# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes. ############# # COST # ############# @cost_6S = 30 @cost_6M = 60 @cost_6L = 120 ############# # FTL # ############# @ftl1 = 5 @ftl2 = 10 @ftl3 = 15 @ftl4 = 30 @power1 = -5 @power2 = -7.5 @power3 = -10 @power4 = -10 ######################## # Enigmatic Fortress ######################## utility_component_template = { key = "ENIGMATIC_DECODER" size = aux icon = "GFX_ship_part_enigmatic_decoder" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { tech_enigmatic_decoder } component_set = "ENIGMATIC_DECODER" ship_modifier = { ship_tracking_add = 5 ship_accuracy_add = 5 } ai_weight = { weight = 10 modifier = { factor = 2 OR = { is_preferred_weapons = weapon_type_energy is_preferred_weapons = weapon_type_kinetic } } } } utility_component_template = { key = "ENIGMATIC_ENCODER" size = aux icon = "GFX_ship_part_enigmatic_encoder" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { tech_enigmatic_encoder } component_set = "ENIGMATIC_ENCODER" ship_modifier = { ship_disengage_opportunities_add = 1 } ai_weight = { weight = 10 modifier = { factor = 0 # Don't use this if you might use No Retreat. OR = { is_militarist = yes has_ethic = ethic_gestalt_consciousness has_civic = civic_fanatic_purifiers } } } } utility_component_template = { key = "ENIGMATIC_DISRUPTION_FIELD" size = medium icon = "GFX_ship_part_enigmatic_disruption_field" icon_frame = 1 power = 0 hidden = yes component_set = "ENIGMATIC_DISRUPTION_FIELD" hostile_aura = { name = "aura_shield_dampener" radius = 120 apply_on = ships stack_info = { #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = hostile_inhibitor_aura priority = 1 } modifier = { ship_shield_regen_add_perc = -0.10 ship_fire_rate_mult = -0.20 } } } ######################## # Dimensional Horror ######################## ### jump drive with no range utility_component_template = { key = "RANGELESS_JUMP_DRIVE" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 should_ai_use = no jumpdrive = yes ship_modifier = { # should not be able to jump anywhere ship_ftl_jumpdrive_range_mult = -1 } hidden = yes } ############################# # Toxic Entity Acidic Field ############################# utility_component_template = { key = "GUARDIAN_DISINTEGRATOR_FIELD" size = medium icon = "GFX_disintegrator_field" icon_frame = 1 power = 0 hostile_aura = { name = "aura_guardian_hull_degenerator" system_wide = yes stack_info = { id = hostile_guardian_hull_degenerator_aura priority = 10 } modifier = { ship_hull_regen_add_perc = -1.25 } } } ################################### # Extradimensional Portal Hardening ################################### utility_component_template = { key = "EXTRADIMENSIONAL_STABILIZING_AURA" size = medium icon = "GFX_ship_part_aura_shield_recharger" icon_frame = 1 power = 0 friendly_aura = { name = "aura_stabilizing_aura" system_wide = yes stack_info = { #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = friendly_shield_hardening priority = 20 } modifier = { ship_shield_hardening_add = 0.50 } } ship_modifier = { ship_cloaking_detection_add = 10 } } ################################### # Contingency Core Cloaking Detectors ################################### utility_component_template = { key = "AI_CORE_DETECTOR" size = medium icon = "GFX_bulwark_array" icon_frame = 1 power = 0 ship_modifier = { ship_cloaking_detection_add = 8 } }