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Abnwtwtud

Lt. General
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Jul 25, 2009
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I know Paradox says that they're working to fix this particular bug, but if someone could make it that Sol does not appear if you play as a race on the Sol System, I'd greatly appreciate it. I've looked through the files and can't find where I could disable that as part of generation.
 
I managed to do it by looking in \Stellaris\common\solar_system_initializers\ folder and opening special_system_initializers.txt

Just remove the entire segment for

# Sol System (Primitive Humans)
special_init_03 = {
.
.
.
.
}

and

# Sol System (Nuclear Wasteland)
special_init_04 = {
.
.
.
}


The one thing i can't figure out tho is how to make the game spawn a Human empire with Sol system

I can make it spawn a Human empire by setting it to always in 00_prescripted_countries.txt
But it doesn't spawn sol system.. just a randomized star system..
 
Yeah, I was figuring that would be the solution, but I was concerned that it may break the game, as I have seen triggers for "initializing" special_init_03 (and 04, etc). I was hoping to find whatever galaxy generation system triggers the generation of Sol, and ideally find a way to add a trigger modifier to make it not possible to spawn if PC starts on Sol.
 
When i tested it it didnt seem to break anything.

You can test out yourself ingame by spawning a galaxy then opening up console with §tilde and typing observe
then just do a search for Sol. and it shouldn't show up.
 
I think I have a better way to fix this issue. The events file game_start.txt only looks for the country flags for human civilization. My guess is that those human flags are lost when editing the civilization. So I've replaced this check with one that checks for the Sol system itself instead, which is also flagged by default.

So I've replaced:

limit = { NOT = { any_country = {
has_country_flag = human_1
has_country_flag = human_2
} } }

with:

limit = { NOT = { any_system = {
has_star_flag = sol_system
} } }

and it seems to work at first sight.

I've uploaded the edited file as a mod here: http://www.mediafire.com/download/ewxglt4wmimm7wb/only_one_sol_system.zip
 
That's exactly what I was hoping to accomplish! I'm looking forward to giving it a shot once I get home.
 
I think I have a better way to fix this issue. The events file game_start.txt only looks for the country flags for human civilization. My guess is that those human flags are lost when editing the civilization. So I've replaced this check with one that checks for the Sol system itself instead, which is also flagged by default.

So I've replaced:

limit = { NOT = { any_country = {
has_country_flag = human_1
has_country_flag = human_2
} } }

with:

limit = { NOT = { any_system = {
has_star_flag = sol_system
} } }

and it seems to work at first sight.

I've uploaded the edited file as a mod here: http://www.mediafire.com/download/ewxglt4wmimm7wb/only_one_sol_system.zip

Nice, this helped me get around my problem of not getting a human empire to spawn with a sol system.

After bit of tinker it turned out that the devs entered in the limits incorrectly. causing the game not to parse it correctly. Resulting in it always spawning a random primitive or nuclear waste sol. Even if you played with a human empire.

The way it should be is like this

limit = {
NOT = { any_country = { has_country_flag = human_1 } }
NOT = { any_country = { has_country_flag = human_2 } }
}

Changing it to that will make it spawn Sol like it was intended.

How it was supposed to work is to not spawn a Sol when playing as United Nations of Earth, and spawn it if you played as Commonwealth of Man.

And if you played as a non human empire. It has 60% chance to spawn a primitive sol, 20% for nuclear waste sol and 20% for a human empire sol.

Fixing it this way also makes it compatible with the sol expanded mod. As then it just correctly looks for the human flag as intended by the devs.
 
The way it should be is like this

limit = {
NOT = { any_country = { has_country_flag = human_1 } }
NOT = { any_country = { has_country_flag = human_2 } }
}

Changing it to that will make it spawn Sol like it was intended.
I'm not sure if that way handles custom races well. What if someone wants to play as spacefaring dinosaurs starting in the Sol System?
 
I'm not sure if that way handles custom races well. What if someone wants to play as spacefaring dinosaurs starting in the Sol System?

You can actually get around that fairly easily. Simply create an empire with United Nations of Earth default empire as a base. And just edit that, change it however you like, then save it.

And it will count the human flag and prevent a duplicate sol from spawning.
 
Actually, came up with an even better idea.

set it to
if = {
limit = {
NOT = { any_country = { has_country_flag = human_1 } }
NOT = { any_country = { has_country_flag = human_2 } }
NOT = { any_country = {any_system = { has_star_flag = sol_system } } }
}

Now it will not spawn a second sol if another empire has sol set as their system, or if anyone plays as United nations Earth.
And wont spawn a primitive sol if playing as Commonwealth of Man.
 
Actually, came up with an even better idea.

set it to
if = {
limit = {
NOT = { any_country = { has_country_flag = human_1 } }
NOT = { any_country = { has_country_flag = human_2 } }
NOT = { any_country = {any_system = { has_star_flag = sol_system } } }
}

Now it will not spawn a second sol if another empire has sol set as their system, or if anyone plays as United nations Earth.
And wont spawn a primitive sol if playing as Commonwealth of Man.
Yes, I was also starting to think that, it now covers all the possibilities.
 
Hmm discovering some interesting things as i tinker. For instance if you change the name and species type of Commonwealth of Man if you play as them. It will then also automatically change the species and traits to match that for United Planet of Earth.