cheers, so would that be something like "potential = { is_ai = no }" or does it need to be in a different fieldis_ai = no is probably the strongest way to get them not to choose it.
cheers, so would that be something like "potential = { is_ai = no }" or does it need to be in a different fieldis_ai = no is probably the strongest way to get them not to choose it.
create_ship = {
name = random
random_existing_design = titan
graphical_culture = "humanoid_01"
}
create_ship = {
name = random
random_existing_design = juggernaut
graphical_culture = "humanoid_01"
}
Districts and buildings are added in the 01_start_of_game_effects file in the Stellaris/common/scripted_effects folder. Specifically, in the generate_start_buildings_and_districts effect. The change should be fairly simple: just change:Hi
I've been trying to combine the syncretic evolution origin with the shattered ringworld origin but can't get the correct districts/buildings on it at game start (screenshot), everything else works fine as far as I've tested.
Can anyone point me to the right files I need to look at to fix this?
Cheers!
limit = { owner = { has_origin = origin_shattered_ring } }
limit = { owner = { OR = { has_origin = origin_shattered_ring has_origin = your_origin } } }
Districts and buildings are added in the 01_start_of_game_effects file in the Stellaris/common/scripted_effects folder. Specifically, in the generate_start_buildings_and_districts effect. The change should be fairly simple: just change:
toCode:limit = { owner = { has_origin = origin_shattered_ring } }
and you should be all set.Code:limit = { owner = { OR = { has_origin = origin_shattered_ring has_origin = your_origin } } }
planet_event = {
id = wagho_event.2
hide_window = yes
is_triggered_only = yes
trigger = {
NOT = {
has_global_flag = wagho_event_disable_wagho
}
exists = owner
has_planet_flag = wagho_event_planet
any_owned_pop = {
wagho_event_trigger_is_immune = no
}
}
immediate = {
random_list = {
33 = {
random_owned_pop = {
limit = {
NOT = {
has_pop_flag = wagho_event_pop_infected
}
}
set_pop_flag = wagho_event_pop_infected
}
}
33 = {
while = {
count = 10
}
random_owned_pop = {
limit = {
NOT = {
has_pop_flag = wagho_event_pop_infected
}
}
set_pop_flag = wagho_event_pop_infected
}
}
random picks one target scope that matches the criteria. For example, "random_planet = { limit = { is_planet_class = pc_barren } <effect> }" will pick one random Barren World in the galaxy to execute the effect.
- What are the differences between random, any, or every when to create effects for events?
while = {
limit = { <triggers> }
<effects>
}
Alternatively, you can also do:Answer: Also use While. See below:
Code:while = { limit = { <triggers> } <effects> }
every_owned_pop = {
limit = { has_pop_flag = flag1 }
<effects>
}
That was my original idea, but I need to get the number for how many times the action has been done, as it works in combination with an event chain counter (so how many Pops had their flag removed for example), and the event chain counter does not work with every_owned_pop (I guess).Alternatively, you can also do:
Code:every_owned_pop = { limit = { has_pop_flag = flag1 } <effects> }
...which will, I think, process all pops in bulk, which _should_ have better performance than doing one after the other with a while loop.
Downside is, if your script has some random elements, all pops will receive the exact same outcome.
...at least that's how I remember things working out when I played around with it.
Is it at all possible to force Scions to spawn within 1/2 jumps of their Overlord? I've been trying to get my empire to spawn with one for hours, and have finally decided to see if it's worth making a quick mod to force the scenario.
country_event = {
id = plentiful_perks_ascension.1001 #2551
title = "plentiful_perks_ascension.1001.name"
desc = "plentiful_perks_ascension.1001.desc"
picture = GFX_evt_circuitry_modification
show_sound = event_laboratory_sound
is_triggered_only = yes
immediate = {
set_country_flag = hive_empire
#give_technology = { tech = tech_bio_reactor message = no }
every_owned_pop = {
limit = {
is_same_species = owner_species
is_robot_pop = no
is_sapient = yes
}
modify_species = {
species = this
add_trait = trait_hive_mind
add_traits_at_start_of_list = yes
}
}
every_owned_ship = {
limit = {
is_ship_class = shipclass_colonizer
is_same_species = owner_species
is_robot_pop = no
is_sapient = yes
}
modify_species = {
species = this
add_trait = trait_hive_mind
add_traits_at_start_of_list = yes
}
change_species = event_target:new_hive_species
}
every_owned_pop = {
limit = {
NOT = { is_same_species = owner_species }
is_robot_pop = no
is_sapient = yes
species = {
NOT = { has_trait = trait_cybernetic }
}
}
set_citizenship_type = {
type = citizenship_assimilation
cooldown = yes
}
}
shift_ethic = "ethic_gestalt_consciousness"
change_government = {
authority = auth_hive_mind
}
every_country = {
limit = {
is_ai = no
NOT = { is_same_value = root }
has_communications = root
}
country_event = { id = plentiful_perks_ascension.1002 days = 5 }
country_event = { id = plentiful_perks_ascension.1003 days = 10 }
}
if = {
limit = {
any_country = {
OR = {
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
}
has_ethic = ethic_fanatic_spiritualist
has_communications = root
NOT = { is_same_value = root }
}
}
random_country = {
limit = {
OR = {
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
}
has_ethic = ethic_fanatic_spiritualist
has_communications = root
NOT = { is_same_value = root }
}
