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Mitchz95

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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)

Try this:

Code:
immediate = {
    owner = {
        random_owned_ship = {
            limit = {
                fleet = { is_same_value = Root }
            }
            <effect>
        }
    }
}

If Root doesn't work, try Prev or PrevPrev.
 

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Try this:

Code:
immediate = {
    owner = {
        random_owned_ship = {
            limit = {
                fleet = { is_same_value = Root }
            }
            <effect>
        }
    }
}

If Root doesn't work, try Prev or PrevPrev.
I tried root already, but I'll try it again with PrevPrev
 
Last edited:

Persepheus

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completely general, but ugly ;)
Code:
Immediate = { fleet = { owner = { random_owned_ship = { limit = { fleet = { is_same_value = PrevPrevPrev} } <effect> } } } }
edit
I just remembered, for random_owned_ship you dont need it, only for every_owned_ship, because pdx in all their wisdom defined them differently.
meaning random_owned_ship is usable in a fleet scope, every_owned_ship only in country scope
 
Last edited:

Mitchz95

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I'm trying to add new star classes for a mod. sc_earth works fine, but sc_mars and sc_ceres crash my game.

Code:
# Earth-Luna
sc_earth = {
   class            = earth_star
   icon           = planet_type_icons
   icon_frame       = 4
   planet           = pc_space
   spawn_odds        = 0
   num_planets       = 0
}

# Mars
sc_mars = {
   class            = mars_star
   icon           = planet_type_icons
   icon_frame       = 10
   planet           = pc_space
   spawn_odds        = 0
   num_planets       = 0
}

# Ceres
sc_ceres = {
   class            = ceres_star
   icon           = planet_type_icons
   icon_frame       = 9
   planet           = pc_space
   spawn_odds        = 0
   num_planets       = 0
}

Error log:
[17:37:47][persistent.cpp:34]: Error: "Unexpected token: icon_frame, near line: 5
" in file: "common/star_classes/mzilli_expanse_star_classes.txt" near line: 5
[17:37:47][persistent.cpp:34]: Error: "Unexpected token: spawn_odds, near line: 7
" in file: "common/star_classes/mzilli_expanse_star_classes.txt" near line: 7
[17:37:47][persistent.cpp:34]: Error: "Unexpected token: num_planets, near line: 8
" in file: "common/star_classes/mzilli_expanse_star_classes.txt" near line: 8
[17:37:47][persistent.cpp:34]: Error: "Unexpected token: sc_mars, near line: 12
" in file: "common/star_classes/mzilli_expanse_star_classes.txt" near line: 19
[17:37:47][persistent.cpp:34]: Error: "Unexpected token: sc_ceres, near line: 22
" in file: "common/star_classes/mzilli_expanse_star_classes.txt" near line: 29

EDIT: Got it! Had to use { key = pc_space }, not just pc_space.
 
Last edited:

AlbertKerbin

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I've run into a rather frustrating problem. In order to be fairly balanced, my mod creates an ascension perk, with the following code

Code:
ap_aksi_igniters = {
    icon = "gfx/interface/icons/ascension_perks/ap_aksi_igniters.dds"
    potential = {
        host_has_dlc = "Utopia"
        NOT = {
            has_ascension_perk = ap_aksi_igniters
        }
    }
   
    possible = {
        custom_tooltip = {
            fail_text = "requires_technology_starbase_4_AND_tech_terrestrial_sculpting"
            has_technology = tech_starbase_4
            has_technology = "tech_terrestrial_sculpting"      
        }
    }
   
    on_enabled = {
        custom_tooltip = "allow_aksi_ignition"
    }
   
    ai_weight = {
        factor = 10
        modifier = {
            factor = 2
            has_ethic = ethic_pacifist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_pacifist
        }
    }
}

I have a 52x60 .dds file, named "ap_aksi_igniters", in the folder "mod\ak_star_ignition\gfx\interface\icons\ascension_perks". However, when playing, the perk shows the 'locked' graphics when it is enabled, and choosing it causes that slot to show the 'empty ascension perk' graphics (I'm guessing these are background graphics showing through?). Everything code-wise is working fine, it just looks really bad. Help?
 

