• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hi, I just wanted to ask how to add portraits to existing species classes. I read that with 3.8 it you no longer have to overwrite "species_classes" to add new portraits to vanilla classes(humanoid, necroid etc.) but I have been unable to find anywhere how to do it.
Any help would be appreciated even a link to a mod that just does it would help.
 
I'm trying to add a new ship size that basically ignores ships attacking it as it continues to its destination, like the Colossus and all civilian ships already do. Where can I find the code for this behavior so I can apply it to my ships?
 
Is there a way that I can fix a leader's name to a specific portrait? For example, I have a new name lists containing names A B and C, corresponding to portraits one\ two and three, then the three portraits are used and only used when characters name are A B and C. Is this possible?
 
- Is there a way to disable enclaves & galactic community?

- Is there a way to disable techs ? In case of weapons, would this affect the AI building of ships or would it use what it discovered?
 
- Is there a way to disable enclaves & galactic community?
To disable the galactic community, just ovwerwrite the event galcom.1 and delete the immediate = { } block.

To disable enclaves, find their origin systems in leviathans_system_initializers and delete the line usage = misc_system_init in each of them.
 
For some reason the second event, mzilli_iscm.14, only fires if I comment out the line "days = 5".

Code:
## This = Aggressor Fleet
## From = Attacked Fleet
## FromFrom = Additional Attacked Fleet (if part of ongoing combat)
## FromFromFrom = Additional Attacked Fleet (if part of ongoing combat)
fleet_event = {
    id = mzilli_iscm.13
    is_triggered_only = yes
    hide_window = yes

    trigger = {
        FROM = {
            has_fleet_flag = iscm
            has_fleet_flag = targeting_fleets
            has_fleet_flag = targeting_@root
        }
    }

    immediate = {
        FROM = {
            fleet_event = {
                id = mzilli_iscm.14
                days = 5
            }
        }
    }
}

fleet_event = {
    id = mzilli_iscm.14
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        set_name = "Test"
    }
}

Can someone help me understand what's wrong here? The error log has nothing.
 
Last edited:
I need to make a new district set and I can't for the life of me locate the file or folder for them.
Where is the file/folder for district sets, if there is one.
The graphics? gfx/interface/icons/districts/ and gfx/interface/icons/districts/grid_box/
 
The graphics? gfx/interface/icons/districts/ and gfx/interface/icons/districts/grid_box/
no no. The District Sets, not the graphics. I know where the graphics are, I've already made the graphics I needed.
I'll grab a couple snippets of code.

This was taken from the entry col_foundry in 00_colony_types.txt:

Code:
    potential = {
        exists = owner
        NOR = {
            uses_district_set = city_world
            uses_district_set = habitat
            uses_district_set = machine_world
            uses_district_set = hive_world
        }
        is_special_colony_type = no
        is_capital = no
    }

And this was taken from the entry district_rw_city in 04_ringworld_districts.txt

Code:
    potential = {
        exists = owner
        owner = { is_regular_empire = yes }
        uses_district_set = ring_world
    }

I would like to create a new district set. I was combing a little while ago about how to do this and found someone mention that creating a new set was possible, but they did not give out information of how to do it. I've also been combing the files and I can't find the file, if there is one, and the wiki was no help in this regard.
That or I can't read.
 
I would like to create a new district set. I was combing a little while ago about how to do this and found someone mention that creating a new set was possible, but they did not give out information of how to do it. I've also been combing the files and I can't find the file, if there is one, and the wiki was no help in this regard.
Never tried it myself, but I don't think they need to be created exactly.
District sets are attributed in planet classes ("common\planet_classes", by district_set = ), and I imagine no further step than this is necessary. Just create or modify at least one planet class to use the new district set you want and that should do it.
 
Ok, I think I need to give some extra context as to why I need a new district set.
I'm trying to create a special colony type assigned via decision, akin to resort worlds or penal colonies. This special colony has 2-3 (I'm contemplating axing the third) unique districts, and therefore (I think) require a unique district set.
If there is a workaround I'll take it, but I feel like knowing how to make the new district set would be useful.
 
What is the console command, if any, for setting a system as unsurveyed?

EDIT: Also, is there a console to spawn a pirate fleet or something in a given system?
 
