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Spacemike

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Is there any way to make a ai-controlled fleet randomly wander around a system without using planet flags or such? i tired using queue_actions with repeat and then a bunch of find_random_planet effects that look for specific planet flags, but when i tried to add a random_list in between the repeat and the find_random_planets it told me "Unknown fleet action [random_list]" and, well, there has to be a better way than this, especially one that doesn't use planet flags, as i would think it would be much easier to just randomly pick a planet to move to than it would be to search for a specific flag on a planet. Also, i did try just a single find_random_planet and find_closest_planet, but both end up doing the same thing, the fleet just moves to a single planet and gets stuck there. As the "find_random_planet" effect should probably be named "find_first_planet_with_limit" as it just iterates though the planets in the system going out from the center and picks the first one it finds, which if you put it's limit as only "is_star = no" it will only go to that first planet that is spawned in the system initializer, at least, that has been what has happened to me every single time, i also tried setting planet flags as the ship moves around as well as creating and removing event targets, but the code breaks instantly and "corrupts" the entire file.
 

Mitchz95

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I'm trying to add a prefix to ships via event, but it doesn't seem to be working. I've had success with renaming binary stars via set_name = "[This.GetName] A", but it doesn't seem to be working with ships. Nothing in the error log.

Code:
namespace = mzilli_expanse

ship_event = {
   id = mzilli_expanse.1
   hide_window = yes
 
   is_triggered_only = yes
 
   immediate = {
       if = {
           limit = { owner { has_country_flag = expanse_un } }
           if = {
               limit = {
                   OR = {
                       is_ship_size = corvette
                       is_ship_size = destroyer
                       is_ship_size = cruiser
                       is_ship_size = battleship
                       is_ship_size = titan
                       is_ship_size = colossus
                       is_ship_size = transport
                   }
               }
               set_name = "UNN [Root.GetName]"
           }
           else_if = {
               limit = {
                   OR = {
                       is_ship_size = constructor
                       is_ship_size = science
                       is_ship_size = colonizer
                   }
               }
               set_name = "UNS [Root.GetName]"
           }
       }
   }
}

It's triggered by on_ship_built.
 

HiddenWings

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Is it possible to scope to an empire in a starting system initializer (so there's something valid for "graphical_culture = X")? If this is not possible, how would one make a game_start event fire for only empires using a certain initializer?
 

Abominus

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Next problem:



Code:
planet_event = {
   id = latex_ants.3
   title = "latex_ants.3.name"
   desc = "latex_ants.3.desc"
   diplomatic = yes
   show_sound = event_default
   location = root
#   is_triggered_only = yes
   
   picture_event_data = {
       room = fitting_1
   }

   trigger = {
       has_owner = yes
       is_homeworld = no
       owner = { 
           NOT = { species_portrait = latexants }
       }
       owner = {
           is_ai = no
       }
       any_tile = {
           has_grown_pop = yes
           any_neighboring_tile = {
               has_blocker = tb_cave_system
           }
       }
   }

   mean_time_to_happen = {
       months = 4
   }

   immediate = {
       random_pop = {
           limit = {
               NOT = { species_portrait = latexants }
               any_neighboring_tile = {
                   has_blocker = tb_cave_system
               }
           }
           kill_pop = yes
       }
       change_variable = {
           which = "latexants_added"
           value = 1
       }
   }

   option = {
       name = latex_ants.3.a
       trigger = {
           NOT = { has_planet_modifier = cave_system_1 }
       }
       add_modifier = {
           modifier = "cave_system_1"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.b
       trigger = {
           has_planet_modifier = cave_system_1
           NOT = { has_planet_modifier = cave_system_2 }
       }
       add_modifier = {
           modifier = "cave_system_2"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.c
       trigger = {
           has_planet_modifier = cave_system_2
           NOT = { has_planet_modifier = cave_system_3 }
       }
       add_modifier = {
           modifier = "cave_system_3"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.d
       trigger = {
           has_planet_modifier = cave_system_3
       }
   }
}
upload_2018-5-31_15-40-6.gif



I tried that event on a planet. First one works fine, the "cave_system_1" modifier applied, but the second time I used the event, with the first modifier in place, the option b seems not to work. I got a second cave_system_1 modifier... gnah.
 

