Bump. Any news about this for Capek patch?
Bump. Any news about this for Capek patch?
Bump. Any news about this for Capek patch?
Yeah, for planet and sector scopes.Or work for planet scope for assigning governors?
Well, lets try to summon @Wiz :
1. Is it possible, that button effect will pick up current scope (not only country)?
2. Is it possible to add assign_leader effect to sector scope?
#A building construction has been completed.
# This = Army
# From = Planet
on_army_recruited = {
events = {
}
}
Yes someone anyone, @Wiz can we please get this feature finished, the button effect was intended to be a means for us to replicate the targeted decisions in CKII, but we still lack the functionality to move from the country scope. Could you please revist this sometime soon?
@Divine Hi, is there a way to define what defense armies are spawned exactly? If I want 2 different buildings to spawn different armies?
building_stronghold = {
base_buildtime = 180
is_listed = yes
defense_armies = 3
protects_from_bombardment = yes
Nope :< If you let it spawn with other armies it gets quite buggy.
I have a defense fortress that spawns special "bunker armies":
first it spawns 1 army a month, up to the set number I defined in the building while deleting one normal defensive army.
Once it reaches that number, it starts to delete 1 (or 3 dont remember) per month until there are none left.
then it starts to place more of the bunker armies until it reaches the planets cap (based on pop).
Very buggy. But at least the buggyness is consistent so it's a "feature" for the time being.
Edit; I made a video of it happening a while ago (after 2.0):
defense_army = {
defensive = yes
is_building_spawned = yes
health = 1.25
damage = 1.50
morale = 1.25
collateral_damage = 0.0
war_exhaustion = 0.0 # No WE from defense armies
icon_frame = 1
potential = {
from = {
NOT = { is_enslaved = yes }
tile = {
NOT = { has_building = building_plentiful_traditions_advanced_slave_processing }
}
}
from = {
NOR = {
has_trait = "trait_robotic_1"
has_trait = "trait_robotic_2"
has_trait = "trait_robotic_3"
has_trait = "trait_machine_unit"
is_sapient = no
}
}
owner = {
OR = {
NOT = { has_authority = auth_machine_intelligence }
has_valid_civic = civic_machine_assimilator
}
}
}
}
# Slave Armies
defense_slave_army = {
defensive = yes
is_building_spawned = yes
damage = 0.75
health = 1.00
morale = 1.50
collateral_damage = 1.00
war_exhaustion = 0.00
icon_frame = 10
prerequisites = { "tech_neural_implants" }
allow = {
has_building = building_plentiful_traditions_advanced_slave_processing
}
potential = {
from = {
is_enslaved = yes
tile = {
NOT = { has_building = building_plentiful_traditions_advanced_slave_processing }
}
}
from = {
NOR = {
has_trait = "trait_robotic_1"
has_trait = "trait_robotic_2"
has_trait = "trait_robotic_3"
has_trait = "trait_machine_unit"
is_sapient = no
}
}
owner = {
NOT = { has_authority = auth_machine_intelligence }
}
}
}
# Slave Armies
advanced_defense_slave_army = {
defensive = yes
is_building_spawned = yes
damage = 0.95
health = 1.00
morale = 2.00
collateral_damage = 1.75
war_exhaustion = 0.00
icon_frame = 10
prerequisites = { "tech_neural_implants" }
allow = {
has_building = building_plentiful_traditions_advanced_slave_processing
}
potential = {
from = {
is_enslaved = yes
tile = {
has_building = building_plentiful_traditions_advanced_slave_processing
}
}
from = {
NOR = {
has_trait = "trait_robotic_1"
has_trait = "trait_robotic_2"
has_trait = "trait_robotic_3"
has_trait = "trait_machine_unit"
is_sapient = no
}
}
owner = {
NOT = { has_authority = auth_machine_intelligence }
}
}
}
Agree with @Guilliman88. Stellaris mod support is lagging behind the other 3 (soon to be 4) paradox titles significantly. 2.2 was even a step backwards in some areas.
Well yes.... That's because it is 32 bit.It also doesn't help that Stellaris acts more like a 32-bit game instead of a 64-bit game
This is stupid. A game this complex would need all the processing power it can get...Well yes.... That's because it is 32 bit.