diff --git a/changelog.txt b/changelog.txt index 2b3f267e372..68dbe9c22d6 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,40 +1,5 @@ -🦅 “Two Eagles” 1.9.1 🦅 -✢ Added a 3D zebra model, currently only used by Kasa Free State. -✢ Added a new 3D changeling model. -✢ Added new plane models for Equestria and Changeling Lands. -✢ Added a new general for Aztlan. -✢ Added unique focus icons for Viira in Barrad. -✢ Added a few political party descriptions for Baltimare Republic. -✢ Added some new national spirit and concern icons. -✢ Added some new generic griffon operative and generic zebra general portraits. -✢ Added unique Aquileian voicelines. -✢ Added new flags for Herzland, various Yale paths and Kratocratic Austurland. -✢ Redone portraits for Alaric in Rumare and Redglad in Prywhen. -✢ Fixes for Flawless Justice in Longsword. -✢ Non-aligned Greifenmarschen can no longer ally harmonic republics. -✢ Tarrin uprising can no longer occur while at war. -✢ Greneclyf protectorate should now form properly. -✢ Minor fixes for Everfree and ELF. -✢ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset. -✢ Improvements for Russian dynamic localization. -✢ Ponaidhean is now less likely to accept puppeting demand from Wittenland. -✢ Fixed some Skyfall advisors not being available when they should be. -✢ Hopefully fixed Stalliongrad annexing Lunar Empire. -✢ The AI should no longer be able to diplomatically justify wargoals. -✢ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state. -✢ Sigeweard Spellshield now dies when he is executed. -✢ Communist Hellquill can no longer get Starry Night as a leader if she died. -✢ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland. -✢ Katerin is now actually renamed when it unites Herzland. -✢ Improved Asterion's localization. -✢ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit. -✢ Adjusted some AI values for Stalliongrad and Nova Griffonia. -✢ Made Sinister Line for Stalliongrad dynamic depending on what states they own. -✢ Improved Spitfire advisor for Equestria. -✢ Various flag fixes and tweaks. -✢ Asterion's fascio-communist coalition leader is replaced after a fascist or communist coup. -✢ Asterion's synthetic oil focus gives the refinery technology. -+ Extensively reworked AI to hopefully be smarter. +🦅 “Two Eagles: Arsenal of Harmony” 1.9.1 🦅 +✢ Extensively reworked AI to hopefully be smarter. ✢ Increased max level of radar to 9. ✢ Heavy aircraft designers now boost transport plane range. ✢ Tank designers now boost armored cars correspondingly. @@ -106,6 +71,41 @@ ✢ Increased fleet size and dockyard count of majors and a few minors. ✢ Improved some naval starting tech levels. ✢ Added admirals worldwide. +✢ Added a 3D zebra model, currently only used by Kasa Free State. +✢ Added a new 3D changeling model. +✢ Added new plane models for Equestria and Changeling Lands. +✢ Added a new general for Aztlan. +✢ Added unique focus icons for Viira in Barrad. +✢ Added a few political party descriptions for Baltimare Republic. +✢ Added some new national spirit and concern icons. +✢ Added some new generic griffon operative and generic zebra general portraits. +✢ Added unique Aquileian voicelines. +✢ Added new flags for Herzland, various Yale paths and Kratocratic Austurland. +✢ Redone portraits for Alaric in Rumare and Redglad in Prywhen. +✢ Fixes for Flawless Justice in Longsword. +✢ Non-aligned Greifenmarschen can no longer ally harmonic republics. +✢ Tarrin uprising can no longer occur while at war. +✢ Greneclyf protectorate should now form properly. +✢ Minor fixes for Everfree and ELF. +✢ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset. +✢ Improvements for Russian dynamic localization. +✢ Ponaidhean is now less likely to accept puppeting demand from Wittenland. +✢ Fixed some Skyfall advisors not being available when they should be. +✢ Hopefully fixed Stalliongrad annexing Lunar Empire. +✢ The AI should no longer be able to diplomatically justify wargoals. +✢ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state. +✢ Sigeweard Spellshield now dies when he is executed. +✢ Communist Hellquill can no longer get Starry Night as a leader if she died. +✢ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland. +✢ Katerin is now actually renamed when it unites Herzland. +✢ Improved Asterion's localization. +✢ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit. +✢ Adjusted some AI values for Stalliongrad and Nova Griffonia. +✢ Made Sinister Line for Stalliongrad dynamic depending on what states they own. +✢ Improved Spitfire advisor for Equestria. +✢ Various flag fixes and tweaks. +✢ Asterion's fascio-communist coalition leader is replaced after a fascist or communist coup. +✢ Asterion's synthetic oil focus gives the refinery technology. ✢ Miscellaneous bugfixes and improvements. ✢ Miscellaneous localisation fixes. diff --git a/common/ai_strategy/doctrines.txt b/common/ai_strategy/doctrines.txt index afdde1d8b89..74329aacd32 100644 --- a/common/ai_strategy/doctrines.txt +++ b/common/ai_strategy/doctrines.txt @@ -448,16 +448,6 @@ base_strike_ratios = { id = carrier value = 50 } - ai_strategy = { - type = equipment_production_min_factories - id = cv_nav_bomber - value = 1 - } - ai_strategy = { - type = equipment_production_min_factories - id = cv_fighter - value = 1 - } ai_strategy = { type = role_ratio id = naval_cruiser_light @@ -509,16 +499,6 @@ base_strike_ratios = { id = naval_screen value = 400 } - ai_strategy = { - type = equipment_production_min_factories - id = cv_nav_bomber - value = 1 - } - ai_strategy = { - type = equipment_production_min_factories - id = cv_fighter - value = 1 - } } ############## diff --git a/common/ai_strategy_plans/EQS_alternate_strategy_plan.txt b/common/ai_strategy_plans/EQS_alternate_strategy_plan.txt index ec20d986918..773313a4ae6 100644 --- a/common/ai_strategy_plans/EQS_alternate_strategy_plan.txt +++ b/common/ai_strategy_plans/EQS_alternate_strategy_plan.txt @@ -289,7 +289,7 @@ EQS_alternate_intervention = { enable = { OR = { - has_country_flag = EQS_AI_INTERVENTION + has_country_flag = EQS_AI_OLE_INTERVENTION has_game_rule = { rule = EQS_ai_behavior option = OLE_INTERVENTION diff --git a/common/national_focus/EQC_maresoc.txt b/common/national_focus/EQC_maresoc.txt index 4b08dd43637..c7952d31200 100644 --- a/common/national_focus/EQC_maresoc.txt +++ b/common/national_focus/EQC_maresoc.txt @@ -430,7 +430,6 @@ focus_tree = { expire = "1965.1.1" ideology = oligarchical_collectivism id = 705 - is_female = yes traits = { dictator maresoc_leader_trait diff --git a/common/units/equipment/modules/00_ship_modules.txt b/common/units/equipment/modules/00_ship_modules.txt index 97b267c10ff..bf8494db618 100644 --- a/common/units/equipment/modules/00_ship_modules.txt +++ b/common/units/equipment/modules/00_ship_modules.txt @@ -1,21 +1,15 @@ equipment_modules = { - - -# ### ## # # ### ### ## ### ### ### ### # # -# # # # # # # # # # # # # # # # # -# # # ## #### # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # -### ### ## # # # ### # # # # ### # # # - - - + # ### ## # # ### ### ## ### ### ### ### # # + # # # # # # # # # # # # # # # # # + # # # ## #### # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # + ### ### ## # # # ### # # # # ### # # # ship_light_battery_1 = { category = ship_light_battery sfx = sfx_ui_sd_module_turret - add_stats = { lg_attack = 1 - build_cost_ic = 90 + build_cost_ic = 90 } multiply_stats = { naval_speed = -0.01 @@ -23,24 +17,21 @@ equipment_modules = { add_average_stats = { lg_armor_piercing = 1 } - can_convert_from = { module_category = ship_light_battery convert_cost_ic = 60 } - - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } - ship_light_battery_2 = { category = ship_light_battery parent = ship_light_battery_1 sfx = sfx_ui_sd_module_turret - add_stats = { lg_attack = 1.5 build_cost_ic = 120 - } multiply_stats = { naval_speed = -0.01 @@ -48,29 +39,26 @@ equipment_modules = { add_average_stats = { lg_armor_piercing = 2 } - can_convert_from = { module_category = ship_light_battery - convert_cost_ic = 75 #conversion cost from ANY ship_light_battery module + convert_cost_ic = 75 #conversion cost from ANY ship_light_battery module } - can_convert_from = { module = ship_light_battery_1 - convert_cost_ic = 45 #conversion cost from that specific module + convert_cost_ic = 45 #conversion cost from that specific module + } + critical_parts = { + damaged_light_guns } - critical_parts = { damaged_light_guns } } - ship_light_battery_3 = { category = ship_light_battery parent = ship_light_battery_2 sfx = sfx_ui_sd_module_turret - add_stats = { lg_attack = 2 - build_cost_ic = 150 + build_cost_ic = 150 } - add_average_stats = { lg_armor_piercing = 2.5 } @@ -81,22 +69,21 @@ equipment_modules = { module_category = ship_light_battery convert_cost_ic = 75 } - can_convert_from = { - module= ship_light_battery_2 + module = ship_light_battery_2 convert_cost_ic = 45 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } - ship_light_battery_4 = { category = ship_light_battery parent = ship_light_battery_3 sfx = sfx_ui_sd_module_turret - add_stats = { - lg_attack = 3.0 - build_cost_ic = 175 + lg_attack = 3 + build_cost_ic = 175 } build_cost_resources = { steel = 1 @@ -107,23 +94,22 @@ equipment_modules = { add_average_stats = { lg_armor_piercing = 2.5 } - can_convert_from = { module_category = ship_light_battery convert_cost_ic = 190 } - can_convert_from = { module = ship_light_battery_3 convert_cost_ic = 120 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } dp_light_battery = { category = ship_light_battery gfx = ship_light_battery_5 sfx = sfx_ui_sd_module_turret - add_stats = { lg_attack = 3 anti_air_attack = 3 @@ -136,30 +122,26 @@ equipment_modules = { steel = 1 } add_average_stats = { - lg_armor_piercing = 2.0 + lg_armor_piercing = 2 } - can_convert_from = { module_category = ship_light_battery convert_cost_ic = 230 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } - - -# # ### ## # # # # ### ## ### ### ### ### # # -# # # # # # # # # # # # # # # # # # # # -#### ## #### # # # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # # -# # ### # # # # ### # # # # ### # # # - + # # ### ## # # # # ### ## ### ### ### ### # # + # # # # # # # # # # # # # # # # # # # # + #### ## #### # # # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # # + # # ### # # # # ### # # # # ### # # # ship_heavy_battery_1 = { category = ship_heavy_battery sfx = sfx_ui_sd_module_turret add_equipment_type = capital_ship - add_stats = { - hg_attack = 12 build_cost_ic = 1250 } @@ -176,15 +158,15 @@ equipment_modules = { module_category = ship_heavy_battery convert_cost_ic = 700 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } - ship_heavy_battery_2 = { category = ship_heavy_battery parent = ship_heavy_battery_1 sfx = sfx_ui_sd_module_turret add_equipment_type = capital_ship - add_stats = { hg_attack = 14 build_cost_ic = 1350 @@ -202,20 +184,19 @@ equipment_modules = { module_category = ship_heavy_battery convert_cost_ic = 900 } - can_convert_from = { module = ship_heavy_battery_1 convert_cost_ic = 600 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } - ship_heavy_battery_3 = { category = ship_heavy_battery parent = ship_heavy_battery_2 sfx = sfx_ui_sd_module_turret add_equipment_type = capital_ship - add_stats = { hg_attack = 15 build_cost_ic = 1450 @@ -233,28 +214,25 @@ equipment_modules = { module_category = ship_heavy_battery convert_cost_ic = 1200 } - can_convert_from = { module = ship_heavy_battery_2 convert_cost_ic = 600 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } - ship_heavy_battery_4 = { category = ship_heavy_battery parent = ship_heavy_battery_3 sfx = sfx_ui_sd_module_turret add_equipment_type = capital_ship - add_stats = { - hg_attack = 16 build_cost_ic = 1550 - } multiply_stats = { - naval_speed = -0.10 + naval_speed = -0.1 } add_average_stats = { hg_armor_piercing = 43 @@ -267,20 +245,19 @@ equipment_modules = { module_category = ship_heavy_battery convert_cost_ic = 1450 } - can_convert_from = { module = ship_heavy_battery_3 convert_cost_ic = 800 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } - ship_super_heavy_battery_1 = { category = ship_super_heavy_battery sfx = sfx_ui_sd_module_turret gfx = ship_heavy_battery_5 add_equipment_type = capital_ship - add_stats = { hg_attack = 18 build_cost_ic = 1700 @@ -290,32 +267,31 @@ equipment_modules = { chromium = 1 } multiply_stats = { - naval_speed = -0.10 + naval_speed = -0.1 } add_average_stats = { hg_armor_piercing = 50 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } - -# # ### ### ### # # # # ### ## ### ### ### ### # # -## ## # # # # # # ## ## # # # # # # # # # # # -# # # ## # # # # # # # # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # # # # -# # ### ### ### ## # # ### # # # # ### # # # - - -# NOTE: We have changed all medium batteries to be split between light and heavy attack, with half the light piercing of heavy. -# Heavy cruisers are light cruiser hunters and should be good at killing them. -# Medium battery's lower light attack compared to light medium means they'll be worse against destroyers -# However their high light piercing means they'll be far better against enemy light cruisers + # # ### ### ### # # # # ### ## ### ### ### ### # # + ## ## # # # # # # ## ## # # # # # # # # # # # + # # # ## # # # # # # # # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # # # # + # # ### ### ### ## # # ### # # # # ### # # # + # NOTE: We have changed all medium batteries to be split between light and heavy attack, with half the light piercing of heavy. + # Heavy cruisers are light cruiser hunters and should be good at killing them. + # Medium battery's lower light attack compared to light medium means they'll be worse against destroyers + # However their high light piercing means they'll be far better against enemy light cruisers ship_medium_battery_1 = { category = ship_medium_battery sfx = sfx_ui_sd_module_turret add_equipment_type = capital_ship add_stats = { - hg_attack = 6.0 - lg_attack = 2.0 + hg_attack = 6 + lg_attack = 2 build_cost_ic = 750 surface_visibility = 3.5 } @@ -338,13 +314,14 @@ equipment_modules = { module_category = ship_medium_battery convert_cost_ic = 400 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } ship_medium_battery_2 = { category = ship_medium_battery parent = ship_medium_battery_1 sfx = sfx_ui_sd_module_turret - add_equipment_type = capital_ship add_stats = { hg_attack = 6.75 @@ -371,14 +348,15 @@ equipment_modules = { module = ship_medium_battery_1 convert_cost_ic = 300 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } ship_medium_battery_3 = { category = ship_medium_battery parent = ship_medium_battery_2 add_equipment_type = capital_ship sfx = sfx_ui_sd_module_turret - add_stats = { hg_attack = 7.5 lg_attack = 2.5 @@ -410,14 +388,15 @@ equipment_modules = { steel = 1 } } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } ship_medium_battery_4 = { category = ship_medium_battery parent = ship_medium_battery_3 add_equipment_type = capital_ship sfx = sfx_ui_sd_module_turret - add_stats = { hg_attack = 8.25 lg_attack = 2.75 @@ -446,15 +425,15 @@ equipment_modules = { module = ship_medium_battery_3 convert_cost_ic = 400 } - critical_parts = { damaged_heavy_guns } + critical_parts = { + damaged_heavy_guns + } } ship_light_medium_battery_1 = { category = ship_medium_battery gui_category = ship_light_battery - sfx = sfx_ui_sd_module_turret - - add_stats = { + add_stats = { lg_attack = 4 build_cost_ic = 225 } @@ -469,15 +448,16 @@ equipment_modules = { module_category = ship_medium_battery convert_cost_ic = 500 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } ship_light_medium_battery_2 = { category = ship_medium_battery gui_category = ship_light_battery parent = ship_light_medium_battery_1 sfx = sfx_ui_sd_module_turret - - add_stats = { + add_stats = { lg_attack = 5 build_cost_ic = 275 } @@ -485,7 +465,7 @@ equipment_modules = { naval_speed = -0.04 } add_average_stats = { - lg_armor_piercing = 7.0 + lg_armor_piercing = 7 max_strength = 20 } can_convert_from = { @@ -499,16 +479,16 @@ equipment_modules = { module = ship_light_medium_battery_1 convert_cost_ic = 300 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } ship_light_medium_battery_3 = { category = ship_medium_battery gui_category = ship_light_battery parent = ship_light_medium_battery_2 sfx = sfx_ui_sd_module_turret - add_stats = { - lg_attack = 6 build_cost_ic = 300 } @@ -533,7 +513,9 @@ equipment_modules = { module = ship_light_medium_battery_2 convert_cost_ic = 350 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } ship_light_medium_battery_4 = { category = ship_medium_battery @@ -541,9 +523,7 @@ equipment_modules = { gui_category = ship_light_battery parent = ship_light_medium_battery_3 add_stats = { - lg_attack = 7.5 - build_cost_ic = 350 } multiply_stats = { @@ -567,47 +547,40 @@ equipment_modules = { module = ship_light_medium_battery_3 convert_cost_ic = 400 } - critical_parts = { damaged_light_guns } + critical_parts = { + damaged_light_guns + } } - - ## ### ## ## # # ### ## ### ### ### ## -# # # # # # ## # # # # # # # # # # - # ## # # # # ## # # #### ### # ## # - # # # # # # # # # # # # # # # # # -## ### ## ## # # ### # # # # ### ### ## - - - + ## ### ## ## # # ### ## ### ### ### ## + # # # # # # ## # # # # # # # # # # + # ## # # # # ## # # #### ### # ## # + # # # # # # # # # # # # # # # # # + ## ### ## ## # # ### # # # # ### ### ## ship_secondaries_1 = { category = ship_secondaries sfx = sfx_ui_sd_module_turret - - add_stats = { lg_attack = 3 build_cost_ic = 180 } - multiply_stats = { naval_speed = -0.02 } - add_average_stats = { lg_armor_piercing = 5.5 } - can_convert_from = { module_category = ship_secondaries convert_cost_ic = 100 } - critical_parts = { damaged_secondaries } + critical_parts = { + damaged_secondaries + } } - ship_secondaries_2 = { category = ship_secondaries parent = ship_secondaries_1 sfx = sfx_ui_sd_module_turret - add_stats = { lg_attack = 4 build_cost_ic = 240 @@ -615,16 +588,16 @@ equipment_modules = { multiply_stats = { naval_speed = -0.02 } - add_average_stats = { lg_armor_piercing = 7 } - can_convert_from = { module_category = ship_secondaries convert_cost_ic = 120 } - critical_parts = { damaged_secondaries } + critical_parts = { + damaged_secondaries + } } dp_ship_secondaries = { category = ship_secondaries @@ -636,75 +609,61 @@ equipment_modules = { anti_air_attack = 2.5 build_cost_ic = 290 } - multiply_stats = { naval_speed = -0.03 } - add_average_stats = { lg_armor_piercing = 8 } - can_convert_from = { module_category = ship_secondaries convert_cost_ic = 150 } - critical_parts = { damaged_secondaries } + critical_parts = { + damaged_secondaries + } } - - - ## # # ### ### ## ### ### -# # ## # # # # # # # # -#### # ## # # #### # ### -# # # # # # # # # # # -# # # # # ### # # ### # # - - - + ## # # ### ### ## ### ### + # # ## # # # # # # # # + #### # ## # # #### # ### + # # # # # # # # # # # + # # # # # ### # # ### # # ship_anti_air_1 = { category = ship_anti_air sfx = sfx_ui_sd_module_turret add_equipment_type = anti_air - add_stats = { anti_air_attack = 1.5 build_cost_ic = 90 } - multiply_stats = { build_cost_ic = 0.025 anti_air_attack = 0.1 naval_speed = -0.01 } - can_convert_from = { module_category = ship_anti_air convert_cost_ic = 60 } } - ship_anti_air_2 = { category = ship_anti_air parent = ship_anti_air_1 sfx = sfx_ui_sd_module_turret add_equipment_type = anti_air - add_stats = { anti_air_attack = 2 build_cost_ic = 120 } - multiply_stats = { naval_speed = -0.01 build_cost_ic = 0.025 anti_air_attack = 0.1 } - can_convert_from = { module_category = ship_anti_air convert_cost_ic = 90 } - can_convert_from = { module = ship_anti_air_1 convert_cost_ic = 60 @@ -719,18 +678,15 @@ equipment_modules = { anti_air_attack = 3 build_cost_ic = 150 } - multiply_stats = { naval_speed = -0.01 build_cost_ic = 0.025 anti_air_attack = 0.125 } - can_convert_from = { module_category = ship_anti_air convert_cost_ic = 90 } - can_convert_from = { module = ship_anti_air_2 convert_cost_ic = 60 @@ -740,68 +696,54 @@ equipment_modules = { category = ship_anti_air parent = ship_anti_air_3 sfx = sfx_ui_sd_module_turret - add_equipment_type = anti_air add_stats = { anti_air_attack = 4 build_cost_ic = 190 } - multiply_stats = { naval_speed = -0.01 build_cost_ic = 0.025 anti_air_attack = 0.15 } - can_convert_from = { module_category = ship_anti_air convert_cost_ic = 120 } - can_convert_from = { module = ship_anti_air_3 convert_cost_ic = 60 } } - -### ### ### ### ## ## # # ### ### ## # ## # # ## ### ### # # -# # # # # # # # # ## # # # # # # # # # # # # # ## ## -## # ### ## # # # # ## # ### # # # # # # # ## # # # -# # # # # # # # # # # # # # # # # # # # # # # # -# ### # # ### ## ## # # # # # ## ### ## # ## # ### # # - -# NOTE: We have removed the reliability penalty on fire control systems - + ### ### ### ### ## ## # # ### ### ## # ## # # ## ### ### # # + # # # # # # # # # ## # # # # # # # # # # # # # ## ## + ## # ### ## # # # # ## # ### # # # # # # # ## # # # + # # # # # # # # # # # # # # # # # # # # # # # # + # ### # # ### ## ## # # # # # ## ### ## # ## # ### # # + # NOTE: We have removed the reliability penalty on fire control systems ship_fire_control_system_0 = { category = ship_fire_control_system gfx = ship_fire_control_system sfx = sfx_ui_sd_module_sonar - add_stats = { build_cost_ic = 60 } - multiply_stats = { lg_attack = 0.05 hg_attack = 0.05 } } - ship_fire_control_system_1 = { category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - add_stats = { build_cost_ic = 90 } - multiply_stats = { lg_attack = 0.1 hg_attack = 0.1 anti_air_attack = 0.1 } - can_convert_from = { module = ship_fire_control_system_0 convert_cost_ic = 40 @@ -810,12 +752,9 @@ equipment_modules = { ship_fire_control_system_2 = { category = ship_fire_control_system sfx = sfx_ui_sd_module_sonar - - add_stats = { build_cost_ic = 120 } - multiply_stats = { lg_attack = 0.15 hg_attack = 0.15 @@ -833,12 +772,9 @@ equipment_modules = { ship_fire_control_system_3 = { category = ship_fire_control_system sfx = sfx_ui_sd_module_sonar - - add_stats = { build_cost_ic = 180 } - multiply_stats = { lg_attack = 0.2 hg_attack = 0.2 @@ -853,19 +789,14 @@ equipment_modules = { convert_cost_ic = 100 } } - -### ## ### ## ### -# # # # # # # # # # -### #### # # #### ### -# # # # # # # # # # -# # # # ### # # # # - - - + ### ## ### ## ### + # # # # # # # # # # + ### #### # # #### ### + # # # # # # # # # # + # # # # ### # # # # ship_radar_1 = { category = ship_radar sfx = sfx_ui_sd_module_sonar - add_stats = { build_cost_ic = 80 surface_detection = 5 @@ -874,13 +805,11 @@ equipment_modules = { ship_radar_2 = { category = ship_radar sfx = sfx_ui_sd_module_sonar - add_stats = { build_cost_ic = 110 surface_detection = 7 sub_detection = 2 } - can_convert_from = { module = ship_radar_1 convert_cost_ic = 30 @@ -889,14 +818,12 @@ equipment_modules = { ship_radar_3 = { category = ship_radar sfx = sfx_ui_sd_module_sonar - multiply_stats = { lg_attack = 0.05 hg_attack = 0.05 anti_air_attack = 0.05 } add_stats = { - surface_detection = 12 sub_detection = 6 build_cost_ic = 140 @@ -913,14 +840,12 @@ equipment_modules = { ship_radar_4 = { category = ship_radar sfx = sfx_ui_sd_module_sonar - multiply_stats = { lg_attack = 0.1 hg_attack = 0.1 anti_air_attack = 0.1 } add_stats = { - build_cost_ic = 170 surface_detection = 18 sub_detection = 14 @@ -934,89 +859,67 @@ equipment_modules = { convert_cost_ic = 90 } } - - -### # # ## ### # # ### -# ## # # # ## # # -## # ## # ## # # ## ## -# # # # # # # # # -### # # ## ### # # ### - - - + ### # # ## ### # # ### + # ## # # # ## # # + ## # ## # ## # # ## ## + # # # # # # # # # + ### # # ## ### # # ### light_ship_engine_1 = { category = light_ship_engine sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 7 build_cost_ic = 90 } - multiply_stats = { naval_speed = 0.21 reliability = -0.2 } - can_convert_from = { module_category = light_ship_engine convert_cost_ic = 250 } - } - light_ship_engine_2 = { category = light_ship_engine parent = light_ship_engine_1 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 8 build_cost_ic = 120 } - multiply_stats = { naval_speed = 0.32 reliability = -0.2 } - can_convert_from = { module_category = light_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = light_ship_engine_1 convert_cost_ic = 230 } } - light_ship_engine_3 = { category = light_ship_engine parent = light_ship_engine_2 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 10 build_cost_ic = 150 } - multiply_stats = { naval_speed = 0.42 reliability = -0.2 } - can_convert_from = { module_category = light_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = light_ship_engine_2 convert_cost_ic = 230 @@ -1026,24 +929,19 @@ equipment_modules = { category = light_ship_engine parent = light_ship_engine_3 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 10 build_cost_ic = 170 } - multiply_stats = { naval_speed = 0.47 reliability = -0.2 } - can_convert_from = { module_category = light_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = light_ship_engine_3 convert_cost_ic = 230 @@ -1052,79 +950,61 @@ equipment_modules = { sub_ship_engine_1 = { category = sub_ship_engine sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 7 build_cost_ic = 90 } - multiply_stats = { naval_speed = 0.05 reliability = -0.2 - } - - can_convert_from = { module_category = sub_ship_engine convert_cost_ic = 250 } } - sub_ship_engine_2 = { category = sub_ship_engine parent = sub_ship_engine_1 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 8 build_cost_ic = 120 } - multiply_stats = { naval_speed = 0.1 reliability = -0.2 sub_visibility = -0.05 } - can_convert_from = { module_category = sub_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = sub_ship_engine_1 convert_cost_ic = 230 } } - sub_ship_engine_3 = { category = sub_ship_engine parent = sub_ship_engine_2 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 10 build_cost_ic = 150 } - multiply_stats = { naval_speed = 0.15 reliability = -0.2 sub_visibility = -0.1 } - can_convert_from = { module_category = sub_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = sub_ship_engine_2 convert_cost_ic = 230 @@ -1134,103 +1014,81 @@ equipment_modules = { category = sub_ship_engine parent = sub_ship_engine_3 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 10 build_cost_ic = 170 } - multiply_stats = { naval_speed = 0.2 reliability = -0.2 sub_visibility = -0.15 } - can_convert_from = { module_category = sub_ship_engine convert_cost_ic = 250 } - can_convert_from = { module = sub_ship_engine_3 convert_cost_ic = 230 } } - cruiser_ship_engine_1 = { category = cruiser_ship_engine sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 12 build_cost_ic = 400 } - multiply_stats = { naval_speed = 0.2 reliability = -0.2 } - can_convert_from = { module_category = cruiser_ship_engine convert_cost_ic = 2500 } } - cruiser_ship_engine_2 = { category = cruiser_ship_engine parent = cruiser_ship_engine_1 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 6 fuel_consumption = 16 build_cost_ic = 480 } - multiply_stats = { naval_speed = 0.3 reliability = -0.2 } - can_convert_from = { module_category = cruiser_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = cruiser_ship_engine_1 convert_cost_ic = 2300 } } - cruiser_ship_engine_3 = { category = cruiser_ship_engine parent = cruiser_ship_engine_2 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 7 fuel_consumption = 20 build_cost_ic = 550 } - multiply_stats = { naval_speed = 0.35 reliability = -0.2 } - can_convert_from = { module_category = cruiser_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = cruiser_ship_engine_2 convert_cost_ic = 2300 @@ -1240,103 +1098,80 @@ equipment_modules = { category = cruiser_ship_engine parent = cruiser_ship_engine_3 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 7 fuel_consumption = 24 build_cost_ic = 670 } - multiply_stats = { naval_speed = 0.4 reliability = -0.2 } - can_convert_from = { module_category = cruiser_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = cruiser_ship_engine_3 convert_cost_ic = 2300 } } - heavy_ship_engine_1 = { category = heavy_ship_engine sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 7 fuel_consumption = 20 build_cost_ic = 1800 } - multiply_stats = { naval_speed = 0.2 reliability = -0.2 } - can_convert_from = { module_category = heavy_ship_engine convert_cost_ic = 4800 } } - heavy_ship_engine_2 = { category = heavy_ship_engine parent = heavy_ship_engine_1 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 10 fuel_consumption = 25 build_cost_ic = 2200 } - multiply_stats = { naval_speed = 0.3 reliability = -0.2 } - can_convert_from = { module_category = heavy_ship_engine convert_cost_ic = 5000 } - can_convert_from = { module = heavy_ship_engine_1 convert_cost_ic = 4800 } } - heavy_ship_engine_3 = { category = heavy_ship_engine parent = heavy_ship_engine_2 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 11 fuel_consumption = 30 build_cost_ic = 2600 } - multiply_stats = { naval_speed = 0.4 reliability = -0.2 - } - can_convert_from = { module_category = heavy_ship_engine convert_cost_ic = 5000 } - can_convert_from = { module = heavy_ship_engine_2 convert_cost_ic = 4800 @@ -1346,25 +1181,19 @@ equipment_modules = { category = heavy_ship_engine parent = heavy_ship_engine_3 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 12 fuel_consumption = 35 build_cost_ic = 3000 } - multiply_stats = { naval_speed = 0.45 reliability = -0.2 - } - can_convert_from = { module_category = heavy_ship_engine convert_cost_ic = 5000 } - can_convert_from = { module = heavy_ship_engine_3 convert_cost_ic = 4800 @@ -1373,75 +1202,59 @@ equipment_modules = { carrier_ship_engine_1 = { category = carrier_ship_engine sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 12 build_cost_ic = 400 } - multiply_stats = { naval_speed = 0.2 reliability = -0.2 } - can_convert_from = { module_category = carrier_ship_engine convert_cost_ic = 2500 } } - carrier_ship_engine_2 = { category = carrier_ship_engine parent = carrier_ship_engine_1 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 16 build_cost_ic = 480 } - multiply_stats = { naval_speed = 0.3 reliability = -0.2 } - can_convert_from = { module_category = carrier_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = carrier_ship_engine_1 convert_cost_ic = 2300 } } - carrier_ship_engine_3 = { category = carrier_ship_engine parent = carrier_ship_engine_2 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 20 build_cost_ic = 550 } - multiply_stats = { naval_speed = 0.4 reliability = -0.2 } - can_convert_from = { module_category = carrier_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = carrier_ship_engine_2 convert_cost_ic = 2300 @@ -1451,81 +1264,64 @@ equipment_modules = { category = carrier_ship_engine parent = carrier_ship_engine_3 sfx = sfx_ui_sd_module_engine - - add_stats = { naval_speed = 5 fuel_consumption = 24 build_cost_ic = 670 } - multiply_stats = { naval_speed = 0.45 reliability = -0.2 } - can_convert_from = { module_category = carrier_ship_engine convert_cost_ic = 2500 } - can_convert_from = { module = carrier_ship_engine_3 convert_cost_ic = 2300 } } - - - - -### ## ### ### ### ### ## - # # # # # # # # # # # # - # # # ### ### ## # # # # - # # # # # # # # # # # - # ## # # # ### ### ## - - - + ### ## ### ### ### ### ## + # # # # # # # # # # # # + # # # ### ### ## # # # # + # # # # # # # # # # # + # ## # # # ### ### ## ship_torpedo_1 = { category = ship_torpedo sfx = sfx_ui_sd_module_turret - - add_stats = { torpedo_attack = 18 build_cost_ic = 90 } multiply_stats = { - naval_speed = -0.01 + naval_speed = -0.01 } build_cost_resources = { steel = 0 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_2 = { category = ship_torpedo parent = ship_torpedo_1 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 27 build_cost_ic = 120 } multiply_stats = { - naval_speed = -0.01 + naval_speed = -0.01 } build_cost_resources = { steel = 0 } - dismantle_cost_ic = 60 dismantle_cost_resources = { steel = 0 } - can_convert_from = { module_category = ship_torpedo convert_cost_ic = 60 @@ -1533,80 +1329,72 @@ equipment_modules = { steel = 0 } } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_3 = { category = ship_torpedo parent = ship_torpedo_2 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 36 build_cost_ic = 150 } multiply_stats = { - naval_speed = -0.01 + naval_speed = -0.01 } dismantle_cost_ic = 60 - can_convert_from = { module_category = ship_torpedo convert_cost_ic = 60 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_4 = { category = ship_torpedo parent = ship_torpedo_3 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 45 build_cost_ic = 180 } multiply_stats = { - naval_speed = -0.01 + naval_speed = -0.01 } dismantle_cost_ic = 60 - can_convert_from = { module_category = ship_torpedo convert_cost_ic = 60 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_sub_1 = { category = ship_torpedo_sub sfx = sfx_ui_sd_module_turret - - add_stats = { torpedo_attack = 14 build_cost_ic = 80 } - build_cost_resources = { steel = 0 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_sub_2 = { category = ship_torpedo_sub parent = ship_torpedo_sub_1 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 18 build_cost_ic = 100 } - build_cost_resources = { steel = 0 } @@ -1614,15 +1402,14 @@ equipment_modules = { module_category = ship_torpedo_sub convert_cost_ic = 60 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_sub_3 = { category = ship_torpedo_sub parent = ship_torpedo_sub_2 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 22 build_cost_ic = 120 @@ -1631,15 +1418,14 @@ equipment_modules = { module_category = ship_torpedo_sub convert_cost_ic = 60 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - ship_torpedo_sub_4 = { category = ship_torpedo_sub parent = ship_torpedo_sub_3 - sfx = sfx_ui_sd_module_turret - add_stats = { torpedo_attack = 28 build_cost_ic = 140 @@ -1648,171 +1434,127 @@ equipment_modules = { module_category = ship_torpedo_sub convert_cost_ic = 60 } - critical_parts = { damaged_torpedoes } + critical_parts = { + damaged_torpedoes + } } - - -# # ### # # ### # ## # # ### ### -## ## # ## # # # # # # # # # # -# # # # # ## ## # #### # ## ### -# # # # # # # # # # # # # -# # ### # # ### ### # # # ### # # - - - + # # ### # # ### # ## # # ### ### + ## ## # ## # # # # # # # # # # + # # # # # ## ## # #### # ## ### + # # # # # # # # # # # # # + # # ### # # ### ### # # # ### # # ship_mine_layer_1 = { category = ship_mine_layer gui_category = ship_mine_warfare gfx = ship_mine_layer - add_stats = { mines_planting = 1 build_cost_ic = 90 } multiply_stats = { - naval_speed = -0.02 + naval_speed = -0.02 } } - ship_mine_layer_sub = { category = ship_mine_layer_sub gfx = ship_mine_layer_sub - add_stats = { mines_planting = 1 build_cost_ic = 90 } } - - -# # ### # # ### ## # # ### ### ### ### ### -## ## # ## # # # # # # # # # # # # -# # # # # ## ## # # # # ## ## ### ## ### -# # # # # # # # # # # # # # # # -# # ### # # ### ## # # ### ### # ### # # - - - + # # ### # # ### ## # # ### ### ### ### ### + ## ## # ## # # # # # # # # # # # # + # # # # # ## ## # # # # ## ## ### ## ### + # # # # # # # # # # # # # # # # + # # ### # # ### ## # # ### ### # ### # # ship_mine_sweeper_1 = { category = ship_mine_warfare gfx = ship_mine_sweeper - add_stats = { mines_sweeping = 1 build_cost_ic = 30 } - multiply_stats = { naval_speed = -0.02 } } - - -### ### ### ### # # ## # # ## ### ## ### -# # # # # # # # # # # # # # # # # # -# # ## ### # #### # #### #### ### # ## ## -# # # # # # # # # # # # # # # # # # -### ### # # # # ## # # # # # # ## ### - - - + ### ### ### ### # # ## # # ## ### ## ### + # # # # # # # # # # # # # # # # # # + # # ## ### # #### # #### #### ### # ## ## + # # # # # # # # # # # # # # # # # # + ### ### # # # # ## # # # # # # ## ### ship_depth_charge_1 = { category = ship_depth_charge sfx = sfx_ui_sd_module_turret - - add_stats = { sub_attack = 8 build_cost_ic = 90 } - can_convert_from = { module_category = ship_depth_charge convert_cost_ic = 60 } - multiply_stats = { naval_speed = -0.02 } } - ship_depth_charge_2 = { category = ship_depth_charge sfx = sfx_ui_sd_module_turret - - add_stats = { sub_attack = 12 build_cost_ic = 120 } - can_convert_from = { module_category = ship_depth_charge convert_cost_ic = 90 } - multiply_stats = { naval_speed = -0.02 } } - ship_depth_charge_3 = { category = ship_depth_charge sfx = sfx_ui_sd_module_turret - - add_stats = { sub_attack = 16 build_cost_ic = 150 } - can_convert_from = { module_category = ship_depth_charge convert_cost_ic = 120 } - multiply_stats = { naval_speed = -0.02 } } - ship_depth_charge_4 = { category = ship_depth_charge sfx = sfx_ui_sd_module_turret - - add_stats = { sub_attack = 20 build_cost_ic = 180 } - can_convert_from = { module_category = ship_depth_charge convert_cost_ic = 150 } - multiply_stats = { naval_speed = -0.02 } } - - - ## # # ## ### # # ### # -# ## # # # # # # # # # - # # ## # # ### ## ## # - # # # # # # # # # # # -## # # ## # # # # ### ### - - - + ## # # ## ### # # ### # + # ## # # # # # # # # # + # # ## # # ### ## ## # + # # # # # # # # # # # + ## # # ## # # # # ### ### ship_sub_snorkel_1 = { category = ship_sub_snorkel gfx = ship_sub_snorkel_1 - multiply_stats = { - sub_visibility = -0.1 + sub_visibility = -0.1 } - add_stats = { build_cost_ic = 50 } @@ -1820,29 +1562,25 @@ equipment_modules = { ship_sub_snorkel_2 = { category = ship_sub_snorkel gfx = ship_sub_snorkel_2 - multiply_stats = { sub_visibility = -0.2 } - add_stats = { build_cost_ic = 70 } - can_convert_from = { module_category = ship_sub_snorkel convert_cost_ic = 30 } } - ## ### ### ## ### ## ### ### # ## # # # # ## # # ### ### -# # # # # # # # # # # # # # # # # # ## # # # # # # # # -#### # ### # ### #### ## # # #### # # # ## # #### ## ### -# # # # # # # # # # # # # # # # # # # # # # # # # # # -# # ### # # ## # # # # # # ### # # ## # # ## # # ### # # + ## ### ### ## ### ## ### ### # ## # # # # ## # # ### ### + # # # # # # # # # # # # # # # # # # ## # # # # # # # # + #### # ### # ### #### ## # # #### # # # ## # #### ## ### + # # # # # # # # # # # # # # # # # # # # # # # # # # # + # # ### # # ## # # # # # # ### # # ## # # ## # # ### # # ship_airplane_launcher_1 = { category = ship_airplane_launcher gfx = ship_airplane_launcher_1 - add_stats = { surface_detection = 7 sub_detection = 2.5 @@ -1855,7 +1593,6 @@ equipment_modules = { ship_airplane_launcher_2 = { category = ship_airplane_launcher gfx = ship_airplane_launcher_2 - add_stats = { surface_detection = 10 sub_detection = 3.5 @@ -1869,22 +1606,20 @@ equipment_modules = { naval_speed = -0.01 } } - -### ### ## # # ## ### ## ## ### -# # # # # # # # # # # # # # # -# # ## # ## # ### #### # ## -# # # # # # # # # # # # # # -### ### ## # # ## # # # ## ### + ### ### ## # # ## ### ## ## ### + # # # # # # # # # # # # # # # + # # ## # ## # ### #### # ## + # # # # # # # # # # # # # # + ### ### ## # # ## # # # ## ### ship_deck_space = { category = ship_deck_space gfx = ship_deck_space - add_equipment_type = capital_ship add_stats = { carrier_size = 20 build_cost_ic = 2000 } - manpower = 500 #outside the add_stats section for code reasons + manpower = 500 #outside the add_stats section for code reasons multiply_stats = { naval_speed = -0.05 } @@ -1897,17 +1632,13 @@ equipment_modules = { } dismantle_cost_ic = 700 } - -### # # ### # ### ## # # # # ## -# # # # # # # # ## # # # # -## # # ## # # #### # ## ## # -# # # # # # # # # # # # # -# ## ### ### # # # # # # # ## - + ### # # ### # ### ## # # # # ## + # # # # # # # # ## # # # # + ## # # ## # # #### # ## ## # + # # # # # # # # # # # # # + # ## ### ### # # # # # # # ## ship_extra_fuel_tank = { category = ship_extra_fuel_tank - - add_stats = { naval_range = 1000 } @@ -1916,31 +1647,26 @@ equipment_modules = { } dismantle_cost_ic = 700 } - ## ## # # ## ### -# # # ## # # # # # - # # # # ## #### ### - # # # # # # # # # -## ## # # # # # # - - + ## ## # # ## ### + # # # ## # # # # # + # # # # ## #### ### + # # # # # # # # # + ## ## # # # # # # ship_sonar_1 = { category = ship_sonar gfx = ship_sonar_1 sfx = sfx_ui_sd_module_sonar - add_stats = { sub_detection = 4 build_cost_ic = 40 } } - ship_sonar_2 = { category = ship_sonar gfx = ship_sonar_2 sfx = sfx_ui_sd_module_sonar - add_stats = { - sub_detection = 7.0 + sub_detection = 7 build_cost_ic = 60 } can_convert_from = { @@ -1948,17 +1674,14 @@ equipment_modules = { convert_cost_ic = 25 } } - - ## ### # # ## ### ## ## # # ### # # ### ## -# # # # ## ## # # # # # # # # # # ## ## # # -#### ### # # # # # ### # # #### ## # # # ## # -# # # # # # # # # # # # # # # # # # # # -# # # # # # ## # # ## ## # # ### # # ### ## - + ## ### # # ## ### ## ## # # ### # # ### ## + # # # # ## ## # # # # # # # # # # ## ## # # + #### ### # # # # # ### # # #### ## # # # ## # + # # # # # # # # # # # # # # # # # # # # + # # # # # # ## # # ## ## # # ### # # ### ## ship_armor_bb_1 = { category = ship_heavy_armor gfx = ship_armor_thick_1 - multiply_stats = { build_cost_ic = 0.2 naval_speed = -0.2 @@ -1972,29 +1695,24 @@ equipment_modules = { surface_visibility = 10 } dismantle_cost_ic = 5500 - } ship_armor_bc_1 = { category = ship_heavy_armor gfx = ship_armor_1 - multiply_stats = { build_cost_ic = 0.075 naval_speed = -0.1 max_strength = 0.05 } - add_stats = { armor_value = 20 surface_visibility = 8 } dismantle_cost_ic = 4500 - } ship_armor_bb_2 = { category = ship_heavy_armor gfx = ship_armor_thick_2 - multiply_stats = { build_cost_ic = 0.2 naval_speed = -0.2 @@ -2008,12 +1726,10 @@ equipment_modules = { surface_visibility = 10 } dismantle_cost_ic = 6000 - } ship_armor_bc_2 = { category = ship_heavy_armor gfx = ship_armor_2 - multiply_stats = { build_cost_ic = 0.075 naval_speed = -0.1 @@ -2031,7 +1747,6 @@ equipment_modules = { ship_armor_bb_3 = { category = ship_heavy_armor gfx = ship_armor_thick_3 - multiply_stats = { build_cost_ic = 0.2 naval_speed = -0.2 @@ -2046,12 +1761,10 @@ equipment_modules = { surface_visibility = 10 } dismantle_cost_ic = 7500 - } ship_armor_bc_3 = { category = ship_heavy_armor gfx = ship_armor_3 - multiply_stats = { build_cost_ic = 0.075 naval_speed = -0.1 @@ -2066,12 +1779,10 @@ equipment_modules = { surface_visibility = 8 } dismantle_cost_ic = 6200 - } ship_armor_shbb = { category = ship_super_heavy_armor gfx = ship_armor_thick_3 - multiply_stats = { build_cost_ic = 0.25 naval_speed = -0.25 @@ -2086,18 +1797,15 @@ equipment_modules = { surface_visibility = 10 } dismantle_cost_ic = 8200 - } ship_armor_cruiser_1 = { category = ship_cruiser_armor gfx = ship_armor_thin_1 - multiply_stats = { build_cost_ic = 0.1 naval_speed = -0.05 } dismantle_cost_ic = 2500 - add_stats = { armor_value = 6 } @@ -2105,14 +1813,12 @@ equipment_modules = { ship_armor_cruiser_2 = { category = ship_cruiser_armor gfx = ship_armor_thin_2 - multiply_stats = { build_cost_ic = 0.15 naval_speed = -0.075 max_strength = 0.05 } dismantle_cost_ic = 3000 - add_stats = { armor_value = 8 } @@ -2123,14 +1829,12 @@ equipment_modules = { ship_armor_cruiser_3 = { category = ship_cruiser_armor gfx = ship_armor_thin_3 - multiply_stats = { build_cost_ic = 0.2 naval_speed = -0.1 max_strength = 0.1 } dismantle_cost_ic = 3500 - add_stats = { armor_value = 10 } @@ -2142,14 +1846,12 @@ equipment_modules = { ship_armor_cruiser_4 = { category = ship_cruiser_armor gfx = ship_armor_thin_4 - multiply_stats = { build_cost_ic = 0.25 naval_speed = -0.125 max_strength = 0.15 } dismantle_cost_ic = 4000 - add_stats = { armor_value = 12 } @@ -2161,7 +1863,6 @@ equipment_modules = { ship_armor_carrier_deck = { category = ship_carrier_armor gfx = ship_cruiser_armor - multiply_stats = { build_cost_ic = 0.1 } @@ -2177,5 +1878,1532 @@ equipment_modules = { } dismantle_cost_ic = 2500 } -} + # EAW MODULES + + # ### ## # # ### ### ## ### ### ### ### # # + # # # # # # # # # # # # # # # # # + # # # ## #### # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # + ### ### ## # # # ### # # # # ### # # # + # # ### ## # # # # ### ## ### ### ### ### # # + # # # # # # # # # # # # # # # # # # # # + #### ## #### # # # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # # + # # ### # # # # ### # # # # ### # # # + ship_super_heavy_battery_2 = { + category = ship_super_heavy_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_heavy_battery_6 + add_equipment_type = capital_ship + add_stats = { + hg_attack = 20 + build_cost_ic = 1850 + } + build_cost_resources = { + steel = 1 + chromium = 1 + } + multiply_stats = { + naval_speed = -0.1 + } + add_average_stats = { + hg_armor_piercing = 57 + } + can_convert_from = { + module = ship_super_heavy_battery_1 + convert_cost_ic = 900 + } + critical_parts = { + damaged_heavy_guns + } + } + # # ### ### ### # # # # ### ## ### ### ### ### # # + ## ## # # # # # # ## ## # # # # # # # # # # # + # # # ## # # # # # # # # ### #### # # ## ### # + # # # # # # # # # # # # # # # # # # # # + # # ### ### ### ## # # ### # # # # ### # # # + # NOTE: We have changed all medium batteries to have light attack and light piercing. + # Heavy cruisers are light cruiser hunters and should be good at killing them. + # Medium battery's lower light attack compared to light medium means they'll be worse against destroyers + # However their high light piercing means they'll be far better against enemy light cruisers + ## ### ## ## # # ### ## ### ### ### ## + # # # # # # ## # # # # # # # # # # + # ## # # # # ## # # #### ### # ## # + # # # # # # # # # # # # # # # # # + ## ### ## ## # # ### # # # # ### ### ## + dp_ship_secondaries_2 = { + category = ship_secondaries + parent = dp_ship_secondaries + gfx = ship_secondaries_6 + sfx = sfx_ui_sd_module_turret + add_stats = { + lg_attack = 5 + anti_air_attack = 4 + build_cost_ic = 350 + } + multiply_stats = { + naval_speed = -0.04 + } + add_average_stats = { + lg_armor_piercing = 9 + } + can_convert_from = { + module_category = ship_secondaries + convert_cost_ic = 150 + } + critical_parts = { + damaged_secondaries + } + } + ## # # ### ### ## ### ### + # # ## # # # # # # # # + #### # ## # # #### # ### + # # # # # # # # # # # + # # # # # ### # # ### # # + ship_anti_air_5 = { + category = ship_anti_air + parent = ship_anti_air_4 + sfx = sfx_ui_sd_module_turret + add_equipment_type = anti_air + add_stats = { + anti_air_attack = 5 + build_cost_ic = 240 + } + multiply_stats = { + naval_speed = -0.01 + build_cost_ic = 0.025 + anti_air_attack = 0.175 + } + can_convert_from = { + module_category = ship_anti_air + convert_cost_ic = 120 + } + can_convert_from = { + module = ship_anti_air_4 + convert_cost_ic = 60 + } + } + ship_anti_air_6 = { + category = ship_anti_air + parent = ship_anti_air_5 + sfx = sfx_ui_sd_module_turret + add_equipment_type = anti_air + add_stats = { + anti_air_attack = 6 + build_cost_ic = 300 + } + multiply_stats = { + naval_speed = -0.01 + build_cost_ic = 0.025 + anti_air_attack = 0.2 + } + can_convert_from = { + module_category = ship_anti_air + convert_cost_ic = 120 + } + can_convert_from = { + module = ship_anti_air_5 + convert_cost_ic = 60 + } + } + # # ### ## ## ### # ### + ## ## # # # # # # + # # # # # # # # ## + # # # # # # # # + # # ### ## ## ### ### ### + ship_light_ASM_battery_1 = { + category = ship_light_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_light_ASM_battery_1 + add_stats = { + lg_attack = 7.5 + build_cost_ic = 500 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.02 + } + add_average_stats = { + lg_armor_piercing = 22 + } + critical_parts = { + damaged_light_guns + } + } + ship_light_ASM_battery_2 = { + category = ship_light_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_light_ASM_battery_2 + parent = ship_light_ASM_battery_1 + add_stats = { + lg_attack = 10.5 + build_cost_ic = 600 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.02 + } + add_average_stats = { + lg_armor_piercing = 29 + } + can_convert_from = { + module = ship_light_ASM_battery_1 + convert_cost_ic = 500 + } + critical_parts = { + damaged_light_guns + } + } + ship_medium_ASM_battery_1 = { + category = ship_medium_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_medium_ASM_battery_1 + add_equipment_type = capital_ship + add_stats = { + lg_attack = 5.5 + hg_attack = 5.5 + build_cost_ic = 1000 + surface_visibility = 3.5 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.06 + max_strength = 0.4 + } + add_average_stats = { + lg_armor_piercing = 29 + hg_armor_piercing = 29 + } + critical_parts = { + damaged_heavy_guns + } + } + ship_medium_ASM_battery_2 = { + category = ship_medium_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_medium_ASM_battery_2 + parent = ship_medium_ASM_battery_1 + add_equipment_type = capital_ship + add_stats = { + lg_attack = 6.5 + hg_attack = 6.5 + build_cost_ic = 1100 + surface_visibility = 3.5 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.07 + max_strength = 0.4 + } + add_average_stats = { + lg_armor_piercing = 40 + hg_armor_piercing = 40 + } + can_convert_from = { + module = ship_medium_ASM_battery_1 + convert_cost_ic = 550 + } + critical_parts = { + damaged_heavy_guns + } + } + ship_heavy_ASM_battery_1 = { + category = ship_heavy_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_heavy_ASM_battery_1 + add_stats = { + lg_attack = 6 + hg_attack = 16 + build_cost_ic = 2000 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.08 + } + add_average_stats = { + lg_armor_piercing = 43 + hg_armor_piercing = 43 + } + critical_parts = { + damaged_heavy_guns + } + } + ship_heavy_ASM_battery_2 = { + category = ship_heavy_ASM_battery + sfx = sfx_ui_sd_module_turret + gfx = ship_heavy_ASM_battery_2 + parent = ship_heavy_ASM_battery_1 + add_stats = { + lg_attack = 6 + hg_attack = 20 + build_cost_ic = 2300 + } + build_cost_resources = { + chromium = 1 + steel = 1 + } + multiply_stats = { + naval_speed = -0.09 + } + add_average_stats = { + lg_armor_piercing = 50 + hg_armor_piercing = 50 + } + can_convert_from = { + module = ship_heavy_ASM_battery_1 + convert_cost_ic = 1150 + } + critical_parts = { + damaged_heavy_guns + } + } + ### ### ### ### ## ## # # ### ### ## # ## # # ## ### ### # # + # # # # # # # # # ## # # # # # # # # # # # # # ## ## + ## # ### ## # # # # ## # ### # # # # # # # ## # # # + # # # # # # # # # # # # # # # # # # # # # # # # + # ### # # ### ## ## # # # # # ## ### ## # ## # ### # # + # NOTE: We have removed the reliability penalty on fire control systems + ship_fire_control_system_4 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 240 + } + multiply_stats = { + lg_attack = 0.25 + hg_attack = 0.25 + anti_air_attack = 0.25 + } + can_convert_from = { + module = ship_fire_control_system_3 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_fire_control_system_5 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 300 + } + multiply_stats = { + lg_attack = 0.3 + hg_attack = 0.3 + anti_air_attack = 0.3 + } + can_convert_from = { + module = ship_fire_control_system_4 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_fire_control_system_6 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 360 + } + multiply_stats = { + lg_attack = 0.35 + hg_attack = 0.35 + anti_air_attack = 0.35 + } + can_convert_from = { + module = ship_fire_control_system_5 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ### ## ### ### ### ### ## ### ## ### ## ## ## # # ### # # ### ### ### + # # # # # # # # # # # # # # # # # # # # # # # ## ## # # # # # # # # + # # # ### ### ## # # # # # # #### # #### # # # # # # ### # # # ## ### + # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # + # ## # # # ### ### ## ### # # # # # ## ## # # # ## # ### # # + ship_torpedo_data_computer_0 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 60 + } + multiply_stats = { + torpedo_attack = 0.05 + } + } + ship_torpedo_data_computer_1 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 90 + } + multiply_stats = { + torpedo_attack = 0.1 + } + can_convert_from = { + module = ship_torpedo_data_computer_0 + convert_cost_ic = 60 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_torpedo_data_computer_2 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 120 + } + multiply_stats = { + torpedo_attack = 0.15 + } + can_convert_from = { + module = ship_torpedo_data_computer_1 + convert_cost_ic = 75 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_torpedo_data_computer_3 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 180 + } + multiply_stats = { + torpedo_attack = 0.2 + } + can_convert_from = { + module = ship_torpedo_data_computer_2 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_torpedo_data_computer_4 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 240 + } + multiply_stats = { + torpedo_attack = 0.25 + } + can_convert_from = { + module = ship_torpedo_data_computer_3 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_torpedo_data_computer_5 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 300 + } + multiply_stats = { + torpedo_attack = 0.3 + } + can_convert_from = { + module = ship_torpedo_data_computer_4 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ship_torpedo_data_computer_6 = { + category = ship_fire_control_system + sfx = sfx_ui_sd_module_sonar + add_stats = { + build_cost_ic = 360 + } + multiply_stats = { + torpedo_attack = 0.35 + } + can_convert_from = { + module = ship_torpedo_data_computer_5 + convert_cost_ic = 90 + } + can_convert_from = { + module_category = ship_fire_control_system + convert_cost_ic = 100 + } + } + ### ## ### ## ### + # # # # # # # # # # + ### #### # # #### ### + # # # # # # # # # # + # # # # ### # # # # + ship_radar_5 = { + category = ship_radar + sfx = sfx_ui_sd_module_sonar + multiply_stats = { + lg_attack = 0.15 + hg_attack = 0.15 + anti_air_attack = 0.15 + } + add_stats = { + build_cost_ic = 200 + surface_detection = 24 + sub_detection = 18 + } + can_convert_from = { + module = ship_radar_4 + convert_cost_ic = 30 + } + can_convert_from = { + module_category = ship_radar + convert_cost_ic = 120 + } + } + ship_radar_6 = { + category = ship_radar + sfx = sfx_ui_sd_module_sonar + multiply_stats = { + lg_attack = 0.2 + hg_attack = 0.2 + anti_air_attack = 0.2 + } + add_stats = { + build_cost_ic = 230 + surface_detection = 30 + sub_detection = 24 + } + can_convert_from = { + module = ship_radar_5 + convert_cost_ic = 30 + } + can_convert_from = { + module_category = ship_radar + convert_cost_ic = 150 + } + } + ### # # ## ### # # ### + # ## # # # ## # # + ## # ## # ## # # ## ## + # # # # # # # # # + ### # # ## ### # # ### + light_ship_engine_5 = { + category = light_ship_engine + parent = light_ship_engine_4 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 10 + build_cost_ic = 190 + } + multiply_stats = { + naval_speed = 0.52 + reliability = -0.2 + } + can_convert_from = { + module_category = light_ship_engine + convert_cost_ic = 250 + } + can_convert_from = { + module = light_ship_engine_4 + convert_cost_ic = 230 + } + } + light_ship_engine_6 = { + category = light_ship_engine + parent = light_ship_engine_5 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 10 + build_cost_ic = 225 + } + multiply_stats = { + naval_speed = 0.57 + reliability = -0.2 + } + can_convert_from = { + module_category = light_ship_engine + convert_cost_ic = 250 + } + can_convert_from = { + module = light_ship_engine_5 + convert_cost_ic = 230 + } + } + sub_ship_engine_5 = { + category = sub_ship_engine + parent = sub_ship_engine_4 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 11 + build_cost_ic = 200 + } + multiply_stats = { + naval_speed = 0.25 + reliability = -0.2 + sub_visibility = -0.2 + } + can_convert_from = { + module_category = sub_ship_engine + convert_cost_ic = 250 + } + can_convert_from = { + module = sub_ship_engine_4 + convert_cost_ic = 230 + } + } + sub_ship_engine_6 = { + category = sub_ship_engine + parent = sub_ship_engine_5 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 12 + build_cost_ic = 220 + } + multiply_stats = { + naval_speed = 0.3 + reliability = -0.2 + sub_visibility = -0.25 + } + can_convert_from = { + module_category = sub_ship_engine + convert_cost_ic = 250 + } + can_convert_from = { + module = sub_ship_engine_4 + convert_cost_ic = 230 + } + } + sub_ship_engine_nuke = { + category = sub_ship_engine + parent = sub_ship_engine_6 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 3 + build_cost_ic = 400 + naval_range = 50000 + surface_visibility = -1 + } + multiply_stats = { + naval_speed = 0.3 + reliability = -0.2 + sub_visibility = -0.2 + } + build_cost_resources = { + crystals = 1 + } + can_convert_from = { + module_category = sub_ship_engine + convert_cost_ic = 1200 + } + } + cruiser_ship_engine_5 = { + category = cruiser_ship_engine + parent = cruiser_ship_engine_4 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 8 + fuel_consumption = 28 + build_cost_ic = 770 + } + multiply_stats = { + naval_speed = 0.45 + reliability = -0.2 + } + can_convert_from = { + module_category = cruiser_ship_engine + convert_cost_ic = 2500 + } + can_convert_from = { + module = cruiser_ship_engine_4 + convert_cost_ic = 2300 + } + } + cruiser_ship_engine_6 = { + category = cruiser_ship_engine + parent = cruiser_ship_engine_5 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 8 + fuel_consumption = 32 + build_cost_ic = 870 + } + multiply_stats = { + naval_speed = 0.5 + reliability = -0.2 + } + can_convert_from = { + module_category = cruiser_ship_engine + convert_cost_ic = 2500 + } + can_convert_from = { + module = cruiser_ship_engine_5 + convert_cost_ic = 2300 + } + } + cruiser_ship_engine_nuke = { + category = cruiser_ship_engine + parent = cruiser_ship_engine_6 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 8 + build_cost_ic = 1550 + naval_range = 50000 + } + multiply_stats = { + naval_speed = 0.5 + reliability = -0.2 + } + build_cost_resources = { + crystals = 2 + } + can_convert_from = { + module_category = cruiser_ship_engine + convert_cost_ic = 5000 + } + } + heavy_ship_engine_5 = { + category = heavy_ship_engine + parent = heavy_ship_engine_4 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 13 + fuel_consumption = 40 + build_cost_ic = 3400 + } + multiply_stats = { + naval_speed = 0.5 + reliability = -0.2 + } + can_convert_from = { + module_category = heavy_ship_engine + convert_cost_ic = 5000 + } + can_convert_from = { + module = heavy_ship_engine_4 + convert_cost_ic = 4800 + } + } + heavy_ship_engine_6 = { + category = heavy_ship_engine + parent = heavy_ship_engine_5 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 14 + fuel_consumption = 45 + build_cost_ic = 3800 + } + multiply_stats = { + naval_speed = 0.55 + reliability = -0.2 + } + can_convert_from = { + module_category = heavy_ship_engine + convert_cost_ic = 5000 + } + can_convert_from = { + module = heavy_ship_engine_5 + convert_cost_ic = 4800 + } + } + heavy_ship_engine_nuke = { + category = heavy_ship_engine + parent = heavy_ship_engine_6 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 14 + build_cost_ic = 7000 + naval_range = 50000 + } + multiply_stats = { + naval_speed = 0.55 + reliability = -0.2 + } + build_cost_resources = { + crystals = 3 + } + can_convert_from = { + module_category = heavy_ship_engine + convert_cost_ic = 10000 + } + } + carrier_ship_engine_5 = { + category = carrier_ship_engine + parent = carrier_ship_engine_4 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 28 + build_cost_ic = 790 + } + multiply_stats = { + naval_speed = 0.5 + reliability = -0.2 + } + can_convert_from = { + module_category = carrier_ship_engine + convert_cost_ic = 2500 + } + can_convert_from = { + module = carrier_ship_engine_4 + convert_cost_ic = 2300 + } + } + carrier_ship_engine_6 = { + category = carrier_ship_engine + parent = carrier_ship_engine_5 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + fuel_consumption = 32 + build_cost_ic = 910 + } + multiply_stats = { + naval_speed = 0.55 + reliability = -0.2 + } + can_convert_from = { + module_category = carrier_ship_engine + convert_cost_ic = 2500 + } + can_convert_from = { + module = carrier_ship_engine_5 + convert_cost_ic = 2300 + } + } + carrier_ship_engine_nuke = { + category = carrier_ship_engine + parent = carrier_ship_engine_6 + sfx = sfx_ui_sd_module_engine + add_stats = { + naval_speed = 5 + build_cost_ic = 1700 + naval_range = 50000 + } + multiply_stats = { + naval_speed = 0.55 + reliability = -0.2 + } + build_cost_resources = { + crystals = 3 + } + can_convert_from = { + module_category = carrier_ship_engine + convert_cost_ic = 5000 + } + } + ### ## ### ### ### ### ## + # # # # # # # # # # # # + # # # ### ### ## # # # # + # # # # # # # # # # # + # ## # # # ### ### ## + ship_torpedo_5 = { + category = ship_torpedo + parent = ship_torpedo_4 + sfx = sfx_ui_sd_module_turret + add_stats = { + torpedo_attack = 54 + build_cost_ic = 210 + } + multiply_stats = { + naval_speed = -0.01 + } + dismantle_cost_ic = 60 + can_convert_from = { + module_category = ship_torpedo + convert_cost_ic = 60 + } + critical_parts = { + damaged_torpedoes + } + } + ship_torpedo_6 = { + category = ship_torpedo + parent = ship_torpedo_5 + sfx = sfx_ui_sd_module_turret + add_stats = { + torpedo_attack = 63 + build_cost_ic = 240 + } + multiply_stats = { + naval_speed = -0.01 + } + dismantle_cost_ic = 60 + can_convert_from = { + module_category = ship_torpedo + convert_cost_ic = 60 + } + critical_parts = { + damaged_torpedoes + } + } + ship_torpedo_sub_5 = { + category = ship_torpedo_sub + parent = ship_torpedo_sub_4 + sfx = sfx_ui_sd_module_turret + add_stats = { + torpedo_attack = 32 + sub_attack = 8 + build_cost_ic = 160 + } + can_convert_from = { + module_category = ship_torpedo_sub + convert_cost_ic = 60 + } + critical_parts = { + damaged_torpedoes + } + } + ship_torpedo_sub_6 = { + category = ship_torpedo_sub + parent = ship_torpedo_sub_5 + sfx = sfx_ui_sd_module_turret + add_stats = { + torpedo_attack = 36 + sub_attack = 12 + build_cost_ic = 180 + } + can_convert_from = { + module_category = ship_torpedo_sub + convert_cost_ic = 60 + } + critical_parts = { + damaged_torpedoes + } + } + # # ### # # ### # ## # # ### ### + ## ## # ## # # # # # # # # # # + # # # # # ## ## # #### # ## ### + # # # # # # # # # # # # # + # # ### # # ### ### # # # ### # # + # # ### # # ### ## # # ### ### ### ### ### + ## ## # ## # # # # # # # # # # # # + # # # # # ## ## # # # # ## ## ### ## ### + # # # # # # # # # # # # # # # # + # # ### # # ### ## # # ### ### # ### # # + ### ### ### ### # # ## # # ## ### ## ### + # # # # # # # # # # # # # # # # # # + # # ## ### # #### # #### #### ### # ## ## + # # # # # # # # # # # # # # # # # # + ### ### # # # # ## # # # # # # ## ### + ship_depth_charge_5 = { + category = ship_depth_charge + sfx = sfx_ui_sd_module_turret + add_stats = { + sub_attack = 24 + build_cost_ic = 210 + } + can_convert_from = { + module_category = ship_depth_charge + convert_cost_ic = 180 + } + multiply_stats = { + naval_speed = -0.02 + } + } + ship_depth_charge_6 = { + category = ship_depth_charge + sfx = sfx_ui_sd_module_turret + add_stats = { + sub_attack = 28 + build_cost_ic = 240 + } + can_convert_from = { + module_category = ship_depth_charge + convert_cost_ic = 210 + } + multiply_stats = { + naval_speed = -0.02 + } + } + ## # # ## ### # # ### # + # ## # # # # # # # # # + # # ## # # ### ## ## # + # # # # # # # # # # # + ## # # ## # # # # ### ### + ship_sub_snorkel_3 = { + category = ship_sub_snorkel + gfx = ship_sub_snorkel_3 + multiply_stats = { + sub_visibility = -0.25 + } + add_stats = { + surface_detection = 7 + sub_detection = 2 + build_cost_ic = 90 + } + can_convert_from = { + module_category = ship_sub_snorkel + convert_cost_ic = 30 + } + can_convert_from = { + module_category = ship_radar + convert_cost_ic = 90 + } + } + ship_sub_snorkel_4 = { + category = ship_sub_snorkel + gfx = ship_sub_snorkel_4 + multiply_stats = { + sub_visibility = -0.3 + lg_attack = 0.05 + hg_attack = 0.05 + anti_air_attack = 0.05 + } + add_stats = { + surface_detection = 12 + sub_detection = 6 + build_cost_ic = 160 + } + can_convert_from = { + module_category = ship_sub_snorkel + convert_cost_ic = 30 + } + can_convert_from = { + module_category = ship_radar + convert_cost_ic = 90 + } + } + ## ### ### ## ### ## ### ### # ## # # # # ## # # ### ### + # # # # # # # # # # # # # # # # # # ## # # # # # # # # + #### # ### # ### #### ## # # #### # # # ## # #### ## ### + # # # # # # # # # # # # # # # # # # # # # # # # # # # + # # ### # # ## # # # # # # ### # # ## # # ## # # ### # # + ship_airplane_launcher_3 = { + category = ship_airplane_launcher + gfx = ship_airplane_launcher_3 + add_stats = { + surface_detection = 13 + sub_detection = 4.5 + build_cost_ic = 190 + } + can_convert_from = { + module_category = ship_airplane_launcher + convert_cost_ic = 80 + } + multiply_stats = { + naval_speed = -0.01 + } + } + ship_airplane_launcher_4 = { + category = ship_airplane_launcher + gfx = ship_airplane_launcher_4 + add_stats = { + surface_detection = 16 + sub_detection = 5.5 + build_cost_ic = 210 + } + can_convert_from = { + module_category = ship_airplane_launcher + convert_cost_ic = 80 + } + multiply_stats = { + naval_speed = -0.01 + } + } + ship_airplane_launcher_5 = { + category = ship_airplane_launcher + gfx = ship_airplane_launcher_5 + add_stats = { + surface_detection = 16 + sub_detection = 5.5 + build_cost_ic = 230 + anti_air_attack = 1 + } + can_convert_from = { + module_category = ship_airplane_launcher + convert_cost_ic = 80 + } + multiply_stats = { + naval_speed = -0.01 + } + } + ship_airplane_launcher_6 = { + category = ship_airplane_launcher + gfx = ship_airplane_launcher_6 + add_stats = { + surface_detection = 16 + sub_detection = 5.5 + build_cost_ic = 250 + anti_air_attack = 2 + } + can_convert_from = { + module_category = ship_airplane_launcher + convert_cost_ic = 80 + } + multiply_stats = { + naval_speed = -0.01 + } + } + ship_heli_hanger_1 = { + category = ship_advanced_sensors + sfx = sfx_ui_sd_module_turret + gfx = ship_heli_hanger_1 + add_stats = { + sub_detection = 15 + build_cost_ic = 500 + sub_attack = 30 + surface_detection = 15 + fuel_consumption = 1 + } + build_cost_resources = { + steel = 1 + } + multiply_stats = { + naval_speed = -0.03 + } + } + ### ### ## # # ## ### ## ## ### + # # # # # # # # # # # # # # # + # # ## # ## # ### #### # ## + # # # # # # # # # # # # # # + ### ### ## # # ## # # # ## ### + ship_deck_space_bad = { + category = ship_deck_space + gfx = ship_deck_space + sfx = ship_deck_space + add_equipment_type = capital_ship + add_stats = { + carrier_size = 15 + build_cost_ic = 2000 + } + manpower = 375 #outside the add_stats section for code reasons + multiply_stats = { + naval_speed = -0.05 + } + build_cost_resources = { + crystals = 1 + } + } + ship_deck_space_recon_1 = { + category = ship_deck_space + gfx = ship_deck_space + sfx = ship_deck_space + add_equipment_type = capital_ship + add_stats = { + carrier_size = 10 + surface_detection = 13 + sub_detection = 4.5 + build_cost_ic = 2000 + } + manpower = 500 #outside the add_stats section for code reasons + multiply_stats = { + naval_speed = -0.05 + } + build_cost_resources = { + steel = 1 + } + can_convert_from = { + module_category = ship_deck_space + convert_cost_ic = 1000 + } + } + ship_deck_space_recon_2 = { + category = ship_deck_space + parent = ship_deck_space_recon_1 + gfx = ship_deck_space + sfx = ship_deck_space + add_equipment_type = capital_ship + add_stats = { + carrier_size = 10 + surface_detection = 16 + sub_detection = 5.5 + build_cost_ic = 2000 + } + manpower = 500 #outside the add_stats section for code reasons + multiply_stats = { + naval_speed = -0.05 + } + build_cost_resources = { + steel = 1 + } + can_convert_from = { + module_category = ship_deck_space + convert_cost_ic = 1000 + } + } + ship_deck_space_armored = { + category = ship_deck_space + gfx = ship_deck_space + sfx = ship_deck_space + parent = ship_deck_space + add_equipment_type = capital_ship + add_stats = { + carrier_size = 20 + armor_value = 1 + max_strength = 5 + build_cost_ic = 2000 + } + manpower = 500 #outside the add_stats section for code reasons + multiply_stats = { + naval_speed = -0.06 + build_cost_ic = 0.02 + } + build_cost_resources = { + steel = 1 + } + can_convert_from = { + module_category = ship_deck_space + convert_cost_ic = 1000 + } + } + ### # # ### # ### ## # # # # ## + # # # # # # # # ## # # # # + ## # # ## # # #### # ## ## # + # # # # # # # # # # # # # + # ## ### ### # # # # # # # ## + ship_extra_fuel_tank_2 = { + category = ship_extra_fuel_tank + parent = ship_extra_fuel_tank + add_stats = { + naval_range = 2000 + } + multiply_stats = { + build_cost_ic = 0.1 + } + can_convert_from = { + module_category = ship_extra_fuel_tank + convert_cost_ic = 300 + } + dismantle_cost_ic = 1000 + } + ## ## # # ## ### + # # # ## # # # # # + # # # # ## #### ### + # # # # # # # # # + ## ## # # # # # # + ship_sonar_3 = { + category = ship_sonar + gfx = ship_sonar_3 + sfx = sfx_ui_sd_module_sonar + add_stats = { + sub_detection = 12 + build_cost_ic = 80 + } + multiply_stats = { + sub_attack = 0.1 + mines_sweeping = 0.1 + } + can_convert_from = { + module_category = ship_sonar + convert_cost_ic = 25 + } + } + ship_sonar_4 = { + category = ship_sonar + gfx = ship_sonar_4 + sfx = sfx_ui_sd_module_sonar + add_stats = { + sub_detection = 21 + build_cost_ic = 100 + } + multiply_stats = { + sub_attack = 0.2 + mines_sweeping = 0.2 + } + can_convert_from = { + module_category = ship_sonar + convert_cost_ic = 25 + } + } + ship_sonar_5 = { + category = ship_sonar + gfx = ship_sonar_5 + sfx = sfx_ui_sd_module_sonar + add_stats = { + sub_detection = 25 + build_cost_ic = 120 + } + multiply_stats = { + sub_attack = 0.3 + mines_sweeping = 0.3 + } + can_convert_from = { + module_category = ship_sonar + convert_cost_ic = 25 + } + } + ship_sonar_6 = { + category = ship_sonar + gfx = ship_sonar_6 + sfx = sfx_ui_sd_module_sonar + add_stats = { + sub_detection = 32 + build_cost_ic = 140 + } + multiply_stats = { + sub_attack = 0.4 + mines_sweeping = 0.4 + } + can_convert_from = { + module_category = ship_sonar + convert_cost_ic = 25 + } + } + ## ### # # ## ### ## ## # # ### # # ### ## + # # # # ## ## # # # # # # # # # # ## ## # # + #### ### # # # # # ### # # #### ## # # # ## # + # # # # # # # # # # # # # # # # # # # # + # # # # # # ## # # ## ## # # ### # # ### ## + ship_armor_bb_4 = { + category = ship_heavy_armor + gfx = ship_armor_thick_4 + multiply_stats = { + build_cost_ic = 0.2 + naval_speed = -0.2 + max_strength = 0.2 + } + build_cost_resources = { + steel = 2 + chromium = 1 + crystals = 1 + } + add_stats = { + armor_value = 46 + surface_visibility = 10 + } + dismantle_cost_ic = 8500 + } + ship_armor_bc_4 = { + category = ship_heavy_armor + gfx = ship_armor_4 + multiply_stats = { + build_cost_ic = 0.075 + naval_speed = -0.1 + max_strength = 0.2 + } + build_cost_resources = { + steel = 1 + chromium = 1 + crystals = 1 + } + add_stats = { + armor_value = 35 + surface_visibility = 8 + } + dismantle_cost_ic = 6900 + } + ship_armor_bb_5 = { + category = ship_heavy_armor + gfx = ship_armor_thick_5 + multiply_stats = { + build_cost_ic = 0.2 + naval_speed = -0.2 + max_strength = 0.2 + } + build_cost_resources = { + steel = 2 + chromium = 1 + crystals = 1 + } + add_stats = { + armor_value = 51 + surface_visibility = 10 + } + dismantle_cost_ic = 9500 + } + ship_armor_bc_5 = { + category = ship_heavy_armor + gfx = ship_armor_5 + multiply_stats = { + build_cost_ic = 0.075 + naval_speed = -0.1 + max_strength = 0.25 + } + build_cost_resources = { + steel = 1 + chromium = 1 + crystals = 1 + } + add_stats = { + armor_value = 40 + surface_visibility = 8 + } + dismantle_cost_ic = 7700 + } + ship_armor_cruiser_5 = { + category = ship_cruiser_armor + gfx = ship_armor_thin_5 + multiply_stats = { + build_cost_ic = 0.3 + naval_speed = -0.125 + max_strength = 0.2 + } + dismantle_cost_ic = 4500 + add_stats = { + armor_value = 14 + } + build_cost_resources = { + steel = 2 + chromium = 1 + crystals = 1 + } + } + ship_armor_cruiser_6 = { + category = ship_cruiser_armor + gfx = ship_armor_thin_6 + multiply_stats = { + build_cost_ic = 0.35 + naval_speed = -0.125 + max_strength = 0.25 + } + dismantle_cost_ic = 5000 + add_stats = { + armor_value = 16 + } + build_cost_resources = { + steel = 2 + chromium = 1 + crystals = 1 + } + } + ship_armor_shbb_2 = { + category = ship_super_heavy_armor + gfx = ship_armor_thick_4 + multiply_stats = { + build_cost_ic = 0.25 + naval_speed = -0.25 + max_strength = 0.15 + } + build_cost_resources = { + steel = 2 + chromium = 1 + crystals = 1 + } + add_stats = { + armor_value = 65 + surface_visibility = 10 + } + dismantle_cost_ic = 9700 + } + ship_armor_shbc = { + # Changeling exclusive + category = ship_super_heavy_armor + gfx = ship_armor_3 + multiply_stats = { + build_cost_ic = 0.125 + naval_speed = -0.125 + max_strength = 0.1 + } + build_cost_resources = { + steel = 2 + chromium = 1 + } + add_stats = { + armor_value = 45 + surface_visibility = 8 + } + dismantle_cost_ic = 7200 + } + ship_armor_carrier_deck_2 = { + category = ship_carrier_armor + gfx = ship_cruiser_armor + sfx = ship_armor_carrier_deck + multiply_stats = { + build_cost_ic = 0.2 + } + build_cost_resources = { + steel = 1 + crystals = 1 + } + multiply_stats = { + naval_speed = -0.05 + } + add_stats = { + armor_value = 10 + max_strength = 50 + } + dismantle_cost_ic = 2500 + } + ship_armor_cb_1 = { + category = ship_cruiser_heavy_armor + gfx = ship_armor_1 + multiply_stats = { + build_cost_ic = 0.1 + max_strength = 0.05 + } + build_cost_resources = { + steel = 1 + } + multiply_stats = { + naval_speed = -0.05 + } + add_stats = { + armor_value = 17 + surface_visibility = 2 + } + dismantle_cost_ic = 2500 + } + ship_armor_cb_2 = { + category = ship_cruiser_heavy_armor + gfx = ship_armor_2 + multiply_stats = { + build_cost_ic = 0.1 + max_strength = 0.1 + } + build_cost_resources = { + steel = 1 + } + multiply_stats = { + naval_speed = -0.05 + } + add_stats = { + armor_value = 22 + surface_visibility = 4 + } + dismantle_cost_ic = 3000 + } + ship_armor_cb_3 = { + category = ship_cruiser_heavy_armor + gfx = ship_armor_3 + multiply_stats = { + build_cost_ic = 0.1 + max_strength = 0.15 + } + build_cost_resources = { + steel = 1 + chromium = 1 + } + multiply_stats = { + naval_speed = -0.05 + } + add_stats = { + armor_value = 27 + surface_visibility = 6 + } + dismantle_cost_ic = 3500 + } +} diff --git a/common/units/equipment/modules/eaw_ship_modules.txt b/common/units/equipment/modules/eaw_ship_modules.txt index bf8de5452f3..ba3649318ce 100644 --- a/common/units/equipment/modules/eaw_ship_modules.txt +++ b/common/units/equipment/modules/eaw_ship_modules.txt @@ -1,1772 +1 @@ -equipment_modules = { - -# ### ## # # ### ### ## ### ### ### ### # # -# # # # # # # # # # # # # # # # # -# # # ## #### # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # -### ### ## # # # ### # # # # ### # # # - - - -# # ### ## # # # # ### ## ### ### ### ### # # -# # # # # # # # # # # # # # # # # # # # -#### ## #### # # # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # # -# # ### # # # # ### # # # # ### # # # - - ship_super_heavy_battery_2 = { - category = ship_super_heavy_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_heavy_battery_6 - add_equipment_type = capital_ship - - add_stats = { - hg_attack = 20 - build_cost_ic = 1850 - } - build_cost_resources = { - steel = 1 - chromium = 1 - } - multiply_stats = { - naval_speed = -0.10 - } - add_average_stats = { - hg_armor_piercing = 57 - } - can_convert_from = { - module = ship_super_heavy_battery_1 - convert_cost_ic = 900 - } - critical_parts = { damaged_heavy_guns } - } - -# # ### ### ### # # # # ### ## ### ### ### ### # # -## ## # # # # # # ## ## # # # # # # # # # # # -# # # ## # # # # # # # # ### #### # # ## ### # -# # # # # # # # # # # # # # # # # # # # -# # ### ### ### ## # # ### # # # # ### # # # - -# NOTE: We have changed all medium batteries to have light attack and light piercing. -# Heavy cruisers are light cruiser hunters and should be good at killing them. -# Medium battery's lower light attack compared to light medium means they'll be worse against destroyers -# However their high light piercing means they'll be far better against enemy light cruisers - - ## ### ## ## # # ### ## ### ### ### ## -# # # # # # ## # # # # # # # # # # - # ## # # # # ## # # #### ### # ## # - # # # # # # # # # # # # # # # # # -## ### ## ## # # ### # # # # ### ### ## - - dp_ship_secondaries_2 = { - category = ship_secondaries - parent = dp_ship_secondaries - gfx = ship_secondaries_6 - sfx = sfx_ui_sd_module_turret - add_stats = { - lg_attack = 5 - anti_air_attack = 4 - build_cost_ic = 350 - } - - multiply_stats = { - naval_speed = -0.04 - } - - add_average_stats = { - lg_armor_piercing = 9 - } - - can_convert_from = { - module_category = ship_secondaries - convert_cost_ic = 150 - } - critical_parts = { damaged_secondaries } - } - - ## # # ### ### ## ### ### -# # ## # # # # # # # # -#### # ## # # #### # ### -# # # # # # # # # # # -# # # # # ### # # ### # # - - ship_anti_air_5 = { - category = ship_anti_air - parent = ship_anti_air_4 - sfx = sfx_ui_sd_module_turret - - add_equipment_type = anti_air - add_stats = { - anti_air_attack = 5 - build_cost_ic = 240 - } - - multiply_stats = { - naval_speed = -0.01 - build_cost_ic = 0.025 - anti_air_attack = 0.175 - } - - can_convert_from = { - module_category = ship_anti_air - convert_cost_ic = 120 - } - - can_convert_from = { - module = ship_anti_air_4 - convert_cost_ic = 60 - } - } - - - ship_anti_air_6 = { - category = ship_anti_air - parent = ship_anti_air_5 - sfx = sfx_ui_sd_module_turret - - add_equipment_type = anti_air - add_stats = { - anti_air_attack = 6 - build_cost_ic = 300 - } - - multiply_stats = { - naval_speed = -0.01 - build_cost_ic = 0.025 - anti_air_attack = 0.2 - } - - can_convert_from = { - module_category = ship_anti_air - convert_cost_ic = 120 - } - - can_convert_from = { - module = ship_anti_air_5 - convert_cost_ic = 60 - } - } - -# # ### ## ## ### # ### -## ## # # # # # # -# # # # # # # # ## -# # # # # # # # -# # ### ## ## ### ### ### - - ship_light_ASM_battery_1 = { - category = ship_light_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_light_ASM_battery_1 - - add_stats = { - lg_attack = 7.5 - build_cost_ic = 500 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.02 - } - - add_average_stats = { - lg_armor_piercing = 22 - } - - critical_parts = { damaged_light_guns } - } - ship_light_ASM_battery_2 = { - category = ship_light_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_light_ASM_battery_2 - - parent = ship_light_ASM_battery_1 - - add_stats = { - lg_attack = 10.5 - build_cost_ic = 600 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.02 - } - - add_average_stats = { - lg_armor_piercing = 29 - } - - can_convert_from = { - module = ship_light_ASM_battery_1 - convert_cost_ic = 500 - } - - critical_parts = { damaged_light_guns } - } - - ship_medium_ASM_battery_1 = { - category = ship_medium_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_medium_ASM_battery_1 - - add_equipment_type = capital_ship - - add_stats = { - lg_attack = 5.5 - hg_attack = 5.5 - build_cost_ic = 1000 - surface_visibility = 3.5 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.06 - max_strength = 0.4 - } - - add_average_stats = { - lg_armor_piercing = 29 - hg_armor_piercing = 29 - } - - critical_parts = { damaged_heavy_guns } - } - ship_medium_ASM_battery_2 = { - category = ship_medium_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_medium_ASM_battery_2 - parent = ship_medium_ASM_battery_1 - - add_equipment_type = capital_ship - - - add_stats = { - lg_attack = 6.5 - hg_attack = 6.5 - build_cost_ic = 1100 - surface_visibility = 3.5 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.07 - max_strength = 0.4 - } - - add_average_stats = { - lg_armor_piercing = 40 - hg_armor_piercing = 40 - } - can_convert_from = { - module = ship_medium_ASM_battery_1 - convert_cost_ic = 550 - } - - critical_parts = { damaged_heavy_guns } - } - ship_heavy_ASM_battery_1 = { - category = ship_heavy_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_heavy_ASM_battery_1 - - add_stats = { - lg_attack = 6 - hg_attack = 16 - build_cost_ic = 2000 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.08 - } - - add_average_stats = { - lg_armor_piercing = 43 - hg_armor_piercing = 43 - } - - critical_parts = { damaged_heavy_guns } - } - ship_heavy_ASM_battery_2 = { - category = ship_heavy_ASM_battery - sfx = sfx_ui_sd_module_turret - gfx = ship_heavy_ASM_battery_2 - parent = ship_heavy_ASM_battery_1 - - add_stats = { - lg_attack = 6 - hg_attack = 20 - build_cost_ic = 2300 - } - - build_cost_resources = { - chromium = 1 - steel = 1 - } - - multiply_stats = { - naval_speed = -0.09 - } - - add_average_stats = { - lg_armor_piercing = 50 - hg_armor_piercing = 50 - } - can_convert_from = { - module = ship_heavy_ASM_battery_1 - convert_cost_ic = 1150 - } - - critical_parts = { damaged_heavy_guns } - } - - - - - -### ### ### ### ## ## # # ### ### ## # ## # # ## ### ### # # -# # # # # # # # # ## # # # # # # # # # # # # # ## ## -## # ### ## # # # # ## # ### # # # # # # # ## # # # -# # # # # # # # # # # # # # # # # # # # # # # # -# ### # # ### ## ## # # # # # ## ### ## # ## # ### # # - -# NOTE: We have removed the reliability penalty on fire control systems - ship_fire_control_system_4 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - - add_stats = { - build_cost_ic = 240 - } - - multiply_stats = { - lg_attack = 0.25 - hg_attack = 0.25 - anti_air_attack = 0.25 - } - can_convert_from = { - module = ship_fire_control_system_3 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_fire_control_system_5 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - - add_stats = { - build_cost_ic = 300 - } - - multiply_stats = { - lg_attack = 0.3 - hg_attack = 0.3 - anti_air_attack = 0.3 - } - can_convert_from = { - module = ship_fire_control_system_4 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_fire_control_system_6 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - - add_stats = { - build_cost_ic = 360 - } - - multiply_stats = { - lg_attack = 0.35 - hg_attack = 0.35 - anti_air_attack = 0.35 - } - can_convert_from = { - module = ship_fire_control_system_5 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - - - -### ## ### ### ### ### ## ### ## ### ## ## ## # # ### # # ### ### ### - # # # # # # # # # # # # # # # # # # # # # # # ## ## # # # # # # # # - # # # ### ### ## # # # # # # #### # #### # # # # # # ### # # # ## ### - # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # - # ## # # # ### ### ## ### # # # # # ## ## # # # ## # ### # # - - ship_torpedo_data_computer_0 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - add_stats = { - build_cost_ic = 60 - } - - multiply_stats = { - torpedo_attack = 0.05 - } - } - - ship_torpedo_data_computer_1 = { - category = ship_fire_control_system - - sfx = sfx_ui_sd_module_sonar - - add_stats = { - build_cost_ic = 90 - } - - multiply_stats = { - torpedo_attack = 0.1 - } - - can_convert_from = { - module = ship_torpedo_data_computer_0 - convert_cost_ic = 60 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_torpedo_data_computer_2 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - - add_stats = { - build_cost_ic = 120 - } - - multiply_stats = { - torpedo_attack = 0.15 - } - can_convert_from = { - module = ship_torpedo_data_computer_1 - convert_cost_ic = 75 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_torpedo_data_computer_3 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - - add_stats = { - build_cost_ic = 180 - } - - multiply_stats = { - torpedo_attack = 0.2 - } - can_convert_from = { - module = ship_torpedo_data_computer_2 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_torpedo_data_computer_4 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - add_stats = { - build_cost_ic = 240 - } - - multiply_stats = { - torpedo_attack = 0.25 - } - can_convert_from = { - module = ship_torpedo_data_computer_3 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_torpedo_data_computer_5 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - add_stats = { - build_cost_ic = 300 - } - - multiply_stats = { - torpedo_attack = 0.3 - } - can_convert_from = { - module = ship_torpedo_data_computer_4 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - ship_torpedo_data_computer_6 = { - category = ship_fire_control_system - sfx = sfx_ui_sd_module_sonar - - add_stats = { - build_cost_ic = 360 - } - - multiply_stats = { - torpedo_attack = 0.35 - } - can_convert_from = { - module = ship_torpedo_data_computer_5 - convert_cost_ic = 90 - } - can_convert_from = { - module_category = ship_fire_control_system - convert_cost_ic = 100 - } - } - - -### ## ### ## ### -# # # # # # # # # # -### #### # # #### ### -# # # # # # # # # # -# # # # ### # # # # - - ship_radar_5 = { - category = ship_radar - sfx = sfx_ui_sd_module_sonar - - multiply_stats = { - lg_attack = 0.15 - hg_attack = 0.15 - anti_air_attack = 0.15 - } - add_stats = { - - build_cost_ic = 200 - surface_detection = 24 - sub_detection = 18 - } - can_convert_from = { - module = ship_radar_4 - convert_cost_ic = 30 - } - can_convert_from = { - module_category = ship_radar - convert_cost_ic = 120 - } - } - - ship_radar_6 = { - category = ship_radar - sfx = sfx_ui_sd_module_sonar - - multiply_stats = { - lg_attack = 0.2 - hg_attack = 0.2 - anti_air_attack = 0.2 - } - add_stats = { - - build_cost_ic = 230 - surface_detection = 30 - sub_detection = 24 - } - can_convert_from = { - module = ship_radar_5 - convert_cost_ic = 30 - } - can_convert_from = { - module_category = ship_radar - convert_cost_ic = 150 - } - } - -### # # ## ### # # ### -# ## # # # ## # # -## # ## # ## # # ## ## -# # # # # # # # # -### # # ## ### # # ### - - light_ship_engine_5 = { - category = light_ship_engine - parent = light_ship_engine_4 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 10 - build_cost_ic = 190 - } - - multiply_stats = { - naval_speed = 0.52 - reliability = -0.2 - } - - can_convert_from = { - module_category = light_ship_engine - convert_cost_ic = 250 - } - - can_convert_from = { - module = light_ship_engine_4 - convert_cost_ic = 230 - } - } - light_ship_engine_6 = { - category = light_ship_engine - parent = light_ship_engine_5 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 10 - build_cost_ic = 225 - } - - multiply_stats = { - naval_speed = 0.57 - reliability = -0.2 - } - - can_convert_from = { - module_category = light_ship_engine - convert_cost_ic = 250 - } - - can_convert_from = { - module = light_ship_engine_5 - convert_cost_ic = 230 - } - } - sub_ship_engine_5 = { - category = sub_ship_engine - parent = sub_ship_engine_4 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 11 - build_cost_ic = 200 - } - - multiply_stats = { - naval_speed = 0.25 - reliability = -0.2 - sub_visibility = -0.2 - } - - can_convert_from = { - module_category = sub_ship_engine - convert_cost_ic = 250 - } - - can_convert_from = { - module = sub_ship_engine_4 - convert_cost_ic = 230 - } - } - sub_ship_engine_6 = { - category = sub_ship_engine - parent = sub_ship_engine_5 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 12 - build_cost_ic = 220 - } - - multiply_stats = { - naval_speed = 0.3 - reliability = -0.2 - sub_visibility = -0.25 - } - - can_convert_from = { - module_category = sub_ship_engine - convert_cost_ic = 250 - } - - can_convert_from = { - module = sub_ship_engine_4 - convert_cost_ic = 230 - } - } - sub_ship_engine_nuke = { - category = sub_ship_engine - parent = sub_ship_engine_6 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 3 - build_cost_ic = 400 - naval_range = 50000 - surface_visibility = -1 - } - - multiply_stats = { - naval_speed = 0.3 - reliability = -0.2 - sub_visibility = -0.2 - } - - build_cost_resources = { - crystals = 1 - } - can_convert_from = { - module_category = sub_ship_engine - convert_cost_ic = 1200 - } - } - - cruiser_ship_engine_5 = { - category = cruiser_ship_engine - parent = cruiser_ship_engine_4 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 8 - fuel_consumption = 28 - build_cost_ic = 770 - } - - multiply_stats = { - naval_speed = 0.45 - reliability = -0.2 - } - - can_convert_from = { - module_category = cruiser_ship_engine - convert_cost_ic = 2500 - } - - can_convert_from = { - module = cruiser_ship_engine_4 - convert_cost_ic = 2300 - } - } - cruiser_ship_engine_6 = { - category = cruiser_ship_engine - parent = cruiser_ship_engine_5 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 8 - fuel_consumption = 32 - build_cost_ic = 870 - } - - multiply_stats = { - naval_speed = 0.5 - reliability = -0.2 - } - - can_convert_from = { - module_category = cruiser_ship_engine - convert_cost_ic = 2500 - } - - can_convert_from = { - module = cruiser_ship_engine_5 - convert_cost_ic = 2300 - } - } - cruiser_ship_engine_nuke = { - category = cruiser_ship_engine - parent = cruiser_ship_engine_6 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 8 - build_cost_ic = 1550 - naval_range = 50000 - } - - multiply_stats = { - naval_speed = 0.5 - reliability = -0.2 - } - build_cost_resources = { - crystals = 2 - } - can_convert_from = { - module_category = cruiser_ship_engine - convert_cost_ic = 5000 - } - } - heavy_ship_engine_5 = { - category = heavy_ship_engine - parent = heavy_ship_engine_4 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 13 - fuel_consumption = 40 - build_cost_ic = 3400 - } - - multiply_stats = { - naval_speed = 0.5 - reliability = -0.2 - - } - - can_convert_from = { - module_category = heavy_ship_engine - convert_cost_ic = 5000 - } - - can_convert_from = { - module = heavy_ship_engine_4 - convert_cost_ic = 4800 - } - } - heavy_ship_engine_6 = { - category = heavy_ship_engine - parent = heavy_ship_engine_5 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 14 - fuel_consumption = 45 - build_cost_ic = 3800 - } - - multiply_stats = { - naval_speed = 0.55 - reliability = -0.2 - - } - - can_convert_from = { - module_category = heavy_ship_engine - convert_cost_ic = 5000 - } - - can_convert_from = { - module = heavy_ship_engine_5 - convert_cost_ic = 4800 - } - } - heavy_ship_engine_nuke = { - category = heavy_ship_engine - parent = heavy_ship_engine_6 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 14 - build_cost_ic = 7000 - naval_range = 50000 - } - - multiply_stats = { - naval_speed = 0.55 - reliability = -0.2 - - } - - build_cost_resources = { - crystals = 3 - } - - can_convert_from = { - module_category = heavy_ship_engine - convert_cost_ic = 10000 - } - } - carrier_ship_engine_5 = { - category = carrier_ship_engine - parent = carrier_ship_engine_4 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 28 - build_cost_ic = 790 - } - - multiply_stats = { - naval_speed = 0.5 - reliability = -0.2 - } - - can_convert_from = { - module_category = carrier_ship_engine - convert_cost_ic = 2500 - } - - can_convert_from = { - module = carrier_ship_engine_4 - convert_cost_ic = 2300 - } - } - carrier_ship_engine_6 = { - category = carrier_ship_engine - parent = carrier_ship_engine_5 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - fuel_consumption = 32 - build_cost_ic = 910 - } - - multiply_stats = { - naval_speed = 0.55 - reliability = -0.2 - } - - can_convert_from = { - module_category = carrier_ship_engine - convert_cost_ic = 2500 - } - - can_convert_from = { - module = carrier_ship_engine_5 - convert_cost_ic = 2300 - } - } - carrier_ship_engine_nuke = { - category = carrier_ship_engine - parent = carrier_ship_engine_6 - sfx = sfx_ui_sd_module_engine - - - add_stats = { - naval_speed = 5 - build_cost_ic = 1700 - naval_range = 50000 - } - - multiply_stats = { - naval_speed = 0.55 - reliability = -0.2 - } - - build_cost_resources = { - crystals = 3 - } - - can_convert_from = { - module_category = carrier_ship_engine - convert_cost_ic = 5000 - } - } - -### ## ### ### ### ### ## - # # # # # # # # # # # # - # # # ### ### ## # # # # - # # # # # # # # # # # - # ## # # # ### ### ## - - ship_torpedo_5 = { - category = ship_torpedo - parent = ship_torpedo_4 - - sfx = sfx_ui_sd_module_turret - - add_stats = { - torpedo_attack = 54 - build_cost_ic = 210 - } - multiply_stats = { - naval_speed = -0.01 - } - dismantle_cost_ic = 60 - - can_convert_from = { - module_category = ship_torpedo - convert_cost_ic = 60 - } - critical_parts = { damaged_torpedoes } - } - ship_torpedo_6 = { - category = ship_torpedo - parent = ship_torpedo_5 - - sfx = sfx_ui_sd_module_turret - - add_stats = { - torpedo_attack = 63 - build_cost_ic = 240 - } - multiply_stats = { - naval_speed = -0.01 - } - dismantle_cost_ic = 60 - - can_convert_from = { - module_category = ship_torpedo - convert_cost_ic = 60 - } - critical_parts = { damaged_torpedoes } - } - ship_torpedo_sub_5 = { - category = ship_torpedo_sub - parent = ship_torpedo_sub_4 - - sfx = sfx_ui_sd_module_turret - - add_stats = { - torpedo_attack = 32 - sub_attack = 8 - build_cost_ic = 160 - } - can_convert_from = { - module_category = ship_torpedo_sub - convert_cost_ic = 60 - } - critical_parts = { damaged_torpedoes } - } - ship_torpedo_sub_6 = { - category = ship_torpedo_sub - parent = ship_torpedo_sub_5 - - sfx = sfx_ui_sd_module_turret - - add_stats = { - torpedo_attack = 36 - sub_attack = 12 - build_cost_ic = 180 - } - can_convert_from = { - module_category = ship_torpedo_sub - convert_cost_ic = 60 - } - critical_parts = { damaged_torpedoes } - } - -# # ### # # ### # ## # # ### ### -## ## # ## # # # # # # # # # # -# # # # # ## ## # #### # ## ### -# # # # # # # # # # # # # -# # ### # # ### ### # # # ### # # - - - -# # ### # # ### ## # # ### ### ### ### ### -## ## # ## # # # # # # # # # # # # -# # # # # ## ## # # # # ## ## ### ## ### -# # # # # # # # # # # # # # # # -# # ### # # ### ## # # ### ### # ### # # - - - -### ### ### ### # # ## # # ## ### ## ### -# # # # # # # # # # # # # # # # # # -# # ## ### # #### # #### #### ### # ## ## -# # # # # # # # # # # # # # # # # # -### ### # # # # ## # # # # # # ## ### - - ship_depth_charge_5 = { - category = ship_depth_charge - sfx = sfx_ui_sd_module_turret - - - add_stats = { - sub_attack = 24 - build_cost_ic = 210 - } - - can_convert_from = { - module_category = ship_depth_charge - convert_cost_ic = 180 - } - - multiply_stats = { - naval_speed = -0.02 - } - } - - ship_depth_charge_6 = { - category = ship_depth_charge - sfx = sfx_ui_sd_module_turret - - - add_stats = { - sub_attack = 28 - build_cost_ic = 240 - } - - can_convert_from = { - module_category = ship_depth_charge - convert_cost_ic = 210 - } - - multiply_stats = { - naval_speed = -0.02 - } - } - - ## # # ## ### # # ### # -# ## # # # # # # # # # - # # ## # # ### ## ## # - # # # # # # # # # # # -## # # ## # # # # ### ### - - ship_sub_snorkel_3 = { - category = ship_sub_snorkel - gfx = ship_sub_snorkel_3 - - multiply_stats = { - sub_visibility = -0.25 - } - - add_stats = { - surface_detection = 7 - sub_detection = 2 - build_cost_ic = 90 - } - - can_convert_from = { - module_category = ship_sub_snorkel - convert_cost_ic = 30 - } - can_convert_from = { - module_category = ship_radar - convert_cost_ic = 90 - } - } - ship_sub_snorkel_4 = { - category = ship_sub_snorkel - gfx = ship_sub_snorkel_4 - - multiply_stats = { - sub_visibility = -0.3 - lg_attack = 0.05 - hg_attack = 0.05 - anti_air_attack = 0.05 - } - - add_stats = { - surface_detection = 12 - sub_detection = 6 - build_cost_ic = 160 - } - - can_convert_from = { - module_category = ship_sub_snorkel - convert_cost_ic = 30 - } - can_convert_from = { - module_category = ship_radar - convert_cost_ic = 90 - } - } - - ## ### ### ## ### ## ### ### # ## # # # # ## # # ### ### -# # # # # # # # # # # # # # # # # # ## # # # # # # # # -#### # ### # ### #### ## # # #### # # # ## # #### ## ### -# # # # # # # # # # # # # # # # # # # # # # # # # # # -# # ### # # ## # # # # # # ### # # ## # # ## # # ### # # - - ship_airplane_launcher_3 = { - category = ship_airplane_launcher - gfx = ship_airplane_launcher_3 - - add_stats = { - surface_detection = 13 - sub_detection = 4.5 - build_cost_ic = 190 - } - can_convert_from = { - module_category = ship_airplane_launcher - convert_cost_ic = 80 - } - multiply_stats = { - naval_speed = -0.01 - } - } - ship_airplane_launcher_4 = { - category = ship_airplane_launcher - gfx = ship_airplane_launcher_4 - - add_stats = { - surface_detection = 16 - sub_detection = 5.5 - build_cost_ic = 210 - } - can_convert_from = { - module_category = ship_airplane_launcher - convert_cost_ic = 80 - } - multiply_stats = { - naval_speed = -0.01 - } - } - ship_airplane_launcher_5 = { - category = ship_airplane_launcher - gfx = ship_airplane_launcher_5 - - add_stats = { - surface_detection = 16 - sub_detection = 5.5 - build_cost_ic = 230 - anti_air_attack = 1 - } - can_convert_from = { - module_category = ship_airplane_launcher - convert_cost_ic = 80 - } - multiply_stats = { - naval_speed = -0.01 - } - } - ship_airplane_launcher_6 = { - category = ship_airplane_launcher - gfx = ship_airplane_launcher_6 - - add_stats = { - surface_detection = 16 - sub_detection = 5.5 - build_cost_ic = 250 - anti_air_attack = 2 - } - can_convert_from = { - module_category = ship_airplane_launcher - convert_cost_ic = 80 - } - multiply_stats = { - naval_speed = -0.01 - } - } - ship_heli_hanger_1 = { - category = ship_advanced_sensors - sfx = sfx_ui_sd_module_turret - gfx = ship_heli_hanger_1 - - add_stats = { - sub_detection = 15 - build_cost_ic = 500 - sub_attack = 30 - surface_detection = 15 - fuel_consumption = 1 - } - - build_cost_resources = { - steel = 1 - } - - multiply_stats = { - naval_speed = -0.03 - } - - } - -### ### ## # # ## ### ## ## ### -# # # # # # # # # # # # # # # -# # ## # ## # ### #### # ## -# # # # # # # # # # # # # # -### ### ## # # ## # # # ## ### - - ship_deck_space_bad = { - category = ship_deck_space - gfx = ship_deck_space - sfx = ship_deck_space - - add_equipment_type = capital_ship - add_stats = { - carrier_size = 15 - build_cost_ic = 2000 - } - manpower = 375 #outside the add_stats section for code reasons - multiply_stats = { - naval_speed = -0.05 - } - build_cost_resources = { - crystals = 1 - } - - } - ship_deck_space_recon_1 = { - category = ship_deck_space - gfx = ship_deck_space - sfx = ship_deck_space - - add_equipment_type = capital_ship - add_stats = { - carrier_size = 10 - surface_detection = 13 - sub_detection = 4.5 - build_cost_ic = 2000 - } - manpower = 500 #outside the add_stats section for code reasons - multiply_stats = { - naval_speed = -0.05 - } - build_cost_resources = { - steel = 1 - } - can_convert_from = { - module_category = ship_deck_space - convert_cost_ic = 1000 - } - - } - ship_deck_space_recon_2 = { - category = ship_deck_space - parent = ship_deck_space_recon_1 - gfx = ship_deck_space - sfx = ship_deck_space - - add_equipment_type = capital_ship - add_stats = { - carrier_size = 10 - surface_detection = 16 - sub_detection = 5.5 - build_cost_ic = 2000 - } - manpower = 500 #outside the add_stats section for code reasons - multiply_stats = { - naval_speed = -0.05 - } - build_cost_resources = { - steel = 1 - } - can_convert_from = { - module_category = ship_deck_space - convert_cost_ic = 1000 - } - } - ship_deck_space_armored = { - category = ship_deck_space - gfx = ship_deck_space - sfx = ship_deck_space - parent = ship_deck_space - - add_equipment_type = capital_ship - add_stats = { - carrier_size = 20 - armor_value = 1 - max_strength = 5 - build_cost_ic = 2000 - } - manpower = 500 #outside the add_stats section for code reasons - multiply_stats = { - naval_speed = -0.06 - build_cost_ic = 0.02 - } - build_cost_resources = { - steel = 1 - } - can_convert_from = { - module_category = ship_deck_space - convert_cost_ic = 1000 - } - } - -### # # ### # ### ## # # # # ## -# # # # # # # # ## # # # # -## # # ## # # #### # ## ## # -# # # # # # # # # # # # # -# ## ### ### # # # # # # # ## - - ship_extra_fuel_tank_2 = { - category = ship_extra_fuel_tank - parent = ship_extra_fuel_tank - - add_stats = { - naval_range = 2000 - } - multiply_stats = { - build_cost_ic = 0.1 - } - can_convert_from = { - module_category = ship_extra_fuel_tank - convert_cost_ic = 300 - } - dismantle_cost_ic = 1000 - } - - ## ## # # ## ### -# # # ## # # # # # - # # # # ## #### ### - # # # # # # # # # -## ## # # # # # # - - ship_sonar_3 = { - category = ship_sonar - gfx = ship_sonar_3 - sfx = sfx_ui_sd_module_sonar - - add_stats = { - sub_detection = 12.0 - build_cost_ic = 80 - } - multiply_stats = { - sub_attack = 0.1 - mines_sweeping = 0.1 - } - can_convert_from = { - module_category = ship_sonar - convert_cost_ic = 25 - } - } - ship_sonar_4 = { - category = ship_sonar - gfx = ship_sonar_4 - sfx = sfx_ui_sd_module_sonar - - add_stats = { - sub_detection = 21.0 - build_cost_ic = 100 - } - multiply_stats = { - sub_attack = 0.2 - mines_sweeping = 0.2 - } - can_convert_from = { - module_category = ship_sonar - convert_cost_ic = 25 - } - } - ship_sonar_5 = { - category = ship_sonar - gfx = ship_sonar_5 - sfx = sfx_ui_sd_module_sonar - - add_stats = { - sub_detection = 25.0 - build_cost_ic = 120 - } - multiply_stats = { - sub_attack = 0.3 - mines_sweeping = 0.3 - } - can_convert_from = { - module_category = ship_sonar - convert_cost_ic = 25 - } - } - ship_sonar_6 = { - category = ship_sonar - gfx = ship_sonar_6 - sfx = sfx_ui_sd_module_sonar - - add_stats = { - sub_detection = 32 - build_cost_ic = 140 - } - multiply_stats = { - sub_attack = 0.4 - mines_sweeping = 0.4 - } - can_convert_from = { - module_category = ship_sonar - convert_cost_ic = 25 - } - } - - ## ### # # ## ### ## ## # # ### # # ### ## -# # # # ## ## # # # # # # # # # # ## ## # # -#### ### # # # # # ### # # #### ## # # # ## # -# # # # # # # # # # # # # # # # # # # # -# # # # # # ## # # ## ## # # ### # # ### ## - - ship_armor_bb_4 = { - category = ship_heavy_armor - gfx = ship_armor_thick_4 - - multiply_stats = { - build_cost_ic = 0.2 - naval_speed = -0.2 - max_strength = 0.2 - } - build_cost_resources = { - steel = 2 - chromium = 1 - crystals = 1 - } - add_stats = { - armor_value = 46 - surface_visibility = 10 - } - dismantle_cost_ic = 8500 - - } - ship_armor_bc_4 = { - category = ship_heavy_armor - gfx = ship_armor_4 - - multiply_stats = { - build_cost_ic = 0.075 - naval_speed = -0.1 - max_strength = 0.2 - } - build_cost_resources = { - steel = 1 - chromium = 1 - crystals = 1 - } - add_stats = { - armor_value = 35 - surface_visibility = 8 - } - dismantle_cost_ic = 6900 - - } - ship_armor_bb_5 = { - category = ship_heavy_armor - gfx = ship_armor_thick_5 - - multiply_stats = { - build_cost_ic = 0.2 - naval_speed = -0.2 - max_strength = 0.2 - } - build_cost_resources = { - steel = 2 - chromium = 1 - crystals = 1 - } - add_stats = { - armor_value = 51 - surface_visibility = 10 - } - dismantle_cost_ic = 9500 - - } - ship_armor_bc_5 = { - category = ship_heavy_armor - gfx = ship_armor_5 - - multiply_stats = { - build_cost_ic = 0.075 - naval_speed = -0.1 - max_strength = 0.25 - } - build_cost_resources = { - steel = 1 - chromium = 1 - crystals = 1 - } - add_stats = { - armor_value = 40 - surface_visibility = 8 - } - dismantle_cost_ic = 7700 - - } - ship_armor_cruiser_5 = { - category = ship_cruiser_armor - gfx = ship_armor_thin_5 - - multiply_stats = { - build_cost_ic = 0.3 - naval_speed = -0.125 - max_strength = 0.2 - } - dismantle_cost_ic = 4500 - - add_stats = { - armor_value = 14 - } - build_cost_resources = { - steel = 2 - chromium = 1 - crystals = 1 - } - } - ship_armor_cruiser_6 = { - category = ship_cruiser_armor - gfx = ship_armor_thin_6 - - multiply_stats = { - build_cost_ic = 0.35 - naval_speed = -0.125 - max_strength = 0.25 - } - dismantle_cost_ic = 5000 - - add_stats = { - armor_value = 16 - } - build_cost_resources = { - steel = 2 - chromium = 1 - crystals = 1 - } - } - - ship_armor_shbb_2 = { - category = ship_super_heavy_armor - gfx = ship_armor_thick_4 - - multiply_stats = { - build_cost_ic = 0.25 - naval_speed = -0.25 - max_strength = 0.15 - } - build_cost_resources = { - steel = 2 - chromium = 1 - crystals = 1 - } - add_stats = { - armor_value = 65 - surface_visibility = 10 - } - dismantle_cost_ic = 9700 - - } - - ship_armor_shbc = { # Changeling exclusive - category = ship_super_heavy_armor - gfx = ship_armor_3 - - multiply_stats = { - build_cost_ic = 0.125 - naval_speed = -0.125 - max_strength = 0.1 - } - build_cost_resources = { - steel = 2 - chromium = 1 - } - add_stats = { - armor_value = 45 - surface_visibility = 8 - } - dismantle_cost_ic = 7200 - - } - ship_armor_carrier_deck_2 = { - category = ship_carrier_armor - gfx = ship_cruiser_armor - sfx = ship_armor_carrier_deck - - multiply_stats = { - build_cost_ic = 0.2 - } - build_cost_resources = { - steel = 1 - crystals = 1 - } - multiply_stats = { - naval_speed = -0.05 - } - add_stats = { - armor_value = 10 - max_strength = 50 - } - dismantle_cost_ic = 2500 - } - ship_armor_cb_1 = { - category = ship_cruiser_heavy_armor - gfx = ship_armor_1 - - multiply_stats = { - build_cost_ic = 0.1 - max_strength = 0.05 - } - build_cost_resources = { - steel = 1 - } - multiply_stats = { - naval_speed = -0.05 - } - add_stats = { - armor_value = 17 - surface_visibility = 2 - } - dismantle_cost_ic = 2500 - } - ship_armor_cb_2 = { - category = ship_cruiser_heavy_armor - gfx = ship_armor_2 - - multiply_stats = { - build_cost_ic = 0.1 - max_strength = 0.1 - } - build_cost_resources = { - steel = 1 - } - multiply_stats = { - naval_speed = -0.05 - } - add_stats = { - armor_value = 22 - surface_visibility = 4 - } - dismantle_cost_ic = 3000 - } - ship_armor_cb_3 = { - category = ship_cruiser_heavy_armor - gfx = ship_armor_3 - - multiply_stats = { - build_cost_ic = 0.1 - max_strength = 0.15 - } - build_cost_resources = { - steel = 1 - chromium = 1 - } - multiply_stats = { - naval_speed = -0.05 - } - add_stats = { - armor_value = 27 - surface_visibility = 6 - } - dismantle_cost_ic = 3500 - } -} \ No newline at end of file +# moved to 00_ship_modules.txt to fix errors in log \ No newline at end of file diff --git a/events/FLO_events.txt b/events/FLO_events.txt index 95229f30215..9cb4d090fb7 100644 --- a/events/FLO_events.txt +++ b/events/FLO_events.txt @@ -796,7 +796,7 @@ country_event = { #Repayment time limit = { original_tag = TRD } - custom_effect_tooltip = TRD_1_PAID_BANK + custom_effect_tooltip = FLO_1_PAID_BANK subtract_from_variable = { var = bank value = 1 diff --git a/events/GriffonRepublic Events.txt b/events/GriffonRepublic Events.txt index c9ffd755118..1a45598d0ac 100644 --- a/events/GriffonRepublic Events.txt +++ b/events/GriffonRepublic Events.txt @@ -2287,7 +2287,7 @@ country_event = { } create_country_leader = { name = "Clotbeak de Altesburg" - desc = "FAT_clotbeak_desc" + desc = "harmonic_socialist_trade_birb_desc" picture = "TRD_Clotbeak_De_Altesburg.tga" expire = "1965.1.1" ideology = democratic_socialism diff --git a/events/Stalliongrad.txt b/events/Stalliongrad.txt index fdfa82fae64..c2ffdcdd8a0 100644 --- a/events/Stalliongrad.txt +++ b/events/Stalliongrad.txt @@ -1595,7 +1595,12 @@ country_event = { ## Union with EQS after EQS won the CivilWAr } add_core_of = STG } - annex_country = { target = EQS transfer_troops = yes transfer_navy = yes } + EQS = { + transfer_navy = { + target = ROOT + } + } + annex_country = { target = EQS transfer_troops = yes } } #option = { # change tag to eqs # name = stalliongrad.59.b diff --git a/gfx/entities/equestria_planes_meshes.gfx b/gfx/entities/equestria_planes_meshes.gfx index dbd6ff11490..702cc283d9b 100644 --- a/gfx/entities/equestria_planes_meshes.gfx +++ b/gfx/entities/equestria_planes_meshes.gfx @@ -366,7 +366,7 @@ objectTypes = { #CHN FIGHTERS pdxmesh = { name = "CHN_109_1_mesh" - file = "gfx\models\units\planes\CHN\109_1\109_1.mesh" + file = "gfx/models/units/planes/CHN/109_1/109_1.mesh" meshsettings = { texture_diffuse = "109_1_Diffuse.dds" texture_normal = "109_1_Normal.dds" @@ -375,7 +375,7 @@ objectTypes = { } pdxmesh = { name = "CHN_109_2_mesh" - file = "gfx\models\units\planes\CHN\109_2\109_2.mesh" + file = "gfx/models/units/planes/CHN/109_2/109_2.mesh" meshsettings = { texture_diffuse = "109_2_Diffuse.dds" texture_normal = "109_2_Normal.dds" @@ -384,7 +384,7 @@ objectTypes = { } pdxmesh = { name = "CHN_109_3_mesh" - file = "gfx\models\units\planes\CHN\109_3\109_3.mesh" + file = "gfx/models/units/planes/CHN/109_3/109_3.mesh" meshsettings = { texture_diffuse = "109_3_Diffuse.dds" texture_normal = "109_3_Normal.dds" @@ -394,7 +394,7 @@ objectTypes = { #EQS FIGHTERS pdxmesh = { name = "EQS_Gladiator_mesh" - file = "gfx\models\units\planes\EQS\Gladiator\Gladiator.mesh" + file = "gfx/models/units/planes/EQS/Gladiator/Gladiator.mesh" meshsettings = { texture_diffuse = "Gladiator_Diffuse.dds" texture_normal = "Gladiator_Normal.dds" @@ -403,7 +403,7 @@ objectTypes = { } pdxmesh = { name = "EQS_Hurricane_mesh" - file = "gfx\models\units\planes\EQS\Hurricane\Hurricane.mesh" + file = "gfx/models/units/planes/EQS/Hurricane/Hurricane.mesh" meshsettings = { texture_diffuse = "Hurricane_Diffuse.dds" texture_normal = "Hurricane_Normal.dds" @@ -412,7 +412,7 @@ objectTypes = { } pdxmesh = { name = "EQS_Spitfire_1_mesh" - file = "gfx\models\units\planes\EQS\Spitfire_1\Spitfire_1.mesh" + file = "gfx/models/units/planes/EQS/Spitfire_1/Spitfire_1.mesh" meshsettings = { texture_diffuse = "Spitfire_1_Diffuse.dds" texture_normal = "Spitfire_1_Normal.dds" @@ -421,7 +421,7 @@ objectTypes = { } pdxmesh = { name = "EQS_Spitfire_2_mesh" - file = "gfx\models\units\planes\EQS\Spitfire_2\Spitfire_2.mesh" + file = "gfx/models/units/planes/EQS/Spitfire_2/Spitfire_2.mesh" meshsettings = { texture_diffuse = "Spitfire_2_Diffuse.dds" texture_normal = "Spitfire_2_Normal.dds" diff --git a/localisation/eaw_welcomescreen_l_english.yml b/localisation/eaw_welcomescreen_l_english.yml index 4a5120f94e0..a19c8497a0b 100644 --- a/localisation/eaw_welcomescreen_l_english.yml +++ b/localisation/eaw_welcomescreen_l_english.yml @@ -25,7 +25,7 @@ EAW_WS_TAB_1_HEADER:0 "[Root.GetNiceCountryName]" #scripted loc for nicer stuff EAW_WS_TAB_2_HEADER:0 "[Root.GetRegionName]" EAW_WS_TAB_3_HEADER:0 "£eaw_text Equestria at War Mechanics" - EAW_WS_TAB_4_HEADER:0 "'Two Eagles' 1.9.1" + EAW_WS_TAB_4_HEADER:0 "'Two Eagles: Arsenal of Harmony' 1.9.1" #24 lines of text EAW_WS_TAB_1_TXT:0 "[Root.GetCountryIntro]" @@ -38,14 +38,14 @@ EAW_WS_TAB_3_TXT_HEADER_6:0 "Game Rules" EAW_WS_TAB_3_TXT_HEADER_7:0 "Dynamic Leader Generation" EAW_WS_TAB_3_TXT:0 "\n\n£eaw_text §YEquestria at War§! incorporates a fork of §YExpanded Technology + Industry + Equipment§! by §YGreatexperiment§! (used with permission), that has been edited and streamlined to fit our design goals better. This allows for a longer game with more technologies to research.\n\nEaW introduces §YMagical Equipment§! and a new resource - £resources_strip|7 §YCrystals§! - used to produce it. §YMagical Equipment§! provides a more resource, IC-intensive, less reliable, but more powerful alternative to regular §YInfantry Equipment§!.\n\n§YPre-Industrial Infantry Equipment§! and §YArtillery§! have been added, to represent the weapons used by nations that have not yet industrialized.\n\nFurthermore, EaW introduced the §YRaces§! system. Each country has one of six races - §YPony§!, §YChangeling§!, §YGriffon§!, §YDeer§!, §YDiamond Dog§! or §YUnspecified§!, with more races planned. Each race has its own unique racial tech tree folder, and in some cases racial unique units. Races cannot be changed during the game (exception being an option for the §YChangeling-Olenian Commonwealth§!).\n\n\n\nIn order to better represent the differences in industrial/societal and research development of nations in Equestria at War, §YDevelopment§! and §YScientific Development§! idea categories have been implemented.\n\n§YDevelopment§! represents the general state of industrialization and advancement of economy and society. Low levels of §YDevelopment§! impose §RIndustry§!, §RResearch§! and §RPolitical§! maluses. §YDevelopment§! can be improved by §YNational Focuses§! or §YDecisions§!, depending on the country.