Omniscient

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Next problem:



Code:
planet_event = {
   id = latex_ants.3
   title = "latex_ants.3.name"
   desc = "latex_ants.3.desc"
   diplomatic = yes
   show_sound = event_default
   location = root
#   is_triggered_only = yes
  
   picture_event_data = {
       room = fitting_1
   }

   trigger = {
       has_owner = yes
       is_homeworld = no
       owner = {
           NOT = { species_portrait = latexants }
       }
       owner = {
           is_ai = no
       }
       any_tile = {
           has_grown_pop = yes
           any_neighboring_tile = {
               has_blocker = tb_cave_system
           }
       }
   }

   mean_time_to_happen = {
       months = 4
   }

   immediate = {
       random_pop = {
           limit = {
               NOT = { species_portrait = latexants }
               any_neighboring_tile = {
                   has_blocker = tb_cave_system
               }
           }
           kill_pop = yes
       }
       change_variable = {
           which = "latexants_added"
           value = 1
       }
   }

   option = {
       name = latex_ants.3.a
       trigger = {
           NOT = { has_planet_modifier = cave_system_1 }
       }
       add_modifier = {
           modifier = "cave_system_1"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.b
       trigger = {
           has_planet_modifier = cave_system_1
           NOT = { has_planet_modifier = cave_system_2 }
       }
       add_modifier = {
           modifier = "cave_system_2"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.c
       trigger = {
           has_planet_modifier = cave_system_2
           NOT = { has_planet_modifier = cave_system_3 }
       }
       add_modifier = {
           modifier = "cave_system_3"
           days = -1
       }
   }

   option = {
       name = latex_ants.3.d
       trigger = {
           has_planet_modifier = cave_system_3
       }
   }
}
View attachment 375011


I tried that event on a planet. First one works fine, the "cave_system_1" modifier applied, but the second time I used the event, with the first modifier in place, the option b seems not to work. I got a second cave_system_1 modifier... gnah.

Try using has_modifier
 

Mitchz95

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I've been trying to put a planet in the center of a solar system, preferably with no stars present at all. But the planet seems to bug out and turn transparent, or turn 90 degrees on its side for some reason. Does anyone know how to fix this?
 

LogicSequence

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What is the proper syntax now for scoping to planets orbiting secondary stars? Or moons of planets orbiting secondary stars?

Is it
Code:
random_planet = {     #star
     random_moon = {     #orbiting planet
          random_moon = {
               #something something
          }
     }
}

Or something else, like
Code:
random_planet = {     #star
     random_orbiting_planet = {     #What Scope Should This Be??? random_planet again?
          random_moon = {
               #something something
          }
     }
}
 
Last edited:

Rippen_Tehr

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So, I decided to mod in a custom species, and aside from the issue I'm going to be asking about, it's working fine. My issue is as follows:
Dejs7xeX4AEGD7h.jpg:large


You'll notice that the image box towards the center of the image is blank, and I'm not sure how to fix it. I've been using this very handy tutorial to create the mod, though it doesn't provide any obvious hints to my problem's resolution.
https://steamcommunity.com/sharedfiles/filedetails/?id=1321800257

Any suggestions as to what I could look at to solve this problem?
Also, a bonus to anyone who's played Cave Story, recommendations as to proper civics and traits would be welcome too but not needed here as that's outside the scope of my question.
 

Dargaron

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Oh wise Forum Hive, bless me with your wisdom.

I've been looking at a bunch of the common files, and there are a few entries that I can't seem to locate. For example, the various purging types are under species rights, but their effects are determined by a "token = purge_X." For the life of me, I can't find where these purge "tokens" are hidden.
 

