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SolarGuy

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Oh, I didn't see that I put it in the modifier block. Thank you :)

Also, since you are adding new traits, not changing value assignments, etc. on existing ones, probably best to do it this way:
C:\Users\Anthropoid\Documents\Paradox Interactive\Stellaris\mod\anthropoid\common\traits\01_species_traits.txt
where the file contains ONLY the things you've added.

NOT like this:
C:\Users\Anthropoid\Documents\Paradox Interactive\Stellaris\mod\anthropoid\common\traits\00_species_traits.txt
where the file contains the vanilla script as well as what you've added.
Latter may suffer compatibility down the road.
The problem with that is (if it even is one ^^) that I want the vanilla leader age traits to exclude my own, additional leader age traits. Is that still possible with 01_species_traits.txt?
Or should I divide it into a changed 00_species_traits.txt + 01_species_traits.txt with my added traits?
 

Anthropoid

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Oh, I didn't see that I put it in the modifier block. Thank you :)


The problem with that is (if it even is one ^^) that I want the vanilla leader age traits to exclude my own, additional leader age traits. Is that still possible with 01_species_traits.txt?
Or should I divide it into a changed 00_species_traits.txt + 01_species_traits.txt with my added traits?

I didn't quite follow that last part. If what you want to do is: A. add new things (like the traits you describe); AND B. change values/functionality for vanilla things . . . well that is not something I've attempted as yet.

I have changed lots of vanilla values (see the code for anthro.lua either in the thread linked in my sig or a previous post in this thread) and--at least for the 00_defines.lua file--there is a special syntax for that. I do not know if that same "overwrite specific key" syntax works for other files or not, and I also do not know if one can have both overwrite and add-new stuff in the same file.
 

SolarGuy

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I didn't quite follow that last part. If what you want to do is: A. add new things (like the traits you describe); AND B. change values/functionality for vanilla things . . . well that is not something I've attempted as yet.

I have changed lots of vanilla values (see the code for anthro.lua either in the thread linked in my sig or a previous post in this thread) and--at least for the 00_defines.lua file--there is a special syntax for that. I do not know if that same "overwrite specific key" syntax works for other files or not, and I also do not know if one can have both overwrite and add-new stuff in the same file.
Here is some of the code, hopefully explaining what I mean:
Code:
 # the vanilla venerable trait; I added my own leader age traits to the opposites list:
trait_venerable = {
   cost = 5
   modifier = { leader_age = 90 }
   opposites = { "trait_enduring" "trait_fleeting" "trait_very_venerable" "trait_ultra_venerable" "trait_millennial" }
}

# a "+leader age" trait from my mod:
trait_millennial = {
   cost = 0
   
   is_ai = no
   modification = no
   icon = "gfx/interface/icons/traits/trait_venerable.dds"
   
   modifier = { leader_age = 1000 }
   opposites = { "trait_enduring" "trait_fleeting" "trait_venerable" "trait_very_venerable" "trait_ultra_venerable" }
}
 

Anthropoid

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For the first part: there may be a fancy way to use syntax like this:
C:\Users\Anthropoid\Documents\Paradox Interactive\Stellaris\mod\anthropoid\common\defines\anthro.lua
Code:
NDefines.NGameplay.NEBULA_TRAVEL_SPEED_PENALTY = 0.15 -- Default 0.3

where that over writes this in the vanilla file:
C:\Steam\steamapps\common\Stellaris\common\defines\00_defines.lua
Code:
-- Note: for modding, avoid overwriting this file - instead overwrite individual
-- keys from another lua file using the format NDefines.NCamera.FOV = 50

NDefines = {

    NCamera = {
        FOV                            = 35, -- Field-of-View

< . . . >

However, a simpler solution might be to: use a new file name. Include the parts of the vanilla you want to overwrite (with the new leader age traits) and also include the new stuff you have created, but without replicating any of the portions of the original that you do not wish to overwrite/change. Not sure if that will work but I think so.
 

Anthropoid

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C:\Steam\steamapps\common\Stellaris\common\policies\00_policies.txt

has this:
Code:
war_philosophy = {

    potential = {
        always = yes   # only normal Empires should have this policy
    }
  
    allow = {
        is_at_war = no # Not allowed to change policies in this group while at war
    }
  
    option = {
        name = "unrestricted_wars"
      
        policy_flags = {
            unrestricted_wars
        }
      
        valid = {
            NOT = {
                has_ethic = "ethic_fanatic_pacifist"
            }
        }  
      
        AI_weight = {
            modifier = {
                factor = 10
                has_valid_ai_personality = no
                NOT = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }
            modifier = {
                factor = 10
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                }
            }
            modifier = {
                factor = 0
                OR = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }          
        }
      
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_pacifist"
            }
            modifier = {
                add = -0.1
                pop_has_ethic = "ethic_fanatic_pacifist"
            }          
        }
    }
  
    option = {
        name = "liberation_wars"
      
        policy_flags = {
            liberation_wars
        }
              
        AI_weight = {
            modifier = {
                factor = 5
                has_valid_ai_personality = no
                has_ethic = "ethic_pacifist"
            }
            modifier = {
                factor = 5
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                    has_ai_personality_behaviour = liberator
                }
            }
            modifier = {
                factor = 0
                OR = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }          
        }
      
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_fanatic_pacifist"
            }          
        }      
    }  
  
    option = {
        name = "no_wars"
      
        policy_flags = {
            no_wars
        }              
      
        AI_weight = {
            modifier = {
                factor = 10
                has_ethic = "ethic_fanatic_pacifist"
            }
            modifier = {
                factor = 10
                has_valid_ai_personality = yes
                NOR = {
                    has_ai_personality_behaviour = liberator
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                }
            }          
        }
      
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_militarist"
            }
            modifier = {
                add = -0.1
                pop_has_ethic = "ethic_fanatic_militarist"
            }          
        }      
    }
}

I haven't examined that closely. I'd guess there are references there to keys in other files and that the full set of effects may depend on multiple files.

