I have this error that keep poping up when i run my reworked Pirate_events :
But i can't figure out what this bug is all about. I have lots of "ROOT = " in the file, no idea if any of them are the cause or i'm supposed that add one somewhere.
I do have some coding knowledge but i admit it's quite basic and i haven't coded anything in years.
Here the faulty code :
Code:
[22:20:05][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: ROOT
[22:20:05][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: =
[22:20:06][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: ROOT
[22:20:06][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: =
[22:20:12][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: ROOT
[22:20:12][trigger_impl.cpp:842]: Error in scripted trigger, cannot find: =
But i can't figure out what this bug is all about. I have lots of "ROOT = " in the file, no idea if any of them are the cause or i'm supposed that add one somewhere.
I do have some coding knowledge but i admit it's quite basic and i haven't coded anything in years.
Here the faulty code :
Code:
############################
#
# Pirate Events
#
# Re-Written by Philippe Raymond (aka Foraven)
#
# FRB Mod
#
############################
namespace = pirate
# Birth of Space Piracy
country_event = {
id = pirate.1
title = "pirate.1.name"
picture = GFX_evt_exploding_ship
show_sound = event_space_battle
is_triggered_only = yes # i guess that means it must be called by another event
desc = { # Spiritual
text = pirate.1.desc_01
trigger = {
OR = {
has_government = theocratic_republic
has_government = transcendent_republic
has_government = theocratic_oligarchy
has_government = transcendent_oligarchy
has_government = divine_mandate
has_government = transcendent_empire
}
}
}
desc = { # Militarist
text = pirate.1.desc_02
trigger = {
OR = {
has_government = military_dictatorship
has_government = martial_empire
has_government = military_junta
has_government = ordered_stratocracy
has_government = military_republic
has_government = martial_demarchy
}
}
}
desc = { # Materialist
text = pirate.1.desc_03
trigger = {
OR = {
has_government = despotic_hegemony
has_government = ai_overlordship
has_government = science_directorate
has_government = illuminated_technocracy
has_government = direct_democracy
has_government = subconscious_consensus
}
}
}
desc = { # Pacifist
text = pirate.1.desc_04
trigger = {
OR = {
has_government = moral_democracy
has_government = irenic_democracy
has_government = peaceful_bureaucracy
has_government = irenic_protectorate
has_government = enlightened_monarchy
has_government = irenic_monarchy
}
}
}
desc = { # Generic Autocracy
text = pirate.1.desc_05
trigger = {
OR = {
has_government = despotic_empire
has_government = star_empire
}
}
}
desc = { # Generic Oligarchy
text = pirate.1.desc_06
trigger = {
OR = {
has_government = plutocratic_oligarchy
has_government = mega_corporation
}
}
}
desc = { # Generic Democracy
text = pirate.1.desc_07
trigger = {
OR = {
has_government = indirect_democracy
has_government = democratic_utopia
}
}
}
trigger = {
is_country_type = default
NOT = { has_country_flag = birth_of_piracy }
exists = capital_scope
capital_scope = {
solar_system = {
ROOT = {
any_controlled_planet = {
OR = {
has_mining_station = yes
has_research_station = yes
}
solar_system = {
NOT = { is_same_value = PREVPREVPREV }
}
}
}
}
}
}
immediate = {
set_country_flag = birth_of_piracy
capital_scope = { save_event_target_as = capital }
capital_scope = {
solar_system = { save_event_target_as = capital_system }
}
save_event_target_as = pirate_target
owner_species = { save_event_target_as = owner_species }
# Define what FTL we have
if = {
limit = {
AND = {
has_technology = "tech_warp_drive_1"
NOT = {
has_technology = "tech_hyper_drive_1"
has_technology = "tech_wormhole_generation_1"
}
}
}
set_country_flag = warp_pirates
}
if = {
limit = {
AND = {
has_technology = "tech_hyper_drive_1"
NOT = {
has_technology = "tech_warp_drive_1"
