" = { locator = "part1" } "core" = {
"behind" = { locator = "part2" } locator = "part1"
}
"behind" = {
locator = "part2"
}
} }
num_target_locators = 16 num_target_locators = 16
is_space_station = no is_space_station = no
icon = ship_size_military_16 icon = ship_size_military_16
base_buildtime = @titan_build_time base_buildtime = @titan_build_time
use_shipnames_from = juggernaut
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
possible_construction = {
always = no
}
combat_size_multiplier = 4 combat_size_multiplier = 4
prerequisites = {
prerequisites = { "tech_object_gray_6" } "tech_gray_juggernaut_8"
}
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" 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" required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 150000
alloys = @battleship_upkeep_alloys }
}
}
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 = { possible_construction = {
alloys = 8 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 max_speed = 150
acceleration = 0.1 acceleration = 0.1
rotation_speed = 0.2 rotation_speed = 0.2
max_hitpoints = 20000 max_hitpoints = 2000
entity = "grey_tempesttw_constructor_entity" entity = "grey_tempesttw_constructor_entity"
modifier = { modifier = {
ship_evasion_add = 10 ship_evasion_add = 10
ship_armor_add = 12800 ship_armor_add = 1280
ship_shield_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_modifier = { ship_modifier = {
ship_hyperlane_range_add = 3 ship_hyperlane_range_add = 3
@@ -214,21 +288,79 @@ RG_armed_science_ship = {
} }
size_multiplier = 1 size_multiplier = 1
fleet_slot_size = 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 num_target_locators = 2
is_space_station = no is_space_station = no
combat_disengage_chance = 2
combat_size_multiplier = 1 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"
combat_disengage_chance = 2.0 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
enable_default_design = no #if yes, countries will have an auto-generated design at start enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no components_add_to_cost = no
is_designable = no is_designable = no
is_civilian = yes is_civilian = yes
class = shipclass_science_ship class = shipclass_science_ship
valid_target_aggressive_stance = no valid_target_aggressive_stance = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
@@ -236,6 +368,13 @@ RG_armed_science_ship = {
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
resources = {
category = ships
cost = {
nanites = 1000
}
}
} }
# Gray Goo Interdictor # Gray Goo Interdictor
@@ -251,46 +390,105 @@ RG_graygoo_interdictor = {
ships_upkeep_mult = -1 ships_upkeep_mult = -1
ship_piracy_suppression_add = 4 ship_piracy_suppression_add = 4
ship_armor_add = 2800 ship_armor_add = 2800
ship_shield_add = 2800 # ship_shield_add = 2800
} }
max_hitpoints = 5000 max_hitpoints = 5000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
base_buildtime = @battleship_build_time base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = line default_behavior = line
prerequisites = {
prerequisites = { "tech_gray_interdictor_4" } "tech_gray_interdictor_4"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 3000
alloys = @battleship_upkeep_alloys }
}
}
# 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 = { use_shipnames_from = destroyer
alloys = 8 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 ships_upkeep_mult = -1
ship_piracy_suppression_add = 4 ship_piracy_suppression_add = 4
ship_armor_add = 4800 ship_armor_add = 4800
ship_shield_add = 4800 # ship_shield_add = 4800
} }
max_hitpoints = 10000 max_hitpoints = 10000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
base_buildtime = @battleship_build_time base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_gray_buffnut_6" } "tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 6000
alloys = @battleship_upkeep_alloys }
}
}
min_upgrade_cost = {
alloys = 8
} }
} }
@@ -364,46 +559,43 @@ RG_graygoo_Arsenal = {
ships_upkeep_mult = -1 ships_upkeep_mult = -1
ship_piracy_suppression_add = 4 ship_piracy_suppression_add = 4
ship_armor_add = 2800 ship_armor_add = 2800
ship_shield_add = 2800 # ship_shield_add = 2800
} }
max_hitpoints = 5000 max_hitpoints = 3000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 64 num_target_locators = 64
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
base_buildtime = @battleship_build_time base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = line default_behavior = line
prerequisites = {
prerequisites = { "tech_gray_matter_spray_5" } "tech_gray_matter_spray_5"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 6000
alloys = @battleship_upkeep_alloys }
}
}
min_upgrade_cost = {
alloys = 8
} }
} }
@@ -419,30 +611,32 @@ RG_graygoo_Buff = {
ships_upkeep_mult = -1 ships_upkeep_mult = -1
ship_piracy_suppression_add = 4 ship_piracy_suppression_add = 4
ship_armor_add = 12800 ship_armor_add = 12800
ship_shield_add = 12800 # ship_shield_add = 12800
} }
max_hitpoints = 20000 max_hitpoints = 20000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
base_buildtime = @battleship_build_time base_buildtime = @battleship_build_time
use_shipnames_from = colossus
can_have_federation_design = yes can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes is_designable = yes
default_behavior = colossus default_behavior = colossus
prerequisites = {
prerequisites = { "tech_gray_buffnut_6" } "tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25 combat_disengage_chance = 1.25
class = shipclass_military class = shipclass_military
construction_type = starbase_shipyard construction_type = starbase_shipyard
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
@@ -450,132 +644,112 @@ RG_graygoo_Buff = {
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = { resources = {
category = ships category = ships
upkeep = { cost = {
energy = @battleship_upkeep_energy nanites = 8000
alloys = @battleship_upkeep_alloys }
}
}
min_upgrade_cost = {
alloys = 8
} }
} }
RG_gray_juggernaut = { # Armed Transport
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
RG_armed_transport_ship = { RG_armed_transport_ship = {
max_speed = 150 max_speed = 150
acceleration = 0.1 acceleration = 0.1
rotation_speed = 0.2 rotation_speed = 0.2
max_hitpoints = 20000 max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity" entity = "grey_tempesttw_colonizer_entity"
modifier = { modifier = {
ship_evasion_add = 10 ship_evasion_add = 10
ship_armor_add = 12800 ship_armor_add = 1280
ship_shield_add = 12800 # ship_shield_add = 12800
} }
ship_modifier = { ship_modifier = {
ship_hyperlane_range_add = 3 ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100 ship_piracy_suppression_add = 100
ships_upkeep_mult = -1.0 ships_upkeep_mult = -1
ship_shield_hardening_add = 1 ship_shield_hardening_add = 1
ship_armor_hardening_add = 1 ship_armor_hardening_add = 1
} }
size_multiplier = 1 size_multiplier = 1
fleet_slot_size = 1 fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2 num_target_locators = 2
is_space_station = no is_space_station = no
icon = ship_size_transport icon = ship_size_transport
is_designable = no is_designable = no
class = shipclass_transport class = shipclass_transport
use_shipnames_from = transport
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
components_add_to_cost = no
}
# Armed Colonizer
RG_armed_colony_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 1280
# ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_colonizer
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 components_add_to_cost = no
resources = { resources = {
category = ships category = ships
cost = { cost = {
food = @salvagecostmedium nanites = 1000
} }
} }
} }
RG_orbital_ring_tier_1 = { RG_orbital_ring_tier_1 = {
max_speed = 0.0 max_speed = 0
acceleration = 0.0 acceleration = 0
rotation_speed = 0.0 rotation_speed = 0
modifier = { modifier = {
ship_evasion_mult = -1 ship_evasion_mult = -1
ship_armor_add = 125000 ship_armor_add = 125000
ship_shield_add = 125000 # ship_shield_add = 125000
starbase_defense_platform_capacity_add = 12 starbase_defense_platform_capacity_add = 12
starbase_module_capacity_add = 12 starbase_module_capacity_add = 12
starbase_building_capacity_add = 12 starbase_building_capacity_add = 12
@@ -583,8 +757,8 @@ RG_orbital_ring_tier_1 = {
ship_cloaking_detection_add = 5 ship_cloaking_detection_add = 5
} }
ship_modifier = { ship_modifier = {
ship_fire_rate_mult = 1.0 ship_fire_rate_mult = 1
ship_weapon_range_mult = 1.0 ship_weapon_range_mult = 1
} }
max_hitpoints = 125000 max_hitpoints = 125000
base_buildtime = 720 base_buildtime = 720
@@ -598,25 +772,27 @@ RG_orbital_ring_tier_1 = {
energy = 2 energy = 2
} }
} }
combat_size_multiplier = 5 combat_size_multiplier = 5
size_multiplier = 4 size_multiplier = 4
fleet_slot_size = 2 fleet_slot_size = 2
section_slots = { section_slots = {
"core" = { locator = "part1" } "core" = {
"1" = { locator = "part2" } locator = "part1"
"2" = { locator = "part3" } }
"1" = {
locator = "part2"
}
"2" = {
locator = "part3"
}
} }
potential_construction = { potential_construction = {
# This is build through a megastructure # This is build through a megastructure
always = no always = no
} }
possible_construction = { possible_construction = {
always = no always = no
} }
is_designable = yes is_designable = yes
num_target_locators = 0 num_target_locators = 0
is_space_station = no is_space_station = no
@@ -625,17 +801,16 @@ RG_orbital_ring_tier_1 = {
components_add_to_cost = no components_add_to_cost = no
can_disable = yes can_disable = yes
flip_control_on_disable = yes flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_object_gray_6" } prerequisites = {
"tech_object_gray_6"
}
class = shipclass_starbase class = shipclass_starbase
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "science_cloaking_components" required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
build_block_radius = @build_block_orbital_ring build_block_radius = @build_block_orbital_ring
formation_priority = @orbital_ring_formation_priority formation_priority = @orbital_ring_formation_priority
icon_frame = 7 icon_frame = 7

