[1.1.0 b938] Mod spawned neutral countries hostile after patch

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Kyojin

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Jun 27, 2012
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For the mod I am creating I spawn and create a fleet of ships from a new country that is created at the time. The country_type is custom with hostile = no as a modifier.

In the previous patch 1.0.3 it worked fine and the ships would spawn as neutral and go on their way. Now with the patch they spawn as hostile and are immediately attacked. There is no change in code for the mod between the old version and the patch. (except for version number in description file.)

Here are the relevant (I think ) bits of code and then the entire mod.

Steps for replication.
1. Open the civ_trader_test.sav
2. Settle a colony or use console 'own'
3. civtrade.1 event should pop and spawn the fleet at the homeworld.
4. If in patch 1.0.3 the fleet will be neutral
5. If in patch 1.1.0 beta the fleet will be hostile.

Code:
country_event = {
    id = civtrade.1
    title = "civtrade.1.name"
    picture = GFX_evt_exploding_ship
    show_sound = event_space_battle
   
    desc = {
        text = civtrade.1.desc
        }
    fire_only_once = yes
    is_triggered_only = yes
   
    trigger = {
        is_country_type = default
        NOT = {
            has_policy_flag = restricted_trade
            has_country_flag = birth_of_civtrade }
        any_owned_planet = {
                is_homeworld = no
            }
        custom_tooltip_fail = "civtrade.trigger.fail"
    }       
   
    immediate = {

        set_country_flag = birth_of_civtrade
        owner_species = { save_event_target_as = owner_species }

        capital_scope = {
            save_event_target_as = spawnpoint
            space_owner = { save_event_target_as = home_country }           
                    }
                    if = {
                            limit = { has_technology = "tech_wormhole_generation_1" }                   
                                create_country = {
                                    name = "Traders"
                                    type = civtrader
                                    species = event_target:owner_species
                                    ignore_initial_colony_error = yes                                   
                                }   
                                solar_system = {                                   
                                    create_wormhole_station = {
                                        owner = last_created_country
                                        angle = random
                                    }                                                                                                                               
                                    set_star_flag = trader_wormhole
                                   
                                   
                                }                               
                                last_created_country = {
                                    establish_communications_no_message = root
                                    establish_contact = { who = root }
                                    save_global_event_target_as = civilian_traders
                                    set_country_flag = civtrader
                                    add_opinion_modifier = { who = ROOT modifier = opinion_alliance }
                                    }                                                                               
                                last_created_country = {
                                    create_leader = {
                                        type = admiral
                                        species = event_target:owner_species
                                        name = random
                                        skill = 100
                                    }
                                    create_fleet = { name = "Civilian Trade Fleet" }
                                        last_created_fleet = {
                                                    set_owner = PREV
                                                    set_fleet_stance = evasive
                                                    random_list = {
                                                        50 = { create_ship_design = {
                                                                design = "C1"
                                                               ftl = ROOT
                                                            }
                                                        }
                                                        50 = {  create_ship_design = {
                                                                design = "C2"
                                                               ftl = ROOT
                                                            }
                                                        }
                                                    }   
                                                    create_ship = {
                                                        name = random
                                                        design = last_created_design
                                                        graphical_culture = "pirate_01"
                                                    }
                                                    create_ship = {
                                                        name = random
                                                        design = last_created_design
                                                        graphical_culture = "pirate_01"
                                                    }
                                                    create_ship = {
                                                        name = random
                                                        design = last_created_design
                                                        graphical_culture = "pirate_01"
                                                    }
                                                    create_ship = {
                                                        name = random
                                                        design = last_created_design
                                                        graphical_culture = "pirate_01"
                                                    }
                                                    assign_leader = last_created_leader
                                                    set_location = event_target:spawnpoint
                                                        queue_actions = {                                                                           
                                                            repeat = {                                                                                                                                                                                           
                                                                    find_random_system = {
                                                                        trigger = {
                                                                                id = civtrade.1.trigger.1
                                                                                    