Last edited:
I started noticing that sometimes I get very few leader trait options on level-up. So I ran a quick test, I created a racial trait that gives:

leader_trait_selection_options_add = 10

and ran a test with no other mods. And on the second levelup for my leaders...most of them had only two choices, to improve existing traits, not to gain the full array of possible traits (exception: the ruler always had the full list of councilor traits available). Same thing happened at level 3, until they got their veteran trait at 4.

I'm trying to understand this behavior, as well as figure out where to mod it; I haven't actually found where the level-up process is controlled. Anyone know which files/folder controls leveling up leaders now, or why this limited selection of choices is happening even when I should be getting 10+ choices on every levelup?
 
  • 1Like
Reactions:
Seeking opinions. I've modded industrial worlds to have the following modifiers as an experiment:

planet_modifier = {
planet_district_industrial_build_speed_mult = 0.25
planet_artisans_upkeep_mult = -0.10
planet_metallurgists_upkeep_mult = -0.10
planet_jobs_worker_produces_mult = 0.05
planet_jobs_specialist_produces_mult = 0.05
planet_refiners_produces_mult = 0.05
planet_translucers_produces_mult = 0.05
planet_chemists_produces_mult = 0.05
planet_sr_miners_produces_mult = 0.05
trade_value_mult = 0.05

The intent is to make this an all-around flexible designation, rather than a suboptimal choice when having specialized forge worlds or factory worlds nets more earnings. I don't know if my solution is now optimal, but as for now I'm not yet encountering issues.

So I ask myself: do I want to enhance alloy/cg production, or have a balance between both of them and other resources?

With this edit I'm induced to assign industrial worlds when I have a planet that can host both industrial and resource districts in a great quantity, but I don't want or need to focus on either. I feel it might be also useful when there are natural deposits of rare resources to be exploited, thanks to the small worker production and sr mining bonuses. The small trade bonus should give another tiny benefit that forge/factory types don't provide, as does that of the various refinery jobs in case I want to build one or two structures (especially the ancient refinery) without fully committing to a refinery world (which I assign to small worlds without many districts to exploit).

The specialist production bonus might be an overkill because it impacts metallurgists and artisans too, so in case either I will remove it or add it too to forge/factory worlds.

When there are only a few resource districts, I still go full forge or factory world. If the planet has a lot of resource districts and possibly also some special modifiers, I go generator/mining/agri-world depending on my needs and what is the main resource, or rural world if all of them can be exploited with none predominant.

(I also buffed a bit rural worlds and urban worlds btw: the former has some small bonuses on trade and special resources gathering, so that they're not too much penalizing when not assigning a specialized designation, and have still a greater worker production bonus than industrial worlds; the latter has increased trade bonuses so that they can earn more income, but I think they're becoming overpowered)

Do you think it would be feasible? Not feasible? Unbalanced?
 
Anyone could please give me a quick tip about spawning a guaranteed number of 10 L-gates for 1000 galaxy size? I am in the distant stars initializers, but I don't know what to make of the L-Gate System snippet, I don't understand the figures.

Thank you
 
Last edited:
  • 1Like
Reactions:
couple questions:

how to randomly name things? for example; to name a fleet or ship I am creating I set the name parameter:
Code:
    immediate = {
        create_fleet = {
            name = "FLEET_NAME"
            effect = {
                set_owner = PREV
                create_ship_design = {
                    design = "NAME_Custom_Ship"
                }
                create_ship = {
                    name = "SHIP_NAME"
                    design = last_created_design
                }
                set_location = FROMFROM
            }
        }
    }
I've tried random, which I found in some old forum threads and now also in origin.6275.b and i've tried NAME_New_Ship_plural which I found from anomaly.2551; but in either case the fleet and/or ships are named random or NAME_New_Ship_plural literally rather than a randomly generated name. I remember some of the anomalies that give ships give a randomly named fleet at least, so how do I do that?



second question is that is there some effect I can use to delete/destroy/dismantle a starbase? I've tried several variants of the following, but nothing seems to work (in same immediate block as is creating the custom fleet above, so I know it is triggering:

Code:
        every_owned_starbase = {
            destroy_starbase = yes
            delete_starbase = yes
            dismantle_starbase = yes
            dismantle = yes
        }

thanks for any help
 
> NAME_New_Ship_plural literally

Your custom name is probably not defined in localisation. For example, "NAME_New_Ship_plural" is defined in vanilla in localisation/english/name_lists/event_names_l_english.yml .

Please note that beginner modders usually forget to save the localisation files as UTF-8 with BOM. Easiest way to avoid that is to copy a vanilla file, then edit it.