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.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Hey i just finished a playthrough with the Horizon DLC as a Fanatic Xenophobe empire and noticed that i lost my starting species through These Events as you can see in the following Pictures but i keept my starting Ethos which is a Problem and whould suggest that the Event which changes your species keeps them as founders or that your empire Ethos changes to, also the ending Event created a size 30 planet but the Surface window Shows 25 tiles.
And i can´t purge the species because the purge Option sees this species as my founder species.
I had another look at the script and have tightened up these events a bit under the hood, should be in the next patch.
Pop ethos ending up in conflict with Empire ethos is Working As Designed, however. I don't recognize a planet changing size to 30 tiles, no event in the Horizon Signal chain affects planet size. Can you provide more details?
I had another look at the script and have tightened up these events a bit under the hood, should be in the next patch.
Pop ethos ending up in conflict with Empire ethos is Working As Designed, however. I don't recognize a planet changing size to 30 tiles, no event in the Horizon Signal chain affects planet size. Can you provide more details?
Hey thanks for the Response.
So the last Event of the Horizon Event Chain, after i build the Omega Alignement and Accept the worm, the sun of my homeworld turned into a black hole and a bunch of barren planets turned into Tomb Worlds with sizes: 7, 15, 15, 29,30 . Also the max Pop is still shown as 25 on the 29 and 30 tile planet.
@LordMune - while you're digging around under the hood, event akx.10020 is changing ALL non-gas giant planets, asteroids, etc into Tomb Worlds, with NO check on size.
Additionally, it does not remove Continental Preference. It does remove literally every other preference though. I'm assuming that's an oversight.
Not removing continental preference is clearly an oversight / typo. It is also an oversight that it does not treat robot/droid/synth pops separately when applying tomb world preference.
As for planet type change, I'm not sure. Story wise it's justifiable. It's also justifiable to limit those changes to habitable worlds only. Gameplay wise I think it's rather unbalanced. Those non-inhabitable planets should change type to barren_cold instead.
Suggested changes to immediate component:
Code:
immediate = {
solar_system = {
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_desert
is_planet_class = pc_arid
is_planet_class = pc_savannah
is_planet_class = pc_tropical
is_planet_class = pc_continental
is_planet_class = pc_ocean
is_planet_class = pc_tundra
is_planet_class = pc_arctic
is_planet_class = pc_alpine
is_planet_class = pc_nuked
is_planet_class = pc_gaia
}
}
every_owned_pop = {
if = {
limit = {
NOR = {
has_trait = trait_natural_physicists
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
}
}
modify_species = {
species = this
add_trait = trait_natural_physicists
}
}
if = {
limit = {
NOR = {
has_trait = trait_repugnant
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
}
}
modify_species = {
species = this
add_trait = trait_repugnant
}
}
if = {
limit = {
has_trait = trait_pc_nuked_preference
}
modify_species = {
species = this
remove_trait = trait_pc_nuked_preference
}
}
if = {
limit = {
has_trait = trait_pc_desert_preference
}
modify_species = {
species = this
remove_trait = trait_pc_desert_preference
}
}
if = {
limit = {
has_trait = trait_pc_arid_preference
}
modify_species = {
species = this
remove_trait = trait_pc_arid_preference
}
}
if = {
limit = {
has_trait = trait_pc_savannah_preference
}
modify_species = {
species = this
remove_trait = trait_pc_savannah_preference
}
}
if = {
limit = {
has_trait = trait_pc_tropical_preference
}
modify_species = {
species = this
remove_trait = trait_pc_tropical_preference
}
}
if = {
limit = {
has_trait = trait_pc_continental_preference
}
modify_species = {
species = this
remove_trait = trait_pc_continental_preference
}
}
if = {
limit = {
has_trait = trait_pc_ocean_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ocean_preference
}
}
if = {
limit = {
has_trait = trait_pc_arctic_preference
}
modify_species = {
species = this
remove_trait = trait_pc_arctic_preference
}
}
if = {
limit = {
has_trait = trait_pc_tundra_preference
}
modify_species = {
species = this
remove_trait = trait_pc_tundra_preference
}
}
if = {
limit = {
has_trait = trait_pc_alpine_preference
}
modify_species = {
species = this
remove_trait = trait_pc_alpine_preference
}
}
if = {
limit = {
has_trait = trait_pc_ai_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ai_preference
}
}
if = {
limit = {
has_trait = trait_pc_gaia_preference
}
modify_species = {
species = this
remove_trait = trait_pc_gaia_preference
}
}
if = {
limit = {
has_trait = trait_pc_ringworld_habitable_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ringworld_habitable_preference
}
}
if = {
limit = {
NOR = {
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
is_species = "ROBOT_POP_SPECIES_3"
}
}
modify_species = {
species = this
add_trait = trait_pc_nuked_preference
}
}
}
change_pc = pc_nuked
}
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_barren
is_planet_class = pc_toxic
is_planet_class = pc_frozen
is_planet_class = pc_shielded
}
}
change_pc = pc_barren_cold
}
every_system_planet = {
limit = { is_planet_class = pc_molten }
change_pc = pc_barren
}
every_system_planet = {
limit = { is_planet_class = pc_ringworld_habitable }
destroy_colony = yes
change_pc = pc_ringworld_habitable_damaged
}
every_system_planet = {
limit = { is_planet_class = pc_infested }
destroy_colony = yes
set_planet_max_health = 0
change_pc = pc_barren_cold
planet_event = { id = crisis.216 }
}
random_system_planet = {
limit = { is_star = yes }
# explosion ambient object
change_pc = pc_black_hole
}
}
}
Not removing continental preference is clearly an oversight / typo. It is also an oversight that it does not treat robot/droid/synth pops separately when applying tomb world preference.
