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let traits exclusive be checked widely by the game binary.

not only in species or leader natural generations but also in scripts.
we have many bugs with events adding new traits now.
although it is the codes' careless, the thing is really fussy to check every possible exclusive

just let the adding new traits action override excluded old traits or just let the action not work at all.
 
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add "species_max_traits_add" modifier which increases the max number of traits modifiable

I mean traits numbers is also a race advantage with no need to overwrite the species_archtypes file
 
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For those of us that have multiple interconnected mods or want to optionally support other famous mods in our own, the ability to check if a mod is active in a game as a trigger, something like:
Code:
has_enabled_mod = "EAC New Additions"

This would return true if the mod was active in the game and false otherwise. I know I can have my one mod register a custom global flag but that only helps with mods I control.
 
let auto_upgrade works for player's ship designs

auto_upgrade = yes will force the game to generate an auto design and use it to upgrade only, just ignoring all your designs
it will help a lot in starbase modding if the game can choose player's design to upgrade the stations
 
More "triggered_whatever_modifier"

Example:

triggered_orbit_modifier = {} # for sb buildings and modules f.e.

EDIT:

Code:
crew_quarters = {
 icon = "GFX_spaceport_module_crew_quarters"
 construction_days = 180
 
 initial = yes
 
 cost = {
  minerals = 100
 }
 
 orbit_modifier = {
  ship_orbit_upkeep_mult = -0.25
 }
 
 # grumpy edit - test
 triggered_orbit_modifier = {
  potential = { has_starbase_building = naval_logistics_office }
  ship_orbit_upkeep_mult = -0.25
 }
 
 upkeep_resources = {
  energy = 1
 }

 ai_build_at_chokepoint = yes
 ai_build_outside_chokepoint = yes
 ai_weight = {
  weight = 1000
 }
}
 
An effect that allows the appearance and related damage of firing a weapon. It would look something like:
Code:
attack_target = {
   source = <source>
   target = <target>
   min_damage = <int>
   max_damage = <int>
   hull_damage = <float>
   shield_damage = <float>
   shield_penetration = <float>
   armor_damage = <float>
   armor_penetration = <float>
   projectile_gfx = <string key>
}

Source could be anything like a planet, habitat, megastructure, ambient object, etc.
Target should be something that takes damage (ship, station, etc.)
The rest should work like they do for any weapon with the understanding it always hits when fired.
The projectile gfx would be a bonus (as in not required but desired) if it were easy/worthwhile to show the gfx between source and target.
 
The projectile gfx would be a bonus (as in not required but desired) if it were easy/worthwhile to show the gfx between source and target.

First thing which floats into my mind when I see this - planetary based Ion Cannons
 
Bingo! I am working on a mod that lets the planet fight back against orbital bombardment. I will hopefully have something up by this weekend.

JOY! :D

Was testing something like that a year ago to get a working "planetary shield" gfx linked to the building - probably the same approach and if you manage to finnish the Ion Cannon, not too far away, code-wise! (hint ;))
 
Bingo! I am working on a mod that lets the planet fight back against orbital bombardment. I will hopefully have something up by this weekend.

JOY! :D

Was testing something like that a year ago to get a working "planetary shield" gfx linked to the building - probably the same approach and if you manage to finnish the Ion Cannon, not too far away, code-wise! (hint ;))

Maybe with a dummy mesh as asset you could also link a hangarbay module to it which spawns actual fighters into the orbit and fights with already implemented gfx?! o_O
 
add damage_vs_country_type_endgame_crisis_factions_mult
add damage_vs_country_type_midgame_crisis_factions_mult


it is trouble to add every endgame crisis for "defenders of the galaxy" when mod introduces new ones.
we already get tags for them now in 00_country_types, just let us use it
 
Dear Pdx Dev(s),


Can we please have a defines setting to access country_types default country share_survey_data value?

It's necessary to allow mods to turn the map sharing off without running into a lot of compatibility issues with other mods by having to replace the whole default country_type. A define just for the default country type will do. This shouldn't be too hard I think :>


Thank you very very much.
 
let has_modifier trigger include auras, like "has_modifier = xxx_aura"
let added modifiers on ships be able to be removed
let the same modifiers stacked on ships be able to be removed layer by layer or just all cleared
 
Inheritance:

I'm adding just a single parameter to starbases in my mod, this means that I have to be really careful about updates. It would be awesome if I could just do this:

starbase_outpost += {
# my customizations only
}

I suspect this would non-trivially complicate the asset loader, but I can dream right?
 
Conditional System-Wide Modifiers

I want to be able to apply modifiers conditionally in systems based on the stellar objects in that system. For instance, I want to be able to apply a modest speed penalty for ships in systems that have asteroid belts or broken planets to reflect the additional debris in the system that ships need to avoid (this would offset the speed boosts I'm adding on the starbases). I can add new types of hazardous stars, but I feel that in the narrative model of my mod, I want other stellar features than star type to have a mechanical effect, even if the effect is still on the star, but only triggered based on the stellar objects orbiting that star.

Something like:

star = {
conditional_modifier = {
ship_speed_mult = -0.05
if ={
has_planet_type = pc_broken
}
}
}
 
The ability to overwrite singular deposits or buildings in their files instead of having to overwrite the entire file.
This would make is far easier on mod compatibility.

Thank you very much :>