2025-11-09 04:02:40

This commit is contained in:
actions[bot]
2025-11-09 04:02:40 +00:00
parent 17aefe9128
commit cae4bc2ca7
91 changed files with 10004 additions and 671 deletions

View File

@@ -109,8 +109,8 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { any_of = { ship_radar ship_mast } upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
@@ -125,6 +125,7 @@ naval_screen = {
ship_mast ship_mast
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
@@ -148,8 +149,8 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
@@ -165,6 +166,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
@@ -188,8 +190,8 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
@@ -204,6 +206,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
@@ -227,9 +230,9 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_missile_aa } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_missile_aa ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_ddg fixed_ship_role_slot = ship_hull_light_role_ddg
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_missile_aa front_1_custom_slot = ship_missile_aa
@@ -243,6 +246,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
@@ -284,6 +288,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
screen_1940_expert = { screen_1940_expert = {
@@ -306,14 +311,14 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_light_battery_double front_1_custom_slot = ship_light_battery_double
mid_1_custom_slot = ship_torpedo mid_1_custom_slot = ship_torpedo
mid_2_custom_slot = ship_torpedo mid_2_custom_slot = ship_anti_air
rear_1_custom_slot = ship_depth_charge rear_1_custom_slot = ship_depth_charge
rear_2_custom_slot = ship_depth_charge rear_2_custom_slot = ship_depth_charge
} }
@@ -322,6 +327,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
screen_1944_expert = { screen_1944_expert = {
@@ -344,13 +350,13 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } } fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd fixed_ship_role_slot = ship_hull_light_role_dd
front_1_custom_slot = ship_light_battery_double front_1_custom_slot = ship_light_battery_double
mid_1_custom_slot = ship_torpedo mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo mid_2_custom_slot = ship_anti_air
rear_1_custom_slot = ship_depth_charge rear_1_custom_slot = ship_depth_charge
rear_2_custom_slot = ship_depth_charge rear_2_custom_slot = ship_depth_charge
} }
@@ -359,6 +365,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
screen_1946_expert = { screen_1946_expert = {
@@ -381,8 +388,8 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_sonar upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_anti_air_slot = ship_missile_aa fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_role_slot = ship_hull_light_role_dda fixed_ship_role_slot = ship_hull_light_role_dda
front_1_custom_slot = ship_light_battery_double front_1_custom_slot = ship_light_battery_double
@@ -397,6 +404,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
screen_1949_expert = { screen_1949_expert = {
@@ -419,11 +427,11 @@ naval_screen = {
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } fixed_ship_battery_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
fixed_ship_torpedo_slot = ship_torpedo fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current }
fixed_ship_radar_slot = { module = ship_sonar upgrade > current } fixed_ship_radar_slot = { module = ship_sonar upgrade > current }
fixed_ship_role_slot = ship_hull_light_role_ddg fixed_ship_role_slot = ship_hull_light_role_ddg
fixed_ship_extra_secondaries_slot = ship_radar_jammer fixed_ship_extra_secondaries_slot = ship_radar_jammer
fixed_ship_extra_electronics_slot = { module = ship_radar upgrade > current }
front_1_custom_slot = ship_missile_aa front_1_custom_slot = ship_missile_aa
mid_1_custom_slot = ship_torpedo mid_1_custom_slot = ship_torpedo
mid_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } mid_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
@@ -435,6 +443,7 @@ naval_screen = {
ship_depth_charge ship_depth_charge
ship_sonar ship_sonar
ship_anti_air ship_anti_air
ship_radar
} }
} }
} }

View File

@@ -111,7 +111,8 @@ naval_capital_battleship = {
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
mid_1_custom_slot = ship_secondaries front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries_bb mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = ship_heavy_battery_triple rear_1_custom_slot = ship_heavy_battery_triple
@@ -152,7 +153,8 @@ naval_capital_battleship = {
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
mid_1_custom_slot = ship_dp_secondaries_bb front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries_bb mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = ship_heavy_battery_triple rear_1_custom_slot = ship_heavy_battery_triple
@@ -182,7 +184,7 @@ naval_capital_battleship = {
fixed_ship_anti_air_slot = ship_missile_aa fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current } fixed_ship_fire_control_system_slot = { module = ship_fire_control_system upgrade > current }
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_engine_slot = { any_of = { heavy_ship_engine_4_gas heavy_ship_engine_nuclear } } fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_5 heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } } fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_airplane_launcher_slot = ship_airplane_launcher fixed_ship_airplane_launcher_slot = ship_airplane_launcher
@@ -190,6 +192,7 @@ naval_capital_battleship = {
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_dp_secondaries_bb mid_1_custom_slot = ship_dp_secondaries_bb
mid_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } mid_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
mid_3_custom_slot = ship_dp_secondaries_bb mid_3_custom_slot = ship_dp_secondaries_bb
@@ -229,9 +232,10 @@ naval_capital_battleship = {
fixed_ship_airplane_launcher_slot = ship_airplane_launcher fixed_ship_airplane_launcher_slot = ship_airplane_launcher
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_super_heavy_battery_triple front_1_custom_slot = ship_super_heavy_battery_triple
mid_1_custom_slot = ship_secondaries front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_secondaries mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = ship_super_heavy_battery_triple rear_1_custom_slot = ship_super_heavy_battery_triple
} }
} }
@@ -270,6 +274,7 @@ naval_capital_battleship = {
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental_post_jutland ship_scheme_incremental } } fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental_post_jutland ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
rear_1_custom_slot = ship_heavy_battery_triple rear_1_custom_slot = ship_heavy_battery_triple
@@ -308,8 +313,10 @@ naval_capital_battleship = {
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } } fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = ship_heavy_battery_triple rear_1_custom_slot = ship_heavy_battery_triple
rear_2_custom_slot = ship_heavy_battery_triple rear_2_custom_slot = ship_heavy_battery_triple
} }
@@ -318,6 +325,8 @@ naval_capital_battleship = {
ship_anti_air ship_anti_air
ship_fire_control_system ship_fire_control_system
ship_radar ship_radar
ship_anti_air_circle
ship_super_heavy_weight_shell
} }
} }
capital_battleship_1944_expert = { capital_battleship_1944_expert = {
@@ -347,10 +356,11 @@ naval_capital_battleship = {
fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } } fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } } fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } } fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = ship_super_heavy_weight_shell
front_1_custom_slot = ship_heavy_battery_triple front_1_custom_slot = ship_heavy_battery_triple
front_2_custom_slot = ship_dp_secondaries_bb
mid_1_custom_slot = ship_anti_air mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_anti_air mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = ship_heavy_battery_triple rear_1_custom_slot = ship_heavy_battery_triple
rear_2_custom_slot = ship_heavy_battery_triple rear_2_custom_slot = ship_heavy_battery_triple
} }
@@ -359,6 +369,8 @@ naval_capital_battleship = {
ship_anti_air ship_anti_air
ship_fire_control_system ship_fire_control_system
ship_radar ship_radar
ship_anti_air_circle
ship_super_heavy_weight_shell
} }
} }
} }

View File

@@ -188,8 +188,7 @@ naval_carrier = {
fixed_ship_secondaries_slot = ship_dp_secondaries_bb fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck fixed_ship_flight_deck_slot = carrier_strength_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
front_1_custom_slot = steam_catapult front_1_custom_slot = steam_catapult
front_2_custom_slot = carrier_angled_deck front_2_custom_slot = carrier_angled_deck
mid_1_custom_slot = ship_deck_space_big mid_1_custom_slot = ship_deck_space_big
@@ -228,8 +227,8 @@ naval_carrier = {
fixed_ship_secondaries_slot = ship_dp_secondaries_bb fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = { any_of = { economical_nuclear_reactor_carrier carrier_strength_deck } } fixed_ship_carrier_miscellaneous_slot_2 = { any_of = { economical_nuclear_reactor_carrier } }
fixed_ship_flight_deck_slot = carrier_armor_deck fixed_ship_flight_deck_slot = carrier_strength_deck
front_1_custom_slot = steam_catapult front_1_custom_slot = steam_catapult
front_2_custom_slot = carrier_angled_deck front_2_custom_slot = carrier_angled_deck
mid_1_custom_slot = ship_deck_space_big mid_1_custom_slot = ship_deck_space_big
@@ -344,8 +343,7 @@ naval_carrier = {
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } } fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck fixed_ship_flight_deck_slot = { any_of = { carrier_armor_deck carrier_strength_deck } }
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space_armored front_1_custom_slot = ship_deck_space_armored
mid_1_custom_slot = ship_deck_space_armored mid_1_custom_slot = ship_deck_space_armored
@@ -385,8 +383,7 @@ naval_carrier = {
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } } fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck fixed_ship_flight_deck_slot = carrier_strength_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
front_2_custom_slot = carrier_side_lift front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space_big mid_1_custom_slot = ship_deck_space_big
mid_2_custom_slot = ship_deck_space_big mid_2_custom_slot = ship_deck_space_big
@@ -425,8 +422,8 @@ naval_carrier = {
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } } fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = { module = ship_radar upgrade > current } fixed_ship_radar_slot = { module = ship_radar upgrade > current }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck fixed_ship_carrier_miscellaneous_slot_2 = { any_of = { economical_nuclear_reactor_carrier } }
fixed_ship_flight_deck_slot = carrier_armor_deck fixed_ship_flight_deck_slot = carrier_strength_deck
front_1_custom_slot = carrier_angled_deck front_1_custom_slot = carrier_angled_deck
front_2_custom_slot = carrier_side_lift front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space_big mid_1_custom_slot = ship_deck_space_big

View File

@@ -192,7 +192,7 @@ naval_cruiser_heavy = {
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { any_of = { ship_radar } } fixed_ship_radar_slot = { any_of = { ship_radar } }
fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_ca ship_hull_cruiser_role_cg } } fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_ca ship_hull_cruiser_role_cgaa } }
fixed_ship_secondaries_slot = ship_dp_secondaries fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_medium_battery front_1_custom_slot = ship_medium_battery

View File

@@ -212,7 +212,7 @@ naval_cruiser_light = {
priority = { priority = {
base = 0 base = 0
modifier = { add = 100 has_tech = modern_ship_hull_cruiser } modifier = { add = 200 has_tech = modern_ship_hull_cruiser }
modifier = { factor = 0 expert_ai_style = yes } modifier = { factor = 0 expert_ai_style = yes }
} }
@@ -224,20 +224,20 @@ naval_cruiser_light = {
type = vnr_ship_hull_cruiser_6 type = vnr_ship_hull_cruiser_6
modules = { modules = {
fixed_ship_battery_slot = dp_ship_medium_1 fixed_ship_battery_slot = dp_ship_medium_1
fixed_ship_anti_air_slot = ship_anti_air fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_fire_control_system_slot = ship_fire_control_system fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar ship_sonar } } fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar ship_sonar } }
fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_c ship_hull_cruiser_role_aa } } fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_c ship_hull_cruiser_role_aa } }
fixed_ship_secondaries_slot = ship_dp_secondaries fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = ship_hull_cruiser_role_cgaa
fixed_ship_extra_missile_slot = structural_aluminum fixed_ship_extra_missile_slot = full_missile_upgrade
front_1_custom_slot = ship_anti_air front_1_custom_slot = ship_anti_air
front_2_custom_slot = dp_ship_medium_1 front_2_custom_slot = dp_ship_medium_1
mid_1_custom_slot = ship_dp_secondaries mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo mid_2_custom_slot = ship_missile_aa
mid_3_custom_slot = ship_airplane_launcher mid_3_custom_slot = ship_helipad
rear_1_custom_slot = dp_ship_medium_1 rear_1_custom_slot = dp_ship_medium_1
rear_2_custom_slot = dp_ship_medium_1 rear_2_custom_slot = dp_ship_medium_1
} }
@@ -383,5 +383,49 @@ naval_cruiser_light = {
ship_anti_air ship_anti_air
} }
} }
light_cruiser_1949_expert = {
name = vnr_cl_1949_expert
role_icon_index = 43
priority = {
base = 0
modifier = { add = 200 has_tech = modern_ship_hull_cruiser }
modifier = { factor = 0 expert_ai_style = no }
}
history = yes
target_variant = {
match_value = 7000.0
type = vnr_ship_hull_cruiser_6
modules = {
fixed_ship_battery_slot = dp_ship_medium_1
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar } }
fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_c ship_hull_cruiser_role_aa } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = ship_hull_cruiser_role_cgaa
fixed_ship_extra_missile_slot = full_missile_upgrade
front_1_custom_slot = ship_anti_air
front_2_custom_slot = dp_ship_medium_1
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_missile_aa
mid_3_custom_slot = ship_helipad
rear_1_custom_slot = dp_ship_medium_1
rear_2_custom_slot = dp_ship_medium_1
}
}
allowed_modules = {
ship_mast
ship_fire_control_system
ship_sonar
ship_radar
ship_anti_air
}
}
} }

View File

@@ -29,6 +29,7 @@ naval_cruiser_medium = {
module = empty module = empty
} }
fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = ship_hull_cruiser_role_c
fixed_ship_secondaries_slot = ship_secondaries_light fixed_ship_secondaries_slot = ship_secondaries_light
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_medium_battery front_1_custom_slot = ship_medium_battery
@@ -70,6 +71,7 @@ naval_cruiser_medium = {
module = empty module = empty
} }
fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = ship_hull_cruiser_role_c
fixed_ship_secondaries_slot = ship_dp_secondaries fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_medium_battery front_1_custom_slot = ship_medium_battery
@@ -110,6 +112,7 @@ naval_cruiser_medium = {
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { any_of = { ship_radar } } fixed_ship_radar_slot = { any_of = { ship_radar } }
fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = ship_hull_cruiser_role_c
fixed_ship_secondaries_slot = ship_dp_secondaries fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_medium_battery front_1_custom_slot = ship_medium_battery
@@ -151,7 +154,7 @@ naval_cruiser_medium = {
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } } fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { any_of = { ship_radar } } fixed_ship_radar_slot = { any_of = { ship_radar } }
fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } } fixed_ship_armor_slot = { any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_c ship_hull_cruiser_role_aa ship_hull_cruiser_role_cg } } fixed_ship_role_slot = { any_of = { ship_hull_cruiser_role_c ship_hull_cruiser_role_aa ship_hull_cruiser_role_cgaa } }
fixed_ship_secondaries_slot = ship_dp_secondaries fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } } fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_medium_battery front_1_custom_slot = ship_medium_battery

View File

@@ -52,7 +52,7 @@ naval_sub = {
fixed_ship_engine_slot = sub_ship_engine fixed_ship_engine_slot = sub_ship_engine
fixed_ship_torpedo_slot = ship_torpedo_sub fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub rear_1_custom_slot = ship_torpedo_sub
@@ -85,7 +85,7 @@ naval_sub = {
fixed_ship_engine_slot = sub_ship_engine fixed_ship_engine_slot = sub_ship_engine
fixed_ship_torpedo_slot = ship_torpedo_sub fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub rear_1_custom_slot = ship_torpedo_sub
@@ -120,7 +120,7 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = submarine_miscellaneous fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub rear_1_custom_slot = ship_torpedo_sub
@@ -158,7 +158,7 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = submarine_miscellaneous fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub rear_1_custom_slot = ship_torpedo_sub
@@ -232,7 +232,6 @@ naval_sub = {
fixed_ship_engine_slot = { upgrade > current any_of = { sub_ship_engine_2 sub_ship_engine_1 } } fixed_ship_engine_slot = { upgrade > current any_of = { sub_ship_engine_2 sub_ship_engine_1 } }
fixed_ship_torpedo_slot = ship_torpedo_sub fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_fire_control_system_slot = sub_fire_control_system fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_conning_tower_slot = sub_conning_tower fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope mid_1_custom_slot = sub_ship_periscope
@@ -244,6 +243,7 @@ naval_sub = {
ship_sub_snorkel ship_sub_snorkel
sub_conning_tower sub_conning_tower
sub_ship_periscope sub_ship_periscope
sub_fire_control_system
} }
} }
submarine_1940_expert = { submarine_1940_expert = {

View File

@@ -797,13 +797,13 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_capital_bb id = vnr_naval_capital_bb
value = 80 value = 100
} }
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 100 value = 120
} }
ai_strategy = { ai_strategy = {
@@ -844,13 +844,13 @@ naval_unit_role_ratios_ENG_late_peace = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_capital_bb id = vnr_naval_capital_bb
value = 5 value = 20
} }
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 10 value = 40
} }
ai_strategy = { ai_strategy = {
@@ -1317,7 +1317,7 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 60 value = 100
} }
ai_strategy = { ai_strategy = {
type = dockyard_to_military_factory_ratio type = dockyard_to_military_factory_ratio
@@ -1362,12 +1362,12 @@ naval_unit_role_ratios_JAP_atwar = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_capital_bb id = vnr_naval_capital_bb
value = 20 value = 40
} }
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 65 value = 100
} }
ai_strategy = { ai_strategy = {
type = dockyard_to_military_factory_ratio type = dockyard_to_military_factory_ratio
@@ -1470,16 +1470,10 @@ naval_unit_role_ratios_USA_great_depression = {
value = 200 value = 200
} }
ai_strategy = {
type = role_ratio
id = vnr_naval_screen_leader
value = 1
}
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_cruiser_light id = vnr_naval_cruiser_light
value = 40 value = 150
} }
ai_strategy = { ai_strategy = {
@@ -1514,7 +1508,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_cruiser_light id = vnr_naval_cruiser_light
value = 120 value = 250
} }
ai_strategy = { ai_strategy = {
@@ -1532,17 +1526,18 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 120 value = 150
} }
ai_strategy = { ai_strategy = {
type = dockyard_to_military_factory_ratio type = building_target
value = 200 id = dockyard
value = 50
} }
ai_strategy = { ai_strategy = {
type = building_target type = building_target
id = dockyard id = arms_factory
value = 150 value = 80
} }
} }
@@ -1569,7 +1564,7 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_cruiser_light id = vnr_naval_cruiser_light
value = 150 value = 200
} }
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
@@ -1580,23 +1575,24 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_capital_bb id = vnr_naval_capital_bb
value = 60 value = 120
} }
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_carrier id = vnr_naval_carrier
value = 120 value = 150
} }
ai_strategy = { ai_strategy = {
type = dockyard_to_military_factory_ratio type = building_target
value = 250 id = dockyard
value = 100
} }
ai_strategy = { ai_strategy = {
type = building_target type = building_target
id = dockyard id = arms_factory
value = 250 value = 300
} }
} }
@@ -2446,7 +2442,7 @@ build_more_missile_cruisers = {
ai_strategy = { ai_strategy = {
type = role_ratio type = role_ratio
id = vnr_naval_cruiser_medium id = vnr_naval_cruiser_medium
value = 20 value = 120
} }
ai_strategy = { ai_strategy = {

View File

@@ -85,6 +85,7 @@ MTG_naval_treaties = {
has_idea = MTG_naval_treaty_adherent has_idea = MTG_naval_treaty_adherent
has_idea = MTG_naval_treaty_adherent_1936 has_idea = MTG_naval_treaty_adherent_1936
} }
NOT = { has_active_mission = MTG_escalator_clause_invocation_mission }
} }
activate_mission = MTG_escalator_clause_invocation_mission activate_mission = MTG_escalator_clause_invocation_mission
custom_effect_tooltip = MTG_escalator_clause_tt custom_effect_tooltip = MTG_escalator_clause_tt
@@ -195,6 +196,7 @@ MTG_naval_treaties = {
has_idea = MTG_naval_treaty_adherent has_idea = MTG_naval_treaty_adherent
has_idea = MTG_naval_treaty_adherent_1936 has_idea = MTG_naval_treaty_adherent_1936
} }
NOT = { has_active_mission = MTG_escalator_clause_invocation_mission }
} }
activate_mission = MTG_escalator_clause_invocation_mission activate_mission = MTG_escalator_clause_invocation_mission
custom_effect_tooltip = MTG_escalator_clause_tt custom_effect_tooltip = MTG_escalator_clause_tt
@@ -800,7 +802,7 @@ MTG_naval_treaties = {
always = no always = no
} }
} }
days_mission_timeout = 365 days_mission_timeout = 300
visible = { visible = {
has_naval_treaty_trigger = yes has_naval_treaty_trigger = yes

View File

@@ -1,6 +1,6 @@
NDefines.NAI.ENEMY_NAVY_STRENGTH_DONT_BOTHER = 1.5; NDefines.NAI.ENEMY_NAVY_STRENGTH_DONT_BOTHER = 1.5;
NDefines.NAI.SHIPS_PRODUCTION_BASE_COST = 25000; NDefines.NAI.SHIPS_PRODUCTION_BASE_COST = 25000;
NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 50; NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 65;
NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5; NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5;
NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0; NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0;
NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02; NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02;
@@ -8,7 +8,7 @@ NDefines.NAI.CARRIER_TASKFORCE_MAX_CARRIER_COUNT = 6;
NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 6; NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 6;
NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5; NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5;
NDefines.NAI.SCREENS_TO_CAPITAL_RATIO = 3; NDefines.NAI.SCREENS_TO_CAPITAL_RATIO = 3;
NDefines.NAI.MIN_CAPITALS_FOR_CARRIER_TASKFORCE = 6; NDefines.NAI.MIN_CAPITALS_FOR_CARRIER_TASKFORCE = 8;
NDefines.NAI.REPAIR_TASKFORCE_SIZE = 5; NDefines.NAI.REPAIR_TASKFORCE_SIZE = 5;
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2; NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2;
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5; NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5;
@@ -23,6 +23,15 @@ NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 40;
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 40; NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 40;
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR = 15; NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR = 15;
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30; NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30;
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN = 0.00;
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX = 0.25;
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING = 0.0;
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO = 0.20;
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES = 250;
NDefines.NAI.MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT = 0.1;
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS = 0.1;
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME = 0.5;
NDefines.NAI.SHIP_STR_RATIO_PUT_ON_REPAIRS = 0.6;
NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.3; NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.3;
NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08; NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08;
@@ -47,15 +56,16 @@ NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 2.0, 1.0, 0.7, 0.6, 0.4
NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 2; NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 2;
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.6; NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.6;
NDefines.NNavy.CARRIER_STACK_PENALTY = 6; NDefines.NNavy.CARRIER_STACK_PENALTY = 6;
NDefines.NNavy.CARRIER_STACK_PENALTY_EFFECT = 0.1;
NDefines.NNavy.COMBAT_MIN_DURATION = 20; NDefines.NNavy.COMBAT_MIN_DURATION = 20;
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22; NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22;
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30; NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30;
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1; NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1;
NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2; NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2;
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.6; NDefines.NNavy.SHIP_TO_FLEET_ANTI_AIR_RATIO = 1.0;
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.66;
NDefines.NNavy.NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 1; NDefines.NNavy.NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 1;
NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.12; NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.15;
NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.25;
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 2; NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 2;
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15; NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15;
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.1; NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.1;
@@ -67,12 +77,12 @@ NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05;
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2; NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2;
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02; NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2; NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2;
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.3; NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3; NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3;
NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.6; NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.2;
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.75; NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.9;
NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1; NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1.25;
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.5; NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.75;
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.1; NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.1;
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_SUNK = 0.25; NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_SUNK = 0.25;
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 }; NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 };
@@ -92,6 +102,10 @@ NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 3;
NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8; NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8;
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4; NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4;
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR = 0.35 NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR = 0.35
NDefines.NNavy.COMBAT_DAMAGE_RANDOMNESS = 0.3;
NDefines.NNavy.NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR = 0.6;
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.25;
NDefines.NNavy.CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.1;
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = { NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage 0, -- do not engage
1.0, -- low 1.0, -- low
@@ -133,13 +147,13 @@ NDefines.NAI.HIGH_PRIO_NAVAL_MISSION_SCORES = {
0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) 0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
10000, -- PATROL 10000, -- PATROL
8000, -- STRIKE FORCE 8000, -- STRIKE FORCE
2000, -- CONVOY RAIDING 4000, -- CONVOY RAIDING
6000, -- CONVOY ESCORT 1500, -- CONVOY ESCORT
100, -- MINES PLANTING -1, -- MINES PLANTING
300, -- MINES SWEEPING 300, -- MINES SWEEPING
0, -- TRAIN 0, -- TRAIN
0, -- RESERVE_FLEET 0, -- RESERVE_FLEET
1000, -- NAVAL INVASION SUPPORT 3000, -- NAVAL INVASION SUPPORT
}; };
NDefines.NAI.MAX_MISSION_PER_TASKFORCE = { NDefines.NAI.MAX_MISSION_PER_TASKFORCE = {
0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) 0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
@@ -159,7 +173,8 @@ NDefines.NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 12;
NDefines.NAir.CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 3; NDefines.NAir.CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 3;
NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 25.0; NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 25.0;
NDefines.NAir.NAVAL_STRIKE_DAMAGE_TO_ORG = 0.25; NDefines.NAir.NAVAL_STRIKE_DAMAGE_TO_ORG = 0.25;
NDefines.NAir.AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY = 0.04; NDefines.NAir.AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY = 0.06;
NDefines.NAir.CAPACITY_PENALTY = 3;
NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2; NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2;
NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3; NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3;

View File

@@ -100,24 +100,6 @@ shipyard_output_boost_ai = {
} }
} }
vnr_ai_naval_management = {
name = RULE_AI_NAVAL_MANAGEMENT
group = RULE_GROUP_NAVY_REWORK
default = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_NAVAL_MANAGEMENT_FREE_DESC
allow_achievements = yes
}
option = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC
allow_achievements = yes
}
}
vnr_cv_air_ai = { vnr_cv_air_ai = {
name = RULE_AI_AIR_DESIGN name = RULE_AI_AIR_DESIGN
group = RULE_GROUP_NAVY_REWORK group = RULE_GROUP_NAVY_REWORK

