I would like to delete the 3 corvettes generation at start of a new game.
How can I do that?
I didn't found the variable for.
How can I do that?
I didn't found the variable for.
Many thanks.You'll have to script an event that removes them at game start.
You'll have to script an event that removes them at game start.
I'll have a look to your code then. I didn't succeeded.Correct, this is what we did the starting fleet appears to be hardcoded
I'll have a look to your code then. I didn't succeeded.
Many thanks.![]()
I'll have a look to your code then. I didn't succeeded.
Many thanks.![]()
immediate = {
capital_scope = {
random_owned_ship = {
fleet = { destroy_fleet = THIS }
}
}
}
}
namespace = removefleet
### Remove all fleets for all countries at start
event = {
id = removefleet.1
hide_window = yes
is_triggered_only = yes
immediate = {
capital_scope = {
random_owned_ship = {
fleet = { destroy_fleet = THIS }
}
}
}
}
on_game_start = {
events = {
removefleet.1
}
}
[21:54:28][effect.cpp:313]: Invalid Scope type for effect random_owned_ship in events/remove_fleet.txt line : 12
[21:54:40][effect_impl.cpp:134]: Script Error: Invalid context switch[capital_scope], file: events/remove_fleet.txt line: 11, Scope:
type=none
id=0
random={ 1359683402 588888084 }
namespace = removefleet
# Removes all military ships for every country except fallen empires
event = {
id = removefleet.1
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
immediate = {
every_country = {
limit = {
NOT = { is_country_type = fallen_empire }
}
every_owned_ship = {
limit = { is_ship_class = shipclass_military }
fleet = { destroy_fleet = this }
}
}
}
}
Revan, that wont work with those scopes.
This is from my mod. It removes the 3 starting corvettes, but leaves the science ship, construction ship, starport and wormhole station untouched. Any fallen empire will also be untouched.
(Changed the name to yours, so you can just copy paste it)
Code:namespace = removefleet # Removes all military ships for every country except fallen empires event = { id = removefleet.1 hide_window = yes is_triggered_only = yes fire_only_once = yes immediate = { every_country = { limit = { NOT = { is_country_type = fallen_empire } } every_owned_ship = { limit = { is_ship_class = shipclass_military } fleet = { destroy_fleet = this } } } } }