RavinBeast Posted January 6, 2019 Posted January 6, 2019 17 hours ago, Raana said: You Are Awesome! Thank You So Much!
Dargaron Posted January 10, 2019 Posted January 10, 2019 Just want to give a ton of thanks (or is that a tonne? I'm not sure how thanks are measured) to dullman, Raana and darkspleen for their help. In frustration, I changed the name of my file to what darkspleen suggested, and it looks like that worked (for some reason!?). Maybe it's because I flipped UTF-8-BOM off and on just the right number of times, but right now I'm flipping off my own stupidity for not trying that sooner.
Abominus Posted January 22, 2019 Posted January 22, 2019 Greetings, I have this problem: # trait_plentiful_traditions_slave_01 #Vieh # trait_plentiful_traditions_slave_02 #Energie # trait_plentiful_traditions_slave_03 #Mineral # trait_plentiful_traditions_slave_04 #Nahrung # trait_plentiful_traditions_slave_05 #Forschung # trait_plentiful_traditions_slave_06 #Einheit # trait_plentiful_traditions_slave_07 #Strategische Ressource Those are traits, that are only used by event. And: only one of those traits should be given at any time. I dont know why, but sometimes, the slaves got more then one trait. How could I use "while" to look through "every_owned_pop" to check, if it got more then one of those traits?
Raana Posted January 26, 2019 Author Posted January 26, 2019 On 1/21/2019 at 6:03 PM, Abominus said: Greetings, I have this problem: # trait_plentiful_traditions_slave_01 #Vieh # trait_plentiful_traditions_slave_02 #Energie # trait_plentiful_traditions_slave_03 #Mineral # trait_plentiful_traditions_slave_04 #Nahrung # trait_plentiful_traditions_slave_05 #Forschung # trait_plentiful_traditions_slave_06 #Einheit # trait_plentiful_traditions_slave_07 #Strategische Ressource Those are traits, that are only used by event. And: only one of those traits should be given at any time. I dont know why, but sometimes, the slaves got more then one trait. How could I use "while" to look through "every_owned_pop" to check, if it got more then one of those traits? Would have to see how the event is set up, but I'm guessing the event is supposed to fire more than once and when it does it just happens to occasionally pick a pop that already has a trait? If that's what's happening then you probably need a limit array to make the event ignore pops that already have one of the traits.
bjc4yw Posted January 26, 2019 Posted January 26, 2019 On 1/21/2019 at 7:03 PM, Abominus said: Greetings, I have this problem: # trait_plentiful_traditions_slave_01 #Vieh # trait_plentiful_traditions_slave_02 #Energie # trait_plentiful_traditions_slave_03 #Mineral # trait_plentiful_traditions_slave_04 #Nahrung # trait_plentiful_traditions_slave_05 #Forschung # trait_plentiful_traditions_slave_06 #Einheit # trait_plentiful_traditions_slave_07 #Strategische Ressource Those are traits, that are only used by event. And: only one of those traits should be given at any time. I dont know why, but sometimes, the slaves got more then one trait. How could I use "while" to look through "every_owned_pop" to check, if it got more then one of those traits? If you just want to make sure no pop has more than one of those traits, then you could just set them all up as opposites? Otherwise I think what you want is something like: while = { limit = { any_owned_pop = { #check for two traits } } random_owned_pop = { limit = { #check for two traits } #remove extra trait } }
Abominus Posted January 26, 2019 Posted January 26, 2019 event = { id = plentiful_traditions_malice.5 hide_window = yes is_triggered_only = yes trigger = { any_country = { has_ascension_perk = ap_plentiful_traditions_slave_complex } } immediate = { every_country = { limit = { has_ascension_perk = ap_plentiful_traditions_slave_complex } every_owned_pop = { limit = { is_enslaved = yes OR = { has_job = livestock has_job = organic_battery } NOT = { pop_has_trait = trait_plentiful_traditions_slave_01 #Vieh } } modify_species = { species = this add_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes OR = { has_job = technician_drone has_job = technician has_job = primitive_technician has_job = fe_acolyte_generator } NOT = { pop_has_trait = trait_plentiful_traditions_slave_02 #Energie } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh add_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes OR = { has_job = foundry has_job = fabricator has_job = alloy_drone has_job = mining_drone has_job = miner has_job = primitive_miner has_job = fe_acolyte_mine } NOT = { pop_has_trait = trait_plentiful_traditions_slave_03 #Mineralien } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie add_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes OR = { has_job = agri_drone has_job = farmer has_job = hunter_gatherer has_job = peasant has_job = primitive_farmer has_job = fe_acolyte_farm } NOT = { pop_has_trait = trait_plentiful_traditions_slave_04 #Nahrung } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral add_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes has_job = guinea_pigs NOT = { pop_has_trait = trait_plentiful_traditions_slave_05 #Forschung } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung add_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes OR = { #Unity has_job = bio_trophy has_job = enforcer has_job = telepath has_job = entertainer has_job = culture_worker has_job = manager has_job = priest has_job = patrol_drone has_job = soldier has_job = preacher has_job = fe_xeno_ward has_job = fe_hedonist #has_job = pleasure_slave #xxx #consumer goods has_job = artisan has_job = artisan_drone has_job = primitive_laborer has_job = fe_acolyte_artisan } NOT = { pop_has_trait = trait_plentiful_traditions_slave_06 #Einheit } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung add_trait = trait_plentiful_traditions_slave_06 #Einheit remove_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } every_owned_pop = { limit = { is_enslaved = yes OR = { has_job = chemist has_job = chemist_drone has_job = mote_harvester has_job = translucer has_job = translucer_drone has_job = crystal_miner has_job = gas_refiner has_job = gas_refiner_drone has_job = gas_extractor has_job = dimensional_portal_researcher } NOT = { pop_has_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } modify_species = { species = this remove_trait = trait_plentiful_traditions_slave_01 #Vieh remove_trait = trait_plentiful_traditions_slave_02 #Energie remove_trait = trait_plentiful_traditions_slave_03 #Mineral remove_trait = trait_plentiful_traditions_slave_04 #Nahrung remove_trait = trait_plentiful_traditions_slave_05 #Forschung remove_trait = trait_plentiful_traditions_slave_06 #Einheit add_trait = trait_plentiful_traditions_slave_07 #Strategische Ressource } } } } } This is the event...
Abominus Posted January 27, 2019 Posted January 27, 2019 I think it works now: https://steamcommunity.com/sharedfiles/filedetails/?id=1333526620&tscn=1548552694 "Slave nation" :D.
RavinBeast Posted February 16, 2019 Posted February 16, 2019 I'm Trying To Create A Species That's Psionic From The Start, Kinda How The Asari From Mass Effect Are Evolved To Be Biologically Biotic, Is There Anyway To Make A Species Trait That Grants A Tech Right From The Start? If So, How Would I Go About Doing That?
bjc4yw Posted February 17, 2019 Posted February 17, 2019 18 hours ago, RavinBeast said: I'm Trying To Create A Species That's Psionic From The Start, Kinda How The Asari From Mass Effect Are Evolved To Be Biologically Biotic, Is There Anyway To Make A Species Trait That Grants A Tech Right From The Start? If So, How Would I Go About Doing That? You need to make an event triggered from on-action empire_init_add_technologies which gives the tech to a civilization with that trait. See game_start.8 in events\game_start.txt for how vanilla gives mechanists the robot techs. If you want to check for a trait rather than a civic, you need to switch to species scope with owner_species since empire_init_add_technologies is in country scope.
Dargaron Posted February 20, 2019 Posted February 20, 2019 Not necessarily a Stellaris-specific question, although it is part of trying to mod Stellaris: So, I'm trying to make an overarching event on planetary occupation which leads to a bunch of other events via a random_list. Ideally, there will be a bunch of random_list entries which are only valid if a pop on the planet has a certain specialist job (metallurgist, researcher, culture worker, etc). I have pics lined up for pretty much all of them...except for metallurgist. I was going to use Bridgette Lindholm (from Overwatch), but she's slated for another (metallurgist-related) event, and I'd prefer not to repeat if I can help it. So, does anyone have suggestions for female fictional characters who fit the following criteria: -Muscular -Working-class attire (yes, I know Metallurgists are Specialists.) -Engineering themed My back-ups are Korra (I can find some vaguely steampunk Korra sans visible bending) or Yoko Littner (She's sometimes depicted as muscular, but doesn't have the tech theme). However, I'm betting that the Loverslab hive has more data than I do, so I'm submitting my query. (On a sidenote, Stellaris conditionals are mind-breaking. For some reason, CKII seemed a LOT easier to wrap my head around)
astronomenon Posted February 20, 2019 Posted February 20, 2019 This is dumb, but how do I install these mods. I drop them in the folder but nothing shows up. Anywhere on the site with the right procedure?
