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GoreRulz

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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.

1. Keept starting Ethos
Unbenannt.png

2. Lost founding race

bug3.png

bug2.png
 
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LordMune

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Hi, thanks for bringing this up!

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?
 

GoreRulz

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Hi, thanks for bringing this up!

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.
 
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King Lemming

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@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.

Hope this helps!
 

Risa

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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
   }
  }
 }
 
Last edited:

King Lemming

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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
   }
  }
 }

To be fair, Synths shouldn't gain the Natural Physicists or Repugnant traits either.
 

Tuominen

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I have slight issue with worm-in-waiting...
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 :)
 

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Additionally, it does not remove Continental Preference.
Thanks for bringing this to our attention, I'll report it to our internal database.

It is also an oversight that it does not treat robot/droid/synth pops separately when applying tomb world preference.
To be fair, Synths shouldn't gain the Natural Physicists or Repugnant traits either.

I'll report these separately, as I'm not sure what the intent truly is. But personally I agree that it's odd for robots to have any of these traits :)

Thanks everyone!
 

Obidobi

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I have slight issue with worm-in-waiting...
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 :)
Do you have a save file from right before the final event?
 

Tuominen

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Do you have a save file from right before the final event?

Yes, but I am using two mods:

If you pick yes, star just transforms to blackhole and get event text and nothing, quest remains open, gate part completed.

if you pick no, horror appears and after it dies, nothing happens, quest stays open like above.

Empire ships https://steamcommunity.com/sharedfiles/filedetails/?id=741930256

and

ISBS: Doomsday Weapons & Ships https://steamcommunity.com/sharedfiles/filedetails/?id=720237457
 

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Tuominen

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Yes, but I am using two mods:

If you pick yes, star just transforms to blackhole and get event text and nothing, quest remains open, gate part completed.

if you pick no, horror appears and after it dies, nothing happens, quest stays open like above.

Empire ships https://steamcommunity.com/sharedfiles/filedetails/?id=741930256

and

ISBS: Doomsday Weapons & Ships https://steamcommunity.com/sharedfiles/filedetails/?id=720237457

after defeating the worm and noting happens, I run event akx.10030 the quest remains open in log