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who knows how pop spawned armies works ?

I have created custom army and this army works with script: create_army without any problems...
But i want pop_spawned version

so, code of custom army is:

custom_army = {
...... (stats) .......
defensive = yes
is_pop_spawned = yes

potential_country = {
is_country_type = pirate
}
}

then i have changed 1 row in the soldiers job:

possible = { always = yes }

Then i have changed owner of the colony to pirate country. Soldiers continued to work inside colony, but they have stopped to spawn armies.

Why they didn't spawn custom armies ?

when soldiers have:

pop_modifier = {
pop_defense_armies_add = 3
}

and custom_army have:

defensive = yes
is_pop_spawned = yes

what is wrong in this situation ? Also i have tried to copy all modules from primitive country_type to pirate country_type. Because, primitive - can spawn armies.
but this dosen't change anything... soldiers didn't spawn custom armies at all.

who knows how pop_spawned_armies mechanics works pls explain me, where is my mistake.
 
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Ok guys. I need help again. I test one feature.

Eg. I have a basic organic leader with ID=0. In early game.
I want to add some traits to him.
I open the console and type some commands like this:
1. add_trait_leader 0 leader_trait_synth 2. add_trait_leader 0 leader_trait_cyborg 3. add_trait_leader 0 leader_trait_psionic
When I did first and second step it's ok. Traits have apeared.
But when i'm trying to add Psionic trait nothing is happening.
When i remove eg., synth trait and try to add psionic trait again. Nothing is happening again. I just lose synth trait. Psionic trait doesnt appears.

Wtf is going on? Why does not it work?
 
Has there been some changes to federations recently (in the last half year or so)?

I just joined a 3 member federation with my 6 subjects, and totally used my superior voting power to kick out the original members and usurped the federation for myself could not help but notice that the original members were highly unpopular with my subjects and were quickly persuaded to leave.

A few months later, another empire offered me federation association. I first thought that I had misread and the empire wanted associate membership, but it was actually me who would be the associate. My federation apparently had disbanded when I wasn't looking.

Is this intended? The strategy worked well before, but I see how it could be considered totally somewhat gamey, so I can see why it might have been patched out.

TLDR: Do federations which only consist of one independent empire and all its vassals automatically disband now?


Edit: Nevermind, I've figured it out. I also changed federation types, and all types other than hegemony now don't include subjects by default. So when I switched types, I unintentionally kicked all of my subjects, leaving me as the sole federation member which caused the federation to disband.
 
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How do I check if a mod or DLC is installed?
 
Colony development time, what do I need to change to eliminate the mechanic which slows it down based on population? Is that just one of the two scaling sliders for pop or some hack buried within?

Try raising the Carrying Capacity of the colony by some absurd number. That should prevent the logistic ceiling from being applied.
 
How do I check if a mod or DLC is installed?
DLC are in scripted_effects. "has_utopia = yes" for example.

No direct way to check for mods, sadly.
 
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Some mods set flags for this, like has_global_flag = ariphaos_unofficial_patch_installed
 
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Hello, could someone please tell me how to make the mod to add terraforming_candidate modifier (also for Toxic and Frozen planets) work?

Maybe I did something wrong in the code...
If I understood the modding correctly, the owned_planets_only modifier is responsible for the fact that the planet is inhabited/uninhabited (i.e. colonized), right?
And also, maybe I didn't notice on Modding, but how do I check if I have the 'Detoxification' aspiration bonus accepted?
decision_unhabitable_ter = {
owned_planets_only = no
enactment_time = 5
resources = {
category = decisions
cost = {
influence = 100
energy = 1000
}
}

potential = {
has_technology = "tech_climate_restoration"
OR = {
is_planet_class = pc_molten
is_planet_class = pc_barren
is_planet_class = pc_barren_cold
is_planet_class = pc_frozen
}
}

effect = {
set_planet_flag = terraforming_candidate
add_modifier = {
modifier = terraforming_candidate
}
}
ai_weight = {weight =0}
}

decision_toxic_ter = {
owned_planets_only = no
enactment_time = 5
resources = {
category = decisions
cost = {
influence = 100
energy = 1000
}
}

potential = {
has_technology = "tech_climate_restoration"
is_planet_class = pc_toxic
}

effect = {
set_planet_flag = toxic_terraforming_candidate
add_modifier = {
modifier = toxic_terraforming_candidate
}
}
ai_weight = {weight =0}
}
 
How do you name a nebula to use the name of the solar system it's spawned at?

