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lifehole

First Lieutenant
56 Badges
Apr 30, 2010
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So I have no idea how to mod and I don't have to time to do so unfortunately, but I have yet to see any mods addressing or even hinting at this, and I'm wondering why.

There's not been any mods to add more possible anomaly events, or any situation log questlines, or anything like that. Are they just very hard to implement? Or are people just focusing more on fixes and balance issues?
 
It's not hard. It's probably the area where we are the least constrained by the game developers' hardcoded features. However, as you said the modders are focusing more on balance. The events already present in the vanilla are pretty good and there's a bunch of them, so modders are not pressed to create more just yet. The most important thing when creating events is the imagination. Having well-thought out ideas is half the work done, the rest is just making them work :p
 
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It's not hard. It's probably the area where we are the least constrained by the game developers' hardcoded features. However, as you said the modders are focusing more on balance. The events already present in the vanilla are pretty good and there's a bunch of them, so modders are not pressed to create more just yet. The most important thing when creating events is the imagination. Having well-thought out ideas is half the work done, the rest is just making them work :p

Yeah, haha. Just maybe thinking some events with a MTTH in the midgame would help make the latter 2/3 of the game a bit more, uh, spicy.
 
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Hear, hear! This is actually the bit that I'm most interested in modding. I'm not much interested in balance mods, but very interested in mods that add new storylines and events and so on.

I'm going to have to dig into the details of scripting a bunch more before I can release anything interesting substantial, though. I doubt you want to encounter my test anomaly!
 
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A friend of mine and me have been thinking about doing just this. If we could find a way to get a bunch of events for each ethos and/or government type and trigger those if the player is bordering other empires of that type, we could add some real flavour to the galaxy and make it feel more alive. We have ideas, now we just need to learn how to pull them off...
 
I'd like to see more of this too.

I'm working on a flavour/content mod centered on the theme of robotics and artificial intelligence. I'm still getting to grips with the script but I've so far written several events, a policy (Laws of Robotics), a building (AI Mainframe that can take over the government), a couple of new techs and more. I'm planning on writing some anomalies too. These things take time and need to be tested properly, so I'm not really surprised that we haven't seen stuff like this yet.
 
A friend of mine and me have been thinking about doing just this. If we could find a way to get a bunch of events for each ethos and/or government type and trigger those if the player is bordering other empires of that type, we could add some real flavour to the galaxy and make it feel more alive. We have ideas, now we just need to learn how to pull them off...

Here, I've written and annotated parts of an event that might help you get started:

Code:
trigger = {
   has_ethos = "ethos_fanatic_pacifist"
   any_neighbor_country = {
     has_ethos = "ethos_fanatic_pacifist"
   }
   NOT = {
     any_country = {
       has_country_flag = fanatic_pacifist_event_flag # prevents weirdness, can be worked around by creating multiple flags for same event
     }
   }
}

immediate = {
   random_neighbor_country = {
     limit = {
       has_ethic = "ethic_fanatic_pacifist"
     }
     set_country_flag = fanatic_pacifist_event_flag # makes it easy to scope to this country in future.
   }
}

option = {
   random_neighbor_country = {
     limit = {
       has_country_flag = fanatic_pacifist_event_flag # makes sure we're scoping to the correct country
     }
     country_event = { # an event happens for the other country
       id = swag.2
       days = 3
     }
   }
}
 
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Here, I've written and annotated parts of an event that might help you get started:

Code:
trigger = {
   has_ethos = "ethos_fanatic_pacifist"
   any_neighbor_country = {
     has_ethos = "ethos_fanatic_pacifist"
   }
   NOT = {
     any_country = {
       has_country_flag = fanatic_pacifist_event_flag # prevents weirdness, can be worked around by creating multiple flags for same event
     }
   }
}

immediate = {
   random_neighbor_country = {
     limit = {
       has_ethic = "ethic_fanatic_pacifist"
     }
     set_country_flag = fanatic_pacifist_event_flag # makes it easy to scope to this country in future.
   }
}

option = {
   random_neighbor_country = {
     limit = {
       has_country_flag = fanatic_pacifist_event_flag # makes sure we're scoping to the correct country
     }
     country_event = { # an event happens for the other country
       id = swag.2
       days = 3
     }
   }
}

Thanks! The Stellaris wiki is rather barebones at the moment, so it's hard to see how the various parts of events mentioned there connect together at a first glance.
 
