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primem0ver

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I am writing an event that creates a tile blocker on a planet (which represents a tile on which all life has been wiped clean by an attack). I want the effect to kill any existing population on the tile in question. Is this done automatically? If not, is there a way to do this? I don't want the pop to move to another tile. The kill_pop seems to apply to the planet as a whole and is unconditional. Or can it be scoped to a tile?
 

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Ok Thanks.
 

Seomis

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A quick way to test something like this is to just run an effect from the console. In this case, select a planet you own and run:
Code:
effect random_tile = { limit = { has_pop = yes } set_blocker = tb_mountain_range }

It's also surprisingly satisfying to smoosh pops by dropping mountain ranges on their heads.
 

primem0ver

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LOL. Can anything that is run in a text file (script) be run a the console? I am wondering because I need to know if flags used for other things (besides components) can be defined in the common\component_flags folder. If possible, I need to tag stars (systems), planets, and fleets with a custom flag. I have a thread somewhere below this one asking about htis.
 

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So then theoretically, if I make a simple mod that adds a flag to test (test_flag) to a file in the component_flags folder, I could do this to test it's usability from the planet screen.

Code:
effect random_pop = { set_pop_flag = test_flag }
effect random_pop = { limit = { has_pop_flag = test_flag } kill_pop = this }
 

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I confirmed that this works with one small change. That is good to know.
Code:
effect random_pop = { set_pop_flag = test_flag }
effect random_pop = { limit = { has_pop_flag = test_flag } kill_pop = yes }