AI Empire custom solar system initialization?

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poopchute

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I've made my custom empires, put them in mod/mod_name/common/solar_system_initializers and mod_name/prescripted_countries.

The races are set to always be on, so if the mod if checked, they will be in the game. They are also there as user selectable. If I select them as a person, the custom solar system and custom neighbouring systems spawn in correctly.

The problem is, the custom races played by the AI spawn in with the correct system and homeworld name, but the star and other planets in the system are random, instead of the custom ones that show if a human selects them.

How do I correctly call the solar system initializer for an AI Race?
 

Hertog Jan

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I bumped into exactly the same problem a few days ago. It is very annoying, the more so because I have not found any solution for it. There are some other people on the forum who have been thinking about this problem as well, but so far there has not been a solution. Actually a developer should shed some more light on this question. It would be quite unbelievable if this 'bug' was overlooked by the developers or diliberately designed to exist.

I am now trying to work around it with some starting events, which should found a colony on the system which should be your real homeworld (it worked), and then destroy a fake initializer world (have not made progress on this at all, as these initializers seem impossible to override).
 
Last edited:

Gaffi_77

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Why is that a Problem? You should explore new UNKNOWN worlds and not scripted. I've been experementing with system_initializers for my Star Trek Mod and i dropped that idea very fast.
 

poopchute

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So, without any of the planets or systems from Star Trek, it isn't going to be very Star Trek, is it?

I've played several times through random galaxies. That's great. Now, I want to make at least the home systems for each of the races static, while still leaving hundreds of random systems. Plus, the home systems are randomly located relative to each other.