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Japster

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So, I'm trying to create a British Empire mod, and I'm currently on the character names. For the full Victorian Era flavour I'm trying to find a way to generate names like "Field Marshal Edward Henry John James Montagu Sutherland-Leveson-Gower, 16th Duke of Norfolk, 11th Duke of Leinster, 3rd Duke of Sutherland VC KG KT KP GCB GCMG DSO GCVO OM GBE PC QC BSc FRS"

Obviously this is an exaggerated example (though only slightly tbh), but it's way more than the first name/surname options that are immediately apparent. Also there are things like needing to change things like Duke to Duchess, KG to LG or KCB to DCB if the character is female, the honours having a set order to appear in, and certain honours ideally being more likely to turn up on certain types of leaders, for example FRS or BSc on scientists, military honours and ranks like DSO, CB and VC to generals and admirals etc. I'm guessing the vast majority of this just isn't possible, but this is my first mod so I'm hoping there's something less obvious I've missed that might allow some of it.
 

17blue17

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Can you build defense platforms by event for an existing station? For example build 5 ion cannons for a certain level of starbase. I know how to upgrade stations by event and build megastructures by event but not ion cannons etc. :confused:

EDIT: The answer is yes !!!! :D:D:D It works using create ship under the starbase scope.

Code:
country_event = {
    id = stevestarbases_aino.120
    hide_window = yes
  
    trigger = {
        is_ai = no
        has_country_flag = steve_battleship_design_ready
        any_system_within_border = {
            NOT = { has_star_flag = autobastoncannonbuilt }
            exists = starbase
            starbase = {
                has_starbase_size = starbase_citadel
            }
        }
    }

    immediate = {
        hidden_effect = {
            every_system_within_border = {
                limit = {
                    NOT = { has_star_flag = autobastoncannonbuilt }
                    exists = starbase
                    starbase = {
                        has_starbase_size = starbase_citadel
                    }
                }
                set_star_flag = autobastoncannonbuilt
                starbase = {
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = ion_cannon_bastion
                        graphical_culture = "humanoid_01"
                    }
                }
              
              
            }
        }
    }
}

Note the above uses my own custom ion cannon and I have modded the cannon to have size_multiplier = 1 so I can build the 23. My cannon has a lot of weapons including the largest slots. It seemed easier to have powerful cannons rather than trying to mod the starbase itself.
 
Last edited:

Mitchz95

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My event is supposed to only target empires that have surveyed a certain system, but for some reason it targets all of them regardless of whether or not they have surveyed it.

Code:
every_country = {
    limit = {
        is_country_type = default
        event_target:supernova_system_scan_target = { is_surveyed = { who = this status = yes } }
    }
    country_event = { id = mzilli_supernova.10 }
}

I tried "is_surveyed = { who = prev }" but then the country event didn't fire at all. What am I doing wrong?

EDIT: I got it to work using the following:

Code:
every_country = {
    limit = { is_country_type = default }
    save_global_event_target_as = supernova_system_scanner
    if = {
        limit = { event_target:supernova_system_scan_target = { is_surveyed = { who = event_target:supernova_system_scanner status = yes } } }
        country_event = { id = mzilli_supernova.10 }
    }
    clear_global_event_target = supernova_system_scanner
}
 
Last edited:

Camtheman

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Is the effect for Greater Than Ourselves unmoddable? I can't seem to find it anywhere and would like to make it work on slavers too. Otherwise I guess ill have to write my own, oof.
 

Camtheman

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It's coded, not scripted, so not moddable.

Great, thx.

Another question.

If I wanted to make the same megastructure scale up in cost for every extra one you build, how would I do that? I've tried making duplicates of the same megastructure (01_dyson_sphere, 02_dyson_sphere...) and changing their costs to what I want, with no luck. I've tried a single file with boolean statements in the cost scope and that doesn't seem to work either. I've seen scripted variables but I don't entirely understand if they apply to this problem from the examples I've seen.
 

17blue17

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Question: Science ship route to travel to a system

In early game I want to send out a science ship to survey a system and instead the game changes the route to go to a unknown system owned by a unknown country and then back tract to where I wanted. Is there any setting I can mod not to do this? Usually happens if there is a worm hole or a unknown gate ( I give countries gates at game start). I guess the game is trying to do the shortest route but if the unknown country has borders closed it is a pain. I would rather it travel the route I picked.
 

mial42

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Content Consumer

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I'm having a problem with an event I'm making.
This event is supposed to give:
  1. Every Scientist the Maniacal trait
  2. Every Scientist currently researching Society the Expertise Industry trait
  3. Every Scientist currently researching Physics the Expertise Propulsion trait
  4. Every Scientist currently researching Engineering the Expertise Statecraft trait
  5. Every Scientist not currently researching anything gets Carefree

My problem is that this actually:
  • Gives every scientist Maniacal, Expertise Propulsion, and Expertise Statecraft
  • Society researcher also gets Expertise Industry
  • Gives every Governor, Admiral, and General leader Expertise Statecraft
  • Nobody gets Carefree

I have no idea what I'm doing wrong. I'm certain it's one of those things that's absolutely trivial in retrospect.