View File

@@ -4,7 +4,6 @@
@salvagecostsmallrare = 25 @salvagecostsmallrare = 25
@salvagecostmediumrare = 50 @salvagecostmediumrare = 50
@salvagecostlargerare = 100 @salvagecostlargerare = 100
# Gray Goo Mothership # Gray Goo Mothership
graygoo_mothership = { graygoo_mothership = {
graphical_culture = no graphical_culture = no
@@ -16,7 +15,7 @@ graygoo_mothership = {
modifier = { modifier = {
ship_evasion_add = 50 ship_evasion_add = 50
ship_armor_add = 25600 ship_armor_add = 25600
ship_shield_add = 25600 # ship_shield_add = 25600
} }
ship_modifier = { ship_modifier = {
ship_disengage_chance_reduction = 8 ship_disengage_chance_reduction = 8
@@ -27,27 +26,28 @@ graygoo_mothership = {
max_hitpoints = 25600 max_hitpoints = 25600
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12 num_target_locators = 12
is_space_station = no is_space_station = no
icon = ship_size_military_16 icon = ship_size_military_16
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "ship_aura_components" required_component_set = "ship_aura_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
cost = { cost = {
nanites = @salvagecostlargerare nanites = 30000
} }
} }
} }
@@ -64,31 +64,32 @@ graygoo_interdictor = {
ships_upkeep_mult = -1 ships_upkeep_mult = -1
ship_piracy_suppression_add = 4 ship_piracy_suppression_add = 4
ship_armor_add = 2800 ship_armor_add = 2800
ship_shield_add = 2800 # ship_shield_add = 2800
} }
max_hitpoints = 5000 max_hitpoints = 5000
size_multiplier = 8 size_multiplier = 8
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4 num_target_locators = 4
is_space_station = no is_space_station = no
icon = ship_size_military_4 icon = ship_size_military_4
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "power_core" required_component_set = "power_core"
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
cost = { cost = {
nanites = @salvagecostmediumrare nanites = 3000
} }
} }
} }
@@ -96,14 +97,14 @@ graygoo_interdictor = {
graygoo_factory = { graygoo_factory = {
graphical_culture = no graphical_culture = no
entity = gatebuilder_01_space_station_entity entity = gatebuilder_01_space_station_entity
max_speed = 0.0 max_speed = 0
acceleration = 0.0 acceleration = 0
rotation_speed = 0.0 rotation_speed = 0
modifier = { modifier = {
ship_cloaking_detection_add = 5 ship_cloaking_detection_add = 5
ship_evasion_add = 50 ship_evasion_add = 50
ship_armor_add = 1024000 ship_armor_add = 2048000
ship_shield_add = 1024000 # ship_shield_add = 1024000
} }
ship_modifier = { ship_modifier = {
ship_shield_hardening_add = 5 ship_shield_hardening_add = 5
@@ -114,24 +115,25 @@ graygoo_factory = {
max_hitpoints = 2048000 max_hitpoints = 2048000
size_multiplier = 32 size_multiplier = 32
fleet_slot_size = 4 fleet_slot_size = 4
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 0 num_target_locators = 0
is_space_station = yes is_space_station = yes
build_block_radius = @build_block_radius_civilian build_block_radius = @build_block_radius_civilian
class = shipclass_military_station class = shipclass_military_station
is_designable = no is_designable = no
icon = ship_size_military_station icon = ship_size_military_station
required_component_set = "combat_computers" required_component_set = "combat_computers"
required_component_set = "sensor_components" required_component_set = "sensor_components"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
cost = { cost = {
nanites = @salvagecostlargerare nanites = 30000
} }
} }
} }
@@ -160,24 +162,25 @@ nanite_space_dragon_baby = {
max_hitpoints = 128000 max_hitpoints = 128000
size_multiplier = 16 size_multiplier = 16
fleet_slot_size = 16 fleet_slot_size = 16
section_slots = { "mid" = { locator = "part1" } } section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 16 num_target_locators = 16
is_space_station = no is_space_station = no
icon = ship_size_space_monster icon = ship_size_space_monster
class = shipclass_military class = shipclass_military
is_designable = no is_designable = no
required_component_set = "ftl_components" required_component_set = "ftl_components"
required_component_set = "sensor_components" required_component_set = "sensor_components"
required_component_set = "thruster_components" required_component_set = "thruster_components"
required_component_set = "combat_computers" required_component_set = "combat_computers"
components_add_to_cost = no components_add_to_cost = no
resources = { resources = {
category = ships category = ships
cost = { cost = {
alloys = @salvagecostmedium nanites = 30000
nanites = @salvagecostmediumrare }
}
} }
} }

View File

@@ -0,0 +1,549 @@
situation_rg_gray_mod1 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod1_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 16.5
custom_tooltip = situation_rg_gray_mod1_stage_1_tooltip
on_first_enter = {
event_target:gray_warship = {
set_event_locked = yes
}
owner = {
country_event = {
id = rg_story.23
}
}
}
}
situation_rg_gray_mod1_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 33
custom_tooltip = situation_rg_gray_mod1_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.24
}
}
}
}
situation_rg_gray_mod1_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 50
custom_tooltip = situation_rg_gray_mod1_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.25
}
}
}
}
situation_rg_gray_mod1_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 66
custom_tooltip = situation_rg_gray_mod1_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.26
}
}
}
}
situation_rg_gray_mod1_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 82.5
custom_tooltip = situation_rg_gray_mod1_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.27
}
}
}
}
situation_rg_gray_mod1_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod1_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.28
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.5
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 # on_fail
# this = country (project owner) # this = country (project owner)
# from = project creation scope (usually equals location) # from = project creation scope (usually equals location)
special_project = { special_project = {
key = "RG_LCLUSTER_PROJECT" key = "RG_LCLUSTER_PROJECT"
cost = 0 cost = 0
@@ -9,29 +8,41 @@ special_project = {
tech_department = engineering_technology tech_department = engineering_technology
picture = GFX_evt_surreal_visions picture = GFX_evt_surreal_visions
icon = "gfx/interface/icons/situation_log/situation_log_planet.dds" icon = "gfx/interface/icons/situation_log/situation_log_planet.dds"
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_science_ship = 1 shipclass_science_ship = 1
leader = scientist leader = scientist
#skill = 3 #skill = 3
} }
on_success = { on_success = {
owner = { country_event = { id = rg_cluster.2 } } 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 = rg_origin_scion_l_cluster # 未来追迹
}
}
country_event = {
id = rg_cluster.2
}
}
else = {
country_event = {
id = distar.10950
}
}
}
} }
on_fail = { on_fail = {
} }
on_start = { on_start = {
} }
abort_trigger = { 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 = { AI_wait_days = {
base = 0 base = 0
modifier = { modifier = {
@@ -50,28 +61,35 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = commander
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
owner = { country_event = { id = rg.10 }}
}
on_success = {
this = {
set_event_locked = no
}
owner = { 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
}
}
}
} }
special_project = { special_project = {
@@ -82,28 +100,33 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = admiral
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
country_event = { id = rg.13 } country_event = {
} id = rg_event.13
on_success = {
fleet = {
set_event_locked = no
}
owner = {
country_event = { id = rg.12 }
} }
} }
on_success = {
event_target:gray_warship = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_event.12
}
}
}
} }
special_project = { special_project = {
@@ -114,26 +137,31 @@ special_project = {
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam picture = GFX_evt_planet_beam
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = commander
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
owner = { country_event = { id = rg.9 }} owner = {
country_event = {
id = rg_event.9
}
}
} }
on_cancel = { on_cancel = {
country_event = { id = rg.14 } country_event = {
} id = rg_event.14
on_success = {
fleet = {
set_event_locked = no
}
owner = {
country_event = { id = rg.15 }
} }
} }
} on_success = {
fleet = {
set_event_locked = no
}
owner = {
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" icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_space_dragon picture = GFX_evt_space_dragon
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_science_ship = 1 shipclass_science_ship = 1
leader = scientist leader = scientist
} }
on_start = { on_start = {
owner = { country_event = { id = rg_story.13 } } owner = {
country_event = {
id = rg_story.13
}
}
} }
on_cancel = { on_cancel = {
owner = { country_event = { id = rg_story.14 } }
}
on_success = {
this = {
set_event_locked = no
}
owner = { 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

@@ -2,8 +2,7 @@
part = { part = {
location = 0 location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN" localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = { trigger = {
has_origin = origin_rg_gray has_origin = origin_rg_gray
} }
} }

View File

@@ -1,6 +1,6 @@
rg_distant_stars_modifier = { rg_distant_stars_modifier = {
ship_ftl_jumpdrive_range_mult = -2.0 ship_ftl_jumpdrive_range_mult = -2
catapult_range_mult = -2.0 catapult_range_mult = -2
} }
################################### ###################################
@@ -12,6 +12,7 @@ gray_affection_warship_lv2 = {
ship_armor_regen_add_static = 5 ship_armor_regen_add_static = 5
ship_shield_regen_add_static = 5 ship_shield_regen_add_static = 5
} }
gray_affection_warship_lv3 = { gray_affection_warship_lv3 = {
ship_accuracy_add = 10 ship_accuracy_add = 10
ship_tracking_add = 10 ship_tracking_add = 10
@@ -20,6 +21,7 @@ gray_affection_warship_lv3 = {
ship_armor_regen_add_static = 10 ship_armor_regen_add_static = 10
ship_shield_regen_add_static = 10 ship_shield_regen_add_static = 10
} }
gray_affection_warship_lv4 = { gray_affection_warship_lv4 = {
ship_accuracy_add = 20 ship_accuracy_add = 20
ship_tracking_add = 20 ship_tracking_add = 20
@@ -28,6 +30,7 @@ gray_affection_warship_lv4 = {
ship_armor_regen_add_static = 20 ship_armor_regen_add_static = 20
ship_shield_regen_add_static = 20 ship_shield_regen_add_static = 20
} }
gray_affection_warship_lv5 = { gray_affection_warship_lv5 = {
ship_accuracy_add = 30 ship_accuracy_add = 30
ship_tracking_add = 30 ship_tracking_add = 30
@@ -42,5 +45,79 @@ gray_affection_warship_lv5 = {
ship_winddown_mult = -0.5 ship_winddown_mult = -0.5
ship_jumpdrive_cooldown_mult = -0.5 ship_jumpdrive_cooldown_mult = -0.5
ship_ftl_jumpdrive_range_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 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
ai_update_type = military ai_update_type = military
prerequisites = { prerequisites = {
"tech_object_gray_5" "tech_object_gray_5"
"tech_zero_point_power" "tech_zero_point_power"
} }
weight = @tier2weight3 weight = @tier2weight3
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { 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 = { tech_gray_matter_remix_2 = {
area = engineering area = engineering
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes 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 ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
prerequisites = { prerequisites = {
"tech_gray_weapon_lance_1" "tech_gray_matter_remix_2"
"tech_ship_armor_5" "tech_zero_point_power"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -56,14 +164,16 @@ tech_gray_nano_boost_3 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { propulsion } category = {
propulsion
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = { prerequisites = {
"tech_gray_matter_remix_2" "tech_gray_matter_remix_2"
"tech_thrusters_4" "tech_thrusters_4"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -82,14 +192,16 @@ tech_gray_interdictor_4 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = { prerequisites = {
"tech_gray_nano_boost_3" "tech_gray_nano_boost_3"
"tech_battleships" "tech_battleships"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -108,14 +220,16 @@ tech_gray_matter_spray_5 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { propulsion } category = {
propulsion
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = { prerequisites = {
"tech_gray_interdictor_4" "tech_gray_interdictor_4"
"tech_kinetic_artillery_2" "tech_kinetic_artillery_2"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -134,14 +248,16 @@ tech_gray_buffnut_6 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = { prerequisites = {
"tech_gray_interdictor_4" "tech_gray_interdictor_4"
"tech_juggernaut" "tech_juggernaut"
} }
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -160,14 +276,45 @@ tech_gray_army_7 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { military_theory } category = {
military_theory
}
ai_update_type = military ai_update_type = military
weight = @tier2weight3 weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = { prerequisites = {
"tech_gray_matter_remix_2" "tech_gray_matter_remix_2"
"tech_self_aware_logic" "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 = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -186,11 +333,12 @@ tech_gray_repair_system_1 = {
cost = 5000 cost = 5000
tier = 5 tier = 5
is_rare = yes is_rare = yes
category = { voidcraft } category = {
voidcraft
}
is_reverse_engineerable = yes is_reverse_engineerable = yes
ai_update_type = military ai_update_type = military
weight = 0 weight = 0
ai_weight = { ai_weight = {
factor = 0 #weapons are good factor = 0 #weapons are good
modifier = { modifier = {
@@ -211,27 +359,11 @@ tech_object_gray_5 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { voidcraft } category = {
weight = 0 voidcraft
## unlock
ai_weight = {
factor = 1
} }
}
tech_minilaser_gray_1 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = { particles }
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 1 factor = 1
} }
@@ -243,28 +375,45 @@ tech_object_gray_6 = {
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 0 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 = { tech_gray_noway = {
cost = 2000 cost = 2000
area = physics area = physics
tier = 5 tier = 5
is_rare = yes is_rare = yes
is_reverse_engineerable = no is_reverse_engineerable = no
category = { particles } category = {
particles
}
weight = 0 weight = 0
## unlock ## unlock
ai_weight = { ai_weight = {
factor = 0 factor = 0
} }
} }