So far I have this in events:
Code:
            solar_system = {
                create_nebula = {
                    name = {
                        key = "supernova_remnant_name"
                        variable_string = "[Root.solar_system.GetName]"
                    }
                    radius = 25
                }
            }

And this in localisation:
Code:
supernova_remnant_name:0 "[Root.solar_system.GetName] Nebula"

But this is what it outputs:
Screenshot 2024-04-30 213032.png
 
Should be:

Code:
space_owner = { has_technology = "tech_climate_restoration" }
Okey, i now delete that fragment and i got script-mode from Modding... But not work.
decision_unhabitable_ter = {
owned_planets_only = no
enactment_time = 0
resources = {
scategory = decisions
cost = {
= influence = 100
{energy = 1000
}
}

potential = {
OR = {
is_planet_class = pc_molten
is_planet_class = pc_barren
is_planet_class = pc_barren_cold
}
NOT = { has_modifier = terraforming_candidate }
}

effect = {
add_modifier = {
modifier = terraforming_candidate
days = -1
}
}
ai_weight = {weight =0}
}

decision_toxic_ter = {
owned_planets_only = no
enactment_time = 0
resources = {
category = decisions
cost = {
influence = 100
energy = 1000
}
}

potential = {
is_planet_class = pc_toxic
NOT = { has_modifier = toxic_terraforming_candidate }

}

effect = {
add_modifier = {
modifier = toxic_terraforming_candidate
days = -1
}
}
ai_weight = {weight =0}
}

decision_frozen_ter = {
owned_planets_only = no
enactment_time = 0
resources = {
category = decisions
cost = {
influence = 100
energy = 1000
}
}

potential = {
is_planet_class = pc_frozen
NOT = {has_modifier = frozen_terraforming_candidate}
}

effect = {
add_modifier = {
modifier = frozen_terraforming_candidate
days = -1
}
}
ai_weight = {weight =0}
}
category = decisions
cost = {
influence = 100
energy = 1000
}
}

potential = {
has_technology = "tech_climate_restoration"
is_planet_class = pc_toxic
}

effect = {
set_planet_flag = toxic_terraforming_candidate
add_modifier = {
modifier = toxic_terraforming_candidate
}
}
ai_weight = {weight =0}
}
 
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So I'm trying to mod my game so that the Chosen/Ithome cluster always spawns, as I can't find a good mod on the workshop to do it for me. I've found the stuff in special_system_initalizers.txt, but as far as I can tell (with my horrible, literally-started-half-an-hour-ago level expertise and google) what I really need to find is something called ancrel.12050, as that's where the spawn chance is located(?)
 
If I want to edit the stats on a vanilla ship weapon, do I have to copy over the entire weapon_components.cvs file to my mod folder? I'd prefer not to have to maintain that big a list when I'm only changing two or three things.
 
The CSV overrides any weapon stats set in the weapon files directly, so strictly speaking you do have to edit the whole thing. However, there exist one sneaky work-around: you can define a vanilla weapon as hidden (add a "hidden = yes" line; see TITAN_LASER in 00_weapons_extra_large.txt for an example) and then make a clone of the hidden weapon with the desired properties.

You're going to run into compatibility issues with other mods using either option, you just get to choose which ones.
 
If I want to edit the stats on a vanilla ship weapon, do I have to copy over the entire weapon_components.cvs file to my mod folder? I'd prefer not to have to maintain that big a list when I'm only changing two or three things.

You just have to nullify the vanilla weapon by removing its technology requirements and hiding it. After which, duplicate said weapon by changing the key and adding its new properties. You don't have to touch the "weapon_components.cvs" file with this method. In my FCR Mod on ParadoxPlaza you have many examples on how to nullify vanilla weapons.
Good luck with the modding.