• 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.

Wise Strategist

First Lieutenant
78 Badges
Aug 12, 2007
271
125
  • Stellaris: Synthetic Dawn
  • King Arthur II
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Sengoku
  • Sword of the Stars II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron III
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Rome: Vae Victis
  • Victoria 2
Can anyone help me?

I create a custom system for one my races, but I can't seem to get the asteroids generate with a specific set of resources, or get the home world to generate the natural beauty modifier.

This is what I have thus far both, any suggestions on how I can fix this?


Code:
    planet = {
        name = "Ar Ciel"
        class = "pc_ocean"
        orbit_distance = 40
        orbit_angle = 120
        size = 16
        starting_planet = yes
        has_ring = yes
        tile_blockers = none
       
        modifier = pm_natural_beauty
        init_effect = {
            random_tile = {
                limit = { has_blocker = no has_building = no num_adjacent_tiles > 3 }
                set_building = "building_capital_1"
                add_resource = {
                    resource = food
                    amount = 2
                    replace = yes
                }   
                add_resource = {
                    resource = minerals
                    amount = 1
                }                   
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_hydroponics_farm_1"
                    add_resource = {
                        resource = food
                        amount = 1
                        replace = yes
                    }                       
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_power_plant_1"
                    add_resource = {
                        resource = energy
                        amount = 1
                        replace = yes
                    }                       
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_power_plant_1"
                    add_resource = {
                        resource = energy
                        amount = 1
                        replace = yes
                    }                       
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_mining_network_1"
                    add_resource = {
                        resource = minerals
                        amount = 1
                        replace = yes
                    }                       
                }               
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = engineering_research
                    amount = 1
                    replace = yes
                }               
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = society_research
                    amount = 1
                    replace = yes
                }               
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = physics_research
                    amount = 1
                    replace = yes
                }               
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = energy
                    amount = 2
                    replace = yes
                }                   
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = food
                    amount = 1
                    replace = yes
                }                   
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = energy
                    amount = 1
                    replace = yes
                }               
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                add_resource = {
                    resource = food
                    amount = 1
                    replace = yes
                }               
            }           
        }
Code:
    planet = {
        class = "pc_asteroid"
        orbit_distance = 0
        orbit_angle = 200
        size = 5
        has_ring = no
       
        init_effect = {
            add_resource = {
                resource = minerals
                amount = 3
            }
        }
    }
 

Chilled Legumes

Second Lieutenant
84 Badges
Jan 16, 2016
185
169
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Warlock: Master of the Arcane
  • Victoria 2: A House Divided
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Leviathan: Warships
  • Impire
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Ancient Space
  • Europa Universalis III
  • Lead and Gold
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Victoria 2
  • Supreme Ruler 2020
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
Is it possible to set a specific set of portraits for the robots/droids/synthetics of a specific species?

For instance, I am creating a specific set of species portraits, and I want the robots that they create to look similar to them, but i dont want everyone in the galaxy to be using them.

Is this possible, either supported directly, or through scripting and setting the 'species' of a robot pop that is created at the hands of my custom species?

EDIT: Also, is it possible to have a specific diplomacy sound depending on which phenotype the leader is, disposition of the empire they're talking to, etc?
 
Last edited:

allocater

Second Lieutenant
25 Badges
May 17, 2016
135
69
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Ancient Space
Can anyone help me?
[/CODE]

I am not too familiar with the initializer codes, but try:

Code:
init_effect = {
add_modifier = {
           modifier = pm_natural_beauty
           days = -1
         }
     ....
}

or

Code:
modifiers = pm_natural_beauty
init_effect = {
...

or

Code:
modifiers = { pm_natural_beauty }
init_effect = {
...

No idea on the asteroid resources, maybe add_resource only works for tiles.
 
Last edited:

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
Can anyone help me?

I create a custom system for one my races, but I can't seem to get the asteroids generate with a specific set of resources, or get the home world to generate the natural beauty modifier.

This is what I have thus far both, any suggestions on how I can fix this?


