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编辑“
Technology modding
”(章节)
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== Technology File Overview == <syntaxhighlight lang="ruby"> # These are simply constants that can be used to assign technologies to right cost for each tier easily. You can add your own as well. @example_cost = 1000 @tier1cost1 = 500 @tier1weight1 = 100 technology_name = { # Code name of the technology. This is referred to in other files that unlock things via technology, such as 00_spaceport_modules.txt. cost = @tier1cost1 # This sets the cost of the technology in research points. # Parameters: constant, integer area = society # The area of technology this belongs to. # Parameters: physics, society, engineering tier = 1 # Each technology is split into tiers. # You need to have researched 5 technologies within one tier to see any technologies of the next tier above. There are five tiers. # Parameters: 0, 1, 2, 3, 4, 5, found in 00_tiers.txt category = { biology } # The category of technology. Scientists with modifiers for this category will research this technology quicker/slower. # Parameters: category_name found in 00_category.txt levels = -1 # Controls the number of levels this technology has. -1 means it is repeatable. # Parameters: integer, -1 cost_per_level = @repeatableTechLevelCost # Controls the cost per level of this technology. # Parameters: constant, integer prerequisites = { "prerequisite_technology" } # This technology requires "tech_eco_simulation" to have been researched before it will appear as an option # Parameters: technology_name weight = @tier1weight1 # This is the initial weighting of the technology used to determine whether or not the technology should appear as an option. # Parameters: constant, integer gateway = biological # a flavor-text-only entry that shows what kind of technology is behind this tech. ai_update_type = military # controls AI auto-updating, ai_update_type will make the AI to update existing military ship designs and starbases, # and if update type is all, civilian ships and stations will also be updated. # Parameters: military, all start_tech = yes/no # Defines this technology as a starting technology modifier = { } # Contains any modifiers this technology directly changes. feature_flags = { my_tech_flag } # flavor-text-only entries that tells the player what does this tech do. # the localisation key "my_tech_flag" is used for this and "my_tech_flag_desc" is used for the tooltip. # All feature_flags are hardcoded, you cannot create new ones. prereqfor_desc = { ship = { title = "EXAMPLE_TECH_TITLE" desc = "EXAMPLE_TECH_DESC" } } # This is used to add localisation telling the player that this technology is a prerequisite for another important technology potential = { } # If this block is evaluated false, this tech can't be drawn as an option. # DLC exclusive techs are hidden this way. weight_modifier = { modifier = { factor = 1.5 has_ethic = ethic_pacifist } } # These are the weighting modifier used to determine how likely this technology is drawn as an option. # If weight is multiplied by 0, this tech can't be drawn as an option, but can still be given by scripts and console commands. ai_weight = { factor = 1.5 modifier = { factor = 2 has_ethic = ethic_pacifist } } # These are the ai weighting modifiers used to by the AI to determine how likely it will research this technology. weight_groups = { repeatable } # This is a weight group to be used later mod_weight_if_group_picked = { repeatable = 0.01 } # Weight of this technology is multiplied by each value if another technology from respective weight group have already been drawn as an option # In this case, if there is already a repeatable tech drawn as an option, this tech is 0.01 times likely to be drawn. } </syntaxhighlight>
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