Can the value of planetary bombardment be moddified at the empire level?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Kaptain5

Private
29 Badges
Jun 4, 2017
14
7
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
I would like to make a mod that includes a technology that increases the damage from orbital bombardment.

I know it is possible to modify orbital bombardment because that is what shield generators do. In the building file they use the modifier "planet_orbital_bombardment_damage = -0.75"

I would like to modify orbital bombardment on the empire level. I tried "empire_orbital_bombardment_damage " but it did not have any effect.

Could someone with more modding experience please tell me if what I am trying to do is possible?
 

Kain2K

Captain
113 Badges
Mar 2, 2011
398
664
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Stellaris: Nemesis
  • Cities: Skylines - Campus
  • Prison Architect
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Imperator: Rome Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Stellaris: Megacorp
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
Just try the planet_orbital_bombardment_damage modifier on the country scale with a very high value (10 for example) and look what happens. That is at least what I do in those cases.
 

Kain2K

Captain
113 Badges
Mar 2, 2011
398
664
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Stellaris: Nemesis
  • Cities: Skylines - Campus
  • Prison Architect
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Imperator: Rome Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Stellaris: Megacorp
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
How would I make a planetary modifier effect a whole empire like that?
My experience is that most planetary modifiers can be put into the global scope by just using it there. In that case a planetary modifier would automatically be applied to any eligible planet. Problem is, the most propable thing that would happen is that it manipulates the bombardment damage you receive, instead of the damage you do. So you might want to try to change the scope with a limit tag or something.

But: I haven't modded anything aside from edicts. So I can't be sure what the posibilities with technologies are. In theory, everything you put into the modifier tag should be fully scriptable. So just try and see what happens. The worst thing that could happen is that your game crashes.
 

Kain2K

Captain
113 Badges
Mar 2, 2011
398
664
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Stellaris: Nemesis
  • Cities: Skylines - Campus
  • Prison Architect
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Imperator: Rome Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Stellaris: Megacorp
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
It's not easy to get the game crashed by mods ;)
I know. But since it is possible, it's the worst that could happen.

I think, there is a hook for bombarding in the on_action.txt, where you can get the bombarded planet scope and apply the modifier by event. That's not perfect, but it's doable...
As far as I remember there is a hook. You should be able to increase the damage if a certain flag is set. But can you set a flag through a technology?
 

Kaptain5

Private
29 Badges
Jun 4, 2017
14
7
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
Thanks for the help! My current plan based on this to have a technology set some sort of empire-wide flag and when an empire with the flag bombards a planet the planet being bombarded receives say +50% planetary damage. I would like to do this without an annoying event that will flash every single time a planet is bombarded (like what used to happen with hydrogen bombing back in the day >.< RIP).

If I am successful with this approach I will post back here in the future on the off chance that another modder would like to do a similar thing or has to work around similar limitations to moddifiers.
 

Fisk

Captain
16 Badges
Apr 7, 2017
440
0
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
Thanks for the help! My current plan based on this to have a technology set some sort of empire-wide flag and when an empire with the flag bombards a planet the planet being bombarded receives say +50% planetary damage. I would like to do this without an annoying event that will flash every single time a planet is bombarded (like what used to happen with hydrogen bombing back in the day >.< RIP).

If I am successful with this approach I will post back here in the future on the off chance that another modder would like to do a similar thing or has to work around similar limitations to moddifiers.
event flashing? If you use hide_window = yes, shouldn't that make the event not be visible to the player at all?