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passive xp, you mean like, for studying while waiting to be put at work? Great idea! Give me more! Not sure what you mean by that last one, but please surprise me and thanks for all your (hard) work.
The first time i played this game with no mods some of my leaders got traits after a few levels. since installing this mod ive played a few games but i havent got a second trait on any of my leaders.
Not sure if its a bug or a feature you took out or if i have just had bad luck and not gotten a bonus trait.
Thanks for your time and keep up the good work. i look forward to you developing this mod further
However, I think I may have run across a possible bug in your mod:
Update: The bug i was talking about just happened with a level 3 Admiral, I apologize for mentioning it here. I was taking a break after three unsucessful attempts to re-create it.
I thought your mod was the only one I had running that alters leaders. Apparently something else is and doesn't explicitly say it does.
As a side note, I do think some sort of "Empire Wide" edict for "Wargames" or something to give Admirals and generals attached to a friendly planet a small bit of experience per month during peace-time would be a great idea. Make it cost influence and energy credits per month. Shooting on the target range still uses up something, be it bullets or protons.
As far as I can tell the only way to manually add XP to Leaders is through Events.
has to be contextualized. Just like being at peace is only detected in diplomatic actions.
One of Henrik's test events does nothing but level up a leader.
Not sure how happy the game is with looped event chains, although there was a "more events" mod which had a "science convention" event that triggered on a somewhat regular basis. So it is possible. Linking the chain to trigger off an edict is probably not a good idea (if even possible) since you'd need to kill the chain if the edict is turned off, since Empire Edicts just stop being applied.
Planetary edicts don't seem able to "hit" things in orbit either.
A Space Station "Training Module" along the lines of the Crew Quarters or Fleet Academy might work, forever adding 5 xp at a given interval to any admirals in orbit once completed. You'd need to set the chain to kill itself if that station is destroyed or the module is dismantled/rebuilt.
Which... is all waaaay beyond the scope of this mod. Nice feature to have with it, but... well I'll bash my head against the code a bit more.
I still like the mod.
And... I barely know what some of it means. :-P
I've been taking apart mods and looking at how the basic Paradox files integrate. Copy/paste relevant sections then enter in my own values and so on. Which is one reason why I have no mods up in the workshop, since folks can get deeply offended if you use stuff without asking. that and my mods are very basic QOL things, or portraits. That tend not to work quite right.
You'd probably need to put something into the on_actions for a "Study over time" arbitrary grant of xp that starts running at the click of Begin. I haven't found a specific spaceport module completion trigger though, just for every other kind of spacestation. >.<
P.S. Another way to go might be to set the Space Piracy event to trigger more than once. Then they get XP from shooting the pirates. Pirate stations aren't reliable though... sometimes I leave them and they send out ships from time to time, sometimes they just sit there.
For this you might remove the " NOT = { has_country_flag = birth_of_piracy }" bit from the pirate event file. i think. It is used twice in the file btw.
Wait, why isn't there a Piracy mod already? I might look into this if I have the time.
Probabilities of taking a trait on level-up are as in vanilla:
- scientists and admirals 7%, ~10% (levels 3-4 and in my modification 7-8), ~27% (level 5 and in my modification 6)
- governors and generals 10%, ~14% (levels 3-4 and in my modification 7-8), ~35% (level 5 and in my modification 6). They are larger probably because there are no events adding traits to them.
Don't you think that in your mod it would be nice to have those probabilities larger?
Edit: There is a certain issue: I've recently realized there is no limit on the number of traits gained by scientists from anomaly events (and failures) but I am not sure what to do about it. Anyway it looks like bugs - what do you think?