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GatekeeperHaig

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I couldn't find this already answered anywhere so I thought I'd open thread, I can seem to make an Origin Player only. I can't find any code in origins to stop it from happening, and so far I've had no luck with random_weight.
Both
Code:
random_weight = { base = 0 }
and
Code:
#random_weight = { base = 0 }
result in the AI picking my custom Origin, although I'll agree the chances are low.

If anyone knows the answer that would be super helpful!
 

James Fire

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modifier = {
factor = 0
is_ai = yes
}
?
 

James Fire

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potential = {
is_ai = no
}

That didn't work?
 

James Fire

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Ah, I bet I know why. The country isn't made yet.
 

Ryika

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Ah, my mistake - I forgot that Origins are implemented as Civics. Civics use special potential/possible/playable tags that can only check for Civics, Governments, active DLC, and a few other things.

However, I played around witth the origins, and setting the random_weight to 0 seems to work just fine for me.
 

GatekeeperHaig

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Ah, my mistake - I forgot that Origins are implemented as Civics. Civics use special potential/possible/playable tags that can only check for Civics, Governments, active DLC, and a few other things.

However, I played around with the origins, and setting the random_weight to 0 seems to work just fine for me.
It doesn't eliminate the chance sadly, basically, I had 5 of these similar origins, I found about every 5-6 test game I'd get one of them randomly appear. It's close, but not quite perfect.
 

Ryika

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Seems to work consistently for me.

I disabled the default Origin, and spawned 6 30 empire galaxies (well, 24, because I have 6 custom empires on force spawn), and the only default Origins I've seen were Advanced Empires spawned from the Lost Colony Origin. Did 3 more now just to check and still not a single default Origin.

There've been reports about impossible Civic/Origin combinations and other things, so who knows what's going on with them. May very well be that there's something completely unrelated that causes us to have different results.
 

littleraskol

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If setting the random chance to 0 doesn't work, that's kind of disturbing because I am making origins I definitely don't want the AI randomly using. But maybe a workaround would be an on_game_start triggered event that catches all empires with the origins one wants to be player-only, checks if the empire is AI, and if so, changes the country to have a different origin?
 

spacht

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According to Draconas on the Stellaris Modding Den Discord Origins will still spawn with random_weight set to 0. The only way to keep them from spawning is to remove the random_weight block entirely.
 

Ryika

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According to Draconas on the Stellaris Modding Den Discord Origins will still spawn with random_weight set to 0. The only way to keep them from spawning is to remove the random_weight block entirely.
Yeah, I've come to that same conclusion earlier today.

Not sure why it worked a few days ago, but the game clearly doesn't want to allow me my federation-only start now, even though all the other origins are at 0 weight and I removed all prerequisites from the federation start and deleted all prescripted empires.

Which is both interesting and confusing because the fallen empire origin is restricted the same way as all other origins are:

Code:
origin_fallen_empire = {
   is_origin = yes
   icon = "gfx/interface/icons/origins/origins_elder_race.dds"

   playable = {
       always = no # Non-player origin
   }

   possible = {
   }

   description = origin_no_effect

   random_weight = {
       base = 0
   }
}
So why exactly does THAT one not spawn randomly? It does have the random_weight tag, and playable is a tag that normally only applies to the player, so that's probably not it either. So...is it that empty "possible" tag? That can't be it, right?

There's some magic going on that I just can't wrap my head around.
 

Ryika

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No, I'm pretty sure it's because of the playable tag now.

If you remove the tag and add some weight to the fallen empire origin, then normal empires will spawn with that origin (which doesn't do anything, it's just for flavor in the UI).
So the playable tag does restrict AIs in this case, even though in other places (species portraits for example) it only applies to human players.

I guess that's not too surprising in the end, because we already knew that front end stuff like Governments, Civics and Origins use a different implementation of the potential/possible tags than the rest of the game.