modifier = {
factor = 1.25
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
has_edcit = information_quarantine
}
}
modifier = {
factor = 0.85
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
has_edcit = encourage_free_thought
}
}
modifier = {
factor = 1.2
AND = {
Owner = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
}
Planet = {
has_edcit = reeducation_campaign
}
}
}
modifier = {
factor = 1.3
AND = {
Owner = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
}
Planet = {
has_edcit = social_engineering
}
}
}
modifier = {
factor = 1.1
AND = {
Owner = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
}
Planet = {
has_edcit = religious_unity
}
}
}
modifier = {
factor = 1.5
AND = {
Owner = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
}
Planet = {
has_spaceport_module = orbital_mind_control_laser
}
}
}
Where can I find the script for ideal_planet_class? And other similar effects.
For planet it work too.Buildings are in the tile scope, so you'll want to use
Code:capital_scope = { any_tile = { has_building = ******* } }
modifier = {
factor = 1.2
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
has_civic = civic_exalted_priesthood
}
}
modifier = {
factor = 1.3
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
has_ascension_perk = ap_one_vision
}
}
create_species = {
name = random
class = random
random_list = {
if = {
limit = { class = HUM }
50 = { portrait = humanoid_01 }
50 = { portrait = humanoid_02 }
}
if = {
limit = { class = MAM }
20 = { portrait = mam1 }
20 = { portrait = mam2 }
20 = { portrait = mam3 }
20 = { portrait = mam4 }
20 = { portrait = mam5 }
}
if = {
limit = { class = REP }
20 = { portrait = rep1 }
20 = { portrait = rep2 }
20 = { portrait = rep3 }
20 = { portrait = rep4 }
20 = { portrait = rep5 }
}
if = {
limit = { class = AVI }
20 = { portrait = avi1 }
20 = { portrait = avi2 }
20 = { portrait = avi3 }
20 = { portrait = avi4 }
20 = { portrait = avi5 }
}
if = {
limit = { class = ART }
50 = { portrait = art1 }
50 = { portrait = art2 }
}
if = {
limit = { class = MOL }
50 = { portrait = mol1 }
50 = { portrait = mol2 }
}
if = {
limit = { class = FUN }
50 = { portrait = fun1 }
50 = { portrait = fun2 }
}
}
homeworld = THIS
traits = {
trait = random_traits
}
}
Individual item inside create_species is not effect, so you cannot use if there. You can create species with random properties first, then use modify_species within if to change portrait. See scripted effect make_unleashed_messenger for example. (Located in 00_scripted_effects.txt).I was trying to tinker with the special system initializer so that primitives would pick a portrait from a custom list defined by me instead of picking it randomly from all available portraits specified in species classes. Attached below was one of my failed attempts:-
Can anyone help me on how to specify a custom portrait list for the primitives? Tried a few different ways to code it with no success. I have no idea if I am using the wrong scopes/triggers etc any assistance would be greatly appreciated.
Individual item inside create_species is not effect, so you cannot use if there. You can create species with random properties first, then use modify_species within if to change portrait. See scripted effect make_unleashed_messenger for example. (Located in 00_scripted_effects.txt).
Corrected the typo, still no dice. Also the spaceport module modifiers is still non-functional and two more non-functional ones have turned up:
Code:modifier = { factor = 1.2 AND = { OR = { has_ethic = ethic_authoritarian has_ethic = ethic_fanatic_authoritarian } has_civic = civic_exalted_priesthood } }
and
Code:modifier = { factor = 1.3 AND = { OR = { has_ethic = ethic_authoritarian has_ethic = ethic_fanatic_authoritarian } has_ascension_perk = ap_one_vision } }
init_effect = {
change_pc_if_trait_custom1 = yes
}
change_pc_if_trait_custom1 = {
owner_species = {
limit = {
has_trait = trait_custom1
}
change_pc = pc_classname
}
}
Multiple problems exist in that code.The following code always returns TRUE and always changes the PC. LIMIT does not limit "has_trait = trait_custom1."
Expected: Should only return TRUE if LIMIT. Should only change PC if the trait is picked.
I have tried changing the scope to LEADER, HOME_PLANET, CAPITAL_SCOPE, and a few others all with the same results.
empire_init.txt
change_pc_if_trait_custom1 = {
if = {
limit = {
owner_species = { has_trait = trait_custom1 }
}
change_pc = pc_classname
}
}
At least try this
[/code]
SCOPE =
LIMIT = SOMETHING
EFFECT = DO EFFECT
And someway to test scripts without having to launch the game and see if it works.
Also, I think I know why it doesn't work. You're doing this in the solar system initializer, correct? The thing is, this is done as the system and planets are initialized, this means that they have not been assigned to the country yet. As such you have no target for "owner", unless you create the country itself in the initialization, which given that this is a custom country you haven't.
The best option in this case is probably to assign the planet a flag and run an event on the "on_game_start" on_action that runs the check for every country.
Got error https://steamuserimages-a.akamaihd....171/2E5B8BD501BA3BE7E8C20D2068A3DF6B3FDE97DC/You can do it via the console in the game. By using the command "reload" you reload all assets, including any txt. You can also use "run [filename].txt" to run any file that you put in documents\Paradox Interactive\Stellaris\
... is there any conceivable way one could get the color of energy weapons to match the owner empire's flag?
...Also, unrelated: what program would I use to edit .mesh files?