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Caligula Caesar

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You could add a heading in it: "Diplomatic Modifier:\n +30 opinion to [root.owner.GetName]" or something.
 

Marox

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Is there a limit to how many celestial objects can be put in a solar system initializer? I was making a big system, but nothing seems to load after the 5th asteroid.
 
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Caligula Caesar

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Check the error log. It's possible you have a syntax mistake that stops everything after said asteroid from being read (I don't know whether there is a limit, for the record, but I've seen plenty systems with a lot of things in them).
 

Marox

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Turns out I forgot to put a set deposit = on the 5th asteroid and kept copying it to the others. I just left it as d_rich_mineral_deposit by itself. Thanks for the help.
 
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Theranesh

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What do you mean by species description? Empire biographies?
Is there any way to interact with the empire randomizer in a way that it also assigns an empire description to the generated empires, or is the only way to do this is to do the generation outside Stellaris (e.g. Excel or whatever) and import the result as a custom prescripted empire set to always spawn?
 

FailFailWin

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Does anyone know the mechanics behind fallen empire fleet spawning:
  • When they first spawn do they have a set fleet size/where can I edit that?
  • Do they have spawn events for all reinforcements, or do they build at spaceports using resources/fleet cap like all other empires?
  • When they awaken does their massive short term fleet strength increase come from a spawn event or from rapid traditional building limited by fleet cap?

Essentially I'm trying to cut the number of fallen empire ships to 1/4 of vanilla, to match up with a fleet size/performance mod I'm making (the general idea is in this thread: https://forum.paradoxplaza.com/foru...al-performance-fix-modding-and-maths.1064410/)

I've come to the conclusion that 4x ship strength through editing all weapon/armour/shields modules (post 2.0) will have the strength change I'm looking for, combined with increased cost, build time, maintenance cost, ship cap cost per ship (4 ship cap for corvettes, etc) to compensate, leaving it overall about the same strength as current...
 

benc85

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Hi, Can anyone help me debug my script please?

Code:
country_event = {
    id = leadertrainer.2
    title = leadertrainer.2.title
    desc = leadertrainer.2.desc
   
    mean_time_to_happen = { days = 5 }
   
    trigger = {
        any_owned_leader = {
            has_trait = leader_trait_stubborn
        }
    }
   
    option = {
   
        random_owned_leader = {
            limit = {
                has_trait = leader_trait_stubborn
            }
       
            remove_trait = leader_trait_stubborn
            if = {
                limit = {
                    NOT = { has_trait = leader_trait_adaptable }
                }
                leader = { add_trait = leader_trait_adaptable }
            }
        }
    }
}

This can correctly identify a leader with the triggering skill, remove it and the tooltip says that it'll then add the new trait on the button "ok", but it doesn't. Any ideas?
 
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ViolentBeetle

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Does AI know not to build buildings over wrong type of resource? I don't need to teach it this as I mod in new buildings, right?

Hi, Can anyone help me debug my script please?

Code:
country_event = {
    id = leadertrainer.2
    title = leadertrainer.2.title
    desc = leadertrainer.2.desc
  
    mean_time_to_happen = { days = 5 }
  
    trigger = {
        any_owned_leader = {
            has_trait = leader_trait_stubborn
        }
    }
  
    option = {
  
        random_owned_leader = {
            limit = {
                has_trait = leader_trait_stubborn
            }
      
            remove_trait = leader_trait_stubborn
            if = {
                limit = {
                    NOT = { has_trait = leader_trait_adaptable }
                }
                leader = { add_trait = leader_trait_adaptable }
            }
        }
    }
}

This can correctly identify a leader with the triggering skill, remove it and the tooltip says that it'll then add the new trait on the button "ok", but it doesn't. Any ideas?
I think you are trying to add trait to the leader of a leader. Which would produce an error.
 

