vunrtdofrt Posted April 17, 2019 Posted April 17, 2019 It looks like the issue with the all-male/all-female events is due to coding excessively wide effects. You're triggering the event for countries that meet the policy flag requirements...but when the event triggers, it's set to affect every country, regardless of its policies. I would suggest the following alteration to lv_all_male.5, simplifying the trigger condition considerably and removing the use of every_country scope: country_event = { id = lv_all_male.5 hide_window = yes trigger = { has_policy_flag = lv_no_xeno_female_restrictions any_owned_pop = { has_trait = trait_lv_intercompatible_womb } } mean_time_to_happen = { days = 7200 } immediate = { random_owned_planet = { limit = { AND = { any_pop = { pop_has_trait = trait_lv_intercompatible_womb } any_pop = { NOT = { pop_has_trait = trait_lv_intercompatible_womb } NOT = { pop_has_trait = trait_lv_intercompatible_sperm } AND = { NOT = { pop_has_trait = trait_lv_all_female } NOT = { pop_has_trait = trait_lv_all_male } NOT = { is_robot_pop = yes } } } } } set_timed_planet_flag = { flag = lv_males_only_now days = 5 } planet_event = { id = lv_all_male.6 } } } } Likewise for the equivalent all-female event: country_event = { id = lv_all_female.1 hide_window = yes trigger = { has_policy_flag = lv_no_xeno_male_restrictions any_owned_pop = { has_trait = trait_lv_intercompatible_sperm } } mean_time_to_happen = { days = 7200 } immediate = { random_owned_planet = { limit = { AND = { any_pop = { pop_has_trait = trait_lv_intercompatible_sperm } any_pop = { NOT = { pop_has_trait = trait_lv_intercompatible_womb } NOT = { pop_has_trait = trait_lv_intercompatible_sperm } AND = { NOT = { pop_has_trait = trait_lv_all_female } NOT = { pop_has_trait = trait_lv_all_male } NOT = { is_robot_pop = yes } } } } } set_timed_planet_flag = { flag = lv_females_only_now days = 5 } planet_event = { id = lv_all_female.2 days = 3 } } } } Should make it work properly. 1
vunrtdofrt Posted April 17, 2019 Posted April 17, 2019 Two issues with hybrids. One, they're currently being created with no homeworld and the wrong planetary preference (or no planetary preference at all, for perfect hybrids) due to the use of the wrong scope. Both types of hybrids in lv_hybrids.txt, lv_hybrids.1 are specified with homeworld = ROOT. But since this is a country event, ROOT refers to the country, inappropriate to define a homeworld. You should instead be using homeworld = PREV, referring to the planet they're on. Secondly, the flag to show that a perfect hybrid has been created is not being cleared properly. The actual flag is lv_perfect_hybrid, but the display event lv_hybrids.4 is instead clearing simply perfect_hybrid (without the lv_), making any subsequent hybrid created on the same planet claim to be a perfect hybrid. 1
Ozvelpoon Posted April 17, 2019 Posted April 17, 2019 45 minutes ago, vunrtdofrt said: Two issues with hybrids. One, they're currently being created with no homeworld and the wrong planetary preference (or no planetary preference at all, for perfect hybrids) due to the use of the wrong scope. Both types of hybrids in lv_hybrids.txt, lv_hybrids.1 are specified with homeworld = ROOT. But since this is a country event, ROOT refers to the country, inappropriate to define a homeworld. You should instead be using homeworld = PREV, referring to the planet they're on. Secondly, the flag to show that a perfect hybrid has been created is not being cleared properly. The actual flag is lv_perfect_hybrid, but the display event lv_hybrids.4 is instead clearing simply perfect_hybrid (without the lv_), making any subsequent hybrid created on the same planet claim to be a perfect hybrid. I have had this happen to me as well; hybrids without a biome preference. 1
Lithia<3 Posted April 17, 2019 Author Posted April 17, 2019 @vunrtdofrt Mhm you're right, I added those events as "flavor" to the framework directly from SG. I just changed them a bit to work somewhat...but I agree that there are a lot of problems with them. I'll go over them a bit later tonight, but they're really just there to make things a bit less boring...the reason I gave the options to just outright disable them. Thanks for the advice though. @JuicyDroid I'll be adding a cleaned up version of SSX to the mod soon. 2
vunrtdofrt Posted April 17, 2019 Posted April 17, 2019 Oh, no, the event is a good one. The code just needs an optimization pass. It looks like a lot of difficulty here is due to the game, bizarrely, not having a command to scope to all pops on a planet for effects, despite that there is one to scope to all pops on a planet for triggers. 1
Lithia<3 Posted April 17, 2019 Author Posted April 17, 2019 36 minutes ago, vunrtdofrt said: Oh, no, the event is a good one. The code just needs an optimization pass. It looks like a lot of difficulty here is due to the game, bizarrely, not having a command to scope to all pops on a planet for effects, despite that there is one to scope to all pops on a planet for triggers. Well please feel free to point out any other problems you might find...I don't really get that much time to test everything after all and miss things sometimes, so I appreciate it. I added your suggestions just now and will probably release an update later tonight, so if you find anything else in that time I'll try to add them before then.