ADDIT: at least part of the effects of the war philosophies seem to be manifest in logic here:

C:\Steam\steamapps\common\Stellaris\common\game_rules\00_rules.txt
 
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C:\Steam\steamapps\common\Stellaris\common\policies\00_policies.txt

has this:
Code:
war_philosophy = {

    potential = {
        always = yes   # only normal Empires should have this policy
    }

    allow = {
        is_at_war = no # Not allowed to change policies in this group while at war
    }

    option = {
        name = "unrestricted_wars"
    
        policy_flags = {
            unrestricted_wars
        }
    
        valid = {
            NOT = {
                has_ethic = "ethic_fanatic_pacifist"
            }
        }
    
        AI_weight = {
            modifier = {
                factor = 10
                has_valid_ai_personality = no
                NOT = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }
            modifier = {
                factor = 10
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                }
            }
            modifier = {
                factor = 0
                OR = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }        
        }
    
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_pacifist"
            }
            modifier = {
                add = -0.1
                pop_has_ethic = "ethic_fanatic_pacifist"
            }        
        }
    }

    option = {
        name = "liberation_wars"
    
        policy_flags = {
            liberation_wars
        }
            
        AI_weight = {
            modifier = {
                factor = 5
                has_valid_ai_personality = no
                has_ethic = "ethic_pacifist"
            }
            modifier = {
                factor = 5
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                    has_ai_personality_behaviour = liberator
                }
            }
            modifier = {
                factor = 0
                OR = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                }
            }        
        }
    
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_fanatic_pacifist"
            }        
        }    
    }

    option = {
        name = "no_wars"
    
        policy_flags = {
            no_wars
        }            
    
        AI_weight = {
            modifier = {
                factor = 10
                has_ethic = "ethic_fanatic_pacifist"
            }
            modifier = {
                factor = 10
                has_valid_ai_personality = yes
                NOR = {
                    has_ai_personality_behaviour = liberator
                    has_ai_personality_behaviour = conqueror
                    has_ai_personality_behaviour = subjugator
                }
            }        
        }
    
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_militarist"
            }
            modifier = {
                add = -0.1
                pop_has_ethic = "ethic_fanatic_militarist"
            }        
        }    
    }
}

I haven't examined that closely. I'd guess there are references there to keys in other files and that the full set of effects may depend on multiple files.

ADDIT: at least part of the effects of the war philosophies seem to be manifest in logic here:

C:\Steam\steamapps\common\Stellaris\common\game_rules\00_rules.txt

Yeah I looked at that, but I didn't see anying that allow me to reduced the negative opinion modifier that come from haveing differing war philosophies. I'd like to alter it so that level 1 Militaristic empires will be able to ally with level 1 pacifists more easily.
 

Artannon

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Do buildings have triggers for when they're finished or destroyed? I know that the Mausoleums / Gardens use "On Queue" and "On Unqueue" but I can't seem to guess similar trigger names for construction complete or building removed.

I'm trying to make a building that adds traits / modifiers when it's completed and (potentially) removes them if its removed (not destroyed).
 
Last edited:

RadioactiveHellion

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Do buildings have triggers for when they're finished or destroyed? I know that the Mausoleums / Gardens use "On Queue" and "On Unqueue" but I can't seem to guess similar trigger names for construction complete or building removed.

I'm trying to make a building that adds traits / modifiers when it's completed and (potentially) removes them if its removed (not destroyed).

on_actions has complete, replaced, demolished, and ruined.
 
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Birdy123

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Is there any way to show the strength (economical, fleet, etc.) of other empires compared to my own, in a mapmode?

I can currently show things like policies with flags such as:

Code:
        condition = {
            has_policy_flag = unrestricted_wars
        }

Not really sure how to hook onto more hidden flags like strength or technology differences.
 

RadioactiveHellion

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Can you actually get that to compile, though? Those were the ones I tried and I got invalid token syntax errors.

So far I've used the first three successfully. If you're getting invalid tokens there might be something broken with the code (I had a similar issue with the on_migration and on_resettle triggers). Try rebuilding the error-producing code from scratch if there's nothing obvious.

Also I've only tried using them in planet_event. I'm not sure if they can work with other scopes.
 
Last edited:

Wise Strategist

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Do you mean which empty tile it uses to determine that there are no orbital resources? I'm afraid I can't help you there. Sorry :(

That's fine, thanks for help anyway :)

It used the first tile, but now with 1.2 its seems to be random. If it's not the first tile then it's possibly the last and if not that, then it's a guessing game.
 

Artannon

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So far I've used the first three successfully. If you're getting invalid tokens there might be something broken with the code (I had a similar issue with the on_migration and on_resettle triggers). Try rebuilding the error-producing code from scratch if there's nothing obvious.

Also I've only tried using them in planet_event. I'm not sure if they can work with other scopes.

Ah, that's the confusion then -- I'm editing a building, so event triggers are different. As posted originally, "on_queued" and "on_unqueued" seem to work fine (and this is how the Mausoleum & Royal Gardens work) but none of the other events appear to actually compile.
 

Birdy123

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Code:
condition = {
     has_monthly_income = {
          resource = physics_research
          value > engineering_research AND society_research
     }
}

Anyone know how to make the above "value" check correctly? Right now it thinks whatever is behind "value > " is automatically zero. Trying to make a new map mode, to see which empires have the most physics (or engineering, or society) research per month.

Thanks!