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If you want to experiment with manually editing the downloaded txt file, see my comment from September 10 about customizing marauder systems (which are essentially unique systems), and TheDongsmasher's reply.
@Captain Bart yep, feedback is always appreciated :) I didn't intend to sound annoyed, just wanted to let you know that I won't get to it soon (a few weeks at the earliest)
@Captain Bart I have a to-do to add a counter, and a to-do to improve the clustering behavior. Life is busy at the moment though
"the max number of AI empires determined by the number of spawn points on the map, but it will always be less than the number of spawn points (2/3). This is a work around for some bugs in static galaxies (empires that aren't counted as AI empires use those spawn points too, and there will be bugs if it runs out of spawn points to use).
I have a to-do to investigate the underlying behavior more thoroughly. Potentially, I can change that so the max AI spawns equals the number of spawn points minus 1 (reserve one for the player). More research needed, so not putting anything in the description or discussion yet"
thanks for the kind words! no vlog, but I do blog (infrequently) at https://oatmeal.gg
besides that, this is awesome mod and i wish some dev-vlog vid on how you menaged to do it :D
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573084816
This mod probably works as is with 4.1, but I'll verify and update if needed in the next day or 2
system = { id = "2" position = { x = -355 y = 156 } initializer = marauder_1_1 }
system = { id = "286" position = { x = -368 y = 120 } initializer = marauder_1_3 }
system = { id = "367" position = { x = -343 y = 120 } initializer = marauder_1_2 }
This forces them to spawn even if Marauder Empires are set to off in the galaxy generation settings, but if they are set to randomly spawn, this seems to take the spot of the randomly spawned one.
They appear to be initialized by line number: I made the game generate a ridiculous amount of AI empires(390 in a 400 star galaxy) and an AI took the spot where marauder was supposed to spawn. The marauders did spawn every time when I moved the line of the system they're in to the top of the file, however.
I'm not sure how important order is. Definitely 1_1 should be spawned before 1_2 or 1_3. They might also need to be before random (no "initializer =") systems, so that a random system doesn't use that initializer first. I also don't know if the order that systems are initialized is just by line number (in which case you can just move lines around) or by ID number, which would be trickier since those are also used to link hyperlanes.
Again, please share results if you test this out! I want to write up guides for this later (and maybe someday build it into the app)
I'm now trying to figure out if it's possible to spawn the marauders at a set point. They seem to have a special civic (civic_anarcho_tribalism), so I might just try to do something with that.
Thank you very much for the suggestion! I ended up doing this:
1. Made a flag list in [mod]\common\prescripted_flags
the syntax looks like this
empire_custom_flag_z1 = {
flags = { test_custom_z1 }
}
2. Added the flags to the empire template in user_empire_designs_v3.4
(eg. flag="empire_custom_flag_z1")
3. Added the flag to the galaxy map file the way you suggested
spawn_weight = { base = 0 modifier = { add = 1000 if = { has_country_flag = test_custom_z1 } } } }
It seems to work well at first glance, I'll test it more tomorrow.
Explanation: base = 0 means by default no empires will spawn there, but the modifier makes so empires with the specific civics will spawn there. Change the values of civic_1 and civic_2 to the actual civics of your custom empire. If that's not specific enough (eg a random empire spawns with those same civics), you could add additional checks (eg has_ethic, has_trait). Then, set your empire design to forced spawn, and start the game.
I haven't tested this. If you give it a try, let me know if it works! And feel free to reach out on discord for assistance.
spawn_weight = { base = 10 modifier = { add = 10 ruler = { check_variable_arithmetic = { which = trigger:leader_age modulo = 10 value = 1 } } } }
These are the spawn systems. Some of the numbers in that line might be different than the above. Find the own you want your custom empire to spawn on (you can see the coordinate earlier in that line; note that higher y values correspond to the bottom of the screen, and higher x values correspond to the left side of the screen). Then change the spawn weight section to something like:
spawn_weight = { base = 0 modifier = { add = 1000 AND = { has_civic = civic_1 has_civic = civic_2 } } }
I'm wondering if it I could force a specific custom AI empire to spawn at a specific spawn point. I don't know much about the paradox script, but my first thought was to just put the initializer from the generated map(e.g. basic_init_01) into the user_empire_designs, but that breaks the custom empire design and causes the game to crash. Do you happen to know of a good way to do this?
I leaning against ever including manual system placement in Paint a Galaxy, cause it could get a bit complicated/unintuitive on my end since the website has no way of knowing which DLCs and mods you're using, but at the very least I intend to write a guide for manually editing things like that. It's a pretty good "baby's first mod" project. (I want to clarify those maybe issues first.)
Again, if you or anyone else wants to try it out, reach out on Discord and I'll help walk you through the changes. No modding experience required. It'll help me figure out what to include in the eventual guide. One could even argue, the stupider you are, the better
With the planned changes I mentioned, it will be possible to save several maps.
I'll note that I plan to add a concept of "projects" to Paint a Galaxy, so you can have multiple saved maps in the app instead of only 1. That should handle some of the situations people want to import.