Stellaris
Enigmatic Tech Return (1.9)
Mostrando 1-7 de 7 aportaciones
Actualización: 7 DIC 2017 a las 19:22

Initial Upload

Actualización: 8 OCT 2017 a las 22:06

Adjust event "enigmatic_tech_add.2", since machine and hive-mind has their own way.

country_event = { id = enigmatic_tech_add.2 hide_window = yes fire_only_once = yes trigger = { OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } if = { limit = { NOT = { has_technology = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector } if = { limit = { NOT = { has_technology = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core } if = { limit = { NOT = { has_technology = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder } if = { limit = { NOT = { has_technology = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder } } } } [/quote]

Actualización: 20 SEP 2017 a las 2:15

Pre-updated for 1.8.

Actualización: 25 JUN 2017 a las 22:01

Add one event, if you have finished the event, and researched the tech before using this mod.

###IF YOU HAVE FINISHED THE EVENT, AND RESEARCHED THE TECH### country_event = { id = enigmatic_tech_add.2 hide_window = yes fire_only_once = yes trigger = { has_country_flag = fortress_solved OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { has_country_flag = fortress_solved OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } if = { limit = { NOT = { has_technology = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector } if = { limit = { NOT = { has_technology = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core } if = { limit = { NOT = { has_technology = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder } if = { limit = { NOT = { has_technology = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder } } } }

Actualización: 16 JUN 2017 a las 21:12

Change the update version back to 1.6.

Actualización: 15 JUN 2017 a las 22:32

Update to 1.7.

Actualización: 12 MAY 2017 a las 1:39

Here's how it works:

namespace = enigmatic_tech_add country_event = { id = enigmatic_tech_add.1 hide_window = yes fire_only_once = yes trigger = { has_country_flag = fortress_solved } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { has_country_flag = fortress_solved } if = { limit = { NOT = { has_tech_option = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector add_tech_progress = { tech = tech_enigmatic_deflector progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core add_tech_progress = { tech = tech_enigmatic_power_core progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder add_tech_progress = { tech = tech_enigmatic_decoder progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder add_tech_progress = { tech = tech_enigmatic_encoder progress = 0.30 } } } } }