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Elizilla

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Is there somewhere or somehow I can see all available keys usable in the localisation files?
I want to expand a few tooltips to include extra information, but I couldn't find anything that told me how to even get at any extra info beyond what's already in them.
 

Onisuzume

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Ugh, got a problem the localisation file; I can't get it to change the name it displays during empire-creation for the namelist that I made.
Current code is:
l_english:
#### NAMELIST EMPIRE NAMES
name_list_Japan:0 "Japanese"
name_list_Japan_desc:0 "§YLeaders:§! Teruhito Otomo, Toshiko no Mikoto\n§YShips:§! Yamato, Nagato\n§YFleets:§! 1. Kantai, 2. Kantai\n§YColonies:§! Awano, Kagoshima"
In a file labled "Japan_l_english.yml" located in mod\Japan_name_list\localisation\.
 

Lillgrinn

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Try this maybe?
planet_modifier = {
planet_size = value
}

It not working. :(
error.log said:
[22:13:13][persistent.cpp:34]: Error: "Unknown modifier: planet_size, near line: 34"
in file: "common/buildings/lillgrinn_buildings.txt" near line: 34

Code:
# Do not remove or rename this

# Possible Variables for Buildings:
# strategic_resource: strategic resource, deprecated, strategic resource used by the building.
# allow: trigger to check for allowing construction of building.
# prerequisites: Tech requirements for building.
# empire_unique: boolean, can only build one if set to true.
# cost: resource table, cost of building.
# is_orbital: boolean, can only be built in orbital station.
# modifier: modifier, deprecated, applies a modifier to planet.
# base_buildtime: int, number of days for construction.
# requires_pop, boolean, building will require a pop for production.
# required_resources, resource table, required resources for production.
# produced_resources, resource table, produced resources in production.
# upgrades, buildings list, buildings this building can upgrade into.
# is_listed, boolean, toggles if this building is shown in the non-upgrade buildable list.
# planet_unique, toggles if one can build multiple of this type on a single planet.

#
# BALANCE
# can change the time and cost of all common buildings with these variables below

building_lillgrinn_land_center = {
    base_buildtime = 100
   
    cost = {
        minerals = 200
    }
   
    produced_resources = {
    }
   
    planet_modifier = {
        planet_size = 25
    }

    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
                }
            }
        }
    }


}

Somebody can give me tips about this: how the building can increase the planet size?
 

Sunnyko

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Okay, I tried the just not including male portraits, with the exception of for pops.

But it is still drawing from the male namelist, is there a diffrent way to restrict there leadership positions?
 

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I'm trying to make the sensor techs give higher anomaly find chance. The only modifier I can find is ship_anomaly_generation_chance_mult, but will that work with a technology, since that doesn't apply to a single ship? I'm guessing I can't just write "science_ships_anomaly_generation_chance_mult".

Nvm, checked the edict, it does it like this so it should be fine :)
 
Last edited:

potatomcwhiskey

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I'm experimenting with creating buildings that generate happiness.

Right now I took the code:

planet_modifier = {
pop_happiness = 0.10​
}
From the Royal Gardens building and slotted it into the Planetary Administration building just to test things out and see how things work. When I load up the mod, the Planetary modifier of +10% shows up on the building, however it does not actually seem to effect the population's happiness.

Does anyone know what else I need to do to get the buildings to actually effect poop happiness or what could possibly have gone wrong?
 

WarStalkeR

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I'm trying to create a country_event, which applies penalty to the player empire if it uses planets with certain modifier:
Code:
event = {
   id = ffu_il_gameinit.7
   hide_window = yes
   is_triggered_only = yes

   immediate = {
     every_country = {
       limit = { is_ai = no }
       any_owned_planet = {
         limit = { has_planet_modifier = pm_legacy_world }
         owner = {
           limit = {
             NOT = { has_trait = trait_legacy_world_allowed }
           }
           add_modifier = {
             modifier = incompatible_planet_trait_penalty
             days = -1
           }
         }
       }
     }
   }
}
What am I doing wrong?
 

WoollyMammoth

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Thank you for having this topic, and thank you in advance for any assistance.