View File

@@ -1,48 +1,168 @@
################### ###################
# Governor Traits # # 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 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = governor CLASS = official
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
immortal_leaders = yes immortal_leaders = yes
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
modifier = { planet_modifier = {
planet_buildings_cost_mult = -0.4 planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.8 planet_building_build_speed_mult = 0.6
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.8
planet_jobs_alloys_produces_mult = 0.25 planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25
starbase_shipyard_build_cost_mult = -0.25 deposit_blockers_cost_mult = -0.4
starbase_shipyard_build_speed_mult = -0.30 planet_clear_blocker_time_mult = -0.6
} }
sector_modifier = {
leader_class = { governor } 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 initial = no
randomized = no randomized = no
} }
RG_leader_trait_ruler_gray = { #天选化身 RG_leader_trait_ruler_gray = {
#天选化身
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = governor CLASS = leader
ICON = "GFX_leader_trait_legendary_spiritualist_two" ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon RARITY = paragon
COUNCIL = yes COUNCIL = yes
TIER = none TIER = none
} }
councilor_trait = yes # forced_councilor_trait = yes
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
is_councilor = yes is_councilor = yes
@@ -53,9 +173,9 @@ RG_leader_trait_ruler_gray = { #天选化身
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 2 leaders_upkeep_mult = 0.1
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
@@ -71,9 +191,9 @@ RG_leader_trait_ruler_gray = { #天选化身
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 3 leaders_upkeep_mult = 0.15
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
@@ -85,13 +205,13 @@ RG_leader_trait_ruler_gray = { #天选化身
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 4 leaders_upkeep_mult = 0.2
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { triggered_councilor_modifier = {
potential = { potential = {
is_councilor = yes # is_councilor = yes
owner = { owner = {
check_variable = { check_variable = {
which = rg_gray_level 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 planet_stability_add = -2
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { 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 = -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 = {
potential = { potential = {
always = yes always = yes
} }
@@ -148,93 +268,163 @@ RG_leader_trait_ruler_gray = { #天选化身
megastructure_build_speed_mult = 0.1 megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05 country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1 country_base_influence_produces_add = 1
mult = owner.rg_gray_level mult = trigger:has_skill
} }
leader_class = { official }
leader_class = { governor }
initial = no initial = no
randomized = 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 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 1.0 ship_armor_mult = 1
ship_hull_mult = 1.0 ship_hull_mult = 1
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1 ship_hull_regen_add_perc = 1
ship_armor_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 initial = no
randomized = 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 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 2.0 ship_armor_mult = 2
ship_hull_mult = 2.0 ship_hull_mult = 2
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2 ship_hull_regen_add_perc = 2
ship_armor_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 initial = no
randomized = 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 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 3.5 ship_armor_mult = 3.5
ship_hull_mult = 3.5 ship_hull_mult = 3.5
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 5 ship_hull_regen_add_perc = 5
ship_armor_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 initial = no
randomized = 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 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
@@ -244,93 +434,105 @@ RG_leader_trait_scientist_gray = { #科学家特质
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { councilor_modifier = {
all_technology_research_speed = 0.5 all_technology_research_speed = 0.5
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5 ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1.0 science_ship_survey_speed = 1
ship_windup_mult = -1.0 # ship_windup_mult = -1
ship_speed_mult = 0.5 # ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1.0 ship_anomaly_generation_chance_mult = -1
} }
leader_class = { scientist } leader_class = { scientist }
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_general_gray = { #将军特质 # RG_leader_trait_general_gray = {
cost = 0 # #将军特质
inline_script = { # cost = 0
script = trait/icon_psionic # inline_script = {
CLASS = general # script = trait/icon_psionic
ICON = "GFX_leader_trait_psionic_chosen_one" # CLASS = general
RARITY = paragon # ICON = "GFX_leader_trait_psionic_chosen_one"
COUNCIL = no # RARITY = paragon
TIER = none # COUNCIL = no
} # TIER = none
self_modifier = { # }
species_leader_exp_gain = 1 # self_modifier = {
} # species_leader_exp_gain = 1
immortal_leaders = yes # }
modifier = { # immortal_leaders = yes
army_collateral_damage_mult = 0.15 # modifier = {
army_disengage_chance_mult = 0.50 # army_collateral_damage_mult = 0.15
army_health = 0.35 # army_disengage_chance_mult = 0.5
} # army_health = 0.35
leader_class = { general } # }
initial = no # leader_class = {
randomized = no # general
} # }
# initial = no
# randomized = no
# }
RG_leader_trait_general_gray_skill = { # 与舰长技能合并,弃用
destiny_trait = yes # RG_leader_trait_general_gray_skill = {
inline_script = { # destiny_trait = yes
script = trait/icon_psionic # inline_script = {
CLASS = general # script = trait/icon_psionic
ICON = "GFX_leader_trait_supreme_warrior" # CLASS = commander
RARITY = paragon # ICON = "GFX_leader_trait_supreme_warrior"
COUNCIL = no # RARITY = paragon
TIER = none # COUNCIL = no
} # TIER = none
custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect # }
triggered_modifier = { # custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
potential = { # triggered_army_modifier = {
always = yes # potential = {
} # always = yes
army_damage_mult = 0.05 # }
army_health = 0.05 # army_damage_mult = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable # army_health = 0.05
} # mult = owner.rg_general_skill_combat_daypassed_variable
leader_class = { general } # }
initial = no # leader_class = { commander }
randomized = no # initial = no
destiny_background_icon = "GFX_leader_background_destiny_1" # randomized = no
} # destiny_background_icon = "GFX_leader_background_destiny_1"
# }
RG_leader_trait_admiral_fake_dragon = { RG_leader_trait_admiral_fake_dragon = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_adaptable" ICON = "GFX_leader_trait_adaptable"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none 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 species_leader_exp_gain = 1
} }
modifier = { fleet_modifier = {
ship_armor_mult = 0.3 ship_armor_mult = 0.3
ship_hull_mult = 0.2 ship_hull_mult = 0.2
ship_weapon_damage = 0.2 ship_weapon_damage = 0.2
} }
leader_class = { commander }
leader_class = { admiral }
initial = no initial = no
randomized = no randomized = no
} }
@@ -339,7 +541,7 @@ RG_leader_trait_admiral_timed_life = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_ethereal" ICON = "GFX_leader_trait_ethereal"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
@@ -368,13 +570,12 @@ RG_leader_trait_admiral_timed_life = {
} }
} }
} }
ship_armor_mult = 10.0 ship_armor_mult = 10
ship_hull_mult = 10.0 ship_hull_mult = 10
ship_weapon_damage = 10.0 ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium custom_tooltip_with_modifiers = rg_timed_life_millennium
} }
leader_class = { commander }
leader_class = { admiral }
initial = no initial = no
randomized = no randomized = no
} }
@@ -383,7 +584,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_ethereal" ICON = "GFX_leader_trait_ethereal"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
@@ -418,8 +619,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01 ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
} }
leader_class = { commander }
leader_class = { admiral }
initial = no initial = no
randomized = no randomized = no
} }

View File

@@ -0,0 +1,387 @@
# 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={ tags={
"Military" "Military"
"Balance" "Balance"
@@ -8,5 +8,5 @@ tags={
} }
name="Real Gray" name="Real Gray"
picture="thumbnail.png" picture="thumbnail.png"
supported_version="3.8.2" supported_version="v3.12.*"
remote_file_id="2136166095" remote_file_id="2136166095"