has_technology = "tech_wormhole_generation_1"
}
}
}
set_country_flag = hyper_pirates
}
if = {
limit = {
AND = {
has_technology = "tech_wormhole_generation_1"
NOT = {
has_technology = "tech_warp_drive_1"
has_technology = "tech_hyper_drive_1"
}
}
}
set_country_flag = wormhole_pirates
else = {set_country_flag = jump_pirates}
}
# Define what weapon tech we have
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_3"
has_technology = "tech_lasers_3"
has_technology = "tech_missiles_3"
}
}
# We will use tier 3 pirates designs
set_country_flag = tier3_pirates
}
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_2"
has_technology = "tech_lasers_2"
has_technology = "tech_missiles_2"
}
}
# We will use tier 2 pirates designs
set_country_flag = tier2_pirates
}
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_1"
has_technology = "tech_lasers_1"
has_technology = "tech_missiles_1"
}
}
# We will use wimpy tier 1 pirates designs
set_country_flag = tier1_pirates
}
# We set our home now
random_system = {
limit = {
distance = {
source = event_target:capital
max_distance = 120
min_distance = 20
}
any_planet = { is_colonizable = no }
NOT = {
ROOT = {
any_owned_planet = {
is_homeworld = no
}
}
has_star_flag = hostile_system
}
OR = {
has_owner = no
is_owned_by = ROOT
}
}
random_system_planet = {
limit = {
AND {
is_colonizable = no
is_star = no
}
}
save_event_target_as = pirate_home
create_country = {
name = "Pirates"
type = pirate
species = event_target:owner_species
name_list = "PRT1"
flag = {
icon = {
category = "pirate"
file = "flag_pirate_7.dds"
}
background = {
category = "backgrounds"
file = "00_solid.dds"
}
colors ={
"red"
"red"
"null"
"null"
}
}
}
if = {
limit = {
ROOT = {
has_country_flag = wormhole_pirates
}
}
solar_system = {
create_wormhole_station = {
owner = last_created_country
angle = random
}
}
}
# We just created a country, now we name it
last_created_country = {
set_name = random
save_event_target_as = pirate_band
set_relation_flag = {
who = ROOT
flag = pirate_relation
}
establish_communications_no_message = ROOT
# Now creating home base inside said country
create_fleet = { name = "Pirate Station" }
random_list = {
33 ={
if = {
limit = {
ROOT = { has_technology = "tech_mass_drivers_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Nest"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
33={
if = {
limit = {
ROOT = { has_technology = "tech_lasers_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Lair"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_missiles_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Den"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
}
# Now creating an admiral for our first fleet
create_leader = {
type = admiral
species = owner_main_species
name = random
skill = 100
}
# Now that scummy fleet
create_fleet = { name = "Pirate Fleet" }
last_created_fleet = {
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 150
set_owner = PREV
# What design we will use for first fleet
random_list = {
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_mass_drivers_1" }
}
create_ship_design = {
design = "Reaver"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_lasers_1" }
}
create_ship_design = {
design = "Hunter"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_missiles_1" }
}
create_ship_design = {
design = "Vagabond"
ftl = ROOT
}
}
}
}
# We spawn a few ships
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
# We assign leader to fleet
assign_leader = last_created_leader
set_location = PREVPREV
# Now sending that fleet on rampage
queue_actions = {
repeat = {
find_random_system = {
trigger = {
id = "pirate.1.trigger.1"
NOT = {
has_star_flag = hostile_system
is_same_value = event_target:capital_system
}
any_planet = {
OR = {
has_mining_station = yes
has_research_station = yes
}
# Attacking system with wormhole station or a starport is suicidal
NOT = {
has_spaceport =yes
}
exists = controller
controller = { is_same_value = event_target:pirate_target }
}
distance = {
source = PREV
max_distance = 200
