Stellaris

Stellaris

Sins of the Prophets Updated
Batmouse 10 月 20 日 下午 10:22
Temporarily fix the cruise ship
Temporarily fix the cruise ship issue in the SOTP update.

Simply locate the SOTP update file at: Stellaris\mod\3306747204\common\ship_sizes

Locate the cruise ship code line here and replace all the cruise ship code with this:


cruiser = {
formation_priority = @cruiser_formation_priority
max_speed = 130
acceleration = 0.25
rotation_speed = 0.175
collision_radius = @cruiser_collision_radius
max_hitpoints = 1800
modifier = {
ship_evasion_add = 15
}
size_multiplier = 3
fleet_slot_size = 3
section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = 240
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

default_behavior = line

role_background = "GFX_role_selection_cruiser"
ship_roles = { gunship artillery }
triggered_ship_roles = {
{
name = explosive
trigger = { has_technology = tech_torpedoes_1 }
}
{
name = explosive_stealth
trigger = { has_technology = tech_cloaking_3 }
}
{
name = energy_torpedoes
trigger = { has_technology = tech_energy_torpedoes_1 }
}
{
name = energy_torpedoes_stealth
trigger = {
has_technology = tech_cloaking_3
has_technology = tech_energy_torpedoes_1
}
}
{
name = artillery_stealth
trigger = {
has_technology = tech_cloaking_3
}
}
}
prerequisites = { "tech_cruisers" }

combat_disengage_chance = 1.50

class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ai_behaviour"
required_component_set = "special_ship_slot"

resources = {
category = ships
upkeep = {
energy = @cruiser_upkeep_energy
alloys = @cruiser_upkeep_alloys
}
logistics = {
trade = @cruiser_logistic_upkeep_trade
}
}

potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
}
}
}

min_upgrade_cost = {
alloys = 4
}

ai_ship_data = {
fraction = {
base = 0
modifier = {
add = 25
uses_standard_ship_sizes = yes
}
modifier = {
factor = 0.50
has_technology = tech_Battlecruiser_1
}
modifier = {
factor = 1.5
is_preferred_weapons = weapon_type_strike_craft
}
modifier = {
factor = 1.5
has_valid_ai_personality = yes
OR = {
has_ai_personality = evangelising_zealots
has_ai_personality = spiritual_seekers
has_ai_personality = slaving_despots
}
}
}
}
}


After replacing all the code, save and in theory it should work (it should be noted that I am not a modder or anything similar, I simply learned to modify files thanks to CK2)

hugs and kisses.:steamthumbsup: