You could add a heading in it: "Diplomatic Modifier:\n +30 opinion to [root.owner.GetName]" or something.
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?What do you mean by species description? Empire biographies?
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 }
}
}
}
}
I think you are trying to add trait to the leader of a leader. Which would produce an error.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?
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
}
}
}
}
It might be in localisation_synched, I'm not entirely sure. But the name has to be the same for all.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?
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?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.
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.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?
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"?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.
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)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.