vunrtdofrt Posted April 17, 2019 Posted April 17, 2019 From what I've seen so far, it looks like there are indeed a fair number of alterations I would be inclined to make - some purely technical/optimization, some also for balance. (I note, for example, that a purely female species will reproduce even more slowly if matched with a species with intercompatible sperm than they will if totally alone, which seems counterintuitive and likely undesirable) But it will take me a little while to go through the code thoroughly, likely not by tonight. Perhaps I can do that, adding in comments for the nature of my suggested changes, and upload the results, and you can decide which if any you feel are worthwhile. 1
Lithia<3 Posted April 17, 2019 Author Posted April 17, 2019 42 minutes ago, vunrtdofrt said: From what I've seen so far, it looks like there are indeed a fair number of alterations I would be inclined to make - some purely technical/optimization, some also for balance. (I note, for example, that a purely female species will reproduce even more slowly if matched with a species with intercompatible sperm than they will if totally alone, which seems counterintuitive and likely undesirable) But it will take me a little while to go through the code thoroughly, likely not by tonight. Perhaps I can do that, adding in comments for the nature of my suggested changes, and upload the results, and you can decide which if any you feel are worthwhile. Just remember that trait effects and costs are really just placeholders and will get a full re-balance in the next release. I'm also looking for an alternative to the "temp" traits, but I haven't had that much time to look into that yet. 2
vunrtdofrt Posted April 17, 2019 Posted April 17, 2019 Yes, I wasn't intending to touch trait effects - that almost entirely comes down to preference and specific design choices. Those temporary traits do seem a bit inelegant. I understand that they're implemented because pop modifiers can't affect growth rates...and unfortunately, I can't immediately think of a good way around that, either. It's a pity that the pop overhaul didn't make the weighting for which pop grows more defineable, otherwise we could work with that. As it is, all we have are a handful of numbers to tweak in the defines. 1
Thunder_Jakz12 Posted April 17, 2019 Posted April 17, 2019 Sorry this is probably a stupid ass question but can someone tell me why there is a file called "patches" in there when you click download.
darkspleen Posted April 17, 2019 Posted April 17, 2019 1 hour ago, Thunder_Jakz12 said: Sorry this is probably a stupid ass question but can someone tell me why there is a file called "patches" in there when you click download. Compatibility patches for SSX and Elves of Stellaris. 1 hour ago, Anonyshadow said: Is there a way to put a gif in instead of a static image for events? Nope. 1
darkspleen Posted April 18, 2019 Posted April 18, 2019 >.> <.< Edit: Joking aside its theoretically possible to do. Portraits are in the same .dds format as is used in event pics after all. Still I wouldn't say its really feasible to do. It wouldn't just be a case of converting a gif into a .dds file. Honestly though Mk40 would be much better equipped to answer this than I. He actually did work with portraits for MASSA after all. 1
Dagome_Iudex Posted April 18, 2019 Posted April 18, 2019 Hypothetical question: If I were to write an event chain that creates/transforms pops, would the Mod creator write it into the game? I wanted to do a plotline where a science leader studies what turns out to be a parasitic worm, and then ends up infecting the country leader and subsequently every other pop, creating a new species for the parasite, and giving the main species submissive. I this feasible? 1
Lithia<3 Posted April 18, 2019 Author Posted April 18, 2019 1 hour ago, Anonyshadow said: Is there a way to put a gif in instead of a static image for events? Mhm, just requires more work. 17 minutes ago, Dagome_Iudex said: Hypothetical question: If I were to write an event chain that creates/transforms pops, would the Mod creator write it into the game? I wanted to do a plotline where a science leader studies what turns out to be a parasitic worm, and then ends up infecting the country leader and subsequently every other pop, creating a new species for the parasite, and giving the main species submissive. I this feasible? It depends on exactly how they transform them really.
Dagome_Iudex Posted April 18, 2019 Posted April 18, 2019 I have no idea. What does the game support? I know certain event chains like the worm add Traits, but I do not know how the game handles it.
keflyn Posted April 18, 2019 Posted April 18, 2019 Love what you have done so far, though I think the Hybrid Events are still happening a bit too much. I've been thinking about the single sex trait, and while it makes sense considering the intercompatible traits, maybe adding a trait called Assexual reproduction to give a 30% boost to pop speed but only selectable in the initial setup? It would still debuff, but still give a reasonable start and account for a species that evolved into a monogender, because they most definitely would not have tech assist early on. And would help if/when you add a Futa trait that you mentioned earlier.