View File

@@ -0,0 +1,71 @@
vnr_ai_naval_management = {
name = RULE_AI_NAVAL_MANAGEMENT
group = RULE_GROUP_NAVY_REWORK
default = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_NAVAL_MANAGEMENT_FREE_DESC
allow_achievements = yes
}
option = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC
allow_achievements = yes
}
}
eng_start_expert_navy = {
name = RULE_ENG_EXPERT_NAVY
group = RULE_GROUP_NAVY_REWORK
default = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_EXPERT_NAVY_BLOCKED_DESC
allow_achievements = yes
}
option = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_EXPERT_NAVY_FREE_DESC
allow_achievements = yes
}
}
jap_start_expert_navy = {
name = RULE_JAP_EXPERT_NAVY
group = RULE_GROUP_NAVY_REWORK
default = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_EXPERT_NAVY_BLOCKED_DESC
allow_achievements = yes
}
option = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_EXPERT_NAVY_FREE_DESC
allow_achievements = yes
}
}
usa_start_expert_navy = {
name = RULE_USA_EXPERT_NAVY
group = RULE_GROUP_NAVY_REWORK
default = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_EXPERT_NAVY_BLOCKED_DESC
allow_achievements = yes
}
option = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_EXPERT_NAVY_FREE_DESC
allow_achievements = yes
}
}

View File

@@ -51,9 +51,9 @@ ideas = {
picture = MTG_naval_treaty_adherent_reduced picture = MTG_naval_treaty_adherent_reduced
modifier = { modifier = {
production_cost_max_ship_hull_cruiser = 6300 production_cost_max_ship_hull_cruiser = 6800
production_cost_max_ship_hull_heavy = 11000 production_cost_max_ship_hull_heavy = 12000
production_cost_max_ship_hull_carrier = 10000 production_cost_max_ship_hull_carrier = 11000
production_cost_max_ship_hull_submarine = 900 production_cost_max_ship_hull_submarine = 900
convoy_raiding_efficiency_factor = -0.5 convoy_raiding_efficiency_factor = -0.5
} }
@@ -89,9 +89,9 @@ ideas = {
picture = MTG_naval_treaty_adherent_reduced picture = MTG_naval_treaty_adherent_reduced
modifier = { modifier = {
production_cost_max_ship_hull_cruiser = 7000 production_cost_max_ship_hull_cruiser = 7200
production_cost_max_ship_hull_heavy = 18000 production_cost_max_ship_hull_heavy = 18000
production_cost_max_ship_hull_carrier = 11000 production_cost_max_ship_hull_carrier = 12000
} }
} }
} }

View File

@@ -206,5 +206,26 @@ ideas = {
} }
} }
} }
vnr_expert_navy_treaty_workaround = {
cancel = {
is_ai = no
is_debug = no
}
equipment_bonus = {
ship_hull_heavy = {
instant = yes
build_cost_ic = -0.25
}
ship_hull_carrier = {
instant = yes
build_cost_ic = -0.15
}
ship_hull_cruiser = {
instant = yes
build_cost_ic = -0.15
}
}
}
} }
} }

View File

@@ -1370,4 +1370,373 @@ SOV_AI_variants_1943 = {
rear_2_custom_slot = dp_light_battery_4 rear_2_custom_slot = dp_light_battery_4
} }
} }
}
JAP_expert_AI_variants = {
create_equipment_variant = {
name = "长门级" # Nagato Class
role_icon_index = 3
type = vnr_ship_hull_heavy_3
parent_version = 0
name_group = JAP_PREFECTURES
modules = {
fixed_ship_battery_slot = ship_heavy_battery_2_triple
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_bb_3
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_belt
front_1_custom_slot = ship_heavy_battery_2_triple
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_heavy_battery_2_triple
}
}
create_equipment_variant = {
name = "苍龙级" # Soryu Class
role_icon_index = 13
type = vnr_ship_hull_carrier_1
parent_version = 0
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_armor_slot = ship_armor_carrier_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
name = "高雄级" # Takao Class
role_icon_index = 27
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = JAP_MOUNTAIN
modules = {
fixed_ship_battery_slot = ship_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_armor_slot = ship_armor_cruiser_2
fixed_ship_role_slot = ship_hull_cruiser_role_ca
front_2_custom_slot = ship_medium_battery_2
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_3
rear_1_custom_slot = ship_medium_battery_2
rear_2_custom_slot = ship_medium_battery_2
}
}
create_equipment_variant = {
name = "最上级" # Mogami Class
role_icon_index = 25
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = JAP_RIVER
modules = {
fixed_ship_battery_slot = ship_light_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = empty
fixed_ship_armor_slot = ship_armor_cruiser_2
front_1_custom_slot = ship_light_medium_battery_2
front_2_custom_slot = ship_light_medium_battery_2
mid_1_custom_slot = ship_torpedo_2
mid_2_custom_slot = ship_airplane_launcher_1
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_light_medium_battery_2
rear_2_custom_slot = ship_light_medium_battery_2
}
}
create_equipment_variant = {
name = "吹雪级" # Fubuki Class
role_icon_index = 31
type = vnr_ship_hull_light_3
parent_version = 0
name_group = JAP_WEATHER
modules = {
fixed_ship_battery_slot = ship_light_battery_2_double
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_radar_slot = ship_sonar_1
fixed_ship_engine_slot = light_ship_engine_3
front_1_custom_slot = ship_light_battery_2_double
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_torpedo_2
rear_1_custom_slot = ship_depth_charge_1
rear_2_custom_slot = ship_depth_charge_1
}
}
create_equipment_variant = {
name = "海大VI级" # Kaidai VI Class
parent_version = 0
show_position = no
role_icon_index = 37
type = vnr_ship_hull_submarine_2
name_group = JAP_SS_HISTORICAL
modules = {
fixed_ship_torpedo_slot = ship_torpedo_sub_2
fixed_ship_engine_slot = sub_ship_engine_2
fixed_ship_armor_slot = pressure_hull_2
fixed_ship_extra_secondaries_slot = oxygen_generator
mid_1_custom_slot = sub_ship_periscope_1
rear_1_custom_slot = ship_torpedo_sub_2
}
}
}
USA_expert_AI_variants = {
create_equipment_variant = {
name = "科罗拉多级" # Colorado Class
role_icon_index = 3
type = vnr_ship_hull_heavy_3
parent_version = 0
name_group = USA_STATES
modules = {
fixed_ship_battery_slot = ship_heavy_battery_2_triple
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_bb_3
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_belt
front_1_custom_slot = ship_heavy_battery_2_triple
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_heavy_battery_2_triple
}
}
create_equipment_variant = {
name = "约克城级" # Yorktown Class
role_icon_index = 13
type = vnr_ship_hull_carrier_1
parent_version = 0
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_armor_slot = ship_armor_carrier_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
name = "威奇塔级" # Wichita Class
role_icon_index = 27
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = USA_CA_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_armor_slot = ship_armor_cruiser_2
fixed_ship_role_slot = ship_hull_cruiser_role_ca
front_2_custom_slot = ship_medium_battery_2
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_3
rear_1_custom_slot = ship_medium_battery_2
rear_2_custom_slot = ship_medium_battery_2
}
}
create_equipment_variant = {
name = "布鲁克林级" # Brooklyn Class
role_icon_index = 25
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = USA_CL_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = empty
fixed_ship_armor_slot = ship_armor_cruiser_2
front_1_custom_slot = ship_light_medium_battery_2
front_2_custom_slot = ship_light_medium_battery_2
mid_1_custom_slot = ship_torpedo_2
mid_2_custom_slot = ship_airplane_launcher_1
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_light_medium_battery_2
rear_2_custom_slot = ship_light_medium_battery_2
}
}
create_equipment_variant = {
name = "波特级" # Porter Class
role_icon_index = 31
type = vnr_ship_hull_light_3
parent_version = 0
name_group = USA_HEROES_NAVY
modules = {
fixed_ship_battery_slot = ship_light_battery_2_double
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_radar_slot = ship_sonar_1
fixed_ship_engine_slot = light_ship_engine_3
front_1_custom_slot = ship_light_battery_2_double
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_torpedo_2
rear_1_custom_slot = ship_depth_charge_1
rear_2_custom_slot = ship_depth_charge_1
}
}
create_equipment_variant = {
name = "鼠海豚级" # Porpoise Class
parent_version = 0
show_position = no
role_icon_index = 37
type = vnr_ship_hull_submarine_2
name_group = USA_FISH
modules = {
fixed_ship_torpedo_slot = ship_torpedo_sub_2
fixed_ship_engine_slot = sub_ship_engine_2
fixed_ship_armor_slot = pressure_hull_2
fixed_ship_extra_secondaries_slot = oxygen_generator
mid_1_custom_slot = sub_ship_periscope_1
rear_1_custom_slot = ship_torpedo_sub_2
}
}
}
ENG_expert_AI_variants = {
create_equipment_variant = {
name = "英王乔治五世级" # King George V Class
role_icon_index = 3
type = vnr_ship_hull_heavy_3
parent_version = 0
name_group = ENG_BB_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_2_triple
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_bb_3
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_belt
front_1_custom_slot = ship_heavy_battery_2_triple
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_heavy_battery_2_triple
}
}
create_equipment_variant = {
name = "皇家方舟级" # Ark Royal Class
role_icon_index = 13
type = vnr_ship_hull_carrier_1
parent_version = 0
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_armor_slot = ship_armor_carrier_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
name = "约克级" # York Class
role_icon_index = 27
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = ENG_CA_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_armor_slot = ship_armor_cruiser_2
fixed_ship_role_slot = ship_hull_cruiser_role_ca
front_2_custom_slot = ship_medium_battery_2
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = ship_anti_air_3
rear_1_custom_slot = ship_medium_battery_2
rear_2_custom_slot = ship_medium_battery_2
}
}
create_equipment_variant = {
name = "城级" # Town Class
role_icon_index = 25
type = vnr_ship_hull_cruiser_3
parent_version = 0
name_group = ENG_CL_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_medium_battery_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = cruiser_ship_engine_3
fixed_ship_secondaries_slot = empty
fixed_ship_armor_slot = ship_armor_cruiser_2
front_1_custom_slot = ship_light_medium_battery_2
front_2_custom_slot = ship_light_medium_battery_2
mid_1_custom_slot = ship_torpedo_2
mid_2_custom_slot = ship_airplane_launcher_1
mid_3_custom_slot = ship_anti_air_2
rear_1_custom_slot = ship_light_medium_battery_2
rear_2_custom_slot = ship_light_medium_battery_2
}
}
create_equipment_variant = {
name = "E/F/G/H级" # E/F/G/H Class
role_icon_index = 31
type = vnr_ship_hull_light_3
parent_version = 0
name_group = ENG_DD_ALPHABETICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_2_double
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_radar_slot = ship_sonar_1
fixed_ship_engine_slot = light_ship_engine_3
front_1_custom_slot = ship_light_battery_2_double
mid_1_custom_slot = ship_anti_air_2
mid_2_custom_slot = ship_torpedo_2
rear_1_custom_slot = ship_depth_charge_1
rear_2_custom_slot = ship_depth_charge_1
}
}
create_equipment_variant = {
name = "灰海豚级" # Grampus Class
parent_version = 0
show_position = no
role_icon_index = 37
type = vnr_ship_hull_submarine_2
name_group = ENG_SS_HISTORICAL
modules = {
fixed_ship_torpedo_slot = ship_torpedo_sub_2
fixed_ship_engine_slot = sub_ship_engine_2
fixed_ship_armor_slot = pressure_hull_2
fixed_ship_extra_secondaries_slot = oxygen_generator
mid_1_custom_slot = sub_ship_periscope_1
rear_1_custom_slot = ship_torpedo_sub_2
}
}
} }

View File

@@ -134,7 +134,6 @@ add_starting_techs = {
landing_aid_system = 1 landing_aid_system = 1
arresting_gear = 1 arresting_gear = 1
aviation_dawn = 1 aviation_dawn = 1
night_air_strike = 1
basic_periscope = 1 basic_periscope = 1
improved_periscope = 1 improved_periscope = 1
basic_ballast_tank = 1 basic_ballast_tank = 1

View File

@@ -28,4 +28,7 @@ special_project_workaround = {
SOV = { SOV = {
complete_special_project = sp:sp_high_speed_light_engine complete_special_project = sp:sp_high_speed_light_engine
} }
ITA = {
complete_special_project = sp:sp_naval_super_heavy_battleship
}
} }

View File

@@ -226,4 +226,33 @@ set_shipyard_output_boost = {
add_ideas = vnr_ai_dd_output_boost_2 add_ideas = vnr_ai_dd_output_boost_2
} }
} }
### expert country treaty workaround
ENG = {
if = {
limit = { allow_to_use_expert_navy = yes }
add_timed_idea = {
idea = vnr_expert_navy_treaty_workaround
days = 730
}
}
}
USA = {
if = {
limit = { allow_to_use_expert_navy = yes }
add_timed_idea = {
idea = vnr_expert_navy_treaty_workaround
days = 730
}
}
}
JAP = {
if = {
limit = { allow_to_use_expert_navy = yes }
add_timed_idea = {
idea = vnr_expert_navy_treaty_workaround
days = 730
}
}
}
} }

View File

@@ -56,4 +56,23 @@ is_ai_naval_major = {
tag = USA tag = USA
} }
is_ai = yes is_ai = yes
}
allow_to_use_expert_navy = {
OR = {
AND = {
tag = ENG
has_game_rule = { rule = eng_start_expert_navy option = FREE }
}
AND = {
tag = JAP
has_game_rule = { rule = jap_start_expert_navy option = FREE }
}
AND = {
tag = USA
has_game_rule = { rule = usa_start_expert_navy option = FREE }
}
}
is_ai = yes
has_game_rule = { rule = ai_ship_design_style option = EXPERT }
} }

View File

@@ -888,6 +888,59 @@ sp_high_speed_light_engine = {
} }
} }
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_submarine_snorkel = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = basic_ship_hull_submarine
}
}
resource_cost = {
resources = {
steel = 6
chromium = 4
}
}
breakthrough_cost = {
specialization_naval = 1
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
project_output = {
enable_equipment_modules = {
ship_sub_snorkel_0
}
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = basic_submarine_snorkel
}
}
}
generic_prototype_rewards = { generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_2

View File

@@ -1032,6 +1032,9 @@ technologies = {
max_strength = 0.25 max_strength = 0.25
naval_range = 0.2 naval_range = 0.2
} }
enable_equipment_modules = {
light_ship_engine_4_gas
}
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
@@ -1138,6 +1141,7 @@ technologies = {
} }
path = { path = {
leads_to_tech = treaty_cruiser_trend leads_to_tech = treaty_cruiser_trend
##! leads_to_tech = large_cruiser_trend
research_cost_coeff = 1 research_cost_coeff = 1
} }
path = { path = {
@@ -1508,6 +1512,7 @@ technologies = {
} }
enable_equipment_modules = { enable_equipment_modules = {
structural_aluminum structural_aluminum
cruiser_ship_engine_4_gas
} }
heavy_cruiser = { heavy_cruiser = {
build_cost_ic = -0.1 build_cost_ic = -0.1
@@ -2100,6 +2105,55 @@ technologies = {
} }
} }
##! large_cruiser_trend = {
##! xp_research_type = navy
##! xp_boost_cost = 20
##! xp_research_bonus = 1.50
##! start_year = 1925
##! research_cost = 0.5
##!
##! enable_equipment_modules = {
##! ship_hull_cruiser_role_cb
##! }
##!
##! heavy_cruiser = {
##! max_strength = 0.1
##! armor_value = 0.1
##! }
##! medium_cruiser = {
##! max_strength = 0.1
##! armor_value = 0.1
##! }
##! light_cruiser = {
##! max_strength = 0.1
##! }
##! path = {
##! leads_to_tech = basic_ship_hull_cruiser
##! research_cost_coeff = 1
##! }
##!
##! folder = {
##! name = mtgnavalfolder
##! position = { x = -1 y = @1914_module_2 }
##! }
##!
##! ai_will_do = {
##! factor = 1
##! modifier = {
##! num_of_naval_factories > 5
##! factor = 3
##! }
##! }
##!
##! special_project_specialization = { specialization_naval }
##! categories = {
##! naval_equipment
##! cl_tech
##! ca_tech
##! mio_cat_tech_all_cruiser_and_modules
##! }
##! }
cruiser_gun_upgrade = { cruiser_gun_upgrade = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = ca_tech_4_tt custom_effect_tooltip = ca_tech_4_tt
@@ -2635,6 +2689,11 @@ technologies = {
krupp_cemented_steel = { krupp_cemented_steel = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = bb_tech_10_tt custom_effect_tooltip = bb_tech_10_tt
add_tech_bonus = {
bonus = 1
uses = 1
technology = improved_heavy_armor
}
} }
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
@@ -2728,6 +2787,11 @@ technologies = {
homogeneous_krupp_steel = { homogeneous_krupp_steel = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = bb_tech_10_tt custom_effect_tooltip = bb_tech_10_tt
add_tech_bonus = {
bonus = 1
uses = 1
technology = advanced_heavy_armor
}
} }
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
@@ -3072,11 +3136,6 @@ technologies = {
} }
research_cost = 1.5 research_cost = 1.5
path = {
leads_to_tech = gas_turbine
research_cost_coeff = 1
}
path = { path = {
leads_to_tech = fuel_tank_upgrade leads_to_tech = fuel_tank_upgrade
research_cost_coeff = 1 research_cost_coeff = 1
@@ -3685,7 +3744,7 @@ technologies = {
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
position = { x = 3 y = @1944_module } position = { x = 2 y = @1944_module }
} }
ai_will_do = { ai_will_do = {
@@ -3712,7 +3771,7 @@ technologies = {
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
position = { x = -3 y = @1944_module } position = { x = -2 y = @1944_module }
} }
ai_will_do = { ai_will_do = {
@@ -3730,34 +3789,6 @@ technologies = {
} }
} }
gas_turbine = {
research_cost = 1.5
enable_equipment_modules = {
heavy_ship_engine_4_gas
}
start_year = 1945
folder = {
name = mtgnavalfolder
position = { x = 1 y = @1944_module }
}
ai_will_do = {
factor = 0
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
bb_tech
bc_tech
ship_modules_tech
mio_cat_tech_all_capital_ship_and_modules
}
}
combat_information_center = { combat_information_center = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = bb_tech_4_tt custom_effect_tooltip = bb_tech_4_tt
@@ -3772,7 +3803,7 @@ technologies = {
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
position = { x = -1 y = @1944_module } position = { x = 0 y = @1944_module }
} }
path = { path = {
leads_to_tech = naval_tactical_data_system leads_to_tech = naval_tactical_data_system
@@ -3810,7 +3841,7 @@ technologies = {
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
position = { x = -1 y = @1948 } position = { x = 0 y = @1948 }
} }
path = { path = {
leads_to_tech = memory_expansion leads_to_tech = memory_expansion
@@ -4260,7 +4291,7 @@ technologies = {
research_cost_coeff = 1 research_cost_coeff = 1
} }
path = { path = {
leads_to_tech = night_air_strike leads_to_tech = carrier_radio_range
research_cost_coeff = 1 research_cost_coeff = 1
} }
path = { path = {
@@ -4310,6 +4341,7 @@ technologies = {
improved_ship_hull_carrier = { improved_ship_hull_carrier = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = cv_tech_1_tt custom_effect_tooltip = cv_tech_1_tt
set_technology = { escort_carriers_ship = 1 }
} }
enable_equipments = { enable_equipments = {
@@ -4343,10 +4375,6 @@ technologies = {
research_cost_coeff = 1 research_cost_coeff = 1
} }
sub_technologies = {
escort_carriers_ship
}
research_cost = 1.75 research_cost = 1.75
start_year = 1940 start_year = 1940
@@ -4449,10 +4477,12 @@ technologies = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = cv_tech_2_tt custom_effect_tooltip = cv_tech_2_tt
} }
research_cost = 0.75 research_cost = 0.35
start_year = 1925 start_year = 1925
sortie_efficiency = 0.1 sortie_efficiency = 0.05
carrier_capacity_penalty_reduction = -0.05
air_accidents_factor = -0.05
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
@@ -4513,22 +4543,26 @@ technologies = {
} }
} }
night_air_strike = { carrier_radio_range = {
research_cost = 0.75 research_cost = 0.5
start_year = 1934 start_year = 1934
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.25 xp_research_bonus = 1.25
air_carrier_night_penalty_reduction_factor = 0.05 air_accidents_factor = -0.1
carrier_night_traffic = 0.05 fighter_sortie_efficiency = 0.1
folder = { folder = {
name = mtgnavalfolder name = mtgnavalfolder
position = { x = 1 y = @1932_module } position = { x = 1 y = @1932_module }
} }
dependencies = {
radio = 1
}
ai_will_do = { ai_will_do = {
factor = 1 factor = 1
} }
@@ -4564,12 +4598,10 @@ technologies = {
type = capital_ship type = capital_ship
archetype = ship_hull_heavy archetype = ship_hull_heavy
} }
NOT = { has_tech = aviation_dawn }
} }
on_research_complete = { on_research_complete = {
if = { add_political_power = -20
limit = { NOT = { has_tech = aviation_dawn } }
add_political_power = -20
}
} }
folder = { folder = {
@@ -4604,7 +4636,7 @@ technologies = {
custom_effect_tooltip = cv_tech_1_tt custom_effect_tooltip = cv_tech_1_tt
} }
research_cost = 1.25 research_cost = 1.25
start_year = 1938 start_year = 1939
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 10 xp_boost_cost = 10
@@ -4633,6 +4665,10 @@ technologies = {
} }
} }
dependencies = {
armor_piercing_bombs = 1
}
special_project_specialization = { specialization_naval specialization_air } special_project_specialization = { specialization_naval specialization_air }
categories = { categories = {
naval_equipment naval_equipment
@@ -4645,7 +4681,7 @@ technologies = {
on_research_complete = { on_research_complete = {
custom_effect_tooltip = cv_tech_5_tt custom_effect_tooltip = cv_tech_5_tt
} }
research_cost = 1.25 research_cost = 1
start_year = 1941 start_year = 1941
xp_research_type = navy xp_research_type = navy
@@ -4657,7 +4693,7 @@ technologies = {
} }
carrier = { carrier = {
max_organisation = 10 max_organisation = 5
max_strength = 0.1 max_strength = 0.1
reliability = 0.05 reliability = 0.05
} }
@@ -5027,7 +5063,7 @@ technologies = {
research_cost = 1 research_cost = 1
start_year = 1951 start_year = 1951
air_accidents_factor = -0.1 air_carrier_night_penalty_reduction_factor = -0.1
carrier_night_traffic = 0.1 carrier_night_traffic = 0.1
folder = { folder = {
@@ -5391,6 +5427,12 @@ technologies = {
} }
basic_submarine_snorkel = { basic_submarine_snorkel = {
is_special_project_tech = yes
allow = {
ROOT = {
is_special_project_completed = sp:sp_submarine_snorkel
}
}
enable_equipment_modules = { enable_equipment_modules = {
ship_sub_snorkel_1 ship_sub_snorkel_1
@@ -5425,6 +5467,12 @@ technologies = {
} }
improved_submarine_snorkel = { improved_submarine_snorkel = {
is_special_project_tech = yes
allow = {
ROOT = {
is_special_project_completed = sp:sp_submarine_snorkel
}
}
enable_equipment_modules = { enable_equipment_modules = {
ship_sub_snorkel_2 ship_sub_snorkel_2
@@ -6095,6 +6143,9 @@ technologies = {
enable_equipments = { enable_equipments = {
vnr_ship_hull_merchant_carrier vnr_ship_hull_merchant_carrier
} }
enable_equipment_modules = {
carrier_civilian_material
}
research_cost = 1 research_cost = 1
start_year = 1940 start_year = 1940
@@ -6152,7 +6203,7 @@ technologies = {
enable_equipment_modules = { enable_equipment_modules = {
crewed_torpedo crewed_torpedo
} }
research_cost = 0.6 research_cost = 0.1
start_year = 1930 start_year = 1930
ai_will_do = { ai_will_do = {
@@ -6166,8 +6217,8 @@ technologies = {
} }
} }
escort_carriers_ship = { escort_carriers_ship = {
on_research_complete = { allow = {
custom_effect_tooltip = cv_tech_6_tt always = no
} }
enable_equipments = { enable_equipments = {
vnr_ship_hull_escort_carrier vnr_ship_hull_escort_carrier
@@ -6179,13 +6230,7 @@ technologies = {
start_year = 1940 start_year = 1940
ai_will_do = { ai_will_do = {
factor = 0 factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
cv_tech
naval_equipment
mio_cat_tech_all_carrier_and_modules
} }
} }
super_carriers = { super_carriers = {

