# ################################################## # # Radial Effect / Aura components # # ################################################## ### Variables @shipAuraRange = 80 @stationSmallAuraRange = 70 @stationMediumAuraRange = 90 @stationLargeAuraRange = 110 ### Empty Aura-slot utility_component_template = { key = "SHIP_AURA_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 component_set = "ship_aura_components" ai_weight = { weight = 1 } } ### Empty Aura-slot utility_component_template = { key = "STATION_SMALL_AURA_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 component_set = "station_small_aura_components" ai_weight = { weight = 1 } } ### Empty Aura-slot utility_component_template = { key = "STATION_MEDIUM_AURA_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 component_set = "station_medium_aura_components" ai_weight = { weight = 1 } } ### Empty Aura-slot utility_component_template = { key = "STATION_LARGE_AURA_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 component_set = "station_large_aura_components" ai_weight = { weight = 1 } } # ################# # Reworked Auras # ################# #Offensive utility_component_template = { key = "SHIP_AURA_SHIELD_DAMPENER" size = medium icon = "GFX_ship_part_aura_shield_dampener" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" hostile_aura = { name = "aura_shield_dampener" radius = @shipAuraRange 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_shield_dampener priority = 1 } modifier = { ship_shield_mult = -0.20 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } utility_component_template = { key = "SHIP_AURA_QUANTUM_DESTABILIZER" size = medium icon = "GFX_ship_part_aura_quantum_destabilizer" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" hostile_aura = { name = "aura_quantum_destabilizer" radius = @shipAuraRange 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_quantum_destabilizer priority = 10 } modifier = { ship_fire_rate_mult = -0.10 } } ai_weight = { weight = 10 } } utility_component_template = { key = "SHIP_AURA_SUBSPACE_SNARE" size = medium icon = "GFX_ship_part_aura_snare" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" hostile_aura = { name = "aura_ship_subspace_snare" radius = @shipAuraRange apply_on = fleets 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_snare_aura priority = 1 } modifier = { ship_emergency_ftl_min_days_mult = 1 ship_disengage_chance_mult = -0.20 } } ai_weight = { weight = 10 } } #Defensive utility_component_template = { key = "SHIP_AURA_INSPIRING_PRESENCE" size = medium icon = "GFX_ship_part_aura_inspiring_presence" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_inspiring_presence" radius = @shipAuraRange 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 = friendly_inspiring_presence priority = 20 } modifier = { ship_fire_rate_mult = 0.05 } } ai_weight = { weight = 10 } } utility_component_template = { key = "SHIP_AURA_TARGETING_GRID" size = medium icon = "GFX_ship_part_aura_targeting_grid" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_targeting_grid" radius = @shipAuraRange 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 = friendly_targeting_grid priority = 20 } modifier = { ship_tracking_add = 10 } } ai_weight = { weight = 10 modifier = { factor = 2.0 is_ai = yes is_preferred_weapons = weapon_type_kinetic } } } utility_component_template = { key = "SHIP_AURA_NANOBOT_CLOUD" size = medium icon = "GFX_ship_part_aura_nanobot" icon_frame = 1 power = 0 potential = { OR = { ship_uses_titan_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_nanobot_cloud" radius = @shipAuraRange 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 = friendly_nanobot_cloud priority = 20 } modifier = { ship_hull_regen_add_perc = 0.05 ship_armor_regen_add_perc = 0.15 } } ai_weight = { weight = 10 } } utility_component_template = { #Archaeo Detection Scrambler key = "SHIP_AURA_DETECTION_SCRAMBLER" size = medium icon = "GFX_ship_part_aura_detection_scrambler" icon_frame = 1 power = 0 resources = { category = ship_components cost = { minor_artifacts = @minor_artifacts_cost_xl } } potential = { ship_uses_titan_components = yes } component_set = "ship_aura_components" friendly_aura = { name = "aura_detection_scrambler" radius = @shipAuraRange 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 = friendly_detection_scrambler priority = 20 } modifier = { #This Archaeo component doesn't get bonus effect from the AP ship_evasion_add = 5 } } prerequisites = { "tech_archaeo_detection_scrambler" } ai_weight = { weight = 10 } } # ################# # Hostile Auras # ################# utility_component_template = { key = "STATION_MEDIUM_AURA_SHIELD_DAMPENER" size = medium icon = "GFX_ship_part_aura_shield_dampener" icon_frame = 1 power = 0 hidden = yes component_set = "station_medium_aura_components" hostile_aura = { name = "aura_shield_dampener" radius = @stationMediumAuraRange 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_mult = -0.25 ship_shield_regen_add_perc = -0.05 } } ai_weight = { weight = 10 } } # #################### # Juggernaut Auras # #################### # Strike