update to 3.10.4

This commit is contained in:
Seaswimmer 2024-01-02 05:22:33 -05:00
parent 104fe2063c
commit 93bb70e770
Signed by: cswimr
GPG key ID: 1EBC234EEDA901AE
28 changed files with 998 additions and 582 deletions

View file

@ -3,5 +3,5 @@ tags={
"Technologies"
}
name="Archaeo Jump Drive"
supported_version="3.8.4"
supported_version="3.10.4"
path="C:/Users/seasw/Documents/Paradox Interactive/Stellaris/mod/Archaeo Jump Drive"

View file

@ -22,10 +22,10 @@ ap_archaeoengineers = {
is_owned_by = root
has_modifier = zroni_storm
starbase = {
count_starbase_buildings = {
type = zroni_storm_caster
include_being_constructed = no
count = 1
count_starbase_buildings = {
type = zroni_storm_caster
include_being_constructed = no
count = 1
}
}
any_ship_in_system = {
@ -40,7 +40,9 @@ ap_archaeoengineers = {
}
modifier = {
country_scientist_cap_add = 1
weapon_archaeotech_weapon_damage_mult = 0.33
starbase_shipyard_build_minor_artifacts_cost_mult = -0.10
}
ai_weight = {
@ -57,7 +59,7 @@ ap_archaeoengineers = {
factor = 5
count_archaeological_site = {
count > 3
limit = {
limit = {
is_owned_by = root
is_site_completed = yes
}
@ -83,4 +85,4 @@ ap_archaeoengineers = {
is_spiritualist = yes
}
}
}
}

View file

@ -68,4 +68,4 @@ utility_component_template = {
prerequisites = { "tech_psi_jump_drive_1" }
upgrades_to = "AJD_ARCHAEO_JUMP_DRIVE"
component_set = "ftl_components"
}
}

View file

@ -3,4 +3,4 @@ tags={
"Technologies"
}
name="Archaeo Jump Drive"
supported_version="3.8.4"
supported_version="3.10.4"

View file

@ -4,10 +4,9 @@ country_event = {
hide_window = yes
is_triggered_only = yes
immediate = {
give_technology = {
give_technology = {
tech = ajd_tech_ancient_jump_calculations
message = no
}
}
}
}

View file

@ -3,5 +3,5 @@ tags={
"Gameplay"
}
name="Big Yards Forked"
supported_version="3.8.4"
supported_version="3.10.4"
path="C:/Users/seasw/Documents/Paradox Interactive/Stellaris/mod/Big Yards Forked"

View file

@ -0,0 +1,133 @@
titan_yards = {
icon = "GFX_spaceport_module_titan_assembly_yard"
construction_days = 720
potential = {
exists = owner
owner = { has_technology = tech_titans }
is_orbital_ring = no
}
possible = {
custom_tooltip = {
fail_text = "requires_citadel"
has_starbase_size >= starbase_citadel
}
OR = {
has_starbase_module = shipyard
starbase_buildable_is_in_queue_before = {
first = shipyard
second = titan_yards
}
}
}
station_modifier = {
starbase_shipyard_capacity_add = 2
}
resources = {
category = starbase_buildings
cost = {
alloys = 500
}
upkeep = {
energy = 10
}
}
custom_tooltip = sm_titan_yards_desc_modifier
ai_weight = {
weight = 100 #use same weight here - ai weighting is done in starbase_types.txt
modifier = {
factor = 0
count_starbase_modules = {
type = shipyard
count < 2
}
}
modifier = {
factor = 0
owner = {
any_owned_starbase = {
NOT = { is_same_value = root }
has_starbase_building = titan_yards
}
}
}
}
}
colossus_yards = {
icon = "GFX_spaceport_module_colossus_assembly_yard"
construction_days = 720
potential = {
exists = owner
owner = {
OR = {
has_technology = tech_colossus
has_technology = tech_juggernaut
has_technology = tech_btc_1 # star-eater
}
}
is_orbital_ring = no
}
possible = {
custom_tooltip = {
fail_text = "requires_citadel"
has_starbase_size >= starbase_citadel
}
OR = {
has_starbase_module = shipyard
starbase_buildable_is_in_queue_before = {
first = shipyard
second = colossus_yards
}
}
}
station_modifier = {
starbase_shipyard_capacity_add = 4
}
resources = {
category = starbase_buildings
cost = {
alloys = 1000
}
upkeep = {
energy = 20
}
}
custom_tooltip = sm_colossus_yards_desc_modifier
show_in_tech = "tech_colossus"
show_in_tech = "tech_juggernaut"
ai_weight = {
weight = 100 #use same weight here - ai weighting is done in starbase_types.txt
modifier = {
factor = 0
count_starbase_modules = {
type = shipyard
count < 2
}
}
modifier = {
factor = 0
owner = {
any_owned_starbase = {
NOT = { is_same_value = root }
has_starbase_building = colossus_yards
}
}
}
}
}

