I don't think it is possible to use conditions in the system initializers. I am getting this error in the log:
Error: "Unexpected token: if, near line: 10Code:# Empire Initializer I random_empire_init_01 = { if = { limit = { ideal_planet_class = pc_arctic } #intializer for moon of gas giant scenario# } if = { limit = { ideal_planet_class = pc_desert } #intializer with planet close to sun# } }
# Empire Initializer I
random_empire_init_01 = {
if = {
limit = {
ideal_planet_class = pc_arctic }
#intializer for moon of gas giant scenario#
}
if = {
limit = {
ideal_planet_class = pc_desert }
#intializer with planet close to sun#
}
}
The code seems to have syntax errors. Specifically, there are closing brackets for the if statements after the # of a comment, so those will be ignored and thus cause a malformed if statement.
Should probably look like:
Note: No ' } ' after ' scenario# ' and ' sun# ' but are rather on the next line.Code:# Empire Initializer I random_empire_init_01 = { if = { limit = { ideal_planet_class = pc_arctic } #intializer for moon of gas giant scenario# } if = { limit = { ideal_planet_class = pc_desert } #intializer with planet close to sun# } }
pc_planetship = {
entity = "planetship"
picture = pc_tropical
tile_set = pc_tropical
icon_frame = 1
entity_scale = 5.0
enable_tilt = no
fixed_entity_scale = yes
atmosphere_color = hsv { 0.50 0.2 0.8 } #DONE
atmosphere_intensity = 1.0
atmosphere_width = 0.5
city_color_lut = "gfx/portraits/misc/colorcorrection_desert.dds"
extra_orbit_size = 0
extra_planet_count = 0
chance_of_ring = 0.0
planet_size = 25
moon_size = 25
colonizable = yes
ideal = yes
starting_planet = no
}
entity = {
name = "planetship_01_entity"
pdxmesh = "fallen_empire_01_station_small_mesh"
scale = 1.0
}
You should be able to use greater than for balance no problem.Is there anyway of checking if a country has a minimal energy balance? Because when using the balance = number is only true for that value.
Is there also a way to do something like num_ships > 0.8 * naval_capacity? If not, it would make some things much more hard to code.
Doesn't seem like it. I have a mod that lets you turn normal planets into tomb worlds, and even as a tomb world it still has 100% habitability for the species that has it as their homeworld.Short question. Can i modify the habitability of the homeworld (so, get around the perma 100%)?
Doesn't seem like it. I have a mod that lets you turn normal planets into tomb worlds, and even as a tomb world it still has 100% habitability for the species that has it as their homeworld.
When you use the on_action file to detect a on_blocker_remove, is there a way to retrieve which kind of tile blocker has been removed ?
I've got an event that creates a country, but the country starts with no techs. How would I go about granting the new country the same technology as another country?