Thanks! The Stellaris wiki is rather barebones at the moment, so it's hard to see how the various parts of events mentioned there connect together at a first glance.
I recommend taking look at EU4 wiki. Not everything is exactly the same, but the basics are.
 
Here, I've written and annotated parts of an event that might help you get started:

Code:
trigger = {
   has_ethos = "ethos_fanatic_pacifist"
   any_neighbor_country = {
     has_ethos = "ethos_fanatic_pacifist"
   }
   NOT = {
     any_country = {
       has_country_flag = fanatic_pacifist_event_flag # prevents weirdness, can be worked around by creating multiple flags for same event
     }
   }
}

immediate = {
   random_neighbor_country = {
     limit = {
       has_ethic = "ethic_fanatic_pacifist"
     }
     set_country_flag = fanatic_pacifist_event_flag # makes it easy to scope to this country in future.
   }
}

option = {
   random_neighbor_country = {
     limit = {
       has_country_flag = fanatic_pacifist_event_flag # makes sure we're scoping to the correct country
     }
     country_event = { # an event happens for the other country
       id = swag.2
       days = 3
     }
   }
}
I'm said friend and for this piece of code, I'd like to thank you. :)
 
Personally I am more of a coder than a writer, and what fluff I've written has felt lackluster in comparison to the rather Stellar (haha) writing of vanilla content.

That said, I'd be mote than happy to help out with writing the code part of events and I have some ideas regarding colonists colonising planets on their own accord.
 
Here, I've written and annotated parts of an event that might help you get started:

Code:
trigger = {
   has_ethos = "ethos_fanatic_pacifist"
   any_neighbor_country = {
     has_ethos = "ethos_fanatic_pacifist"
   }
   NOT = {
     any_country = {
       has_country_flag = fanatic_pacifist_event_flag # prevents weirdness, can be worked around by creating multiple flags for same event
     }
   }
}

immediate = {
   random_neighbor_country = {
     limit = {
       has_ethic = "ethic_fanatic_pacifist"
     }
     set_country_flag = fanatic_pacifist_event_flag # makes it easy to scope to this country in future.
   }
}

option = {
   random_neighbor_country = {
     limit = {
       has_country_flag = fanatic_pacifist_event_flag # makes sure we're scoping to the correct country
     }
     country_event = { # an event happens for the other country
       id = swag.2
       days = 3
     }
   }
}
Personally I am more of a coder than a writer, and what fluff I've written has felt lackluster in comparison to the rather Stellar (haha) writing of vanilla content.

That said, I'd be mote than happy to help out with writing the code part of events and I have some ideas regarding colonists colonising planets on their own accord.
You know what would probably be really helpful? If we brainstormed a bunch of stuff like this, with patterns for things that people want to accomplish.
 
You know what would probably be really helpful? If we brainstormed a bunch of stuff like this, with patterns for things that people want to accomplish.
Writing down patterns or code snippets could be of real use for the community I think. And a good addition to the wiki. :)
 
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Personally I am more of a coder than a writer, and what fluff I've written has felt lackluster in comparison to the rather Stellar (haha) writing of vanilla content.

That said, I'd be mote than happy to help out with writing the code part of events and I have some ideas regarding colonists colonising planets on their own accord.

I'm more of a writer than a coder, so I can fill in the localisation file! (Especially now that you helped me in the other thread, for which thanks, again! ;) )

You know what would probably be really helpful? If we brainstormed a bunch of stuff like this, with patterns for things that people want to accomplish.

That would be immensely helpful. If I had a template for "If I get a border with AI personality type X, then trigger event Y with options so and so on" I could work magic. Fortunately, Tuttu is helping me with that. :p
 
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This will surely come in handy!