View file

@ -1,4 +1,3 @@
titan_yards = {
icon = "GFX_spaceport_module_titan_assembly_yard"
construction_days = 720
@ -6,7 +5,7 @@ titan_yards = {
potential = {
exists = owner
owner = { has_technology = tech_titans }
is_orbital_ring = no
is_normal_starbase = yes
}
possible = {
@ -74,7 +73,7 @@ colossus_yards = {
has_technology = tech_btc_1 # star-eater
}
}
is_orbital_ring = no
is_normal_starbase = yes
}
possible = {
@ -130,4 +129,3 @@ colossus_yards = {
}
}
}

View file

@ -3,4 +3,4 @@ tags={
"Gameplay"
}
name="Big Yards Forked"
supported_version="3.8.4"
supported_version="3.10.4"

View file

@ -4,5 +4,5 @@ tags={
"Gameplay"
}
name="More Starbase Slots"
supported_version="3.8.3"
path="C:/Users/seasw/Documents/Paradox Interactive/Stellaris/mod/More Starbase Slots"
supported_version="3.10.4"
path="C:/Users/seasw/Documents/Paradox Interactive/Stellaris/mod/More Starbase Slots"

View file

@ -1,14 +1,17 @@
################
# Orbital ring #
################
@build_block_orbital_ring = 20
@orbital_ring_formation_priority = 1
orbital_ring_tier_1 = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 1000
ship_armor_add = @outpost_armor
starbase_defense_platform_capacity_add = 2
starbase_module_capacity_add = 5
starbase_building_capacity_add = 4
@ -78,7 +81,7 @@ orbital_ring_tier_2 = {
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 2000
ship_armor_add = @starport_armor
starbase_defense_platform_capacity_add = 4
starbase_module_capacity_add = 10
starbase_building_capacity_add = 6
@ -148,7 +151,7 @@ orbital_ring_tier_3 = {
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 2000
ship_armor_add = @starport_armor
starbase_defense_platform_capacity_add = 6
starbase_module_capacity_add = 15
starbase_building_capacity_add = 8