Craft utility_component_template = { key = "SHIP_AURA_STRIKE_CRAFT" size = medium icon = "GFX_ship_part_aura_strike_craft" icon_frame = 1 power = 0 potential = { OR = { ship_uses_juggernaut_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_strike_craft" 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_strike_craft priority = 1 } modifier = { weapon_type_strike_craft_weapon_damage_mult = 0.2 weapon_type_strike_craft_speed_mult = 0.2 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } # Weapon Range utility_component_template = { key = "SHIP_AURA_RANGE" size = medium icon = "GFX_ship_part_aura_range" icon_frame = 1 power = 0 potential = { OR = { ship_uses_juggernaut_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_range" 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_range priority = 1 } modifier = { ship_weapon_range_mult = 0.4 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } # Hyperlane utility_component_template = { key = "SHIP_AURA_HYPERLANE" size = medium icon = "GFX_ship_part_aura_hyperlane" icon_frame = 1 power = 0 potential = { OR = { ship_uses_starbase_components = yes ship_uses_juggernaut_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" friendly_aura = { name = "aura_hyperlane" 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_hyperlane priority = 1 } modifier = { ship_windup_mult = -0.4 ship_winddown_mult = -0.4 ship_jumpdrive_cooldown_mult = -0.4 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } # PD Penetration utility_component_template = { key = "SHIP_AURA_PD_PENETRATION" size = medium icon = "GFX_ship_part_aura_pd_penetration" icon_frame = 1 power = 0 potential = { OR = { ship_uses_juggernaut_components = yes ship_uses_dsc_components = yes } } component_set = "ship_aura_components" hostile_aura = { name = "aura_pd_penetration" 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 = hostile_pd_penetration priority = 1 } modifier = { weapon_type_point_defense_weapon_damage_mult = -0.3 weapon_type_point_defense_weapon_fire_rate_mult = -0.3 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } # Bombardment utility_component_template = { key = "SHIP_AURA_BOMBARDMENT" size = medium icon = "GFX_ship_part_aura_bombardment" icon_frame = 1 power = 0 potential = { ship_uses_juggernaut_components = yes } component_set = "ship_aura_components" friendly_aura = { name = "aura_bombardment" 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_bombardment priority = 1 } modifier = { ship_orbital_bombardment_mult = 0.3 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } ################### # Offspring Auras # ################### utility_component_template = { key = "SHIP_AURA_OFFSPRING" size = medium icon = "GFX_offspring_aura" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = no } ship_uses_offspring_components = yes } component_set = "ship_aura_components" friendly_aura = { name = "OFFSPRING_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 = offspring_aura priority = 1 } limit = { exists = owner owner = { has_origin = origin_progenitor_hive } } modifier = { ship_military_speed_mult = 0.55 ship_evasion_mult = 0.55 ship_fire_rate_mult = 0.55 ship_accuracy_mult = 0.55 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } utility_component_template = { key = "SHIP_BIO_AURA_OFFSPRING" size = medium icon = "GFX_offspring_aura" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = yes } ship_uses_offspring_components = yes } component_set = "ship_aura_components" ship_modifier = { bioship_growth_progress_add = 2 } friendly_aura = { name = "OFFSPRING_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 = offspring_aura priority = 1 } limit = { exists = owner owner = { has_origin = origin_progenitor_hive } } modifier = { ship_military_speed_mult = 0.55 ship_evasion_mult = 0.55 ship_fire_rate_mult = 0.55 ship_accuracy_mult = 0.55 } } ai_weight = { weight = 10 modifier = { factor = 2 is_ai = yes is_preferred_weapons = weapon_type_energy } } } utility_component_template = { key = "SHIP_AURA_BATTLEFIELD_REPAIRS" size = medium icon = "GFX_ship_part_aura_battlefield_repairs" icon_frame = 1 power = 0 potential = { is_ship_size = constructor } component_set = "ship_aura_components" friendly_aura = { name = "aura_battlefield_repairs" system_wide = yes apply_on = ships stack_info = { id = friendly_battlefield_repairs priority = 20 } modifier = { ship_hull_regen_add_perc = 0.05 } } ai_weight = { weight = 10 } } utility_component_template = { key = "SHIP_AURA_ELECTROMAGNETIC_DISRUPTOR" size = medium icon = "GFX_ship_part_aura_snare" icon_frame = 1 power = 0 potential = { is_ship_size = science } component_set = "ship_aura_components" hostile_aura = { name = "aura_electromagnetic_disruptor" system_wide = yes apply_on = ships stack_info = { id = hostile_electromagnetic_disruptor priority = 20 } limit = { OR = { AND = { exists = owner owner = { is_machine_empire = yes } } has_sapient_combat_computer = yes has_autonomous_combat_computer = yes } } modifier = { ship_accuracy_mult = -0.25 ship_fire_rate_mult = -0.25 ship_speed_reduction = 0.25 } } ai_weight = { weight = 10 } }