View File

@@ -153,7 +153,7 @@ technologies = {
basic_light_battery = { basic_light_battery = {
research_cost = 0.5 research_cost = 0.25
start_year = 1924 start_year = 1924
@@ -225,15 +225,12 @@ technologies = {
} }
light_cruiser = { light_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
heavy_cruiser = { heavy_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
medium_cruiser = { medium_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
##! armored_cruiser = { ##! armored_cruiser = {
##! lg_attack = 0.05 ##! lg_attack = 0.05
@@ -284,7 +281,7 @@ technologies = {
improved_light_battery = { improved_light_battery = {
research_cost = 0.5 research_cost = 0.25
start_year = 1939 start_year = 1939
@@ -343,15 +340,12 @@ technologies = {
} }
light_cruiser = { light_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
heavy_cruiser = { heavy_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
medium_cruiser = { medium_cruiser = {
lg_attack = 0.05 lg_attack = 0.05
lg_armor_piercing = 0.05
} }
##! armored_cruiser = { ##! armored_cruiser = {
##! lg_attack = 0.05 ##! lg_attack = 0.05
@@ -406,7 +400,7 @@ technologies = {
advanced_light_battery = { advanced_light_battery = {
research_cost = 0.5 research_cost = 0.25
start_year = 1944 start_year = 1944
@@ -450,7 +444,7 @@ technologies = {
basic_medium_battery = { basic_medium_battery = {
research_cost = 0.75 research_cost = 0.5
start_year = 1936 start_year = 1936
@@ -516,16 +510,13 @@ technologies = {
light_cruiser = { light_cruiser = {
lg_attack = 0.05
lg_armor_piercing = 0.05 lg_armor_piercing = 0.05
} }
heavy_cruiser = { heavy_cruiser = {
hg_attack = 0.05 lg_armor_piercing = 0.05
hg_armor_piercing = 0.05
} }
medium_cruiser = { medium_cruiser = {
hg_attack = 0.05 lg_armor_piercing = 0.05
hg_armor_piercing = 0.05
} }
folder = { folder = {
@@ -554,7 +545,7 @@ technologies = {
improved_medium_battery = { improved_medium_battery = {
research_cost = 0.75 research_cost = 0.5
start_year = 1939 start_year = 1939
@@ -620,16 +611,13 @@ technologies = {
} }
light_cruiser = { light_cruiser = {
lg_attack = 0.05
lg_armor_piercing = 0.05 lg_armor_piercing = 0.05
} }
heavy_cruiser = { heavy_cruiser = {
hg_attack = 0.05 lg_armor_piercing = 0.05
hg_armor_piercing = 0.05
} }
medium_cruiser = { medium_cruiser = {
hg_attack = 0.05 lg_armor_piercing = 0.05
hg_armor_piercing = 0.05
} }
@@ -659,7 +647,7 @@ technologies = {
advanced_medium_battery = { advanced_medium_battery = {
research_cost = 0.75 research_cost = 0.5
start_year = 1944 start_year = 1944
@@ -707,7 +695,7 @@ technologies = {
basic_heavy_battery = { basic_heavy_battery = {
research_cost = 1 research_cost = 0.75
start_year = 1924 start_year = 1924
@@ -760,7 +748,7 @@ technologies = {
} }
improved_heavy_battery = { improved_heavy_battery = {
research_cost = 1 research_cost = 0.75
start_year = 1939 start_year = 1939
@@ -809,7 +797,7 @@ technologies = {
} }
advanced_heavy_battery = { advanced_heavy_battery = {
research_cost = 1 research_cost = 0.75
start_year = 1944 start_year = 1944
@@ -970,7 +958,7 @@ technologies = {
basic_dp_light_battery = { basic_dp_light_battery = {
research_cost = 0.5 research_cost = 0.3
start_year = 1939 start_year = 1939
@@ -1018,7 +1006,7 @@ technologies = {
improved_dp_light_battery = { improved_dp_light_battery = {
research_cost = 0.5 research_cost = 0.3
start_year = 1941 start_year = 1941
@@ -1066,7 +1054,7 @@ technologies = {
advanced_dp_light_battery = { advanced_dp_light_battery = {
research_cost = 0.5 research_cost = 0.3
start_year = 1944 start_year = 1944
@@ -1114,7 +1102,7 @@ technologies = {
basic_dp_medium_battery = { basic_dp_medium_battery = {
research_cost = 0.75 research_cost = 0.5
start_year = 1944 start_year = 1944
@@ -1291,7 +1279,7 @@ technologies = {
ship_rocket_artillery = { ship_rocket_artillery = {
research_cost = 0.75 research_cost = 0.1
start_year = 1943 start_year = 1943
dependencies = { dependencies = {
@@ -1327,7 +1315,7 @@ technologies = {
} }
unmanned_gun_turret = { unmanned_gun_turret = {
research_cost = 1 research_cost = 0.75
start_year = 1947 start_year = 1947
heavy_cruiser = { heavy_cruiser = {
@@ -1379,7 +1367,7 @@ technologies = {
} }
modern_generic_battery = { modern_generic_battery = {
research_cost = 1 research_cost = 0.75
start_year = 1949 start_year = 1949
on_research_complete = { on_research_complete = {
@@ -1563,7 +1551,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 0.75 research_cost = 0.5
start_year = 1942 start_year = 1942
destroyer = { destroyer = {
@@ -1627,7 +1615,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 1 research_cost = 0.75
enable_equipment_modules = { enable_equipment_modules = {
sub_wire_guided_torpedo sub_wire_guided_torpedo
} }
@@ -1674,7 +1662,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 1.25 research_cost = 1
start_year = 1951 start_year = 1951
destroyer = { destroyer = {
@@ -1731,7 +1719,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 0.75 research_cost = 0.5
start_year = 1936 start_year = 1936
@@ -1776,7 +1764,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 0.75 research_cost = 0.5
start_year = 1936 start_year = 1936
@@ -1820,7 +1808,7 @@ technologies = {
xp_research_type = navy xp_research_type = navy
xp_boost_cost = 20 xp_boost_cost = 20
xp_research_bonus = 1.50 xp_research_bonus = 1.50
research_cost = 0.75 research_cost = 0.5
start_year = 1943 start_year = 1943
dependencies = { dependencies = {
@@ -1928,7 +1916,7 @@ technologies = {
} }
advanced_ship_torpedo_launcher = { advanced_ship_torpedo_launcher = {
research_cost = 0.75 research_cost = 0.5
start_year = 1940 start_year = 1940
@@ -1973,7 +1961,7 @@ technologies = {
} }
modern_ship_torpedo_launcher = { modern_ship_torpedo_launcher = {
research_cost = 1 research_cost = 0.75
start_year = 1944 start_year = 1944
@@ -2015,7 +2003,7 @@ technologies = {
} }
} }
coldwar_ship_torpedo_launcher = { coldwar_ship_torpedo_launcher = {
research_cost = 1.25 research_cost = 1
start_year = 1949 start_year = 1949
enable_equipment_modules = { enable_equipment_modules = {
@@ -2408,7 +2396,7 @@ technologies = {
submarine_mine_laying = { submarine_mine_laying = {
research_cost = 0.75 research_cost = 0.5
start_year = 1922 start_year = 1922
@@ -2441,7 +2429,7 @@ technologies = {
improved_submarine_mine_laying = { improved_submarine_mine_laying = {
research_cost = 0.75 research_cost = 0.5
start_year = 1940 start_year = 1940
@@ -2470,7 +2458,7 @@ technologies = {
improved_naval_mines = { improved_naval_mines = {
research_cost = 1 research_cost = 0.5
start_year = 1936 start_year = 1936
@@ -2545,7 +2533,7 @@ technologies = {
advanced_naval_mines = { advanced_naval_mines = {
research_cost = 1.25 research_cost = 0.5
start_year = 1942 start_year = 1942
@@ -2650,7 +2638,7 @@ technologies = {
modern_naval_mines = { modern_naval_mines = {
research_cost = 1.5 research_cost = 0.75
start_year = 1945 start_year = 1945

View File

@@ -11,7 +11,7 @@ sub_units = {
ship_deck_space_bb = 1 ship_deck_space_bb = 1
} }
} }
max_organisation = 40 max_organisation = 20
supply_consumption = 0.42 supply_consumption = 0.42

View File

@@ -86,9 +86,9 @@ critical_parts = {
lg_attack = -0.7 lg_attack = -0.7
torpedo_attack = -0.7 torpedo_attack = -0.7
} }
chance = 0.1 chance = 0.05
str_damage_multiplier = 10 str_damage_multiplier = 30
org_damage_multiplier = 10 org_damage_multiplier = 30
} }
@@ -107,9 +107,10 @@ critical_parts = {
icon = "GFX_default_critical_damage_icons" icon = "GFX_default_critical_damage_icons"
frame = 7 frame = 7
modifier = { modifier = {
naval_retreat_chance = -0.95
naval_speed_factor = -0.9 naval_speed_factor = -0.9
} }
chance = 0.5 chance = 0.25
org_damage_multiplier = 0.5 org_damage_multiplier = 0.5
str_damage_multiplier = 0.5 str_damage_multiplier = 0.5
} }
@@ -120,7 +121,7 @@ critical_parts = {
naval_retreat_chance = -0.9 naval_retreat_chance = -0.9
naval_speed_factor = -0.5 naval_speed_factor = -0.5
} }
chance = 0.25 chance = 0.5
org_damage_multiplier = 0.25 org_damage_multiplier = 0.25
str_damage_multiplier = 0.25 str_damage_multiplier = 0.25
} }
@@ -181,6 +182,22 @@ critical_parts = {
base_damage_instance = 1 base_damage_instance = 1
damage_instance_per_added_module = 1 damage_instance_per_added_module = 1
max_damage_instance = 1 max_damage_instance = 1
}
damaged_bb_flight_deck = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
carrier_size = -1
}
modifier = {
navy_org_factor = -0.3
}
chance = 1
org_damage_multiplier = 1.5
str_damage_multiplier = 0.75
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
} }
gas_leakage = { gas_leakage = {
icon = "GFX_default_critical_damage_icons" icon = "GFX_default_critical_damage_icons"
@@ -190,7 +207,7 @@ critical_parts = {
naval_morale_factor = -1 naval_morale_factor = -1
} }
chance = 0.05 chance = 0.05
org_damage_multiplier = 10 org_damage_multiplier = 50
str_damage_multiplier = 10 str_damage_multiplier = 50
} }
} }

View File

@@ -88,10 +88,10 @@ equipment_modules = {
ship_deck_space_small = { ship_deck_space_small = {
category = ship_deck_space_small category = ship_deck_space_small
add_equipment_type = capital_ship add_equipment_type = capital_ship
gui_category = ship_deck_space gui_category = ship_deck_space_special
add_stats = { add_stats = {
carrier_size = 1 carrier_size = 1
build_cost_ic = 500 build_cost_ic = 700
surface_detection = 2 surface_detection = 2
max_strength = 20 max_strength = 20
anti_air_attack = 0.5 anti_air_attack = 0.5
@@ -131,7 +131,7 @@ equipment_modules = {
} }
ship_deck_space_bb = { ship_deck_space_bb = {
category = ship_deck_space_bb category = ship_deck_space_bb
gui_category = ship_deck_space gui_category = ship_deck_space_special
add_equipment_type = carrier add_equipment_type = carrier
gfx = ship_deck_space gfx = ship_deck_space
add_stats = { add_stats = {
@@ -145,11 +145,12 @@ equipment_modules = {
manpower = 125 manpower = 125
multiply_stats = { multiply_stats = {
naval_speed = -0.05 naval_speed = -0.05
max_strength = -0.1 max_strength = -0.25
fuel_consumption = 0.05 fuel_consumption = 0.05
surface_visibility = 0.05 surface_visibility = 0.05
} }
dismantle_cost_ic = 2000 dismantle_cost_ic = 2000
critical_parts = { damaged_bb_flight_deck }
} }
ship_deck_space_mega = { ship_deck_space_mega = {
category = ship_deck_space_mega category = ship_deck_space_mega
@@ -249,7 +250,7 @@ equipment_modules = {
steel = 1 steel = 1
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.05 naval_speed = -0.1
anti_air_attack = 0.06 anti_air_attack = 0.06
build_cost_ic = 0.15 build_cost_ic = 0.15
} }
@@ -268,7 +269,29 @@ equipment_modules = {
dismantle_cost_ic = 1500 dismantle_cost_ic = 1500
critical_parts = { damaged_wooden_flight_deck } critical_parts = { damaged_wooden_flight_deck }
} }
carrier_strength_deck = {
category = ship_flight_deck
add_equipment_type = capital_ship
parent = carrier_armor_deck
add_stats = {
reliability = 0.15
max_strength = 80
}
build_cost_resources = {
steel = 1
chromium = 1
}
multiply_stats = {
naval_speed = -0.125
armor_value = 0.1
anti_air_attack = 0.1
build_cost_ic = 0.25
}
dismantle_cost_ic = 3500
critical_parts = { damaged_armored_flight_deck }
}
############################ ############################
@@ -315,10 +338,6 @@ equipment_modules = {
anti_air_attack = 0.05 anti_air_attack = 0.05
} }
build_cost_resources = {
steel = 1
}
dismantle_cost_ic = 400 dismantle_cost_ic = 400
} }
@@ -333,10 +352,6 @@ equipment_modules = {
build_cost_ic = 2000 build_cost_ic = 2000
} }
build_cost_resources = {
steel = 1
}
dismantle_cost_ic = 1250 dismantle_cost_ic = 1250
} }
@@ -401,9 +416,10 @@ equipment_modules = {
} }
} }
carrier_civilian_material = { carrier_civilian_material = {
category = carrier_miscellaneous category = carrier_civilian_material
gui_category = carrier_miscellaneous
add_stats = { add_stats = {
reliability = -0.15 reliability = -0.3
max_organisation = -0.2 max_organisation = -0.2
} }
multiply_stats = { multiply_stats = {
@@ -414,7 +430,12 @@ equipment_modules = {
naval_range = -0.2 naval_range = -0.2
build_cost_ic = -0.2 build_cost_ic = -0.2
} }
dismantle_cost_ic = 1500 dismantle_cost_ic = 100000
forbid_module_categories = {
ship_carrier_armor
ship_carrier_armor_heavy
ship_carrier_armor_shbb
}
} }
carrier_secondary_island = { carrier_secondary_island = {
category = carrier_island category = carrier_island
@@ -448,21 +469,6 @@ equipment_modules = {
ship_radar ship_radar
} }
} }
carrier_strength_deck = {
category = carrier_miscellaneous
add_stats = {
reliability = 0.1
max_strength = 100
}
build_cost_resources = {
steel = 1
}
multiply_stats = {
naval_speed = -0.025
armor_value = 0.1
build_cost_ic = 0.15
}
}
carrier_tracing_unit = { carrier_tracing_unit = {
category = carrier_unit category = carrier_unit
add_stats = { add_stats = {
@@ -490,9 +496,5 @@ equipment_modules = {
reliability = 0.05 reliability = 0.05
} }
dismantle_cost_ic = 50000 dismantle_cost_ic = 50000
build_cost_resources = {
steel = 1
chromium = 1
}
} }
} }

View File

@@ -1407,7 +1407,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.05 build_cost_ic = 0.05
naval_speed = -0.06 naval_speed = -0.08
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 48 hg_armor_piercing = 48
@@ -1433,7 +1433,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.06 build_cost_ic = 0.06
naval_speed = -0.07 naval_speed = -0.09
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 52 hg_armor_piercing = 52
@@ -1634,7 +1634,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.055 build_cost_ic = 0.055
naval_speed = -0.07 naval_speed = -0.09
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 48 hg_armor_piercing = 48
@@ -1661,7 +1661,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.065 build_cost_ic = 0.065
naval_speed = -0.085 naval_speed = -0.11
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 52 hg_armor_piercing = 52
@@ -1875,7 +1875,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.06 build_cost_ic = 0.06
naval_speed = -0.1 naval_speed = -0.12
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 48 hg_armor_piercing = 48
@@ -1903,7 +1903,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.07 build_cost_ic = 0.07
naval_speed = -0.13 naval_speed = -0.15
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 52 hg_armor_piercing = 52
@@ -1954,7 +1954,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.06 build_cost_ic = 0.06
naval_speed = -0.075 naval_speed = -0.1
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 54 hg_armor_piercing = 54
@@ -1980,7 +1980,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.065 build_cost_ic = 0.065
naval_speed = -0.11 naval_speed = -0.135
} }
add_average_stats = { add_average_stats = {
hg_armor_piercing = 54 hg_armor_piercing = 54

View File

@@ -163,6 +163,9 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = 0.35 naval_speed = 0.35
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = light_ship_engine module_category = light_ship_engine
@@ -249,6 +252,36 @@ equipment_modules = {
convert_cost_ic = 250 convert_cost_ic = 250
} }
} }
light_ship_engine_4_gas = {
category = light_ship_engine
gfx = ship_gas_engine
sfx = sfx_ui_sd_module_engine
add_stats = {
#naval_speed = 12
fuel_consumption = 35
build_cost_ic = 1500
reliability = -0.35
}
multiply_stats = {
naval_speed = 0.45
naval_range = -0.35
surface_visibility = -0.05
}
build_cost_resources = {
chromium = 2
}
can_convert_from = {
module_category = light_ship_engine
convert_cost_ic = 6000
convert_cost_resources = {
steel = 1
chromium = 1
}
}
}
################### ###################
@@ -381,6 +414,9 @@ equipment_modules = {
sub_visibility = -0.1 sub_visibility = -0.1
max_strength = -0.1 max_strength = -0.1
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = sub_ship_engine module_category = sub_ship_engine
convert_cost_ic = 900 convert_cost_ic = 900
@@ -404,6 +440,9 @@ equipment_modules = {
max_strength = -0.1 max_strength = -0.1
fuel_consumption = -1 fuel_consumption = -1
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = sub_ship_engine module_category = sub_ship_engine
@@ -515,6 +554,9 @@ equipment_modules = {
naval_speed = 0.4 naval_speed = 0.4
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = cruiser_ship_engine module_category = cruiser_ship_engine
@@ -544,6 +586,9 @@ equipment_modules = {
naval_speed = 0.45 naval_speed = 0.45
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = cruiser_ship_engine module_category = cruiser_ship_engine
@@ -565,16 +610,15 @@ equipment_modules = {
#naval_speed = 7 #naval_speed = 7
build_cost_ic = 3200 build_cost_ic = 3200
naval_range = 50000 naval_range = 50000
reliability = -0.5 reliability = -0.3
} }
multiply_stats = { multiply_stats = {
naval_speed = 0.55 naval_speed = 0.5
fuel_consumption = -1 fuel_consumption = -1
} }
build_cost_resources = { build_cost_resources = {
steel = 2 chromium = 2
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = cruiser_ship_engine module_category = cruiser_ship_engine
@@ -622,6 +666,9 @@ equipment_modules = {
naval_speed = 0.3 naval_speed = 0.3
naval_range = 0.7 naval_range = 0.7
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = cruiser_ship_engine module_category = cruiser_ship_engine
@@ -650,6 +697,9 @@ equipment_modules = {
naval_speed = 0.35 naval_speed = 0.35
naval_range = 0.8 naval_range = 0.8
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = cruiser_ship_engine module_category = cruiser_ship_engine
@@ -661,6 +711,37 @@ equipment_modules = {
convert_cost_ic = 920 convert_cost_ic = 920
} }
} }
cruiser_ship_engine_4_gas = {
category = cruiser_ship_engine
gfx = ship_gas_engine
sfx = sfx_ui_sd_module_engine
add_stats = {
#naval_speed = 12
fuel_consumption = 48
build_cost_ic = 3000
reliability = -0.35
}
multiply_stats = {
naval_speed = 0.55
naval_range = -0.25
fuel_consumption = 0.1
surface_visibility = -0.05
}
build_cost_resources = {
chromium = 2
}
can_convert_from = {
module_category = cruiser_ship_engine
convert_cost_ic = 6000
convert_cost_resources = {
steel = 1
chromium = 1
}
}
}
##################### #####################
@@ -683,6 +764,9 @@ equipment_modules = {
naval_speed = 0.2 naval_speed = 0.2
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -712,6 +796,9 @@ equipment_modules = {
naval_speed = 0.35 naval_speed = 0.35
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -744,6 +831,9 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = 0.45 naval_speed = 0.45
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -775,6 +865,9 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = 0.5 naval_speed = 0.5
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -805,6 +898,9 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = 0.55 naval_speed = 0.55
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -835,6 +931,9 @@ equipment_modules = {
naval_speed = 0.35 naval_speed = 0.35
naval_range = 0.6 naval_range = 0.6
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -863,6 +962,9 @@ equipment_modules = {
naval_speed = 0.4 naval_speed = 0.4
naval_range = 0.7 naval_range = 0.7
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -894,6 +996,9 @@ equipment_modules = {
naval_speed = 0.45 naval_speed = 0.45
naval_range = 0.8 naval_range = 0.8
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -908,32 +1013,6 @@ equipment_modules = {
convert_cost_ic = 3900 convert_cost_ic = 3900
} }
} }
heavy_ship_engine_4_gas = {
category = heavy_ship_engine
gfx = ship_gas_engine
sfx = sfx_ui_sd_module_engine
add_stats = {
#naval_speed = 12
fuel_consumption = 38
build_cost_ic = 4000
reliability = -0.3
}
multiply_stats = {
naval_speed = 0.6
naval_range = -0.2
}
can_convert_from = {
module_category = heavy_ship_engine
convert_cost_ic = 6000
convert_cost_resources = {
steel = 1
chromium = 1
}
}
}
heavy_ship_engine_nuclear = { heavy_ship_engine_nuclear = {
category = heavy_ship_engine_nuclear category = heavy_ship_engine_nuclear
gui_category = heavy_ship_engine gui_category = heavy_ship_engine
@@ -944,7 +1023,7 @@ equipment_modules = {
#naval_speed = 12 #naval_speed = 12
naval_range = 50000 naval_range = 50000
build_cost_ic = 6000 build_cost_ic = 6000
reliability = -0.3 reliability = -0.25
} }
multiply_stats = { multiply_stats = {
@@ -952,8 +1031,7 @@ equipment_modules = {
fuel_consumption = -1 fuel_consumption = -1
} }
build_cost_resources = { build_cost_resources = {
steel = 2 chromium = 2
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = heavy_ship_engine module_category = heavy_ship_engine
@@ -971,7 +1049,10 @@ equipment_modules = {
build_cost_ic = 3000 build_cost_ic = 3000
} }
multiply_stats = { multiply_stats = {
naval_speed = 0.5 naval_speed = 0.55
}
build_cost_resources = {
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = super_heavy_ship_engine module_category = super_heavy_ship_engine
@@ -994,7 +1075,10 @@ equipment_modules = {
build_cost_ic = 3500 build_cost_ic = 3500
} }
multiply_stats = { multiply_stats = {
naval_speed = 0.575 naval_speed = 0.625
}
build_cost_resources = {
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = super_heavy_ship_engine module_category = super_heavy_ship_engine
@@ -1021,7 +1105,10 @@ equipment_modules = {
build_cost_ic = 4500 build_cost_ic = 4500
} }
multiply_stats = { multiply_stats = {
naval_speed = 0.65 naval_speed = 0.7
}
build_cost_resources = {
chromium = 2
} }
can_convert_from = { can_convert_from = {
module_category = super_heavy_ship_engine module_category = super_heavy_ship_engine
@@ -1058,6 +1145,9 @@ equipment_modules = {
naval_speed = 0.3 naval_speed = 0.3
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1087,6 +1177,9 @@ equipment_modules = {
naval_speed = 0.4 naval_speed = 0.4
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1120,6 +1213,9 @@ equipment_modules = {
naval_speed = 0.5 naval_speed = 0.5
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1152,6 +1248,9 @@ equipment_modules = {
naval_speed = 0.55 naval_speed = 0.55
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1184,8 +1283,7 @@ equipment_modules = {
fuel_consumption = -1 fuel_consumption = -1
} }
build_cost_resources = { build_cost_resources = {
steel = 2 chromium = 2
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1208,6 +1306,9 @@ equipment_modules = {
naval_speed = 0.35 naval_speed = 0.35
naval_range = 0.6 naval_range = 0.6
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1236,6 +1337,9 @@ equipment_modules = {
naval_speed = 0.45 naval_speed = 0.45
naval_range = 0.7 naval_range = 0.7
} }
build_cost_resources = {
chromium = 1
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine
@@ -1267,6 +1371,9 @@ equipment_modules = {
naval_speed = 0.5 naval_speed = 0.5
naval_range = 0.8 naval_range = 0.8
} }
build_cost_resources = {
chromium = 2
}
can_convert_from = { can_convert_from = {
module_category = carrier_ship_engine module_category = carrier_ship_engine