View file

@ -0,0 +1,837 @@
################
# STARBASES #
################
@build_block_radius_starbase = 20
@starbase_formation_priority = 1
starbase_outpost = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @outpost_armor
starbase_defense_platform_capacity_add = 3
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 5000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
trigger = {
from = {
is_machine_empire = no
}
}
alloys = 100
}
cost = {
trigger = {
from = {
is_machine_empire = yes
}
}
alloys = 150
}
upkeep = {
energy = 1
}
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
possible_construction = {
always = yes
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_1" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 1
icon = ship_size_military_station
}
starbase_starport = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starport_armor
starbase_module_capacity_add = 5
starbase_building_capacity_add = 2
starbase_defense_platform_capacity_add = 6
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 8
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 10000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
alloys = 200
}
upkeep = {
energy = 2
}
}
combat_size_multiplier = 20
size_multiplier = 6
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_2" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 2
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starhold = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starhold_armor
starbase_module_capacity_add = 10
starbase_building_capacity_add = 4
starbase_defense_platform_capacity_add = 9
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 16
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 20000
base_buildtime = 720
resources = {
category = starbase_stations
cost = {
alloys = 500
}
upkeep = {
energy = 3
}
}
combat_size_multiplier = 30
size_multiplier = 8
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_3" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 3
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starfortress = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starfort_armor
starbase_module_capacity_add = 15
starbase_building_capacity_add = 6
starbase_defense_platform_capacity_add = 12
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 24
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 40000
base_buildtime = 1080
resources = {
category = starbase_stations
cost = {
alloys = 1250
}
upkeep = {
energy = 4
}
}
combat_size_multiplier = 40
size_multiplier = 12
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_4" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 4
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_citadel = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @citadel_armor
starbase_module_capacity_add = 25
starbase_building_capacity_add = 10
starbase_defense_platform_capacity_add = 15
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 32
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 80000
base_buildtime = 1440
resources = {
category = starbase_stations
cost = {
alloys = 3500
}
upkeep = {
energy = 5
}
}
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
prerequisites = { "tech_starbase_5" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 5
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
####################
# CRISES STARBASES #
####################
starbase_swarm = {
graphical_culture = { "swarm_01" }
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 60000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 30000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = { "core" = { locator = "root" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "sensor_components"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
starbase_ai = {
graphical_culture = { "ai_01" }
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 40000
ship_shield_add = 20000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 20000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = { "core" = { locator = "root" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
# Normal System Starbase
starbase_exd_0 = {
graphical_culture = { "extra_dimensional_01" "extra_dimensional_02" "extra_dimensional_03" }
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_shield_add = 40000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 20000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = { "core" = { locator = "root" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
# Anchor
starbase_exd = {
graphical_culture = { "extra_dimensional_01" "extra_dimensional_02" "extra_dimensional_03" }
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_shield_add = 80000
ship_armor_add = 20000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
ship_fire_rate_mult = 0.50
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 120000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 32
fleet_slot_size = 2
section_slots = { "core" = { locator = "root" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
starbase_marauder = {
graphical_culture = { "pirate_01" }
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_shield_add = 10000
ship_armor_add = 20000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 20000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 12
fleet_slot_size = 2
section_slots = { "mid" = { locator = "part1" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
starbase_gatebuilders = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_shield_add = 10000
ship_armor_add = 20000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
max_hitpoints = 20000
base_buildtime = 720
combat_size_multiplier = 50
size_multiplier = 12
fleet_slot_size = 2
section_slots = { "mid" = { locator = "part1" } }
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
is_listed = no
can_disable = no
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = -1
icon = ship_size_military_station
}
##################
# Fallen Empires
##################
starbase_fe_outpost = {
graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" }
enable_default_design = no #if yes, countries will have an auto-generated design at start
class = shipclass_starbase
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 2000
starbase_defense_platform_capacity_add = 3
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 5000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
trigger = {
from = {
is_machine_empire = no
}
}
alloys = 100
}
cost = {
trigger = {
from = {
is_machine_empire = yes
}
}
alloys = 150
}
upkeep = {
energy = 1
}
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
prerequisites = { "tech_starbase_1" }
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 1
icon = ship_size_military_station
}
##################
# Defensive Platform
##################
ion_cannon = {
max_speed = 6
rotation_speed = 10
acceleration = 10
max_hitpoints = 10000
modifier = {
ship_evasion_mult = -1
}
ship_modifier = {
ship_weapon_range_mult = 0.20
}
size_multiplier = 8
fleet_slot_size = 8
combat_size_multiplier = 8
section_slots = { "ship" = { locator = "part1" } }
is_designable = yes
components_add_to_cost = yes
uses_name_prefix = no
takes_name_from_ship_design = yes
num_target_locators = 0
is_space_station = yes
base_buildtime = @battleship_build_time
auto_upgrade = no
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_titans" }
class = shipclass_military_station
ship_class_icon_frame = 26
icon = ship_size_military_station
construction_type = starbase_defenses
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
potential_construction = {
is_scope_type = starbase
}
possible_construction = {
OR = {
has_starbase_size >= starbase_citadel
has_starbase_size >= orbital_ring_tier_3
}
}
resources = {
category = starbase_stations
cost = {
alloys = 1000
}
upkeep = {
energy = 4
}
}
}

View file

@ -1,386 +0,0 @@
@build_block_radius_starbase = 20
@starbase_formation_priority = 1
starbase_outpost = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 1000
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 5000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
trigger = {
from = {
is_machine_empire = no
}
}
alloys = 100
}
cost = {
trigger = {
from = {
is_machine_empire = yes
}
}
alloys = 150
}
upkeep = {
energy = 1
}
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
possible_construction = {
always = yes
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_1" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 1
icon = ship_size_military_station
}
starbase_starport = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 2000
starbase_module_capacity_add = 5
starbase_building_capacity_add = 2
starbase_defense_platform_capacity_add = 6
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 8
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 10000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
alloys = 200
}
upkeep = {
energy = 2
}
}
combat_size_multiplier = 20
size_multiplier = 6
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_2" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 2
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starhold = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 5000
starbase_module_capacity_add = 10
starbase_building_capacity_add = 4
starbase_defense_platform_capacity_add = 9
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 16
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 20000
base_buildtime = 720
resources = {
category = starbase_stations
cost = {
alloys = 500
}
upkeep = {
energy = 3
}
}
combat_size_multiplier = 30
size_multiplier = 8
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_3" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 3
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starfortress = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 10000
starbase_module_capacity_add = 15
starbase_building_capacity_add = 6
starbase_defense_platform_capacity_add = 12
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 24
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 40000
base_buildtime = 1080
resources = {
category = starbase_stations
cost = {
alloys = 1250
}
upkeep = {
energy = 4
}
}
combat_size_multiplier = 40
size_multiplier = 12
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_4" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 4
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_citadel = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 20000
starbase_module_capacity_add = 25
starbase_building_capacity_add = 10
starbase_defense_platform_capacity_add = 15
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 32
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 80000
base_buildtime = 1440
resources = {
category = starbase_stations
cost = {
alloys = 3500
}
upkeep = {
energy = 5
}
}
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
prerequisites = { "tech_starbase_5" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 5
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}