                                                                                        any_planet = {
                                                                                            OR = {
                                                                                                NOT = {
                                                                                                    has_modifier = trade_network
                                                                                                }
                                                                                                has_edict = "trade_hub"
                                                                                            }
                                                                                            exists = controller
                                                                                            controller = { is_same_value = event_target:home_country }
                                                                                           
                                                                                        }
                                                                                                                                                                           
                                                                                }                                                                       
                                                                        found_system = {
                                                                                move_to = THIS
                                                                            }
                                                                        }   
                                                                        find_random_planet = {
                                                                                trigger = {
                                                                                id = civtrade.1.trigger.2
                                                                               
                                                                                    OR = {
                                                                                            NOT = {
                                                                                                has_modifier = trade_network
                                                                                            }
                                                                                            has_edict = "trade_hub"
                                                                                        }
                                                                                   
                                                                                    exists = controller
                                                                                    controller = { is_same_value = event_target:home_country }
                                                                                   
                                                                                }                                                                   
                                                                                found_planet = {
                                                                                    orbit_planet = THIS
                                                                                    wait = {
                                                                                        duration = 3
                                                                                        random = 1
                                                                                        }
                                                                                    effect = {
                                                                                        id = civtrade.1.effect.1
                                                                                        planet_event = { id = civtrade.8 }
                                                                                        }
                                                                                    }                                                                                                                                                           
                                                                        }                                                                                                       
                                                            }
                                                        }                                                                                                                                                                                   
                                        }
                                    }
                               
                       
                        else = {
                            if = {
                           
                                limit = {
                                    OR = {
                                        has_technology = "tech_warp_drive_1"
                                        has_technology = "tech_hyper_drive_1"
                                    }
                                }       
                               
                                create_country = {
                                    name = "Traders"
                                    type = civtrader
                                    ignore_initial_colony_error = yes
                                    species = event_target:owner_species
                                    ethos = ROOT
                                }
                           
                                last_created_country = {
                                    establish_communications_no_message = root
                                    establish_contact = { who = root }
                                    save_global_event_target_as = civilian_traders
                                    set_country_flag = civtrader
                                    add_opinion_modifier = { who = ROOT modifier = opinion_alliance }
                                    if = {
                                        limit = {
                                            ROOT = { has_technology = "tech_warp_drive_1" }
                                        }
                                        set_country_flag = warp_traders
                                        else = {
                                            if = {
                                                limit = {
                                                    ROOT = { has_technology = "tech_hyper_drive_1" }
                                                }
                                                set_country_flag = hyper_traders
                                            }
                                        }
                                    }
                                    }
                                    last_created_country = {
                                        create_leader = {
                                            type = admiral
                                            species = event_target:owner_species
                                            name = random
                                            skill = 100
                                        }                                   
                                        create_fleet = { name = "Civilian Trade Fleet" }
                                            last_created_fleet = {
                                                        set_owner = PREV
                                                        set_fleet_stance = evasive                                                       
                                                        random_list = {
                                                            50 = { create_ship_design = {
                                                                design = "C1"
                                                               ftl = ROOT
                                                                }
                                                            }
                                                            50 = {  create_ship_design = {
                                                                design = "C2"
                                                               ftl = ROOT
                                                                }
                                                            }
                                                        }                                                       
                                                        create_ship = {
                                                            name = random
                                                            design = last_created_design
                                                            graphical_culture = "pirate_01"
                                                        }
                                                        create_ship = {
                                                            name = random
                                                            design = last_created_design
                                                            graphical_culture = "pirate_01"
                                                        }
                                                        create_ship = {
                                                            name = random
                                                            design = last_created_design
                                                            graphical_culture = "pirate_01"
                                                        }
                                                        create_ship = {
                                                            name = random
                                                            design = last_created_design
                                                            graphical_culture = "pirate_01"
                                                        }
                                                        assign_leader = last_created_leader
                                                        set_location = event_target:spawnpoint
                                                            queue_actions = {                                                       
                                                                repeat = {                                                                                                                                                           
                                                                        find_random_system = {
                                                                            trigger = {
                                                                                    id = civtrade.1.trigger.3
                                                                                        any_planet = {
                                                                                            OR = {
                                                                                                NOT = {
                                                                                                    has_modifier = trade_network
                                                                                                }
                                                                                                has_edict = "trade_hub"
                                                                                            }
                                                                                            exists = controller
                                                                                            controller = { is_same_value = event_target:home_country }
                                                                                        }
                                                                                    }                                                                       
                                                                            found_system = {
                                                                                    move_to = THIS
                                                                                }
                                                                            }   
                                                                            find_random_planet = {
                                                                                    trigger = {
                                                                                        id = civtrade.1.trigger.4                                                           
                                                                                        OR = {
                                                                                            NOT = {
                                                                                                has_modifier = trade_network
                                                                                            }
                                                                                            has_edict = "trade_hub"
                                                                                        }
                                                                                        exists = controller
                                                                                        controller = { is_same_value = event_target:home_country }
                                                                                    }                                                                       
                                                                                    found_planet = {
                                                                                        orbit_planet = THIS
                                                                                        effect = {
                                                                                            id = civtrade.1.effect.2
                                                                                            planet_event = { id = civtrade.8 }
                                                                                        }                                                                                           
                                                                                        wait = {
                                                                                            duration = 3
                                                                                            random = 1
                                                                                            }

