I want to set a flag when you build a special robot. I tried using on_queued inside the file it self. On_pop_birth and on_building queued but I could not do it.
How are tech cards drawn? messing with it seems to indicate that tech cost and tech weight both play a role and it's not strictly a function of tech weight. Do the tier requirements and prereqs narrow the deck before or after cards are drawn? If after, do those rejected techs get the not chosen weight modifier for the next draw?
How is battle debris created? Searching the vanilla files for "debris" doesn't turn up anything useful. I'd like to study how it's done in hopes of eventually adding a small chance of it enabling the tech option for an FTL drive other than your starting type.
Alright, so I have an update ready for the mod, but every time I go to upload via the launcher, Steam throws me an error. I did have to reconstruct the .mod file because it wasn't in the git repo and I had lost my old laptop with the main files on it. Could that have anything to do with the issue?
Any workaround for this? Has anyone else had trouble updating their mods?
Very helpful indeed. IOU one beer. This means I can see for myself whether the is_rare flag has any mechanical effect on weight or if it just makes the tech purpleThere's a console command that will list the current weighting on a tech category. Very useful. techweights [soc/phy/eng]
Tech weight determines the chance of a card being drawn. I don't think tech cost alters that. Tier and prereqs narrow before, I think. Weights are recalced and RNG redone on the next draw. As far as I can tell.
Sorry, I wasn't clear. I was hoping to find the existing event that spawns them to crib off of for my custom event.Look into "gfx\models\ships\other\" for "_other_entities.asset". The debris entities are there and you can use custom events to spawn them.
This didn't seem to work for me. I don't usually subscribe to my own mods, since that seemed to cause issues in the past. I'll try deleting the local game data and see if that works.Unsubscribe and close Steam from your mod before updating it, sometimes it's thrown a fit for me if I don't.
Sorry, I wasn't clear. I was hoping to find the existing event that spawns them to crib off of for my custom event.
# Swarm Queen (HIDDEN)
country_event = {
id = crisis.100
hide_window = yes
fire_only_once = yes
trigger = {
has_global_flag = prethoryn_main_invasion
is_country_type = swarm
NOT = { has_country_flag = injured_swarm_queen }
any_system = {
exists = owner
owner = { is_country_type = swarm }
}
}
mean_time_to_happen = {
months = 820
}
immediate = {
set_country_flag = injured_swarm_queen
random_system = {
limit = {
any_planet = {
exists = owner
owner = { is_country_type = swarm }
}
}
save_event_target_as = queen_system
create_ambient_object = {
type = "injured_queen_object"
location = solar_system
}
last_created_ambient_object = { save_event_target_as = injured_queen }
create_ambient_object = {
type = "large_debris_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 5
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_small_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 15
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_small_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 20
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_small_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 25
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_large_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 10
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_large_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 15
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
create_ambient_object = {
type = "dead_swarm_large_object"
}
last_created_ambient_object = {
set_location = {
target = event_target:injured_queen
distance = 20
angle = random
}
set_ambient_object_flag = dead_prethoryn
}
}
every_country = {
limit = {
#is_ai = no
is_country_type = default
}
country_event = { id = crisis.101 }
}
}
}
create_leader = {
type = scientist
species = event_target:population_improved_leaders_species
name = random
skill = 600
traits = {
trait = random_trait
trait = random_trait
}
}
Not working.random_leader_trait or random_scientist_trait
Yeah, I thought about it, but it's a lot of work, I would like to think that this comand is already in the game.You could make your own randomiser in script by using random_list
Question 1: Is there a modifier that changes expansion costs that is say -20 or +0.2 multiplier to the cost for colonizing and/or building frontier outposts.
Question 2: How do I change the starting maximum storage values for resources minerals/energy/influence?
Not working.
Yeah, I thought about it, but it's a lot of work, I would like to think that this comand is already in the game.