View File

@@ -17,7 +17,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.1 build_cost_ic = 0.1
naval_speed = -0.23 naval_speed = -0.23
max_strength = 0.065 max_strength = 0.05
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
@@ -42,7 +42,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.08 build_cost_ic = 0.08
naval_speed = -0.08 naval_speed = -0.08
max_strength = 0.05 max_strength = 0.03
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
@@ -68,7 +68,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.14 build_cost_ic = 0.14
naval_speed = -0.25 naval_speed = -0.25
max_strength = 0.13 max_strength = 0.1
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
@@ -77,7 +77,6 @@ equipment_modules = {
armor_value = 35 armor_value = 35
naval_torpedo_enemy_critical_chance_factor = -0.05 naval_torpedo_enemy_critical_chance_factor = -0.05
naval_torpedo_damage_reduction_factor = 0.05 naval_torpedo_damage_reduction_factor = 0.05
reliability = 0.05
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bb_1 module = ship_armor_bb_1
@@ -103,7 +102,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.12 build_cost_ic = 0.12
naval_speed = -0.1 naval_speed = -0.1
max_strength = 0.1 max_strength = 0.08
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
@@ -111,7 +110,6 @@ equipment_modules = {
add_stats = { add_stats = {
armor_value = 26 armor_value = 26
naval_torpedo_damage_reduction_factor = 0.05 naval_torpedo_damage_reduction_factor = 0.05
reliability = 0.05
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bc_1 module = ship_armor_bc_1
@@ -137,17 +135,15 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.17 build_cost_ic = 0.17
naval_speed = -0.3 naval_speed = -0.3
max_strength = 0.2 max_strength = 0.15
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 40 armor_value = 40
naval_torpedo_enemy_critical_chance_factor = -0.1 naval_torpedo_enemy_critical_chance_factor = -0.1
naval_torpedo_damage_reduction_factor = 0.1 naval_torpedo_damage_reduction_factor = 0.1
reliability = 0.1
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bb_2 module = ship_armor_bb_2
@@ -173,17 +169,15 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.15 build_cost_ic = 0.15
naval_speed = -0.2 naval_speed = -0.2
max_strength = 0.16 max_strength = 0.12
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 30 armor_value = 30
naval_torpedo_enemy_critical_chance_factor = -0.05 naval_torpedo_enemy_critical_chance_factor = -0.05
naval_torpedo_damage_reduction_factor = 0.1 naval_torpedo_damage_reduction_factor = 0.1
reliability = 0.1
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bc_2 module = ship_armor_bc_2
@@ -208,17 +202,15 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.2 build_cost_ic = 0.2
naval_speed = -0.32 naval_speed = -0.32
max_strength = 0.25 max_strength = 0.2
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 45 armor_value = 45
naval_torpedo_enemy_critical_chance_factor = -0.15 naval_torpedo_enemy_critical_chance_factor = -0.15
naval_torpedo_damage_reduction_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.15
reliability = 0.15
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bb_3 module = ship_armor_bb_3
@@ -243,17 +235,15 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.17 build_cost_ic = 0.17
naval_speed = -0.27 naval_speed = -0.27
max_strength = 0.2 max_strength = 0.16
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 35 armor_value = 35
naval_torpedo_enemy_critical_chance_factor = -0.1 naval_torpedo_enemy_critical_chance_factor = -0.1
naval_torpedo_damage_reduction_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.15
reliability = 0.15
} }
can_convert_from = { can_convert_from = {
module = ship_armor_bc_3 module = ship_armor_bc_3
@@ -282,7 +272,7 @@ equipment_modules = {
max_strength = 0.13 max_strength = 0.13
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1 chromium = 1
} }
add_stats = { add_stats = {
@@ -315,10 +305,10 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.28 build_cost_ic = 0.28
naval_speed = -0.35 naval_speed = -0.35
max_strength = 0.25 max_strength = 0.225
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1 chromium = 1
} }
add_stats = { add_stats = {
@@ -389,9 +379,6 @@ equipment_modules = {
add_stats = { add_stats = {
armor_value = 10 armor_value = 10
} }
build_cost_resources = {
steel = 1
}
can_convert_from = { can_convert_from = {
module_category = ship_cruiser_armor module_category = ship_cruiser_armor
@@ -419,7 +406,6 @@ equipment_modules = {
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = ship_cruiser_armor module_category = ship_cruiser_armor
@@ -446,8 +432,7 @@ equipment_modules = {
armor_value = 14 armor_value = 14
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = ship_cruiser_armor module_category = ship_cruiser_armor
@@ -522,7 +507,6 @@ equipment_modules = {
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 20 armor_value = 20
@@ -551,8 +535,7 @@ equipment_modules = {
max_strength = 0.2 max_strength = 0.2
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 25 armor_value = 25
@@ -581,6 +564,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
build_cost_ic = 0.05 build_cost_ic = 0.05
max_strength = 0.025
naval_speed = -0.05 naval_speed = -0.05
} }
dismantle_cost_ic = 1500 dismantle_cost_ic = 1500
@@ -588,6 +572,9 @@ equipment_modules = {
add_stats = { add_stats = {
armor_value = 8 armor_value = 8
} }
build_cost_resources = {
steel = 1
}
can_convert_from = { can_convert_from = {
module_category = ship_carrier_armor module_category = ship_carrier_armor
convert_cost_ic = 600 convert_cost_ic = 600
@@ -676,7 +663,6 @@ equipment_modules = {
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = ship_carrier_armor module_category = ship_carrier_armor
@@ -722,8 +708,7 @@ equipment_modules = {
armor_value = 14 armor_value = 14
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
can_convert_from = { can_convert_from = {
module_category = ship_carrier_armor module_category = ship_carrier_armor
@@ -853,12 +838,11 @@ equipment_modules = {
parent = ship_armor_carrier_heavy_2 parent = ship_armor_carrier_heavy_2
multiply_stats = { multiply_stats = {
build_cost_ic = 0.15 build_cost_ic = 0.15
naval_speed = -0.125 naval_speed = -0.15
max_strength = 0.15 max_strength = 0.15
} }
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 20 armor_value = 20
@@ -903,12 +887,11 @@ equipment_modules = {
parent = ship_armor_carrier_heavy_3 parent = ship_armor_carrier_heavy_3
multiply_stats = { multiply_stats = {
build_cost_ic = 0.18 build_cost_ic = 0.18
naval_speed = -0.15 naval_speed = -0.2
max_strength = 0.2 max_strength = 0.2
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1
} }
add_stats = { add_stats = {
armor_value = 25 armor_value = 25
@@ -956,11 +939,11 @@ equipment_modules = {
build_cost_ic = 0.2 build_cost_ic = 0.2
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1 chromium = 1
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.18 naval_speed = -0.2
max_strength = 0.3 max_strength = 0.3
} }
add_stats = { add_stats = {
@@ -1010,7 +993,7 @@ equipment_modules = {
max_strength = 0.15 max_strength = 0.15
} }
build_cost_resources = { build_cost_resources = {
steel = 2 steel = 1
chromium = 1 chromium = 1
} }
add_stats = { add_stats = {
@@ -1038,7 +1021,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = -0.05 naval_speed = -0.05
max_strength = 0.065 max_strength = 0.05
build_cost_ic = 0.065 build_cost_ic = 0.065
} }
dismantle_cost_ic = 1000 dismantle_cost_ic = 1000
@@ -1053,7 +1036,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = -0.05 naval_speed = -0.05
max_strength = 0.085 max_strength = 0.075
build_cost_ic = 0.075 build_cost_ic = 0.075
} }
add_stats = { add_stats = {
@@ -1075,7 +1058,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = -0.025 naval_speed = -0.025
max_strength = 0.075 max_strength = 0.065
armor_value = 0.05 armor_value = 0.05
build_cost_ic = 0.1 build_cost_ic = 0.1
} }
@@ -1098,7 +1081,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
naval_speed = -0.025 naval_speed = -0.025
max_strength = 0.065 max_strength = 0.05
armor_value = 0.1 armor_value = 0.1
build_cost_ic = 0.1 build_cost_ic = 0.1
} }
@@ -1116,9 +1099,9 @@ equipment_modules = {
parent = ship_scheme_all_or_nothing parent = ship_scheme_all_or_nothing
multiply_stats = { multiply_stats = {
naval_speed = -0.025 naval_speed = -0.03
armor_value = 0.1 armor_value = 0.1
max_strength = 0.13 max_strength = 0.08
build_cost_ic = 0.15 build_cost_ic = 0.15
} }
add_stats = { add_stats = {
@@ -1162,7 +1145,7 @@ equipment_modules = {
category = torpedo_defense_system category = torpedo_defense_system
add_stats = { add_stats = {
naval_torpedo_enemy_critical_chance_factor = -0.2 naval_torpedo_enemy_critical_chance_factor = -0.1
naval_torpedo_damage_reduction_factor = 0.1 naval_torpedo_damage_reduction_factor = 0.1
reliability = -0.05 reliability = -0.05
} }
@@ -1176,7 +1159,7 @@ equipment_modules = {
parent = torpedo_bulge parent = torpedo_bulge
add_stats = { add_stats = {
naval_torpedo_enemy_critical_chance_factor = -0.2 naval_torpedo_enemy_critical_chance_factor = -0.15
naval_torpedo_damage_reduction_factor = 0.2 naval_torpedo_damage_reduction_factor = 0.2
} }
multiply_stats = { multiply_stats = {
@@ -1195,7 +1178,7 @@ equipment_modules = {
parent = torpedo_belt parent = torpedo_belt
add_stats = { add_stats = {
naval_torpedo_enemy_critical_chance_factor = -0.25 naval_torpedo_enemy_critical_chance_factor = -0.2
naval_torpedo_damage_reduction_factor = 0.25 naval_torpedo_damage_reduction_factor = 0.25
} }
multiply_stats = { multiply_stats = {

View File

@@ -413,7 +413,6 @@ equipment_modules = {
dismantle_cost_ic = 100000 dismantle_cost_ic = 100000
build_cost_resources = { build_cost_resources = {
steel = 1 steel = 1
chromium = 1
} }
} }
@@ -430,11 +429,15 @@ equipment_modules = {
} }
ship_hull_carrier_role_cvl = { ship_hull_carrier_role_cvl = {
category = cv_role category = cv_role
add_stats = {
max_organisation = -0.1
}
multiply_stats = { multiply_stats = {
build_cost_ic = -0.1 build_cost_ic = -0.1
max_strength = -0.3 max_strength = -0.3
naval_speed = -0.1 naval_speed = -0.1
anti_air_attack = -0.15 anti_air_attack = -0.15
surface_visibility = -0.1
} }
dismantle_cost_ic = 100000 dismantle_cost_ic = 100000
forbid_module_categories = { forbid_module_categories = {
@@ -445,10 +448,12 @@ equipment_modules = {
ship_hull_carrier_role_cve = { ship_hull_carrier_role_cve = {
category = cve_role category = cve_role
gui_category = cv_role gui_category = cv_role
multiply_stats = { add_stats = {
anti_air_attack = -0.1
max_organisation = -0.2 max_organisation = -0.2
} }
multiply_stats = {
anti_air_attack = -0.25
}
dismantle_cost_ic = 100000 dismantle_cost_ic = 100000
forbid_module_categories = { forbid_module_categories = {
ship_deck_space ship_deck_space

View File

@@ -123,10 +123,10 @@ equipment_modules = {
anti_air_attack = 6 anti_air_attack = 6
reliability = -0.025 reliability = -0.025
build_cost_ic = 300 build_cost_ic = 300
naval_light_gun_hit_chance_factor = -0.01 naval_light_gun_hit_chance_factor = -0.025
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.003 naval_speed = -0.01
} }
} }
ship_missile_aa_1 = { ship_missile_aa_1 = {
@@ -630,7 +630,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.01 naval_speed = -0.02
} }
} }
@@ -651,7 +651,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.02 naval_speed = -0.03
} }
} }
@@ -672,7 +672,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.02 naval_speed = -0.04
} }
} }
@@ -688,7 +688,7 @@ equipment_modules = {
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.02 naval_speed = -0.06
} }
} }
@@ -775,13 +775,27 @@ equipment_modules = {
############### ###############
## SNORKEL ## ## SNORKEL ##
############### ###############
ship_sub_snorkel_0 = {
abbreviation = "scw"
category = ship_sub_snorkel
multiply_stats = {
sub_visibility = -0.03
}
add_stats = {
build_cost_ic = 30
reliability = -0.1
}
}
ship_sub_snorkel_1 = { ship_sub_snorkel_1 = {
abbreviation = "scw" abbreviation = "scw"
category = ship_sub_snorkel category = ship_sub_snorkel
gfx = ship_sub_snorkel_1 gfx = ship_sub_snorkel_1
parent = ship_sub_snorkel_0
multiply_stats = { multiply_stats = {
sub_visibility = -0.05 sub_visibility = -0.075
} }
add_stats = { add_stats = {
@@ -825,7 +839,7 @@ equipment_modules = {
build_cost_ic = 150 build_cost_ic = 150
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.003 naval_speed = -0.005
surface_detection = -0.03 surface_detection = -0.03
} }
} }
@@ -845,7 +859,7 @@ equipment_modules = {
convert_cost_ic = 80 convert_cost_ic = 80
} }
multiply_stats = { multiply_stats = {
naval_speed = -0.004 naval_speed = -0.02
surface_detection = -0.04 surface_detection = -0.04
} }
} }
@@ -880,7 +894,7 @@ equipment_modules = {
multiply_stats = { multiply_stats = {
surface_detection = 0.25 surface_detection = 0.25
sub_detection = 0.25 sub_detection = 0.25
naval_speed = -0.05 naval_speed = -0.1
fuel_consumption = 0.05 fuel_consumption = 0.05
} }
add_stats = { add_stats = {
@@ -895,6 +909,7 @@ equipment_modules = {
add_stats = { add_stats = {
surface_detection = 2 surface_detection = 2
naval_torpedo_hit_chance_factor = 0.01 naval_torpedo_hit_chance_factor = 0.01
reliability = -0.05
build_cost_ic = 150 build_cost_ic = 150
} }
multiply_stats = { multiply_stats = {
@@ -909,6 +924,7 @@ equipment_modules = {
naval_torpedo_hit_chance_factor = 0.02 naval_torpedo_hit_chance_factor = 0.02
hg_attack = 2 hg_attack = 2
lg_attack = 1 lg_attack = 1
reliability = -0.1
build_cost_ic = 250 build_cost_ic = 250
} }
can_convert_from = { can_convert_from = {
@@ -1127,50 +1143,53 @@ equipment_modules = {
} }
} }
ship_light_weight_shell = { ship_light_weight_shell = {
category = heavy_miscellaneous category = ap_shell
gui_category = ship_miscellaneous gui_category = ship_miscellaneous
multiply_stats = { multiply_stats = {
hg_attack = -0.05 hg_attack = -0.05
hg_armor_piercing = -0.05 hg_armor_piercing = -0.05
naval_heavy_gun_hit_chance_factor = 0.005 naval_heavy_gun_hit_chance_factor = 0.025
build_cost_ic = -0.05 build_cost_ic = -0.05
} }
forbid_module_categories = { forbid_module_categories = {
ship_light_medium_battery ship_light_medium_battery
ship_light_medium_battery_double ship_light_medium_battery_double
ship_light_medium_battery_single ship_light_medium_battery_single
ship_missile
} }
} }
ship_super_heavy_weight_shell = { ship_super_heavy_weight_shell = {
category = heavy_miscellaneous category = ap_shell
gui_category = ship_miscellaneous gui_category = ship_miscellaneous
multiply_stats = { multiply_stats = {
hg_attack = 0.05 hg_attack = 0.05
hg_armor_piercing = 0.05 hg_armor_piercing = 0.05
naval_heavy_gun_hit_chance_factor = -0.01 naval_heavy_gun_hit_chance_factor = -0.05
build_cost_ic = 0.05 build_cost_ic = 0.05
} }
forbid_module_categories = { forbid_module_categories = {
ship_light_medium_battery ship_light_medium_battery
ship_light_medium_battery_double ship_light_medium_battery_double
ship_light_medium_battery_single ship_light_medium_battery_single
ship_missile
} }
} }
ship_high_velocity_shell = { ship_high_velocity_shell = {
category = heavy_miscellaneous category = ap_shell
gui_category = ship_miscellaneous gui_category = ship_miscellaneous
add_stats = { add_stats = {
reliability = -0.1 reliability = -0.1
} }
multiply_stats = { multiply_stats = {
hg_armor_piercing = 0.075 hg_armor_piercing = 0.075
naval_heavy_gun_hit_chance_factor = 0.01 naval_heavy_gun_hit_chance_factor = 0.05
build_cost_ic = 0.065 build_cost_ic = 0.065
} }
forbid_module_categories = { forbid_module_categories = {
ship_light_medium_battery ship_light_medium_battery
ship_light_medium_battery_double ship_light_medium_battery_double
ship_light_medium_battery_single ship_light_medium_battery_single
ship_missile
} }
} }
ship_anti_air_shell = { ship_anti_air_shell = {
@@ -1183,11 +1202,16 @@ equipment_modules = {
anti_air_attack = 0.2 anti_air_attack = 0.2
build_cost_ic = 0.05 build_cost_ic = 0.05
} }
forbid_module_categories = {
ship_missile_aa
}
} }
ship_vt_shell = { ship_vt_shell = {
category = generic_miscellaneous category = generic_miscellaneous
gui_category = ship_miscellaneous gui_category = ship_miscellaneous
multiply_stats = { multiply_stats = {
naval_light_gun_hit_chance_factor = 0.025
naval_heavy_gun_hit_chance_factor = 0.025
anti_air_attack = 0.25 anti_air_attack = 0.25
build_cost_ic = 0.08 build_cost_ic = 0.08
} }
@@ -1310,12 +1334,12 @@ equipment_modules = {
add_stats = { add_stats = {
surface_detection = 5 surface_detection = 5
max_organisation = 0.1 max_organisation = 0.1
naval_light_gun_hit_chance_factor = 0.015 naval_light_gun_hit_chance_factor = 0.025
naval_heavy_gun_hit_chance_factor = 0.015 naval_heavy_gun_hit_chance_factor = 0.025
naval_torpedo_hit_chance_factor = 0.015 naval_torpedo_hit_chance_factor = 0.025
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.025 build_cost_ic = 0.05
} }
} }
sub_wire_guided_torpedo = { sub_wire_guided_torpedo = {
@@ -1337,7 +1361,7 @@ equipment_modules = {
} }
build_cost_resources = { build_cost_resources = {
aluminium = 2 aluminium = 2
steel = -3 steel = -2
} }
forbid_module_categories = { forbid_module_categories = {
ship_cruiser_armor ship_cruiser_armor
@@ -1349,10 +1373,11 @@ equipment_modules = {
gui_category = ship_anti_air gui_category = ship_anti_air
multiply_stats = { multiply_stats = {
anti_air_attack = 0.35 anti_air_attack = 0.35
naval_speed = -0.05
build_cost_ic = 0.15 build_cost_ic = 0.15
} }
build_cost_resources = { forbid_module_categories = {
steel = 1 ship_missile_aa
} }
} }
ship_radar_finder = { ship_radar_finder = {
@@ -1414,7 +1439,7 @@ equipment_modules = {
gui_category = cold_war_miscellaneous gui_category = cold_war_miscellaneous
multiply_stats = { multiply_stats = {
build_cost_ic = 0.2 build_cost_ic = 0.1
lg_attack = 0.1 lg_attack = 0.1
hg_attack = 0.1 hg_attack = 0.1
anti_air_attack = 0.15 anti_air_attack = 0.15
@@ -1425,9 +1450,5 @@ equipment_modules = {
naval_torpedo_damage_reduction_factor = 0.05 naval_torpedo_damage_reduction_factor = 0.05
} }
dismantle_cost_ic = 50000 dismantle_cost_ic = 50000
build_cost_resources = {
steel = 1
chromium = 1
}
} }
} }

View File

@@ -13,7 +13,7 @@ equipment_modules = {
surface_visibility = 0.5 surface_visibility = 0.5
hg_attack = 6 hg_attack = 6
max_strength = 28 max_strength = 28
build_cost_ic = 430 build_cost_ic = 330
} }
multiply_stats = { multiply_stats = {
build_cost_ic = 0.015 build_cost_ic = 0.015
@@ -43,7 +43,7 @@ equipment_modules = {
surface_visibility = 0.8 surface_visibility = 0.8
hg_attack = 11.5 hg_attack = 11.5
max_strength = 45 max_strength = 45
build_cost_ic = 800 build_cost_ic = 650
reliability = -0.05 reliability = -0.05
naval_heavy_gun_hit_chance_factor = -0.01 naval_heavy_gun_hit_chance_factor = -0.01
} }

View File

@@ -60,7 +60,7 @@ equipments = {
} }
fixed_ship_carrier_miscellaneous_slot_2 = { fixed_ship_carrier_miscellaneous_slot_2 = {
required = no required = no
allowed_module_categories = { carrier_miscellaneous carrier_island } allowed_module_categories = { carrier_miscellaneous carrier_island carrier_civilian_material }
} }
fixed_ship_flight_deck_slot = { fixed_ship_flight_deck_slot = {
required = yes required = yes
@@ -82,10 +82,6 @@ equipments = {
category = ship_radar category = ship_radar
count < 2 count < 2
} }
module_count_limit = {
module = carrier_civilian_material
count < 2
}
module_count_limit = { module_count_limit = {
category = carrier_island category = carrier_island
count < 2 count < 2
@@ -134,8 +130,7 @@ equipments = {
build_cost_ic = 1600 build_cost_ic = 1600
resources = { resources = {
steel = 2 steel = 1
chromium = 1
} }
manpower = 3000 manpower = 3000
@@ -180,14 +175,14 @@ equipments = {
} }
naval_range = 3000 naval_range = 3000
max_strength = 80 max_strength = 60
reliability = 0.65 reliability = 0.65
naval_speed = 20 naval_speed = 20
surface_visibility = 22 surface_visibility = 22
build_cost_ic = 1200 build_cost_ic = 1200
resources = { resources = {
steel = 2 steel = 1
} }
manpower = 1300 manpower = 1300
} }
@@ -265,8 +260,7 @@ equipments = {
build_cost_ic = 2800 build_cost_ic = 2800
resources = { resources = {
steel = 3 steel = 1
chromium = 1
} }
manpower = 3500 manpower = 3500
} }
@@ -417,6 +411,7 @@ equipments = {
reliability = 0.75 reliability = 0.75
max_strength = 125 max_strength = 125
naval_speed = 28 naval_speed = 28
surface_visibility = 25
module_count_limit = { module_count_limit = {
category = carrier_angled_deck category = carrier_angled_deck
@@ -426,8 +421,7 @@ equipments = {
build_cost_ic = 2200 build_cost_ic = 2200
resources = { resources = {
steel = 3 steel = 2
chromium = 1
} }
manpower = 3100 manpower = 3100
} }
@@ -454,7 +448,7 @@ equipments = {
fixed_ship_carrier_miscellaneous_slot_1 = inherit fixed_ship_carrier_miscellaneous_slot_1 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = { fixed_ship_carrier_miscellaneous_slot_2 = {
required = no required = no
allowed_module_categories = { carrier_miscellaneous carrier_island coldwar_upgrade_cv } allowed_module_categories = { carrier_miscellaneous carrier_island coldwar_upgrade_cv carrier_civilian_material }
} }
fixed_ship_flight_deck_slot = inherit fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = inherit fixed_ship_role_slot = inherit
@@ -522,6 +516,7 @@ equipments = {
reliability = 0.8 reliability = 0.8
max_strength = 140 max_strength = 140
naval_speed = 28 naval_speed = 28
surface_visibility = 27
module_count_limit = { module_count_limit = {
category = carrier_angled_deck category = carrier_angled_deck
@@ -530,8 +525,7 @@ equipments = {
build_cost_ic = 2600 build_cost_ic = 2600
resources = { resources = {
steel = 3 steel = 2
chromium = 2
} }
manpower = 3500 manpower = 3500
} }
@@ -560,13 +554,13 @@ equipments = {
required = yes required = yes
allowed_module_categories = { carrier_ship_engine cruiser_ship_engine civilian_ship_engine } allowed_module_categories = { carrier_ship_engine cruiser_ship_engine civilian_ship_engine }
} }
# fixed_ship_carrier_miscellaneous_slot_1 = { fixed_ship_carrier_miscellaneous_slot_1 = {
# required = no required = no
# allowed_module_categories = { carrier_unit } allowed_module_categories = { carrier_island }
# } }
fixed_ship_carrier_miscellaneous_slot_2 = { fixed_ship_carrier_miscellaneous_slot_2 = {
required = no required = no
allowed_module_categories = { carrier_miscellaneous carrier_island } allowed_module_categories = { carrier_miscellaneous carrier_civilian_material }
} }
fixed_ship_flight_deck_slot = inherit fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = { fixed_ship_role_slot = {
@@ -581,6 +575,7 @@ equipments = {
fixed_ship_anti_air_slot = empty fixed_ship_anti_air_slot = empty
fixed_ship_radar_slot = empty fixed_ship_radar_slot = empty
fixed_ship_engine_slot = carrier_ship_engine_1 fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_role_slot = ship_hull_carrier_role_cve
} }
naval_range = 3000 naval_range = 3000
@@ -624,9 +619,13 @@ equipments = {
allowed_module_categories = { civilian_ship_engine } allowed_module_categories = { civilian_ship_engine }
} }
fixed_ship_flight_deck_slot = inherit fixed_ship_flight_deck_slot = inherit
fixed_ship_carrier_miscellaneous_slot_1 = {
required = no
allowed_module_categories = { carrier_island }
}
fixed_ship_carrier_miscellaneous_slot_2 = { fixed_ship_carrier_miscellaneous_slot_2 = {
required = yes required = yes
allowed_module_categories = { carrier_miscellaneous } allowed_module_categories = { carrier_civilian_material }
} }
fixed_ship_role_slot = { fixed_ship_role_slot = {
required = yes required = yes
@@ -639,7 +638,7 @@ equipments = {
fixed_ship_anti_air_slot = empty fixed_ship_anti_air_slot = empty
fixed_ship_radar_slot = empty fixed_ship_radar_slot = empty
fixed_ship_engine_slot = civilian_ship_engine_1 fixed_ship_engine_slot = civilian_ship_engine_1
fixed_ship_carrier_miscellaneous_slot_2 = carrier_civilian_material fixed_ship_role_slot = ship_hull_carrier_role_cve
} }
naval_range = 2000 naval_range = 2000
@@ -659,10 +658,6 @@ equipments = {
module = carrier_secondary_island module = carrier_secondary_island
count < 1 count < 1
} }
module_count_limit = {
module = carrier_civilian_material
count > 0
}
} }
vnr_ship_hull_super_carrier = { vnr_ship_hull_super_carrier = {
@@ -767,8 +762,7 @@ equipments = {
build_cost_ic = 3000 build_cost_ic = 3000
resources = { resources = {
steel = 4 steel = 2
chromium = 2
} }
manpower = 5000 manpower = 5000
} }
@@ -870,8 +864,7 @@ equipments = {
build_cost_ic = 6500 build_cost_ic = 6500
resources = { resources = {
steel = 4 steel = 2
chromium = 2
} }
manpower = 6500 manpower = 6500
} }