View File

@@ -1,5 +1,4 @@
namespace = distar namespace = distar
# Technology available upon gaining all insights # Technology available upon gaining all insights
country_event = { country_event = {
id = distar.10904 id = distar.10904
@@ -22,17 +21,19 @@ country_event = {
} }
picture = GFX_evt_drifting_gateway picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
observer_event = { id = observer.61 } observer_event = {
id = observer.61
}
} }
option = { option = {
name = GOOD name = GOOD
if = { # You can only research to open it if it has not been opened already if = {
limit = { can_research_technology = tech_lgate_activation } # 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 add_research_option = tech_lgate_activation
} }
} }
@@ -64,16 +65,16 @@ country_event = {
picture = GFX_evt_drifting_gateway picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
location = event_target:candidate_gateway location = event_target:candidate_gateway
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
event_target:candidate_gateway = { 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 = { option = {
name = "distar.10905.a" name = "distar.10905.a"
event_target:candidate_gateway = { event_target:candidate_gateway = {
@@ -93,17 +94,21 @@ country_event = {
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_activating_unknown_technology show_sound = event_activating_unknown_technology
location = event_target:candidate_gateway location = event_target:candidate_gateway
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
country_event = { id = distar.11000 } country_event = {
id = distar.11000
}
every_playable_country = { every_playable_country = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT 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 = { every_playable_country = {
limit = { limit = {
@@ -113,7 +118,9 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = distar.10954 } country_event = {
id = distar.10954
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@@ -123,11 +130,14 @@ country_event = {
} }
has_event_chain = l_cluster_chain 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 = { option = {
name = "distar.10951.a" name = "distar.10951.a"
} }
@@ -140,13 +150,12 @@ country_event = {
desc = "distar.10952.desc" desc = "distar.10952.desc"
picture = GFX_evt_glitchy_matrix picture = GFX_evt_glitchy_matrix
show_sound = event_alien_signal show_sound = event_alien_signal
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
option = { option = {
name = "distar.10952.a" name = "distar.10952.a"
} }
@@ -156,9 +165,7 @@ country_event = {
event = { event = {
id = distar.10955 id = distar.10955
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_playable_country = { any_playable_country = {
is_ai = no is_ai = no
@@ -170,16 +177,19 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 value > 5
} }
any_owned_megastructure = { is_megastructure_type = lgate_base } any_owned_megastructure = {
is_megastructure_type = lgate_base
}
} }
} }
} }
immediate = { immediate = {
random_playable_country = { random_playable_country = {
limit = { limit = {
@@ -192,12 +202,16 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 value > 5
} }
any_owned_megastructure = { is_megastructure_type = lgate_base } any_owned_megastructure = {
is_megastructure_type = lgate_base
}
} }
} }
random_relation = { random_relation = {
@@ -205,17 +219,23 @@ event = {
is_country_type = default is_country_type = default
has_communications = prev has_communications = prev
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
NOT = { has_country_flag = lgate_warned@prev } NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = { check_variable = {
which = num_lcluster_clues which = num_lcluster_clues
value > 5 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 save_event_target_as = lgate_warning_country
set_country_flag = lgate_warned@prev 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 # Written by Henrik Thyrwall
# #
############################ ############################
namespace = graygoo namespace = graygoo
# Entering Empty Cluster # Entering Empty Cluster
ship_event = { ship_event = {
@@ -14,9 +13,7 @@ ship_event = {
desc = "graygoo.550.desc" desc = "graygoo.550.desc"
picture = GFX_evt_ruined_system picture = GFX_evt_ruined_system
show_sound = event_radio_chatter show_sound = event_radio_chatter
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { NOR = {
has_global_flag = gray_goo_crisis_set has_global_flag = gray_goo_crisis_set
@@ -24,10 +21,15 @@ ship_event = {
has_global_flag = gray_goo_empire_set has_global_flag = gray_goo_empire_set
has_global_flag = rg_l_cluster has_global_flag = rg_l_cluster
} }
from = { has_star_flag = lcluster1 } from = {
owner = { NOT = { has_country_flag = origin_gray_country }} has_star_flag = lcluster1
}
owner = {
NOT = {
has_country_flag = origin_gray_country
}
}
} }
option = { option = {
name = graygoo.550.a name = graygoo.550.a
} }
@@ -37,9 +39,7 @@ ship_event = {
country_event = { country_event = {
id = graygoo.1 id = graygoo.1
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
awaken_guardians_of_the_galaxy = yes awaken_guardians_of_the_galaxy = yes
@@ -53,7 +53,9 @@ country_event = {
} }
event_target:graygoo_factory_system = { event_target:graygoo_factory_system = {
random_system_planet = { random_system_planet = {
limit = { has_planet_flag = main_star } limit = {
has_planet_flag = main_star
}
save_event_target_as = main_star save_event_target_as = main_star
} }
create_country = { create_country = {
@@ -61,15 +63,15 @@ country_event = {
type = "gray_goo" type = "gray_goo"
name_list = "graygoo" name_list = "graygoo"
flag = { flag = {
icon= { icon = {
category = "special" category = "special"
file = "gray_goo.dds" file = "gray_goo.dds"
} }
background= { background = {
category = "backgrounds" category = "backgrounds"
file = "sinus.dds" file = "sinus.dds"
} }
colors={ colors = {
"grey" "grey"
"dark_grey" "dark_grey"
"null" "null"
@@ -112,7 +114,9 @@ country_event = {
save_event_target_as = nanite_factory 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 = { create_fleet = {
name = "NAME_Tempest_Fleet" name = "NAME_Tempest_Fleet"
effect = { effect = {
@@ -190,9 +194,13 @@ country_event = {
} }
} }
every_system = { every_system = {
limit = { has_star_flag = lcluster } limit = {
has_star_flag = lcluster
}
every_system_planet = { every_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
create_fleet = { create_fleet = {
name = "NAME_Tempest_Fleet" name = "NAME_Tempest_Fleet"
effect = { effect = {
@@ -216,37 +224,49 @@ country_event = {
} }
event_target:lcluster1 = { event_target:lcluster1 = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_1 save_event_target_as = start_1
} }
} }
event_target:lcluster2 = { event_target:lcluster2 = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_2 save_event_target_as = start_2
} }
} }
event_target:lcluster3 = { event_target:lcluster3 = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_3 save_event_target_as = start_3
} }
} }
event_target:lcluster4 = { event_target:lcluster4 = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_4 save_event_target_as = start_4
} }
} }
event_target:lcluster5 = { event_target:lcluster5 = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_5 save_event_target_as = start_5
} }
} }
event_target:lcluster1b = { event_target:lcluster1b = {
random_system_planet = { random_system_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_6 save_event_target_as = start_6
} }
} }
@@ -259,7 +279,10 @@ country_event = {
rg_create_graygoo_roamers_7 = yes rg_create_graygoo_roamers_7 = yes
} }
event_target:graygoo_country = { event_target:graygoo_country = {
country_event = { id = graygoo.3 days = 3600 } country_event = {
id = graygoo.3
days = 3600
}
} }
every_megastructure = { every_megastructure = {
limit = { limit = {
@@ -289,7 +312,9 @@ country_event = {
} }
} }
set_update_modifiers_batch = end set_update_modifiers_batch = end
country_event = { id = graygoo.10 } country_event = {
id = graygoo.10
}
every_playable_country = { every_playable_country = {
limit = { limit = {
NOR = { NOR = {
@@ -298,7 +323,9 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = graygoo.13 } country_event = {
id = graygoo.13
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@@ -306,11 +333,17 @@ country_event = {
has_event_chain = l_cluster_chain has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT 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" desc = "graygoo.110.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_radio_chatter show_sound = event_radio_chatter
is_triggered_only = yes is_triggered_only = yes
after = { after = {
hidden_effect = { hidden_effect = {
every_playable_country = { every_playable_country = {
@@ -332,9 +363,13 @@ country_event = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
has_event_chain = l_cluster_chain 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 = { every_playable_country = {
limit = { limit = {
@@ -344,15 +379,18 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = graygoo.112 } country_event = {
id = graygoo.112
}
} }
} }
} }
option = { option = {
name = graygoo.10.a name = graygoo.10.a
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.115 } country_event = {
id = graygoo.115
}
} }
} }
} }
@@ -362,13 +400,13 @@ country_event = {
id = graygoo.3 id = graygoo.3
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
event_target:graygoo_factory_system = { event_target:graygoo_factory_system = {
any_fleet_in_system = { is_ship_size = graygoo_factory } any_fleet_in_system = {
is_ship_size = graygoo_factory
}
} }
} }
immediate = { immediate = {
if = { if = {
limit = { limit = {
@@ -376,13 +414,17 @@ country_event = {
has_star_flag = lcluster has_star_flag = lcluster
any_fleet_in_system = { any_fleet_in_system = {
owner = { owner = {
NOT = { is_same_value = root } NOT = {
is_same_value = root
}
} }
} }
} }
} }
# Reinforce at factory if someone else is in the cluster... # Reinforce at factory if someone else is in the cluster...
country_event = { id = graygoo.4 } country_event = {
id = graygoo.4
}
# Else spawn reinforcements... # Else spawn reinforcements...
} }
else = { 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 = { country_event = {
id = graygoo.4 id = graygoo.4
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
random_owned_ship = { random_owned_ship = {
limit = { is_ship_size = graygoo_factory } limit = {
is_ship_size = graygoo_factory
}
save_event_target_as = graygoo_factory save_event_target_as = graygoo_factory
} }
create_fleet = { 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 = { country_event = {
id = graygoo.6 id = graygoo.6
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
is_country_type = gray_goo is_country_type = gray_goo
fromfrom = { is_ship_size = graygoo_factory } fromfrom = {
is_ship_size = graygoo_factory
}
} }
immediate = { immediate = {
remove_global_flag = active_gray_goo remove_global_flag = active_gray_goo
remove_global_flag = gray_goo_crisis_active remove_global_flag = gray_goo_crisis_active
fromfromfrom = { save_event_target_as = goo_slayer_ship } fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = { from = {
save_event_target_as = goo_slayer save_event_target_as = goo_slayer
country_event = { id = graygoo.15 } country_event = {
country_event = { id = rg.200 days = 80 random = 120} id = graygoo.15
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
is_ai = no 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 = { every_galaxy_planet = {
limit = { is_planet_class = pc_gray_goo } limit = {
is_planet_class = pc_gray_goo
}
add_modifier = { add_modifier = {
modifier = "terraforming_candidate" modifier = "terraforming_candidate"
days = -1 days = -1
} }
} }
every_owned_fleet = { destroy_fleet = this } every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes destroy_country = yes
} }
} }
@@ -693,31 +758,46 @@ country_event = {
country_event = { country_event = {
id = graygoo.180 id = graygoo.180
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
is_country_type = gate_builders is_country_type = gate_builders
fromfrom = { is_ship_size = graygoo_factory } fromfrom = {
is_ship_size = graygoo_factory
}
} }
immediate = { immediate = {
fromfromfrom = { save_event_target_as = goo_slayer_ship } fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = { from = {
save_event_target_as = goo_slayer save_event_target_as = goo_slayer
country_event = { id = graygoo.181 } country_event = {
country_event = { id = rg.200 days = 80 random = 120} id = graygoo.181
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
is_ai = no 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 = { every_owned_planet = {
limit = { is_planet_class = pc_gaia } limit = {
is_planet_class = pc_gaia
}
change_pc = pc_gray_goo change_pc = pc_gray_goo
reroll_planet = yes reroll_planet = yes
destroy_colony = yes destroy_colony = yes
@@ -726,7 +806,9 @@ country_event = {
days = -1 days = -1
} }
} }
every_owned_fleet = { destroy_fleet = this } every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes destroy_country = yes
} }
} }

