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UberWaffe

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I don't think it is possible to use conditions in the system initializers. I am getting this error in the log:
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# }
}
Error: "Unexpected token: if, near line: 10

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:
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#
}
}
Note: No ' } ' after ' scenario# ' and ' sun# ' but are rather on the next line.
 

Nihil Aeternus

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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:
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#
}
}
Note: No ' } ' after ' scenario# ' and ' sun# ' but are rather on the next line.

I was not using any comments in my code within or even close to the if statement. I simply don't think the system is capable of using conditions within the star system files.
 

Swiss Halberdier

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First of all thanks a lot to all Paradox developers, modders and players for their very helpful answered questions here on the thread! :)

A question to the developers:
Do you plan to add a "Mod Loading Order Feature" to the Mod Launcher screen?

That we can choose which mods have the higher priority instead of just the alphabetical loading system?
 

Haliphas

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You don't need photoshop/maya if you're just reusing pre-existant models and textures, right?

I've been trying to create a custom planet class using station meshes/textures. The result:

1BB1AB5B3CCC9FA15C1B11604278CA511FE7C097

It can be interacted with and colonized and generally functions exactly as it should - I just can't get it to have textures. Any help would be appreciated with this - I'm really at a loss for what I'm doing wrong.

This is script for the planet class:
Code:
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
}

And the asset file:
Code:
entity = {
   name = "planetship_01_entity"
   pdxmesh = "fallen_empire_01_station_small_mesh"
   scale = 1.0
}
 

Lailani

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1.) Is there a way to force Sector Ai to permanently keep one pop working the tile with a specific building? ( The building would be my mod's new building, and as it is used to drastically rise habitability of a new, modded planet class, the building simply needs one pop non-stop on it - no compromises with that! ).

2.) Is there a foolproof way to 100% block / prevent Ai controlled empires from researching a specific technology? ( make that 1000% ! )

I would ask for basic code for the issues i mentioned above.
Thanks in advance !
 

Elth

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about your second question, I will take for example one of the technologies on one of my mods and do what think it should to do that:

tech_impindustry_I = {
cost = @tier1cost2
area = engineering
tier = 2
category = { industry }
weight = @tier1weight2

modifier = {
tile_resource_minerals_mult = 0.02
tile_resource_energy_mult = 0.02
}

weight_modifier = {
factor = 7
modifier = {
factor = 0
is_ai = true
}

}

ai_weight = {
modifier = {
factor = 0
is_ai = true
}

}
}

I think this should do the trick even if you only use it on the "ai_weight" but just to be sure I used it on both, not tested though.
 
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DDRussian

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If you mod in a wargoal to change your opponent's policies, other than the ones currently present for outlawing slavery and purges, can you use that to change their policies to ones that their ethos normally block? For example, I want to add a wargoal to outlaw interference and enlightenment of natives, forcing a loser to change their native interference policy to "passive observation" and their native enlightenment policy to "prohibited". Given that fanatic xenophobes cannot normally choose passive observation, will this wargoal still work normally as does the "stop atrocities" one, or do I need to add anything else to the mod?

Also, is there a way to have a wargoal force a migration treaty to be applied, such as having a wargoal that forces an opponent to allow free migration and makes a migration treaty with you that cannot be cancelled for 10 years or so? And can you use this to force a trade deal through a wargoal?

Also, is there a way to mod in new diplomatic actions, or are those hard-coded into the game with the files just specifying their requirements?
 
Last edited:

Karl244

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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.
 

Axelius

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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.
You should be able to use greater than for balance no problem.

As for the second part, no.
 
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SolarGuy

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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.
 

Swiss Halberdier

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I have a question about modding the *_defines.lua file.

If I decrease the following vanilla values would it speed the things up?

NDefines.NShip.WARP_WINDUP = 1.0 -- Distance multiplier to warp windup in microupdates
NDefines.NShip.WARP_WINDDOWN = 5.5 -- Distance multiplier to warp winddown in microupdates
NDefines.NShip.HYPERLANE_WINDUP = 150 -- In micro updates ( 10/day )
NDefines.NShip.JUMPDRIVE_WINDUP = 150 -- In micro updates ( 10/day )
NDefines.NShip.JUMPDRIVE_WINDDOWN = 50 -- In micro updates ( 10/day )

If I increase the following vanilla values would it speed the things up?

NDefines.NShip.WARP_INTERSTELLAR_TRAVEL_SPEED = 0.20 -- In micro updates ( 10/day )
NDefines.NShip.HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 1.0 -- In micro updates ( 10/day )
NDefines.NGameplay.WORMHOLE_OPEN_SPEED = 1.3 -- Wormhole opening speed. Wormhole capacity is incremented with this every micro update

Are my thoughts correct? Thanks in advance for any help!
 
Last edited:

blallo

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i remember reading about a folder where one could place custom galaxies. Where did that went? i can't find anything on the wiki. Did paradox dropped custom scenarios?
 

Tuttu

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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 ?
 
Last edited:

AlphaAsh

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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 ?

Whilst there is a has_prev_building condition check, there doesn't appear to be a has_prev_blocker condition check. Since the scope you need to query is tile, you need something like has_prev_blocker to get the actual blocker type. Try it, see if it's exposed and just undocumented.
 

AlphaAsh

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Mar 16, 2015
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www.alphastrikegames.com
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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?

With a very large if cluster with static checks, making it ugly if you then add more techs or want it to work with other modded techs. There's no easy way to parse a list/array of a country's techs. You get to c&p has_technology checks until your fingers hurt. Enjoy.