Code:
namespace = myScientistGoesInsane

country_event = {
    id = myScientistGoesInsane.1
    hide_window = yes
    is_triggered_only = yes
    immediate = {
        every_owned_leader = {
            if { limit = { leader_class = scientist }
                add_trait = leader_trait_maniacal
                if { limit = { is_researching_area = society }
                    add_trait = leader_trait_expertise_industry
                }
                else if { limit = { is_researching_area = physics }
                    add_trait = leader_trait_expertise_propulsion
                }
                else if { limit = { is_researching_area = engineering }
                    add_trait = leader_trait_expertise_statecraft
                }
                else {
                    add_trait = leader_trait_carefree
                }
            }
        }
    }
}
 

mial42

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I'm having a problem with an event I'm making.
This event is supposed to give:
  1. Every Scientist the Maniacal trait
  2. Every Scientist currently researching Society the Expertise Industry trait
  3. Every Scientist currently researching Physics the Expertise Propulsion trait
  4. Every Scientist currently researching Engineering the Expertise Statecraft trait
  5. Every Scientist not currently researching anything gets Carefree

My problem is that this actually:
  • Gives every scientist Maniacal, Expertise Propulsion, and Expertise Statecraft
  • Society researcher also gets Expertise Industry
  • Gives every Governor, Admiral, and General leader Expertise Statecraft
  • Nobody gets Carefree

I have no idea what I'm doing wrong. I'm certain it's one of those things that's absolutely trivial in retrospect.

Code:
namespace = myScientistGoesInsane

country_event = {
    id = myScientistGoesInsane.1
    hide_window = yes
    is_triggered_only = yes
    immediate = {
        every_owned_leader = {
            if { limit = { leader_class = scientist }
                add_trait = leader_trait_maniacal
                if { limit = { is_researching_area = society }
                    add_trait = leader_trait_expertise_industry
                }
                else if { limit = { is_researching_area = physics }
                    add_trait = leader_trait_expertise_propulsion
                }
                else if { limit = { is_researching_area = engineering }
                    add_trait = leader_trait_expertise_statecraft
                }
                else {
                    add_trait = leader_trait_carefree
                }
            }
        }
    }
}
else if should be else_if.
 

Lavaflow900

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So I'm in the middle of a heavily modded game, and I very much doubt I'll be able to finish before the patch drops. What's the best way to preserve the mods and game in it's current state? I think you'd have to copy the mod files from the steam workshop into a seperate folder, then add the .mod files that generate in the mods folder when the launcher, well, launches. And probably copy the launcher-v2.sqlite just for good measure. It feels like there should be a better way, though. Ayone know anything?
I see the comment a few messages up about making a new mod and copying things over, but I'm not gonna do that for... checks... 61 mods individually.
 

mial42

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So I'm in the middle of a heavily modded game, and I very much doubt I'll be able to finish before the patch drops. What's the best way to preserve the mods and game in it's current state? I think you'd have to copy the mod files from the steam workshop into a seperate folder, then add the .mod files that generate in the mods folder when the launcher, well, launches. And probably copy the launcher-v2.sqlite just for good measure. It feels like there should be a better way, though. Ayone know anything?
I see the comment a few messages up about making a new mod and copying things over, but I'm not gonna do that for... checks... 61 mods individually.
Use the irony mod manager to create a merged mod. Note that sometimes the merged mod won't work, so I'd recommend trying that, seeing if it works, and if it doesn't go ahead with your original plan.
 
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Mitchz95

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Is there any way to scope to a random ship within a fleet, or vice versa? I don't see anything on the wiki or in the events files.

EDIT: Got this to work by scoping to the fleet and doing the following:

Code:
save_global_event_target_as = <target>
owner = {
    random_owned_ship = {
        limit = { fleet = { is_same_value = event_target:<target> } }
        <effects>
    }
}
 
Last edited:

sillyrobot

Lt. General
Jul 18, 2015
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Space storms:

I ran into my very first decade-long galaxy-wide space storm today. My first thought was "How... annoying!" My next was "I need to mod this!"

I'd prefer to reduce the duration, limit the effect, and preferentially reduce the visual and especially audio on the system view.

I found the events in events/galactic_features.txt so I can reduce the probability and duration.

What I need now is volume reduction Anyone have insight on if it can be modded, and where I an find the levers to control it?
 

Mitchz95

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Space storms:

I ran into my very first decade-long galaxy-wide space storm today. My first thought was "How... annoying!" My next was "I need to mod this!"

I'd prefer to reduce the duration, limit the effect, and preferentially reduce the visual and especially audio on the system view.

I found the events in events/galactic_features.txt so I can reduce the probability and duration.

What I need now is volume reduction Anyone have insight on if it can be modded, and where I an find the levers to control it?
gfx/models/effects/_system_effects_entities.txt.
 
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kwanzaabot

Second Lieutenant
Nov 26, 2020
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So I have a few shipset mods in my game, and I know a number of them are outdated and abandoned, so as a result they're missing models for certain ship types. That's fine. I have them set to not randomize, so as long as I don't go around making a Void Dweller with my Old Republic shipset, I shouldn't encounter any weird graphical bugs.

The problem is that this is an Abandoned Habitat, so it should be using vanilla assets, right?

Is there any way to force the game to generate this as a different shipset? It's really annoying tbh.

habitat.png
 

Mitchz95

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So I have a few shipset mods in my game, and I know a number of them are outdated and abandoned, so as a result they're missing models for certain ship types. That's fine. I have them set to not randomize, so as long as I don't go around making a Void Dweller with my Old Republic shipset, I shouldn't encounter any weird graphical bugs.

The problem is that this is an Abandoned Habitat, so it should be using vanilla assets, right?

Is there any way to force the game to generate this as a different shipset? It's really annoying tbh.

View attachment 704026

You could try editing the save file? Find that particular habitat and change the graphical culture to one of the vanilla ones (mammalian_01, for example).