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Pyzayt

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Aug 5, 2019
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My Apex of the Fallen Empires mod is close to being ready to release a test version, but a major problem is keeping me from finishing it - the juggernauts I have designed for the Fallen Empires are not spawning, and I have no idea how to make them do so. I've designed a simple default Juggernaut for every FE (all presently identical, to be changed in the future), but I simply can't get them to spawn. My code doesn't work, and I'm at my hairs end.

Here is the default Juggernaut I have designed for the time being, fully coded.
Code:
ship_design = {
    name = "NAME_Reaper_Juggernaut"
    ship_size = juggernaut
    section = {
        template = "SHIP_JUGGERNAUT_SECTION"
        slot = "ship"
        #X-Slot
        component = {
            slot = "EXTRA_LARGE_01"
            template = "TITAN_LASER"
        }       
        component = {
            slot = "EXTRA_LARGE_02"
            template = "TITAN_LASER"
        }       
        #H-Slot
        component = {
            slot = "STRIKE_CRAFT_01"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_02"
            template = "STRIKE_CRAFT_HANGAR_3"
        }           
        component = {
            slot = "STRIKE_CRAFT_03"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_04"
            template = "STRIKE_CRAFT_HANGAR_3"
        }   
        component = {
            slot = "STRIKE_CRAFT_05"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_06"
            template = "STRIKE_CRAFT_HANGAR_3"
        }           
        #M-Slot
        component = {
            slot = "MEDIUM_GUN_01"
            template = ""
        }       
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }           
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }       
        component = {
            slot = "MEDIUM_GUN_03"
            template = "MEDIUM_MASS_DRIVER_5"
        }   
        component = {
            slot = "MEDIUM_GUN_04"
            template = "MEDIUM_MASS_DRIVER_5"
        }   
        component = {
            slot = "MEDIUM_GUN_05"
            template = "MEDIUM_MASS_DRIVER_5"
        }       
        #Shields
        component = {
            slot = "LARGE_UTILITY_1"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_2"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_3"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_4"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_5"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_6"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }   
                component = {
            slot = "LARGE_UTILITY_7"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_8"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_9"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_10"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        #Armour
        component = {
            slot = "LARGE_UTILITY_11"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_12"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_13"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_14"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_15"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_16"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_17"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_18"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_19"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_20"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_21"
            template = "LARGE_ARMOUR_5"
        }       
        #Auxilery
        component = {
            slot = "AUX_UTILITY_1"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_2"
            template = "SHIELD_BOOSTER"
        }   
        component = {
            slot = "AUX_UTILITY_3"
            template = "ENIGMATIC_DECODER"
        }       
        component = {
            slot = "AUX_UTILITY_4"
            template = "ENIGMATIC_ENCODER"
        }   
    }
    required_component="SENSOR_4"
    required_component="JUMP_DRIVE_1"
    required_component="JUGGERNAUT_DARK_MATTER_REACTOR"
    required_component="JUGGERNAUT_SHIP_THRUSTER_5"
    required_component="COMBAT_COMPUTER_ARTILLERY_ADVANCED"
    required_component="SHIP_AURA_RANGE"
I've still no idea how to make it spawn though. I've tried using modified code for Collosus spawning, but that didn't work, and I've tried having it spawn on its own accord - also not working. It's leaving me frustrated and confused, as my code matches everything else I can see.

If anyone has any experience with this kind of issue, please contact me.
 
My Apex of the Fallen Empires mod is close to being ready to release a test version, but a major problem is keeping me from finishing it - the juggernauts I have designed for the Fallen Empires are not spawning, and I have no idea how to make them do so. I've designed a simple default Juggernaut for every FE (all presently identical, to be changed in the future), but I simply can't get them to spawn. My code doesn't work, and I'm at my hairs end.

Here is the default Juggernaut I have designed for the time being, fully coded.
Code:
ship_design = {
    name = "NAME_Reaper_Juggernaut"
    ship_size = juggernaut
    section = {
        template = "SHIP_JUGGERNAUT_SECTION"
        slot = "ship"
        #X-Slot
        component = {
            slot = "EXTRA_LARGE_01"
            template = "TITAN_LASER"
        }    
        component = {
            slot = "EXTRA_LARGE_02"
            template = "TITAN_LASER"
        }    
        #H-Slot
        component = {
            slot = "STRIKE_CRAFT_01"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_02"
            template = "STRIKE_CRAFT_HANGAR_3"
        }        
        component = {
            slot = "STRIKE_CRAFT_03"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_04"
            template = "STRIKE_CRAFT_HANGAR_3"
        }
        component = {
            slot = "STRIKE_CRAFT_05"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_06"
            template = "STRIKE_CRAFT_HANGAR_3"
        }        
        #M-Slot
        component = {
            slot = "MEDIUM_GUN_01"
            template = ""
        }    
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }        
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }    
        component = {
            slot = "MEDIUM_GUN_03"
            template = "MEDIUM_MASS_DRIVER_5"
        }
        component = {
            slot = "MEDIUM_GUN_04"
            template = "MEDIUM_MASS_DRIVER_5"
        }
        component = {
            slot = "MEDIUM_GUN_05"
            template = "MEDIUM_MASS_DRIVER_5"
        }    
        #Shields
        component = {
            slot = "LARGE_UTILITY_1"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_2"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_3"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_4"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_5"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_6"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
                component = {
            slot = "LARGE_UTILITY_7"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_8"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_9"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_10"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        #Armour
        component = {
            slot = "LARGE_UTILITY_11"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_12"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_13"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_14"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_15"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_16"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_17"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_18"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_19"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_20"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_21"
            template = "LARGE_ARMOUR_5"
        }    
        #Auxilery
        component = {
            slot = "AUX_UTILITY_1"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_2"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_3"
            template = "ENIGMATIC_DECODER"
        }    
        component = {
            slot = "AUX_UTILITY_4"
            template = "ENIGMATIC_ENCODER"
        }
    }
    required_component="SENSOR_4"
    required_component="JUMP_DRIVE_1"
    required_component="JUGGERNAUT_DARK_MATTER_REACTOR"
    required_component="JUGGERNAUT_SHIP_THRUSTER_5"
    required_component="COMBAT_COMPUTER_ARTILLERY_ADVANCED"
    required_component="SHIP_AURA_RANGE"
I've still no idea how to make it spawn though. I've tried using modified code for Collosus spawning, but that didn't work, and I've tried having it spawn on its own accord - also not working. It's leaving me frustrated and confused, as my code matches everything else I can see.