Dug

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Hello, I'm trying to add a species trait that switches pop happiness dependent on a trigger through an if statement, so it's not just a static modifier. However I have no idea if this is possible. Can anyone confirm or show an example if it is possible?

Here's what I have so far.
Code:
trait_aggressive = {
    cost = -3
    modification = yes
    allowed_archetypes = { BIOLOGICAL }
  
    if ={
        controller ={
                     is_at_war = no
                    }
        modifier ={
                  pop_happiness = -0.1
                  }
        }            
  
    ai_weight = {
        weight = 0
    }
}

Error log presents me with this:
Code:
[21:16:07][persistent.cpp:34]: Error: "Unexpected token: if, near line: 6
" in file: "common/traits/04_species_traits.txt" near line: 13
 

Omniscient

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Hello, I'm trying to add a species trait that switches pop happiness dependent on a trigger through an if statement, so it's not just a static modifier. However I have no idea if this is possible. Can anyone confirm or show an example if it is possible?

Here's what I have so far.
Code:
trait_aggressive = {
    cost = -3
    modification = yes
    allowed_archetypes = { BIOLOGICAL }
 
    if ={
        controller ={
                     is_at_war = no
                    }
        modifier ={
                  pop_happiness = -0.1
                  }
        }           
 
    ai_weight = {
        weight = 0
    }
}

Error log presents me with this:
Code:
[21:16:07][persistent.cpp:34]: Error: "Unexpected token: if, near line: 6
" in file: "common/traits/04_species_traits.txt" near line: 13
You can't apply effects in a trait, only pop modifies. You'll have to apply you desired effect by a modifier applied by events
 

Mitchz95

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I'm trying to add a planet portrait, but it doesn't seem to be working. The planet class is pc_cerean, and the files are named:

- pc_cerean_l01.dds
- pc_cerean_l02.dds
- pc_cerean_l03.dds
- pc_cerean_l04.dds
- pc_cerean_sky.dds

All five are in gfx/portraits/environments, but they don't work when I load the game. What am I doing wrong?

EDIT: Nevermind, I fixed it. Not sure how, but it's working now. :p
 
Last edited:

LogicSequence

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What is the proper syntax now for scoping to planets orbiting secondary stars? Or moons of planets orbiting secondary stars?

Is it
Code:
random_planet = {     #star
     random_moon = {     #orbiting planet
          random_moon = {
               #something something
          }
     }
}

Or something else, like
Code:
random_planet = {     #star
     random_orbiting_planet = {     #What Scope Should This Be??? random_planet again?
          random_moon = {
               #something something
          }
     }
}

Anyones? :)
 

Omniscient

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Oh wise Forum Hive, bless me with your wisdom.

I've been looking at a bunch of the common files, and there are a few entries that I can't seem to locate. For example, the various purging types are under species rights, but their effects are determined by a "token = purge_X." For the life of me, I can't find where these purge "tokens" are hidden.
The effects of species rights are largely hard coded, I believe
 

Mitchz95

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Is it possible to scope to ships in a fleet from a fleet scope? The wiki isn't being very helpful on this question.

The leader.1 event appears to do something like this. From the country scope, using the on_fleet_destroyed_perp action:

Code:
       random_owned_ship = {
           limit = {
               fleet = { is_same_value = FROMFROM }
           }
           <effect>
       }

FROMFROM being the fleet in question.
 

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The leader.1 event appears to do something like this. From the country scope, using the on_fleet_destroyed_perp action:

Code:
       random_owned_ship = {
           limit = {
               fleet = { is_same_value = FROMFROM }
           }
           <effect>
       }

FROMFROM being the fleet in question.

FROMFROM is harded coded to scope to the winning fleet when fired from on_fleet_destroyed_perp. I was hoping for something more general. (I'm trying to scope an event from on_jump_drive, and the only hard coded scope documented is the fleet itself)