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klingonadmiral

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Quick namelists questions:

1. Does regnal_full_name work? I want rulers to only have one name and no second name.

2. Considering I have multiple character name lists but want to use the same ruler names across all of them, do I have to put them into each sub-list or does it suffice to put them into "default"?
 

Zednosius

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Does anyone know if it's possible to have a spaceport module require the presence of another spaceport module before it can be built? I feel like i've tried all manners of combinations, but the only thing that's even close is that i've been able to make the fallen empire type weapons available when constructing the spaceport itself.

Code:
#Allows everyone to build a spaceport with fallen empire weapons
fallen_empire_weapon_intial_without_potential = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2
    initial = yes
    initial_only = yes
    replaceable = no
    section = "CORE_SPACEPORT_SECTION"
    component_set = "FALLEN_EMPIRE_SPACEPORT_LANCE"

    ai_weight = { weight = 0 }
}

#Default, only allows fallen empire to have fallen empire weapons on the spaceport
fallen_empire_weapon_intial_with_potential = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2
    initial = yes
    initial_only = yes
    replaceable = no
    section = "CORE_SPACEPORT_SECTION"
    component_set = "FALLEN_EMPIRE_SPACEPORT_LANCE"
    potential = {
        planet = {
            owner = {
                is_country_type = "fallen_empire"
            }
        }
    }
    ai_weight = { weight = 0 }
}

Code:
#Potential seems to not work when initial is no.
fallen_empire_weapon_without_potential = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2
    initial = no
    initial_only = no
    replaceable = yes
    section = "CORE_SPACEPORT_SECTION"
    component_set = "FALLEN_EMPIRE_SPACEPORT_LANCE"
    ai_weight = { weight = 0 }
}

fallen_empire_weapon_with_potential = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2
    initial = no
    initial_only = no
    replaceable = yes
    section = "CORE_SPACEPORT_SECTION"
    component_set = "FALLEN_EMPIRE_SPACEPORT_LANCE"
    potential = {
        owner = {
            is_country_type = "fallen_empire"
        }
    }
    ai_weight = { weight = 0 }
}

#Test without quotes
fallen_empire_weapon_with_potential2 = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2
    initial = yes
    initial_only = yes
    replaceable = no
    section = "CORE_SPACEPORT_SECTION"
    component_set = "FALLEN_EMPIRE_SPACEPORT_LANCE"
    potential = {
        owner = {
            is_country_type = fallen_empire
        }
    }
    ai_weight = { weight = 0 }
}

#Test planet scope
projectile_weapon_zed_mod = {
    icon = "GFX_spaceport_modules"
    icon_frame = 1

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION"
    component_set = "SPACEPORT_MASS_DRIVER_ZEDNOSIUS_MOD"
    prerequisites = {  }
    ai_weight = { weight = 0 }

    orbit_modifier = {
        ship_reparation_speed_mult = 0.25
        ship_reparation_cost_mult = -0.25
    }
    potential = {
        planet = {
            owner = {
                is_country_type = fallen_empire
                }
            }
       }
}
#Test orbit scope
laser_weapon_zed_mod = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2

    construction_days = 0
    section = "WEAPON_SPACEPORT_SECTION_L"
    component_set = "SPACEPORT_LASER_ZEDNOSIUS_MOD"
    prerequisites = {  }
    ai_weight = { weight = 0 }
    orbit_modifier = {
        ship_upkeep_mult = -0.20
    }
    potential = {
        orbit = {
                owner = {
                    is_country_type = fallen_empire
                }
           }
    }
}
#Test if we can see planet buildings
laser_weapon_zed_mod_quoted = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2

    construction_days = 0
    section = "WEAPON_SPACEPORT_SECTION_L"
    component_set = "SPACEPORT_LASER_ZEDNOSIUS_MOD"
    prerequisites = { "engineering_bay" }
    ai_weight = { weight = 0 }
    orbit_modifier = {
        ship_upkeep_mult = -0.20
    }
    potential = {
        orbit = {
             has_building = "building_basic_science_lab_1"
           }
    }
}

missile_weapon_zed_mod = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = { engineering_bay  }

    ai_weight = { weight = 0 }
    station_modifier = {
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }
    potential = {
        planet = {
                has_building = building_basic_science_lab_1
        }
    }
}

#Test any_planet scope
laser_weapon_zed_mod_quoted_ANY = {
    icon = "GFX_spaceport_modules"
    icon_frame = 2

    construction_days = 0
    section = "WEAPON_SPACEPORT_SECTION_L"
    component_set = "SPACEPORT_LASER_ZEDNOSIUS_MOD"
    prerequisites = { "engineering_bay" }
    ai_weight = { weight = 0 }

    orbit_modifier = {
        ship_upkeep_mult = -0.20
    }

    potential = {
        any_planet = {
                NOT = {
                    owner = {
                            is_country_type = "fallen_empire"
                        }
                }
            }
        }  
}

missile_weapon_zed_mod_ANY = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = { engineering_bay  }

    ai_weight = { weight = 0 }
    station_modifier = {
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }
    potential = {
        any_planet = {
            owner = {
                    is_country_type = "fallen_empire"
                }
            }
        }  
}

# Test if maybe modifier can change something
missile_weapon_zed_mod_MODIFIER = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = { engineering_bay  }

    ai_weight = { weight = 0 }
    station_modifier = {
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }
    modifier = {
        is_country_type = "fallen_empire"
    }
}

missile_weapon_zed_mod_MODIFIER = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = { engineering_bay  }

    ai_weight = { weight = 0 }
    station_modifier = {
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }
    modifier = {
        owner = {
            is_country_type = "fallen_empire"
        }
    }