\n\n§YScientific Development§! represents the level of education and research capabilities of the nation. Low levels of §YScientific Development§! impose §RResearch§! maluses. §YScientific Development§! can be improved by §YNational Focuses§! or §YDecisions§!, depending on the country. For §Ygriffon§! countries, owning major centers of learning in Griffonia can be used to improve §YScientific Development§! as well.\n\n\n\nThe potential of nuclear warfare and the horror of unleashing such terrible weapons is not quite seen in Vanilla. In order to rectify this, EaW introduces the following changes:\n- Nuclear attacks will now reduce the population of a hit §Ystate§!, using believable casualty numbers depending on state population and development (using multiple nuclear bombs on a state in short succession will not reduce population as drastically).\n- A §Ystate§! hit by a nuclear attack will receive the §YFallout§! state modifier, reducing state factories, supplies, division organization and increasing division attrition. The modifier will last for a §Yyear§!. Subsequent nuclear attacks will not stack the modifier, but will reset the one year timer.\n- Production of §Ynuclear bombs§! requires a supply of £resources_strip|7 §YCrystals§!. If none are available, no new §Ynuclear bombs§! will be produced. Each §YNuclear Reactor§! consumes 12 £resources_strip|7 §YCrystals§!.\n\n\n\nAfter a country has been defeated in a war, and a peace conference has ended, the victors will have a chance to receive §Yone-time 50% research speed bonuses§! to §Ytechnologies§! that the loser had researched, and the victor has not.\n\nThe chance to receive the bonus is random, and calculated per technology. The more of loser's §YIndustry§! that has been taken over by the victor (either by puppeting or annexation), the higher the chance to receive a bonus, which means that not every victor will have an equal chance. The level of §YDevelopment§! of the victor is also a factor - the worse the Development, the smaller the chance.\n\n\n\nAn effort was made to improve the AI. While it is by no means perfect, and most of the real improvements can only be implemented by Paradox, we have done our best to tweak AI's behaviors, and improve AI's handling of Division Templates. AI will use all of the added units and technologies. AI will intelligently choose Doctrines based on the bonuses they recieve in their Focus Tree. AI will use dynamic strategies to respond to events and changes on the world stage. Peace Conference AI has been improved, though it is not perfect.\n\n\n\nSince 1.6 Ironclad update, new Game Rules for various countries and game setups have been added, to allow the player to customize their £eaw_text §YEquestria at War§! experience.\n\n\n\n£eaw_text §YEquestria at War§! provides a new, flavorful system of general, admiral and, for players with the La Resistance DLC, operative generation. Various nations will generate different leaders of different races depending on their circumstances. For example, a nation may have both pony and griffon generals, or use multiple namelists. This does not carry any gameplay changes." - EAW_WS_TAB_4_TXT_HEADER_1:0 "§Y'Two Eagles' 1.9.1§!" + EAW_WS_TAB_4_TXT_HEADER_1:0 "§Y'Two Eagles: Arsenal of Harmony' 1.9.1§!" EAW_WS_TAB_4_TXT_HEADER_2:0 "§Y'In the Shadow of Mountains' 1.8.2.1§!" EAW_WS_TAB_4_TXT_HEADER_3:0 "§Y'In the Shadow of Mountains' 1.8.2§!" EAW_WS_TAB_4_TXT_HEADER_4:0 "§Y'In the Shadow of Mountains' 1.8.1§!" EAW_WS_TAB_4_TXT_HEADER_5:0 "§Y'In the Shadow of Mountains' 1.8.0.1§!" #EAW_WS_TAB_4_TXT_HEADER_6:0 "§Y'In the Shadow of Mountains' 1.8§!" #EAW_WS_TAB_4_TXT_HEADER_7:0 "§Y'Pax Chrysalia: Redux' 1.7.7.1§!" - EAW_WS_TAB_4_TXT:0 "\n\n+ Added a 3D zebra model, currently only used by Kasa Free State.\n+ Added a new 3D changeling model.\n+ Added new plane models for Equestria and Changeling Lands.\n+ Added a new general for Aztlan.\n+ Added unique focus icons for Viira in Barrad.\n+ Added a few political party descriptions for Baltimare Republic.\n+ Added some new national spirit and concern icons.\n+ Added some new generic griffon operative and generic zebra general portraits.\n+Added unique Aquileian voicelines.\n+ Added new flags for Herzland, various Yale paths and Kratocratic Austurland.\n+ Redone portraits for Alaric in Rumare and Redglad in Prywhen.\n+ Fixes for Flawless Justice in Longsword.\n+ Non-aligned Greifenmarschen can no longer ally harmonic republics.\n+ Tarrin uprising can no longer occur while at war.\n+ Greneclyf protectorate should now form properly.\n+ Minor fixes for Everfree and ELF.\n+ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset.\n+ Improvements for Russian dynamic localization.\n+ Ponaidhean is now less likely to accept puppeting demand from Wittenland.\n+ Fixed some Skyfall advisors not being available when they should be.\n+ Hopefully fixed Stalliongrad annexing Lunar Empire.\n+ The AI should no longer be able to diplomatically justify wargoals.\n+ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state.\n+ Sigeweard Spellshield now dies when he is executed.\n+ Communist Hellquill can no longer get Starry Night as a leader if she died.\n+ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland.\n+ Katerin is now actually renamed when it unites Herzland.\n+ Improved Asterion's localization.\n+ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit.\n+ Adjusted some AI values for Stalliongrad and Nova Griffonia.\n+Made Sinister Line for Stalliongrad dynamic depending on what states they own.\n+Improved Spitfire advisor for Equestria.\n+ Various flag fixes and tweaks.\n+ Asterion's fascio-communist coalition leader is replaced after a fascist or communist coup.\n+ Asterion's synthetic oil focus gives the refinery technology.\n+ Extensively reworked AI to hopefully be smarter.\n+ Increased max level of radar to 9.\n+ Heavy aircraft designers now boost transport plane range.\n+ Tank designers now boost armored cars correspondingly.\n+ Changeling Lands now has a decision to create a carrier.\n+ Changeling Lands now has a decision to gain docking rights to Wingbardy and vice versa.\n+ Changeling Lands now has a decision to research panzerschiffes.\n+ Added Cruiser Submarine 2.\n+ Adjusted resources worldwide.\n+ Added numerous resource prospecting decisions.\n+ Replaced illogical rubber prospecting decisions with synthetic refineries.\n+ Increased shore bombardment hard cap from 25% to 30%.\n+ Reduced max plane joining naval combat per HP from 0.05 to 0.04.\n+ Reworked Changeling naval tree and some navy-related national spirits.\n+ Made jet planes the same archetype as their non-jet counterparts. This means you can mix them in air wings and transfer aces.\n+ Increased harmonist world tension gain factor from 5% to 25%.\n+ Increased harmonist army and air force intel to others from 5% to 10%.\n+ Harmonists and non-aligned can now send volunteers and lend lease at 0% world tension.\n+ Supremacy and communism can't justify wargoals until 30% world tension.\n+ Decreased divisions required for volunteers factor from -10% to -25% for non-aligned countries.\n+ Military police use magical weapons once you research the latter, granting +10% suppression boost.\n+ Extended most naval techs to 1026 (with Man the Guns) or 1023 (without).\n+ Extended air doctrines into the jet age.\n+ Added Jet CAS and Jet Heavy Fighters, as well as Transport Plane 2 and 3.\n+ Added Light Tank 6 and Amphibious Tank 6.\n+ Renamed modern tanks to main battle tanks.\n+ Rescaled lategame tanks, buffed lategame super-heavies.\n+ Added a final generation of artillery equipment.\n+ Adjusted start dates for lategame artillery technologies and rebalanced them accordingly.\n+ Every racial special force later tech now has a secondary bonus on top of +5 org.\n+ Buffed deer racial tech tree to give more benefits to recon companies.\n+ Added torpedo data computers, equivalent to fire control systems.\n+ Added helicopter support (transport, recon, anti-sub, and attack).\n+ Lategame nuclear techs cause reactors to cost fewer crystals.\n+ Added a final 1026 nuclear tech.\n+ Added crystal-powered rocket interceptor 4 and 5.\n+ Added ballistic missile 5.\n+ Lategame missile techs improve static anti-air as well as naval anti-air.\n+ Buffed generic racial tree slightly.\n+ Buffed griffon naval and air racial techs.\n+ Added lategame fuel refining and synthetic resource techs.\n+ Adjusted start dates of several infantry techs.\n+ Re-added magical motorized and mechanized infantry.\n+ Replaced infantry antitank 4 with infantry anti-air 1.\n+ Replaced elite forces 2 and 3 with more options.\n+ Moved the night vision line out of the support weapons line.\n+ Replaced night vision 3 with a boost to recon and initiative.\n+ Fixed support weapons to boost all infantry correctly.\n+ Disabled antitank armored car as a separate unit type.\n+ Added motorized 2 and 3 and katyusha 2.\n+ Rebalanced lategame infantry and mechanized equipment.\n+ Lategame mechanized and infantry now require some tungsten (representing anti-tank being widely distributed).\n+ Added final mechanized tech to improve tank and mechanized performance in wet terrain.\n+ Buffed lategame armored cars and final armored car techs improve suppression.\n+ Added lategame air and navy doctrines.\n+ Lategame engineers now get different terrain boosts instead of urban over and over again.\n+ Removed large cruiser type (now handled properly as subtypes of other ships).\n+ Rebalanced motorized expert trait and nerfed combined arms expert trait.\n+ Added numerous new naval traits.\n+ Increased armored car baseline org from 10 to 20, and made battalions give some recon.\n+ Added armored engineers (require Main Battle Tanks).\n+ Removed all instances of converting equipment across two generations.\n+ Buffed lategame guided missiles.\n+ Medium batteries now include some light attack and are ideal for killing light cruisers.\n+ Fire control systems no longer reduce reliability.\n+ Rebalanced jets.\n+ Added many ship names.\n+ Increased amphibious tank fuel consumption.\n+ Adjusted numerous ship designs.\n+ Increased fleet size and dockyard count of majors and a few minors.\n+ Improved some naval starting tech levels.\n+ Added admirals worldwide.\n+ Miscellaneous bugfixes and improvements.\n+ Miscellaneous localisation fixes." + EAW_WS_TAB_4_TXT:0 "\n\n+ Extensively reworked AI to hopefully be smarter.\n+ Increased max level of radar to 9.\n+ Heavy aircraft designers now boost transport plane range.\n+ Tank designers now boost armored cars correspondingly.\n+ Changeling Lands now has a decision to create a carrier.\n+ Changeling Lands now has a decision to gain docking rights to Wingbardy and vice versa.\n+ Changeling Lands now has a decision to research panzerschiffes.\n+ Added Cruiser Submarine 2.\n+ Adjusted resources worldwide.\n+ Added numerous resource prospecting decisions.\n+ Replaced illogical rubber prospecting decisions with synthetic refineries.\n+ Increased shore bombardment hard cap from 25% to 30%.\n+ Reduced max plane joining naval combat per HP from 0.05 to 0.04.\n+ Reworked Changeling naval tree and some navy-related national spirits.\n+ Made jet planes the same archetype as their non-jet counterparts. This means you can mix them in air wings and transfer aces.\n+ Increased harmonist world tension gain factor from 5% to 25%.\n+ Increased harmonist army and air force intel to others from 5% to 10%.\n+ Harmonists and non-aligned can now send volunteers and lend lease at 0% world tension.\n+ Supremacy and communism can't justify wargoals until 30% world tension.\n+ Decreased divisions required for volunteers factor from -10% to -25% for non-aligned countries.\n+ Military police use magical weapons once you research the latter, granting +10% suppression boost.\n+ Extended most naval techs to 1026 (with Man the Guns) or 1023 (without).\n+ Extended air doctrines into the jet age.\n+ Added Jet CAS and Jet Heavy Fighters, as well as Transport Plane 2 and 3.\n+ Added Light Tank 6 and Amphibious Tank 6.\n+ Renamed modern tanks to main battle tanks.\n+ Rescaled lategame tanks, buffed lategame super-heavies.\n+ Added a final generation of artillery equipment.\n+ Adjusted start dates for lategame artillery technologies and rebalanced them accordingly.\n+ Every racial special force later tech now has a secondary bonus on top of +5 org.\n+ Buffed deer racial tech tree to give more benefits to recon companies.\n+ Added torpedo data computers, equivalent to fire control systems.\n+ Added helicopter support (transport, recon, anti-sub, and attack).\n+ Lategame nuclear techs cause reactors to cost fewer crystals.\n+ Added a final 1026 nuclear tech.\n+ Added crystal-powered rocket interceptor 4 and 5.\n+ Added ballistic missile 5.\n+ Lategame missile techs improve static anti-air as well as naval anti-air.\n+ Buffed generic racial tree slightly.\n+ Buffed griffon naval and air racial techs.\n+ Added lategame fuel refining and synthetic resource techs.\n+ Adjusted start dates of several infantry techs.\n+ Re-added magical motorized and mechanized infantry.\n+ Replaced infantry antitank 4 with infantry anti-air 1.\n+ Replaced elite forces 2 and 3 with more options.\n+ Moved the night vision line out of the support weapons line.\n+ Replaced night vision 3 with a boost to recon and initiative.\n+ Fixed support weapons to boost all infantry correctly.\n+ Disabled antitank armored car as a separate unit type.\n+ Added motorized 2 and 3 and katyusha 2.\n+ Rebalanced lategame infantry and mechanized equipment.\n+ Lategame mechanized and infantry now require some tungsten (representing anti-tank being widely distributed).\n+ Added final mechanized tech to improve tank and mechanized performance in wet terrain.\n+ Buffed lategame armored cars and final armored car techs improve suppression.\n+ Added lategame air and navy doctrines.\n+ Lategame engineers now get different terrain boosts instead of urban over and over again.\n+ Removed large cruiser type (now handled properly as subtypes of other ships).\n+ Rebalanced motorized expert trait and nerfed combined arms expert trait.\n+ Added numerous new naval traits.\n+ Increased armored car baseline org from 10 to 20, and made battalions give some recon.\n+ Added armored engineers (require Main Battle Tanks).\n+ Removed all instances of converting equipment across two generations.\n+ Buffed lategame guided missiles.\n+ Medium batteries now include some light attack and are ideal for killing light cruisers.\n+ Fire control systems no longer reduce reliability.\n+ Rebalanced jets.\n+ Added many ship names.\n+ Increased amphibious tank fuel consumption.\n+ Adjusted numerous ship designs.\n+ Increased fleet size and dockyard count of majors and a few minors.\n+ Improved some naval starting tech levels.\n+ Added admirals worldwide.\n+ Added a 3D zebra model, currently only used by Kasa Free State.\n+ Added a new 3D changeling model.\n+ Added new plane models for Equestria and Changeling Lands.\n+ Added a new general for Aztlan.\n+ Added unique focus icons for Viira in Barrad.\n+ Added a few political party descriptions for Baltimare Republic.\n+ Added some new national spirit and concern icons.\n+ Added some new generic griffon operative and generic zebra general portraits.\n+Added unique Aquileian voicelines.\n+ Added new flags for Herzland, various Yale paths and Kratocratic Austurland.\n+ Redone portraits for Alaric in Rumare and Redglad in Prywhen.\n+ Fixes for Flawless Justice in Longsword.\n+ Non-aligned Greifenmarschen can no longer ally harmonic republics.\n+ Tarrin uprising can no longer occur while at war.\n+ Greneclyf protectorate should now form properly.\n+ Minor fixes for Everfree and ELF.\n+ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset.\n+ Improvements for Russian dynamic localization.\n+ Ponaidhean is now less likely to accept puppeting demand from Wittenland.\n+ Fixed some Skyfall advisors not being available when they should be.\n+ Hopefully fixed Stalliongrad annexing Lunar Empire.\n+ The AI should no longer be able to diplomatically justify wargoals.\n+ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state.\n+ Sigeweard Spellshield now dies when he is executed.\n+ Communist Hellquill can no longer get Starry Night as a leader if she died.\n+ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland.\n+ Katerin is now actually renamed when it unites Herzland.\n+ Improved Asterion's localization.\n+ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit.\n+ Adjusted some AI values for Stalliongrad and Nova Griffonia.\n+Made Sinister Line for Stalliongrad dynamic depending on what states they own.\n+Improved Spitfire advisor for Equestria.\n+ Various flag fixes and tweaks.\n+ Asterion's fascio-communist coalition leader is replaced after a fascist or communist coup.\n+ Asterion's synthetic oil focus gives the refinery technology.\n+ Miscellaneous bugfixes and improvements.\n+ Miscellaneous localisation fixes." # Regions EAW_WS_Northern_Equestria:0 "Northern Equus" diff --git a/localisation/eaw_welcomescreen_l_russian.yml b/localisation/eaw_welcomescreen_l_russian.yml index a502ea67938..1d9afe9d96c 100644 --- a/localisation/eaw_welcomescreen_l_russian.yml +++ b/localisation/eaw_welcomescreen_l_russian.yml @@ -25,7 +25,7 @@ EAW_WS_TAB_1_HEADER:0 "[Root.GetNiceCountryName]" #scripted loc for nicer stuff EAW_WS_TAB_2_HEADER:0 "[Root.GetRegionName]" EAW_WS_TAB_3_HEADER:0 "£eaw_text Механика мода Equestria at War" - EAW_WS_TAB_4_HEADER:0 "Версия 'Two Eagles' 1.9.1" + EAW_WS_TAB_4_HEADER:0 "Версия 'Two Eagles: Arsenal of Harmony' 1.9.1" #24 lines of text EAW_WS_TAB_1_TXT:0 "[Root.GetCountryIntro]" @@ -38,14 +38,14 @@ EAW_WS_TAB_3_TXT_HEADER_6:0 "" EAW_WS_TAB_3_TXT_HEADER_7:0 "" EAW_WS_TAB_3_TXT:0 "\n\n£eaw_text §YEquestria at War§! включает в себя §YРасширенные Технологии + Промышленность + Снаряжение§! от §YGreatexperiment§! (используется по согласию автора), которые были отредактированы и упрощены, чтобы лучше соответствовать нашему проекту. Это позволяет вести более длительную игру с большим количеством технологий для исследования.\n\nEaW включает в себя §YМагическое Снаряжение§! и новый ресурс - £resources_strip|7 §YКристаллы§!, которые используются для его производства. §YМагическое Снаряжение§! требует больше ресурсов, дольше производится, менее надежно, но более мощное в сравнение с обычным §YПехотным Снаряжением§!.\n\n§YДо-Индустриальное Пехотное Снаряжение§! и §YАртиллерия§! были добавлены, чтобы представлять оружие, используемое странами, которые ещё не индустриализовались.