min_distance = 20
}
}
found_system = {
move_to = THIS
}
}
# We find a juicy target to kill
find_closest_planet = {
trigger = {
id = "pirate.1.trigger.2"
OR = {
has_research_station = yes
has_mining_station = yes
}
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 20
}
}
}
# We go back to home system
find_random_system = {
trigger = {
id = "pirate.1.trigger.3"
any_planet = {
is_planet = event_target:pirate_home
}
}
found_system = { move_to = THIS }
}
# We go to base for some rest
find_closest_planet = {
trigger = {
id = "pirate.1.trigger.4"
is_planet = event_target:pirate_home
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 200
random = 150
}
}
}
}
}
}
}
}
}
}
option = {
name = pirate.2.a
trigger = {
OR = {
has_government = theocratic_republic
has_government = transcendent_republic
has_government = theocratic_oligarchy
has_government = transcendent_oligarchy
has_government = divine_mandate
has_government = transcendent_empire
}
}
}
option = {
name = pirate.2.b
trigger = {
OR = {
has_government = military_dictatorship
has_government = martial_empire
has_government = military_junta
has_government = ordered_stratocracy
has_government = military_republic
has_government = martial_demarchy
}
}
}
option = {
name = pirate.2.c
trigger = {
OR = {
has_government = despotic_hegemony
has_government = ai_overlordship
has_government = science_directorate
has_government = illuminated_technocracy
has_government = direct_democracy
has_government = subconscious_consensus
}
}
}
option = {
name = pirate.2.d
trigger = {
OR = {
has_government = moral_democracy
has_government = irenic_democracy
has_government = peaceful_bureaucracy
has_government = irenic_protectorate
has_government = enlightened_monarchy
has_government = irenic_monarchy
}
}
}
option = {
name = pirate.2.e
trigger = {
OR = {
has_government = despotic_empire
has_government = star_empire
}
}
}
option = {
name = pirate.2.f
trigger = {
OR = {
has_government = plutocratic_oligarchy
has_government = mega_corporation
}
}
}
option = {
name = pirate.2.g
trigger = {
OR = {
has_government = indirect_democracy
has_government = democratic_utopia
}
}
}
}
# Building a new fleet (HIDDEN)
country_event = {
id = pirate.2
hide_window = yes
trigger = {
is_country_type = pirate
OR = {
num_fleets < 2
num_ships < 5
}
any_owned_ship = {
is_ship_size = pirate_station
}
}
mean_time_to_happen = {
days = 180
}
immediate = {
random_country = {
limit = {
has_relation_flag = { flag = pirate_relation who = ROOT }
}
save_event_target_as = pirate_target
capital_scope = {
solar_system = { save_event_target_as = capital_system }
}
}
# If we get to spawn a new fleet, we want a better admiral to run it
create_leader = {
type = admiral
species = owner_main_species
name = random
skill = 300
}
# We take any pirate station as our new spawn point
random_owned_ship = {
limit = { is_ship_size = pirate_station }
save_event_target_as = pirate_home
create_fleet = { name = "Pirate Fleet" }
last_created_fleet = {
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 150
set_owner = ROOT
# Lets see what kind of arsenal we have
if = {
limit = {
OR = {
ROOT = { has_technology = "tech_mass_drivers_3" }
ROOT = { has_technology = "tech_lasers_3" }
ROOT = { has_technology = "tech_missiles_3" }
}
NOT = {
ROOT = {
has_country_flag = tier3_pirates
}
}
}
# We will use tier 3 pirates designs
ROOT = { set_country_flag = tier3_pirates }
}
if = {
limit = {
OR = {
ROOT = { has_technology = "tech_mass_drivers_2" }
ROOT = { has_technology = "tech_lasers_2" }
ROOT = { has_technology = "tech_missiles_2" }
}
NOT = {
ROOT = {
has_country_flag = tier2_pirates
}
}
}
# We will use tier 2 pirates designs and lower
ROOT = { set_country_flag = tier2_pirates }
}
if = {
limit = {
OR = {
ROOT = { has_technology = "tech_mass_drivers_1" }
ROOT = { has_technology = "tech_lasers_1" }
ROOT = { has_technology = "tech_missiles_1" }
}
NOT = {
ROOT = {
has_country_flag = tier1_pirates
}
}
}
# We will use wimpy tier 1 pirates designs
ROOT = { set_country_flag = tier1_pirates }
