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Pyzayt

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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).
 

Atoombom007

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[SOLVED]

I'm trying to add a custom sound. With the following folder structure (wagho is the prefix I'm using, bold text indicates answer to the problem):
  • mod
    • sound
      • wagho_sound.asset
      • wagho_category.asset
    • wagho
      • event_cough_3.wav
      • wagho_sound_effects.asset
wagho_category.asset
Code:
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
    }
}

wagho_sound.asset
Code:
sound =
{
    name = "event_cough_3"
    file = "wagho/event_cough_3.wav"
}

Somehow, the error.log says:
Code:
Missing sound effect: event_cough_3
Unable to find sound effect 'event_cough_3' when assigning category 'Effects'
Everything is there, but it somehow won't find the sound! Anybody an idea what mistake I'm making?

EDIT: Apparently custom sounds need to be defined as being a sound effect in a new .asset file. The file can be placed within the folder where your custom sound is placed. Below is the .asset file I added in order for the sound to work.
Code:
########## EVENTS SFX ###############
soundeffect = {
    name = event_cough_3
    sounds = {
        sound = event_cough_3
    }
}
 
Last edited:

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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.
When you define the trait, add:
initial = no
modification = no
randomized = no

For example:

Code:
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
    }
}
 

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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

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.
 

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When you define the trait, add:
initial = no
modification = no
randomized = no

For example:

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...
 

Pyzayt

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Does anybody happen to know how I could make the Fallen Empires spawn with Juggernauts? If so, how would I set the Juggernaut appearance specifically to molluscoid (as it is the closest in appearance to other FE ships by my judgement)?
 

ubuntufreakdragon

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I'm currently fixing the vanishing first rulers on election so far everything works but my randomization:
Code:
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
      }
    }
  }
}
I tested it on a xenophile egalitarian democracy, so I expected 60% sci 20% gov and 20% adm as secondary class but I always got a governor.
However the main point works the ruler survives an election defeat.
The event is fired a few days after gamestart for all countries.

Edit found the error, replaced code with working version finally no vanishing rulers.
 
Last edited:

Pyzayt

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Does anyone know how I could stick a completed megastructure into a system on initialization? Say, the Strategic Coordination Center, Interstellar Assembly, or Dyson Sphere, for example?
 

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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
                }
            }
 

Omniscient

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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...
Ah, I see. Yes, by event is probably the only way to do what you want.
 

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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
                }
            }

This might be worth a try:
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
            
            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
        }
    }
 

Pyzayt

Captain
15 Badges
Aug 5, 2019
379
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  • Cities: Skylines
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
Good news and bad news:
Good News:
The Interstellar Assembly spawned.
Bad News:
Interstellar Assembly has no model.
The Mega Art Installation didn't spawn.
unknown.png