Here, I've written and annotated parts of an event that might help you get started:

Code:
trigger = {
   has_ethos = "ethos_fanatic_pacifist"
   any_neighbor_country = {
     has_ethos = "ethos_fanatic_pacifist"
   }
   NOT = {
     any_country = {
       has_country_flag = fanatic_pacifist_event_flag # prevents weirdness, can be worked around by creating multiple flags for same event
     }
   }
}

immediate = {
   random_neighbor_country = {
     limit = {
       has_ethic = "ethic_fanatic_pacifist"
     }
     set_country_flag = fanatic_pacifist_event_flag # makes it easy to scope to this country in future.
   }
}

option = {
   random_neighbor_country = {
     limit = {
       has_country_flag = fanatic_pacifist_event_flag # makes sure we're scoping to the correct country
     }
     country_event = { # an event happens for the other country
       id = swag.2
       days = 3
     }
   }
}

I've taken a look at this after reading through the Stellaris and EUIV wikis, and just to be sure I understand your example correctly: A fanatic pacifist country will trigger this event as soon as it borders another fanatic pacifist country. It will set a flag for its new neighbour (preventing the same event from triggering twice between two same countries) and also send it a new event 3 days later. Does this seem right? And then the flavourful event I want the player to have, will be the swag.2 in your example? However, this means that a fanatical pacifist player in this case would also get the option at the bottom to send event swag.2 to his AI neighbour?

Could I do it the other way around? So that, instead of having the AI send me this event, I trigger it for myself directly? So a country, regardless of its own ethos, would get a certain event when bordering a country of the fanatic pacifist ethos, and the fanatic pacifist country would get an event based on my own ethos, irrespective of their fanatic pacifist ethos?
 
I've taken a look at this after reading through the Stellaris and EUIV wikis, and just to be sure I understand your example correctly: A fanatic pacifist country will trigger this event as soon as it borders another fanatic pacifist country.

It doesn't have a MTTH, nor is it triggered by anything directly. As such I'm not actually sure when or even if this fragment of an event on its own would trigger. I meant this an an example of some script rather than as a template for an entire event.

It will set a flag for its new neighbour (preventing the same event from triggering twice between two same countries) and also send it a new event 3 days later.

Yes.

And then the flavourful event I want the player to have, will be the swag.2 in your example? However, this means that a fanatical pacifist player in this case would also get the option at the bottom to send event swag.2 to his AI neighbour?

Yes.

Could I do it the other way around? So that, instead of having the AI send me this event, I trigger it for myself directly?

There's nothing in this script which restricts the event to the player. It could fire for either country, since they both meet the requirement of being fanatic pacifist.

So a country, regardless of its own ethos, would get a certain event when bordering a country of the fanatic pacifist ethos, and the fanatic pacifist country would get an event based on my own ethos, irrespective of their fanatic pacifist ethos?

Sure, you could do that. Just change the trigger of the initial event so that it fires for countries with the intended characteristics. If you want this to be something that happens every time a country with any ethos encounters a fanatic pacifist country, make sure you manage your flags properly. One way of doing this might be to have two sets of flags: one very temporary set of flags for fanatic pacifist countries (which would be removed when the event chain is over, and exist only for the sake of easy scopes), and another more permanent set for countries that encounter the fanatic pacifist (which would stick around to prevent the same country from triggering the event chain multiple times).
 
It doesn't have a MTTH, nor is it triggered by anything directly. As such I'm not actually sure when or even if this fragment of an event on its own would trigger. I meant this an an example of some script rather than as a template for an entire event.



Yes.



Yes.



There's nothing in this script which restricts the event to the player. It could fire for either country, since they both meet the requirement of being fanatic pacifist.



Sure, you could do that. Just change the trigger of the initial event so that it fires for countries with the intended characteristics. If you want this to be something that happens every time a country with any ethos encounters a fanatic pacifist country, make sure you manage your flags properly. One way of doing this might be to have two sets of flags: one very temporary set of flags for fanatic pacifist countries (which would be removed when the event chain is over, and exist only for the sake of easy scopes), and another more permanent set for countries that encounter the fanatic pacifist (which would stick around to prevent the same country from triggering the event chain multiple times).

Thank you, that does make it clear. As for flags: My original idea was for the player to receive the event every time they get a border with a fitting AI country, but only once for each country. So if the player meets countries A and B, and both of them fit, he'd receive it twice. But if he loses his border with A, then gets it again, it won't trigger a second time. I think I should be able to do this by limiting the events to the player (via a "is_ai = no" condition, probably?) and then setting the flag on the other country, both for scope and preventing repetition. Obviously the events won't trigger for the AI meeting AI but I doubt that will be a problem.