Dargaron Posted February 21, 2019 Posted February 21, 2019 6 hours ago, astronomenon said: This is dumb, but how do I install these mods. I drop them in the folder but nothing shows up. Anywhere on the site with the right procedure? -Download the zip file you want. -Unzip to somewhere you can find it (your desktop?) -Open the resulting file -You should have a mod folder and a .mod file inside. -Cut/Copy both the .mod file and the mod folder to your Paradox Interactive/Stellaris/mods file (on Windows 7 it's in Documents.) The new mod should show up in your launcher. Basically, the mod folder contains the actual mod data, while the .mod file tells your Stellaris program where to look for it. 1
La Mancha Posted February 21, 2019 Posted February 21, 2019 Does anyone understand paradox mod load order? My mod is an EU4 mod, but I assumed it worked just like Stellaris where I thought it was bottom->top of mod list (reverse alphabetical load order where A / special characters load last and overwrite). All of a sudden for seemingly no reason my mod stopped overwriting that of another and I had to remove the files from that mod to get it working again (deselecting it, and trying different orders reselecting didn't help, and it is titled Cosmopolitan_1_of_4 whereas the one I want to overwrite is extendedtimeline). It worked up until the very last time I had to split my mod because it was getting too large. I thought it was something to do with the split, but all I had to do was remove the extendedtimeline files that were conflicting and it worked again.
astronomenon Posted February 22, 2019 Posted February 22, 2019 On 2/20/2019 at 6:30 PM, Dargaron said: -Download the zip file you want. -Unzip to somewhere you can find it (your desktop?) -Open the resulting file -You should have a mod folder and a .mod file inside. -Cut/Copy both the .mod file and the mod folder to your Paradox Interactive/Stellaris/mods file (on Windows 7 it's in Documents.) The new mod should show up in your launcher. Basically, the mod folder contains the actual mod data, while the .mod file tells your Stellaris program where to look for it. I did this. I clicked on the mods, but they still don't pop up. Any ideas? Maybe I'm doing something wrong I can't even imagine? My other mods work, the dlc works, but for some reason these don't.
La Mancha Posted February 22, 2019 Posted February 22, 2019 Open the .mod file with a text editor (notepad works). Look at the path and make sure it is the same as you have it set up. For example archive="mod/cosmopolitan_1_of_5.zip" Will open a .zip file of that name in the mod folder. If must be spelled and have the same file extension for it to work. Or if it is in a folder it will obviously not end in an extension and look like this: path="mod/sexual_gameplay" Maybe either the path or the folder are misspelled, you can either change the folder name or the path.
Dargaron Posted March 9, 2019 Posted March 9, 2019 So, I'm reworking an event triggered by the On_Action event "on_planet_attackers_win." Originally, I had a random_list that selected the follow-up event based on whether or not the planet had various job slots. I figured that I should probably change the event to select based on pops with specific jobs rather than just checking to see if the planet had that kind of job (since Xenophile empires are, in fact, a thing that exists). However, I'm having a problem getting the game to save a specific pop as an event_target, which means the following events aren't firing. Here's how I'm trying to get the game to select a random pop that holds a job of x type in the "Immediate" block of my gateway event: Spoiler random_pop = { limit = { location = FROMFROM OR = { has_job = administrator has_job = executive has_job = researcher has_job = enforcer has_job = telepath has_job = healthcare has_job = entertainer has_job = duelist has_job = culture_worker } } save_event_target_as = target_pop } then in the sole option of the (hidden) gateway event, I have a bunch of IF blocks, that look something like this: Spoiler IF = { limit = { event_target:target_pop = { OR = { has_job = administrator has_job = executive } } } event_target:planet_attacker = { country_event = { id = dargarmy.4 } #administrator } } However, if I leave the IF block in place, the game simply refuses to fire the follow-up event. If I comment out everything but the country_event section, then the game fires dargarmy.4, but my [target_pop.GetAdjective] shows up blank, which seems to indicate that no pops on the planet are getting saved as "event_target:target_pop." Since the wiki hasn't been updated to 2.2 (and everything to do with Pop jobs was introduced in 2.2), I'm having a really hard time figuring out WHY my events aren't working. Is is just impossible to save a pop as an event_target? The only workaround I can think of is telling the game to apply a modifier to a (single) random pop on the planet, then having the relevant event fire based on whether "any_pop" has both "job = x" and "has_modifier = y." However, part of the goal is to refer to the selected pop's species in the event itself, so I'd still need some way to refer to the pop in the localization file. In theory I could then save the species itself as "target_species," but that seems really clunky, and there's gotta be a better way.
highagan Posted June 22, 2019 Posted June 22, 2019 I'm trying to make an event that fires a few times a year from reading up on the stellaris files i've created this on_action file Quote on_monthly_pulse = { events = { custom_event.1 } } which supposedly polls every month and for my event file Quote namespace = custom_event planet_event = { id = custom_event.1 title = custom_event.1.title desc = custom_event.1.desc picture = "test_bg" pre_triggers = { is_ai = no } is_triggered_only = yes option = { name = OK add_modifier = { modifier = "test" years = 1 } } } so far in the console i can force this to happen and every shows up fine, title, picture, everything but I can't get it to fire in game anybody have any ideas as to why?