}
# What design we will use for our brand new fleet
# The first set of ships
random_list = {
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Reaver"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Hunter"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Vagabond"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Brigand"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Skull"
ftl = ROOT
}
}
}
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Marauder"
ftl = ROOT
}
}
}
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Corsair"
ftl = ROOT
}
}
}
10 = {
if = {
limit = {
ROOT = {
has_country_flag = tier3_pirates
}
}
create_ship_design = {
design = "Strife"
ftl = ROOT
}
}
}
10 = {
if = {
limit = {
ROOT = {
has_country_flag = tier3_pirates
}
}
create_ship_design = {
design = "Raven"
ftl = ROOT
}
}
}
}
# We spawn a few ships
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
# For the second set
random_list = {
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Reaver"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Hunter"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier1_pirates
}
}
create_ship_design = {
design = "Vagabond"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Brigand"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Skull"
ftl = ROOT
}
}
}
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Marauder"
ftl = ROOT
}
}
}
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Corsair"
ftl = ROOT
}
}
}
}
# We spawn 2 more
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
# And the leader's ship
random_list = {
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Marauder"
ftl = ROOT
}
}
}
25 = {
if = {
limit = {
ROOT = {
has_country_flag = tier2_pirates
}
}
create_ship_design = {
design = "Corsair"
ftl = ROOT
}
}
}
10 = {
if = {
limit = {
ROOT = {
has_country_flag = tier3_pirates
}
}
create_ship_design = {
design = "Strife"
ftl = ROOT
}
}
}
10 = {
if = {
limit = {
ROOT = has_country_flag = tier3_pirates }
}
create_ship_design = {
design = "Raven"
ftl = ROOT
}
}
5 = {}
}
# We spawn the last ship
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
# We assign leader to fleet
assign_leader = last_created_leader
set_location = PREVPREV
queue_actions = {
repeat = {
find_random_system = {
trigger = {
id = "pirate.2.trigger.1"
NOT = {
has_star_flag = hostile_system
is_same_value = event_target:capital_system
}
any_planet = {
OR = {
has_mining_station = yes
has_research_station = yes
}
# Attacking a spaceport is suicidal
NOT = {
has_spaceport = yes
}
exists = controller
controller = { is_same_value = event_target:pirate_target }
}
distance = {
source = PREV
max_distance = 200
min_distance = 20
}
}
found_system = {
move_to = THIS
}
}
# We find a juicy target to kill
find_closest_planet = {
trigger = {
id = "pirate.2.trigger.2"
OR = {
has_research_station = yes
has_mining_station = yes
}
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 20
}
}
}
# We go home to heal
find_random_system = {
trigger = {
id = "pirate.2.trigger.3"
any_planet = {
is_planet = event_target:pirate_home
}
}
found_system = { move_to = THIS }
}
# We go to base for some rest
find_closest_planet = {
trigger = {
id = "pirate.2.trigger.4"
is_planet = event_target:pirate_home
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 200
random = 150
}
}
}
}
}
}
}
}
} # the end of new fleet
#Starting the pirate chain
ship_event = {
id = pirate.3
hide_window = yes
is_triggered_only = yes
trigger = {
owner = { is_country_type = default }
from = {
solar_system = {
NOT = {
any_planet = {
is_homeworld = yes
}
}
}
}
NOT = {
owner = {
has_country_flag = outer_system_mining_stations_constructed
has_country_flag = birth_of_piracy
}
}
}
immediate = {
owner = {
if = {
limit = {
NOT = {
check_variable = {
which = outer_system_mining_stations
value > 0
}
}
}
set_variable = {
which = "outer_system_mining_stations"
value = 1
}
else = {
change_variable = {
which = "outer_system_mining_stations"
