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Mitchz95

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Thanks, that works, except when I said 'owner' I meant the owner of the system, as I want to use this on uncolonisable planets. I can set the owner of the system to be the owner of the planet, which makes it work but that creates a pseudo-colony and I can't figure out how to get rid of it. destroy_colony = yes doesn't work (However it does if I use the 'own' console command). Is there a way to set the owner to nobody?

Once you save and reload the save, the "pseudo-colony" will be gone. No way to delete it otherwise, as far as I know.
 

17blue17

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Location =

In the event below I was using location = from and it seemed to work but no longer does maybe because I set the flag??? Something about the flag goofed things up but without the flag the event kept firing.

Will location = this work correctly? I want to go to the system in the trigger.

thank you

country_event = { id = steve_newcolony.400 title = steve_newcolony.400.name desc = steve_newcolony.400.desc show_sound = event_mystic_reveal picture = GFX_evt_spymaster location = this trigger = { is_ai = no is_at_war = yes any_system_within_border = { any_fleet_in_system = { owner = { is_hostile = root } } NOT = { has_star_flag = steve_hostile_fleet_system } } } immediate = { every_system_within_border = { limit = { any_fleet_in_system = { owner = { is_hostile = root } } NOT = { has_star_flag = steve_hostile_fleet_system } } set_star_flag = steve_hostile_fleet_system } } option = { name = OK } }
 

Science-Recon

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Location =

In the event below I was using location = from and it seemed to work but no longer does maybe because I set the flag??? Something about the flag goofed things up but without the flag the event kept firing.

Will location = this work correctly? I want to go to the system in the trigger.

thank you

country_event = { id = steve_newcolony.400 title = steve_newcolony.400.name desc = steve_newcolony.400.desc show_sound = event_mystic_reveal picture = GFX_evt_spymaster location = this trigger = { is_ai = no is_at_war = yes any_system_within_border = { any_fleet_in_system = { owner = { is_hostile = root } } NOT = { has_star_flag = steve_hostile_fleet_system } } } immediate = { every_system_within_border = { limit = { any_fleet_in_system = { owner = { is_hostile = root } } NOT = { has_star_flag = steve_hostile_fleet_system } } set_star_flag = steve_hostile_fleet_system } } option = { name = OK } }
AFIK, ‘THIS’ and ‘ROOT’ should be synonymous in this context.
 

17blue17

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AFIK, ‘THIS’ and ‘ROOT’ should be synonymous in this context.
Thank you. So this and root will just take me to my own capital and from no longer works. Something about the flags.

EDIT: I fixed the location issue using event target flags

save_global_event_target_as = steve_hostile_system_target in one event

and then in the next use location = event_target:steve_hostile_system_target

############ Hostile Fleet ######################## country_event = { id = steve_newcolony.400 hide_window = yes trigger = { is_ai = no is_at_war = yes NOT = { has_country_flag = hostile_system_notification} any_system_within_border = { NOT = { has_star_flag = steve_hostile_fleet_system } OR = { any_fleet_in_system = { owner = { is_hostile = root } } any_system_planet = { controller = { is_hostile = root }} starbase = { controller = { is_hostile = root }} } } } immediate = { random_system_within_border = { limit = { NOT = { has_star_flag = steve_hostile_fleet_system } OR = { any_fleet_in_system = { owner = { is_hostile = root } } any_system_planet = { controller = { is_hostile = root }} starbase = { controller = { is_hostile = root }} } } save_global_event_target_as = steve_hostile_system_target set_star_flag = steve_hostile_fleet_system } set_country_flag = hostile_system_notification country_event = { id = steve_newcolony.410 } } } country_event = { id = steve_newcolony.410 title = steve_newcolony.400.name desc = steve_newcolony.400.desc show_sound = event_mystic_reveal picture = GFX_evt_spymaster location = event_target:steve_hostile_system_target is_triggered_only = yes trigger = { is_ai = no is_at_war = yes has_country_flag = hostile_system_notification any_system_within_border = { has_star_flag = steve_hostile_fleet_system } } option = { name = OK remove_country_flag = hostile_system_notification clear_global_event_target = steve_hostile_system_target } }
 
Last edited:

The Yogi

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I would like to make the fallen empire war goal of making the defeated give up all claims on the victor to be available to all empires. Would that be possible, and how would I go about it?
 

Skynet98

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Is there a way to change the number of max traits /trait picks for when you edit a species? Because I only found out how to do it in general (using 00_archetypes) or how to add trait points, but there is no resource on how to add trait picks during gameplay that i found.
 

Lord Beverage

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Does there exist any mod out there that either drastically reduces the center galactic cloud or better yet completely eliminate it, in an ironman compatible way?

I've generally just avoided the center of the galaxy while zoomed in to get around the massive performance hit it brings, but I just rolled an epic start right on its border...
 

Mitchz95

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Two questions.

1) Is there any way to lock out a species trait based on an empire's origin? For example, a new species trait that's only available for Lost Colony empires.