Code:
    planet = {
        name = "Ar Ciel"
        class = "pc_ocean"
        orbit_distance = 40
        orbit_angle = 120
        size = 16
        starting_planet = yes
        has_ring = yes
        tile_blockers = none
     
        modifier = pm_natural_beauty
        init_effect = {
            random_tile = {
                limit = { has_blocker = no has_building = no num_adjacent_tiles > 3 }
                set_building = "building_capital_1"
                add_resource = {
                    resource = food
                    amount = 2
                    replace = yes
                } 
                add_resource = {
                    resource = minerals
                    amount = 1
                }                 
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_hydroponics_farm_1"
                    add_resource = {
                        resource = food
                        amount = 1
                        replace = yes
                    }                     
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_power_plant_1"
                    add_resource = {
                        resource = energy
                        amount = 1
                        replace = yes
                    }                     
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_power_plant_1"
                    add_resource = {
                        resource = energy
                        amount = 1
                        replace = yes
                    }                     
                }
                random_neighboring_tile = {
                    limit = { has_blocker = no has_building = no }
                    set_building = "building_mining_network_1"
                    add_resource = {
                        resource = minerals
                        amount = 1
                        replace = yes
                    }                     
                }             
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = engineering_research
                    amount = 1
                    replace = yes
                }             
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = society_research
                    amount = 1
                    replace = yes
                }             
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_failing_infrastructure"
                add_resource = {
                    resource = physics_research
                    amount = 1
                    replace = yes
                }             
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = energy
                    amount = 2
                    replace = yes
                }                 
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = food
                    amount = 1
                    replace = yes
                }                 
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                set_blocker = "tb_decrepit_dwellings"
                add_resource = {
                    resource = energy
                    amount = 1
                    replace = yes
                }             
            }
            random_tile = {
                limit = { has_blocker = no has_building = no }
                add_resource = {
                    resource = food
                    amount = 1
                    replace = yes
                }             
            }         
        }
Code:
    planet = {
        class = "pc_asteroid"
        orbit_distance = 0
        orbit_angle = 200
        size = 5
        has_ring = no
     
        init_effect = {
            add_resource = {
                resource = minerals
                amount = 3
            }
        }
    }
I've got a similar problem I'm trying to get modifiers to work on Mars like Low Gravity.
Adding this worked:
init_effect = {
add_modifier = {
modifier = "cunning_flora"
days = -1
}
}
Adding this didn't work:
init_effect = {
add_modifier = {
modifier = "pm_low_gravity"
days = -1
}
}
Neither did this:
init_effect = {
add_modifier = {
modifier = "low_gravity"
days = -1
}
}

The only difference I can think of is that the first one doesn't have any direct effects, the others do. Anyone got any luck adding planet modifiers to specific planets?

Without "pm_" no modifier shows, with "pm_" this shows:
cPCRtV5.jpg
 
Last edited:

allocater

Second Lieutenant
25 Badges
May 17, 2016
135
69
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Ancient Space
I've got a similar problem I'm trying to get modifiers to work on Mars like Low Gravity.
Adding this worked:
init_effect = {
add_modifier = {
modifier = "cunning_flora"
days = -1
}
}
Adding this didn't work:
init_effect = {
add_modifier = {
modifier = "pm_low_gravity"
days = -1
}
}
Neither did this:
init_effect = {
add_modifier = {
modifier = "low_gravity"
days = -1
}
}

The only difference I can think of is that the first one doesn't have any direct effects, the others do. Anyone got any luck adding planet modifiers to specific planets?

Without "pm_" no modifier shows, with "pm_" this shows:
cPCRtV5.jpg

Ok, this makes sense.

the first one is a static modifier. The other 2 are planet modifier. So it seems add_modifier can only add static modifier but not planet modifier. planet modifier can only spawn on their own.
 

allocater

Second Lieutenant
25 Badges
May 17, 2016
135
69
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Ancient Space
I too, would love an answer to how to create orbitally-mined resources!

It was something i tried to do a while back, but had given up on, if anyone has an answer to this, i'd be very happy!

I heard somewhere that the orbit resource is just a random tile, projected into orbit. Until you colonize, then the orbit resource 'disappears' and you have to harvest that from the tile it originally came from. Not sure if related to the modding of it though.
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
Ok, this makes sense.

the first one is a static modifier. The other 2 are planet modifier. So it seems add_modifier can only add static modifier but not planet modifier. planet modifier can only spawn on their own.
That can't be right, surely we just need to use a different command to add it. Otherwise it's a major oversight.
 

Chrysaetos

Second Lieutenant
37 Badges
Jan 22, 2013
136
144
  • Cities in Motion 2
  • Europa Universalis IV: Pre-order
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Victoria 2
I'm actually having the same problem. I can't seem to add a planet modifier, it adds to the Empire instead even by copying what the Subterranean Civilization colony event did.
 
Last edited:

allocater

Second Lieutenant
25 Badges
May 17, 2016
135
69
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Ancient Space
I'm actually have the same problem. I can't seem to add a planet modifier, it adds to the Empire instead even by copying what the Subterranean Civilization colony event did.

You could add a planet modifier to an empire? Which one? All the subterrainian are static modifiers as far as I can see.
 