View File

@@ -5,13 +5,11 @@
# Written by Henrik Thyrwall # Written by Henrik Thyrwall
# #
############################ ############################
namespace = graygoo namespace = graygoo
# Encountered Gray # Encountered Gray
ship_event = { ship_event = {
id = graygoo.400 id = graygoo.400
title = "graygoo.400.name" title = "graygoo.400.name"
trigger = { trigger = {
NOT = { NOT = {
any_playable_country = { any_playable_country = {
@@ -19,33 +17,38 @@ ship_event = {
} }
} }
} }
desc = { desc = {
trigger = { trigger = {
owner = { is_synthetic_empire = no } owner = {
is_synthetic_empire = no
}
} }
text = "graygoo.400.a.desc" text = "graygoo.400.a.desc"
} }
desc = { desc = {
trigger = { trigger = {
owner = { is_synthetic_empire = yes } owner = {
is_synthetic_empire = yes
}
} }
text = "graygoo.400.b.desc" text = "graygoo.400.b.desc"
} }
picture = GFX_evt_ship_in_orbit_2 picture = GFX_evt_ship_in_orbit_2
show_sound = event_radio_chatter show_sound = event_radio_chatter
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
from = { save_event_target_as = gray_homeworld } from = {
save_event_target_as = gray_homeworld
}
rg_timeline_attract_field_init = yes
} }
option = { option = {
name = graygoo.400.a name = graygoo.400.a
hidden_effect = { hidden_effect = {
owner = { owner = {
country_event = { id = graygoo.401 } country_event = {
id = graygoo.401
}
} }
} }
} }
@@ -56,30 +59,30 @@ country_event = {
id = graygoo.401 id = graygoo.401
title = "TRANSMISSION" title = "TRANSMISSION"
desc = { desc = {
trigger = { NOT = { has_authority = auth_machine_intelligence } } trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.401.a.desc" text = "graygoo.401.a.desc"
} }
desc = { desc = {
trigger = { has_authority = auth_machine_intelligence } trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.401.b.desc" text = "graygoo.401.b.desc"
} }
is_triggered_only = yes is_triggered_only = yes
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
immediate = { immediate = {
hidden_effect = { rg_gray_country_init = yes #创建国家
rg_create_gray_species = yes rg_timeline_attract_field_init = yes
}
} }
option = { option = {
name = graygoo.401.a name = graygoo.401.a
trigger = { trigger = {
@@ -89,7 +92,9 @@ country_event = {
} }
} }
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.402 } country_event = {
id = graygoo.402
}
} }
} }
option = { option = {
@@ -98,7 +103,9 @@ country_event = {
has_authority = auth_machine_intelligence has_authority = auth_machine_intelligence
} }
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.402 } country_event = {
id = graygoo.402
}
} }
} }
option = { option = {
@@ -107,10 +114,11 @@ country_event = {
has_authority = auth_hive_mind has_authority = auth_hive_mind
} }
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.402 } country_event = {
id = graygoo.402
}
} }
} }
} }
# Gray 2 # Gray 2
@@ -118,28 +126,32 @@ country_event = {
id = graygoo.402 id = graygoo.402
title = "TRANSMISSION" title = "TRANSMISSION"
desc = { desc = {
trigger = { NOT = { has_authority = auth_machine_intelligence } } trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.402.a.desc" text = "graygoo.402.a.desc"
} }
desc = { desc = {
trigger = { has_authority = auth_machine_intelligence } trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.402.b.desc" text = "graygoo.402.b.desc"
} }
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
is_triggered_only = yes is_triggered_only = yes
option = { option = {
name = graygoo.402.a name = graygoo.402.a
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.403 } country_event = {
id = graygoo.403
}
} }
} }
} }
@@ -149,21 +161,19 @@ country_event = {
id = graygoo.403 id = graygoo.403
title = "TRANSMISSION" title = "TRANSMISSION"
desc = "graygoo.403.desc" desc = "graygoo.403.desc"
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
is_triggered_only = yes is_triggered_only = yes
option = { option = {
name = graygoo.403.a name = graygoo.403.a
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.404 } country_event = {
id = graygoo.404
}
} }
} }
} }
@@ -173,21 +183,19 @@ country_event = {
id = graygoo.404 id = graygoo.404
title = "TRANSMISSION" title = "TRANSMISSION"
desc = "graygoo.404.desc" desc = "graygoo.404.desc"
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
is_triggered_only = yes is_triggered_only = yes
option = { option = {
name = graygoo.404.a name = graygoo.404.a
hidden_effect = { hidden_effect = {
country_event = { id = graygoo.405 } country_event = {
id = graygoo.405
}
} }
} }
} }
@@ -197,41 +205,26 @@ country_event = {
id = graygoo.405 id = graygoo.405
title = "TRANSMISSION" title = "TRANSMISSION"
desc = "graygoo.405.desc" desc = "graygoo.405.desc"
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_species portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room" room = "ethic_spaceship_room"
} }
is_triggered_only = yes is_triggered_only = yes
immediate = {
rg_gray_country_init = yes #创建国家
rg_gray_govener_init = yes
event_target:gray_governor = {
set_owner = event_target:rg_gray_country
}
}
option = { option = {
name = graygoo.405.a name = graygoo.405.a
hidden_effect = { hidden_effect = {
owner = { owner = {
country_event = { id = graygoo.406 } country_event = {
id = graygoo.406
}
} }
} }
} }
option = { option = {
name = graygoo.405.b name = graygoo.405.b
response_text = graygoo.405.b.response response_text = graygoo.405.b.response
hidden_effect = {
event_target:gray_governor = {
kill_leader = { show_notification = no }
}
}
} }
} }
@@ -240,18 +233,14 @@ country_event = {
id = graygoo.406 id = graygoo.406
title = "TRANSMISSION" title = "TRANSMISSION"
desc = "graygoo.406.desc" desc = "graygoo.406.desc"
diplomatic = yes diplomatic = yes
picture_event_data = { picture_event_data = {
portrait = event_target:gray_governor portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld planet_background = event_target:gray_homeworld
room = ship_room room = ship_room
} }
event_window_type = leader_recruit event_window_type = leader_recruit
is_triggered_only = yes is_triggered_only = yes
option = { option = {
name = graygoo.406.a name = graygoo.406.a
response_text = graygoo.406.a.response response_text = graygoo.406.a.response
@@ -266,9 +255,9 @@ country_event = {
name = graygoo.405.b name = graygoo.405.b
tag = dismiss_leader tag = dismiss_leader
response_text = graygoo.405.b.response response_text = graygoo.405.b.response
hidden_effect = { owner = {
event_target:gray_governor = { country_event = {
kill_leader = { show_notification = no } id = rg_grayleader_dialog.4051
} }
} }
} }
@@ -278,18 +267,25 @@ country_event = {
default_hide_option = yes default_hide_option = yes
tag = hire_leader tag = hire_leader
hidden_effect = { hidden_effect = {
create_message = { # create_message = {
type = MESSAGE_RECRUITED_LEADER # type = MESSAGE_RECRUITED_LEADER
localization = MESSAGE_RECRUITED_LEADER_DESC # localization = MESSAGE_RECRUITED_LEADER_DESC
days = @toast_message_days # days = @toast_message_days
target = event_target:gray_governor # target = event_target:gray_governor
variable = { # variable = {
type = name # type = name
localization = LEADER # localization = LEADER
scope = event_target:gray_governor # scope = event_target:gray_governor
# }
# }
owner = {
country_event = {
id = rg_grayleader_dialog.4063
} }
} }
country_event = { id = graygoo.499 } country_event = {
id = graygoo.499
}
} }
} }
} }
@@ -298,18 +294,37 @@ country_event = {
country_event = { country_event = {
id = graygoo.499 id = graygoo.499
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOT = { exists = event_target:gray_owner } NOT = {
exists = event_target:gray_owner
}
is_ai = no is_ai = no
} }
immediate = { immediate = {
set_global_flag = rg_kac_499
rg_timeline_attract_field_init = yes
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_after_init = yes rg_gray_country_after_init = yes
event_target:gray_governor = { set_country_flag = machine_age_nanites_studied
set_owner = event_target:gray_owner create_message = {
type = MESSAGE_RECRUITED_LEADER
localization = "rg_event.2.desc"
days = @toast_message_days
target = event_target:rg_gray_country_leader
variable = {
type = name
localization = LEADER
scope = event_target:rg_gray_country_leader
}
} }
} }
} }
@@ -319,29 +334,43 @@ country_event = {
id = graygoo.500 id = graygoo.500
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active 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 is_same_value = event_target:gray_owner
NOR = { NOR = {
has_country_flag = gray_constship_active 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_warship_active
has_country_flag = gray_army_active has_country_flag = gray_army_active
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
} }
} }
immediate = { immediate = {
country_event = { id = rg_grayleader.500 } #放行。 if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.500
}
}
else = {
country_event = {
id = rg_grayleader.500
}
}
} }
} }
@@ -350,27 +379,41 @@ country_event = {
id = graygoo.501 id = graygoo.501
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active 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 is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active OR = {
NOR = { has_country_flag = gray_official_active
has_country_flag = gray_reforming has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
} }
exists = event_target:gray_governor exists = event_target:gray_governor
} }
immediate = { immediate = {
country_event = { id = rg_grayleader.501 } #放行。 if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.501
}
}
else = {
country_event = {
id = rg_grayleader.501
}
}
} }
} }
@@ -379,29 +422,44 @@ country_event = {
id = graygoo.502 id = graygoo.502
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active 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 is_same_value = event_target:gray_owner
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
} }
exists = event_target:gray_warship exists = event_target:gray_warship
any_owned_fleet = { is_same_value = event_target:gray_warship } any_owned_fleet = {
event_target:gray_warship = { num_ships > 0 } is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
} }
immediate = { immediate = {
country_event = { id = rg_grayleader.502 } #放行。 if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.502
}
}
else = {
country_event = {
id = rg_grayleader.502
}
}
} }
} }
@@ -410,21 +468,17 @@ country_event = {
id = graygoo.503 id = graygoo.503
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active is_country_type = gray
is_same_value = ROOT
}
} }
from = { OR = {
is_country_type = gray
is_same_value = ROOT
}}
has_country_flag = gray_army_active has_country_flag = gray_army_active
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
} }
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
any_owned_army = { any_owned_army = {
@@ -433,57 +487,65 @@ country_event = {
exists = planet exists = planet
AND = { AND = {
exists = fleet exists = fleet
fleet = { num_ships > 0 } fleet = {
num_ships > 0
}
} }
} }
} }
} }
immediate = { immediate = {
country_event = { id = rg_grayleader.503 } #放行。 if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.503
}
}
else = {
country_event = {
id = rg_grayleader.503
}
}
} }
} }
# Main Menu (Gray Reforming) # Main Menu (Gray Reforming)
country_event = { country_event = {
id = graygoo.504 id = graygoo.504
title = "graygoo.500.title" hide_window = yes
desc = "graygoo.504.desc"
diplomatic = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active 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 is_same_value = event_target:gray_owner
has_country_flag = gray_reforming has_country_flag = gray_reforming
} }
immediate = {
option = { if = {
name = OK limit = {
} OR = {
has_global_flag = has_wsg_mod
option = { has_global_flag = kdc_event_mod_active
name = rg_graygoo.504.a }
allow = { }
has_country_flag = gray_reforming country_event = {
resource_stockpile_compare = { resource = nanites value >= 1000 } id = rg_graygoo.504
resource_stockpile_compare = { resource = alloys value >= 50000 } }
} }
add_resource = { else = {
nanites = -1000 country_event = {
alloys = -50000 id = rg_grayleader.504
}
} }
remove_country_flag = gray_reforming
remove_modifier = "gray_scattered"
} }
} }
@@ -492,30 +554,44 @@ country_event = {
id = graygoo.505 id = graygoo.505
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
NOR = { from = {
has_global_flag = has_wsg_mod OR = {
has_global_flag = kdc_event_mod_active 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 is_same_value = event_target:gray_owner
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
} }
exists = event_target:global_gray_constship exists = event_target:global_gray_constship
any_owned_fleet = { is_same_value = event_target:global_gray_constship } any_owned_fleet = {
event_target:global_gray_constship = { num_ships > 0 } is_same_value = event_target:global_gray_constship
}
event_target:global_gray_constship = {
num_ships > 0
}
} }
immediate = { immediate = {
country_event = { id = rg_grayleader.505 } #放行。 if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.505
}
}
else = {
country_event = {
id = rg_grayleader.505
}
}
} }
} }
@@ -523,42 +599,50 @@ country_event = {
event = { event = {
id = graygoo.510 id = graygoo.510
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_country = { is_country_type = gray } any_country = {
is_country_type = gray
}
exists = event_target:gray_owner exists = event_target:gray_owner
event_target:gray_owner = { event_target:gray_owner = {
OR = { OR = {
AND = { AND = {
has_country_flag = gray_army_active has_country_flag = gray_army_active
NOT = { NOT = {
any_owned_army = { army_type = gray_army } any_owned_army = {
army_type = gray_army
}
} }
} }
AND = { AND = {
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
NOT = { exists = event_target:gray_warship } NOT = {
exists = event_target:gray_warship
}
} }
AND = { AND = {
has_country_flag = gray_governor_active has_country_flag = gray_official_active
NOT = { exists = event_target:gray_governor } NOT = {
exists = event_target:gray_official
}
} }
AND = { AND = {
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
NOT = { exists = event_target:global_gray_constship } NOT = {
exists = event_target:global_gray_constship
}
} }
} }
} }
} }
immediate = { immediate = {
event_target:gray_owner = { event_target:gray_owner = {
remove_country_flag = gray_governor_active #总督 remove_country_flag = gray_official_active #新版flag
remove_country_flag = gray_warship_active #旗舰 remove_country_flag = gray_governor_active #旧版flag #总督
remove_country_flag = gray_army_active #陆军 remove_country_flag = gray_warship_active #旗舰
remove_country_flag = gray_constship_active #科舰 remove_country_flag = gray_army_active #陆军
remove_country_flag = gray_constship_active #科舰
set_country_flag = gray_reforming set_country_flag = gray_reforming
add_modifier = { add_modifier = {
modifier = "gray_scattered" modifier = "gray_scattered"
@@ -577,9 +661,7 @@ country_event = {
desc = "graygoo.511.desc" desc = "graygoo.511.desc"
picture = GFX_evt_circuitry_modification picture = GFX_evt_circuitry_modification
show_sound = event_radio_chatter show_sound = event_radio_chatter
is_triggered_only = yes is_triggered_only = yes
option = { option = {
name = graygoo.511.a name = graygoo.511.a
} }
@@ -593,11 +675,14 @@ country_event = {
desc = "graygoo.512.b.desc" desc = "graygoo.512.b.desc"
desc = "graygoo.512.c.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 is_triggered_only = yes
immediate = { immediate = {
remove_country_flag = gray_reforming remove_country_flag = gray_reforming

