Oof. I've done something similar with the 'solar_system_initializers' folder in the past. It turns out, the game doesn't like initialisers being spelt with an s (as we spell it in the land of tea).
category = {
name = "Effects"
soundeffects = {
####### EVENT SFX
event_cough_3
}
compressor =
{
enabled = yes
pregain = 2.0
postgain = 1.5
ratio = 10.0
threshold = -8.0
attacktime = 0.30
releasetime = 0.020
}
}
sound =
{
name = "event_cough_3"
file = "wagho/event_cough_3.wav"
}
Missing sound effect: event_cough_3
Unable to find sound effect 'event_cough_3' when assigning category 'Effects'
########## EVENTS SFX ###############
soundeffect = {
name = event_cough_3
sounds = {
sound = event_cough_3
}
}
When you define the trait, add:Shot in the dark, but can anyone think of a simple way to restrict trait choice to origins? That is, a trait will only show up in the initial species designer if a certain origin is selected. Found out to my chagrin that species_potential_add only governs modification of existing species.
trait_void_dweller_1 = {
icon = "gfx/interface/icons/traits/trait_void_dweller_positive.dds"
initial = no
modification = no
randomized = no
allowed_archetypes = { BIOLOGICAL LITHOID }
sorting_priority = 30
potential_crossbreeding_chance = 0.33
modifier = {
planet_jobs_specialist_produces_mult = 0.15
planet_jobs_worker_produces_mult = 0.15
pop_growth_speed = -0.1
}
ai_weight = {
weight = 0
}
}
Hello,
I would like to discover the possibilities of improvements to the trading system. I would like to use the commercial value collect system, on all of the orbital resources.
However, I can't find the file which indicates that the trade value resource is the one harvested by the station modules via the command starbase_trade_protection_range_add = 1.
Which file says that the trade value resource is a resource linked to starbase_trade_protection_range_add = 1?
I hope to have been understandable my English being bad
Is there any way to hide the effects of a modifier from the player? I'd like to make a modifier that improves the player's habitability, but keep it secret from them.
Are you asking if you it is possible to collect resources like minerals and energy from starbases, similar to trade value?
If so, I'm afraid what you are asking is impossible for mods to do.
When you define the trait, add:
initial = no
modification = no
randomized = no
For example:
trait_whatever = {
cost = 1
modification = no
randomized = no
potential_crossbreeding_chance = 0
icon = "gfx/interface/icons/traits/leader_traits/leader_trait_spark_of_genius.dds"
allowed_archetypes = { BIOLOGICAL LITHOID }
species_potential_add = {
exists = from
from = {
has_origin = some_new_origin
has_authority = auth_hive_mind
}
}
modifier = {
# stuff
}
}
namespace = ufd_bugfix
country_event = {
id = ufd_bugfix.1
is_triggered_only = yes
hide_window = yes
trigger = {
is_country_type = default
is_regular_empire = yes
}
immediate = {
leader = {
root = {
random_list = {
60 = { #Scientist
clone_leader = {
target = prev
class = scientist
traits = {
trait = leader_trait_adaptable
}
}
modifier = {
factor = 0
root = {
NOT = {
OR = {
has_valid_civic = civic_technocracy
AND = {
is_militarist = no
has_authority = auth_democratic
}
}
}
}
}
}
20 = { #Govenor
clone_leader = {
target = prev
class = governor
traits = {
trait = leader_trait_adaptable
}
}
modifier = {
factor = 0
root = {
NOT = {
OR = {
has_authority = auth_corporate
AND = {
NOT = { has_valid_civic = civic_technocracy }
OR = {
is_militarist = no
has_authority = auth_democratic
}
NOT = { has_valid_civic = civic_warrior_culture }
}
}
}
}
}
}
20 = { #Admiral
clone_leader = {
target = prev
class = admiral
traits = {
trait = leader_trait_adaptable
}
}
modifier = {
factor = 0
root = {
NOT = {
AND = {
NOT = { has_valid_civic = civic_technocracy }
is_pacifist = no
NOT = { has_authority = auth_corporate }
OR = {
has_authority = auth_democratic
is_militarist = yes
}
}
}
}
}
}
}
last_created_leader = {
remove_trait = leader_trait_adaptable
switch = {
trigger = leader_class
scientist = {
random_list = {
2 = {
add_trait = leader_trait_adaptable
}
2 = {
add_trait = leader_trait_resilient
}
1 = {
add_trait = leader_trait_eager
}
3 = {
add_trait = leader_trait_meticulous
}
5 = {
add_trait = leader_trait_spark_of_genius
}
2 = {
add_trait = leader_trait_carefree
}
2 = {
add_trait = leader_trait_roamer
}
2 = {
if = {
limit = { root = {has_ancrel = yes } }
add_trait = leader_trait_archaeologist_ancrel
}
else = {
add_trait = leader_trait_archaeologist
}
}
3 = {
add_trait = leader_trait_maniacal
}
1 = {
add_trait = leader_trait_expertise_materials
}
1 = {
add_trait = leader_trait_expertise_propulsion
}
1 = {
add_trait = leader_trait_expertise_voidcraft
}
1 = {
add_trait = leader_trait_expertise_industry
}
1 = {
add_trait = leader_trait_expertise_field_manipulation
}
1 = {
add_trait = leader_trait_expertise_particles
}
1 = {
add_trait = leader_trait_expertise_computing
}
1 = {
add_trait = leader_trait_expertise_new_worlds
}
1 = {
add_trait = leader_trait_expertise_statecraft
}
1 = {
add_trait = leader_trait_expertise_biology
}
1 = {