View File

@@ -165,7 +165,7 @@ equipments = {
build_cost_ic = 1000 build_cost_ic = 1000
manpower = 600 manpower = 600
resources = { resources = {
steel = 2 steel = 1
} }
} }
@@ -198,7 +198,7 @@ equipments = {
manpower = 800 manpower = 800
naval_range = 10000 naval_range = 10000
resources = { resources = {
steel = 2 steel = 1
} }
} }
} }

View File

@@ -66,7 +66,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous ap_shell }
} }
fixed_ship_extra_electronics_slot = { fixed_ship_extra_electronics_slot = {
required = no required = no
@@ -205,6 +205,14 @@ equipments = {
module = coldwar_upgrade_bb module = coldwar_upgrade_bb
count < 1 count < 1
} }
module_count_limit = {
module = ship_anti_air_circle
count < 2
}
module_count_limit = {
category = ap_shell
count < 2
}
default_modules = { default_modules = {
fixed_ship_battery_slot = empty fixed_ship_battery_slot = empty
@@ -247,7 +255,7 @@ equipments = {
build_cost_ic = 1400 build_cost_ic = 1400
resources = { resources = {
steel = 2 steel = 1
} }
manpower = 800 manpower = 800
@@ -278,7 +286,7 @@ equipments = {
max_strength = 45 max_strength = 45
naval_speed = 20 naval_speed = 20
reliability = 0.80 reliability = 0.80
surface_visibility = 20 surface_visibility = 28
naval_range = 1500 naval_range = 1500
module_slots = { module_slots = {
fixed_ship_battery_slot = { fixed_ship_battery_slot = {
@@ -448,7 +456,7 @@ equipments = {
manpower = 1000 manpower = 1000
build_cost_ic = 3500 build_cost_ic = 3500
naval_speed = 26 naval_speed = 26
surface_visibility = 22 surface_visibility = 26
naval_range = 5000 naval_range = 5000
max_strength = 140 max_strength = 140
reliability = 0.7 reliability = 0.7
@@ -474,7 +482,7 @@ equipments = {
fixed_ship_airplane_launcher_slot = inherit fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous ap_shell }
} }
fixed_ship_role_slot = { fixed_ship_role_slot = {
required = yes required = yes
@@ -639,7 +647,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous ap_shell }
} }
fixed_ship_extra_electronics_slot = { fixed_ship_extra_electronics_slot = {
required = no required = no
@@ -730,6 +738,7 @@ equipments = {
} }
surface_detection = 15 surface_detection = 15
surface_visibility = 27
sub_detection = 1 sub_detection = 1
naval_speed = 28 naval_speed = 28
reliability = 0.65 reliability = 0.65
@@ -758,6 +767,7 @@ equipments = {
naval_speed = 31 naval_speed = 31
build_cost_ic = 1800 build_cost_ic = 1800
manpower = 1000 manpower = 1000
surface_visibility = 26
default_modules = { default_modules = {
fixed_ship_engine_slot = cruiser_ship_engine_2 fixed_ship_engine_slot = cruiser_ship_engine_2
} }
@@ -775,11 +785,12 @@ equipments = {
manpower = 1200 manpower = 1200
naval_speed = 32 naval_speed = 32
reliability = 0.8 reliability = 0.8
surface_visibility = 25
build_cost_ic = 2100 build_cost_ic = 2100
naval_range = 3000 naval_range = 3000
max_strength = 75 max_strength = 75
resources = { resources = {
steel = 3 steel = 1
} }
module_slots = inherit module_slots = inherit
@@ -800,11 +811,12 @@ equipments = {
naval_speed = 32 naval_speed = 32
build_cost_ic = 2300 build_cost_ic = 2300
reliability = 0.85 reliability = 0.85
surface_visibility = 23
max_strength = 85 max_strength = 85
naval_range = 4000 naval_range = 4000
manpower = 1400 manpower = 1400
resources = { resources = {
steel = 4 steel = 2
} }
module_slots = inherit module_slots = inherit
@@ -826,11 +838,11 @@ equipments = {
reliability = 0.9 reliability = 0.9
manpower = 1600 manpower = 1600
build_cost_ic = 2500 build_cost_ic = 2500
surface_visibility = 21
naval_range = 4500 naval_range = 4500
max_strength = 90 max_strength = 90
resources = { resources = {
steel = 4 steel = 2
chromium = 1
} }
module_slots = { module_slots = {
fixed_ship_battery_slot = inherit fixed_ship_battery_slot = inherit
@@ -943,11 +955,11 @@ equipments = {
reliability = 0.95 reliability = 0.95
manpower = 1800 manpower = 1800
build_cost_ic = 3000 build_cost_ic = 3000
surface_visibility = 20
naval_range = 5000 naval_range = 5000
max_strength = 100 max_strength = 100
resources = { resources = {
steel = 4 steel = 2
chromium = 1
} }
module_slots = { module_slots = {
fixed_ship_battery_slot = { fixed_ship_battery_slot = {
@@ -1188,7 +1200,7 @@ equipments = {
armor_value = 0 armor_value = 0
sub_detection = 1 sub_detection = 1
surface_visibility = 15 surface_visibility = 26
naval_speed = 30 naval_speed = 30
reliability = 0.6 reliability = 0.6
@@ -1204,7 +1216,7 @@ equipments = {
build_cost_ic = 1700 build_cost_ic = 1700
resources = { resources = {
#oil = 2 #oil = 2
steel = 3 steel = 1
} }
manpower = 800 manpower = 800

View File

@@ -55,7 +55,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous ap_shell }
} }
fixed_ship_armor_scheme_slot = { fixed_ship_armor_scheme_slot = {
required = yes required = yes
@@ -149,6 +149,14 @@ equipments = {
module = structural_aluminum module = structural_aluminum
count < 2 count < 2
} }
module_count_limit = {
module = ship_anti_air_circle
count < 2
}
module_count_limit = {
category = ap_shell
count < 2
}
default_modules = { default_modules = {
fixed_ship_battery_slot = empty fixed_ship_battery_slot = empty
@@ -193,8 +201,7 @@ equipments = {
build_cost_ic = 3300 build_cost_ic = 3300
resources = { resources = {
steel = 3 steel = 2
chromium = 1
} }
manpower = 2000 manpower = 2000
@@ -249,7 +256,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous ap_shell }
} }
fixed_ship_armor_scheme_slot = { fixed_ship_armor_scheme_slot = {
required = yes required = yes
@@ -298,9 +305,9 @@ equipments = {
fuel_consumption = 67 fuel_consumption = 67
reliability = 0.5 reliability = 0.5
build_cost_ic = 2000 build_cost_ic = 2000
surface_visibility = 45
resources = { resources = {
steel = 2 steel = 2
chromium = 1
} }
manpower = 1500 manpower = 1500
@@ -350,7 +357,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous ap_shell }
} }
fixed_ship_armor_scheme_slot = { fixed_ship_armor_scheme_slot = {
required = yes required = yes
@@ -475,7 +482,7 @@ equipments = {
reliability = 0.75 reliability = 0.75
naval_speed = 27.5 naval_speed = 27.5
fuel_consumption = 67 fuel_consumption = 67
surface_visibility = 36 surface_visibility = 37
build_cost_ic = 2300 build_cost_ic = 2300
manpower = 2200 manpower = 2200
} }
@@ -500,10 +507,10 @@ equipments = {
naval_range = 3500 naval_range = 3500
max_strength = 210 max_strength = 210
reliability = 0.85 reliability = 0.8
fuel_consumption = 67 fuel_consumption = 67
naval_speed = 32 naval_speed = 32
surface_visibility = 34 surface_visibility = 36
build_cost_ic = 2500 build_cost_ic = 2500
manpower = 2500 manpower = 2500
@@ -530,13 +537,12 @@ equipments = {
naval_range = 4000 naval_range = 4000
naval_speed = 31 naval_speed = 31
max_strength = 240 max_strength = 240
reliability = 0.9 reliability = 0.85
fuel_consumption = 67 fuel_consumption = 67
surface_visibility = 32 surface_visibility = 35
build_cost_ic = 2800 build_cost_ic = 2800
resources = { resources = {
steel = 4 steel = 3
chromium = 1
} }
manpower = 2800 manpower = 2800
@@ -575,7 +581,7 @@ equipments = {
fixed_ship_airplane_launcher_slot = inherit fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous coldwar_upgrade_bb } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous coldwar_upgrade_bb ap_shell }
} }
fixed_ship_armor_scheme_slot = inherit fixed_ship_armor_scheme_slot = inherit
fixed_ship_torpedo_defense_system_slot = inherit fixed_ship_torpedo_defense_system_slot = inherit
@@ -645,12 +651,11 @@ equipments = {
max_strength = 265 max_strength = 265
naval_speed = 30.5 naval_speed = 30.5
fuel_consumption = 67 fuel_consumption = 67
surface_visibility = 30 surface_visibility = 34
reliability = 0.95 reliability = 0.9
build_cost_ic = 3100 build_cost_ic = 3100
resources = { resources = {
steel = 5 steel = 3
chromium = 1
} }
manpower = 3800 manpower = 3800
@@ -701,7 +706,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous ap_shell }
} }
fixed_ship_armor_scheme_slot = { fixed_ship_armor_scheme_slot = {
required = yes required = yes
@@ -774,15 +779,14 @@ equipments = {
rear_1_custom_slot = empty rear_1_custom_slot = empty
} }
naval_range = 4500 naval_range = 4500
naval_speed = 26.5 naval_speed = 27
max_strength = 265 max_strength = 265
fuel_consumption = 75 fuel_consumption = 75
reliability = 0.9 reliability = 0.9
surface_visibility = 46 surface_visibility = 46
build_cost_ic = 3500 build_cost_ic = 3500
resources = { resources = {
steel = 5 steel = 3
chromium = 1
} }
manpower = 3500 manpower = 3500
} }
@@ -817,7 +821,7 @@ equipments = {
} }
fixed_ship_extra_secondaries_slot = { fixed_ship_extra_secondaries_slot = {
required = no required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous } allowed_module_categories = { heavy_miscellaneous generic_miscellaneous ap_shell }
} }
fixed_ship_extra_missile_slot = { fixed_ship_extra_missile_slot = {
required = no required = no
@@ -882,12 +886,11 @@ equipments = {
max_strength = 225 max_strength = 225
naval_speed = 32 naval_speed = 32
fuel_consumption = 70 fuel_consumption = 70
surface_visibility = 30 surface_visibility = 33
reliability = 1.25 reliability = 1.25
build_cost_ic = 3200 build_cost_ic = 3200
resources = { resources = {
steel = 4 steel = 2
chromium = 2
aluminium = 1 aluminium = 1
} }

View File

@@ -197,7 +197,7 @@ equipments = {
surface_detection = 20 surface_detection = 20
sub_detection = 1 sub_detection = 1
surface_visibility = 10 surface_visibility = 15
naval_speed = 32 naval_speed = 32
reliability = 0.80 reliability = 0.80
@@ -210,7 +210,7 @@ equipments = {
build_cost_ic = 300 build_cost_ic = 300
resources = { resources = {
steel = 2 steel = 1
} }
manpower = 250 manpower = 250
@@ -248,6 +248,7 @@ equipments = {
archetype = ship_hull_light archetype = ship_hull_light
priority = 2000 priority = 2000
surface_visibility = 14
can_convert_from = { vnr_ship_hull_light_2 } can_convert_from = { vnr_ship_hull_light_2 }
#alias = destroyer_1 #alias = destroyer_1
@@ -277,6 +278,7 @@ equipments = {
reliability = 0.85 reliability = 0.85
naval_range = 1800 naval_range = 1800
max_strength = 55 max_strength = 55
surface_visibility = 13
build_cost_ic = 400 build_cost_ic = 400
resources = { resources = {
steel = 2 steel = 2
@@ -299,11 +301,11 @@ equipments = {
resources = { resources = {
steel = 3 steel = 2
} }
surface_detection = 20 surface_detection = 20
surface_visibility = 10 surface_visibility = 12
reliability = 0.90 reliability = 0.90
naval_range = 2000 naval_range = 2000
max_strength = 65 max_strength = 65
@@ -402,10 +404,10 @@ equipments = {
reliability = 0.92 reliability = 0.92
naval_range = 2500 naval_range = 2500
max_strength = 75 max_strength = 75
surface_visibility = 11
build_cost_ic = 650 build_cost_ic = 650
resources = { resources = {
steel = 3 steel = 2
chromium = 1
} }
manpower = 500 manpower = 500
naval_speed = 34 naval_speed = 34
@@ -541,10 +543,10 @@ equipments = {
reliability = 1.25 reliability = 1.25
naval_range = 3000 naval_range = 3000
max_strength = 100 max_strength = 100
surface_visibility = 10
build_cost_ic = 800 build_cost_ic = 800
resources = { resources = {
steel = 3 steel = 2
chromium = 1
} }
manpower = 600 manpower = 600
naval_speed = 36.5 naval_speed = 36.5

View File

@@ -198,7 +198,7 @@ equipments = {
build_cost_ic = 150 build_cost_ic = 150
resources = { resources = {
#oil = 1 #oil = 1
steel = 2 steel = 1
} }
} }
@@ -256,7 +256,7 @@ equipments = {
build_cost_ic = 200 build_cost_ic = 200
resources = { resources = {
steel = 2 steel = 1
} }
} }
vnr_ship_hull_submarine_4 = { vnr_ship_hull_submarine_4 = {
@@ -308,8 +308,7 @@ equipments = {
build_cost_ic = 275 build_cost_ic = 275
resources = { resources = {
steel = 3 steel = 1
chromium = 1
} }
} }
@@ -366,8 +365,7 @@ equipments = {
build_cost_ic = 400 build_cost_ic = 400
resources = { resources = {
steel = 3 steel = 2
chromium = 1
} }
} }
@@ -454,7 +452,7 @@ equipments = {
build_cost_ic = 250 build_cost_ic = 250
resources = { resources = {
steel = 2 steel = 1
} }
} }

View File

@@ -1,4 +1,4 @@
version="v2.4 - Ironbottom Sound" version="v2.5 - Santa Cruz"
tags={ tags={
"Military" "Military"
"Translation" "Translation"

View File

@@ -75,7 +75,9 @@ Unlike vanilla, the traditional definition of light or heavy cruiser has been re
- Heavy capital cruiser is the same as heavy cruiser in basegame with a capital ship related role. - Heavy capital cruiser is the same as heavy cruiser in basegame with a capital ship related role.
- Heavy fleet cruiser is a screen ship version of heavy cruiser with medium guns and a screen ship related role. - Heavy fleet cruiser is a screen ship version of heavy cruiser with medium guns and a screen ship related role.
- Light cruiser is the same as its origin in basegame with light medium guns and a screen ship related role. - Light cruiser is the same as its origin in basegame with light medium guns and a screen ship related role.
and it prompts to 3 types of cruiser guns: and it prompts to 3 types of cruiser guns:
- Heavy medium gun: for large cruiser exclusively, heavy attack oriented, firepower slightly inferior to WWI dreadnoughts - Heavy medium gun: for large cruiser exclusively, heavy attack oriented, firepower slightly inferior to WWI dreadnoughts
- Medium gun: balanced between heavy and light attack, universal but not very effective to heavy ships (half penetration) - Medium gun: balanced between heavy and light attack, universal but not very effective to heavy ships (half penetration)
- Light medium gun: light attack oriented, unable to pierce heavy armor, almost useless towards heavy ships (it can hit but only leave scratches) - Light medium gun: light attack oriented, unable to pierce heavy armor, almost useless towards heavy ships (it can hit but only leave scratches)

View File

@@ -1,6 +1,6 @@
# Vanilla Navy Rework Modding Tutorial # # Vanilla Navy Rework Modding Tutorial #
Hi there, this is MrPunk, in this file I will try to explain everything about VNR technically. Hi there, this is MrPunk. In this file, I will try to explain everything about VNR technically.
## Topics ## ## Topics ##
@@ -15,7 +15,7 @@ Hi there, this is MrPunk, in this file I will try to explain everything about VN
Common is where the fundamental materials of the game are stored, usually it includes technology, national focus, decisions and much more. Common is where the fundamental materials of the game are stored, usually it includes technology, national focus, decisions and much more.
The files in this folder will be loaded at game starts (in the loading screen), so if the game never made it to the menu, more likely it's caused by bugs in Common. The files in this folder will be loaded once you boot up HOI4 (in the loading screen), so if the game never made it to the menu, more likely it's caused by bugs in Common.
**Structure** **Structure**
@@ -25,7 +25,7 @@ The files in this folder will be loaded at game starts (in the loading screen),
- ai_strategy - ai_strategy
AI production strategies are stored here. Using roles defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how willing AI is to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyards is too low to make that happen. AI strategies are stored here. Production AI uses roles defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how willing AI is to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyards is too low to make that happen. Naval Management AI will decide where and how to concentrate its fleet in different scenarios of war.
- decisions - decisions
@@ -33,7 +33,23 @@ The files in this folder will be loaded at game starts (in the loading screen),
- defines - defines
Here you modify some static constants in the game mechanism. Since formulas are set in bottom-level codes, editing these values is the only way to scale the effects. Here you modify some static constants in the game mechanism. Since formulas are hard-coded in bottom-level and can not be modded, editing these values is the only way to scale their effects.
- dynamic_modifiers
The dynamic modifiers are customized spirits with constantly changing effects, and it can be applied to not only countries but also states.
- game_rules
All starting rules available in country selection menu are stored here.
- ideas
These are national spirits.
- modifiers
Static modifiers applied by weather, time, and unit experience.
- on_actions - on_actions
@@ -51,10 +67,26 @@ The files in this folder will be loaded at game starts (in the loading screen),
Defines alternative text for behemoth events. (used by different countries) Defines alternative text for behemoth events. (used by different countries)
- scripted_triggers
Customized triggers that will be evaluated before firing a certain effect such as event or decision.
- special_projects
All special projects introduced by the mod.
- technologies - technologies
Title says all Title says all
- terrain
Specifically terrain modifiers, used by the mod to edit sea regions.
- unit_leader
Traits and abilities of admirals.
- units - units
Defining units, equipments and modules. Defining units, equipments and modules.
@@ -75,11 +107,15 @@ All the pictures, icons and 3D assets are put here.
- army_icons - army_icons
The ship insignia and their tooltips The ship insignia and their tooltips.
-entities
3D assets definitions (they are not models).
- event_pictures - event_pictures
Nothing special Pictures used by in-game events.
- interface - interface
@@ -89,12 +125,19 @@ All the pictures, icons and 3D assets are put here.
- equipmentdesigner - equipmentdesigner
Icons of ship modules and topviews. It contains icons of ship modules, topviews, and definition of ship icon database.
Definition of ship icon database.
- ideas
Icons of national spirits and officer corps.
- navalcomabt - navalcomabt
Black silhouettes of ships shown on the ship list when you select a fleet. They are also used in naval combat UI. Black silhouettes of ships shown on the ship list when you select a fleet. They are also used in naval combat UI.
- special_project
Icons of special projects.
- technologies - technologies
@@ -112,7 +155,7 @@ All files start with 00_vnr will be loaded as starting navy of that country. The
### Interface ### ### Interface ###
This folder is in close relation to GFX, which it defines the name of GFX files, the UI lookings and which location the GFX should show up. This folder is in close relation to GFX, which it defines the name of GFX files, the UI appearance, and which location the GFX should show up.
**Structure** **Structure**
@@ -135,20 +178,20 @@ The texts of events, technologies, etc.
## Post-Loading ## ## Post-Loading ##
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files under history/countries, which tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls work. It's very common on mods such as NRM. The most interesting feature of VNR is the post-loading mechanism. For so long, there have been many navy mods out there, but they without exception have to change files under history/countries, where tank/air/ship designs are defined (if you don't do that, vanilla variants still hold a place in the production menu, making it untidy for people with OCD). In instance of a large naval overhaul mod (e.g. adding/replacing slots on ship hulls, or creating new hulls), this method seems essential in making your variants appear as available at the begining. It's very common on mods such as NRM.
Despite the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, they also have leaders, historical events, political status, and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, and depending on the loading order, it may break variants too. Despite the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, they also have leaders, historical events, political status, and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, and depending on the loading order, it may break variants too.
To counter it, the post-loading mechanism is created. It is not some fancy skill, but I want it recorded, so the late comers know how to do that. To counter it, the post-loading mechanism is created. It is not some fancy skill, but I want it recorded, so the late comers know how to do that.
The basis of post-loading is achieved in following steps: The basis of post-loading is achieved in following steps:
1. Put all vanilla ship hulls to a hidden and disallowed techs. This blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked tech will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls of different IDs, and these hulls become totally independent from literally everything from basegame or other mods. 1. Put all vanilla ship hulls to a hidden and disallowed tech. This blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked tech will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls of different IDs, and these hulls become totally independent from literally everything from basegame or other mods.
2. Overwrite all vanilla OOBs with empty files. OOB, or Order of Battle, is the definition of starting military forces in history/units. Unlike country history files, unit files are less sensitive since they only take effects when loaded in your script. Combining step 1 and step 2 will give a clean state on game start, no country has naval variant or fleet. Then you may load your own version. 2. Overwrite all vanilla OOBs with empty files. OOB, or Order of Battle, is the definition of starting military forces in history/units. Unlike country history files, unit files are less sensitive since they only take effect when loaded in your script. Combining step 1 and step 2 will give you a clean state on game start, no country has naval variant or fleet. Then you got to paint your stuff on a blank sheet.
2.1. An alternative way to clear starting fleets will be the effect "destroy_ships". If you find overwriting all OOBs is too complicated, you can also create a scripted effect which iterates every starting country and deletes its navy. 2.1. An alternative way to clear starting fleets will be the effect "destroy_ships". If you find overwriting all OOBs is too complicated, you can also create a scripted effect which iterates every starting country and deletes its navy.
3. Loading customized units and designs is the last step. It is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will fire a loading event which gives every country variants and fleets (If you choose step 2.1, this is where you can use it). Its effects are modified to have no popup, and done in an instant. Then you get everything set. 3. Loading customized designs and units is the last step, which is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will fire a loading event which gives every country variants and fleets (If you choose step 2.1, this is where you can use it). Its effects are modified to have no popup, and done in an instant. Then you get everything set.
Reference files: Reference files:
@@ -160,9 +203,9 @@ Reference files:
1. **Multiple customized ship icons for one hull** 1. **Multiple customized ship icons for one hull**
NSB and BBA have introduced a new style of designer to the game, which you can choose the sprite for your tank/airplane from numerous icon presets. But ship designer still adopts the tradition from MTG that only equipment icons are available. Fortunately, this new feature is actually supported, just not applied. NSB and BBA have introduced a new style of designer to the game, which you can choose the sprite for your tank/airplane from numerous icon presets. But ship designer still adopts the tradition from MTG that only equipment/tech icons are available, rendering your choices quite limited. Fortunately, this new feature is actually supported, just not applied.
This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign a pool of icons to each hull and each tag. For details, you can refer to tank and air icon files in the same location, which share the same style and grammar. This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign a pool of icons to each hull and each tag. For details, you can refer to tank and air icon files in the same location, which share the same style of coding.
As for unique icons for starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition. As for unique icons for starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition.

