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@dskod1 is it worthwhile to repost stuff I'd posted in the old thread into this one? I guess I can also wait till 2.0 and see whether any of the stuff I wanted was implemented, though.
 
-count_owned_planets (so you can easily tell how many planets of a certain category a country has - this would have many uses).
-declare_truce (I don't know of a way to script a truce at the moment. If there is one, apologies).
-a condition to check faction_happiness (would be very good for political events stuff).
-make member_of_faction work properly.
 
If member_of_faction is a bug report perhaps it should go there, otherwise can you elaborate a bit? I'll add the rest to the OP

I can't remember whether I filed a bug report, but I think so.
 
Oh yeah. That reminds me, all those modifiers where you can get past 0% if you put too many modifiers together, it would be wonderful if they would stack.

E.g. one can barely use planet_unrest_mult with negative multipliers, because you have an edict that does -50% (in 2.0, apparently organics will also be able to use it) and a tradition with -25%, fanatic spiritualists get -30%, Police State gives you -25%, governors can also give -15 to 30% and buildings -10%. So with so much chances to cut it drastically, adding modifiers to cut it further would be a bad idea. As it is, if you have the -50% edict active and then apply something which give -25%, that will halve the unrest again (and another 25% would wipe it out). It would be better if it would go down to 37.5%.
 
A small and simple request: The modifier "leader_skill_levels", when added to a (non-ruler) leader trait, should allow that leader to gain extra levels (currently it doesn't). Would add more potential to character development.
 
It would be nice to be able to scope from a fleet to its ships, i.e. "any_fleet_ship", "every_fleet_ship", "random_fleet_ship".

You already can. Do every/random/any_owned_ship from fleet scope.
 
Don't worry, I am reading this thread.
 
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MODDING FEATURE REQUEST:
  • any_species, every_species, and random_species scopes
The only way I've been able to figure out to scope to any species in the galaxy is
Code:
any_country = {
    any_owned_pop = {
        (check species triggers here)
    }
}
and that seems horribly inefficient.

The great @Moah made that already, it's in 2.6. There's random/every/any/count_owned_species, which will scope to all the species owned by the country (or planet, etc) and galaxy_species, which scopes to all in the galaxy :)
 
Oh, interesting. I tried the *_owned_pop_species scopes, but they didn't work (at least not for what I was using them for). If the *_owned_species scopes are different, and actually work, that could be useful.

I'm really happy to hear about galaxy_species, though - that's actually way more useful in the specific context I'm working on right now. So just to make sure, random_galaxy_species, any_galaxy_species, every_galaxy_species, and count_galaxy_species all exist now?

Btw, are these documented anywhere? I didn't see them on the wiki.

Well, I mean, they do work, they are used all over the game now :p If you want up to date information, boot the game and type "trigger_docs" into the console, then check your game.log file. And yes, all those exist.