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TheDarkMaster

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Allow civic potential/allow blocks to check for species traits (and planet preferences). This can allow certain civics to be made either valid or invalid with specific traits , such as a civic venerating the elderly being invalid with the fleeting trait, or to make civics that are related to species that live on specific planet types.

The structure would allow checking vs either the founding species, or any species within your empire.
 

Yandersen

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There is probably a sort of bug in error detection system: if I try to overwrite a vanilla technology by making a duplicate of it in a separate file (older in order alphabetically, of course, so that the new version of tech overwites the vanilla one) I see "Duplicate technology" entry in the error.log, but in game it looks and works fine, according to my testing. Would be nice to have an option to overwrite specific techs without touching vanilla files and see no strange messages.
 
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DinnyeHUNter

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Different advisors (and other SFX) for different species

It's may be not possible yet, but in Banks update there is the "bajen" advisor. This gave me the idea that it should be possible - even if in the future.

In soundgroups.asset you can add any extra soundgroups that override the original sounds. Currently it has "1_english" and "1_bajen".
To select the bajen soundgroup, you currently have to use the -bajen game launch option.

In 00_species_classes.txt you can define a few things for species classes. It has custom portraits, graphical culture and move pop sound. There should be an option to link "1_bajen" to any race by default.
For example:
Code:
REP = {
    portraits = {
        "rep2"   
    }

    graphical_culture = reptilian_01
    move_pop_sound_effect = "reptilian_pops_move"
    soundgroup = 1_bajen (or evil_alligators, or whatever"

This way you can define default voices/effects to different species classes. For enemies too. It is very annoying, that if I set a human voice to selecting a fleet, that sound plays when selecting enemy fleets too (e.g space whales. LOL)

More elegant way could be that players could select the sound at creating their empire. There are already two soundgroups (english and bajen), and the modded ones should show up there too.
 

Dazz

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There should be effects and triggers about sector stockpiles, because it's reasonable.

There should be war demand triggers outside war demand selection, because it's reasonable.
 

littleraskol

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So, certain events (the Prethoryn and Unbidden crises, most critically) check to see if the player has certain set defined governments to determine what response to give. However, the default "OK" response doesn't start the crisis events. This means that if you're using any mod-added governments, it doesn't seem that you can start the crises. I tested this using the "event" console command and confirmed that the Prethoryn Scourge doesn't spawn the appropriate events on triggering "crisis.18" as expected.

There's a mod that exists to fix this, but this seems like an oversight that will cause big problems for mods adding new government types. Could the event options that check for set government types get a real default option (i.e., that activates if all the other options fail)? To be clear, these are the events I'm talking about:

crisis.18
crisis.211
crisis.1007
crisis.1009
crisis.1271
pirate.1
 

littleraskol

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Currently, the only connection between policy and pop happiness is based on faction demands. This has rather severe implications for mods that add new policies: if you want your policies to interact with the happiness of pops by ethos, you need to edit an existing faction or make a new one that likes or dislikes the new policy. I think that as a modder's option for ease of implementation, it would be good for it to be possible to specify in the policy definition what effects a policy has on pop happiness by ethos.
 

MasterOfGrey

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I would like to be able to add different diplomatic options for creating other types of subjects.
 

AlphaAsh

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Fix using pop_environment_tolerance on buildings please, so it's correctly accounted for for purposes of forced migration and reported planet habitability. Or cop out (again) and just remove it from the last remaining vanilla building it's on, the Visitor Centre, effectively deprecating the only decent modifier modders have left for affecting planet habitability with buildings. Because that's always easier.
 

Elimdur

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Please add a new on_action entry "on_terraforming_finished" scoped to the planet the terraforming happened at, fired after the planet class has been changed.
 

Risa

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So, certain events (the Prethoryn and Unbidden crises, most critically) check to see if the player has certain set defined governments to determine what response to give. However, the default "OK" response doesn't start the crisis events. This means that if you're using any mod-added governments, it doesn't seem that you can start the crises. I tested this using the "event" console command and confirmed that the Prethoryn Scourge doesn't spawn the appropriate events on triggering "crisis.18" as expected.

There's a mod that exists to fix this, but this seems like an oversight that will cause big problems for mods adding new government types. Could the event options that check for set government types get a real default option (i.e., that activates if all the other options fail)? To be clear, these are the events I'm talking about:

crisis.18
crisis.211
crisis.1007
crisis.1009
crisis.1271
pirate.1
Since all options do the same thing in those events, it is better to move the actual effect to after (or immediate) module, leaving tooltip only in options.
 

Risa

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Please add a new on_action entry "on_terraforming_finished" scoped to the planet the terraforming happened at, fired after the planet class has been changed.
According to Wiz, this exists right now.
Code:
# Planet has been terraformed
# From = Planet
# This = Terraformer (country)
on_terraforming_complete = {
    events = {
    }
}
 

Elimdur

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According to Wiz, this exists right now.
Code:
# Planet has been terraformed
# From = Planet
# This = Terraformer (country)
on_terraforming_complete = {
    events = {
    }
}
You mean in their current dev build or in the released version 1.6.1? In my current 1.6.1 it is not present in the on_actions file.
 

Risa

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You mean in their current dev build or in the released version 1.6.1? In my current 1.6.1 it is not present in the on_actions file.
Released. It is usable. See this thread.
 
Last edited:

Sayonaki Tatsu

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assign_leader should be usable in planet and sector scopes
also - unassign_leader should be usable on the ruler.
Actually, both of this effects are now behaving strange. For example, you can actually assign an admiral to be a commander of spaceport which is ridiculous. And the only way to remove ruler is to kill him.
 
Last edited:

littleraskol

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And the only way to remove ruler is to kill him.
There is a mod that allows for removing the ruler another way. It's called "Regime Change - Retire Your Ruler" and works using the "exile_leader_as" command to force succession (by an election or inheritance). I have no tested it but it's a different command from killing the leader so presumably it does something different?
 

Sayonaki Tatsu

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May 26, 2016
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There is a mod that allows for removing the ruler another way. It's called "Regime Change - Retire Your Ruler" and works using the "exile_leader_as" command to force succession (by an election or inheritance). I have no tested it but it's a different command from killing the leader so presumably it does something different?
Hum. I thought, I've tried this command though. Thanks, I'll try it again.
Also, about leader modding in general, it'll be great to be able freely change leader class, experience and so on.

And, a completely different matter, now specifying species as non-colonizing one at creation automatically makes it forcibly relocated. It's quite uncovenient in terms of some modding.
 
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