2) Is there any way to delete an anomaly from a planet? I swear I saw this in the game code the other day but I can't remember where or what it was. :/
 

sillyrobot

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I know this is a long shot but...
Is there a way to create an edict that is both a timed duration and immune to edict_length_mult? I created an decision I want to expire every 3 years and so made it a campaign. Worked great through to the late middle-game when I noticed the decision now lasts more than a decade due to social repeatable tech. It would be great if there was a flag, edict type, or other signal that didn't react to duration increases.
 

Whiskeyjack-5691

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Hi guys, looong time lurker, first time poster.
I've been thinking of trying my hand at modding Stellaris and I have a specific mod in mind that I'd like to make, but I'm not sure if it's actually possible. I figured I'd try and get a more experienced opinion first before I spend ages cracking my head against a wall. Apologies in advance for my wild misuse of astronomical terminology... and ignorance of astronomy in general...

The mod I have in mind is one that creates a set "local cluster" of stars, but randomizes the rest of the galaxy. Step by step, it would be something like this;
1: Place Sol in a position on the galaxy map relatively close to where it is located in the Milky Way (or at least, where we think it is).
2: Place systems like Alpha Centauri, Procyon, Sirius, Barnard's Star, and maybe one or two others in set locations around Sol (or - again - where we think they are, at least).
3: Connect these systems to each other with pre-determined hyperlanes.
4: Have a randomized number of hyperlanes extending out from those surrounding systems which lead into the rest of the galaxy, which is completely randomized.

Here's a rough mock-up of what I'm talking about (I know, this is a widely inaccurate map). The hyperlanes (white lines) that extend beyond the edges of the image lead into the rest of the galaxy, which is totally randomized. I like the idea of Earth/Sol being at the center of a huge hyperspace network, surrounded by familiar systems. But beyond them, the rest of unknown (randomized) galaxy. An "All Roads Lead To Rome" sort of thing.
Untitled.png


So what do you guys think? Is it passible to create a pre-defined cluster of stars, while maintaining randomness and mystery for the rest of the galaxy? I know there are a fair few mods that do something similar, but many are part of large overhauls (which isn't for me, personally), or haven't been updated in years.

Thanks in advance!
 

SirBlackAxe

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jose2534

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Is it possible to add war goals via mod? I have zero experience but I have a clear idea of what I want the game to do, the idea is as follows: make a war goal that triggers when someone is suppressing a faction inside its empire, i.e. you are F. Authoritarian - Materialistic, well, you got a war goal to go to war against another empire that is suppressing the authoritarian or materialistic faction inside its borders. The war goal, in case of success, will trigger more attraction to the faction that was being suppressed, this would be an alternative to liberation wars, giving a more "reasonable" war that doesn't aim to change another empire completely, and thus, its less expensive to achieve.
Is it a good idea or am I playing with something that only sounds good in my mind and not in the game?
Thank you for your time :)
 

MadCow94

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Attempting to mod void dwellers to receive a significant discount on stage 0 habitat building. Unfortunately I can't find a modifier that would discount JUST habitats in any trait, which then makes me wonder how I could nest the cost in the habitats.txt file?

Any suggestions on either solution?
 

SirBlackAxe

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Attempting to mod void dwellers to receive a significant discount on stage 0 habitat building. Unfortunately I can't find a modifier that would discount JUST habitats in any trait, which then makes me wonder how I could nest the cost in the habitats.txt file?

Any suggestions on either solution?
Would the modifier megastructures_habitat_cost_mult work?
 

MadCow94

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Would the modifier megastructures_habitat_cost_mult work?
That's the syntax I was looking for. Now to see if it works.

Edit: By placing the modifier in the origins file, I was able to make it work. And you knowing what modifier to use was huge for 2 reasons: 1, it worked (in the origin, not the species trait which I used first like an idiot), and 2 it made me wonder if there was a full list of modifiers out there and WONDER OF WONDERS OldEnt on reddit maintains one!
 
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MadCow94

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Next question:

Modding wiki suggests that to add a map size you just add the appropriate file under map/setup_scenarios.

Can confirm there has to be another step since I did exactly that and it doesn't appear in game. Anyone?
 

MadCow94

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Anyone know what the galaxy zoom numbers mean? Trying to get the "right" zoom for 4k monitors to be able to display more stars while still showing planet names and resource icons.

Code:
NCamera = {
    GALAXY_SHOW_FLEETS_ZOOM        = 1500 # Camera zoom interval to show fleet icons
    GALAXY_SHOW_STARNAME_ZOOM        = 1500 # Camera zoom interval to show star name
}
This works for showing resources and planets out an extra step or two, which is great, but it also crosses into the part where country name and flag is superimposed. I'm assuming BORDER_NAMES_FADEOUT_ZOOM is what I'll need to tweak, but is there any console command to show "What is my current zoom level?" I can't seem to find one and that means I'll be sitting here with trial and error for an hour.

Edit: Setting them all to 2000 made it so it was a "tactical" galactic map until the final zoom out, which is nice.
 
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