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zakzak

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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.
 

Pode

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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.
 

Pode

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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?
 

Ventessel

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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?
 

AlphaAsh

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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?

There'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.
 
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Foraven

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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.

Look into "gfx\models\ships\other\" for "_other_entities.asset". The debris entities are there and you can use custom events to spawn them.
 

Pode

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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?

Unsubscribe and close Steam from your mod before updating it, sometimes it's thrown a fit for me if I don't.
 

Pode

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There'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.
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 purple
 

Pode

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Look into "gfx\models\ships\other\" for "_other_entities.asset". The debris entities are there and you can use custom events to spawn them.
Sorry, I wasn't clear. I was hoping to find the existing event that spawns them to crib off of for my custom event.
 

Ventessel

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Unsubscribe and close Steam from your mod before updating it, sometimes it's thrown a fit for me if I don't.
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.
 

Foraven

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Sorry, I wasn't clear. I was hoping to find the existing event that spawns them to crib off of for my custom event.

I found this that seem to have everything you want :

Code:
# 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 }
        }
    }
}
 

hadaev

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Someone know how to add 2-3 traits for created leader?
Try this
last_created_leader = {
add_trait = random_trait
}

But add_trait = random_trait didnt work, tried some variations like
add_trait = random_traits
add_trait = random
Code:
create_leader = {
                    type = scientist
                    species = event_target:population_improved_leaders_species
                    name = random
                    skill = 600
                    traits = {
                        trait = random_trait
                        trait = random_trait
                    }
                }
but still not working.
 

Axelius

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Going how traits for leaders work you might have to try random_leader_trait or random_scientist_trait, but it is also pretty likely that there isn't a random for the different leader types. You could make your own randomiser in script by using random_list
 

HP Delron

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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?
 

AlphaAsh

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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?

I'm not aware of any modifier that changes the influence cost of colonising. Or the energy maintenance of colonisers or colonising. Pretty sure that only base values for all these can be changed in defines.

There is a modifier for changing the speed of the colonisation. It's planet_colony_development_speed_mult

The modifier for changing cost of building frontier outposts is shipsize_outpost_station_build_cost_mult

To change the starting maximum storages, you can probably do it in defines again or just have a starting tech with the appropriate modifiers, which are max_energy, max_minerals and presumably max_influence. That last one is an assumption.
 

AlphaAsh

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  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Pillars of Eternity
  • Tyranny: Archon Edition
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.

There isn't. Axelius is correct that you will have to use random_list.