add_trait = leader_trait_expertise_military_theory
}
}
}
governor = {
random_list = {
2 = {
add_trait = leader_trait_adaptable
}
2 = {
add_trait = leader_trait_resilient
}
1 = {
add_trait = leader_trait_eager
}
1 = {
add_trait = leader_trait_army_veteran
}
1 = {
add_trait = leader_trait_retired_fleet_officer
}
2 = {
add_trait = leader_trait_architectural_interest
}
2 = {
add_trait = leader_trait_intellectual
}
1 = {
add_trait = leader_trait_righteous
}
1 = {
add_trait = leader_trait_environmental_engineer
}
1 = {
add_trait = leader_trait_bureaucrat
}
2 = {
modifier = {
factor = 0
root = { allows_slavery = no }
}
add_trait = leader_trait_iron_fist
}
2 = {
modifier = {
factor = 0
root = { is_lithoid = yes }
}
add_trait = leader_trait_agrarian_upbringing
}
}
}
admiral = {
random_list = {
2 = {
add_trait = leader_trait_adaptable
}
1 = {
add_trait = leader_trait_resilient
}
1 = {
add_trait = leader_trait_eager
}
3 = {
add_trait = leader_trait_trickster
}
1 = {
add_trait = leader_trait_fleet_logistician
}
3 = {
add_trait = leader_trait_engineer
}
2 = {
add_trait = leader_trait_aggressive
}
1 = {
add_trait = leader_trait_cautious
}
1 = {
add_trait = leader_trait_scout
}
1 = {
add_trait = leader_trait_unyielding
}
1 = {
add_trait = leader_trait_gale_speed
}
}
}
}
}
assign_leader = last_created_leader
}
if = {
limit = { exists = this }
kill_leader = yes
}
}
}
}
planet = {
name = "NAME_Sky_Father"
class = "pc_gas_giant"
orbit_distance = 60
orbit_angle = 200
size = 30
has_ring = no
init_effect = {
spawn_megastructure = { type = "mega_art_installation_4" }
}
change_orbit = @base_moon_distance
planet = {
count = 1
orbit_distance = 15
class = "pc_gaia"
name = "NAME_The_Preserve"
orbit_angle = { min = 90 max = 270 }
size = 20
orbit_angle = 60
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = ROOT
set_planet_flag = fe_the_preserve
add_building = building_fe_xeno_zoo
spawn_megastructure = { type = "interstellar_assembly_4" }
while = {
count = 2
create_pop = {
species = owner_main_species
}
}
Ah, I see. Yes, by event is probably the only way to do what you want.Hey thanks for getting back to me, but I think I didn't make my question clear. What I am trying to do is make it so that in the initial empire designer, before starting a game, when you go to select species traits, certain traits will only be available if you select an origin. The idea is that by selecting an origin, new traits open up as choices for designing your species. With the void dweller example, it places that trait on every member of the species in the origin definition. So I was trying to do something like this:
Code:trait_whatever = { cost = 1 modification = no randomized = no potential_crossbreeding_chance = 0 icon = "gfx/interface/icons/traits/leader_traits/leader_trait_spark_of_genius.dds" allowed_archetypes = { BIOLOGICAL LITHOID } species_potential_add = { exists = from from = { has_origin = some_new_origin has_authority = auth_hive_mind } } modifier = { # stuff } }
The goal would be that this trait would only show up (along with others) to be selected as an option for hive minds with the "some_new_origin" origin. But I did not realize that "species_potential_add" is only for modification in game. What ended up happening is this trait would show up all the time. It's looking like what shows up in the species designer is completely governed by "allowed_archetypes" and I am not sure if it's even possible to add new archetype definitions. Maybe I'll just have to do some event instead...
So, I'm trying to give the Fallen Empires access to specific megastructures. In the case of the Enigmatic Observers, a Mega Art Installation and Interstellar Assembly over Sky Father and The Preserve respectively. Unfortunately, I'm not seeing them spawn. Could anyone spot what my error is because I can't figure it out?
Code:planet = { name = "NAME_Sky_Father" class = "pc_gas_giant" orbit_distance = 60 orbit_angle = 200 size = 30 has_ring = no init_effect = { spawn_megastructure = { type = "mega_art_installation_4" } } change_orbit = @base_moon_distance
Code:planet = { count = 1 orbit_distance = 15 class = "pc_gaia" name = "NAME_The_Preserve" orbit_angle = { min = 90 max = 270 } size = 20 orbit_angle = 60 orbit_distance = 0 deposit_blockers = none modifiers = none init_effect = { set_planet_flag = fallen_empire_world prevent_anomaly = yes set_owner = ROOT set_planet_flag = fe_the_preserve add_building = building_fe_xeno_zoo spawn_megastructure = { type = "interstellar_assembly_4" } while = { count = 2 create_pop = { species = owner_main_species } }
planet = {
count = 1
orbit_distance = 15
class = "pc_gaia"
name = "NAME_The_Preserve"
orbit_angle = { min = 90 max = 270 }
size = 20
orbit_angle = 60
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
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
}
}
}
}
change_orbit = 10 # some amount of orbit change may be needed so the megastructure isn't sitting inside the planet, experiment with what looks good
init_effect = {
spawn_megastructure = {
type = "interstellar_assembly_4"
random_pos = no # I don't know if this will work
}
}