View File

@@ -1,522 +0,0 @@
namespace = kdc_event
# 初始化小灰起源
country_event = {
id = kdc_event.9990
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
trigger = {
# is_multiplayer = no
is_ai = no
has_origin = origin_gray
}
immediate = {
set_global_flag = gray_origin_activate
set_country_flag = origin_gray_country
country_event = { id = kdc_event.9991 days = 1 }
set_timed_country_flag = { flag = day_0 days = 1 }
capital_scope = {
save_global_event_target_as = old_empire_home
solar_system = {
set_star_flag = lgate
every_system_planet = {
limit = { has_orbital_station = yes }
orbital_station = { dismantle = yes }
}
set_surveyed = {
surveyed = no
surveyor = root
}
}
}
# 加特质
every_owned_pop = {
modify_species = {
species = owner_main_species
add_trait = trait_gray_origin
change_scoped_species = yes
}
last_created_species = {
save_event_target_as = gray_species
}
}
change_dominant_species = {
species = event_target:gray_species
change_all = yes
}
# add_modifier = {
# modifier = starbase_influence_cost_reduce_base
# multiplier = 90
# }
# L星门
set_spawn_system_batch = begin
# batch-processes the spawn_system effects between "begin" and "end",
# so caches are recalculated only once rather than for every system spawned
# can also be used when removing and adding hyperlanes
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 = distantstars_init_01
hyperlane = no
effect = {
save_global_event_target_as = lcluster1
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
event_target:lcluster1 = {
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 24
max_orientation_angle = 66
initializer = distantstars_init_02
hyperlane = no
effect = {
save_global_event_target_as = lcluster2
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 114
max_orientation_angle = 156
initializer = distantstars_init_03
hyperlane = no
effect = {
save_global_event_target_as = lcluster3
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 340
max_orientation_angle = 20
initializer = distantstars_init_01b
hyperlane = no
effect = {
save_global_event_target_as = lcluster1b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:lcluster2 = {
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 0
max_orientation_angle = 40
initializer = distantstars_init_02b
hyperlane = no
effect = {
save_global_event_target_as = lcluster2b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:lcluster3 = {
spawn_system = {
min_distance >= 20
max_distance <= 30
min_orientation_angle = 24
max_orientation_angle = 66
initializer = origin_gray_home_system
hyperlane = no
}
spawn_system = {
min_distance >= 10
max_distance <= 50
min_orientation_angle = 250
max_orientation_angle = 290
initializer = distantstars_init_03b
hyperlane = no
effect = {
save_global_event_target_as = lcluster3b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
event_target:origin_gray_home_system = {
spawn_system = {
min_distance >= 5
max_distance <= 10
min_orientation_angle = 250
max_orientation_angle = 290
initializer = distantstars_init_05
hyperlane = no
effect = {
save_global_event_target_as = lcluster5
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 20
max_orientation_angle = 160
initializer = distantstars_init_04b
hyperlane = no
effect = {
save_global_event_target_as = lcluster4b
remove_star_flag = lcluster
set_star_flag = gray_origin_lcluster
}
}
}
}
every_system = {
limit = { has_star_flag = gray_origin_lcluster }
every_system_planet = {
limit = { is_planet_class = pc_gray_goo }
add_deposit = d_nanites_deposit
random_list = {
65 = { add_deposit = d_nanites_deposit }
35 = {}
}
random_list = {
30 = { add_deposit = d_nanites_deposit }
70 = {}
}
random_list = {
50 = { add_deposit = d_nanites_deposit }
50 = {}
}
}
}
# add hyperlanes
event_target:lcluster5 = {
add_hyperlane = {
from = event_target:lcluster5
to = event_target:origin_gray_home_system
}
create_country = {
name = "NAME_gray_enemy_country"
type = faction
flag = {
icon = {
category = "domination"
file = "domination_16.dds"
}
background = {
category = "backgrounds"
file = "00_solid.dds"
}
colors={
"blue"
"blue"
"null"
"null"
}
}
effect = {
wg_boss_default_initial_effect = yes
set_country_flag = gray_enemy_country_flag
save_event_target_as = gray_enemy_country
}
}
random_system_planet = {
create_fleet = {
name = "NAME_gray_tempest_fleet"
effect = {
set_owner = event_target:gray_enemy_country
create_ship = {
name = "NAME_gray_tempest_fleet"
design = NAME_Nanite_Interdictor
upgradable = no
}
set_location = {
target = prev
distance = 15
angle = random
}
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 500
set_fleet_flag = gray_enemy_fleet
add_modifier = {
modifier = gray_tempest_fleet_debuff
days = -1
}
}
settings = {
spawn_debris = no
}
}
}
}
event_target:origin_gray_home_system = {
add_hyperlane = {
from = event_target:origin_gray_home_system
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:origin_gray_home_system
to = event_target:lcluster2
}
add_hyperlane = {
from = event_target:origin_gray_home_system
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
# 处理开局文字的一堆flag
remove_country_flag = human_1
remove_country_flag = human_2
set_country_flag = custom_start_screen
event_target:origin_gray_home_system = {
random_system_planet = {
limit = { has_planet_flag = origin_gray_empire_home }
save_event_target_as = origin_gray_empire_home
}
}
# 移民
event_target:old_empire_home = {
every_owned_pop = {
resettle_pop = {
pop = this
planet = event_target:origin_gray_empire_home
}
unemploy_pop = yes
}
}
root = { every_owned_fleet = {
delete_fleet = this
}}
# 生成首都的东西
event_target:origin_gray_empire_home = {
solar_system = {
generate_home_system_resources = yes
create_starbase = {
owner = root
size = starbase_starport
module = shipyard
module = trading_hub
building = crew_quarters
}
}
prevent_anomaly = yes
clear_deposits = yes
add_deposit = d_decrepit_dwellings
add_deposit = d_failing_infrastructure
add_deposit = d_failing_infrastructure
# 5 + 3 energy
add_deposit = d_searing_desert
add_deposit = d_underwater_vent
add_deposit = d_tempestous_mountain
# 5 + 3 mining
add_deposit = d_ore_rich_caverns
add_deposit = d_prosperous_mesa
add_deposit = d_submerged_ore_veins
# 5 + 3 farming (lithoids swap 3 for minerals)
add_deposit = d_lush_jungle
add_deposit = d_teeming_reef
if = {
limit = { root = { is_lithoid_empire = yes } }
add_deposit = d_rich_mountain
}
else = {
add_deposit = d_black_soil
}
# 1 random medium deposit
random_list = {
33 = { add_deposit = d_frozen_gas_lake }
33 = { add_deposit = d_prosperous_mesa }
33 = { add_deposit = d_fertile_lands }
}
add_deposit = d_dust_caverns
add_deposit = d_bubbling_swamp
add_deposit = d_crystalline_caverns
set_owner = ROOT
set_controller = root
set_capital = yes
generate_start_buildings_and_districts = yes
clear_planet_modifiers = yes
set_sector_capital = yes
ROOT = { random_owned_leader = {
limit = { leader_class = governor }
unassign_leader = yes
save_event_target_as = target_governor
}}
sector = { assign_leader = event_target:target_governor }
add_modifier = { modifier = gray_planet_debuff clear_on_owner_change = yes }
check_planet_employment = yes
while = {
count = 5
create_army = {
name = random
owner = root
species = root.owner_main_species
type = "defense_army"
}
}
create_fleet = {
effect = {
set_owner = root
create_ship = {
name = random
random_existing_design = science
}
set_fleet_stance = evasive
set_location = root.capital_scope.star
owner = {
random_owned_leader = {
limit = {
leader_class = scientist
NOR = {
is_researching_area = physics
is_researching_area = society
is_researching_area = engineering
}
}
save_event_target_as = science_ship_leader
}
}
if = {
limit = {
exists = event_target:science_ship_leader
}
set_leader = event_target:science_ship_leader
}
}
}
create_fleet = {
effect = {
set_owner = root
create_ship = {
name = random
random_existing_design = constructor
}
set_fleet_stance = evasive
set_location = root.capital_star
}
}
create_fleet = {
effect = {
set_owner = root
while = { count = 3
create_ship = {
name = random
random_existing_design = corvette
}
}
set_fleet_stance = passive
set_location = root.capital_star
}
}
}
# 将旧首都的东西全部移除(搬家了)
event_target:old_empire_home = {
remove_all_armies = yes
remove_all_districts = yes
remove_all_buildings = yes
remove_star_flag = empire_home_system
remove_star_flag = ring_world_built
clear_deposits = yes
reroll_deposits = yes
destroy_colony = yes
solar_system = {
remove_star_flag = empire_home_system
starbase = { fleet = { delete_fleet = this }}
set_name = random
random_system_planet = {
limit = { is_star = yes }
set_name = solar_system
}
# 生成一个L门以免其他星系没有L门过不去
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
set_surveyed = {
surveyed = no
surveyor = root
}
}
}
every_owned_pop_species = { set_species_homeworld = event_target:origin_gray_empire_home }
event_target:origin_gray_home_system = {
every_system_planet = {
if = {
limit = {
has_deposit_for = shipclass_mining_station
has_mining_station = no
}
create_mining_station = { owner = root }
}
if = {
limit = {
has_deposit_for = shipclass_research_station
has_research_station = no
}
create_research_station = { owner = root }
}
}
}
country_event = { id = gray_origin.1 days = 1 }
# 不让所有国家弹出L门事件
every_playable_country = {
set_country_flag = encountered_first_lgate
}
# 封锁L门科技
set_global_flag = l_cluster_opened
}
}