shaobi Posted June 22, 2019 Posted June 22, 2019 Guys, I need some help for my game....I edited my 00_defines.txt file couple days ago, and so....my game is crashed now. Can anyone send a copy of 2.3.2 00_defines.txt to me?
highagan Posted June 22, 2019 Posted June 22, 2019 3 hours ago, shaobi said: Guys, I need some help for my game....I edited my 00_defines.txt file couple days ago, and so....my game is crashed now. Can anyone send a copy of 2.3.2 00_defines.txt to me? here ya go 00_defines.txt 1
shaobi Posted June 22, 2019 Posted June 22, 2019 1 hour ago, highagan said: here ya go 00_defines.txtFetching info... Thanks a lot! ? U saved my game!
Abominus Posted June 25, 2019 Posted June 25, 2019 On 6/22/2019 at 4:17 AM, highagan said: I'm trying to make an event that fires a few times a year from reading up on the stellaris files i've created this on_action file which supposedly polls every month and for my event file so far in the console i can force this to happen and every shows up fine, title, picture, everything but I can't get it to fire in game anybody have any ideas as to why? The pre-trigger could be wrong. I made a planetary-decision with is_ai = no. You have to put in in owner = { ... }.
NotGayButIMakeExceptions Posted July 1, 2019 Posted July 1, 2019 Hi I have HEAVILY MODDED my Stellaris most of these mods being outdated and its finally broken and crashes upon trying to load the "map graphics" can anyone tell me how to fix this? (Sorry for the badly done screenshots) Spoiler
Raana Posted July 1, 2019 Author Posted July 1, 2019 3 hours ago, BlindPassPirates said: Hi I have HEAVILY MODDED my Stellaris most of these mods being outdated and its finally broken and crashes upon trying to load the "map graphics" can anyone tell me how to fix this? (Sorry for the badly done screenshots) Sounds like what happened to me after the recent story pack game update. Though the only way to find out is to disable all of your mods and try to start a game with just a quick random empire. If it still crashes in the same spot with all mods disabled, then it's probably a problem caused by a game update. Which in my case required me to completely purge my stellaris files (both in program files and my documents) and reinstall the game from scratch. Re adding my mods after. If it -doesn't- crash after disabling all of the mods then it's probably a mod conflict and I recommend re activating each mod individually until you find which mod has the compatibility issue. 1
Abominus Posted July 1, 2019 Posted July 1, 2019 Hi, I made this civic: civic_smx_female_domination = { modification = no potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } authority = { NOT = { value = auth_corporate } } } possible = { ethics = { OR = { text = civic_tooltip_authoritarian value = ethic_authoritarian value = ethic_fanatic_authoritarian } } civics = { NOR = { value = civic_smx_male_domination value = civic_syncretic_evolution value = civic_lv_parallel_evolution } } } traits = { trait = trait_lv_all_female trait = trait_lv_dominant trait = trait_lv_sadistic trait = trait_lv_large_breasts trait = trait_lv_high_volume_lactation trait = trait_lv_drooling_vagina trait = trait_lv_breeder_hips trait = trait_lv_excess_estrogen } random_weight = { base = 5 } # description = civic_tooltip_syncretic_evolution_effects # see game_start.11 modifier = { planet_jobs_slave_energy_produces_mult = 0.25 planet_jobs_slave_minerals_produces_mult = 0.25 planet_jobs_slave_food_produces_mult = -0.25 planet_jobs_slave_unity_produces_mult = -0.25 pop_growth_speed = 0.20 } has_secondary_species = { # see game_start.11 title = civic_syncretic_evolution_secondary_species traits = { trait = trait_lv_all_male trait = trait_lv_submissive } } } and changed the scripted_effects into: if = { limit = { owner = { has_valid_civic = civic_smx_female_domination } } last_created_species = { set_citizenship_type = { country = root.owner type = citizenship_slavery } } modify_species = { species = last_created_species add_trait = trait_lv_elastic_orifices add_trait = trait_lv_nudist add_trait = trait_lv_soft add_trait = trait_lv_natural_anal_lube add_trait = trait_lv_adorable add_trait = trait_lv_large_penis add_trait = trait_lv_high_volume_ejaculations } while = { count = 12 create_pop = { species = last_created_species ethos = random } } } I got 12 pops at start, but they are not with the traits I wanted them to have and are not enslaved...
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