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Rippen_Tehr

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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

Thanks, I will give this a shot when I can.
 

Ingros

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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
 

neptunehs

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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

As I know,
A)No.
B)No.You can do this using aruas,but impossble for one ship.
C)No.But a recursive event triggered by enter a combat will work approximately.like this https://github.com/neptunehs/SmallEventofOutsideCluster/blob/master/events/SEoOC_phantom.txt ,id = nep_phantom.78
 

neptunehs

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Is there a way to add a random valid anomaly class to a planet? add_anomaly = random doesn't work.

Maybe no.
Because an anomaly only have spawn_chance,don't have anything like valid,possible,potential,allow or so on.
 

Methone

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Does anyone know the event for rolling whether or not an Awakened Empire acquires Decadence? I want to do some testing on them.
 

bitmapmedivh

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Does anyone know the event for rolling whether or not an Awakened Empire acquires Decadence? I want to do some testing on them.
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.
 

Methone

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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.
 

Mitchz95

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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.

They're in events_I_english.
 

Mitchz95

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I'm trying to make it so that if the player has Utopia, the Enigmatic Observers' preserve is a Habitat rather than a Gaia World. However, the habitat stubbornly refuses to spawn. I've done this before so I'm at a loss as to what I'm overlooking.

Code:
    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
                   }              
               }
           }
       }
   }

EDIT: Figured it out, I was supposed to use spawn_planet in the system scope, not planet scope.
 
Last edited:

Mitchz95

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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.

Yes, go into the physics technology files and you'll see a few modifiers that boost research speed.
 

ArneHD

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Yes, go into the physics technology files and you'll see a few modifiers that boost research speed.
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.
 

Gebstadter

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I've been trying to mod the file "common/colony_types/00_colony_types.txt" in order to change some of the planet designation bonuses. One of my bonuses can't be implemented with static modifiers in that file and needs a trigger in worker_jobs instead (essentially the same way Repugnant and Thrifty are implemented), which means the bonus isn't visible in the autogenerated tooltip. I'd like to add a custom tooltip to the designation indicating this bonus, but I can't figure out how to do this: including a "custom_tooltip" or "tooltip" or "description" field under the planet designation consistently generates "unexpected token" in error.log. To be precise, I've been trying to implement it like this, with various keywords attempted to substitute for "tooltip":
Code:
col_fortress = {
   icon = 9
   tooltip = "fortress_planet_cap_boost" # implemented in worker_jobs
   ...
}

Does anyone know if there's a correct way to do this?