View File

@@ -1,194 +1,93 @@
namespace = rg_cluster namespace = rg_cluster
# Special project completed (overwrite)
# Spawn L-Cluster
country_event = { country_event = {
id = rg_cluster.8 id = rg_cluster.2
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes immediate = {
set_country_flag = lcluster_opener
trigger = { set_global_flag = l_cluster_opened
AND = { every_megastructure = {
has_origin = origin_rg_gray limit = {
NOT = { has_global_flag = rg_origin_l_cluster } is_megastructure_type = lgate_base
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
}
give_technology = {
tech = tech_lgate_activation
message = no
}
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = distar.10954
days = 1
}
}
every_playable_country = {
limit = {
NOR = {
has_special_project = LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = {
id = distar.10953
days = 1
}
}
observer_event = {
id = observer.62
}
every_playable_country = {
if = {
limit = {
has_modifier = rg_distant_stars_modifier
}
remove_modifier = rg_distant_stars_modifier
}
}
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 = { immediate = {
set_global_flag = rg_origin_l_cluster every_galaxy_planet = {
set_spawn_system_batch = begin limit = {
no_scope = { is_planet_class = pc_gray_goo
# 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 = { add_modifier = {
limit = { has_star_flag = lcluster1 } modifier = "terraforming_candidate"
save_global_event_target_as = lcluster1 days = -1
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_cluster_init_04
}
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
country_event = { id = rg_cluster.9 days = -1 }
} }
} }
@@ -198,14 +97,15 @@ country_event = {
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
fire_only_once = yes fire_only_once = yes
immediate = { immediate = {
random_system = { random_system = {
limit = { limit = {
has_star_flag = lcluster4 has_star_flag = lcluster4
NOT = {
has_star_flag = lcluster_lgate
}
} }
save_event_target_as = rg_cluster_home_system save_event_target_as = rg_cluster_home_system
random_system_planet = { random_system_planet = {
limit = { limit = {
has_planet_flag = start_rg_cluster_gatebuilders has_planet_flag = start_rg_cluster_gatebuilders
@@ -219,11 +119,11 @@ country_event = {
save_event_target_as = start_gatebuilders_mining_station_target1 save_event_target_as = start_gatebuilders_mining_station_target1
} }
} }
capital_scope = { capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet save_event_target_as = rg_cluster_previous_home_planet
solar_system = { solar_system = {
save_event_target_as = rg_cluster_previous_home_system save_event_target_as = rg_cluster_previous_home_system
set_star_flag = lgate
spawn_megastructure = { spawn_megastructure = {
type = lgate_base type = lgate_base
orbit_angle = 225 orbit_angle = 225
@@ -231,7 +131,9 @@ country_event = {
} }
} }
if = { if = {
limit = { exists = sector } limit = {
exists = sector
}
sector = { sector = {
leader = { leader = {
unassign_leader = this unassign_leader = this
@@ -242,13 +144,14 @@ country_event = {
else = { else = {
root = { root = {
random_owned_leader = { random_owned_leader = {
limit = { leader_class = governor } limit = {
leader_class = governor
}
save_event_target_as = rg_cluster_sector_gov save_event_target_as = rg_cluster_sector_gov
} }
} }
} }
} }
# Spaceport setup # Spaceport setup
if = { if = {
limit = { limit = {
@@ -275,42 +178,46 @@ country_event = {
} }
} }
} }
event_target:start_gatebuilders_mining_station_target1 = { event_target:start_gatebuilders_mining_station_target1 = {
create_mining_station = { create_mining_station = {
owner = root owner = root
} }
} }
# Planet setup # Planet setup
event_target:rg_cluster_home_planet = { event_target:rg_cluster_home_planet = {
change_pc = pc_gaia
set_owner = root set_owner = root
set_controller = root set_controller = root
set_capital = yes set_capital = yes
set_sector_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 set_name = random
generate_start_buildings_and_districts = yes generate_start_buildings_and_districts = yes
} }
if = { if = {
limit = { limit = {
owner = { is_machine_empire = no } owner = {
is_machine_empire = no
}
} }
every_owned_pop = { every_owned_pop = {
modify_species = { modify_species = {
species = this species = this
ideal_planet_class = pc_nuked ideal_planet_class = pc_nuked
} }
species = { save_event_target_as = target_species } species = {
save_event_target_as = target_species
}
} }
root = { 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 = { event_target:rg_cluster_home_system = {
random_system_planet = { random_system_planet = {
limit = { limit = {
@@ -319,7 +226,6 @@ country_event = {
save_event_target_as = rg_cluster_home_system_loc save_event_target_as = rg_cluster_home_system_loc
} }
} }
every_owned_fleet = { every_owned_fleet = {
limit = { limit = {
any_owned_ship = { any_owned_ship = {
@@ -332,7 +238,6 @@ country_event = {
} }
set_location = event_target:rg_cluster_home_system_loc set_location = event_target:rg_cluster_home_system_loc
} }
event_target:rg_cluster_previous_home_planet = { event_target:rg_cluster_previous_home_planet = {
# move pops # move pops
every_owned_pop = { every_owned_pop = {
@@ -351,7 +256,6 @@ country_event = {
} }
check_planet_employment = yes check_planet_employment = yes
} }
event_target:rg_cluster_previous_home_system = { event_target:rg_cluster_previous_home_system = {
set_name = random set_name = random
random_system_planet = { random_system_planet = {
@@ -360,102 +264,23 @@ country_event = {
} }
set_name = solar_system set_name = solar_system
} }
remove_star_flag = sol remove_star_flag = sol
remove_star_flag = deneb_system remove_star_flag = deneb_system
} }
event_target:rg_cluster_previous_home_system = { event_target:rg_cluster_previous_home_system = {
every_fleet_in_system = { every_fleet_in_system = {
delete_fleet = this delete_fleet = this
} }
} }
owner_species = {
owner_species = {
set_species_homeworld = event_target:rg_cluster_home_planet set_species_homeworld = event_target:rg_cluster_home_planet
} }
every_owned_pop_species = { every_owned_pop_species = {
set_species_homeworld = event_target:rg_cluster_home_planet set_species_homeworld = event_target:rg_cluster_home_planet
}
country_event = { id = rg_cluster.3 days = -1 }
}
}
# 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 }
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
} }
} country_event = {
} id = rg_cluster.3
days = -1
# Special project completed (overwrite)
country_event = {
id = rg_cluster.2
hide_window = yes
is_triggered_only = yes
immediate = {
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
}
}
set_global_flag = l_cluster_opened
# Activate Terminal Egress L-Gate
event_target:lcluster1 = {
random_system_megastructure = {
activate_gateway = this
set_megastructure_flag = lgate_activated
}
}
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
}
activate_gateway = this
}
set_global_flag = lgates_activated_globally
every_playable_country = {
if = {
limit = { is_researching_technology = tech_lgate_activation }
give_technology = {
tech = tech_lgate_activation
message = no
}
}
}
every_playable_country = {
if = {
limit = { has_modifier = rg_distant_stars_modifier }
remove_modifier = rg_distant_stars_modifier
every_owned_ship = {
limit = { has_modifier = rg_distant_stars_modifier }
remove_modifier = rg_distant_stars_modifier
}
}
}
country_event = { id = rg_cluster.10 }
}
else = {
country_event = { id = distar.10950 }
} }
} }
} }
@@ -484,23 +309,30 @@ country_event = {
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
location = event_target:candidate_gateway location = event_target:candidate_gateway
immediate = { immediate = {
every_playable_country = { every_playable_country = {
limit = { limit = {
OR = { OR = {
has_origin = origin_rg_gray 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 = { every_playable_country = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT 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 = { every_playable_country = {
limit = { limit = {
@@ -510,7 +342,9 @@ country_event = {
is_same_value = root is_same_value = root
} }
} }
country_event = { id = rg_cluster.13} country_event = {
id = rg_cluster.13
}
} }
every_playable_country = { every_playable_country = {
limit = { limit = {
@@ -520,11 +354,14 @@ country_event = {
} }
has_event_chain = l_cluster_chain 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 = { option = {
trigger = { trigger = {
NOR = { NOR = {
@@ -551,13 +388,14 @@ country_event = {
desc = "rg_cluster.11.desc" desc = "rg_cluster.11.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
immediate = { immediate = {
if = { if = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
} }
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
else_if = { else_if = {
limit = { limit = {
@@ -567,7 +405,6 @@ country_event = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
} }
} }
option = { option = {
name = "rg_cluster.11.a" name = "rg_cluster.11.a"
} }
@@ -581,13 +418,14 @@ country_event = {
desc = "rg_cluster.12.desc" desc = "rg_cluster.12.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
immediate = { immediate = {
if = { if = {
limit = { limit = {
has_special_project = RG_LCLUSTER_PROJECT has_special_project = RG_LCLUSTER_PROJECT
} }
abort_special_project = { type = RG_LCLUSTER_PROJECT } abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
} }
else_if = { else_if = {
limit = { limit = {
@@ -597,7 +435,6 @@ country_event = {
end_event_chain = "l_cluster_chain" end_event_chain = "l_cluster_chain"
} }
} }
option = { option = {
name = "rg_cluster.12.a" name = "rg_cluster.12.a"
} }
@@ -611,8 +448,7 @@ country_event = {
desc = "rg_cluster.13.desc" desc = "rg_cluster.13.desc"
picture = GFX_evt_l-gateway picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal show_sound = event_mystic_reveal
option = { option = {
name = "rg_cluster.13.a" name = "rg_cluster.13.a"
} }
} }

