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Atlasien

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Most likely the min and max size can be overriden by setting a planet as habitable. Several of the systems have those and some starting system have habitable moons as homeworlds. You may have to remove the presetted habitable moons to ensure your setting works all the time.

Yes, it seems that solar system initializers were overriding it. Thank you.

It is strange though. The initializers had a standard block for "gas giant with moons" that set moon size from 8 to 20. But it did not set class for the moons, that must be random.
I would have expected that either it would set actual size in the intersect of two limiters (initializer and planet class), or put size based on initializer and then check it against random class chosen.
 
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Orinsul

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What is the localisation or the default colony name "[[Systemname]] Prime"
or just, how do i wrote so it uses the name of the system/sun in naming a planet?
I can find this.capital.system.getname and parameter:sector:getname but nothing for system
would ex. "Port [parameter:system:getname]" work to get as a random name for a colony in the Sol system, Port Sol?
 

shastar2005

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Recently, I found out that it is possible to mod embassies back into the game, rather easily in fact. However, I am wondering: would it be possible to make embassies sent and received appear in the diplomacy window, just like rivalries, trade deals, etc. ?
At the very least, can anybody point out for me what files control what appears in the bottom-center section of the diplomacy view?

Also, is there a way to have the "not diplomatically relevant" modifier be removed other than by the usual diplomatic range condition (i.e. have it be removed by an event or something)?

That is what http://steamcommunity.com/sharedfiles/filedetails/?id=730690449 do.
 

Soviet_Onion

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Is it possible to increase the storage capacity of a new accumulated resource? I'd like to add new storage buildings but all I can see are references to minerals and energy:




country_modifier = { max_minerals = 1500 }
I 'll be interested into the answer if you get it ;)
Basically I would like to use the strategic ressources as components for buildings ships, weapons, reactors etc... and pay some upkeep on these strategic resource to maintain the given items.
 

HP Delron

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What controls the name & tooltip associated component/weapons?

If I say create a copy of SMALL_RED_LASER to make SMALL_RED_LASER_ALTERNATE I can modify the stats correctly but the name will show up as SAMLL_RED_LASER_ALTERNATE. A quick search of the game files hasn't revealed anything that shows any of the default key values

RED_LASER
SMALL_RED_LASER etc... and the localization files seems to have lists for technology descriptions but not component names. Where are these strings pulled from?

EDIT: I Have since been able to solve this!
 
Last edited:

LogicSequence

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So i'm trying to restrict an AI country_type from building a custom ship class until 100 years have passed, and then only ever build one at a time. I thought i had the code for that right, but it's not working. Here's what i tried:

Code:
# This is in mod_country_types.txt

ship_data = {
     custom_ship_type = {
        min = 1
        max = 1
        fraction = {
            base = 0
            modifier = {
                factor = 0
                years_passed < 100
            }
            modifier = {
                add = 100
                years_passed > 100
            }
        }
    }
}
 

LogicSequence

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I'm trying to get an AI personality to be extremely aggressive, declare many wars, generally be a pain in the arse. I've created a custom personality with aggressiveness set to 10, and bravery to 0, but they don't seem to want to attack anyone. Anyone have suggestions?
 

DDRussian

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I have seen that and a few other mods. What I am asking about is whether there is a way to have "embassies sent" and "embassies received" appear on the diplomacy screen in the same section as the rivalries, wars, defensive pacts, trade deals, etc. I was thinking that this would be a useful addition to the UI for the main diplomacy window.
I know this would be somewhere in the interface folder, but I don't know where.

Basically, this is what I want to add to embassies for a mod that I want to make that would include them:

upload_2016-8-19_15-9-19.png
 
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shastar2005

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The mod i've linked show this information, where the nation has sent embassies to.

Also the embassies are shown in the contact overview screen, and when you hover the mouse over them, a tooltip tells you, where embassies were established.

May contact e.g. the mod creator and make a suggestion for what you want, or ask him, where you can find these entries.
 

DDRussian

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The mod i've linked show this information, where the nation has sent embassies to.

Also the embassies are shown in the contact overview screen, and when you hover the mouse over them, a tooltip tells you, where embassies were established.

May contact e.g. the mod creator and make a suggestion for what you want, or ask him, where you can find these entries.

I understand what you are talking about, that stuff is still in the game from the pre-1.2 patches, when embassies were part of the mechanics.
What I am asking about is how I can alter the diplomacy screen so that embassy stuff is displayed there, to make it more convenient than having to flip to the contacts tab.

I may just re-add the original embassy display from the pre-1.2 diplomacy screen, just in a different location, which should be easier. I just thought that adding a display for what countries have send embassies to the one you are looking at would be better than seeing only your own embassy status with them.
 

Asara Baenre

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Me again *waves*

Was wondering how to add different species colorations for my modded pops. For example, let's say I've got a spacecow species and have 4 different .dds files saved with 4 different color filters, using the file names cow1, cow2, cow3, cow4. What code do I use, and where does it go? Thanks in advance.
 

zakzak

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What happens when 2 mods effect the same file? What if both the files are empty? I want to make 2 mods compatible but they both want to modify the same army's. I can slip code into the vanilla army to make it compatible but I don't know how to make
 

Axelius

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Does anyone know how I would go about modding the size of claimed territory? Specifically the radius of the 'bubble' claimed by colonies/outposts.
For colonies you can mod the Defines BORDER_BASE_RADIUS, BORDER_NEW_COLONY_START and BORDER_POPULATION MODIFIER
For outposts you can go to common/component_templates and 00_utilities.txt for the border_extruder for the outposts.

Additionally, you also got the country_border_mult and planet_border_mult modifiers that you can apply through various means (events, buildings, traits, etc).
 

Foraven

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So i'm trying to restrict an AI country_type from building a custom ship class until 100 years have passed, and then only ever build one at a time. I thought i had the code for that right, but it's not working. Here's what i tried:

Code:
# This is in mod_country_types.txt

ship_data = {
     custom_ship_type = {
        min = 1
        max = 1
        fraction = {
            base = 0
            modifier = {
                factor = 0
                years_passed < 100
            }
            modifier = {
                add = 100
                years_passed > 100
            }
        }
    }
}

You had no need to use the first modifier, base is already set to 0, and the second will only take effect at 101 years (because it means greater than 100, not equal or greater).