If anyone has any experience with this kind of issue, please contact me.

I know you can create them by event - in singles - not part of another fleet. The following is an event I use in my personal mod - maybe you can change to fit your needs including the trigger. A couple notes:

1) Make sure they have all the needed tech for the weapons and dark matter tech
2) You may need to bump the power level in common\ component_templates\00_utilities_reactors.txt currently tied to @starbase_power_6. Should be raised to maybe 12000
3) This assumes that I as ai = no have created a design before this event happens in ship builder. Sounds like you need to create a design a head of time? Not sure how to create a design out side of ship builder.

Code:
country_event = {
    id = steveships.8
    hide_window = yes
          
    trigger = {
        is_ai = no
        NOT = { has_country_flag = built_juggernaut_1 }
        has_technology = tech_juggernaut
    }
  
    immediate = {
        set_country_flag = built_juggernaut_1
        capital_scope = {
            create_fleet = {
                name = "Enterprise"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Enterprise"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Yorktown"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Yorktown"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Hornet"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Hornet"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Lexington"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Hornet"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
        }
    }
}

here is my custom juggernaut - not sure if the ai will choose on its own the second CORE3 level or not if they have dark matter.

Code:
ship_section_template = {
    key = "CORE_JUGGERNAUT_SECTION"
    ship_size = juggernaut

    fits_on_slot = "core"
    entity = "juggernaut_core_section_entity"
    icon = "GFX_ship_part_core_mid"

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "xl_gun_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_01"
    }
    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_02"
    }
    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_03"
    }
    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_04"
    }
    component_slot = {
        name = "STRIKE_CRAFT_05"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_05"
    }
    component_slot = {
        name = "STRIKE_CRAFT_06"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_06"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "medium_turret"
        locatorname = "gun_1"
    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "medium_turret"
        locatorname = "gun_2"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "medium_turret"
        locatorname = "gun_3"
    }
    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "medium_turret"
        locatorname = "gun_5"
    }

    small_utility_slots = 0
    medium_utility_slots = 0
    large_utility_slots = 21
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            alloys = 960
        }
    }
}

ship_section_template = {
    key = "CORE_3_JUGGERNAUT_SECTION"
    ship_size = juggernaut
    fits_on_slot = "core"
    entity = "juggernaut_core_section_entity"
    icon = "GFX_ship_part_core_mid"
    prerequisites = { "tech_titans" "tech_dark_matter_power_core" }
  
    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_04"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_04"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_05"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_06"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_07"
        template = "large_turret"
        locatorname = "strike_craft_locator_01"
    }
    component_slot = {
        name = "LARGE_GUN_08"
        template = "large_turret"
        locatorname = "strike_craft_locator_02"
    }
    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_03"
    }
    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_04"
    }
    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_05"
    }
    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_06"
    }
    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "medium_turret"
        locatorname = "gun_1"
    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "medium_turret"
        locatorname = "gun_2"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "medium_turret"
        locatorname = "gun_3"
    }
    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "medium_turret"
        locatorname = "gun_5"
    }
    component_slot = {
        name = "MEDIUM_GUN_06"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_07"
        template = "medium_turret"
        locatorname = "gun_5"
    }
    large_utility_slots = 25
    aux_utility_slots = 5

    resources = {
        category = ship_sections
        cost = {
            alloys = 960
        }
    }
}
 
Last edited:
Thank you for the response, but I'm afraid I don't think this will help; I'm trying to spawn the Juggernaut as part of its own fleet on game initialisation, as the game does with Fallen Empire Juggernauts. I'll see if I can use an event like this on game initialisation however to spawn the Fallen Empire Juggernaut designs I've made in their capitals somehow, so this might be of some use, but I'm unsure. I know that modifying the code to spawn the FE Colossi hasn't helped any.
 
Thank you for the response, but I'm afraid I don't think this will help; I'm trying to spawn the Juggernaut as part of its own fleet on game initialisation, as the game does with Fallen Empire Juggernauts. I'll see if I can use an event like this on game initialisation however to spawn the Fallen Empire Juggernaut designs I've made in their capitals somehow, so this might be of some use, but I'm unsure. I know that modifying the code to spawn the FE Colossi hasn't helped any.

I understood that from your first post. My point about power is still valid - not enough power and maybe no spawn. And yes only singles in their own fleet work. Also can not assign a leader like an admiral. And yes the game uses events to give fleets to Fallen Empires.