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Does someone know how the Advancement of Primitive-Civilisation works?
I would like to speed up the process of advancement between the different ages via a hidden event.
So I don't want to simply do something like
Code:
set_primitive_age = iron_age
but instead maybe add a modifier on the planet / planetowner along the lines of
Code:
#event
add_modifier = { modifier = primitive_progress_speed_up }
#static_modifier
primitive_progress_speed_up {
primitive_progress_mult = 0.5 <-- what parameter to use????
}
So far I've seen several mods where the minimum empire number in the galaxy creation was set to 0 instead of 1. Does anyone here know where to do this?
I think this could be done with a workaround, but it would take some effort.
First step, make tons of dummy planet classes that have the same descriptions and graphics as the existing planet classes, one for every planet class of every size category. So if you want, say, three size categories, then you need ocean_1, ocean_2, ocean_3, desert_1, desert_2, desert_3, etc.
Second step, make new terraforming links files for the dummy planet classes, with cost depending on which dummy planet class the planet's in.
Third step, make a hidden event that fires on game start that goes through every planet in the galaxy and changes its planet class to the appropriate dummy planet-class based on planet size. Warning: this will probably stall the game for a bit when it fires.
ETA: Actually, you could maybe avoid the stalling problem by making the event fire for individual planets as they're colonized. So when you colonize a planet, the event fires for that particular planet.
"pop_has_ethic" is in the trigger list and used as an example. I get a Crash to Desktop at 82% when loading the game, with an memory violation:
[19:36:02][game_application.cpp:1022]: Initializing Database: CPortraitDatabase
######## EXCEPTION: 0xC0000005 at address: 0x00A3B998: ACCESS VIOLATION read attempt to address 0x00000014
Version: Unknown Version
06/16/16 19:36:04
I added the exists switch to make sure that the pop actually exists incase it was undefined. Compared to other variable i beleive that the ethos might be a string vs a numeric value? So at boot strcmp might cause memory issue.
So I've been working on my Star Names mod, after editing and tweaking, it's currently sitting at around 85k entries (Black Holes, Ateroids pre and post, Stars, Nebula). Trying to load the game with this list causes the game to crash with a blank exception error window. Is there a limit to the number of entries, or to the length of names?
*edit* Deleting the Asteroid entries will let it load. That's around 67k entries.
Is this a bug or I'm missing something?
At this moment you can apply a certain modifiers to the ship scope through add_modifier command. But you can't remove this later, it causes a wrong scope error. And after you've set a timed modifier it will never expire.
Is there a way to specify the AI personality of a prescripted country that can spawn in the game? Also, how do we force an ai personality to only use specific types of diplomacy greetings?
Is there a way to have armies stationed on specific planet tiles, per say? So a tile would know if an armies is present on it, and what kind, or an army could know what tile it's on.
Is there a way to decrease the odds of orbital deposits (the ones you build mining/research stations on). I thought I'd double the resources and halve the spawn chance to decrease late game lag. Is it as simple as adding
the problem is that as soon as i construct the building, random populations start spawning on the planet.
and i mean completely random, pre-sentient monkey in one tile, oceanic brainslug with 0% habitability in another.
anyone have any idea what may be causing this?
Is it possible to reduce the initial border radius and how would I do this? Curious how the game plays out if you can't claim 5+ systems just by colonising one planet.
1) Why added containerWindowType don`t work in gui files?
I wanna add some... subwindow to main window, but there nothing happens when I add containerWindowTyped from another gui file. Like this one:
Code:
containerWindowType = {
name = "credits_view_window"
position = { x= -300 y = -300 }
size = { width=780 height=400 }
orientation = center
background = {
name ="background"
quadTextureSprite = "GFX_tile_large_bg"
position = { x = 0 y = 0 }
}
iconType = {
name = "hex_bg"
spriteType = "GFX_hex_bg"
position = { x = -5 y = -5 }
alwaysTransparent = yes
}
iconType = {
name = "empire_header_line"
quadTextureSprite = "GFX_line"
position = { x = 10 y = 35 }
}
2) How add random text area? Like this:
Code:
instantTextBoxType = {
name = "text"
font = "malgun_goth_24"
text = ""
position = { x = 0 y = 0 }
maxWidth = 550
maxHeight = 20
fixedSize = yes
orientation = "UPPER_LEFT"
format = centre
}
If I make name ="blabla" or leave blank name ="" game crush...
Do you know if there's a way to start an event after a tile blocker has been removed ? (So the tile blocker removal is a trigger condition for that event)
Do you know if there's a way to start an event after a tile blocker has been removed ? (So the tile blocker removal is a trigger condition for that event)
Question:
Can someone point me at some guidelines for doing what "ParasiteX" refers to in the quoted post below where he refers to: "You can then either copy the existing prescripted_species_systems.txt and edit that. Which will then always override the original, even when the game is patched. Or create your own new .txt. This is a bit more advanced as you then have to create a new solar system initializer ID. And if you want it to look proper in game, you would also need to make a locilization file for it to display the name and such."
Looking at the files in the default localisations directory, it isn't clear what would need to be modified.
Background:
I'm trying to make a proper mod instead of edits to default files as I have been doing. I've got the mod folder setup and working and the edits I've made to 00_defines.lua are working.
Next I'd like to create a custom solar system, one that could be selected at game setup in the same way as "Sol" and "Deneb" I was going to do one with Norse mythos names for planets/moons
Draft of planets (obviously needs to be integrated into the proper syntax using the existing examples . . .)
Once I get that to work, then I'll publish the mod (along with a Readme detailing the long list of small value-tweaks I've made in 00_defines.lua), and as time allows create additional "custom solar systems," maybe even 'by request.' My Java and C++ coursework is of course what I _SHOULD_ be focusing on . . . but everybody needs some fallow time right? and I figure writing this stuff is "close" to implementing a checkers game in Java or implementing the data structures my C++ mentor has me doing so maybe it will "osmose" into renewed enthusiasm for actual work coding!
Also if anyone has any "content" suggestion either on that set of Norse names or some other, appreciated . . .
To avoid that. use the mod tools in the launcher to create a new mod. Give it name and folder name is it describes. You should then find it in your Documents\Paradox Interactive\Stellaris\mod folder
Simply create the folder structure \common\solar_system_initializers inside the custom mod folder, say let's for example have it named CustomSol.
So you would then make it look like this
Documents\Paradox Interactive\Stellaris\mod\CustomSol\common\solar_system_initializers
You can then either copy the existing prescripted_species_systems.txt and edit that. Which will then always override the original, even when the game is patched. Or create your own new .txt. This is a bit more advanced as you then have to create a new solar system initializer ID. And if you want it to look proper in game, you would also need to make a locilization file for it to display the name and such. So easist for beginners is to just edit prescripted_species_systems.txt