View File

@@ -46,8 +46,17 @@ country_event = {
load_oob = 00_DEN_vnr_naval load_oob = 00_DEN_vnr_naval
} }
ENG = { ENG = {
ENG_start_naval_variants = yes if = {
load_oob = 00_ENG_vnr_naval limit = {
allow_to_use_expert_navy = yes
}
ENG_expert_AI_variants = yes
load_oob = 03_ENG_vnr_expert
}
else = {
ENG_start_naval_variants = yes
load_oob = 00_ENG_vnr_naval
}
if = { if = {
limit = { has_dlc = "By Blood Alone" } limit = { has_dlc = "By Blood Alone" }
load_oob = 01_ENG_vnr_air_bba load_oob = 01_ENG_vnr_air_bba
@@ -88,8 +97,17 @@ country_event = {
load_oob = 00_ITA_vnr_naval load_oob = 00_ITA_vnr_naval
} }
JAP = { JAP = {
JAP_start_naval_variants = yes if = {
load_oob = 00_JAP_vnr_naval limit = {
allow_to_use_expert_navy = yes
}
JAP_expert_AI_variants = yes
load_oob = 03_JAP_vnr_expert
}
else = {
JAP_start_naval_variants = yes
load_oob = 00_JAP_vnr_naval
}
if = { if = {
limit = { has_dlc = "By Blood Alone" } limit = { has_dlc = "By Blood Alone" }
load_oob = 01_JAP_vnr_air_bba load_oob = 01_JAP_vnr_air_bba
@@ -127,8 +145,17 @@ country_event = {
load_oob = 00_TUR_vnr_naval load_oob = 00_TUR_vnr_naval
} }
USA = { USA = {
USA_start_naval_variants = yes if = {
load_oob = 00_USA_vnr_naval limit = {
allow_to_use_expert_navy = yes
}
USA_expert_AI_variants = yes
load_oob = 03_USA_vnr_expert
}
else = {
USA_start_naval_variants = yes
load_oob = 00_USA_vnr_naval
}
if = { if = {
limit = { has_dlc = "By Blood Alone" } limit = { has_dlc = "By Blood Alone" }
load_oob = 01_USA_vnr_air_bba load_oob = 01_USA_vnr_air_bba

View File

@@ -327,6 +327,7 @@ country_event = {
limit = { limit = {
is_ai = yes is_ai = yes
} }
complete_special_project = sp:sp_air_radar
set_technology = { set_technology = {
improved_ship_hull_heavy = 1 improved_ship_hull_heavy = 1
improved_ship_hull_light = 1 improved_ship_hull_light = 1
@@ -335,8 +336,7 @@ country_event = {
antiair2 = 1 antiair2 = 1
antiair3 = 1 antiair3 = 1
improved_fire_control_system = 1 improved_fire_control_system = 1
decimetric_radar = 1 cavity_magnatron = 1
improved_decimetric_radar = 1
basic_dp_light_battery = 1 basic_dp_light_battery = 1
improved_heavy_battery = 1 improved_heavy_battery = 1
improved_super_heavy_battery = 1 improved_super_heavy_battery = 1
@@ -364,11 +364,15 @@ country_event = {
basic_light_shell = 1 basic_light_shell = 1
basic_medium_shell = 1 basic_medium_shell = 1
basic_heavy_shell = 1 basic_heavy_shell = 1
magnetic_detonator = 1
oxygen_torpedo = 1
damage_control_1 = 1 damage_control_1 = 1
fire_control_methods_1 = 1 fire_control_methods_1 = 1
basic_ballast_tank = 1 basic_ballast_tank = 1
improved_ballast_tank = 1 improved_ballast_tank = 1
dive_bomber_study = 1
carrier_radio_range = 1
} }
ai_get_navy_experience = yes ai_get_navy_experience = yes
ai_get_mio_upgrade = yes ai_get_mio_upgrade = yes
@@ -437,7 +441,7 @@ country_event = {
antiair4 = 1 antiair4 = 1
antiair5 = 1 antiair5 = 1
advanced_fire_control_system = 1 advanced_fire_control_system = 1
centimetric_radar = 1 monopulse_radar = 1
advanced_dp_light_battery = 1 advanced_dp_light_battery = 1
advanced_heavy_battery = 1 advanced_heavy_battery = 1
advanced_medium_battery = 1 advanced_medium_battery = 1
@@ -456,6 +460,7 @@ country_event = {
homogeneous_krupp_steel = 1 homogeneous_krupp_steel = 1
modern_ship_torpedo_launcher = 1 modern_ship_torpedo_launcher = 1
proximity_detonator = 1
fire_control_methods_3 = 1 fire_control_methods_3 = 1
} }
@@ -607,6 +612,7 @@ country_event = {
iff_device = 1 iff_device = 1
wire_guided_torpedo = 1 wire_guided_torpedo = 1
super_carriers = 1 super_carriers = 1
coldwar_ship_torpedo_launcher = 1
} }
ai_get_navy_experience = yes ai_get_navy_experience = yes
ai_get_mio_upgrade = yes ai_get_mio_upgrade = yes
@@ -760,7 +766,7 @@ country_event = {
has_global_flag = { has_global_flag = {
flag = naval_tech_1940 flag = naval_tech_1940
value > 0 value > 0
days > 545 days > 900
} }
has_global_flag = naval_tech_1943 has_global_flag = naval_tech_1943
} }
@@ -776,6 +782,8 @@ country_event = {
is_ai = yes is_ai = yes
} }
set_technology = { set_technology = {
centimetric_radar = 1
phased_array = 1
folding_wing = 1 folding_wing = 1
carrier_mass_production = 1 carrier_mass_production = 1
carrier_damage_control = 1 carrier_damage_control = 1
@@ -785,6 +793,12 @@ country_event = {
fire_control_methods_2 = 1 fire_control_methods_2 = 1
battleship_aa_upgrade = 1 battleship_aa_upgrade = 1
escort_carriers_ship = 1 escort_carriers_ship = 1
improved_light_shell = 1
improved_medium_shell = 1
improved_heavy_shell = 1
improved_dp_light_battery = 1
homing_torpedo = 1
} }
ai_get_navy_experience = yes ai_get_navy_experience = yes
ai_get_mio_upgrade = yes ai_get_mio_upgrade = yes

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@@ -1991,7 +1991,7 @@
} }
} }
ship = { ship = {
name = "HMS 彗星" # HMS Stuart name = "HMS 斯图亚特" # HMS Stuart
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2003,7 +2003,7 @@
} }
} }
ship = { ship = {
name = "HMS 十字军" # HMS Comet name = "HMS 彗星" # HMS Comet
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2015,7 +2015,7 @@
} }
} }
ship = { ship = {
name = "HMS 小天鹅" # HMS Crusader name = "HMS 十字军" # HMS Crusader
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2027,7 +2027,7 @@
} }
} }
ship = { ship = {
name = "HMS 新月" # HMS Cygnet name = "HMS 小天鹅" # HMS Cygnet
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2039,7 +2039,7 @@
} }
} }
ship = { ship = {
name = "HMS 沃克" # HMS Crescent name = "HMS 新月" # HMS Crescent
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2051,7 +2051,7 @@
} }
} }
ship = { ship = {
name = "HMS 维米" # HMS Walker name = "HMS 沃克" # HMS Walker
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2063,7 +2063,7 @@
} }
} }
ship = { ship = {
name = "HMS 布鲁斯" # HMS Vimy name = "HMS 维米" # HMS Vimy
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2075,7 +2075,7 @@
} }
} }
ship = { ship = {
name = "HMS 马尔科姆" # HMS Bruce name = "HMS 布鲁斯" # HMS Bruce
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2087,7 +2087,7 @@
} }
} }
ship = { ship = {
name = "HMS 老兵" # HMS Malcolm name = "HMS 马尔科姆" # HMS Malcolm
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2099,7 +2099,7 @@
} }
} }
ship = { ship = {
name = "HMS 韦斯科特" # HMS Veteran name = "HMS 老兵" # HMS Veteran
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2111,7 +2111,7 @@
} }
} }
ship = { ship = {
name = "HMS 鹪鹩" # HMS Westcott name = "HMS 韦斯科特" # HMS Westcott
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2123,7 +2123,7 @@
} }
} }
ship = { ship = {
name = "HMS 埃克斯茅斯" # HMS Wren name = "HMS 鹪鹩" # HMS Wren
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2135,7 +2135,7 @@
} }
} }
ship = { ship = {
name = "HMS 厄勒克特拉" # HMS Exmouth name = "HMS 埃克斯茅斯" # HMS Exmouth
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2147,7 +2147,7 @@
} }
} }
ship = { ship = {
name = "HMS 日蚀" # HMS Electra name = "HMS 厄勒克特拉" # HMS Electra
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2159,7 +2159,7 @@
} }
} }
ship = { ship = {
name = "HMS 埃斯克" # HMS Eclipse name = "HMS 日蚀" # HMS Eclipse
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2171,7 +2171,7 @@
} }
} }
ship = { ship = {
name = "HMS 特快" # HMS Esk name = "HMS 埃斯克" # HMS Esk
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2183,7 +2183,7 @@
} }
} }
ship = { ship = {
name = "HMS 遭遇" # HMS Express name = "HMS 特快" # HMS Express
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2195,7 +2195,7 @@
} }
} }
ship = { ship = {
name = "HMS 冒险" # HMS Encounter name = "HMS 遭遇" # HMS Encounter
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2207,7 +2207,7 @@
} }
} }
ship = { ship = {
name = "HMS 护卫" # HMS Escapade name = "HMS 冒险" # HMS Escapade
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2219,7 +2219,7 @@
} }
} }
ship = { ship = {
name = "HMS 回响" # HMS Escort name = "HMS 护卫" # HMS Escort
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2231,7 +2231,7 @@
} }
} }
ship = { ship = {
name = "HMS 邓肯" # HMS Echo name = "HMS 回响" # HMS Echo
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2243,7 +2243,7 @@
} }
} }
ship = { ship = {
name = "HMS 诱饵" # HMS Duncan name = "HMS 邓肯" # HMS Duncan
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2255,7 +2255,7 @@
} }
} }
ship = { ship = {
name = "HMS 卫士" # HMS Decoy name = "HMS 诱饵" # HMS Decoy
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2267,7 +2267,7 @@
} }
} }
ship = { ship = {
name = "HMS 女公爵" # HMS Defender name = "HMS 卫士" # HMS Defender
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2279,7 +2279,7 @@
} }
} }
ship = { ship = {
name = "HMS 喜悦" # HMS Duchess name = "HMS 女公爵" # HMS Duchess
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2291,7 +2291,7 @@
} }
} }
ship = { ship = {
name = "HMS 纤巧" # HMS Delight name = "HMS 喜悦" # HMS Delight
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2303,7 +2303,7 @@
} }
} }
ship = { ship = {
name = "HMS 大胆" # HMS Dainty name = "HMS 纤巧" # HMS Dainty
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2315,7 +2315,7 @@
} }
} }
ship = { ship = {
name = "HMS 钻石" # HMS Daring name = "HMS 大胆" # HMS Daring
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {
@@ -2327,7 +2327,7 @@
} }
} }
ship = { ship = {
name = "HMS 戴安娜" # HMS Diamond name = "HMS 钻石" # HMS Diamond
definition = destroyer definition = destroyer
start_experience_factor = 0.10 start_experience_factor = 0.10
equipment = { equipment = {

View File

@@ -482,7 +482,6 @@
} }
} }
instant_effect = { instant_effect = {
industrial_manufacturer = mio:GER_blohm_und_voss_organization
add_equipment_production = { add_equipment_production = {
equipment = { equipment = {
type = vnr_ship_hull_heavy_3 type = vnr_ship_hull_heavy_3

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -180,10 +180,6 @@ spriteTypes = {
name = "GFX_ship_living_standard_medium" name = "GFX_ship_living_standard_medium"
textureFile = "gfx/interface/technologies/navy_techtree/ship_living_standard.png" textureFile = "gfx/interface/technologies/navy_techtree/ship_living_standard.png"
} }
spriteType = {
name = "GFX_gas_turbine_medium"
textureFile = "gfx/interface/technologies/navy_techtree/gas_turbine.png"
}
spriteType = { spriteType = {
name = "GFX_battleship_aa_upgrade_medium" name = "GFX_battleship_aa_upgrade_medium"
textureFile = "gfx/interface/technologies/navy_techtree/battleship_aa_upgrade.png" textureFile = "gfx/interface/technologies/navy_techtree/battleship_aa_upgrade.png"
@@ -240,8 +236,8 @@ spriteTypes = {
textureFile = "gfx/interface/technologies/navy_techtree/arresting_gear.png" textureFile = "gfx/interface/technologies/navy_techtree/arresting_gear.png"
} }
spriteType = { spriteType = {
name = "GFX_night_air_strike_medium" name = "GFX_carrier_radio_range_medium"
textureFile = "gfx/interface/technologies/navy_techtree/night_air_strike.png" textureFile = "gfx/interface/technologies/navy_techtree/carrier_radio_range.png"
} }
spriteType = { spriteType = {
name = "GFX_folding_wing_medium" name = "GFX_folding_wing_medium"
@@ -700,6 +696,14 @@ spriteTypes = {
name = "GFX_advanced_missile_system_medium" name = "GFX_advanced_missile_system_medium"
textureFile = "gfx/interface/technologies/navy_techtree/advanced_missile_system.png" textureFile = "gfx/interface/technologies/navy_techtree/advanced_missile_system.png"
} }
spriteType = {
name = "GFX_basic_submarine_snorkel_medium"
textureFile = "gfx/interface/technologies/navy_techtree/basic_submarine_snorkel.png"
}
spriteType = {
name = "GFX_improved_submarine_snorkel_medium"
textureFile = "gfx/interface/technologies/navy_techtree/improved_submarine_snorkel.png"
}
### special projects ### special projects
@@ -735,4 +739,8 @@ spriteTypes = {
name = "GFX_sp_high_speed_light_engine" name = "GFX_sp_high_speed_light_engine"
textureFile = "gfx/interface/special_project/project_icons/sp_high_speed_light_engine.png" textureFile = "gfx/interface/special_project/project_icons/sp_high_speed_light_engine.png"
} }
spriteType = {
name = "GFX_sp_submarine_snorkel"
textureFile = "gfx/interface/special_project/project_icons/sp_naval_anechoic_tiles.dds"
}
} }

View File

@@ -1381,6 +1381,10 @@ spriteTypes = {
name = "GFX_SMI_ship_deck_space_big" name = "GFX_SMI_ship_deck_space_big"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_deck_space_big_armored.png" textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_deck_space_big_armored.png"
} }
spriteType = {
name = "GFX_SMI_ship_deck_space_special"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_deck_space.png"
}
# carrier miscellaneous # carrier miscellaneous
spriteType = { spriteType = {
@@ -1630,4 +1634,16 @@ spriteTypes = {
name = "GFX_SMI_ship_asw_battery_1" name = "GFX_SMI_ship_asw_battery_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_asw_battery_1.png" textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_asw_battery_1.png"
} }
spriteType = {
name = "GFX_SMI_ship_sub_snorkel_0"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_sub_snorkel_0.png"
}
spriteType = {
name = "GFX_SMI_ship_sub_snorkel_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_sub_snorkel_1.png"
}
spriteType = {
name = "GFX_SMI_ship_sub_snorkel_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_sub_snorkel_2.png"
}
} }

View File

@@ -66,10 +66,10 @@
vnr_ship_hull_submarine_4: "现代潜艇船体" vnr_ship_hull_submarine_4: "现代潜艇船体"
vnr_ship_hull_pre_dreadnought: "前无畏舰" vnr_ship_hull_pre_dreadnought: "前无畏舰"
vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。" vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。"
vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰" vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰船体"
GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰" GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰船体"
vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。" vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。"
vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇" vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇船体"
vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。" vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。"
vnr_ship_hull_super_heavy_1: "超重型船体" vnr_ship_hull_super_heavy_1: "超重型船体"
vnr_ship_hull_cruiser_submarine: "大型潜艇船体" vnr_ship_hull_cruiser_submarine: "大型潜艇船体"
@@ -85,7 +85,7 @@
vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。" vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。"
vnr_ship_hull_submarine_5: "冷战潜艇船体" vnr_ship_hull_submarine_5: "冷战潜艇船体"
vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。" vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。"
vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰" vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰船体"
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。" vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船" ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮" ocean_liner_equipment: "远洋客轮"
@@ -97,4 +97,6 @@
vnr_ship_hull_mega_carrier: "战略打击航母船体" vnr_ship_hull_mega_carrier: "战略打击航母船体"
vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。" vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。"
vnr_ship_hull_arsenal_ship: "武库舰船体" vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。" vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -1,7 +1,7 @@
l_english: l_english:
submarine: "潜艇" submarine: "潜艇"
submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。" submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。"
both_cruisers_desc: "§H巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。" both_cruisers_desc: "§HCruiser§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
light_cruiser: "轻型巡洋舰" light_cruiser: "轻型巡洋舰"
light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。" light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。"
heavy_cruiser: "重型主力巡洋舰" heavy_cruiser: "重型主力巡洋舰"
@@ -31,4 +31,5 @@
damaged_armored_flight_deck: "装甲甲板受损" damaged_armored_flight_deck: "装甲甲板受损"
gas_leakage: "油气泄露" gas_leakage: "油气泄露"
medium_cruiser: "重型舰队巡洋舰" medium_cruiser: "重型舰队巡洋舰"
medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。" medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。"
damaged_bb_flight_deck: "甲板受损"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢" navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续" navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.4铁底湾”§!\n\n§C重要新增§!\n\n-新立绘大和1965现代化改装镇海安德烈亚·多利亚1926柯尔贝尔导弹改装伊丽莎白女王1941\n-新角色:护航航母\n-增加了在局中开启专家AI模式的决议\n-舰载机在陆上的单个机队规模被减少为10架防止出现航母沉船吃飞机库存的问题\n-重做甲弹对抗公式,平衡轻炮对重甲的效果\n-大幅增加暴击时损坏关键部件的几率\n-为大部分科技的鼠标悬浮弹窗增加了艺术图\n\n§C更新§!\n\n-安德烈亚·多利亚级战列舰在开局时处于现役未改装的状态\n-博尔扎诺级现在采用战间期巡洋舰船体\n-希佩尔海军上将级巡洋舰现在拥有额外装甲模块\n-日本开局拥有声呐科技\n-为苏/俄添加专属的海军学院军官团精神\n-舰载机对组织度的伤害系数降低到合理水平\n-舰载机空袭的基础时间间隔回调到3小时\n-重做经验和护航带来的加成和惩罚数值\n-商船航母现在必须使用民用材料\n-一些航母科技现在可以提供航空技术突破点\n-小国的海军生产AI现在只检查舰队规模不再检查船厂数量\n-为AI加强的数值中加入船厂建造速度和设计花费减免\n-雷达和桅杆观察哨将互斥\n-为AI加入了平衡多用途驱逐舰的花费减免\n-降低潜艇船体和耐压艇壳的花费\n-调整一些航母模块的效果\n-水上飞机弹射器会带来可见度惩罚\n-在自动科技解锁模式下如果玩家选择超前研究AI也会相应进行超前解锁\n\n§C修复§!\n\n-海军单位经验获取系数从0.1回调到0.8\n-德国可以正常使用一战时期的驱逐舰立绘了\n-修复一些海军大国仍然可以使用海军发展决议的问题\n-修复要塞上限失效的问题\n\n感谢你的游玩" navy_rework_welcome_splash_tab_1_content: "§Hv2.5圣克鲁斯”§!\n\n§C重要新增§!\n\n-新特殊项目:潜艇通气管\n-新科技:归航信标\n-新模块:通气管原型,轻型燃气轮机,巡洋舰燃气轮机\n-降低所有船体的资源消耗到合适的水平\n-增加开局规则,允许美国、英国和日本的开局舰队全部转为专家设计\n\n§C更新§!\n\n-航母夜战科技被新科技替换\n-移除燃气轮机科技和重型燃气轮机模块,轻型和巡洋舰燃气轮机分别由相关的冷战科技解锁\n-移除护航航母科技改为1940航母船体科技附赠\n-增加小型机库的造价\n-平衡一些模块的可靠性修正\n-强力甲板现在被重新分类为飞行甲板模块\n-平衡超重型主炮和超重引擎的速度修正\n-水上飞机弹射器会降低更多的航速\n-为航空战列舰增加甲板致命伤效果\n-平衡战列舰防御相关模块的效果\n-增加装甲甲板的造价\n-增加深水炸弹模块的速度惩罚\n-将小型机库和航空战列舰机库单独划为特殊机库种类\n-增加一些小几率出现的致命损伤所造成的伤害\n-增加所有炮弹模块带来的命中率修正(正面或负面皆有)\n-降低一些舰炮科技的科研时间\n-更新部分AI模板\n-略微降低美国AI大规模建造船坞的倾向\n-降低AI海军分配到护航和水雷战相关任务的编队数\n-微调海军条约的吨位限制\n-加强舰队防空对减伤效果的加成\n-改进部分规则文字的描述,指向性更加明确\n-重做设计器中舰炮大类的图标\n\n§C修复§!\n\n-修复AI科技自动解锁模式开启时AI无法正确获取雷达的问题\n-修复部分国家由于缺少超重型船体项目无法选择国策的问题\n-修复商船航母有民用材料时无法建造的问题\n-修复巡洋舰可以安装两个炮弹模块的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327" navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

View File

@@ -343,4 +343,5 @@
SOV_submarine_equipment_4: "独角鲸级" SOV_submarine_equipment_4: "独角鲸级"
SOV_submarine_equipment_5: "鲸鱼级" SOV_submarine_equipment_5: "鲸鱼级"
SOV_submarine_equipment_sc: "K级" SOV_submarine_equipment_sc: "K级"
submarine_equipment_sc: "巡洋潜艇" submarine_equipment_sc: "巡洋潜艇"
vnr_cl_1949_expert: "1949专家轻巡"

View File

@@ -88,8 +88,6 @@
rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。" rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。"
battleship_aa_upgrade: "战列舰防空改装" battleship_aa_upgrade: "战列舰防空改装"
battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。" battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。"
gas_turbine: "燃气轮机"
gas_turbine_desc: "燃气轮机是以连续流动的气体为工质带动叶轮高速旋转,将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多,但是受限于耐热材料等技术缺陷,燃气轮机目前的应用场景还比较有限。"
fuel_tank_upgrade: "大型燃料舱" fuel_tank_upgrade: "大型燃料舱"
fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。" fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。"
radar_jammer: "雷达干扰装置" radar_jammer: "雷达干扰装置"
@@ -104,12 +102,8 @@
arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。" arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。"
aviation_dawn: "航空黎明" aviation_dawn: "航空黎明"
aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!" aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!"
night_air_strike: "夜间空袭"
night_air_strike_desc: "夜间航行是一项极为危险的任务,但也正因为它的危险性,往往可以起到出其不意的效果。通过大量的夜间舰载机起降训练,飞行员和航母地勤队伍逐渐具备了在部分照明条件较好的夜晚发动有效空袭的能力。"
carrier_mass_production: "航母大规模生产" carrier_mass_production: "航母大规模生产"
carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。" carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。"
vnr_ship_hull_escort_carrier: "护航航母"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
folding_wing: "折叠机翼" folding_wing: "折叠机翼"
folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。" folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。"
carrier_damage_control: "航母综合损害管制" carrier_damage_control: "航母综合损害管制"
@@ -273,7 +267,7 @@
naval_tactical_data_system: "海军战术数据系统" naval_tactical_data_system: "海军战术数据系统"
naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。" naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。"
tactical_air_navigation_system: "战术空中导航系统" tactical_air_navigation_system: "战术空中导航系统"
tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统它可以为使用者提供到地面机场或航母的方位和距离等航行信息。" tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统相比过去的单源无线电信标在性能上有了较大提升,它可以为使用者提供到地面机场或航母的方位和距离等航行信息。"
TITLE_FLEET_IN_BEING: "舰队决战" TITLE_FLEET_IN_BEING: "舰队决战"
TITLE_TRADE_INTERDICTION: "交通线破袭" TITLE_TRADE_INTERDICTION: "交通线破袭"
TITLE_BASE_STRIKE: "空海一体战" TITLE_BASE_STRIKE: "空海一体战"
@@ -427,4 +421,8 @@
bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n" bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n"
ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n" ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n"
ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n" ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n"
dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n" dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n"
carrier_radio_range: "归航信标"
carrier_radio_range_desc: "随着近些年来舰载机在载荷与航程方面的崛起,航母作战面临着一项重大挑战:任务结束后,飞行员如何在茫茫大海上找到并返回移动中的航母。无线电技术的进步在一定程度上解决了这个问题。在这个构想中,航母会在有限的时间窗口内发送特定频率的无线电信号,就如同一个信标。携带有接收器的战斗机可以据此确定返航的航向以及会合时间表。这项技术对于在恶劣天气和超远距离作战的情况下安全回收起到了至关重要的作用。"
escort_carriers_ship: "护航航母"
escort_carriers_ship_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -158,9 +158,6 @@
heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。" heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。"
heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。" heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。"
heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。" heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。"
heavy_ship_engine_4_gas: "250000马力引擎"
heavy_ship_engine_4_gas_short: "重型燃气轮机"
heavy_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
carrier_ship_engine_1_short: "航母蒸汽引擎 I" carrier_ship_engine_1_short: "航母蒸汽引擎 I"
carrier_ship_engine_2_short: "航母蒸汽引擎 II" carrier_ship_engine_2_short: "航母蒸汽引擎 II"
carrier_ship_engine_3_short: "航母蒸汽引擎 III" carrier_ship_engine_3_short: "航母蒸汽引擎 III"
@@ -448,9 +445,9 @@
EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施" EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施"
EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱" EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱"
EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组" EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组"
EQ_MOD_CAT_light_ship_engine_TITLE: "驱逐舰引擎" EQ_MOD_CAT_light_ship_engine_TITLE: "轻型引擎"
EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎" EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎"
EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型舰船引擎" EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型引擎"
EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎" EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎"
EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎" EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎"
EQ_MOD_CAT_ship_radar_TITLE: "雷达" EQ_MOD_CAT_ship_radar_TITLE: "雷达"
@@ -792,7 +789,7 @@
ship_hull_cruiser_role_cd_short: "岸防舰" ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型引擎"
EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位"
EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备"
EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1"
@@ -814,13 +811,13 @@
carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。"
carrier_civilian_material: "使用民用材料" carrier_civilian_material: "使用民用材料"
carrier_civilian_material_short: "民用材料" carrier_civilian_material_short: "民用材料"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚-20%§!" carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§R最大组织度惩罚-20%§!"
carrier_secondary_island: "第二舰岛" carrier_secondary_island: "第二舰岛"
carrier_secondary_island_short: "第二舰岛" carrier_secondary_island_short: "第二舰岛"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!" carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!"
carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck: "船体集成强力甲板"
carrier_strength_deck_short: "强力甲板" carrier_strength_deck_short: "强力甲板"
carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
ship_deck_space_more: "大型开放式机库" ship_deck_space_more: "大型开放式机库"
ship_deck_space_more_short: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!" ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!"
@@ -921,10 +918,10 @@
EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位" EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位"
carrier_wooden_deck: "19mm飞行甲板" carrier_wooden_deck: "19mm飞行甲板"
carrier_wooden_deck_short: "木制飞行甲板" carrier_wooden_deck_short: "木制飞行甲板"
carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。\n§R木制甲板可能在空袭中会遭受严重的损伤。§!" carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。"
carrier_armor_deck: "90mm飞行甲板" carrier_armor_deck: "90mm飞行甲板"
carrier_armor_deck_short: "装甲飞行甲板" carrier_armor_deck_short: "装甲飞行甲板"
carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n§G装甲甲板可以降低在空袭中遭受致命一击的机会和效果。\n甲板遭受致命一击的几率会下降25%,减益下降一半。§!" carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管" EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管"
ship_torpedo_bb: "450mm舷侧发射管" ship_torpedo_bb: "450mm舷侧发射管"
ship_torpedo_bb_short: "舷侧鱼雷发射管" ship_torpedo_bb_short: "舷侧鱼雷发射管"
@@ -1159,7 +1156,7 @@
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色" ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母" ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R最大组织度惩罚:-10%§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装" EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色" EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带" EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
@@ -1189,4 +1186,15 @@
EQ_MOD_CAT_cve_role_TITLE: "护航航母角色" EQ_MOD_CAT_cve_role_TITLE: "护航航母角色"
ship_hull_carrier_role_cve: "护航航母角色" ship_hull_carrier_role_cve: "护航航母角色"
ship_hull_carrier_role_cve_short: "护航航母" ship_hull_carrier_role_cve_short: "护航航母"
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! " ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! "
ship_sub_snorkel_0: "通气管原型"
ship_sub_snorkel_0_desc: "可以让潜艇引擎在水下继续工作,但目前该技术仍然十分不稳定。"
light_ship_engine_4_gas: "80000马力引擎"
light_ship_engine_4_gas_short: "轻型燃气轮机"
light_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
cruiser_ship_engine_4_gas: "100000马力引擎"
cruiser_ship_engine_4_gas_short: "巡洋舰燃气轮机"
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"

