so if you need more info,you can have a look game_start.12 in event/game_start.txt,then first line of generate_start_deposit_and_blockers in scripted_effects/01_start_of_game_effect.txt
or just use solution by Mitchz95,but I suggest don't use on_game_start,but on_press_begin
Ist it possible to add
A) new type of defensive layer above or different to shields?
B) a defensive component which removes penetration from incoming hits
C) a local storage for ammo, energy or cargo which is reduced during fitefight
Thx
Ingros
Is there a way to add a random valid anomaly class to a planet? add_anomaly = random doesn't work.
From what I've found, it's not controlled by an event, but by a series of values in 00_defines.txt and a static modifier.Does anyone know the event for rolling whether or not an Awakened Empire acquires Decadence? I want to do some testing on them.
Where are First Contact dialogues handled? Like Purifiers saying "Quake in fear, xeno scum, for your doom approaches" when you first meet them? I can't find anything in localization.
planet = {
count = 1
orbit_distance = 15
class = "pc_gaia"
orbit_angle = { min = 90 max = 270 }
size = 20
deposit_blockers = none
modifiers = none
init_effect = {
if = {
limit = { host_has_dlc = "Utopia" }
change_pc = rl_unhabitable_planets
set_planet_flag = has_megastructure
save_event_target_as = preserve_planet
spawn_planet = {
class = "pc_habitat"
location = event_target:preserve_planet
orbit_location = yes
orbit_angle_offset = 45
orbit_distance_offset = 0.9899
size = 6
has_ring = no
init_effect = {
set_planet_entity = {
entity = "orbital_habitat_entity"
graphical_culture = ROOT
}
surveyed = {
set_surveyed = yes
surveyor = ROOT
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_planet_flag = megastructure
set_planet_flag = habitat
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = ROOT
set_planet_flag = fe_the_preserve
add_building = building_fe_xeno_zoo
while = {
count = 2
create_pop = {
species = owner_main_species
}
}
while = {
count = 5
create_species = {
name = random
class = random_non_machine
portrait = random
traits = random
}
create_pop = {
species = last_created_species
}
}
}
}
}
else = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = ROOT
set_planet_flag = fe_the_preserve
add_building = building_fe_xeno_zoo
while = {
count = 2
create_pop = {
species = owner_main_species
}
}
while = {
count = 5
create_species = {
name = random
class = random_non_machine
portrait = random
traits = random
}
create_pop = {
species = last_created_species
}
}
}
}
}
Is there a modifier that changes the cost of technologies? I'd like to make a country modifier that increases the tech cost for one specific country.
That changes the amount of science you get per month, which is almost the same, but I'd like a modifier that modifies the amount of science required to complete a technology, like the sprawl modifier for balance reasons.Yes, go into the physics technology files and you'll see a few modifiers that boost research speed.
col_fortress = {
icon = 9
tooltip = "fortress_planet_cap_boost" # implemented in worker_jobs
...
}