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anael-whispers avatar anjureux avatar archae0n avatar beret03 avatar buttjunkie avatar danswann avatar davidneusius avatar draconicduelist avatar dumuzii avatar frai7ty avatar gatekeeperhaig avatar goldziher avatar gra-tak avatar iceandstorm avatar kainaudron avatar lexperegrine avatar manulkhan avatar mikado35 avatar thesting117 avatar tommyt88 avatar waesche avatar weeny-pouchkinn avatar zirkon avatar

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stellaris-modding-den's Issues

Add autorepair of destroyed buildings

Need to add a check if any_tile = { has_building = yes is_ruined = yes } and if so repair. Repair should work using a switch effect similar to upgrading.

starting events:

  • ai stuff in very first menu
  • also in "updated" event
  • updated event monthly instead of after a day

Add limit conditions to determine when to build and when NOT to build

The problem currently is that the script keeps building stuff even when there is no available pop for this. I suggest adding a limit condition like this to all building routines:

limit = {
has_building_construction = no
free_building_tiles > 0
has_growing_pop = yes
NOT = { any_tile = { has_building = yes has_pop = no }
}

additionally, we need to make sure the AI doesn't build in planets that are being purged (i used to set a planet flag called "purged planet", this should be returned since I check it in the ai_allow fields as well).

Create a possibility for modders to create the API files themselves:

  • A zip file to be extracted into the main dir of A COPY of their mod
  • includes: exe, cgm stuff, readme, mod shortcut as used in cgm
  • execute exe that was in repository which reads cgm stuff and mod and writes results directly into mod copy + create .mod file for testing
  • if everything is fine, the modder simply copies "common" and "events" from mod copy to main mod. Possibly create an extra "out" s.t. no file overwrites occur

Communication

Hey, just wanted to ask if we wanted to use some sort of comms program (Slack, Discord, etc.) so that we can communicate without having to leave each other notes in the README. ;)

Thoughts? Any preference?

Add redevelopment of planets

there have been some requests on reddit and other places to add redevelopment of planets. Basically - the player can pick an edict or a menu option to redevelop the planet in a different direction. this replaces buildings gradually - using the focus level or something. This should go along with making the AI redevelop food buildings to energy buildings once its pop growth needs decrease substantially.

Add tile blocker clearing and energy budgeting

We ought to add tile blocker clearing since the AI cannot do more than 1 tile blocker at a time, although it will do this whenever it can. We should also consider using the energy budgeting for stuff like terraforming. This is a function I'd like to use for planets enhanced, so we can cross use it in those two mods.

automation triggers need an update.

@Goldziher

  • Those triggers need to be false whenever your effect refuses to build anything -> has_any_tile_strategic_resource needs to be included in the trigger.
  • If there is a special resource but no building available -> trigger must be "no"

Options with regard to automatic construction

Options in menu:

  • Disable vanilla AI construction.
  • Disable cgm event driven AI construction. (mutually exclusive)

Options as edict:

  • Disable sector vanilla AI construction.
  • Enable cgm event driven AI construction in sectors/core planets.
  • Focus on planet or country base
  • Set percent used for construction (?)

CGM Buildings - inverted show_tech_unlock_if for Slave Processing Facility

Slave Processing Facility doesn't appear as unlockable for Neural Implants research because of what seem to be a typo - show_tech_unlock_if = { tech_unlock_conditions_slave_processing = no } was used instead of ... = yes (as with every other similar check in that mod).

Specific patch:

--- a/-Core_Game_Mechanics-__Buildings/common/buildings/cgm_planet_unique_buildings.txt
+++ b/-Core_Game_Mechanics-__Buildings/common/buildings/cgm_planet_unique_buildings.txt
@@ -466,7 +466,7 @@ building_slave_processing = {
        potential = { planet_is_not_virtual = yes conditions_slave_processing = yes }
        allow = { requirement_slave_facility = yes requires_capital_1 = yes }
        prerequisites = { "tech_neural_implants" }
-       show_tech_unlock_if = { tech_unlock_conditions_slave_processing = no }
+       show_tech_unlock_if = { tech_unlock_conditions_slave_processing = yes }
        destroy_if = { destroy_if_conditions_slave_processing = yes }
         #resource output and modifiers
        produced_resources = { minerals = 2 food = 2 }

I'd have made a PR, but this repository is more than gigabyte in size, so cloning it all for such one-liner change is unfeasible for me at the moment.

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