value = 1
}
}
}
if = {
limit = {
check_variable = {
which = outer_system_mining_stations
value > 4
}
}
set_country_flag = outer_system_mining_stations_constructed
}
}
}
}
event = {
id = pirate.4
hide_window = yes
is_triggered_only = yes
immediate = {
every_country = {
limit = {
# is_ai = no we want ais to suffer too :D
NOT = { has_country_flag = birth_of_piracy }
}
country_event = { id = pirate.5 }
}
}
}
#yearly pulse event to start the "birth of piracy" somewhere
country_event = {
id = pirate.5
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = default
OR = {
has_country_flag = outer_system_mining_stations_constructed
any_owned_planet = {
is_homeworld = no
}
}
}
immediate = {
random_list = {
30 = { country_event = { id = pirate.1 days = 50 random = 45 } }
30 = { country_event = { id = pirate.1 days = 500 random = 450 } }
40 = { }
}
}
}
# Look for an existing Pirate Country that lost it's pirate station so it can spawn another one elsewhere.
country_event = {
id = pirate.6
hide_window = yes
trigger = {
is_country_type = pirate
any_owned_ship = {
NOT {
is_ship_size = pirate_station
}
}
}
mean_time_to_happen = {
Months = 12
}
immediate = {
capital_scope = { save_event_target_as = capital }
capital_scope = {
solar_system = { save_event_target_as = capital_system }
}
save_event_target_as = pirate_target
owner_species = { save_event_target_as = owner_species }
# Define what weapon tech we have
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_3"
has_technology = "tech_lasers_3"
has_technology = "tech_missiles_3"
}
NOT = {
ROOT = {
has_country_flag = tier3_pirates
}
}
}
# We will use tier 3 pirates designs
set_country_flag = tier3_pirates
}
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_2"
has_technology = "tech_lasers_2"
has_technology = "tech_missiles_2"
}
NOT = {
ROOT = {
has_country_flag = tier2_pirates
}
}
}
# We will use tier 2 pirates designs
set_country_flag = tier2_pirates
}
if = {
limit = {
OR = {
has_technology = "tech_mass_drivers_1"
has_technology = "tech_lasers_1"
has_technology = "tech_missiles_1"
}
NOT = {
ROOT = {
has_country_flag = tier1_pirates
}
}
}
# We will use wimpy tier 1 pirates designs
set_country_flag = tier1_pirates
}
# We set our new home now
random_system = {
limit = {
distance = {
source = event_target:capital
max_distance = 120
min_distance = 20
}
any_planet = { is_colonizable = no }
NOT = {
ROOT = {
any_owned_planet = {
is_homeworld = no
}
}
has_star_flag = hostile_system
}
OR = {
has_owner = no
is_owned_by = ROOT
}
}
random_system_planet = {
limit = {
AND {
is_colonizable = no
is_star = no
}
}
save_event_target_as = pirate_home
# We just created a country, now we name it
last_created_country = {
set_name = random
save_event_target_as = pirate_band
set_relation_flag = {
who = ROOT
flag = pirate_relation
}
establish_communications_no_message = ROOT
# Now creating home base inside said country
create_fleet = { name = "Pirate Station" }
random_list = {
33 ={
if = {
limit = {
ROOT = { has_technology = "tech_mass_drivers_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Nest"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
33={
if = {
limit = {
ROOT = { has_technology = "tech_lasers_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Lair"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_missiles_1" }
}
last_created_fleet = {
set_owner = PREV
create_ship = {
name = random
design = "Pirate Den"
graphical_culture = "pirate_01"
}
set_location = PREVPREV
}
}
}
}
# Now creating an admiral for our first fleet
create_leader = {
type = admiral
species = owner_main_species
name = random
skill = 100
}
# Now that scummy fleet
create_fleet = { name = "Pirate Fleet" }
last_created_fleet = {
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 150
set_owner = PREV
# What design we will use for first fleet
random_list = {
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_mass_drivers_1" }
}
create_ship_design = {
design = "Reaver"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_lasers_1" }
}
create_ship_design = {
design = "Hunter"
ftl = ROOT
}
}
}
33 = {
if = {
limit = {
ROOT = { has_technology = "tech_missiles_1" }
}
create_ship_design = {
design = "Vagabond"
ftl = ROOT
}
}
}
}
# We spawn a few ships
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
create_ship = {
name = random
design = last_created_design
graphical_culture = "pirate_01"
}
# We assign leader to fleet
assign_leader = last_created_leader
set_location = PREVPREV
# Now sending that fleet on rampage
queue_actions = {
repeat = {
find_random_system = {
trigger = {
id = "pirate.6.trigger.1"
NOT = {
has_star_flag = hostile_system
is_same_value = event_target:capital_system
}
any_planet = {
OR = {
has_mining_station = yes
has_research_station = yes
}
# Attacking a spaceport is suicidal
NOT = {
has_spaceport = yes
}
exists = controller
controller = { is_same_value = event_target:pirate_target }
}
distance = {
source = PREV
max_distance = 200
min_distance = 20
}
}
found_system = {
move_to = THIS
}
}
# We find a juicy target to kill
find_closest_planet = {
trigger = {
id = "pirate.6.trigger.2"
OR = {
has_research_station = yes
has_mining_station = yes
}
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 20
}
}
}
# We go back to home system
find_random_system = {
trigger = {
id = "pirate.6.trigger.3"
any_planet = {
is_planet = event_target:pirate_home
}
}
found_system = { move_to = THIS }
}
# We go to base for some rest
find_closest_planet = {
trigger = {
id = "pirate.6.trigger.4"
is_planet = event_target:pirate_home
}
found_planet = {
orbit_planet = THIS
wait = {
duration = 200
random = 150
}
}
}
}
}
}
}
}
}
}
}
# Respawn Wormhole Station for the Wormholes Pirates
country_event = {
id = pirate.7
hide_window = yes
trigger = {
is_country_type = pirate
has_country_flag = wormhole_pirates
any_owned_ship = {
is_ship_size = pirate_station
}
NOT = {
any_owned_ship = {
is_ship_size = wormhole_station
}
}
}
mean_time_to_happen = {
Months = 4
}
immediate = {
random_system = {
limit = {
is_pirate_system = yes
}
solar_system = {
create_wormhole_station = {
owner = last_created_country
angle = random
}
}
}
}
}