View File

@@ -17,8 +17,8 @@
RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格" RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格"
RULE_OPTION_HISTORICAL: "史实" RULE_OPTION_HISTORICAL: "史实"
RULE_OPTION_EXPERT: "专家" RULE_OPTION_EXPERT: "专家"
RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案设计舰船,这是过去海军重置一直采用的默认设计方法。" RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案以符合现实的模块方案设计舰船。\n\n§C这是过去海军重置一直采用的默认设计方法。§!"
RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n§R这个选项会让海战更加有挑战性,但是也意味着角色扮演的元素将会大幅减少。§!" RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n\n这个选项会让海战§R更加有挑战性§!,但是也意味着§R角色扮演的元素将会大幅减少§!。§Y推荐想要更高挑战性的玩家使用。§!"
buff_ai_production: "AI生产加强" buff_ai_production: "AI生产加强"
buff_ai_production_desc: "这也太简单了。" buff_ai_production_desc: "这也太简单了。"
vnr_ai.1.t: "选择海军AI生产强度" vnr_ai.1.t: "选择海军AI生产强度"
@@ -35,15 +35,15 @@
vnr_hard_production: "AI生产加强§O困难§!" vnr_hard_production: "AI生产加强§O困难§!"
vnr_normal_production: "AI生产加强§G普通§!" vnr_normal_production: "AI生产加强§G普通§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技" RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI在游戏中自动解锁海军科技。" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "§G开启§!AI在游戏中自动解锁海军科技。\n\n此选项包含了§RAI作弊§!在玩家选择§C使用正常或作弊手段提前研究某些海军科技§!时AI将也会§Y提前解锁部分科技§!。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研§!" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "§R关闭§!AI在游戏中自动解锁海军科技。\n\n这个选项将会§Y改变§!AI选择科技的行为使其以§Y更加平衡的倾向§!进行科研但是在海军科技的研究速度上会§R落后于§!§C专注投入海军§!的玩家并且可能§R影响其他方面的科研§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。" RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成" vnr_shipyard_output_boost: "海军重置船厂产出加成"
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!"
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n\n此选项专为§Y历史模式§!设计可以模拟历史上比较著名的海军战略例如§C无限制潜艇战§!或§C跳岛战术§!使AI大国在§C史实的二战场景§!中表现得更加§Y真实和强大§!。\n\n§R此选项在以下场景中不推荐使用§!\n£white_dot 架空历史模组(即使有兼容包)\n£white_dot 修改海域地块的模组\n£white_dot 非默认的二战场景(随机路线/非历史,任何偏离轴心对同盟的情况)"
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n\n§Y使用原版或其他处于激活状态模组提供的海军AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成"
RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成"
RULE_OPTION_BUFF_60: "增加全满" RULE_OPTION_BUFF_60: "增加全满"
@@ -51,8 +51,8 @@
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计" RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!" RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n\n§R此选项不推荐与修改空军科技或飞机设计器的模组混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!" RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n\n§Y使用原版或其他激活状态模组提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成" vnr_cv_plane_output_boost: "海军重置舰载机产出加成"
enable_ai_ship_design: "AI舰船设计风格" enable_ai_ship_design: "AI舰船设计风格"
enable_ai_plane_design: "AI舰载机设计风格" enable_ai_plane_design: "AI舰载机设计风格"
@@ -63,4 +63,9 @@
vnr_ai.3.t: "AI舰载机设计风格" vnr_ai.3.t: "AI舰载机设计风格"
vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!" vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!"
vnr_ai.3.1: "§R切换到专家设计§!" vnr_ai.3.1: "§R切换到专家设计§!"
vnr_ai.3.2: "§G切换到原版设计§!" vnr_ai.3.2: "§G切换到原版设计§!"
RULE_ENG_EXPERT_NAVY: "@ENG 专家皇家海军"
RULE_USA_EXPERT_NAVY: "@USA 专家美国海军"
RULE_JAP_EXPERT_NAVY: "@JAP 专家日本帝国海军"
RULE_AI_EXPERT_NAVY_BLOCKED_DESC: "此国家开局的舰队不会被替换。"
RULE_AI_EXPERT_NAVY_FREE_DESC: "此国家开局的舰队全部替换为专家设计。\n\n此选项仅在§YAI舰船设计风格§!设置为§C专家§!且该国家为§RAI控制§!时方可生效。"

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@@ -105,4 +105,6 @@
nakhimov_naval_academy: "纳希莫夫海军学院" nakhimov_naval_academy: "纳希莫夫海军学院"
nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。" nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。"
usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school: "TOPGUN"
usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。"
sp_submarine_snorkel: "潜艇通气管"
sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。"

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@@ -66,10 +66,10 @@
vnr_ship_hull_submarine_4: "现代潜艇船体" vnr_ship_hull_submarine_4: "现代潜艇船体"
vnr_ship_hull_pre_dreadnought: "前无畏舰" vnr_ship_hull_pre_dreadnought: "前无畏舰"
vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。" vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。"
vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰" vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰船体"
GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰" GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰船体"
vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。" vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。"
vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇" vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇船体"
vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。" vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。"
vnr_ship_hull_super_heavy_1: "超重型船体" vnr_ship_hull_super_heavy_1: "超重型船体"
vnr_ship_hull_cruiser_submarine: "大型潜艇船体" vnr_ship_hull_cruiser_submarine: "大型潜艇船体"
@@ -85,7 +85,7 @@
vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。" vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。"
vnr_ship_hull_submarine_5: "冷战潜艇船体" vnr_ship_hull_submarine_5: "冷战潜艇船体"
vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。" vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。"
vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰" vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰船体"
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。" vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船" ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮" ocean_liner_equipment: "远洋客轮"
@@ -97,4 +97,6 @@
vnr_ship_hull_mega_carrier: "战略打击航母船体" vnr_ship_hull_mega_carrier: "战略打击航母船体"
vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。" vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。"
vnr_ship_hull_arsenal_ship: "武库舰船体" vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。" vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -1,7 +1,7 @@
l_english: l_english:
submarine: "潜艇" submarine: "潜艇"
submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。" submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。"
both_cruisers_desc: "§H巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。" both_cruisers_desc: "§HCruiser§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
light_cruiser: "轻型巡洋舰" light_cruiser: "轻型巡洋舰"
light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。" light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。"
heavy_cruiser: "重型主力巡洋舰" heavy_cruiser: "重型主力巡洋舰"
@@ -31,4 +31,5 @@
damaged_armored_flight_deck: "装甲甲板受损" damaged_armored_flight_deck: "装甲甲板受损"
gas_leakage: "油气泄露" gas_leakage: "油气泄露"
medium_cruiser: "重型舰队巡洋舰" medium_cruiser: "重型舰队巡洋舰"
medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。" medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。"
damaged_bb_flight_deck: "甲板受损"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢" navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续" navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.4铁底湾”§!\n\n§C重要新增§!\n\n-新立绘大和1965现代化改装镇海安德烈亚·多利亚1926柯尔贝尔导弹改装伊丽莎白女王1941\n-新角色:护航航母\n-增加了在局中开启专家AI模式的决议\n-舰载机在陆上的单个机队规模被减少为10架防止出现航母沉船吃飞机库存的问题\n-重做甲弹对抗公式,平衡轻炮对重甲的效果\n-大幅增加暴击时损坏关键部件的几率\n-为大部分科技的鼠标悬浮弹窗增加了艺术图\n\n§C更新§!\n\n-安德烈亚·多利亚级战列舰在开局时处于现役未改装的状态\n-博尔扎诺级现在采用战间期巡洋舰船体\n-希佩尔海军上将级巡洋舰现在拥有额外装甲模块\n-日本开局拥有声呐科技\n-为苏/俄添加专属的海军学院军官团精神\n-舰载机对组织度的伤害系数降低到合理水平\n-舰载机空袭的基础时间间隔回调到3小时\n-重做经验和护航带来的加成和惩罚数值\n-商船航母现在必须使用民用材料\n-一些航母科技现在可以提供航空技术突破点\n-小国的海军生产AI现在只检查舰队规模不再检查船厂数量\n-为AI加强的数值中加入船厂建造速度和设计花费减免\n-雷达和桅杆观察哨将互斥\n-为AI加入了平衡多用途驱逐舰的花费减免\n-降低潜艇船体和耐压艇壳的花费\n-调整一些航母模块的效果\n-水上飞机弹射器会带来可见度惩罚\n-在自动科技解锁模式下如果玩家选择超前研究AI也会相应进行超前解锁\n\n§C修复§!\n\n-海军单位经验获取系数从0.1回调到0.8\n-德国可以正常使用一战时期的驱逐舰立绘了\n-修复一些海军大国仍然可以使用海军发展决议的问题\n-修复要塞上限失效的问题\n\n感谢你的游玩" navy_rework_welcome_splash_tab_1_content: "§Hv2.5圣克鲁斯”§!\n\n§C重要新增§!\n\n-新特殊项目:潜艇通气管\n-新科技:归航信标\n-新模块:通气管原型,轻型燃气轮机,巡洋舰燃气轮机\n-降低所有船体的资源消耗到合适的水平\n-增加开局规则,允许美国、英国和日本的开局舰队全部转为专家设计\n\n§C更新§!\n\n-航母夜战科技被新科技替换\n-移除燃气轮机科技和重型燃气轮机模块,轻型和巡洋舰燃气轮机分别由相关的冷战科技解锁\n-移除护航航母科技改为1940航母船体科技附赠\n-增加小型机库的造价\n-平衡一些模块的可靠性修正\n-强力甲板现在被重新分类为飞行甲板模块\n-平衡超重型主炮和超重引擎的速度修正\n-水上飞机弹射器会降低更多的航速\n-为航空战列舰增加甲板致命伤效果\n-平衡战列舰防御相关模块的效果\n-增加装甲甲板的造价\n-增加深水炸弹模块的速度惩罚\n-将小型机库和航空战列舰机库单独划为特殊机库种类\n-增加一些小几率出现的致命损伤所造成的伤害\n-增加所有炮弹模块带来的命中率修正(正面或负面皆有)\n-降低一些舰炮科技的科研时间\n-更新部分AI模板\n-略微降低美国AI大规模建造船坞的倾向\n-降低AI海军分配到护航和水雷战相关任务的编队数\n-微调海军条约的吨位限制\n-加强舰队防空对减伤效果的加成\n-改进部分规则文字的描述,指向性更加明确\n-重做设计器中舰炮大类的图标\n\n§C修复§!\n\n-修复AI科技自动解锁模式开启时AI无法正确获取雷达的问题\n-修复部分国家由于缺少超重型船体项目无法选择国策的问题\n-修复商船航母有民用材料时无法建造的问题\n-修复巡洋舰可以安装两个炮弹模块的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327" navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

View File

@@ -343,4 +343,5 @@
SOV_submarine_equipment_4: "独角鲸级" SOV_submarine_equipment_4: "独角鲸级"
SOV_submarine_equipment_5: "鲸鱼级" SOV_submarine_equipment_5: "鲸鱼级"
SOV_submarine_equipment_sc: "K级" SOV_submarine_equipment_sc: "K级"
submarine_equipment_sc: "巡洋潜艇" submarine_equipment_sc: "巡洋潜艇"
vnr_cl_1949_expert: "1949专家轻巡"

View File

@@ -88,8 +88,6 @@
rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。" rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。"
battleship_aa_upgrade: "战列舰防空改装" battleship_aa_upgrade: "战列舰防空改装"
battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。" battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。"
gas_turbine: "燃气轮机"
gas_turbine_desc: "燃气轮机是以连续流动的气体为工质带动叶轮高速旋转,将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多,但是受限于耐热材料等技术缺陷,燃气轮机目前的应用场景还比较有限。"
fuel_tank_upgrade: "大型燃料舱" fuel_tank_upgrade: "大型燃料舱"
fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。" fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。"
radar_jammer: "雷达干扰装置" radar_jammer: "雷达干扰装置"
@@ -104,12 +102,8 @@
arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。" arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。"
aviation_dawn: "航空黎明" aviation_dawn: "航空黎明"
aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!" aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!"
night_air_strike: "夜间空袭"
night_air_strike_desc: "夜间航行是一项极为危险的任务,但也正因为它的危险性,往往可以起到出其不意的效果。通过大量的夜间舰载机起降训练,飞行员和航母地勤队伍逐渐具备了在部分照明条件较好的夜晚发动有效空袭的能力。"
carrier_mass_production: "航母大规模生产" carrier_mass_production: "航母大规模生产"
carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。" carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。"
vnr_ship_hull_escort_carrier: "护航航母"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
folding_wing: "折叠机翼" folding_wing: "折叠机翼"
folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。" folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。"
carrier_damage_control: "航母综合损害管制" carrier_damage_control: "航母综合损害管制"
@@ -273,7 +267,7 @@
naval_tactical_data_system: "海军战术数据系统" naval_tactical_data_system: "海军战术数据系统"
naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。" naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。"
tactical_air_navigation_system: "战术空中导航系统" tactical_air_navigation_system: "战术空中导航系统"
tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统它可以为使用者提供到地面机场或航母的方位和距离等航行信息。" tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统相比过去的单源无线电信标在性能上有了较大提升,它可以为使用者提供到地面机场或航母的方位和距离等航行信息。"
TITLE_FLEET_IN_BEING: "舰队决战" TITLE_FLEET_IN_BEING: "舰队决战"
TITLE_TRADE_INTERDICTION: "交通线破袭" TITLE_TRADE_INTERDICTION: "交通线破袭"
TITLE_BASE_STRIKE: "空海一体战" TITLE_BASE_STRIKE: "空海一体战"
@@ -427,4 +421,8 @@
bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n" bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n"
ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n" ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n"
ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n" ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n"
dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n" dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n"
carrier_radio_range: "归航信标"
carrier_radio_range_desc: "随着近些年来舰载机在载荷与航程方面的崛起,航母作战面临着一项重大挑战:任务结束后,飞行员如何在茫茫大海上找到并返回移动中的航母。无线电技术的进步在一定程度上解决了这个问题。在这个构想中,航母会在有限的时间窗口内发送特定频率的无线电信号,就如同一个信标。携带有接收器的战斗机可以据此确定返航的航向以及会合时间表。这项技术对于在恶劣天气和超远距离作战的情况下安全回收起到了至关重要的作用。"
escort_carriers_ship: "护航航母"
escort_carriers_ship_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -158,9 +158,6 @@
heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。" heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。"
heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。" heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。"
heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。" heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。"
heavy_ship_engine_4_gas: "250000马力引擎"
heavy_ship_engine_4_gas_short: "重型燃气轮机"
heavy_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
carrier_ship_engine_1_short: "航母蒸汽引擎 I" carrier_ship_engine_1_short: "航母蒸汽引擎 I"
carrier_ship_engine_2_short: "航母蒸汽引擎 II" carrier_ship_engine_2_short: "航母蒸汽引擎 II"
carrier_ship_engine_3_short: "航母蒸汽引擎 III" carrier_ship_engine_3_short: "航母蒸汽引擎 III"
@@ -448,9 +445,9 @@
EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施" EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施"
EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱" EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱"
EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组" EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组"
EQ_MOD_CAT_light_ship_engine_TITLE: "驱逐舰引擎" EQ_MOD_CAT_light_ship_engine_TITLE: "轻型引擎"
EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎" EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎"
EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型舰船引擎" EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型引擎"
EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎" EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎"
EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎" EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎"
EQ_MOD_CAT_ship_radar_TITLE: "雷达" EQ_MOD_CAT_ship_radar_TITLE: "雷达"
@@ -792,7 +789,7 @@
ship_hull_cruiser_role_cd_short: "岸防舰" ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型引擎"
EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位"
EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备"
EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1"
@@ -814,13 +811,13 @@
carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。"
carrier_civilian_material: "使用民用材料" carrier_civilian_material: "使用民用材料"
carrier_civilian_material_short: "民用材料" carrier_civilian_material_short: "民用材料"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚-20%§!" carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§R最大组织度惩罚-20%§!"
carrier_secondary_island: "第二舰岛" carrier_secondary_island: "第二舰岛"
carrier_secondary_island_short: "第二舰岛" carrier_secondary_island_short: "第二舰岛"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!" carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!"
carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck: "船体集成强力甲板"
carrier_strength_deck_short: "强力甲板" carrier_strength_deck_short: "强力甲板"
carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
ship_deck_space_more: "大型开放式机库" ship_deck_space_more: "大型开放式机库"
ship_deck_space_more_short: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!" ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!"
@@ -921,10 +918,10 @@
EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位" EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位"
carrier_wooden_deck: "19mm飞行甲板" carrier_wooden_deck: "19mm飞行甲板"
carrier_wooden_deck_short: "木制飞行甲板" carrier_wooden_deck_short: "木制飞行甲板"
carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。\n§R木制甲板可能在空袭中会遭受严重的损伤。§!" carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。"
carrier_armor_deck: "90mm飞行甲板" carrier_armor_deck: "90mm飞行甲板"
carrier_armor_deck_short: "装甲飞行甲板" carrier_armor_deck_short: "装甲飞行甲板"
carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n§G装甲甲板可以降低在空袭中遭受致命一击的机会和效果。\n甲板遭受致命一击的几率会下降25%,减益下降一半。§!" carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管" EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管"
ship_torpedo_bb: "450mm舷侧发射管" ship_torpedo_bb: "450mm舷侧发射管"
ship_torpedo_bb_short: "舷侧鱼雷发射管" ship_torpedo_bb_short: "舷侧鱼雷发射管"
@@ -1159,7 +1156,7 @@
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色" ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母" ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R最大组织度惩罚:-10%§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装" EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色" EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带" EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
@@ -1189,4 +1186,15 @@
EQ_MOD_CAT_cve_role_TITLE: "护航航母角色" EQ_MOD_CAT_cve_role_TITLE: "护航航母角色"
ship_hull_carrier_role_cve: "护航航母角色" ship_hull_carrier_role_cve: "护航航母角色"
ship_hull_carrier_role_cve_short: "护航航母" ship_hull_carrier_role_cve_short: "护航航母"
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! " ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! "
ship_sub_snorkel_0: "通气管原型"
ship_sub_snorkel_0_desc: "可以让潜艇引擎在水下继续工作,但目前该技术仍然十分不稳定。"
light_ship_engine_4_gas: "80000马力引擎"
light_ship_engine_4_gas_short: "轻型燃气轮机"
light_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
cruiser_ship_engine_4_gas: "100000马力引擎"
cruiser_ship_engine_4_gas_short: "巡洋舰燃气轮机"
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"

View File

@@ -17,8 +17,8 @@
RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格" RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格"
RULE_OPTION_HISTORICAL: "史实" RULE_OPTION_HISTORICAL: "史实"
RULE_OPTION_EXPERT: "专家" RULE_OPTION_EXPERT: "专家"
RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案设计舰船,这是过去海军重置一直采用的默认设计方法。" RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案以符合现实的模块方案设计舰船。\n\n§C这是过去海军重置一直采用的默认设计方法。§!"
RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n§R这个选项会让海战更加有挑战性,但是也意味着角色扮演的元素将会大幅减少。§!" RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n\n这个选项会让海战§R更加有挑战性§!,但是也意味着§R角色扮演的元素将会大幅减少§!。§Y推荐想要更高挑战性的玩家使用。§!"
buff_ai_production: "AI生产加强" buff_ai_production: "AI生产加强"
buff_ai_production_desc: "这也太简单了。" buff_ai_production_desc: "这也太简单了。"
vnr_ai.1.t: "选择海军AI生产强度" vnr_ai.1.t: "选择海军AI生产强度"
@@ -35,15 +35,15 @@
vnr_hard_production: "AI生产加强§O困难§!" vnr_hard_production: "AI生产加强§O困难§!"
vnr_normal_production: "AI生产加强§G普通§!" vnr_normal_production: "AI生产加强§G普通§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技" RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI在游戏中自动解锁海军科技。" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "§G开启§!AI在游戏中自动解锁海军科技。\n\n此选项包含了§RAI作弊§!在玩家选择§C使用正常或作弊手段提前研究某些海军科技§!时AI将也会§Y提前解锁部分科技§!。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研§!" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "§R关闭§!AI在游戏中自动解锁海军科技。\n\n这个选项将会§Y改变§!AI选择科技的行为使其以§Y更加平衡的倾向§!进行科研但是在海军科技的研究速度上会§R落后于§!§C专注投入海军§!的玩家并且可能§R影响其他方面的科研§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。" RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成" vnr_shipyard_output_boost: "海军重置船厂产出加成"
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!"
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n\n此选项专为§Y历史模式§!设计可以模拟历史上比较著名的海军战略例如§C无限制潜艇战§!或§C跳岛战术§!使AI大国在§C史实的二战场景§!中表现得更加§Y真实和强大§!。\n\n§R此选项在以下场景中不推荐使用§!\n£white_dot 架空历史模组(即使有兼容包)\n£white_dot 修改海域地块的模组\n£white_dot 非默认的二战场景(随机路线/非历史,任何偏离轴心对同盟的情况)"
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n\n§Y使用原版或其他处于激活状态模组提供的海军AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成"
RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成"
RULE_OPTION_BUFF_60: "增加全满" RULE_OPTION_BUFF_60: "增加全满"
@@ -51,8 +51,8 @@
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计" RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!" RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n\n§R此选项不推荐与修改空军科技或飞机设计器的模组混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!" RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n\n§Y使用原版或其他激活状态模组提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成" vnr_cv_plane_output_boost: "海军重置舰载机产出加成"
enable_ai_ship_design: "AI舰船设计风格" enable_ai_ship_design: "AI舰船设计风格"
enable_ai_plane_design: "AI舰载机设计风格" enable_ai_plane_design: "AI舰载机设计风格"
@@ -63,4 +63,9 @@
vnr_ai.3.t: "AI舰载机设计风格" vnr_ai.3.t: "AI舰载机设计风格"
vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!" vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!"
vnr_ai.3.1: "§R切换到专家设计§!" vnr_ai.3.1: "§R切换到专家设计§!"
vnr_ai.3.2: "§G切换到原版设计§!" vnr_ai.3.2: "§G切换到原版设计§!"
RULE_ENG_EXPERT_NAVY: "@ENG 专家皇家海军"
RULE_USA_EXPERT_NAVY: "@USA 专家美国海军"
RULE_JAP_EXPERT_NAVY: "@JAP 专家日本帝国海军"
RULE_AI_EXPERT_NAVY_BLOCKED_DESC: "此国家开局的舰队不会被替换。"
RULE_AI_EXPERT_NAVY_FREE_DESC: "此国家开局的舰队全部替换为专家设计。\n\n此选项仅在§YAI舰船设计风格§!设置为§C专家§!且该国家为§RAI控制§!时方可生效。"

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@@ -105,4 +105,6 @@
nakhimov_naval_academy: "纳希莫夫海军学院" nakhimov_naval_academy: "纳希莫夫海军学院"
nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。" nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。"
usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school: "TOPGUN"
usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。"
sp_submarine_snorkel: "潜艇通气管"
sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。"