benc85

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Thank ViolentBeetle, I've spent way to long figuring this out as well. My current testing is working properly now, just trying to get the old "add_random_leader_trait = yes" section to work.
Code:
country_event = {
    id = leadertrainer.2
    title = leadertrainer.2.title
    desc = leadertrainer.2.desc
   
    mean_time_to_happen = { days = 1 }
   
    trigger = {
        any_owned_leader = { has_trait = leader_trait_stubborn }
    }
   
    option = {

        name = leadertrainer.2
       
        random_owned_leader = {
            limit = {
                has_trait = leader_trait_stubborn
            }
           
            if = {
                limit = {
                    owner = { has_authority = "auth_machine_intelligence" }
                }
           
                remove_trait = leader_trait_stubborn
           
                if = {
                    limit = {
                        NOT = { has_trait = leader_trait_flexible_programming }
                    }
                    add_trait = leader_trait_flexible_programming
                }
               
                add_random_leader_trait = yes
            }
           
            if = {
                limit = {
                    owner = { NOT = { has_authority = "auth_machine_intelligence" } }
                }
           
                remove_trait = leader_trait_stubborn
           
                if = {
                    limit = {
                        NOT = { has_trait = leader_trait_adaptable }
                    }
                    add_trait = leader_trait_adaptable
                }
               
                add_random_leader_trait = yes
            }
        }
    }
}
 

ScientX

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Im trying to add fleet stances back into military fleets, i´ve looked around but it seems impossible any pointers?

EDIT: i have found in the interface files references to fleet icons and buttons, but so far i haven't detected anything to do with fleet stances, seems as if something is missing.
 
Last edited:

Omniscient

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Hello! I've been working on a mod that adds more democratic mandates, here, and I would like to be able to link mandates into the factions (such as requiring that / making it more likely if a candidate is leading a particular faction) However, I don't know how I would do this, or if it is even possible, since factions were reworked many patches ago. Anyone have any advice?
 

Omniscient

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Well, I did some digging, and it looks like the ROOT scope in the valid block points to the leader running for office, which is very helpful.

Edit: Well, I did some more testing, and now I'm not so sure that it does work that way. More testing is needed, when I have time.
 
Last edited:

BlackUmbrellas

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I'm planning on doing a text-heavy mod and I need some clarification on how the localization files work; what's the relationship between the tags in the .txt files (e.g., name = "PRESCRIPTED_species_name_humans1") and the .yml files that text is pulled from?
 

ViolentBeetle

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I'm planning on doing a text-heavy mod and I need some clarification on how the localization files work; what's the relationship between the tags in the .txt files (e.g., name = "PRESCRIPTED_species_name_humans1") and the .yml files that text is pulled from?
It might be in localisation_synched, I'm not entirely sure. But the name has to be the same for all.

The one that depicted locally seems to be tied to block's id.
 

ViolentBeetle

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Do you know if I need to add my custom tags/text to the existing .yml files, or if I can make a custom .yml file with all my content in it?
You can make your own file, but make sure it uses the same format as the other files. Regular localisation all has l_english in their names, not sure about synced.

However unless you anticipate need for replacement those strings, it's probably easier to write names of your empire and species directly into the code.
 

BlackUmbrellas

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However unless you anticipate need for replacement those strings, it's probably easier to write names of your empire and species directly into the code.
I'm not sure I follow. My understanding was that the .txt files all use references to localization files for text- everything from anomaly titles, leader names, event text, all gets called from localization files. Is this incorrect? How would you write stuff "directly into the code"?

Prescripted species/faction names aren't what is going to be the bulk of my mod, it's going to be the initializer event-text at the start of the game and the custom diplomatic dialogues.
 

ViolentBeetle

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I'm not sure I follow. My understanding was that the .txt files all use references to localization files for text- everything from anomaly titles, leader names, event text, all gets called from localization files. Is this incorrect? How would you write stuff "directly into the code"?

Prescripted species/faction names aren't what is going to be the bulk of my mod, it's going to be the initializer event-text at the start of the game and the custom diplomatic dialogues.
Usually this is the case. However, it's only really necessary to use it for texts that are not synced, like descriptions. Names of countries, leaders, planets or stars are synced and do not need to be defined through a string (Although at times it helps)

For example, one of my empires I used in mods simply uses code name = "Unified Tiffle Directorate" to define its name. I could use something like name = NAME_tiffle_country and then go to localisation_synced folder, make a yml file and put "Unified Tiffle Directorate" there, but was it really necessary?