you would think that it would be spawn chance however when iwas trying to make upliftables more common by slowly increasing the modifier over repeated games, then going in and exploring every planet in the galaxy, it has no effect.
this
# Uplifting Generic Ocean
anomaly_category = {
key = "UPLIFT_OCEAN_CAT"
desc = "UPLIFT_GENERIC_CAT_DESC"
picture = GFX_evt_ship_in_orbit
level = 1
#risk = 0
spawn_chance = {
modifier = {
add = 10
is_planet_class = pc_ocean
# FROM = { owner = { NOT = { has_country_flag = upl_ongoing_generic } } }
}
}
on_success = {
# FROM = { owner = { set_country_flag = upl_ongoing_generic } }
}
on_fail = {}
on_critical_fail = {}
}
spawns a total of 5 presentients
this
# Uplifting Generic Ocean
anomaly_category = {
key = "UPLIFT_OCEAN_CAT"
desc = "UPLIFT_GENERIC_CAT_DESC"
picture = GFX_evt_ship_in_orbit
level = 1
#risk = 0
spawn_chance = {
modifier = {
add = 100000000000000
is_planet_class = pc_ocean
# FROM = { owner = { NOT = { has_country_flag = upl_ongoing_generic } } }
}
}
on_success = {
# FROM = { owner = { set_country_flag = upl_ongoing_generic } }
}
on_fail = {}
on_critical_fail = {}
}
also spawns 5 presentients.
so does anyone know what the game actually uses to evaluate what anomaly will be placed?
this
# Uplifting Generic Ocean
anomaly_category = {
key = "UPLIFT_OCEAN_CAT"
desc = "UPLIFT_GENERIC_CAT_DESC"
picture = GFX_evt_ship_in_orbit
level = 1
#risk = 0
spawn_chance = {
modifier = {
add = 10
is_planet_class = pc_ocean
# FROM = { owner = { NOT = { has_country_flag = upl_ongoing_generic } } }
}
}
on_success = {
# FROM = { owner = { set_country_flag = upl_ongoing_generic } }
}
on_fail = {}
on_critical_fail = {}
}
spawns a total of 5 presentients
this
# Uplifting Generic Ocean
anomaly_category = {
key = "UPLIFT_OCEAN_CAT"
desc = "UPLIFT_GENERIC_CAT_DESC"
picture = GFX_evt_ship_in_orbit
level = 1
#risk = 0
spawn_chance = {
modifier = {
add = 100000000000000
is_planet_class = pc_ocean
# FROM = { owner = { NOT = { has_country_flag = upl_ongoing_generic } } }
}
}
on_success = {
# FROM = { owner = { set_country_flag = upl_ongoing_generic } }
}
on_fail = {}
on_critical_fail = {}
}
also spawns 5 presentients.
so does anyone know what the game actually uses to evaluate what anomaly will be placed?