View File

@@ -1,126 +1,125 @@
namespace = rg_skill namespace = rg_skill
#fleet_event = { # fleet_event = {
# id = rg_skill.1 # id = rg_skill.1
# hide_window = yes # hide_window = yes
# is_triggered_only = yes # is_triggered_only = yes
# #
# trigger = { # trigger = {
# NOT = { has_global_flag = rg_grayskill_cooldown } # NOT = { has_global_flag = rg_grayskill_cooldown }
# any_owned_fleet = { # any_owned_fleet = {
# exists = leader # exists = leader
# leader = { has_leader_flag = gray_leader_admiral } # leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes # is_in_combat = yes
# } # }
# } # }
# #
# immediate = { # immediate = {
# if = { # if = {
# limit = { # limit = {
# any_owned_fleet = { # any_owned_fleet = {
# exists = leader # exists = leader
# leader = { has_leader_flag = gray_leader_admiral } # leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes # is_in_combat = yes
# } # }
# } # }
# random_owned_fleet = { # random_owned_fleet = {
# if = { # if = {
# limit = { leader = { has_leader_flag = gray_leader_admiral }} # limit = { leader = { has_leader_flag = gray_leader_admiral }}
# save_event_target_as = gray_warship_location # save_event_target_as = gray_warship_location
# } # }
# } # }
# create_fleet = { # create_fleet = {
# name = "NAME_RG_carrier" # name = "NAME_RG_carrier"
# settings = { # settings = {
# can_disband = yes # can_disband = yes
# can_upgrade = no # can_upgrade = no
# can_change_composition = yes # can_change_composition = yes
# can_change_leader = no # can_change_leader = no
# uses_naval_capacity = no # uses_naval_capacity = no
# spawn_debris = no # spawn_debris = no
# } # }
# effect = { # effect = {
# set_owner = event_target:gray_owner # set_owner = event_target:gray_owner
# while = { # while = {
# count = 4 # count = 4
# create_ship = { # create_ship = {
# name = random # name = random
# design = "RG_carrier_Interdictor" # design = "RG_carrier_Interdictor"
# graphical_culture = "pirate_01" # graphical_culture = "pirate_01"
# prefix = no # prefix = no
# upgradable = no # upgradable = no
# } # }
# } # }
# set_location = { # set_location = {
# target = event_target:gray_warship_location # target = event_target:gray_warship_location
# distance = 55 # distance = 55
# angle = 270 # angle = 270
# } # }
# set_fleet_flag = RG_carrier_fleet # set_fleet_flag = RG_carrier_fleet
# save_global_event_target_as = RG_carrier_fleet # save_global_event_target_as = RG_carrier_fleet
# } # }
# } # }
# #
# set_timed_global_flag = { # set_timed_global_flag = {
# flag = rg_grayskill_cooldown days = 120 # flag = rg_grayskill_cooldown days = 120
# } # }
# } # }
# } # }
#} # }
#fleet_event = { # fleet_event = {
# id = rg_skill.2 # id = rg_skill.2
# hide_window = yes # hide_window = yes
# is_triggered_only = yes # is_triggered_only = yes
# #
# trigger = { # trigger = {
# any_owned_fleet = { # any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet # has_fleet_flag = RG_carrier_fleet
# is_in_combat = no # is_in_combat = no
# } # }
# } # }
# #
# immediate = { # immediate = {
# if = { # if = {
# limit = { # limit = {
# any_owned_fleet = { # any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet # has_fleet_flag = RG_carrier_fleet
# is_in_combat = no # is_in_combat = no
# } # }
# } # }
# event_target:RG_carrier_fleet = { delete_ship = this } # event_target:RG_carrier_fleet = { delete_ship = this }
# } # }
# } # }
#} # }
#自动星系建设
ship_event = { ship_event = {
id = rg_skill.3 id = rg_skill.3
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
OR = { OR = {
AND = { AND = {
is_ship_size = RG_armed_science_ship is_ship_size = RG_armed_science_ship
OR = { OR = {
has_component = RG_AUTOCONST_HANGER has_component = RG_AUTOCONST_HANGER
} }
} }
} }
solar_system = { solar_system = {
OR = { OR = {
#星系无主 NOT = {
NOT = { exists = space_owner } exists = space_owner
#星系为我方但有空间站未建造 }
AND = { AND = {
space_owner = { is_same_empire = root.controller } space_owner = {
is_same_empire = root.controller
}
any_system_planet = { any_system_planet = {
RG_planet_can_auto_build = yes RG_planet_can_auto_build = yes
} }
} }
} }
#邻国不能是军孤
NOT = { NOT = {
any_neighbor_system = { any_neighbor_system = {
has_owner = yes has_owner = yes
@@ -135,86 +134,69 @@ ship_event = {
} }
} }
} }
immediate = { immediate = {
if = { if = {
limit = { limit = {
owner = {
NOT = {
is_same_value = origin_rg_gray_country
}
}
solar_system = { solar_system = {
NOT = { #星系内不能有敌舰 NOT = {
any_fleet_in_system = { any_fleet_in_system = {
exists = controller exists = controller
controller = { is_hostile = root.controller } controller = {
} is_hostile = root.controller
} }
}
}
if = {
limit = {
solar_system = {
#星系必须完成扫描
is_surveyed = {
who = root.controller
status = yes
}
#星系内不能有其他自动工蜂
NOT = { any_fleet_in_system = { any_controlled_ship = { is_ship_size = RG_armed_constructor_ship } } }
}
}
#创建自动工蜂国家
if = {
limit = {
NOT = { exists = event_target:RG_const_country }
}
create_country = {
name = RG_const_country
type = RG_gray_friendly
auto_delete = no
flag = root.controller
effect = {
save_global_event_target_as = RG_const_country
establish_communications_no_message = root.controller
set_faction_hostility = {
target = root.controller
set_friendly = yes
}
#对野怪国家中立
every_country = {
limit = {
OR = {
is_amoeba_country_type = yes
is_tiyanki_country_type = yes
is_crystal_country_type = yes
is_drone_country_type = yes
}
}
set_faction_hostility = {
target = prev
set_neutral = yes
}
}
}
}
controller = {
add_intel = {
who = event_target:RG_const_country
amount = 1000
}
}
}
#释放工蜂
switch = {
trigger = has_component
RG_AUTOCONST_HANGER = {
RG_const_auto_build_effect = {
count = 1
starbase_time = 30
station_time = 150
} }
} }
} }
} }
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country
NOT = {
has_global_flag = l_cluster_opened
}
}
solar_system = {
has_star_flag = lcluster
NOT = {
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
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
}
solar_system = {
# has_star_flag = lcluster
NOT = {
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
RG_const_auto_build_effect_event = yes
} }
#循环检查
ship_event = { ship_event = {
id = rg_skill.3 id = rg_skill.3
days = 10 days = 10
@@ -226,18 +208,16 @@ ship_event = {
fleet_event = { fleet_event = {
id = rg_skill.4 id = rg_skill.4
hide_window = yes hide_window = yes
mean_time_to_happen = {
mean_time_to_happen = { years = 1 } years = 1
}
trigger = { trigger = {
any_controlled_ship = { any_controlled_ship = {
has_ship_flag = rg_mothership has_ship_flag = rg_mothership
} }
num_ships < 20 num_ships < 20
is_ship_size = RG_graygoo_mothership is_ship_size = RG_graygoo_mothership
} }
immediate = { immediate = {
random_list = { random_list = {
14 = { 14 = {
@@ -283,7 +263,7 @@ fleet_event = {
} }
} }
12 = { 12 = {
create_ship = { create_ship = {
name = random name = random
design = "RG_Arsenal_Interdictor" design = "RG_Arsenal_Interdictor"
upgradable = yes upgradable = yes
@@ -304,9 +284,9 @@ fleet_event = {
fleet_event = { fleet_event = {
id = rg_skill.5 id = rg_skill.5
hide_window = yes hide_window = yes
mean_time_to_happen = {
mean_time_to_happen = { months = 5 } months = 5
}
trigger = { trigger = {
any_controlled_ship = { any_controlled_ship = {
OR = { OR = {
@@ -316,11 +296,12 @@ fleet_event = {
} }
has_ship_flag = rg_nanite_mothership has_ship_flag = rg_nanite_mothership
} }
owner = { is_country_type = gray_goo } owner = {
} is_country_type = gray_goo
}
}
num_ships < 40 num_ships < 40
} }
immediate = { immediate = {
random_list = { random_list = {
14 = { 14 = {
@@ -366,7 +347,7 @@ fleet_event = {
} }
} }
12 = { 12 = {
create_ship = { create_ship = {
name = random name = random
design = "RG_Arsenal_Interdictor" design = "RG_Arsenal_Interdictor"
upgradable = yes upgradable = yes
@@ -391,28 +372,34 @@ planet_event = {
id = rg_skill.6 id = rg_skill.6
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { immediate = {
save_event_target_as = tempest_incoming_battlefield_planet save_event_target_as = tempest_incoming_battlefield_planet
if = { # planet if = {
limit = { has_ground_combat = no } # planet
limit = {
has_ground_combat = no
}
remove_planet_flag = checking_tempest_incoming remove_planet_flag = checking_tempest_incoming
} }
else = { #planet else = {
any_ground_combat_attacker = { #army #planet
any_ground_combat_attacker = {
#army
exists = leader exists = leader
leader = { #leader leader = {
has_trait = RG_leader_trait_general_gray_skill #leader
owner = { #country has_trait = RG_leader_trait_admiral_nanorebuild_gray
owner = {
#country
save_event_target_as = attacking_general_country save_event_target_as = attacking_general_country
} }
} }
} }
# Do the same check again in X days # 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
} }
} }
} }
@@ -425,14 +412,14 @@ planet_event = {
id = rg_skill.7 id = rg_skill.7
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
# Prevent duplicate events # Prevent duplicate events
trigger = { trigger = {
not = { has_planet_flag = checking_tempest_incoming } not = {
has_planet_flag = checking_tempest_incoming
}
} }
immediate = { immediate = {
set_planet_flag = checking_tempest_incoming # Prevent duplicate events set_planet_flag = checking_tempest_incoming # Prevent duplicate events
planet_event = { planet_event = {
id = rg_skill.6 id = rg_skill.6
days = 1 days = 1
@@ -449,10 +436,9 @@ country_event = {
id = rg_skill.8 id = rg_skill.8
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
immediate = { 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. # Check if dead army is a defensive army.
if = { if = {
limit = { limit = {
@@ -460,14 +446,13 @@ country_event = {
is_same_value = ROOT.FROM is_same_value = ROOT.FROM
} }
} }
# Check if attacking army has general with Crusader trait. # Check if attacking army has general with Crusader trait.
random_ground_combat_attacker = { random_ground_combat_attacker = {
limit = { limit = {
exists = leader exists = leader
leader = { leader = {
OR = { OR = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
} }
@@ -479,13 +464,21 @@ country_event = {
} }
} }
} }
if = {
if = { # planet where ground combat is taking place. # planet where ground combat is taking place.
limit = { exists = event_target:attacking_general } limit = {
exists = event_target:attacking_general
}
if = { if = {
limit = { limit = {
event_target:attacking_general_country = { # attacking general country event_target:attacking_general_country = {
NOT = { check_variable = { which = rg_general_skill_combat_killed_variable value = 100 } } # attacking general country
NOT = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value = 100
}
}
} }
} }
event_target:attacking_general_country = { event_target:attacking_general_country = {
@@ -500,8 +493,14 @@ country_event = {
} }
} }
# Handle both sides of the ground combat # 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 = {
RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = defender SIDE_B = attacker } SIDE_A = attacker
SIDE_B = defender
}
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = defender
SIDE_B = attacker
}
} }
} }
} }
@@ -511,23 +510,27 @@ country_event = {
id = rg_skill.9 id = rg_skill.9
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_owned_army = { any_owned_army = {
army_type = gray_army army_type = gray_army
if = { if = {
limit = { exists = planet } limit = {
planet = { has_ground_combat = no } exists = planet
}
planet = {
has_ground_combat = no
}
} }
} }
} }
immediate = { immediate = {
set_variable = { # country set_variable = {
# country
which = rg_general_skill_combat_daypassed_variable which = rg_general_skill_combat_daypassed_variable
value = 1 value = 1
} }
set_variable = { # country set_variable = {
# country
which = rg_general_skill_combat_killed_variable which = rg_general_skill_combat_killed_variable
value = 0 value = 0
} }
@@ -538,23 +541,25 @@ country_event = {
id = rg_skill.10 id = rg_skill.10
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
any_owned_army = { any_owned_army = {
army_type = gray_army army_type = gray_army
exists = leader exists = leader
leader = { leader = {
OR = { OR = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
if = { if = {
limit = { exists = planet } limit = {
planet = { has_ground_combat = yes } exists = planet
}
planet = {
has_ground_combat = yes
}
} }
} }
} }
immediate = { immediate = {
event_target:attacking_general_country = { event_target:attacking_general_country = {
change_variable = { change_variable = {
@@ -562,8 +567,10 @@ country_event = {
value = 1 value = 1
} }
} }
country_event = {
country_event = { id = rg_skill.10 days = 1 } id = rg_skill.10
days = 1
}
} }
} }
@@ -572,14 +579,12 @@ country_event = {
id = rg_skill.11 id = rg_skill.11
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = { trigger = {
FromFromFrom = { FromFromFrom = {
is_in_combat = yes is_in_combat = yes
has_component = RG_revive_component has_component = RG_revive_component
} }
} }
immediate = { immediate = {
FromFromFrom = { FromFromFrom = {
save_event_target_as = event_ship save_event_target_as = event_ship
@@ -593,3 +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

@@ -0,0 +1,781 @@
# 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
}
}
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
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.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
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.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
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.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
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.5011
title = "graygoo.500.title"
desc = "graygoo.501.b.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5012
title = "graygoo.500.title"
desc = "graygoo.501.c.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5013
title = "graygoo.500.title"
desc = "rg_const.501.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5021
title = "graygoo.500.title"
desc = "graygoo.502.a.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5022
title = "graygoo.500.title"
desc = "graygoo.502.c.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5023
title = "graygoo.500.title"
desc = "RG_graygoo.502.d.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.5024
title = "graygoo.500.title"
desc = "RG_graygoo.502.e.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.5025
title = "graygoo.500.title"
desc = "rg_const.502.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.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: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
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.5032
title = "graygoo.500.title"
desc = "graygoo.503.b.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.5033
title = "graygoo.500.title"
desc = "rg_const.503.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5051
title = "graygoo.500.title"
desc = "graygoo.505.a.response"
event_window_type = leader_recruit
picture_event_data = {
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
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.5052
title = "graygoo.500.title"
desc = "graygoo.505.b.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.5053
title = "graygoo.500.title"
desc = "graygoo.505.c.response"
event_window_type = leader_recruit
picture_event_data = {
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
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}

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 namespace = RG_planet_killer
# Destroyed a star. # Destroyed a star.
planet_event = { planet_event = {
id = RG_planet_killer.1 id = RG_planet_killer.1
hide_window = yes hide_window = yes
is_triggered_only = yes is_triggered_only = yes
trigger = {
trigger = { is_star = yes } is_star = yes
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
solar_system = {
solar_system = { RG_destroy_star_system = yes } RG_destroy_star_system = yes
}
every_country = { every_country = {
create_message = { create_message = {
type = "STAR_DESTROYED" type = "STAR_DESTROYED"
@@ -50,9 +49,9 @@ planet_event = {
id = RG_planet_killer.2 id = RG_planet_killer.2
is_triggered_only = yes is_triggered_only = yes
hide_window = yes hide_window = yes
trigger = {
trigger = { is_star = no } is_star = no
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes RG_destroy_planet_effect = yes
@@ -88,9 +87,9 @@ planet_event = {
id = RG_planet_killer.3 id = RG_planet_killer.3
is_triggered_only = yes is_triggered_only = yes
hide_window = yes hide_window = yes
trigger = {
trigger = { is_star = no } is_star = no
}
immediate = { immediate = {
set_update_modifiers_batch = begin set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes RG_destroy_planet_effect = yes
@@ -119,4 +118,4 @@ planet_event = {
} }
set_update_modifiers_batch = end set_update_modifiers_batch = end
} }
} }

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

@@ -1,593 +0,0 @@
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 }
# }
# }

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More