Dug

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I've been struggling finding the right commands for the opinion modifiers... Could you perhaps list some? I've found the trust growth and trust cap, but it isn't what I'm after.
 

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Look in the opinion_modifiers files. Here is Uncanny, for example

Code:
# Uncanny ( Machine Empire version of repugnant )
triggered_opinion_robot_uncanny = {
    trigger = {
        FROM = {
            OR = {
                is_country_type = default
                is_country_type = fallen_empire
                is_country_type = awakened_fallen_empire
            }
            exists = ruler
            ruler = {
                species = {
                    has_trait = "trait_robot_uncanny"
                }
                NOT = { is_same_species = root }
            }   
        }
        OR = {
            is_country_type = default
            is_country_type = fallen_empire
            is_country_type = awakened_fallen_empire
        }
        NOT = {
            AND = {
                exists = ruler
                ruler = {
                    species = {
                        has_trait = "trait_robot_uncanny"
                    }
                    NOT = { is_same_species = root }
                }
            }
        }
    }
    opinion = {
        base = -25
    }
}

From is the empire they have an opinion of.
 

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Does set_name not work on starbases? I'm getting an error message that says it's an invalid scope.
According to the wiki, it works on the following scopes: megastructure planet country ship fleet galactic_object leader army pop_faction
 

Mitchz95

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According to the wiki, it works on the following scopes: megastructure planet country ship fleet galactic_object leader army pop_faction

Thanks. That's disappointing, but not a deal breaker.

In other news, I had to use star = yes for a custom planet class for it to work properly, but I can't figure out how to get ride of the glare applied to stars automatically. Anyone have any ideas?

n5rBDws.jpg
 

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How many days is a game year? I thought it was 365 days but it seems that my calculation for 100 years (36500 in this case) to use in edict duration was a bit off, with extra days added on to 100 years.
 

Mitchz95

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How many days is a game year? I thought it was 365 days but it seems that my calculation for 100 years (36500 in this case) to use in edict duration was a bit off, with extra days added on to 100 years.

30 days per month x 12 months = 360 days per year. 360 days x 100 years = 3600 days.
 

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30 days per month x 12 months = 360 days per year. 360 days x 100 years = 3600 days.

Thank you, I think you meant 36000 for 100 years :p My next question is what modifier now influences the speed of constructing ships from the planetary dock? I can not find them and it seem that "planet_ship_build_speed_mult" is no longer recognized according to the error.log
 

Mitchz95

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Thank you, I think you meant 36000 for 100 years :p My next question is what modifier now influences the speed of constructing ships from the planetary dock? I can not find them and it seem that "planet_ship_build_speed_mult" is no longer recognized according to the error.log

Yep, forgot a zero. :p

You're wondering about the civilian ships built at planets? Not sure there's a general modifier for them anymore, but presumably you can still use shipsize_colonizer_build_cost_mult, shipsize_science_build_cost_mult, and shipsize_constructor_build_cost_mult to achieve the same effect.
 

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Civics like Syncretic Evolution both enable you to have a second species and mandates that the species have a specific trait, in this case Serviles. (And if you shift between Syncretic Evolution and Driven Assimilators you can even end up with both Serviles and Cybernetic, but the game notes that you can use the one you lack civic for before you can start the game.)

This is the relevant code
Code:
    has_secondary_species = {    # see game_start.11
        title = civic_syncretic_evolution_secondary_species
        traits = {
            trait = trait_syncretic_proles
        }
    }
Is it possible to create something similar for your main species, where a civic is used to enable a trait like Erudite or Robust at character creation? (I know they can be enabled by modding the trait, but I'm wondering if its possible to allow players to enable them by spending a civic.)