As for planet type change, I'm not sure. Story wise it's justifiable. It's also justifiable to limit those changes to habitable worlds only. Gameplay wise I think it's rather unbalanced. Those non-inhabitable planets should change type to barren_cold instead.
Suggested changes to immediate component:
Code:
immediate = {
solar_system = {
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_desert
is_planet_class = pc_arid
is_planet_class = pc_savannah
is_planet_class = pc_tropical
is_planet_class = pc_continental
is_planet_class = pc_ocean
is_planet_class = pc_tundra
is_planet_class = pc_arctic
is_planet_class = pc_alpine
is_planet_class = pc_nuked
is_planet_class = pc_gaia
}
}
every_owned_pop = {
if = {
limit = {
NOR = {
has_trait = trait_natural_physicists
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
}
}
modify_species = {
species = this
add_trait = trait_natural_physicists
}
}
if = {
limit = {
NOR = {
has_trait = trait_repugnant
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
}
}
modify_species = {
species = this
add_trait = trait_repugnant
}
}
if = {
limit = {
has_trait = trait_pc_nuked_preference
}
modify_species = {
species = this
remove_trait = trait_pc_nuked_preference
}
}
if = {
limit = {
has_trait = trait_pc_desert_preference
}
modify_species = {
species = this
remove_trait = trait_pc_desert_preference
}
}
if = {
limit = {
has_trait = trait_pc_arid_preference
}
modify_species = {
species = this
remove_trait = trait_pc_arid_preference
}
}
if = {
limit = {
has_trait = trait_pc_savannah_preference
}
modify_species = {
species = this
remove_trait = trait_pc_savannah_preference
}
}
if = {
limit = {
has_trait = trait_pc_tropical_preference
}
modify_species = {
species = this
remove_trait = trait_pc_tropical_preference
}
}
if = {
limit = {
has_trait = trait_pc_continental_preference
}
modify_species = {
species = this
remove_trait = trait_pc_continental_preference
}
}
if = {
limit = {
has_trait = trait_pc_ocean_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ocean_preference
}
}
if = {
limit = {
has_trait = trait_pc_arctic_preference
}
modify_species = {
species = this
remove_trait = trait_pc_arctic_preference
}
}
if = {
limit = {
has_trait = trait_pc_tundra_preference
}
modify_species = {
species = this
remove_trait = trait_pc_tundra_preference
}
}
if = {
limit = {
has_trait = trait_pc_alpine_preference
}
modify_species = {
species = this
remove_trait = trait_pc_alpine_preference
}
}
if = {
limit = {
has_trait = trait_pc_ai_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ai_preference
}
}
if = {
limit = {
has_trait = trait_pc_gaia_preference
}
modify_species = {
species = this
remove_trait = trait_pc_gaia_preference
}
}
if = {
limit = {
has_trait = trait_pc_ringworld_habitable_preference
}
modify_species = {
species = this
remove_trait = trait_pc_ringworld_habitable_preference
}
}
if = {
limit = {
NOR = {
is_species = "ROBOT_POP_SPECIES_1"
is_species = "ROBOT_POP_SPECIES_2"
is_species = "ROBOT_POP_SPECIES_3"
}
}
modify_species = {
species = this
add_trait = trait_pc_nuked_preference
}
}
}
change_pc = pc_nuked
}
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_barren
is_planet_class = pc_toxic
is_planet_class = pc_frozen
is_planet_class = pc_shielded
}
}
change_pc = pc_barren_cold
}
every_system_planet = {
limit = { is_planet_class = pc_molten }
change_pc = pc_barren
}
every_system_planet = {
limit = { is_planet_class = pc_ringworld_habitable }
destroy_colony = yes
change_pc = pc_ringworld_habitable_damaged
}
every_system_planet = {
limit = { is_planet_class = pc_infested }
destroy_colony = yes
set_planet_max_health = 0
change_pc = pc_barren_cold
planet_event = { id = crisis.216 }
}
random_system_planet = {
limit = { is_star = yes }
# explosion ambient object
change_pc = pc_black_hole
}
}
}
I guess its final event, I get to choose if I let the "worm" through the gate or fight it. I did both, but then nothing.. the quest just stays open. Either its not working or its just most anti climatic ending, which I doubt
I guess its final event, I get to choose if I let the "worm" through the gate or fight it. I did both, but then nothing.. the quest just stays open. Either its not working or its just most anti climatic ending, which I doubt