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3.3 版本
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== Modding == * Added support for "is_essential" property on buildings which when added to the AI build queue will remove all non essential build tasks. * Added "random" toggle to scripted loc. If you set "random = no", it will pick the loc key with the highest weight, or the first valid one if no weights are specified, rather than acting as a weighted random. * Added ai_ignore_was_human console command for toggling ai passiveness after taking over a human controller empire on/off. * Added complex_trigger_modifier to mtth functions: now you can use complex_trigger_modifier = { trigger = num_favors parameters = { who = from } trigger_scope = owner mode = add potential = { <triggers> } } in places where you could use modifier = { factor = 1 <triggers> }. * Added downgrade_all_buildings and downgrade_buildings_of_type effects. * Added error logging for when a window uses a scroll bar but does not have a background. * Added is_starbase_type trigger. * Added resource_revenue_compare and resource_expenses_compare triggers. * Added script_values, which are like ai_weight versions of scripted triggers. You can refer to them by key to get a number via value:my_value. * Added skip_federation_cooldowns console command. * Easier mod overwriting of objects that dynamically add modifiers. * Enabled further mathematical operations in many modifier = { factor = x } fields. The full list is now: set, mult/factor, add, subtract, divide, modulo, round_to, round = yes, floor = yes, ceiling, max, min, abs = yes (all taking a number on the right, except where otherwise specified) * Enabled scripted localization for base scopes, meaning that "Root." is no longer needed in some localization strings. * Enabled the use of the "distance" trigger in script maths (e.g. export_trigger_value_to_variable). * Exposed the default megastructure portrait key as a define. * Extensive defines to modify the math around the planetary ascension. * Fixed a number of potential crashes on startup due to interactions between the load order and a number of effects and triggers. * Fixed a tooltip crash firing a nonexistent event. * Fixed a variety of issues with the use of variables as multipliers in triggered resource tables. * Fixed ambient objects' scale_to_size making ambient objects appear a different size the first time you looked at a solar system than subsequent times. * Fixed crash when closing TweakerGUI. * Fixed issues where mods overwriting objects (e.g. jobs) that dynamically add modifiers would cause issues where the added modifiers would not work. * Fixed station_modifier and triggered station modifiers on starbase modules or buildings, not immediately applying their effects upon construction. * In value-based triggers where you would say e.g. num_pops > 32, you can now no longer say num_pops > from, but you can instead say num_pops > from.trigger:num_pops. This change was doing for technical reasons, to save on memory usage by not saving two event targets in each trigger. * Often-reused scripted effects and triggers will now no longer show misleading file locations in error logs. * Renamed election cost modifier country_election_influence_cost_mult to country_election_cost_mult to not reference influence, as it now costs unity. * Replaced the modification boolean flag for traits with the additional triggers species_possible_add, species_possible_merge_add and species_possible_merge_remove. * Stopped some weight/chance fields inexplicably returning 1 even when script said the base should be 0. * Variables that accepted "trigger:<trigger>" now also accept "modifier:<modifier>". * You can no longer use "count" in any_x triggers. You should use count_x instead (which uses much better code). * You can now again specify that a leader made with clone_leader is an event leader (or immortal). * You can now use count_x script lists in export_trigger_value_to_variable. * You can now use script values in ships' empire_limit. *AI economic plan and AI build plan tooltip now shows sub plans and the current income targets, also now able to name sub plans. * Job reassignment reworked to reevaluate between each change, this means that you can now script more dynamic job weight behaviors without causing mass migration of pops from one job to another. For example, you can base energy credit weight based on empire deficit/surplus or you can base amenities job weight on the planet amenity level.
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