country_event = { id = plentiful_perks_ascension.1003 days = 15 }
}
}
else = {
random_country = {
limit = {
is_country_type = default
has_ethic = ethic_fanatic_spiritualist
has_communications = root
NOT = { is_same_value = root }
}
country_event = { id = plentiful_perks_ascension.1003 days = 15 }
}
}
ROOT = {
set_country_flag = hive_age
}
}
option = {
name = "plentiful_perks_ascension.1001.a"
custom_tooltip = HIVE_ASSIMILATION_CITIZENSHIP_ENABLED
change_government = {
authority = auth_hive_mind
civics = {
civic = civic_hive_subspace_ephapse
civic = civic_hive_natural_neural_network
}
}
random_owned_pop = {
limit = {
has_trait = trait_cybernetic
NOT = { is_same_species = owner_species }
}
add_modifier = {
modifier = "pop_ghost_signal_5"
days = -1
}
}
}
}
set_citizenship_type = {
type = citizenship_slavery
cooldown = yes
}
I made this event:
Code:country_event = { id = plentiful_perks_ascension.1001 #2551 title = "plentiful_perks_ascension.1001.name" desc = "plentiful_perks_ascension.1001.desc" picture = GFX_evt_circuitry_modification show_sound = event_laboratory_sound is_triggered_only = yes immediate = { set_country_flag = hive_empire #give_technology = { tech = tech_bio_reactor message = no } every_owned_pop = { limit = { is_same_species = owner_species is_robot_pop = no is_sapient = yes } modify_species = { species = this add_trait = trait_hive_mind add_traits_at_start_of_list = yes } } every_owned_ship = { limit = { is_ship_class = shipclass_colonizer is_same_species = owner_species is_robot_pop = no is_sapient = yes } modify_species = { species = this add_trait = trait_hive_mind add_traits_at_start_of_list = yes } change_species = event_target:new_hive_species } every_owned_pop = { limit = { NOT = { is_same_species = owner_species } is_robot_pop = no is_sapient = yes species = { NOT = { has_trait = trait_cybernetic } } } set_citizenship_type = { type = citizenship_assimilation cooldown = yes } } shift_ethic = "ethic_gestalt_consciousness" change_government = { authority = auth_hive_mind } every_country = { limit = { is_ai = no NOT = { is_same_value = root } has_communications = root } country_event = { id = plentiful_perks_ascension.1002 days = 5 } country_event = { id = plentiful_perks_ascension.1003 days = 10 } } if = { limit = { any_country = { OR = { is_country_type = fallen_empire is_country_type = awakened_fallen_empire } has_ethic = ethic_fanatic_spiritualist has_communications = root NOT = { is_same_value = root } } } random_country = { limit = { OR = { is_country_type = fallen_empire is_country_type = awakened_fallen_empire } has_ethic = ethic_fanatic_spiritualist has_communications = root NOT = { is_same_value = root } } country_event = { id = plentiful_perks_ascension.1003 days = 15 } } } else = { random_country = { limit = { is_country_type = default has_ethic = ethic_fanatic_spiritualist has_communications = root NOT = { is_same_value = root } } country_event = { id = plentiful_perks_ascension.1003 days = 15 } } } ROOT = { set_country_flag = hive_age } } option = { name = "plentiful_perks_ascension.1001.a" custom_tooltip = HIVE_ASSIMILATION_CITIZENSHIP_ENABLED change_government = { authority = auth_hive_mind civics = { civic = civic_hive_subspace_ephapse civic = civic_hive_natural_neural_network } } random_owned_pop = { limit = { has_trait = trait_cybernetic NOT = { is_same_species = owner_species } } add_modifier = { modifier = "pop_ghost_signal_5" days = -1 } } } }
Without the bold part, the event works, but the part witht the random_owned_pop, even with every_owned_pop does not work.
I want to make every owned species/pop, that has "cybernetics" to be changed from "unwanted" in the living standards to be a slave / livestock. I tried to use
Code:set_citizenship_type = { type = citizenship_slavery cooldown = yes }
and / or with the living_standards but nothing helps.
on_game_start_country = {
events = {
no_events.999
}
}
namespace = no_events
country_event = {
id = no_events.999
hide_window = yes
is_triggered_only = yes
immediate = {
if {
limit = {
owner = {
has_origin = origin_driven_explorers
}
}
}
every_owned_leader = {
limit = {
leader_class = ruler
}
add_trait = no_trait_ruler
add_ruler_trait = no_trait_ruler
}
}
}
}
Just got into modding Stellaris, so forgive me if this is a dumb question.
I want to trigger an event at game start to add a ruler trait. I've added an on_action file to /common/on_action with;
And my event is;Code:on_game_start_country = { events = { no_events.999 } }
When I manually trigger the event through the console, it works as expected. The trait gets added properly. This leads me to assume I'm doing something wrong with triggering it through on_game_start_country. Either that, or my scope is somehow wrong.Code:namespace = no_events country_event = { id = no_events.999 hide_window = yes is_triggered_only = yes immediate = { if { limit = { owner = { has_origin = origin_driven_explorers } } } every_owned_leader = { limit = { leader_class = ruler } add_trait = no_trait_ruler add_ruler_trait = no_trait_ruler } } } }
No errors found in error log. Am I missing something? Any help or suggestion would be most appreciated.
Thanks for your suggestion, but as it turns out, it was a different mistake on my part. One for which I am currently ramming my skull into a wall. The mod folder in which the game_start triggers are placed was named 'on_action' instead of what it's supposed to be: 'on_actions'.Try this:
1) Change on_game_start_country to on_game_start.
2) Change country_event to event.
3) Change if to every_country.