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Do they otherwise follow the template? So if say, we make a fanatic militarist type fallen empire that simply ignores your existence until you become a worthy adversary, would you just go setting them as 'honorbound' and just tweak the values like 'bravery' and such or do you need to do something else so they properly act like the 'base' fallen empires?
I'm wondering why Peaceful Traders need to be Materialist, given that Materialist refers to philosophical materialism in the game. Or put another way, why can't someone be Spiritual but also like making money?
How does that tie in with things like the species creator at the start of the game? i'm guessing it won't be as simple as changing:
Code:
trigger = {
is_country_type = fallen_empire
}
to
Code:
trigger = {
is_country_type = fallen_empire
}
OR = {
ai = no
}
}
to make something like a fallen empires shipset available to the player? (bare with me if the code is is a mess, operating off of ck2/eu4 knowledge here)
(ps. why wont it let me indent in code here?? much rage)
Well these are all AI personality types, so I don't think you have to specify it as 'unavailable to the player'. Simply by being AI, it's unavailable to the player.
Well these are all AI personality types, so I don't think you have to specify it as 'unavailable to the player'. Simply by being AI, it's unavailable to the player.
I know, i wasn't asking about personality types tho Wiz is responding on a thread modding, it's ma best chance for an answer, can't blame me for trying
I presume Fallen Empires' personalities just have most of their behaviors set to "no" and lowered willingness to do anything... and then for their specific quirk/awaken triggers, the events will just check AI personality, e.g. type = keepers_of_knowledge?
I presume Fallen Empires' personalities just have most of their behaviors set to "no" and lowered willingness to do anything... and then for their specific quirk/awaken triggers, the events will just check AI personality, e.g. type = keepers_of_knowledge?
The "fanatic_befrienders" AI will be used only if assigned to a specific species, or if you just design it ( = put the file in the right folder) , it will be a chance that a random species will use it ?
It'd take some time studying the codes and testing, but my plan for the Blorg Fallen Empire is:
Two personality types, 50/50 chance.
Type 1: The Blorgs have made too many mediocre friends in the past and suffered too many heartbreaks, so now they've become highly selective--only the best potential candidates will do for the Blorgs. And when they do eventually find that ideal friend... creepy stalker time!
Type 2: The Blorgs have become jaded after most of their beloved former friends left and/or died off... and they eventually become tsundere toward all these young upstart and i-it's not like they want to be friends or anything! But if they ever see someone else form a huge Alliance and Federation or have tons of Vassals and Protectorates, they become super jelly. Hmmph, how dare these whippersnappers not invite us to the party?!
The "fanatic_befrienders" AI will be used only if assigned to a specific species, or if you just design it ( = put the file in the right folder) , it will be a chance that a random species will use it ?
It basically says if ANY randomly generated species JUST SO HAPPENS to have the exact same ethos and traits as the Blorgs did, then they will have an extremely high chance to be Fanatic Befriender personality.
The "fanatic_befrienders" AI will be used only if assigned to a specific species, or if you just design it ( = put the file in the right folder) , it will be a chance that a random species will use it ?
Damn Wiz, you're tempting me to start modding in Stellaris and I'm already lacking time enough in my life to sleep and eat (maybe I could during either...).