Chilled Legumes

Second Lieutenant
84 Badges
Jan 16, 2016
185
169
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Warlock: Master of the Arcane
  • Victoria 2: A House Divided
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Leviathan: Warships
  • Impire
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Ancient Space
  • Europa Universalis III
  • Lead and Gold
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Victoria 2
  • Supreme Ruler 2020
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
I heard somewhere that the orbit resource is just a random tile, projected into orbit. Until you colonize, then the orbit resource 'disappears' and you have to harvest that from the tile it originally came from. Not sure if related to the modding of it though.
I've done a bit of testing of this, and either i'm doing it completely wrong, or this isnt the case. I've added resources to planets directly, I've also tried selecting a random tile and placing it there, no dice. In fact, sometimes, there were resources that i had not placed on planets that were there, which is rather confusing.

I'm worried that there are no ways to specify the orbital resources :(
 

Dibujor

Sergeant
91 Badges
Jan 10, 2014
93
24
www.dibujor.com
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Pre-order
  • BATTLETECH - Backer
  • BATTLETECH
  • Crusader Kings II
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Shadowrun: Dragonfall
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Cities: Skylines
  • Age of Wonders III
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Mandate of Heaven
  • Tyranny - Bastards Wound
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • BATTLETECH - Beta Backer
  • Europa Universalis IV: Dharma
  • BATTLETECH: Heavy Metal
  • Prison Architect
  • Crusader Kings II: Charlemagne
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
Is it possible to set a specific set of portraits for the robots/droids/synthetics of a specific species?

For instance, I am creating a specific set of species portraits, and I want the robots that they create to look similar to them, but i dont want everyone in the galaxy to be using them.

Is this possible, either supported directly, or through scripting and setting the 'species' of a robot pop that is created at the hands of my custom species?

EDIT: Also, is it possible to have a specific diplomacy sound depending on which phenotype the leader is, disposition of the empire they're talking to, etc?

I'm also interested in knowing this. It would be cool to be able to modify the apearance of robots for your own race without afecting the rest of the species.

This thread goes really quickly though and that specific graphics moding quesitons tend to go unanswered here, or that has been my experience.
 

Chrysaetos

Second Lieutenant
37 Badges
Jan 22, 2013
136
144
  • Cities in Motion 2
  • Europa Universalis IV: Pre-order
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Victoria 2
You could add a planet modifier to an empire? Which one? All the subterrainian are static modifiers as far as I can see.

Most Planet Modifiers seem to use Static Modifiers for their values as far as I can tell.

Code:
FROM = {
            add_modifier = {
                modifier = "sentient_seadwellers"
                days = -1
            }
        }

Is what I'm trying to do, it's the same as the Subterranean code but it applies to Empire rather than the planet.
 

Chrysaetos

Second Lieutenant
37 Badges
Jan 22, 2013
136
144
  • Cities in Motion 2
  • Europa Universalis IV: Pre-order
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Victoria 2
Well I figured out my issue.

This works:

Code:
add_modifier = {
            modifier = "sentient_seadwellers"
            days = -1
        }

This doesn't:

Code:
FROM = {
add_modifier = {
modifier = "sentient_seadwellers"
days = -1
}
}

Unsure if this is redundant, it's a planet modifier:

Code:
vp_pm_seadwellers = {
    spawn_chance = {
    #Spawned by Event
    }

    modifier = "sentient_seadwellers"
}

and the Static Modifier:

Code:
sentient_seadwellers = {
    tile_resource_energy_mult = -0.05
    tile_resource_society_research_mult = +0.10

    icon = "gfx/interface/icons/planet_modifiers/pm_titanic_life.dds"
    icon_frame = 1
}

The Result.
 
Last edited:

Rovert10

Corporal
8 Badges
May 15, 2016
25
15
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
How am I suppose use the particle editor by console command in Stellaris? It requires that you load a particle before use which isn't really specific as to how to exactly do this.
 

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Is target selection done once per ship or does each module on the ship chose it's own target?

If a ship had both disruptors and plasma weapons. When it got through a targets shields would the disruptors switch to the next target while the plasma weapons got to work on the first targets hull?
 

Caekdaemon

Second Lieutenant
112 Badges
May 28, 2010
185
30
  • Sword of the Stars II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • King Arthur II
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Cities in Motion
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Knights of Honor
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Ancient Space
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Horse Lords
  • Stellaris Sign-up
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • Victoria 2
  • Sword of the Stars
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Quick question, and probably a simple one, too :p Is there a way to get an event to fire immediately after game start, and to keep it specific to only a single nation?

I thought about using something along the lines of an "is_AI" condition - since I think the game has one - to fire the event, but that feels like it'd break multiplayer compatibility and would stop the civilization from being used by the AI, so it's only something I'd want to do as a matter of last resort.