\n\nБолее того, в EaW есть система §YРас§!. В каждой стране доминирует одна из шести рас - §Yпони§!, §Yчейнджлинги§!, §Yгрифоны§!, §Yолени§!, §Yалмазные псы§! или §Yнеопределенная расы§!. Планируется добавление большего числа рас. Каждая раса имеет своё уникальное расовое технологическое древо, и, в некоторых случаях, своих уникальных расовых юнитов. Расу нельзя изменить во время игры (исключением является опция для §YСодружества Оленей и Чейнджлингов§!).\n\n\nРазвитие общества и науки\n\nДабы лучше показать разницу в промышленном/социальном и научном развитии стран в моде Equestria at War, были добавлены категории идей §YРазвитие§! и §YНаучное Развитие§!.\n\n§YРазвитие§! отображает общее состояние индустриализации и развития экономики и общества. Низкие уровни §YРазвития§! снижают темпы §RПромышленного§!, §RНаучного§! и §RПолитического§! развития. §YРазвитие§! может быть улучшено с помощью §YНациональных Фокусов§! или §YРешений§!, в зависимости от страны.\n\n§YНаучное Развитие§! отображает уровень образования и научных возможностей страны. Низкие уровни §YНаучного Развития§! снижают темпы §RИсследований§!. §YНаучное Развитие§! может быть улучшено с помощью §YНациональных Фокусов§! или §YРешений§!, в зависимости от страны. Для §Yгрифоньих§! стран, овладение крупными центрами науки в Грифонии также может помочь улучшить §YНаучное Развитие§!.\n\n\nИзменение ядерного оружия\n\nПотенциал ядерных бомб и весь тот ужас от использования такого чудовищного оружия плохо отображен в игре без модов. Чтобы исправить это, EaW вводит следующие изменения:\n- Ядерная бомбардировка снизит население бомбардируемой §Yпровинции§!, нанося потери в зависимости от её текущего населения и развития (использование нескольких ядерных бомб на одной провинции одновременно или с небольшим перерывом не приведет к сокращению численности населения).\n- §YПровинции§! , которые затронула ядерная бомбардировка получат модификатор §YРадиация§! , снижающий число возможных фабрик, снабжение, организацию дивизий и увеличивающий истощение дивизий. Модификатор будет длиться §Yгод§!. Последующие ядерные бомбардировки не будут налагать ещё один модификатор, но обновят длительность текущего.\n- Производство §Yядерного оружия§! требует £resources_strip|7 §YКристаллов§!. Если они недоступны, никаких §Yядерных бомб§! не будет создано. Каждый §YЯдерный Реактор§! потребляет 12 £resources_strip|7 §YКристаллов§!.\n\n\nОперация "Скрепка" - послевоенные исследовательские бонусы\n\nПосле победы над страной в войне, и окончания мирной конференции, победители имеют шанс получить §Yединовременный 50% бонус к исследованиям§! для §Yтехнологий§! , которые изучила проигравшая страна, но не победитель. \n\nШанс получить бонус случаен, и вычисляется в зависимости от технологии. Чем больше §Yпромышленности§! проигравшего было захвачено победителем (либо марионеткой, либо аннексией), тем выше шанс получить бонус, что значит не каждый победитель имеет равный шанс. Уровень §YРазвития§! победителя тоже влияет - чем ниже Развитие, тем ниже шанс.\n\n\nПереключение музыки\n\n£eaw_text Мод §YEquestria at War§! включает в себя несколько новую музыку. Чтобы позволить игрокам выбирать какая музыка им больше нравится, мы добавили кнопку выбора музыки в §Yокно музыкального плеера§! (доступно при нажатии на §Yноту§! рядом с §Yконтроллером скорости времени в игре§!, и там нажать на §Yполосатую желтую кнопку с плюсом§!), позволяющую выбирать между §Yобоими вариантами музыки§!, §Yтолько музыкой из оригинальной игры§! и §Yтолько музыкой из мода EaW§!.\n\nНе обязательный, но рекомендуемый к установке £eaw_text §YEquestria at War Music Mod§! также поддерживает этот выбор.\n\n\nУлучшение ИИ\n\nБыла проведена работа по улучшению ИИ. Хотя он не идеален, и большинство реальных улучшений сделано Парадоксами, мы приложили все усилия, чтобы улучшить поведение ИИ, а также улучшить создание ИИ шаблонов дивизий. ИИ будет использовать добавленные юниты и технологии. ИИ будет выбирать доктрины в зависимости от бонусов, полученных на древе фокусов. ИИ будет использовать различные стратегии в зависимости от событий и изменений на мировой арене. Поведение ИИ на мирных конференциях было улучшено, но все ещё не идеально.\n\n\nИгровые правила\n\nПосле выхода обновления 1.6 'Броненосец', были добавлены новые игровые правила и настройки для различных стран, чтобы позволить игроку настроить собственную игру в £eaw_text §YEquestria at War§! по своему вкусу.\n\n\n\nДинамическая генерация лидеров\n£eaw_text §YEquestria at War§! предлагает новую и более интересную систему генерации генералов и адмиралов, а также оперативников для игроков с DLC La Resistance. Некоторые нации при определённых обстоятельствах могут получать лидеров, принадлежащих различным расам. К примеру, в стране генералами могут становиться как пони, так и грифоны. Или эта страна может использовать несколько различных списков имен. Это не вносит никаких значительных изменений в игровой процесс." - EAW_WS_TAB_4_TXT_HEADER_1:0 "§Y'Two Eagles' 1.9.1§!" + EAW_WS_TAB_4_TXT_HEADER_1:0 "§Y'Two Eagles: Arsenal of Harmony' 1.9.1§!" EAW_WS_TAB_4_TXT_HEADER_2:0 "§Y'In the Shadow of Mountains' 1.8.2.1§!" EAW_WS_TAB_4_TXT_HEADER_3:0 "§Y'In the Shadow of Mountains' 1.8.2§!" EAW_WS_TAB_4_TXT_HEADER_4:0 "§Y'In the Shadow of Mountains' 1.8.1§!" EAW_WS_TAB_4_TXT_HEADER_5:0 "§Y'In the Shadow of Mountains' 1.8.0.1§!" #EAW_WS_TAB_4_TXT_HEADER_6:0 "§Y'In the Shadow of Mountains' 1.8§!" #EAW_WS_TAB_4_TXT_HEADER_7:0 "§Y'Pax Chrysalia: Redux' 1.7.7.1§!" - EAW_WS_TAB_4_TXT:0 "\n\n+ Extensively reworked AI to hopefully be smarter.\n+ Increased max level of radar to 9.\n+ Heavy aircraft designers now boost transport plane range.\n+ Tank designers now boost armored cars correspondingly.\n+ Changeling Lands now has a decision to create a carrier.\n+ Changeling Lands now has a decision to gain docking rights to Wingbardy and vice versa.\n+ Changeling Lands now has a decision to research panzerschiffes.\n+ Added Cruiser Submarine 2.\n+ Adjusted resources worldwide.\n+ Added numerous resource prospecting decisions.\n+ Replaced illogical rubber prospecting decisions with synthetic refineries.\n+ Increased shore bombardment hard cap from 25% to 30%.\n+ Reduced max plane joining naval combat per HP from 0.05 to 0.04.\n+ Reworked Changeling naval tree and some navy-related national spirits.\n+ Made jet planes the same archetype as their non-jet counterparts. This means you can mix them in air wings and transfer aces.\n+ Increased harmonist world tension gain factor from 5% to 25%.\n+ Increased harmonist army and air force intel to others from 5% to 10%.\n+ Harmonists and non-aligned can now send volunteers and lend lease at 0% world tension.\n+ Supremacy and communism can't justify wargoals until 30% world tension.\n+ Decreased divisions required for volunteers factor from -10% to -25% for non-aligned countries.\n+ Military police use magical weapons once you research the latter, granting +10% suppression boost.\n+ Extended most naval techs to 1026 (with Man the Guns) or 1023 (without).\n+ Extended air doctrines into the jet age.\n+ Added Jet CAS and Jet Heavy Fighters, as well as Transport Plane 2 and 3.\n+ Added Light Tank 6 and Amphibious Tank 6.\n+ Renamed modern tanks to main battle tanks.\n+ Rescaled lategame tanks, buffed lategame super-heavies.\n+ Added a final generation of artillery equipment.\n+ Adjusted start dates for lategame artillery technologies and rebalanced them accordingly.\n+ Every racial special force later tech now has a secondary bonus on top of +5 org.\n+ Buffed deer racial tech tree to give more benefits to recon companies.\n+ Added torpedo data computers, equivalent to fire control systems.\n+ Added helicopter support (transport, recon, anti-sub, and attack).\n+ Lategame nuclear techs cause reactors to cost fewer crystals.\n+ Added a final 1026 nuclear tech.\n+ Added crystal-powered rocket interceptor 4 and 5.\n+ Added ballistic missile 5.\n+ Lategame missile techs improve static anti-air as well as naval anti-air.\n+ Buffed generic racial tree slightly.\n+ Buffed griffon naval and air racial techs.\n+ Added lategame fuel refining and synthetic resource techs.\n+ Adjusted start dates of several infantry techs.\n+ Re-added magical motorized and mechanized infantry.\n+ Replaced infantry antitank 4 with infantry anti-air 1.\n+ Replaced elite forces 2 and 3 with more options.\n+ Moved the night vision line out of the support weapons line.\n+ Replaced night vision 3 with a boost to recon and initiative.\n+ Fixed support weapons to boost all infantry correctly.\n+ Disabled antitank armored car as a separate unit type.\n+ Added motorized 2 and 3 and katyusha 2.\n+ Rebalanced lategame infantry and mechanized equipment.\n+ Lategame mechanized and infantry now require some tungsten (representing anti-tank being widely distributed).\n+ Added final mechanized tech to improve tank and mechanized performance in wet terrain.\n+ Buffed lategame armored cars and final armored car techs improve suppression.\n+ Added lategame air and navy doctrines.\n+ Lategame engineers now get different terrain boosts instead of urban over and over again.\n+ Removed large cruiser type (now handled properly as subtypes of other ships).\n+ Rebalanced motorized expert trait and nerfed combined arms expert trait.\n+ Added numerous new naval traits.\n+ Increased armored car baseline org from 10 to 20, and made battalions give some recon.\n+ Added armored engineers (require Main Battle Tanks).\n+ Removed all instances of converting equipment across two generations.\n+ Buffed lategame guided missiles.\n+ Medium batteries now include some light attack and are ideal for killing light cruisers.\n+ Fire control systems no longer reduce reliability.\n+ Rebalanced jets.\n+ Added many ship names.\n+ Increased amphibious tank fuel consumption.\n+ Adjusted numerous ship designs.\n+ Increased fleet size and dockyard count of majors and a few minors.\n+ Improved some naval starting tech levels.\n+ Added admirals worldwide.\n+ Added a 3D zebra model, currently only used by Kasa Free State.\n+ Added a new 3D changeling model.\n+ Added new plane models for Equestria and Changeling Lands.\n+ Added a new general for Aztlan.\n+ Added unique focus icons for Viira in Barrad.\n+ Added a few political party descriptions for Baltimare Republic.\n+ Redone portraits for Alaric in Rumare and Redglad in Prywhen.\n+ Fixes for Flawless Justice in Longsword.\n+ Non-aligned Greifenmarschen can no longer ally harmonic republics.\n+ Tarrin uprising can no longer occur while at war.\n+ Greneclyf protectorate should now form properly.\n+ Minor fixes for Everfree and ELF.\n+ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset.\n+ Improvements for Russian dynamic localization.\n+ Ponaidhean is now less likely to accept puppeting demand from Wittenland.\n+ Fixed some Skyfall advisors not being available when they should be.\n+ Hopefully fixed Stalliongrad annexing Lunar Empire.\n+ The AI should no longer be able to diplomatically justify wargoals.\n+ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state.\n+ Sigeweard Spellshield now dies when he is executed.\n+ Communist Hellquill can no longer get Starry Night as a leader if she died.\n+ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland.\n+ Katerin is now actually renamed when it unites Herzland.\n+ Improved Asterion's localization.\n+ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit.\n+ Miscellaneous bugfixes and improvements.\n+ Miscellaneous localisation fixes." + EAW_WS_TAB_4_TXT:0 "\n\n+ Extensively reworked AI to hopefully be smarter.\n+ Increased max level of radar to 9.\n+ Heavy aircraft designers now boost transport plane range.\n+ Tank designers now boost armored cars correspondingly.\n+ Changeling Lands now has a decision to create a carrier.\n+ Changeling Lands now has a decision to gain docking rights to Wingbardy and vice versa.\n+ Changeling Lands now has a decision to research panzerschiffes.\n+ Added Cruiser Submarine 2.\n+ Adjusted resources worldwide.\n+ Added numerous resource prospecting decisions.\n+ Replaced illogical rubber prospecting decisions with synthetic refineries.\n+ Increased shore bombardment hard cap from 25% to 30%.\n+ Reduced max plane joining naval combat per HP from 0.05 to 0.04.\n+ Reworked Changeling naval tree and some navy-related national spirits.\n+ Made jet planes the same archetype as their non-jet counterparts. This means you can mix them in air wings and transfer aces.\n+ Increased harmonist world tension gain factor from 5% to 25%.\n+ Increased harmonist army and air force intel to others from 5% to 10%.\n+ Harmonists and non-aligned can now send volunteers and lend lease at 0% world tension.\n+ Supremacy and communism can't justify wargoals until 30% world tension.\n+ Decreased divisions required for volunteers factor from -10% to -25% for non-aligned countries.\n+ Military police use magical weapons once you research the latter, granting +10% suppression boost.\n+ Extended most naval techs to 1026 (with Man the Guns) or 1023 (without).\n+ Extended air doctrines into the jet age.\n+ Added Jet CAS and Jet Heavy Fighters, as well as Transport Plane 2 and 3.\n+ Added Light Tank 6 and Amphibious Tank 6.\n+ Renamed modern tanks to main battle tanks.\n+ Rescaled lategame tanks, buffed lategame super-heavies.\n+ Added a final generation of artillery equipment.\n+ Adjusted start dates for lategame artillery technologies and rebalanced them accordingly.\n+ Every racial special force later tech now has a secondary bonus on top of +5 org.\n+ Buffed deer racial tech tree to give more benefits to recon companies.\n+ Added torpedo data computers, equivalent to fire control systems.\n+ Added helicopter support (transport, recon, anti-sub, and attack).\n+ Lategame nuclear techs cause reactors to cost fewer crystals.\n+ Added a final 1026 nuclear tech.\n+ Added crystal-powered rocket interceptor 4 and 5.\n+ Added ballistic missile 5.\n+ Lategame missile techs improve static anti-air as well as naval anti-air.\n+ Buffed generic racial tree slightly.\n+ Buffed griffon naval and air racial techs.\n+ Added lategame fuel refining and synthetic resource techs.\n+ Adjusted start dates of several infantry techs.\n+ Re-added magical motorized and mechanized infantry.\n+ Replaced infantry antitank 4 with infantry anti-air 1.\n+ Replaced elite forces 2 and 3 with more options.\n+ Moved the night vision line out of the support weapons line.\n+ Replaced night vision 3 with a boost to recon and initiative.\n+ Fixed support weapons to boost all infantry correctly.\n+ Disabled antitank armored car as a separate unit type.\n+ Added motorized 2 and 3 and katyusha 2.\n+ Rebalanced lategame infantry and mechanized equipment.\n+ Lategame mechanized and infantry now require some tungsten (representing anti-tank being widely distributed).\n+ Added final mechanized tech to improve tank and mechanized performance in wet terrain.\n+ Buffed lategame armored cars and final armored car techs improve suppression.\n+ Added lategame air and navy doctrines.\n+ Lategame engineers now get different terrain boosts instead of urban over and over again.\n+ Removed large cruiser type (now handled properly as subtypes of other ships).\n+ Rebalanced motorized expert trait and nerfed combined arms expert trait.\n+ Added numerous new naval traits.\n+ Increased armored car baseline org from 10 to 20, and made battalions give some recon.\n+ Added armored engineers (require Main Battle Tanks).\n+ Removed all instances of converting equipment across two generations.\n+ Buffed lategame guided missiles.\n+ Medium batteries now include some light attack and are ideal for killing light cruisers.\n+ Fire control systems no longer reduce reliability.\n+ Rebalanced jets.\n+ Added many ship names.\n+ Increased amphibious tank fuel consumption.\n+ Adjusted numerous ship designs.\n+ Increased fleet size and dockyard count of majors and a few minors.\n+ Improved some naval starting tech levels.\n+ Added admirals worldwide.\n+ Added a 3D zebra model, currently only used by Kasa Free State.\n+ Added a new 3D changeling model.\n+ Added new plane models for Equestria and Changeling Lands.\n+ Added a new general for Aztlan.\n+ Added unique focus icons for Viira in Barrad.\n+ Added a few political party descriptions for Baltimare Republic.\n+ Added some new national spirit and concern icons.\n+ Added some new generic griffon operative and generic zebra general portraits.\n+Added unique Aquileian voicelines.\n+ Added new flags for Herzland, various Yale paths and Kratocratic Austurland.\n+ Redone portraits for Alaric in Rumare and Redglad in Prywhen.\n+ Fixes for Flawless Justice in Longsword.\n+ Non-aligned Greifenmarschen can no longer ally harmonic republics.\n+ Tarrin uprising can no longer occur while at war.\n+ Greneclyf protectorate should now form properly.\n+ Minor fixes for Everfree and ELF.\n+ If Dark Wing is couped, Stalliongrad's relations with Equestria are reset.\n+ Improvements for Russian dynamic localization.\n+ Ponaidhean is now less likely to accept puppeting demand from Wittenland.\n+ Fixed some Skyfall advisors not being available when they should be.\n+ Hopefully fixed Stalliongrad annexing Lunar Empire.\n+ The AI should no longer be able to diplomatically justify wargoals.\n+ Vanhoover border conflicts are now blocked if the target country doesn't actually control the state.\n+ Sigeweard Spellshield now dies when he is executed.\n+ Communist Hellquill can no longer get Starry Night as a leader if she died.\n+ Fixed rare scenario where Bakara unlocked River Federation focuses for Honoria or Wulfric in Wittenland.\n+ Katerin is now actually renamed when it unites Herzland.\n+ Improved Asterion's localization.\n+ Fixed exploit with puppeting Leopold's Barrad where you could use him as a unit.\n+ Adjusted some AI values for Stalliongrad and Nova Griffonia.\n+Made Sinister Line for Stalliongrad dynamic depending on what states they own.\n+Improved Spitfire advisor for Equestria.\n+ Various flag fixes and tweaks.\n+ Asterion's fascio-communist coalition leader is replaced after a fascist or communist coup.\n+ Asterion's synthetic oil focus gives the refinery technology.\n+ Miscellaneous bugfixes and improvements.\n+ Miscellaneous localisation fixes." # Regions EAW_WS_Northern_Equestria:0 "Северный Эквус" diff --git a/sound/JER/JER_retreat_1_rare_FRAG.wav b/sound/JER/JER_retreat_1_rare_FRA.wav similarity index 100% rename from sound/JER/JER_retreat_1_rare_FRAG.wav rename to sound/JER/JER_retreat_1_rare_FRA.wav