Lithia<3 Posted April 18, 2019 Author Posted April 18, 2019 32 minutes ago, Dagome_Iudex said: I have no idea. What does the game support? I know certain event chains like the worm add Traits, but I do not know how the game handles it. I meant, how would you describe them getting these parasites? In a sexual way, or a harmful way...because harmful isn't really my thing. 20 minutes ago, keflyn said: Love what you have done so far, though I think the Hybrid Events are still happening a bit too much. I've been thinking about the single sex trait, and while it makes sense considering the intercompatible traits, maybe adding a trait called Assexual reproduction to give a 30% boost to pop speed but only selectable in the initial setup? It would still debuff, but still give a reasonable start and account for a species that evolved into a monogender, because they most definitely would not have tech assist early on. And would help if/when you add a Futa trait that you mentioned earlier. Silly hybrids event...I'll make it happen even less then lol. As for the traits, those will eventually become event only traits or something you have to research. What they do now is just to make them sort of playable...but more traits like futa (even though it's not really my thing) are planned, don't worry. 1
vunrtdofrt Posted April 18, 2019 Posted April 18, 2019 Part of the problem, which I've been thinking about myself, is that as coded there's no limit to how many new species can emerge from cross-breeding even two of them. (And if the "biodiversity" effects are in play, it increases the rate of hybrid formation based on the number of species already in the country, thereby accelerating over time.) Probably the ideal would be to limit hybrids to one per combination, and not allow hybrids to further hybridize. However, I can't think of any good way to make the game remember if a particular combination has already happened. Have you considered working with the cross-breeding mechanic introduced in 2.2, the one that normally requires an ascension perk? It might be possible to force that into shape...I haven't actually played with that perk yet, but I was under the impression that it does restrict how many half-breeds are created. On the other hand, it seems like there's a lot of complaints of species clutter even with that.
Lithia<3 Posted April 18, 2019 Author Posted April 18, 2019 @vunrtdofrt Maybe a custom ascension perk that hijacks some of the base game mechanics could work. It would make the event obsolete since from what I can tell they really embedded that system into the base game. As an example, just commenting out that ascension perk actually breaks ship upgrades for some reason lol...anyway I'll see what I can do, probably within this week.
Dagome_Iudex Posted April 18, 2019 Posted April 18, 2019 7 hours ago, Lithia<3 said: meant, how would you describe them getting these parasites? In a sexual way, or a harmful way...because harmful isn't really my thing. I'd make it VERY sexual. I'd be good, I just need to know if there is the right infrastructure to support that kind of thing.
Ozvelpoon Posted April 18, 2019 Posted April 18, 2019 10 hours ago, Lithia<3 said: @vunrtdofrt Maybe a custom ascension perk that hijacks some of the base game mechanics could work. It would make the event obsolete since from what I can tell they really embedded that system into the base game. As an example, just commenting out that ascension perk actually breaks ship upgrades for some reason lol...anyway I'll see what I can do, probably within this week. Would it be possible to switch the ascension perk "on" all the time? I don't know the script, but could you make it so every faction starts with this ascension perk at the beginning of the game regardless? You may not be able to bend it to your will as easily as something you make yourself, but I think it would be less prone to odd interactions.
Tex Posted April 18, 2019 Posted April 18, 2019 5 hours ago, Dagome_Iudex said: I'd make it VERY sexual. I'd be good, I just need to know if there is the right infrastructure to support that kind of thing. Parasite by nature would be harmful to host though, so I would assume it comes with an cost?
justhere2look Posted April 18, 2019 Posted April 18, 2019 2 hours ago, Tex said: Parasite by nature would be harmful to host though, so I would assume it comes with an cost? 7 hours ago, Dagome_Iudex said: I'd make it VERY sexual. I'd be good, I just need to know if there is the right infrastructure to support that kind of thing. why do i get feeling you want the breeder species from Xsprays comics.
Averice Posted April 18, 2019 Posted April 18, 2019 Are you planning on adding anything for hive-minds, civic wise?
vunrtdofrt Posted April 18, 2019 Posted April 18, 2019 4 hours ago, Ozvelpoon said: Would it be possible to switch the ascension perk "on" all the time? I don't know the script, but could you make it so every faction starts with this ascension perk at the beginning of the game regardless? You may not be able to bend it to your will as easily as something you make yourself, but I think it would be less prone to odd interactions. I haven't tested yet, but I suspect it should be possible; the game has a rule for whether for whether you can crossbreed species on a planet that checks for its owner having the xeno compatibility ascension perk. If that check is removed, it should allow it without the perk...in theory.
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