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Guilliman88

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Split the civic in two, different internal names with the same localisation texts so on the front end you don't see it's one or the other.

Code:
civic_1 = {
   potential = { ethics = { NOT = { value = ethic_hive_mind } } }
   possible = {
       authority = {
           value = auth_dictatorial
        }
   }
}



civic_2 = {
   potential = { ethics = { NOT = { value = ethic_hive_mind } } }
   possible = {
       ethics = {
           OR = {
               text = civic_tooltip_militarist
               value = ethic_militarist
               value = ethic_fanatic_militarist
           }
       }
    }
}
 

PalmettoExplorer14

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Unfortunately, the spiritualist faction has the list of "religious governments" hard-coded in its faction definition:

Code:
    demand = {
        title = "TRADITIONALIST_SPIRITUALIST_GOVERNMENT"
        unfulfilled_title = "TRADITIONALIST_SECULAR_GOVERNMENT"
        desc = "TRADITIONALIST_SPIRITUALIST_GOVERNMENT_DESC"
       
        fulfilled_effect = 5
        unfulfilled_effect = -5
       
        potential = {
            exists = owner
        }
       
        trigger = {
            owner = {
                OR = {
                    has_government = gov_theocratic_monarchy
                    has_government = gov_theocratic_dictatorship
                    has_government = gov_theocratic_oligarchy
                    has_government = gov_theocratic_republic
                    has_government = gov_celestial_empire
                    has_government = gov_divine_empire
                    has_government = gov_holy_tribunal
                    has_government = gov_celestial_empire
                }
            }
        }
    }

I ran into trouble with this with my own civics mod and the only way I can think to deal with it is to edit 00_traditionalist.txt, which for compatibility reasons I really don't want to. Would be nice if you could create flags on government definitions (like "set_gov_flag = religious_gov" or something) and have the demand scope for that.

Hm...I see. I'm guessing it is hard coded as well for what government names you get when you use certain civics, authorities, and ethics then correct? If that's the case then that might be why my Templar Council government isn't showing up like it should when you create/edit a new/existing empire.
 

littleraskol

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Hm...I see. I'm guessing it is hard coded as well for what government names you get when you use certain civics, authorities, and ethics then correct? If that's the case then that might be why my Templar Council government isn't showing up like it should when you create/edit a new/existing empire.
That's not hard coded but it is weighted. Basically for any valid combination of ethos/authority/civics that a government requires, it needs to have the highest weighting for all possible matching combinations in order to show up. See what the weight = { } bit at the end has, try setting the base value to 9000 or something to test.
 

littleraskol

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Split the civic in two, different internal names with the same localisation texts so on the front end you don't see it's one or the other.
I'd hoped to avoid this but I guess it can't be helped!

Another question: is there ant way to make the effect of a civic hidden? Both of these ignore whatever is defined:

Code:
  modifier = {
    hidden_effect = {
        navy_size_mult = 5
    }
  }
  
  modifier = {
    hidden = {
        navy_size_mult = 5
    }
  }

I have a civic with a lot of little effects that I don't want to bother the player with seeing, so I'd rather just hide the effects and have a custom tooltip for it.
 

PalmettoExplorer14

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That's not hard coded but it is weighted. Basically for any valid combination of ethos/authority/civics that a government requires, it needs to have the highest weighting for all possible matching combinations in order to show up. See what the weight = { } bit at the end has, try setting the base value to 9000 or something to test.

Oh....Didn't think about the weights.

tumblr_nj6cg4I6Xh1trbh6do1_400.gif


Well I'll have to check it out once I get off work.
 

Carl_Bar

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I've got some weirdness with a mod i've made, only edits are in Component_Templates, Ship_Sizes, and Section_Templates and none touch any of the leviathans, but they're not being created at galaxy gen from what i can tell, and i have no idea why...

Ooookay, i could be completely wrong on this, doing an integrity check but some looks from observer are showing frighteningly low rates of spawns for leviathans even without mods, much lower than i was getting when i first grabbed that DLC, maybe the 1.5.1 patch broke somthing.

Nope, nadda, no change. Think i'm going to make a general thread.
 
Last edited:

exelsisxax

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Several quick questions:
does there exist a property which can apply a multiplier to ship power, with the source being from the ship/component, or as an empire modifier from tech or strategic resources?
Is there any way to interact with hyperlanes, other than their galaxy generation parameters in the defines?

Last, and probably futile: is there a way to get damage reduction on ships other than armor? We can't create properties, as far as I know.
 

PalmettoExplorer14

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you will need to poke around in diplo_phrases methinks, if i understand your question correctly.

Okay....That's not coming up.

I did find the text in the tutorial_l_english.yml file.

That's helpful, but that's not telling me where to find the file that I need to look at to see what causes VIR to pick which greeting to use. If I want him to use this:

advisor.1.desc_22:0 "Welcome, Archon.\n\nI am VIR, a prototype synthetic intelligence developed under utmost secrecy by the military. High Command has activated me to serve as your advisor and strategic analyst.\n\n$advisor.1.desc_filler$"

I got to figure out what fires it off so I can finally finish the Templar Council government mod.

Can anyone help me here, please?

I will also say this as well: MODDING CAN AND WILL GIVE YOU A HEADACHE BUT IT'S WORTH IT IN THE END!
 

Xoatl

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Okay, I've been trying for nearly four days and I am all out of ideas. I have four events I want to trigger on game start through the on_actions.txt. I made an events.txt and one event would work but the other three wouldn't. It doesn't matter which ones either. If I make one big event or whatever it still doesn't work. Consistently only 1-2 of them work out of the 4. It's almost as if theres a cap on how many things can trigger on game start.

EDIT: Hold on, I think I found a way around it. It's so annoying and not straightforward though.
 
Last edited:

littleraskol

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Hate to bump my own question but I'm really curious about this: is there any way to make the effect of a civic hidden? Both of these ignore whatever is defined:

Code:
  modifier = {
    hidden_effect = {
        navy_size_mult = 5
    }
  }
 
  modifier = {
    hidden = {
        navy_size_mult = 5
    }
  }

I have a civic with a lot of little effects that I don't want to bother the player with seeing, so I'd rather just hide the effects and have a custom tooltip for it.
 

Kyojin

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Does the show_notifications = no in kill_leader just not work at all?

I can not get the notification to not show. I even check some of the vanilla events and it still shows the notification.
 

razaron

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How can I access variables across files?

For example:
I have a file, "razaron_constants.txt":
Code:
razaron_tech_cost_mult = 2.5

and I want to access it from "razaron_eng_tech.txt":
Code:
@tier1cost1 = 360 * razaron_tech_cost_mult
 

Tarhun

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Is there a way to limit a species trait picked during creation to a particular government or authority type in the same way that certain traits are limited by ethos?

The wiki lists "requires_governments" as a possible trait parameter but trying to use this crashes the game on startup, presumably it no longer works in 1.6.1 (or I'm using it wrong).
 

PalmettoExplorer14

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Okay, I got my Templar Council working, but I've noticed that part of the intro of not only my empire's but all empires gets cut off. It's the part that's the fluff for your FTL choice. Not sure why that is.

I still not what it is. It could be bug with my mod since I accidentally edited the vanilla files and forgot to make copies of them. DOH!

Anyhow, I'm trying to create a unique event.

Basically, a scientist from an empire that you're rivaling, sends you a message, warning you that his/her military has created a powerful planet-killer. In good conscience, he can't allow such a weapon of utter mass destruction be unleashed onto the galaxy. As he warns you, you hear the sound of banging and shouting. Panicking the scientist tells you that the weapon can be found on another world outside both your and your rivals' borders. You have to get there and destroyed the weapon before it gets fully active!

So, has anybody have any sort of advice on how to create such an event?
 

Risa

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How can I access variables across files?

For example:
I have a file, "razaron_constants.txt":
Code:
razaron_tech_cost_mult = 2.5

and I want to access it from "razaron_eng_tech.txt":
Code:
@tier1cost1 = 360 * razaron_tech_cost_mult
Not possible. The script isn't a full-fledge programming language.
 

Guilliman88

Planet Modifier Guy
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I have a civic with a lot of little effects that I don't want to bother the player with seeing, so I'd rather just hide the effects and have a custom tooltip for it.

Code:
  hidden_effect = {
    modifier = {
        navy_size_mult = 5
    }
  }


If that doesn't work I don't think it'll be possible
 

Risa

Lt. General
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Hate to bump my own question but I'm really curious about this: is there any way to make the effect of a civic hidden? Both of these ignore whatever is defined:

I have a civic with a lot of little effects that I don't want to bother the player with seeing, so I'd rather just hide the effects and have a custom tooltip for it.
Try this
Code:
    modifier = {
        hidden:navy_size_mult = 5
    }
Not sure if it works, though.