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@ -1,7 +1,7 @@
version="1.1"
version="1.2"
tags={
"Balance"
"Gameplay"
}
name="More Starbase Slots"
supported_version="3.8.3"
supported_version="3.10.4"

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@ -1,9 +0,0 @@
version="1.0"
tags={
"Balance"
"Technologies"
"Gameplay"
}
name="Obtainable Dark Matter Listening Post"
supported_version="3.8.3"
path="C:/Users/seasw/Documents/Paradox Interactive/Stellaris/mod/Obtainable Dark Matter Listening Post"

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@ -1,77 +0,0 @@
dark_matter_listening_post = {
icon = "GFX_spaceport_module_navigators_guild"
construction_days = 360
resources = {
category = starbase_buildings
cost = {
alloys = 500
sr_dark_matter = 50
}
upkeep = {
energy = 10
sr_dark_matter = 0.5
}
}
potential = {
exists = owner
owner = {
OR = {
has_technology = odmlp_tech_dark_matter_listening_post
is_fallen_empire = yes
}
}
is_orbital_ring = no
}
possible = {
NOR = {
has_starbase_building = listening_post
}
}
station_modifier = {
ship_sensor_range_add = 2
ship_hyperlane_range_add = 4
ship_cloaking_detection_add = 6
}
triggered_station_modifier = {
potential = {
hidden_trigger = { exists = this }
exists = owner
owner = {
is_galactic_community_member = yes
}
OR = {
is_active_resolution = "resolution_galacticstudies_astral_studies_network"
is_active_resolution = "resolution_galacticstudies_advanced_xenostudies"
is_active_resolution = "resolution_galacticstudies_ethical_guideline_refactoring"
is_active_resolution = "resolution_galacticstudies_extradimensional_experimentation"
}
}
ship_sensor_range_add = 1
ship_hyperlane_range_add = 1
}
triggered_station_modifier = {
potential = {
hidden_trigger = { exists = this }
exists = owner
owner = {
has_technology = tech_unusual_senses
}
}
custom_tooltip = sm_listening_post_unusual_senses_desc
ship_cloaking_detection_add = 1
ship_sensor_range_add = 1
mult = value:unusual_senses_mult
}
ai_weight = {
weight = 100 #use same weight here - ai weighting is done in starbase_types.txt
}
}

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@ -1,26 +0,0 @@
odmlp_tech_dark_matter_listening_post = {
cost = 32000
icon = "tech_sensors_3"
area = physics
tier = 4
category = { field_manipulation }
is_rare = yes
weight_modifier = {
modifier = {
factor = 20
}
}
ai_weight = {
factor = 20
}
prerequisites = {
tech_dark_matter_detection
tech_sensors_2
}
prereqfor_desc = {
component = {
title = "odmlp_dark_matter_listening_post_tech_description_title"
desc = "odmlp_dark_matter_listening_post_tech_description_content"
}
}
}

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@ -1,8 +0,0 @@
version="1.0"
tags={
"Balance"
"Technologies"
"Gameplay"
}
name="Obtainable Dark Matter Listening Post"
supported_version="3.8.3"

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@ -1,5 +0,0 @@
l_braz_por:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_english:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_french:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_german:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_japanese:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_korean:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_polish:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_russian:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_simp_chinese:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."

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@ -1,5 +0,0 @@
l_spanish:
odmlp_tech_dark_matter_listening_post:0 "Dark Matter Listening Post"
odmlp_tech_dark_matter_listening_post_desc:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."
odmlp_dark_matter_listening_post_tech_description_title:0 "§HUnlocks Starbase Building:§! Dark Matter Listening Post"
odmlp_dark_matter_listening_post_tech_description_content:0 "Capable of exceptional cloaking detection, this Listening Post's suite of powerful sensors is boosted by a self-contained dark matter resonance chamber."