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hadaev

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Any ideas how to get leader from pool?

If i set leader to country, it became ruler.
If i set it to fleet and unassign, governor from capital kicked away.
And looks like set_leader and assign_leader not worked to planet.
Code:
capital_scope = {
            if = {
                limit = {
                    exists = leader
                }
                leader = {
                    exile_leader_as = test1
                }
            }
        }
        every_pool_leader = {
            exile_leader_as = test
            root = {
                create_fleet = {
                    name = "Science Ship"
                    effect = {
                        set_owner = root
                        create_ship = {
                            name = random
                            random_existing_design = science
                        }
                        set_location = root.capital_scope
                        set_leader = test
                        unassign_leader = this.leader
                        delete_fleet = this
                    }
                }
            }
        }
        random_owned_planet = {
            set_leader = test1
        }
 

littleraskol

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Can someone please please tell me what I'm doing wrong here! I'm not sure what is going on here but somehow my mod keeps cutting out the part of the empire intro that talks about your FTL choice. And I still can't get VIR to use the right greeting. I've struggled and struggled with this and I'm at my wits end here! I've tried everything I could. Heck I even uninstalled and reinstalled the game twice to make sure I didn't do something stupid and that didn't work. The mod works except for those two snags and I don't know what to do.

Can someone please help me here before I resort to ripping my hair out by the roots!?

I'm sorry about being melodramatic here but I've seriously don't know what I'm doing wrong. Ive looked at the code multiple times and I can't make heads or tails at what I did wrong.

Here's the link (since I'm on my iPhone posting this): https://steamcommunity.com/sharedfiles/filedetails/?id=908539440

So, the impression I've gotten of your project so far is that you're adding new governments to the game, not altering anything in the base game. If you are altering the base game, ignore what I say next. Otherwise, first comment: Don't just take the base game files and add things to them. It isn't necessary unless you're changing something defined in the base game and can create compatibility issues (with other mods that need to edit base game files and with later updates to the file from Paradox). You can make totally new files to contain your new stuff and the game will load them just fine so long as they are in the same folder. (Edit: A recommendation for making your own files is to make them all with a prefix semi-unique to you and the project so there's almost no chance of a conflict with another mod. So you could use "palex_tc_" or something, this is based on the name "PalmettoExplorer" and the "Templar Council" government type name. I actually will do the same thing with every named thing I define in my mods for an extra layer of incompatibility paranoia but I think that might be excessive?)

Second comment, I think the issue (or at least an issue) is that's there's an unclosed bracket in your definition of the start screen:

Code:
part = {

location = 1
localization = "START_SCREEN_PART_TWO_TEMPLAR_COUNCIL"

trigger = {

has_government = gov_templar_council
NOT = { has_country_flag = custom_start_screen }
}

# Plutocratic Oligarchy
part = {

Note that the last bracket matches "trigger = {" and so the "part = {" block isn't closed here. I'm honestly not sure where it closes, if anywhere. You can check for this kind of thing in Notepad++ or Atom by putting the cursor next to a bracket and seeing which next bracket is highlighted or underlined.
 
Last edited:

Guilliman88

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Is there a way to change the height (Z-axis) of an ambient object created trough events?
 

PalmettoExplorer14

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So, the impression I've gotten of your project so far is that you're adding new governments to the game, not altering anything in the base game. If you are altering the base game, ignore what I say next. Otherwise, first comment: Don't just take the base game files and add things to them. It isn't necessary unless you're changing something defined in the base game and can create compatibility issues (with other mods that need to edit base game files and with later updates to the file from Paradox). You can make totally new files to contain your new stuff and the game will load them just fine so long as they are in the same folder. (Edit: A recommendation for making your own files is to make them all with a prefix semi-unique to you and the project so there's almost no chance of a conflict with another mod. So you could use "palex_tc_" or something, this is based on the name "PalmettoExplorer" and the "Templar Council" government type name. I actually will do the same thing with every named thing I define in my mods for an extra layer of incompatibility paranoia but I think that might be excessive?)

Second comment, I think the issue (or at least an issue) is that's there's an unclosed bracket in your definition of the start screen:

Code:
part = {

location = 1
localization = "START_SCREEN_PART_TWO_TEMPLAR_COUNCIL"

trigger = {

has_government = gov_templar_council
NOT = { has_country_flag = custom_start_screen }
}

# Plutocraticf Oligarchy
part = {

Note that the last bracket matches "trigger = {" and so the "part = {" block isn't closed here. I'm honestly not sure where it closes, if anywhere. You can check for this kind of thing in Notepad++ or Atom by putting the cursor next to a bracket and seeing which next bracket is highlighted or underlined.

Well that fixed it! Still have to work on the advisor greeting but that could be hard coded.

But thank you for the help there. I've been using just regular notepad to create my mods. And I didn't know that I could just make my own files and the game would just load them just fine.

So I appreciate the help!
 

Valgar

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Hello. It is very easy to tie the type of army to the ethics of the government or to the government itself.
By analogy interested in the possibility of adding species rights to the armies - for example, that in the elite armies fighting species with full citizenship, not military slavers.
Tried to add to the code of the armies:
allow = {
is_species = {
OR = {
has_citizenship_type = { citizenship_full }
has_citizenship_type = { citizenship_caste_system }
}
}
}
But is not working. Could anyone write as correctly, or it is not possible?
 

Valgar

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Tried the following, but still did not work. For the second day I am trying a variety of options.
Code:
    allow = {
        this = {
            OR = {
              has_citizenship_type = { country = this type = citizenship_full }
             has_citizenship_type = { country = this type = citizenship_caste_system }
             }
         }
           
    }
8051724
 

hadaev

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Tried the following, but still did not work. For the second day I am trying a variety of options.
Code:
    allow = {
        this = {
            OR = {
              has_citizenship_type = { country = this type = citizenship_full }
             has_citizenship_type = { country = this type = citizenship_caste_system }
             }
         }
          
    }
8051724
This in allow is still planet, make it as in my example.
 

Risa

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Thanks!

Any idea if it's possible to define a precursor's area of activity using solar system initializers?
Area of activity is defined by setting precursor_<n> star flag to solar systems. So I think it's doable.