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Weedes

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It should, but I dislike of this construct because who knows, maybe I will expand this event to work for multiple countries eventually.
That is a good point.

As far as I understand event targets (excluding global ones) are saved for this specific event and all events that are called from it. So it shouldn't cause any overlaps if I read everything correctly.
That makes sense, thanks!
 

littleraskol

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Following from that, if I save a global event target in a series of events, and these events fire from countries periodically based on certain criteria, if tow countries meet that criteria and start running the same series of events, would they use the same saved global event target? I am assuming yes because that's the reason for their being "global," which means that I'd need some kind of check for a global flag to prevent more than one country from starting the event chain...
 

Risa

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As far as I understand event targets (excluding global ones) are saved for this specific event and all events that are called from it.
Strictly speaking, that's not the full picture. Event target persists not only in child events, but also in father events, too. For example, assume event A calls event B, and an event target is saved there. That event target is not only accessible in event B and further events called by B, but also in event A (after calling of B, of course). And if event A calls event C later, that target is accessible in C and its children, too.

The conclusion on Weedes' event, though, is unchanged, as multiple copies of event there is independently triggered by MTTH. So no interfering there.
 

Weedes

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Event target persists not only in child events, but also in father events, too. For example, assume event A calls event B, and an event target is saved there. That event target is not only accessible in event B and further events called by B, but also in event A (after calling of B, of course). And if event A calls event C later, that target is accessible in C and its children, too.

The conclusion on Weedes' event, though, is unchanged, as multiple copies of event there is independently triggered by MTTH. So no interfering there.

giphy.gif

giphy.gif
 

Mitchz95

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I'm trying to create a habitat start, but the habitat always has the mammalian appearance regardless of the player's chosen graphical culture. How do I get it to match?

I've tried both of the following so far:

Code:
           entity = "orbital_habitat_entity"
           graphical_culture = fromfrom
and
Code:
           init_effect = {
               set_planet_entity = {
                   entity = "orbital_habitat_entity"
                   graphical_culture = fromfrom
               }
          }
 

Risa

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Can I call an event from init_effect within system initializer?

It's really more convenient to set fleets around the planets this way.
I think it's doable. Though I see no advantage than writing those effects directly there.
 

ViolentBeetle

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What are acceptable ids for events?

Obviously, there's name.number. Are there any other possibilities, like name.number.number (Could be useful for for primitive events, since they are firing on planets and then notify observation post owner)

Also, can I factor pop_count directly into probability. In this particular case I want to mod primitives experiencing a pandemic, with pop randomly dying and rolling if event is to repeat, less likely the less pops are there.
 
Last edited:

Sayonaki Tatsu

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Also, can I factor pop_count directly into probability. In this particular case I want to mod primitives experiencing a pandemic, with pop randomly dying and rolling if event is to repeat, less likely the less pops are there.

Don't know if it's possible.
I had a similar problem with manually assigning species to leaders after counting pops. I know, that the game does exactly the thing automatically, but I have some additional rules and so, rewritten the whole thing for my needs. The best approximation for such count was a thing with binary search. Like this:

Code:
        set_variable = {
            which = abriel_count
            value = 0
        }
Code:
        every_owned_pop = {
            limit = {
                species_is_abriel = yes
            }
            owner = {
                change_variable = {
                    which = abriel_count
                    value = 1
                }
            }
        }
Code:
    owner = {
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 512
                }
            }
            set_variable = {
                which = abriel_count9
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count9
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 512
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 256
                }
            }
            set_variable = {
                which = abriel_count8
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count8
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 256
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 128
                }
            }
            set_variable = {
                which = abriel_count7
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count7
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 128
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 64
                }
            }
            set_variable = {
                which = abriel_count6
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count6
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 64
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 32
                }
            }
            set_variable = {
                which = abriel_count5
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count5
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 32
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 16
                }
            }
            set_variable = {
                which = abriel_count4
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count4
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 16
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 8
                }
            }
            set_variable = {
                which = abriel_count3
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count3
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 8
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 4
                }
            }
            set_variable = {
                which = abriel_count2
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count2
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 4
                }
            }
        }
        if = {
            limit = {
                check_variable = {
                    which = abriel_count
                    value < 2
                }
            }
            set_variable = {
                which = abriel_count1
                value = 0
            }
            else = {
                set_variable = {
                    which = abriel_count1
                    value = 1
                }
                subtract_variable = {
                    which = abriel_count
                    value = 2
                }
            }
        }
    }

and then, in random:

Code:
                1 = {
                    modifier = {
                        owner = { check_variable = { which = abriel_count1 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count2 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count3 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count4 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count5 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count6 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count7 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count8 value > 0 } }
                        factor = 2
                    }
                    modifier = {
                        owner = { check_variable = { which = abriel_count9 value > 0 } }
                        factor = 2
                    }
                    change_species_to_abriel = yes
                }

And yeah, I know, that it is total madness and not exactly accurate, but it's the best I could do with add not working properly and with no actual variables.
 

ViolentBeetle

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What would be the proper way to wipe out the entire ethic of a country and fill it with ethics of my choosing?

Also, how does primitive ethic works? Most importantly, will its governing ethic change if pops differ too much from it?
 

Sayonaki Tatsu

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Is there some relatively normal way to define which FTL methods are assigned to randomly generated countries - be it at game start or during the game? Is there a way to forcibly redefine FTL method restriction player sets at game start?