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No. You could theoretically add a potential line on all buildable buildings that prevents it from being built on a tile with it, but that would only prevent the player from replacing it, not removing it. Unremovable tile blockers can be added, though I'm not sure if they are immune to the Mastery of Nature AP, which can emulate some of the functionality by providing modifiers and adjacency bonuses (see the wandering forests event line).
No. You could theoretically add a potential line on all buildable buildings that prevents it from being built on a tile with it, but that would only prevent the player from replacing it, not removing it. Unremovable tile blockers can be added, though I'm not sure if they are immune to the Mastery of Nature AP, which can emulate some of the functionality by providing modifiers and adjacency bonuses (see the wandering forests event line).
Is it possible to set firing arcs to Slots instead of weapons?
So actively avoiding the weapon firing "through" the own ships/ stations mesh and forcing them to be used only in certain angles to the enemy.
It's to nerf a starting advantage given by other conditions of the custom starting solar system.
I've actually found a way to prevent removing the pop from the tile. As the planet is filled with pops to begin with, they can't be moved to an empty tile. Then i simply gave them all a pop flag, and added a rule in rules.txt > can_resettle_pop that said you can't resettle pops with that tag.
Now the only thing left is to find a way to prevent deactivation of the building.
It's to nerf a starting advantage given by other conditions of the custom starting solar system.
I've actually found a way to prevent removing the pop from the tile. As the planet is filled with pops to begin with, they can't be moved to an empty tile. Then i simply gave them all a pop flag, and added a rule in rules.txt > can_resettle_pop that said you can't resettle pops with that tag.
Now the only thing left is to find a way to prevent deactivation of the building.
How would one go about coding a weight_modifier for a technology so that the tech would only be likely to appear if an empire had colonized a specific type of planet?
How would one go about coding a weight_modifier for a technology so that the tech would only be likely to appear if an empire had colonized a specific type of planet?
Try to reverse engineer the Tileblocker Tech, due to being only reseachable if you have the specific one present on any colony. At least that's what I would look up to try to get it sorted
How would one go about coding a weight_modifier for a technology so that the tech would only be likely to appear if an empire had colonized a specific type of planet?
Try to reverse engineer the Tileblocker Tech, due to being only reseachable if you have the specific one present on any colony. At least that's what I would look up to try to get it sorted
The important part is this one, which removes the probability of it showing up if you don't have an owned (colonised) planet which has a tile with a specific blocker type.
For you in this case remove the any_tile bracket and have the condition is_planet_class checking for the class you want (pc_desert, pc_gaia, pc_toxic, etc). If you don't want to remove it entirely then change the 0 to 0.1 or something similar.
Is there a good way to put a modifier on a planet that got a Governor?
I have been trying to look at the "Faith in Science" Tradition which gives +10% happiness to planets with assist research going on. I have found the the entry in 00_static_modifiers.txt
The tradition sets the country_flag faith_in_science, but I have been unable to find the connection for having that flag and getting the faith_in_science static modifiers on planets with assist research. My idea would be to do the same thing with a static modifier and flag, but the middle step I haven't found (Assist research in their case, having a governor on the planet in my case).
You could simply alter the normal Governor modifiers. Here you go:
...\SteamApps\common\Stellaris\common\static_modifiers\ 00_static_modifier.txt , Line: 900 and following...
Code:
skill_governor = {
#pop_happiness = 0.02 # Adding this line will give +2% happines per lvl, up to a total of 10% on lvl 5
planet_unrest_add = -5
planet_building_build_speed_mult = 0.05
planet_clear_blocker_time_mult = -0.06
}
Is there a good way to put a modifier on a planet that got a Governor?
I have been trying to look at the "Faith in Science" Tradition which gives +10% happiness to planets with assist research going on. I have found the the entry in 00_static_modifiers.txt
The tradition sets the country_flag faith_in_science, but I have been unable to find the connection for having that flag and getting the faith_in_science static modifiers on planets with assist research. My idea would be to do the same thing with a static modifier and flag, but the middle step I haven't found (Assist research in their case, having a governor on the planet in my case).
My guess is that faith in science is hardcoded to trigger on assist research, so you can't really emulate that.
For what you want my suggestion is rather to have the modifier be a trait that you assign to all your governors, similar to how the Flesh Is Weak AP is done.
1. I want a tech that is unlocked by an event and ai might get it too. Do I set weight = 0, and ai_weight high? Is AI subjected to the same rules?
2. Examples of planet initializers and ship designs say "Use localization string", but I can't quite figure out how to use them. I couldn't make them work by just typing something in the name part and then typing it in localization file.
I'm pretty sure you can't remove various buildings such as toxic dump from failed terraforming or plague memorial. I suspect event_building = yes is the cause. And maybe ai_replace = no. Test it.
ai_weight is the chance of the AI to pick the tech if it is available as an option, if the option to take it has been unlocked by an event that the AI got then it will choose to pick it or not according to the ai_weight. AI follows all the same game rules.