Is there a way to mod out the ships and effects to only show the icon? I've looked at different files, and still looking, but so far I don't see a way.
I tried adjusting the zoom value, but either I'm doing it wrong or that is not the way to go about it(?)
 

RedDagger

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Is there any condition to check the month of the year? I want to create an event that fires only during january. In CK2, for instance, I could just use month.
Code:
trigger {
    month = 1
    ( rest of the trigger conditions )
}
 

Destiny's Player

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How do you change the values that are in 00_defines.lua using a mod, without copying that whole file and changing that value? No matter what I try to do, it crashes.

For example, what should I do to change the "ALLIANCE_CONQUEROR_DIFFERENCE" value to anything?
 

Dibujor

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How do you change the values that are in 00_defines.lua using a mod, without copying that whole file and changing that value? No matter what I try to do, it crashes.

For example, what should I do to change the "ALLIANCE_CONQUEROR_DIFFERENCE" value to anything?

I think they mention it some pages back. You have to rename the file to anything other than 00_defines, for example m0_yourmod_defines.lua and then include in that file the lines you want to change. But don't take my word for it, take a look a few pages back on this thread. :)
 

Dibujor

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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?

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?

Hey thanks, I'll try that. Wonder if it can use the iteration command I've seen used for naming ships.

I know how to restrict the portrait of the leader to always be the gender or skin color you want, but what I don't know (and I guess you also don't know) is how to make that the game always considers the leader to be a male, if that makes sense. I don't know even if that's important. If you restrict the portrait to be always male, and in the name list you define just one mel name for the rulers (or a list of feminine names in your case)... is there any other situation in which the game considers the gender?

I can think of the diplomacy screen when the species calls their ruler title (empress / emperor and so on) so if you make that species as an AI selectable, there should be a way to indicate the gender so they give the correct title...
 

Dibujor

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Okay, I tried the just not including male portraits, with the exception of for pops.

But it is still drawing from the male namelist, is there a diffrent way to restrict there leadership positions?

Just ocurred to me.... you want the males to not be leaders, just regular pops? If all the ruler, admirals, governor, scientist and such (those are the leaders) are going to be women, why include male names at all? pops don't have names.

Now if you want some men to be able to be scientist and such.... that's a different beast. Perhaps weighting the namelist and the portrait selection?
 

Ki-Koshi

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Is there a way to force the game to weigh the "random names" for fleets over the "sequential name"?

Code:
fleet_names = {
        random_names = {
            "Ahau tpi" "Ahau senenu" "Ahau khemetunu" "Ahau iftetunu" "Ahau tiunu" "Ahau isunu" "Ahau sefekhunu" "Ahau khemenunu" "Ahau pesedjunu" "Ahau medjunu" 
        }
        sequential_name = "%O% Ahau"
    }

For some reason the fleets ingame aways appear with the sequential name. I was under the impression that random names would be used first?
 
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I'm experimenting with creating buildings that generate happiness.

Right now I took the code:

planet_modifier = {
pop_happiness = 0.10​
}​
From the Royal Gardens building and slotted it into the Planetary Administration building just to test things out and see how things work. When I load up the mod, the Planetary modifier of +10% shows up on the building, however it does not actually seem to effect the population's happiness.

Does anyone know what else I need to do to get the buildings to actually effect poop happiness or what could possibly have gone wrong?
It's not something silly like your planet is already at max happiness due to habitability? As there is nothing wrong with the code.
 

graz

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Where would I find the general rules governing Ethics divergence for POPs?
You have some in defines if that is what you want?
Code:
POP_ETHOS_DIVERGENCE_INTERVAL        = 360,    -- Number of days until a Pop has a change to diverge from empire ethos
        POP_ETHOS_DIVERGENCE_RATE_MULT        = 0.1,    -- Base rate multiplier to the chance of Pop Ethics convergence and divergence
 
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Just ocurred to me.... you want the males to not be leaders, just regular pops? If all the ruler, admirals, governor, scientist and such (those are the leaders) are going to be women, why include male names at all? pops don't have names.

Now if you want some men to be able to be scientist and such.... that's a different beast. Perhaps weighting the namelist and the portrait selection?
I would prefer them to still appear, just not as a ruler, and weighted would be great....

Can you weight the selection process? Where can I find the leader selection process. >.<