                                                                                    }                                                                                                                                           
                                                                            }
                                                                                           
                                                                }
                                                            }                                                                                   
                                            }
                                    }
                                           
                                           
                           
                           
                           
                           
                           
                           
                            }
                    }
            }
    }
   
   
    option = {
        name = civtrade.1.a
        trigger = {
            OR = {
                has_government = theocratic_republic
                has_government = transcendent_republic
                has_government = theocratic_oligarchy
                has_government = transcendent_oligarchy
                has_government = divine_mandate
                has_government = transcendent_empire
            }
        }
    }
    option = {
        name = civtrade.1.b
        trigger = {
            OR = {
                has_government = military_dictatorship
                has_government = martial_empire
                has_government = military_junta
                has_government = ordered_stratocracy
                has_government = military_republic
                has_government = martial_demarchy
            }
        }
    }
    option = {
        name = civtrade.1.c
        trigger = {
            OR = {
                has_government = despotic_hegemony
                has_government = ai_overlordship
                has_government = science_directorate
                has_government = illuminated_technocracy
                has_government = direct_democracy
                has_government = subconscious_consensus
            }
        }
    }
    option = {
        name = civtrade.1.d
        trigger = {
            OR = {
                has_government = moral_democracy
                has_government = irenic_democracy
                has_government = peaceful_bureaucracy
                has_government = irenic_protectorate
                has_government = enlightened_monarchy
                has_government = irenic_monarchy
            }
        }
    }
    option = {
        name = civtrade.1.e
        trigger = {
            OR = {
                has_government = despotic_empire
                has_government = star_empire
            }
        }
    }
    option = {
        name = civtrade.1.f
        trigger = {
            OR = {
                has_government = plutocratic_oligarchy
                has_government = mega_corporation
            }
        }
    }
    option = {
        name = civtrade.1.g
        trigger = {
            OR = {
                has_government = indirect_democracy
                has_government = democratic_utopia
            }
        }
    }
}

Code:
civtrader = {
    has_leaders = yes
    relations = yes
    ai = {
        enabled = no
    }
    faction = {
        hostile = no
        auto_delete = no
        needs_border_access = no
        generate_borders = no
        needs_colony = no
    }
    modules = {
        standard_leader_module = {}
        ###standard_economy_module = {}
        exclusive_diplomacy_module = {
                can_receive = {
                    action_offer_trade_deal
                    action_cancel_trade_deal
            }
            can_send = {
                action_offer_trade_deal
                action_cancel_trade_deal
            }
        }
        all_technology_module = {}
    }
}
 

Attachments

  • civ_mod.rar
    7,7 KB · Views: 0
  • civ_trader test .sav
    762,9 KB · Views: 0
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