Stellaris

Stellaris

Enigmatic Tech Return (1.9)
Showing 1-7 of 7 entries
Update: 7 Dec, 2017 @ 7:22pm

Initial Upload

Update: 8 Oct, 2017 @ 10:06pm

Adjust event "enigmatic_tech_add.2", since machine and hive-mind has their own way.

country_event = { id = enigmatic_tech_add.2 hide_window = yes fire_only_once = yes trigger = { OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } if = { limit = { NOT = { has_technology = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector } if = { limit = { NOT = { has_technology = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core } if = { limit = { NOT = { has_technology = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder } if = { limit = { NOT = { has_technology = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder } } } } [/quote]

Update: 20 Sep, 2017 @ 2:15am

Pre-updated for 1.8.

Update: 25 Jun, 2017 @ 10:01pm

Add one event, if you have finished the event, and researched the tech before using this mod.

###IF YOU HAVE FINISHED THE EVENT, AND RESEARCHED THE TECH### country_event = { id = enigmatic_tech_add.2 hide_window = yes fire_only_once = yes trigger = { has_country_flag = fortress_solved OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { has_country_flag = fortress_solved OR = { has_technology = tech_enigmatic_deflector has_technology = tech_enigmatic_power_core has_technology = tech_enigmatic_decoder has_technology = tech_enigmatic_encoder } } if = { limit = { NOT = { has_technology = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector } if = { limit = { NOT = { has_technology = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core } if = { limit = { NOT = { has_technology = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder } if = { limit = { NOT = { has_technology = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder } } } }

Update: 16 Jun, 2017 @ 9:12pm

Change the update version back to 1.6.

Update: 15 Jun, 2017 @ 10:32pm

Update to 1.7.

Update: 12 May, 2017 @ 1:39am

Here's how it works:

namespace = enigmatic_tech_add country_event = { id = enigmatic_tech_add.1 hide_window = yes fire_only_once = yes trigger = { has_country_flag = fortress_solved } mean_time_to_happen = { days = 5 } immediate = { every_country = { limit = { has_country_flag = fortress_solved } if = { limit = { NOT = { has_tech_option = tech_enigmatic_deflector } } add_research_option = tech_enigmatic_deflector add_tech_progress = { tech = tech_enigmatic_deflector progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_power_core } } add_research_option = tech_enigmatic_power_core add_tech_progress = { tech = tech_enigmatic_power_core progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_decoder } } add_research_option = tech_enigmatic_decoder add_tech_progress = { tech = tech_enigmatic_decoder progress = 0.30 } } if = { limit = { NOT = { has_tech_option = tech_enigmatic_encoder } } add_research_option = tech_enigmatic_encoder add_tech_progress = { tech = tech_enigmatic_encoder progress = 0.30 } } } } }