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Game start modding
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{{version|3.2}} It can be confusing, especially to new modders, how exactly the game sets up a new Galaxy and how to modify anything during Game Setup. Here is a quick reference for everything that the Vanilla game does when setting up a new game. To understand this page, it is recommended you familiarize yourself with [[Event modding|Events]] and [[On Actions]]. ==Game Start Modding== The most-compatible way to mod game setup is to add custom events that file after the built-in game events. It is also possible to fire events before built-in events. The reason that events are the most compatible way to do this is that they don't overwrite any of the built-in effects or effects, and thus won't conflict with other mods that also want to edit the game setup process. For adding technologies, use the on_action <code>empire_init_add_technologies</code> which is called once per country. This is the intended place to grant free technologies as part of an origin, civic, or other custom startup conditions. Here is a sample event:<syntaxhighlight lang="shell"> country_event = { id = my_event.1 is_triggered_only = yes hide_window = yes trigger = { # your conditions go here is_regular_empire = yes OR = { has_valid_civic = civic_corporate_dominion is_megacorp = yes has_valid_civic = civic_merchant_guilds } } immediate = { # grant technologies here give_technology = { tech = tech_space_trading message = no } } } </syntaxhighlight>For adjusting the starting conditions on an empire's homeworld, use the on_action <code>empire_init_capital_planet</code> which is called once per country in the [[Scopes|scope]] of that empire's capital planet. Here is a sample event:<syntaxhighlight lang="shell"> planet_event = { id = my_event.2 is_triggered_only = yes hide_window = yes pre_triggers = { has_owner = yes } trigger = { # your conditions go here - notice how it scopes to the planet's owner owner = { is_regular_empire = yes OR = { has_valid_civic = civic_corporate_dominion is_megacorp = yes has_valid_civic = civic_merchant_guilds } } free_building_slots > 0 # this checks that the planet has space for a building } immediate = { # make changes to the capital planet here, you can scope to the solar system like this: solar_system = { <code here> } add_building = building_galactic_stock_exchange } } </syntaxhighlight>A special case for game setup is creating a new origin or civic with a secondary species. The built-in code will not correctly spawn secondary Pops. Instead, it is recommended to follow [https://github.com/corsairmarks/example_secondary_species_origin this template] that uses an on_action to disable the built-in setup event for the relevant empire(s), and then spawns Pops as desired for the primary and secondary species but also executes the built-in capital district/building/blocker, and so on code. Review the Game Start Execution Order section for the full details of the when code executes as a new game is starting. ==Game Start Execution Order== After pressing '''''PLAY''''' on the '''Game Details''' screen to begin a new game, scripts execute in the following order: *Galaxy is created, using '''''common/solar_system_initializers''''' ''(See [[System modding#Solar system initializers|System modding]])'' :*generate_empire_home_planet :*generate_home_system_resources *'''on_action''' '''''empire_init_technologies''''' is called :*event ''game_start.8'' - Adds starting resources to Empires and some techs for specific Origins and Civics *'''on_action''' '''''empire_init_capital_planet''''' :* event ''game_start.12'' - Sets up capital planets by calling the following scripted effects: ::: (excludes set_planet_flag = ''special_start_planet'' from '''solar_system_initializers''') ::*generate_start_deposits_and_blockers ::*generate_start_buildings_and_districts ::*generate_start_pops ::* generate_home_planet_final_pass ::*''void_dweller_home_planet_setup'' *'''on_action''' '''''empire_init_create_ships''''' :*event ''game_start.9'' - Creates beginning ships for Empires *'''on_action''' '''''on_initialize_advanced_colony''''' ::''Only for the extra colonies of AI empires that were flagged as Advanced Starts by the engine during Galaxy creation.'' :*events ''game_start.20'' through ''game_start.23'' - Sets up the additional colonies and creates their pops *'''on_action''' '''''on_become_advanced_empire''''' :*event ''game_start.6'' - adds more starting Resources, technologies, and builds more Mining and Research stations *'''on_action''' '''''on_game_start''''' :*event ''game_start.1'' - Lots of necessary things that the engine requires, as well as setting up flavor events for the player and/or certain Origins/Civics :*event ''game_start.2'' - Clears Planet Modifiers from Capital planets :*event ''game_start.3'' - Sets up Advisor and Tutorial :*event ''game_start.5'' - Sets up the Nomad Fleet ''(If Megacorp is NOT active)'' :*event ''game_start.31'' - Spawns Wormholes ::If DLC '''Distant Stars''' is active: ::*event ''distar.290'' - Create Corrupted Avatar system ::*event ''distar.252'' - Setup Phaseshifting Planet ''(if Galaxy creation spawned it from '''solar_system_initializers''')'' ::*event ''distar.295'' - If Ratling systems spawned, make sure they have Hyperlane connections ::*event ''distar.8000'' - Randomize L-Gate outcome :*event ''colony_mod.100'' - Adds Titanic Life blocker to planets with the Planet Modifier :*event ''game_start.50'' - Setup Nebula effects for systems in Nebulas :*event ''galactic_features.406'' - spawn VLUUR :*event ''clones.1'' - Make Clone Army pops unable to be Genetically Modified :*event ''central.1'' - Chance to initialize the Central Crystal event chain for Void Dwellers :*event ''akx.8000'' - Chance to initialize the Horizon Signal system *'''on_action''' '''''on_game_start_country''''' :*event ''game_start.33'' - Setup conditions for specific Origins/Civics, and build starting home system Mining and Research Stations :*event ''game_start.10'' - Setup orbital stations and customizations for Fallen Empires :*event ''necroids.4'' - Switch ''Guaranteed Habitable Planets'' to Primitives for Necrophage Origin :*event ''clones.2'' - Give Cloning techs to Clone Army Origins :*event '' clones.3'' - Initialize Clone Vats for Clone Army Origins *Galaxy loads for Player *Intro Window displayed to player ::Contents of Intro Window broken into three parts ''(location = 0/1/2)'' and pulled from ''common/start_screen_messages/'' *'''on_action''' '''''on_game_press_begin''''' :*events ''tutorial.104'' and ''advisor.1'' to start the Tutorial and/or Advisor messages. ==The Game has BEGUN!== {{Template:ModdingNavbox}} [[Category:模组制作]]
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