舰船(Ship)
component_sets为武器配件组的定义文件,作为一个可被玩家使用的武器,这是必须的。component_slot_templates是定义一个槽位,比如原版的 X,H 槽等,一般情况下不做改动。component_tags指拥有的属性,例如能量,动能等,一般情况下不做改动。component_templates是武器的配置,具体的定义了一个武器的各种数据。ship_behaviors是指舰船在交战的时候的动作,比如线列,蜂群,炮击电脑等。ship_sizes是定义一个船的所属类型。section_templates舰船区段,这个是为了确定一个某种类型的船的区段能装有什么样的槽位,比如在一个战列舰上装 3L 槽。global_ship_designs是指一个特定的舰船装配,一般用于事件船只。
舰船部件(Component Templates)
Section titled “舰船部件(Component Templates)”weapon_component_template = { # 声明这是什么配件,目前这个是武器部件,utility_component_template是防御组件(盾等),strike_craft_component_template是舰载机类 key = "LARGE_RED_LASER_IMBA" # ID,这个武器配件在游戏内的独一无二的识别key size = large # 属于哪一个槽位,比如S,M,L,P,H等 type = instant # 属于什么类型的武器,instant为直射武器,point_defence是点防御,missile是导弹,planet_killer是巨像等 icon = "GFX_ship_part_laser_1" # 图标,原版的在Stellaris\gfx\interface\icons\ship_parts里面,需要用interface进行注册 icon_frame = 1 power = 250000000 # 正数指生成多少部件能源(不是能量币!)负数指消耗 prerequisites = { # 所属科技 "tech_lasers_1_imba" } component_set = "RED_LASER_IMAB" # 所属的组件集 projectile_gfx = "infrared_laser_l" # 发射时候的武器效果 tags = { # 属于什么类型的武器,比如能量系,动能系等,主要影响加成科技 weapon_type_energy weapon_type_kinetic weapon_type_explosive weapon_type_strike_craft } ai_tags = { # 这个武器的AI weapon_role_anti_armor } upgrades_to = "LARGE_BLUE_LASER" # 下一个升级 damage = { # 伤害浮动 min = 0 max = -1474836480 } windup = { # 注意,(windup.min + windup.max) / 20 + total_fire_time / 10 = 实际开火时间,单位为天 min = 0 max = 0 } total_fire_time = 0.1 range = 400 # 范围 accuracy = 1 # 命中,1=100% tracking = 1 # 追踪,1=100% hull_damage = 0.5 # 船体伤害系数 1=正常,2 = +100%,0.5 = -50%,下面的护盾与护甲都一样 shield_damage = 0.5 # 护盾伤害系数 armor_damage = 0.5 # 护甲伤害系数 shield_penetration = 0.75 # 护盾穿透系数,1 = +100%,下面的护甲穿透也一样适用 armor_penetration = 0.75 # 护甲穿透系数 resources = { # 资源,cost花费,produces生产,upkeep维护费 category = ship_components # 所属的经济分类 cost = { alloys = @l_t1_cost } produces = { energy = 0 minerals = 0 food = 0 } upkeep = { energy = @l_t1_upkeep_energy alloys = @l_t1_upkeep_alloys } } hostile_aura = { # 此为敌对光环,friendly_aura为友军光环 name = "aura_shield_dampener_ev" radius = 2000 #半径 apply_on = ships stack_info = { id = hostile_shield_dampener_ev # ID应该唯一 priority = 1 } modifier = { # 所受到的修正 ship_shield_reduction = 10 ship_armor_reduction = 10 ship_hull_mult = -10 } damage_per_day = { # 每日在这个光环内受到的伤害 shield_damage = 100 # 造成的是100点的护盾伤害 accuracy = 0.5 # 指的是准确度50% } graphics = { area_effect = { entity = "circle_area_entity" dynamic_scale = yes } ship_effect = { entity = "ship_aura_negative_entity" dynamic_scale = no } } } ai_weight = { # AI权重相关 weight = 0 }}组件集合(Component Sets)
Section titled “组件集合(Component Sets)”# 以下为组件集component_set = { # 通用开头,不要更改 key = "RED_LASER_IMAB" # 组件集的 ID icon = "GFX_ship_part_laser_1" # 图标 icon_frame = 1}
# 以下为槽位定义point_defence_turret = { # 槽位 ID,不能重复 size = point_defence # 所属的大类 component = weapon # 这是武器还是防御部件? entities = { # 实体 weapon_type_kinetic = "small_kinetic_gun_entity" weapon_type_energy = "turret_point_defence_entity" }}舰船类型(Ship Sizes)
Section titled “舰船类型(Ship Sizes)”corvette = { # 舰船类型 ID formation_priority = @corvette_formation_priority # 间距,没什么卵用 max_speed = @speed_very_fast # 最大速度,为舰船本身基础速度 acceleration = 0.35 # 加速度 rotation_speed = 0.1 # 转动速度 collision_radius = @corvette_collision_radius max_hitpoints = @corvette_hp # 生命值,为舰船本身生命值(结构值) modifier = { # 自带修正 ship_evasion_add = @corvette_evasion ship_piracy_suppression_add = 10 } size_multiplier = 1 # 所占用舰队容量,等于1 就是指占据 1 舰队容量 fleet_slot_size = 1 # 所占舰队的舰队组成比的大小 section_slots = { "mid" = { locator = "part1" } } # 拥有的区段,名称随意 num_target_locators = 2 # 最多的点位 is_space_station = no # 是否是空间站 icon_frame = 2 # 图标 base_buildtime = @corvette_build_time # 建造的基础时间 can_have_federation_design = yes # 是否能成为联邦舰船 enable_default_design = yes # 是否是生成一个默认设计 default_behavior = swarm # 初始作战 AI 的类型 prerequisites = { "tech_corvettes" } # 所需科技 combat_disengage_chance = 1.00 # 紧急跃迁能跳出的概率修正 class = shipclass_military # 属于哪个大类的船只 construction_type = starbase_shipyard # 建造方式,是通过工程船还是船坞等方式建造 required_component_set = "power_core" # 右侧的部件设定,下同(有些船只可能没有这些) required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" resources = { # 资源 category = ships # 资源类型 upkeep = { energy = @corvette_upkeep_energy alloys = @corvette_upkeep_alloys } } min_upgrade_cost = { # 最小升级花费,貌似没啥用 alloys = 1 }}舰船区段(Section Templates)
Section titled “舰船区段(Section Templates)”ship_section_template = { key = "BATTLESHIP_BOW_L1M1S2" # ID,不能重复 ship_size = battleship # 所属类别 fits_on_slot = bow # 是哪个区段? should_draw_components = yes entity = "battleship_bow_L1M1S2_entity" # 区段模型 icon = "GFX_ship_part_core_bow" # 图标 icon_frame = 1 component_slot = { # 武器位 name = "LARGE_GUN_01" # 名称,单个区段内不能相同,否则只有一个能生效 template = "large_turret" # 槽位所述 locatorname = "large_gun_01" # 位点名称,就是模型的武器发射位置 } component_slot = { name = "MEDIUM_GUN_01" template = "medium_turret" locatorname = "medium_gun_01" } component_slot = { name = "SMALL_GUN_01" template = "small_turret" locatorname = "small_gun_01" } component_slot = { name = "SMALL_GUN_02" template = "small_turret" locatorname = "small_gun_02" } large_utility_slots = 3 # 防御槽位的简略写法,这里指的是3个L槽防御位 resources = { category = ship_sections cost = { alloys = @section_cost } }}© 2026 Stellaris Mod Group. Copyright Reserved.