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DroZzhat

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Nov 2, 2013
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So, I've been tinkering with making new system starts for empires and I've found that the "modifiers =" appears not to function. I've tried the following:

modifiers = "pm_tidal_locked"
modifiers = pm_tidal_locked
modifier = "pm_tidal_locked"
modifier = pm_tidal_locked
modifiers = "tidal_locked"
modifiers = tidal_locked
modifier = "tidal_locked"
modifier = tidal_locked

No combination of those appear to do anything. The "example.txt" lists the function as "modifier =" but all of the systems you have included in the game actually contain the function "modifiers =" with an "s".

What is the correct way to use this function if it is indeed working correctly?

There was an interesting thing I noticed while I was looking through all of your misc, special, empire, etc initializers for an example. Not a single one of them actually use the "modifier" or "modifiers" functions outside of the example text file. The only one that actually forces a modifier into a system is the stone age civ sytem and it uses this:

init_effect = {
add_modifier = {
modifier = "stone_age_civilization"
days = -1
}
}

Now, I tried to swap out that "stone_age_civilization" with a planetary modifier from 00_planet_modifiers.txt using both the name of the modifier with and without the "pm_" as a work around to force a modifier onto the planet using triggers and that doesn't work either. All it does is add an empty modifier with a generic icon to the planet (visible from the GUI).
 
Oh, while it's probably obvious at this point, copying and pasting the following line directly from the example file, also does nothing (does not add dangerous wildlife modifier):
modifier = "pm_dangerous_wildlife" #planet modifier