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@@ -66,10 +66,10 @@
vnr_ship_hull_submarine_4: "现代潜艇船体" vnr_ship_hull_submarine_4: "现代潜艇船体"
vnr_ship_hull_pre_dreadnought: "前无畏舰" vnr_ship_hull_pre_dreadnought: "前无畏舰"
vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。" vnr_ship_hull_pre_dreadnought_desc: "随着19世纪90年代的威严级战列舰登上历史舞台前无畏舰取代了19世纪70年代至80年代的铁甲舰。前无畏舰以钢制成有坚固的钢制装甲保护其主炮塔上装备有重型火炮副炮塔上则有一组或多组轻型武器。\n\n由于“无畏舰”的出现它们多在世界大战爆发前就退出了历史舞台再加上过去三十年中以无畏舰为基础建造的钢铁巨兽轮番登场如今只有少数前无畏舰仍在海军中服役。"
vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰" vnr_ship_hull_cruiser_panzerschiff: "袖珍战列舰船体"
GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰" GER_vnr_ship_hull_cruiser_panzerschiff: "装甲舰船体"
vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。" vnr_ship_hull_cruiser_panzerschiff_desc: "作为一种绕过凡尔赛条约限制的激进方案,德国战争海军首次在三十年代发展了装甲舰,并作为海军临时的主力舰使用,一些国家也将其称为袖珍战列舰。由于拥有介于重巡洋舰和战列巡洋舰之间的火力水平,装甲舰在面对普通巡洋舰的一对一战斗中具有一定的优势,但却无力对抗一支有着良好组织且架构合理的舰队。\n一些类似的设计也曾见于包括日本和美国在内的海军早期的设计计划中例如B65超甲巡等只不过这些设计从未被实现过。"
vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇" vnr_ship_hull_cruiser_coastal_defense_ship: "岸防舰艇船体"
vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。" vnr_ship_hull_cruiser_coastal_defense_ship_desc: "岸防舰艇是一种小型战舰,其体型往往与巡洋舰相当,它们牺牲了速度和航程,换来了更为厚实的装甲和更为强大的武器。对造不起正儿八经战列舰的国家和那些只需要有能在本国海岸附近执行任务的浅吃水舰艇的国家来说,这类“岸防舰艇”可谓是性价比优异。"
vnr_ship_hull_super_heavy_1: "超重型船体" vnr_ship_hull_super_heavy_1: "超重型船体"
vnr_ship_hull_cruiser_submarine: "大型潜艇船体" vnr_ship_hull_cruiser_submarine: "大型潜艇船体"
@@ -85,7 +85,7 @@
vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。" vnr_ship_hull_cruiser_6_desc: "第二次世界大战期间,空中力量的长足发展极大地改变了海战的形式,从此制空权成为海军作战中最不可或缺的主导因素之一。即使是最快的巡洋舰也无法通过快速机动躲避航空攻击,而如今舰载机使用的鱼雷等武器已经对战舰形成了中距离的拒止能力。\n\n在导弹出现后战列舰很快便被淘汰了而巡洋舰在二十世纪后半叶几乎成为了世界上最大的主力舰。它们当中的一部分使用了全导弹化设计甚至还装备有核动力引擎。"
vnr_ship_hull_submarine_5: "冷战潜艇船体" vnr_ship_hull_submarine_5: "冷战潜艇船体"
vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。" vnr_ship_hull_submarine_5_desc: "时至50年代核动力逐渐取代柴电混合动力成为了海军大国的潜艇的主流动力方案。在此基础上强国们还发展了一些设备用于从海水中提取氧气。这两类创新完全改变了潜艇的作战能力最新的核动力潜艇可以保持潜航状态长达数周甚至数月。"
vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰" vnr_ship_hull_torpedo_cruiser: "鱼雷巡洋舰船体"
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。" vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船" ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮" ocean_liner_equipment: "远洋客轮"
@@ -97,4 +97,6 @@
vnr_ship_hull_mega_carrier: "战略打击航母船体" vnr_ship_hull_mega_carrier: "战略打击航母船体"
vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。" vnr_ship_hull_mega_carrier_desc: "四十年代末期,核武器的威力已经在实战中得到验证,其在人口稠密的大城市引爆的恐怖损失迫使各国发展和部署具有核三位一体打击能力的武器与平台。在洲际导弹普及之前,使用重型喷气式轰炸机是唯一能向远距离投放核武器的核打击形式。这促使海军提出了一种能够支援这类行动的机动平台,也就是打击航母。"
vnr_ship_hull_arsenal_ship: "武库舰船体" vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。" vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -31,4 +31,5 @@
damaged_armored_flight_deck: "装甲甲板受损" damaged_armored_flight_deck: "装甲甲板受损"
gas_leakage: "油气泄露" gas_leakage: "油气泄露"
medium_cruiser: "重型舰队巡洋舰" medium_cruiser: "重型舰队巡洋舰"
medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。" medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。"
damaged_bb_flight_deck: "甲板受损"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢" navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续" navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.4铁底湾”§!\n\n§C重要新增§!\n\n-新立绘大和1965现代化改装镇海安德烈亚·多利亚1926柯尔贝尔导弹改装伊丽莎白女王1941\n-新角色:护航航母\n-增加了在局中开启专家AI模式的决议\n-舰载机在陆上的单个机队规模被减少为10架防止出现航母沉船吃飞机库存的问题\n-重做甲弹对抗公式,平衡轻炮对重甲的效果\n-大幅增加暴击时损坏关键部件的几率\n-为大部分科技的鼠标悬浮弹窗增加了艺术图\n\n§C更新§!\n\n-安德烈亚·多利亚级战列舰在开局时处于现役未改装的状态\n-博尔扎诺级现在采用战间期巡洋舰船体\n-希佩尔海军上将级巡洋舰现在拥有额外装甲模块\n-日本开局拥有声呐科技\n-为苏/俄添加专属的海军学院军官团精神\n-舰载机对组织度的伤害系数降低到合理水平\n-舰载机空袭的基础时间间隔回调到3小时\n-重做经验和护航带来的加成和惩罚数值\n-商船航母现在必须使用民用材料\n-一些航母科技现在可以提供航空技术突破点\n-小国的海军生产AI现在只检查舰队规模不再检查船厂数量\n-为AI加强的数值中加入船厂建造速度和设计花费减免\n-雷达和桅杆观察哨将互斥\n-为AI加入了平衡多用途驱逐舰的花费减免\n-降低潜艇船体和耐压艇壳的花费\n-调整一些航母模块的效果\n-水上飞机弹射器会带来可见度惩罚\n-在自动科技解锁模式下如果玩家选择超前研究AI也会相应进行超前解锁\n\n§C修复§!\n\n-海军单位经验获取系数从0.1回调到0.8\n-德国可以正常使用一战时期的驱逐舰立绘了\n-修复一些海军大国仍然可以使用海军发展决议的问题\n-修复要塞上限失效的问题\n\n感谢你的游玩" navy_rework_welcome_splash_tab_1_content: "§Hv2.5圣克鲁斯”§!\n\n§C重要新增§!\n\n-新特殊项目:潜艇通气管\n-新科技:归航信标\n-新模块:通气管原型,轻型燃气轮机,巡洋舰燃气轮机\n-降低所有船体的资源消耗到合适的水平\n-增加开局规则,允许美国、英国和日本的开局舰队全部转为专家设计\n\n§C更新§!\n\n-航母夜战科技被新科技替换\n-移除燃气轮机科技和重型燃气轮机模块,轻型和巡洋舰燃气轮机分别由相关的冷战科技解锁\n-移除护航航母科技改为1940航母船体科技附赠\n-增加小型机库的造价\n-平衡一些模块的可靠性修正\n-强力甲板现在被重新分类为飞行甲板模块\n-平衡超重型主炮和超重引擎的速度修正\n-水上飞机弹射器会降低更多的航速\n-为航空战列舰增加甲板致命伤效果\n-平衡战列舰防御相关模块的效果\n-增加装甲甲板的造价\n-增加深水炸弹模块的速度惩罚\n-将小型机库和航空战列舰机库单独划为特殊机库种类\n-增加一些小几率出现的致命损伤所造成的伤害\n-增加所有炮弹模块带来的命中率修正(正面或负面皆有)\n-降低一些舰炮科技的科研时间\n-更新部分AI模板\n-略微降低美国AI大规模建造船坞的倾向\n-降低AI海军分配到护航和水雷战相关任务的编队数\n-微调海军条约的吨位限制\n-加强舰队防空对减伤效果的加成\n-改进部分规则文字的描述,指向性更加明确\n-重做设计器中舰炮大类的图标\n\n§C修复§!\n\n-修复AI科技自动解锁模式开启时AI无法正确获取雷达的问题\n-修复部分国家由于缺少超重型船体项目无法选择国策的问题\n-修复商船航母有民用材料时无法建造的问题\n-修复巡洋舰可以安装两个炮弹模块的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327" navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

View File

@@ -343,4 +343,5 @@
SOV_submarine_equipment_4: "独角鲸级" SOV_submarine_equipment_4: "独角鲸级"
SOV_submarine_equipment_5: "鲸鱼级" SOV_submarine_equipment_5: "鲸鱼级"
SOV_submarine_equipment_sc: "K级" SOV_submarine_equipment_sc: "K级"
submarine_equipment_sc: "巡洋潜艇" submarine_equipment_sc: "巡洋潜艇"
vnr_cl_1949_expert: "1949专家轻巡"

View File

@@ -88,8 +88,6 @@
rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。" rudder_upgrade_desc: "通过使用改良过的舵机,舰船可以实现灵活转向,更小的转弯半径有利于舰队调整阵型或者尽快撤退。"
battleship_aa_upgrade: "战列舰防空改装" battleship_aa_upgrade: "战列舰防空改装"
battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。" battleship_aa_upgrade_desc: "航母在战争中展现出的实战价值推动了各海军强国将注意力转移至航母战斗群,战列舰的地位似乎已大不如前。但是航母在缺乏战舰护航的情况下仍然十分脆弱,战列舰的体型为舰队防空提供了平台,这些安装了大量防空炮的战列舰开始出现在航母的身边担当护卫。"
gas_turbine: "燃气轮机"
gas_turbine_desc: "燃气轮机是以连续流动的气体为工质带动叶轮高速旋转,将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多,但是受限于耐热材料等技术缺陷,燃气轮机目前的应用场景还比较有限。"
fuel_tank_upgrade: "大型燃料舱" fuel_tank_upgrade: "大型燃料舱"
fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。" fuel_tank_upgrade_desc: "建成一支全球海军的标准就是该国的舰队可以在任何情况下部署到远离其核心势力范围的地方,并在当地有效地执行威慑,这对海军舰艇的航程提出了要求,更大的燃料舱有助于实现这一目标。"
radar_jammer: "雷达干扰装置" radar_jammer: "雷达干扰装置"
@@ -104,12 +102,8 @@
arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。" arresting_gear_desc: "舰载机阻拦着陆装置是航母上的重要辅助设备,实现了舰载机在有限的甲板长度上安全地着舰。阻拦索是这一装置最重要的一环,其通过高强度的绳索钩住舰载机的挂钩。如果阻拦索无法起到作用,拦机网将成为最后一道防线。"
aviation_dawn: "航空黎明" aviation_dawn: "航空黎明"
aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!" aviation_dawn_desc: "从最初的莱特飞行器到如今的单翼机,飞机工业的革命带来了结构强度更高、抗腐蚀性更好的材料。随着海军航空兵的发展,其在舰队中的地位也相应得到了提高,日本海军、英国皇家海军和美国海军都在二十年代末和三十年代初组织了大量规模各异的作战演习,从中总结了很多舰载机的战术。由于这一兵种极高的技术门槛,任何一国的海军若是想要建成一支强大的海航力量都必须经过实践。\n\n然而对于任何一支拥有大量战列舰的海军而言想要在海战理论上改变航向都将是困难的也注定会受到来自既得利益集团的阻力。\n\n§R航空时代来临了大舰巨炮也许终究会被扫进垃圾桶......§!"
night_air_strike: "夜间空袭"
night_air_strike_desc: "夜间航行是一项极为危险的任务,但也正因为它的危险性,往往可以起到出其不意的效果。通过大量的夜间舰载机起降训练,飞行员和航母地勤队伍逐渐具备了在部分照明条件较好的夜晚发动有效空袭的能力。"
carrier_mass_production: "航母大规模生产" carrier_mass_production: "航母大规模生产"
carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。" carrier_mass_production_desc: "经过多年的发展,航母已不再是一艘安装了木制直通甲板的简陋船舶了,相反,在航空母舰上应用的新技术越来越多,甚至大有超越战列舰的趋势,全新的建造模式可以让航母的下水时间提前。"
vnr_ship_hull_escort_carrier: "护航航母"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
folding_wing: "折叠机翼" folding_wing: "折叠机翼"
folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。" folding_wing_desc: "第二次世界大战的海战是立体的、海空联动的全新作战方式,而舰载机在其中扮演的角色至关重要。为了使航母能一次性搭载更多飞机执行任务,航空设计师开始在飞机上采用折叠机翼以最大程度地节省甲板和机库空间,但是这一技术对飞机机翼的工艺要求很高。"
carrier_damage_control: "航母综合损害管制" carrier_damage_control: "航母综合损害管制"
@@ -273,7 +267,7 @@
naval_tactical_data_system: "海军战术数据系统" naval_tactical_data_system: "海军战术数据系统"
naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。" naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。"
tactical_air_navigation_system: "战术空中导航系统" tactical_air_navigation_system: "战术空中导航系统"
tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统它可以为使用者提供到地面机场或航母的方位和距离等航行信息。" tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统相比过去的单源无线电信标在性能上有了较大提升,它可以为使用者提供到地面机场或航母的方位和距离等航行信息。"
TITLE_FLEET_IN_BEING: "舰队决战" TITLE_FLEET_IN_BEING: "舰队决战"
TITLE_TRADE_INTERDICTION: "交通线破袭" TITLE_TRADE_INTERDICTION: "交通线破袭"
TITLE_BASE_STRIKE: "空海一体战" TITLE_BASE_STRIKE: "空海一体战"
@@ -427,4 +421,8 @@
bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n" bb_tech_10_tt: "\n\n\n\n\n£GFX_bb_tech_10\n\n\n\n\n\n"
ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n" ca_tech_10_tt: "\n\n\n\n\n£GFX_ca_tech_10\n\n\n\n\n\n"
ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n" ca_tech_11_tt: "\n\n\n\n\n£GFX_ca_tech_11\n\n\n\n\n\n"
dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n" dd_tech_9_tt: "\n\n\n\n\n£GFX_dd_tech_9\n\n\n\n\n\n"
carrier_radio_range: "归航信标"
carrier_radio_range_desc: "随着近些年来舰载机在载荷与航程方面的崛起,航母作战面临着一项重大挑战:任务结束后,飞行员如何在茫茫大海上找到并返回移动中的航母。无线电技术的进步在一定程度上解决了这个问题。在这个构想中,航母会在有限的时间窗口内发送特定频率的无线电信号,就如同一个信标。携带有接收器的战斗机可以据此确定返航的航向以及会合时间表。这项技术对于在恶劣天气和超远距离作战的情况下安全回收起到了至关重要的作用。"
escort_carriers_ship: "护航航母"
escort_carriers_ship_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"

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@@ -158,9 +158,6 @@
heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。" heavy_ship_engine_2_diesel_desc:0 "这种引擎的推力比之前的要大得多,这种引擎可以使大型船只相较老式战舰拥有明显的速度优势。"
heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。" heavy_ship_engine_3_diesel_desc:0 "随着装甲和火炮重量的增加,引擎也被设计得能够提供更高的速度,以便于追击逃跑的敌军,抑或是和比自己更强大的对手保持距离。"
heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。" heavy_ship_engine_4_diesel_desc:0 "通过采用新材料和改进的锅炉设计,这种动力装置能使一艘现代战列舰跟上那些高速的航母和巡洋舰。"
heavy_ship_engine_4_gas: "250000马力引擎"
heavy_ship_engine_4_gas_short: "重型燃气轮机"
heavy_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
carrier_ship_engine_1_short: "航母蒸汽引擎 I" carrier_ship_engine_1_short: "航母蒸汽引擎 I"
carrier_ship_engine_2_short: "航母蒸汽引擎 II" carrier_ship_engine_2_short: "航母蒸汽引擎 II"
carrier_ship_engine_3_short: "航母蒸汽引擎 III" carrier_ship_engine_3_short: "航母蒸汽引擎 III"
@@ -448,9 +445,9 @@
EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施" EQ_MOD_CAT_ship_airplane_launcher_TITLE: "飞机设施"
EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱" EQ_MOD_CAT_ship_torpedo_sub_TITLE: "鱼雷舱"
EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组" EQ_MOD_CAT_ship_secondaries_TITLE: "副炮组"
EQ_MOD_CAT_light_ship_engine_TITLE: "驱逐舰引擎" EQ_MOD_CAT_light_ship_engine_TITLE: "轻型引擎"
EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎" EQ_MOD_CAT_cruiser_ship_engine_TITLE: "巡洋舰引擎"
EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型舰船引擎" EQ_MOD_CAT_heavy_ship_engine_TITLE: "重型引擎"
EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎" EQ_MOD_CAT_carrier_ship_engine_TITLE: "航空母舰引擎"
EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎" EQ_MOD_CAT_sub_ship_engine_TITLE: "潜艇引擎"
EQ_MOD_CAT_ship_radar_TITLE: "雷达" EQ_MOD_CAT_ship_radar_TITLE: "雷达"
@@ -792,7 +789,7 @@
ship_hull_cruiser_role_cd_short: "岸防舰" ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型引擎"
EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位"
EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备"
EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1"
@@ -814,13 +811,13 @@
carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。"
carrier_civilian_material: "使用民用材料" carrier_civilian_material: "使用民用材料"
carrier_civilian_material_short: "民用材料" carrier_civilian_material_short: "民用材料"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚-20%§!" carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§R最大组织度惩罚-20%§!"
carrier_secondary_island: "第二舰岛" carrier_secondary_island: "第二舰岛"
carrier_secondary_island_short: "第二舰岛" carrier_secondary_island_short: "第二舰岛"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!" carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成+5%§!"
carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck: "船体集成强力甲板"
carrier_strength_deck_short: "强力甲板" carrier_strength_deck_short: "强力甲板"
carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
ship_deck_space_more: "大型开放式机库" ship_deck_space_more: "大型开放式机库"
ship_deck_space_more_short: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!" ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚-20%§!"
@@ -921,10 +918,10 @@
EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位" EQ_MOD_SLOT_fixed_ship_flight_deck_slot_TITLE: "飞行甲板槽位"
carrier_wooden_deck: "19mm飞行甲板" carrier_wooden_deck: "19mm飞行甲板"
carrier_wooden_deck_short: "木制飞行甲板" carrier_wooden_deck_short: "木制飞行甲板"
carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。\n§R木制甲板可能在空袭中会遭受严重的损伤。§!" carrier_wooden_deck_desc: "一条木制的全通式飞行甲板。"
carrier_armor_deck: "90mm飞行甲板" carrier_armor_deck: "90mm飞行甲板"
carrier_armor_deck_short: "装甲飞行甲板" carrier_armor_deck_short: "装甲飞行甲板"
carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n§G装甲甲板可以降低在空袭中遭受致命一击的机会和效果。\n甲板遭受致命一击的几率会下降25%,减益下降一半。§!" carrier_armor_deck_desc: "一条使用装甲加固的全通式飞行甲板。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管" EQ_MOD_CAT_ship_torpedo_bb_TITLE: "鱼雷发射管"
ship_torpedo_bb: "450mm舷侧发射管" ship_torpedo_bb: "450mm舷侧发射管"
ship_torpedo_bb_short: "舷侧鱼雷发射管" ship_torpedo_bb_short: "舷侧鱼雷发射管"
@@ -1159,7 +1156,7 @@
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色" ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母" ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!" ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R最大组织度惩罚:-10%§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装" EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色" EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带" EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
@@ -1189,4 +1186,15 @@
EQ_MOD_CAT_cve_role_TITLE: "护航航母角色" EQ_MOD_CAT_cve_role_TITLE: "护航航母角色"
ship_hull_carrier_role_cve: "护航航母角色" ship_hull_carrier_role_cve: "护航航母角色"
ship_hull_carrier_role_cve_short: "护航航母" ship_hull_carrier_role_cve_short: "护航航母"
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! " ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚-20%§! "
ship_sub_snorkel_0: "通气管原型"
ship_sub_snorkel_0_desc: "可以让潜艇引擎在水下继续工作,但目前该技术仍然十分不稳定。"
light_ship_engine_4_gas: "80000马力引擎"
light_ship_engine_4_gas_short: "轻型燃气轮机"
light_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
cruiser_ship_engine_4_gas: "100000马力引擎"
cruiser_ship_engine_4_gas_short: "巡洋舰燃气轮机"
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"

View File

@@ -17,8 +17,8 @@
RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格" RULE_AI_SHIP_DESIGN_STYLE: "AI舰船设计风格"
RULE_OPTION_HISTORICAL: "史实" RULE_OPTION_HISTORICAL: "史实"
RULE_OPTION_EXPERT: "专家" RULE_OPTION_EXPERT: "专家"
RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案设计舰船,这是过去海军重置一直采用的默认设计方法。" RULE_AI_SHIP_DESIGN_STYLE_HISTORICAL_DESC: "AI会依照史实方案以符合现实的模块方案设计舰船。\n\n§C这是过去海军重置一直采用的默认设计方法。§!"
RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n§R这个选项会让海战更加有挑战性,但是也意味着角色扮演的元素将会大幅减少。§!" RULE_AI_SHIP_DESIGN_STYLE_EXPERT_DESC: "AI会基于效率至上的目标设计和建造最优的模板。\n\n这个选项会让海战§R更加有挑战性§!,但是也意味着§R角色扮演的元素将会大幅减少§!。§Y推荐想要更高挑战性的玩家使用。§!"
buff_ai_production: "AI生产加强" buff_ai_production: "AI生产加强"
buff_ai_production_desc: "这也太简单了。" buff_ai_production_desc: "这也太简单了。"
vnr_ai.1.t: "选择海军AI生产强度" vnr_ai.1.t: "选择海军AI生产强度"
@@ -35,15 +35,15 @@
vnr_hard_production: "AI生产加强§O困难§!" vnr_hard_production: "AI生产加强§O困难§!"
vnr_normal_production: "AI生产加强§G普通§!" vnr_normal_production: "AI生产加强§G普通§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技" RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI在游戏中自动解锁海军科技。" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "§G开启§!AI在游戏中自动解锁海军科技。\n\n此选项包含了§RAI作弊§!在玩家选择§C使用正常或作弊手段提前研究某些海军科技§!时AI将也会§Y提前解锁部分科技§!。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研§!" RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "§R关闭§!AI在游戏中自动解锁海军科技。\n\n这个选项将会§Y改变§!AI选择科技的行为使其以§Y更加平衡的倾向§!进行科研但是在海军科技的研究速度上会§R落后于§!§C专注投入海军§!的玩家并且可能§R影响其他方面的科研§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。" RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成" vnr_shipyard_output_boost: "海军重置船厂产出加成"
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链我们将不能研发自己的版本但会立刻解锁以下加成§!\n§Y海军协同性§!§G+10%§!\n§Y海军组织度§!§G+7.5%§!\n§Y可见度§!§G-7.5%§!"
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n\n此选项专为§Y历史模式§!设计可以模拟历史上比较著名的海军战略例如§C无限制潜艇战§!或§C跳岛战术§!使AI大国在§C史实的二战场景§!中表现得更加§Y真实和强大§!。\n\n§R此选项在以下场景中不推荐使用§!\n£white_dot 架空历史模组(即使有兼容包)\n£white_dot 修改海域地块的模组\n£white_dot 非默认的二战场景(随机路线/非历史,任何偏离轴心对同盟的情况)"
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n\n§Y使用原版或其他处于激活状态模组提供的海军AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成"
RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成"
RULE_OPTION_BUFF_60: "增加全满" RULE_OPTION_BUFF_60: "增加全满"
@@ -51,8 +51,8 @@
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。" RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计" RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!" RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n\n§R此选项不推荐与修改空军科技或飞机设计器的模组混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!" RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n\n§Y使用原版或其他激活状态模组提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成" vnr_cv_plane_output_boost: "海军重置舰载机产出加成"
enable_ai_ship_design: "AI舰船设计风格" enable_ai_ship_design: "AI舰船设计风格"
enable_ai_plane_design: "AI舰载机设计风格" enable_ai_plane_design: "AI舰载机设计风格"
@@ -63,4 +63,9 @@
vnr_ai.3.t: "AI舰载机设计风格" vnr_ai.3.t: "AI舰载机设计风格"
vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!" vnr_ai.3.d: "§R虽然目前推荐的方式是在开局的规则设置中开启专家AI设计§!但是为了以防你错过这一特性你仍然可以在局中使用该决议开启专家设计。为了使AI可以快速从史实模板切换到专家模板所有的AI大国将会立刻获得部分空军经验。\n\n§R请注意该选项不能与修改过飞机科技和模块的模组一起使用。如果你开启了这类模组请勿进行模板切换。§!"
vnr_ai.3.1: "§R切换到专家设计§!" vnr_ai.3.1: "§R切换到专家设计§!"
vnr_ai.3.2: "§G切换到原版设计§!" vnr_ai.3.2: "§G切换到原版设计§!"
RULE_ENG_EXPERT_NAVY: "@ENG 专家皇家海军"
RULE_USA_EXPERT_NAVY: "@USA 专家美国海军"
RULE_JAP_EXPERT_NAVY: "@JAP 专家日本帝国海军"
RULE_AI_EXPERT_NAVY_BLOCKED_DESC: "此国家开局的舰队不会被替换。"
RULE_AI_EXPERT_NAVY_FREE_DESC: "此国家开局的舰队全部替换为专家设计。\n\n此选项仅在§YAI舰船设计风格§!设置为§C专家§!且该国家为§RAI控制§!时方可生效。"

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@@ -105,4 +105,6 @@
nakhimov_naval_academy: "纳希莫夫海军学院" nakhimov_naval_academy: "纳希莫夫海军学院"
nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。" nakhimov_naval_academy_desc: "作为世界上最富盛名的海军军官培训院校之一,这所学院在二月革命的烽火中脱胎于尼古拉耶夫学院而组建。每年,数百名经验丰富的学员从这里毕业并踏上仕途,渴望着为俄罗斯母亲献身。"
usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school: "TOPGUN"
usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校俗称“TOPGUN”是一项旨在为海军飞行员提供空战训练的教学课程其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程以及对精英主义的重视意在将学员培养成最顶尖的飞行员。"
sp_submarine_snorkel: "潜艇通气管"
sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。"