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Warial

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Modifiers that I've found for migration:
planet_migration_all_pull = 1
planet_migration_xeno_pull = 1
pop_migration_time = -0.5
Thanks, but they won't be useful for what I tried to do. I wanted to create a policy that would disallow migrations between sectors. For what I can see we can select which POPs are allowed to migrate, but not their migration target. Thanks, anyway.
 

Jvella12

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Thanks, but they won't be useful for what I tried to do. I wanted to create a policy that would disallow migrations between sectors. For what I can see we can select which POPs are allowed to migrate, but not their migration target. Thanks, anyway.

Couldn't you just disallow migration as a policy then? 0_o
 

Dibujor

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I want to create a new species based on humans. For the example let's say I want them with blue skin and, instead of hair I want to get them to use glasses, facial tattoos. whatever. I've converted one of the human .mesh files to collada and opened it with blender, so I saw that the plane containing the hair is a big one (coves all the face) in front of the plane with the body itself.

  • Is there a way, duplicating the mesh, anim and dds files into another folder to create those new textures and still keep that species using the human animations (without replacing the actual human race, that is). Usual 3D knowledge tells me no, because you have to give the texture a path inside the 3d program. But seeing as the humans randomize hair (both head/beard and color)...
  • I want the leader to always be male and have iterations of the same name (i.e Augustus I, II, III, etc), let's say it's a clone. Is that possible?
  • Can I add (not replace, but add) a new city "architecture" type? (mammalian, reptilian, etc.) And a new "room" background for each type? (the art you see at the back of the leader, scientis, admirals, etc.)
As you can see I mostly want to make new art assets for this species, not delve into new traits, nothing like that. I have more questions but these are the most important ones because I need to know to not start making art assets in vain. Besides this thread is called "quick questions" so I should open my own thread if I want to ask more questions :)
 

Warial

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Couldn't you just disallow migration as a policy then? 0_o
I don't want to disallow migration completely. I still want POPs to move between planets, but without moving out of the sector.
 

Chilled Legumes

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When writing a system initializer, how do we specify a planet's resources? Not on tiles, mind you, but rather, something that you can mine from orbit. I'm assuming we just add it to a random tile or something, which I can do, but I'd like to be able to specify how many orbital resources that creates. I have noticed that you don't get all the minerals or energy credits from on tiles if you do orbital work. Is it a pre-set value/percentage of the majority resource on the surface or something?
 

Sunnyko

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Trying to make a custom policy for roleplay reasons that bars a specific sex from leadership roles, but I have no idea how I would do this at all, can any one help?

Edit:

I want the leader to always be male and have iterations of the same name (i.e Augustus I, II, III, etc), let's say it's a clone. Is that possible?

Just saw this, and it looks our problems are similar, I just want a matriacharl socioty so even just limiting the leader to always female would be good for me.

As for the seconf part I can actualy help you there, us a custom name list and put the name you want under "regnal_first_names_male" and then make a custom goverment with "use_regnal_names = yes" assuming the goverment you want does not already have that.

That should in theroy, I never tried it, but in theroy it should give you the consistant first name, but I have no idea how to make the second name consecutive, you can change "regnal_second_names" to get some random ones though..... maybe add titles there?
 
Last edited:
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Lillgrinn

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http://www.stellariswiki.com/Triggers

Check those to see if you can find a suitable trigger for such a thing.

Ok. I find this:
Trigger: has_building.
Desc: Checks if a planet or tile has a building.
Scopes: Planet.

I make this building:
Code:
building_lillgrinn_land_center = {
    base_buildtime = 100
   
    cost = {
        minerals = 200
    }
   
    produced_resources = {
    }
   
    upgrades = {
        building_lillgrinn_land_center
    }
   
    prerequisites = {
        "tech_terrestrial_sculpting"
    }
   
    allow = {
        custom_tooltip = {
            text = "requires_building_capital_1"
            planet = {
                OR = {
                    has_building = "building_capital_1"
                    has_building = "building_capital_2"
                    has_building = "building_capital_3"
                }
                NOT = {
                    planet_size = 25
                }
            }
        }
    }
}
How i can add effect: change_planet_size?
 

Jvella12

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When writing a system initializer, how do we specify a planet's resources? Not on tiles, mind you, but rather, something that you can mine from orbit. I'm assuming we just add it to a random tile or something, which I can do, but I'd like to be able to specify how many orbital resources that creates. I have noticed that you don't get all the minerals or energy credits from on tiles if you do orbital work. Is it a pre-set value/percentage of the majority resource on the surface or something?

add_resource = {
resource = minerals/energy etc
amount = value
}

That gives the planet the resource (tiles not needed) Also you shouldn't get tile resources from orbital stations. I think you only get the resources the planet itself has. You need to colonize for tile resources.
 

Jvella12

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Ok. I find this:
Trigger: has_building.
Desc: Checks if a planet or tile has a building.
Scopes: Planet.

I make this building:
Code:
building_lillgrinn_land_center = {
    base_buildtime = 100
  
    cost = {
        minerals = 200
    }
  
    produced_resources = {
    }
  
    upgrades = {
        building_lillgrinn_land_center
    }
  
    prerequisites = {
        "tech_terrestrial_sculpting"
    }
  
    allow = {
        custom_tooltip = {
            text = "requires_building_capital_1"
            planet = {
                OR = {
                    has_building = "building_capital_1"
                    has_building = "building_capital_2"
                    has_building = "building_capital_3"
                }
                NOT = {
                    planet_size = 25
                }
            }
        }
    }
}
How i can add effect: change_planet_size?

Try this maybe?
planet_modifier = {
planet_size = value
}
 

Chilled Legumes

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add_resource = {
resource = minerals/energy etc
amount = value
}

That gives the planet the resource (tiles not needed) Also you shouldn't get tile resources from orbital stations. I think you only get the resources the planet itself has. You need to colonize for tile resources.
Hmm, I think i understand. So, we do this under planet = { } instead of planet = { random_tile = {} }, i take it?