Yes, it works!Can i target planet from pop?
Like:
pop = {
planet = {
...
}
}
- 2
Yes, it works!Can i target planet from pop?
Like:
pop = {
planet = {
...
}
}
It looks fine to me.
Straight from what you uploaded...
Only comment I have is don't call your .mod file descriptor, call it primordial_portraits or whatever, anything but descriptor.
How do I add an image to an uploaded mod? (Or how do I upload a mod with an image?)
name="Mod Name"
path="mod/modname"
tags={
"Species"
}
picture="preview.jpg"
supported_version="1.1.*"
can_pop_procreate = {
AND = {
OR = {
is_enslaved = no
owner = {
NOT = {
has_policy_flag = slavery_procreation_not_allowed
}
}
}
NOT = {
OR = {
AND = {
NOT = { is_same_species = owner.species }
exists = owner
owner = {
has_policy_flag = birthcontroll_xenos
}
}
AND = {
is_same_species = owner.species
exists = owner
owner = {
has_policy_flag = birthcontroll_own
}
}
exists = owner
owner = {
has_policy_flag = birthcontroll_all
}
NOT = {
planet = {
has_planet_edict = free
}
}
}
}
}
}
NOT = {
planet = {
has_planet_edict = free
}
}
}
}
}
I apologize for my negligence, but a problem precisely not in brackets.properly indent everything to see if you have mismatched braces...
can_pop_procreate =
{
AND =
{
OR =
{
is_enslaved = no
owner =
{
NOT =
{
has_policy_flag = slavery_procreation_not_allowed
}
}
}
NOT =
{
OR =
{
AND =
{
NOT = { is_same_species = owner.species }
exists = owner
owner = {
has_policy_flag = birthcontroll_xenos
}
}
AND = {
is_same_species = owner.species
exists = owner
owner = {
has_policy_flag = birthcontroll_own
}
}
exists = owner
owner = {
has_policy_flag = birthcontroll_all
}
NOT = {
planet = {
has_planet_edict = free
}
}
}
}
}
}
It seems that the game crash because disabled at the time of test mods.Do you get anything in error.log that might help with what exactly is wrong?
Sorry, I did format the code, but the braces are certainly matched, whether they're matched in a way that is correct for the logic you're trying to implement I do not know...?
Code:can_pop_procreate = { AND = { OR = { is_enslaved = no owner = { NOT = { has_policy_flag = slavery_procreation_not_allowed } } } NOT = { OR = { AND = { NOT = { is_same_species = owner.species } exists = owner owner = { has_policy_flag = birthcontroll_xenos } } AND = { is_same_species = owner.species exists = owner owner = { has_policy_flag = birthcontroll_own } } exists = owner owner = { has_policy_flag = birthcontroll_all } NOT = { planet = { has_planet_edict = free } } } } } }
[19:45:42][trigger_impl.cpp:577]: Script Error: Invalid context switch[ROOT], file: common/game_rules/00_rules.txt line: 216, Scope:
type=planet
id=1326
random={ 0 0 }
root={
type=country
id=4294967295
random={ 0 0 }
}
country_event = {
id = human_fallen_empire.1
title = OK
desc = OK
hide_window = yes
fire_only_once = yes
immediate = {
every_owned_planet = {
every_tile = {
limit = {
has_building = yes
has_blocker = no
has_grown_pop = no
has_growing_pop = no
}
create_pop = { species = ROBOT_POP_SPECIES_3 }
}
}
}
}
3={
active=yes
resources={
food={1.000 1.000 0.000}
}
deposit="d_mineral_deposit"
}
4={
active=yes
resources={
food=1.000
}
}
Is there any reason why Ship modifiers wouldn't work on a ship even though they display under the ship when you hover over it?
Related to this, does the -% anomaly fail chance stack, of not this might be why it isn't working?
Is it possible to use math in a modifier? Basically what I want is (distance between two planets) * (some constant), and add that as a negative planet modifier to some resource (minerals/energy).
Actually, is it even possible to somehow get the distance between two arbitrary planets?