}

#Test station modifier
missile_weapon_zed_mod_STATION_MODIFIER = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = {  }

    ai_weight = { weight = 0 }
    station_modifier = {
        owner = {
            is_country_type = "fallen_empire"
        }
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }


}


missile_weapon_zed_mod_STATION_MODIFIER = {
    icon = "GFX_spaceport_modules"
    icon_frame = 3

    construction_days = 1
    section = "WEAPON_SPACEPORT_SECTION_M"
    component_set = "SPACEPORT_MISSILE_ZEDNOSIUS_MOD"
    #Technologies only
    prerequisites = {  }

    ai_weight = { weight = 0 }
    station_modifier = {
        owner = {
            NOT = {is_country_type = "fallen_empire"}
        }
        ship_fire_rate_mult = 0.25
        ship_weapon_damage = 0.25
    }
}

Any help would be greatly appreciated.
 

Hakko

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Hello Guys,

I can't find the equivalent command to "transfer_scaled_wealth" of CK2. What should i use if i want to transfer 50% of the minerals or energy of an empire to another empire?
These are such basic commands that i find strange their absence.
 

poot

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Does anyone know if it's possible to have a spaceport module require the presence of another spaceport module before it can be built? I feel like i've tried all manners of combinations, but the only thing that's even close is that i've been able to make the fallen empire type weapons available when constructing the spaceport itself.
...
Any help would be greatly appreciated.

Have you tried using condition rather than potential? This may allow the game to check a wider range of variables. In other Paradox titles, "potential" and "condition" were maddeningly similar, but there were some arcane differences.

Have you tried checking the entries for building the various core spaceport upgrades and/or the ship assembly yards? Those are already restricted by the presence/absence of other shipyard-related things - upgrades to the shipyard, in those cases, but still, that may give you the syntax you need to get other checks to work properly.
 

Zednosius

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Have you tried using condition rather than potential? This may allow the game to check a wider range of variables. In other Paradox titles, "potential" and "condition" were maddeningly similar, but there were some arcane differences.

Have you tried checking the entries for building the various core spaceport upgrades and/or the ship assembly yards? Those are already restricted by the presence/absence of other shipyard-related things - upgrades to the shipyard, in those cases, but still, that may give you the syntax you need to get other checks to work properly.
I did not know about the condition variable, so I will be trying that. I did also check the other upgrades, but those that depend on the spaceport level simply has a 'spaceport_level = 2', and as far as i know there is no current module that requires another module.
 

Deltasquid

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What would be the most elegant way to get this event to trigger as soon as the player's country shares a mutual border with an AI empire of a specific ethos?

Code:
# Test border events
country_event = {
    id = squid.2.a
    title = "squid.2a.name"
    desc = "squid.2a.desc"

    picture = GFX_evt_throne_room
    show_sound = event_radio_chatter

    is_triggered_only = yes

    trigger = {
        is_ai = no
        any_neighbor_country = {
                 OR = {
                has_ethic = ethic_xenophobe
                has_ethic = ethic_fanatic_xenophobe
                }
            }
        NOT = {
            any_neighbor_country = {
                has_country_flag = already_bordered_player_event_flag
                        }
            }
        }
    immediate = {
        random_neighbor_country = {
            limit = {
                OR = {  
                    has_ethic = "ethic_xenophobe"
                    has_ethic = "ethic_fanatic_xenophobe"
                    }
                }
            set_country_flag = already_bordered_player_event_flag
            }
        }
    option = {
        name = INTERESTING
    }
}

I'm simply not sure how else this should trigger. The conditions seem fulfilled. I could of course have it be a MTTH check set at 1 days, but I am afraid that a bunch of events doing this might hinder performance.

EDIT: nevermind, it seems the is_triggered_only was tripping me up. The event works perfectly without it.
 
Last edited:

Mourn

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Does anyone know if there is a way to check if a ship has a flag and if so then to assign them to a fleet?
Example:

Code:
create_fleet = { name = "Test Fleet" }
last_created_fleet = {
   owner = {
      every_owned_ship = {
         limit = { has_ship_flag = Some_Flag }
         <code to assign ship>
      }
   }
}
 

ciadude2

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I have a bit of a small problem.
So music mods, as it turns out, are compatible with one another so long as the filenames for songs.txt and songs.asset are different. However... when doing this, the game doesn't use my mainmenu theme. If anyone has an idea for a fix for this, I'd be grateful for the help.

On a somewhat related note, the console command "music.next" doesn't appear to be implemented yet, which makes testing very time consuming. I've tried variations on it, as well as "nextsong" but no such luck.

Thanks in advance.
 

Kyojin

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I should have been more accurate. You don't need the namespace in the localisation file. In the other files, it's almost mandatory, yes. :)

I'm having the opposite probably for some reason. My events stop working and I get this weird tutorial thing happening if I try and use a namespace.
 

Divine

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Excuse me, but what does "ai_special_building = yes" mean in 00_buildings.txt?
From taking a quick glance it seems to be used to tell the AI that either that it's an expensive building that adds a modifier or that it needs a strategic resource to work properly. It seems to use this info when it plans it's buildings. However I haven't really gotten into the Stellaris AI code so don't quote me on it.

Can two variables be compared (like in CK2) using:
Code:
check_variable = {
    which = variable_a
    which = variable_b
}
? The condition is supposed to be variable_a > variable_b.
It doesn't seem to be possible at the moment but it would definitely be a powerful tool. I'll add it to our todo-list.
 

Mohreb

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The only way that seems possible right now is the backward way to create a new species through create_species effect.
That is only a problem for founder species so it might work, but i guess the hard time is to make an interface for this. Do you think it is possible (a screen to choose look and name)?