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编辑“
Technology modding
”(章节)
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=== Weight Modifiers === Now we enter logic gate territory with Weight Modifiers and add/factor. These change how likely the tech is to appear in any given tech "card draw", after each completed research. An example: <pre> weight_modifier = { factor = 4 # weight × 4 modifier = { factor = 0.75 # weight × 0.75 NOR = { has_ethic = ethic_pacifist has_ethic = ethic_fanatic_pacifist } # Is not pacifist } modifier = { add = 2 # +2 to original weight amount OR = { has_ethic = ethic_militarist has_ethic = ethic_fanatic_militarist } # Is militarist } } </pre> This would reduce the weight of a technology if the researcher does not have either pacifist ethics, and increase it if militarist. ==== Weight Modifier ==== This will contain all of the modifiers that would affect the technology's chance to draw. <pre> weight_modifier = { … } </pre> Remember to count your braces. ==== Add & Factor ==== This is how the condition affects the likelihood of the tech appearing. "Factor" means multiply in this case. <pre> modifier = { factor = 0.75 has_ethic = ethic_fanatic_pacifist } </pre> This will multiply the base weight by 0.75 for countries that are fanatic pacifist. <pre> modifier = { add = 3 has_ethic = ethic_fanatic_militarist } </pre> This will increase the base weight by 3 for countries that are fanatic militarist. ==== Logic Gates ==== {{Main|Conditions}} Paradox text files use several [[wikipedia:Logic gate|logic gates]] that are found in traditional computer programming: AND (all values must be true), OR (any value must be true), NOT (all values must be false, reverses output), and NOR (no values can be true). <pre> factor = 0.01 OR = { has_ethic = ethic_pacifist has_ethic = ethic_fanatic_pacifist } </pre> In an OR logic gate at least one value within must return true, else the OR returns false. For this example, empires that are not pacifist are far less likely to draw this technology. <pre> factor = 1.5 AND = { has_authority = "auth_imperial" has_civic = "civic_imperial_cult" } </pre> In the AND gate, all values within must return true, else the AND returns false. This example will increase a tech's weight by 50% if the country has the Imperial authority AND has the Imperial Cult civic. <pre> factor = 0.01 NOT = { has_ethic = "ethic_spiritualist" } </pre> <pre> factor = 0.01 NOR = { has_ethic = "ethic_spiritualist" has_ethic = "ethic_fanatic_spiritualist" } </pre> NOT is a reversed logic gate. If the values within a "NOT" return true, then the NOT returns false. It should be noted that "NOT" and "NOR" have similar use. Logic gates can only be nested limited times; <pre> factor = 0 OR = { NOT = { is_country_type = default } AND = { has_civic = civic_fanatic_purifiers has_ethic = ethic_spiritualist } AND = { has_civic = civic_death_cult has_ethic = ethic_fanatic_militarist } } NOR = { has_ethic = ethic_xenophile has_ethic = ethic_fanatic_xenophile } </pre> :<small>(Note: This block of code does not appear anywhere in Stellaris.)</small> ==== Research Leader ==== The weight can be affected by who's in charge of research, and here's how to do it. First, open with <code>research_leader = {</code>. Now, here is where you make your decision. First, area, meaning which department your scientist is in. It really is just a coding convention, since it will only appear in that category anyways. (So I think it's supposed to increase the chance is there is a leader.) Next is "has_trait", which is self-explanatory. It is used to increase or decrease the likelihood of a tech appearing if a certain trait exists or is missing. Here is a list of all traits that can be used with it (for scientists): <syntaxhighlight lang="ruby"> # Adaptable (+25% XP Gain) "leader_trait_adaptable" # Stubborn (-25% XP Gain) "leader_trait_stubborn" # Resiliant (+25 More Years of Life) "leader_trait_resilient" # Substance Abuser (-20 Years of Life) "leader_trait_substance_abuser" # Eager (-33% Recruitment Cost) "leader_trait_eager" # Arrested Development (No XP Gain) "leader_trait_arrested_development" # Careful (-10% Anomaly Fail Risk ) "leader_trait_careful" # Meticulous (+10% Anomaly Generation Chance) "leader_trait_meticulous" # Spark of Genius (+10% Research Speed (All Techs)) "leader_trait_spark_of_genius" # Carefree (+35% Anomaly Research Speed) "leader_trait_carefree" # Roamer (+25% Survey Speed) "leader_trait_roamer" # Archaeologist (+50% Precursor Anomaly Research Speed, -25% Precursor Anomaly Fail Chance) "leader_trait_archaeologist" # Paranoid (-5% Research Speed (All Techs), -10% Anomaly Research Speed) "leader_trait_paranoid" # Maniacal (+5% Research Speed (All Techs)) "leader_trait_maniacal" # Custom AI Assistant (+5% Research Speed (All Techs), +10% Survey Speed, +15% Anomaly Research Speed) "leader_trait_custom_AI_assistant" # Sentient AI Assistant (+10% Research Speed (All Techs), +20% Survey Speed, +30% Anomaly Research Speed) "leader_trait_sentient_AI_assistant" # Expertise: Materials (+15% Research Speed (Materials)) "leader_trait_expertise_materials" # Expertise: Rocketry (+15% Research Speed (Rocketry)) "leader_trait_expertise_rocketry" # Expertise: Voidcraft (+15% Research Speed (Voidcraft)) "leader_trait_expertise_voidcraft" # Expertise: Industry (+15% Research Speed (Industry)) "leader_trait_expertise_industry" # Expertise: Field Manipulation (+15% Research Speed (Field Manipulation)) "leader_trait_expertise_field_manipulation" # Expertise: Particles (+15% Research Speed (Particles)) "leader_trait_expertise_particles" # Expertise: Computing (+15% Research Speed (Computing)) "leader_trait_expertise_computing" # Expertise: Psionics (+15% Research Speed (Psionics)) "leader_trait_expertise_psionics" # Expertise: New Worlds (+15% Research Speed (New Worlds)) "leader_trait_expertise_new_worlds" # Expertise: Statecraft (+15% Research Speed (Statecraft)) "leader_trait_expertise_statecraft" # Expertise: Biology (+15% Research Speed (Biology)) "leader_trait_expertise_biology" # Expertise: Military Theory (+15% Military Theory) "leader_trait_expertise_military_theory" </syntaxhighlight> Please note, this only includes base game, no DLCs are included. ==== Has Level ==== This tag, "<kbd>has_level</kbd>", uses inequality signs (< and >), to boost or lower the chance based on the level. Currently, it goes up to level 5, and here is an example of its usage in game: <pre> modifier = { factor = 1.25 research_leader = { area = physics has_trait = "leader_trait_expertise_voidcraft" has_level > 2 } } modifier = { factor = 1.50 research_leader = { area = physics has_trait = "leader_trait_expertise_voidcraft" has_level > 3 } } </pre> Here, the "<kbd>has_level</kbd>" tag is used to check is the leading scientist is higher than level 3, and if so, increase the likelihood of the tech by *1.5. ==== Years Passed ==== Self-Explanatory. Increases the chance if the years past since the start of the game is greater than or less than a certain year. Like this: <pre> years_passed < 20 # '<' Can be replaced by '>', '>=', '<=', or '=' </pre> ==== Scopes and Triggers ==== The most important part of weight modifiers. [[Scopes]] are used to determine what the following statements apply to. Please note, only a few scopes matter, such as '<kbd>research_leader</kbd>'. [[Triggers]] are the most important part of the entire weight modifier section. Triggers create the main thing that allows for specific cases where certain factors can affect the chance either positively or negatively. ===== Example #1: Locking to certain ethics ===== Using triggers, you can create a tech that can only be used by egalitarians or xenophiles, and it is more likely to appear if you are an egalitarian, and less likely to appear if you only have one of the two. It is even less likely to appear if the fanatic one is xenophile. <pre> weight_modifier = { factor = 0.5 # Sets the base chance of the tech appearing modifier = { factor = 0 # Sets chance to 0 if the empire does not have any of the following ethics. NOR = { has_ethic = ethic_egalitarian has_ethic = ethic_fanatic_egalitarian has_ethic = ethic_xenophile has_ethic = ethic_fanatic_xenophile } } modifier = { factor = 1.5 # Increases the chance if the empire has both egalitarian and xenophile ethics. AND = { OR = { has_ethic = ethic_egalitarian has_ethic = ethic_fanatic_egalitarian } OR = { has_ethic = ethic_xenophile has_ethic = ethic_fanatic_xenophile } } } modifier = { factor = 1.5 # Increases the chance if the empire is fanatic egalitarian. has_ethic = ethic_fanatic_egalitarian } modifier = { factor = 1.25 # Slightly increases the chance if the empire is fanatic xenophile. has_ethic = ethic_fanatic_xenophile } } </pre> ===== Example #2: Traits ===== In this example, the triggers will use the traits of the leader in research and the ruler of the empire. Namely: * If the leader is maniacal, then the chance should be increased. * If the leader has an expertise, the chance should be reduced. * If the leader is spark of genius, increase the chances even more. * If the leader has a modifier that affects the age of the leader, then decrease the chance. Decrease the chance even more if the age went down. * If the leader has arrested development, but no expertise, then increase the chance.
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