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编辑“
Anomalies modding
”(章节)
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== Anomaly spawn mechanics == The Stellaris anomaly spawning system is hardcoded into the game, and therefore there are no script files from which to reverse-engineer the system. Nonetheless, it is possible to gain insight into how it works at a higher level through experimentation in-game. The following is an attempt to characterize the anomaly spawning system based on what information is available in the game files, player experiences, and some speculation. Every time a celestial body is surveyed for the first time, the game rolls to determine if an anomaly will be spawned. This can only happen the first time said body is surveyed by any empire, either player or AI. The base chance of this check passing is 5%, and each time it fails, the chance increases an additional 0.5%. This is set and can be modified in <code>Stellaris\common\defines\defines00.txt</code>: <syntaxhighlight lang="PHP"> ANOMALY_SPAWN_CHANCE = 0.050 # Percent chance that a planet gets a discovery when surveyed ANOMALY_SPAWN_CHANCE_INCREMENT = 0.005 # Percentage increase towards next chance when failing </syntaxhighlight> If this check succeeds, then the game will randomly pick an anomaly category to spawn from the weighted list of anomaly categories. Only anomaly categories for which all of the following is true can be selected: # Does not currently exist elsewhere (i.e. if it has been spawned before it has been investigated and it has triggered an anomaly event). # Can be spawned for the empire type: player or AI. Determined by the <code>should_ai_use</code> and <code>should_ai_and_humans_use</code> fields. # <code>max_once = yes</code> and this anomaly has never been spawned by the owner of the science ship. # <code>max_once_global = yes</code> and this anomaly has never been spawned. # <code>spawn_chance = {}</code> does not evaluate to <code>0</code>. # An anomaly event exists in <code>on_success = {}</code> that can be triggered. This depends on the anomaly event's <code>max_once</code> and <code>max_once_global</code> fields and whether or not it has been triggered before. Finally, one last check is performed against the <code>null_spawn_chance</code> field. If this check succeeds, the anomaly will '''not''' spawn. It is unclear if the anomaly spawn system will then go and grab another anomaly category from the weighted list if this check succeeds. Nonetheless, if this last check fails, then the anomaly event will be spawned. There are three important takeaways from this. First, due to point #1 above, if an empire spawns an anomaly and does not research it immediately, it cannot spawn again until they do. Therefore, if you have multiple anomaly events tied to that anomaly category, all of those events are effectively being held hostage until the empire investigates the anomaly. Hypothetically, suppose the empire is destroyed before it can investigate the anomaly. In that case, this could lead to a situation where all anomaly events associated with that anomaly category become permanently inaccessible for the remainder of that game. Second, because anomalies can only spawn on celestial bodies that have never been surveyed, it isn't easy to thoroughly test custom anomaly categories using the <code>survey</code> console command. This command will survey all bodies in the galaxy, and as a consequence, will most likely spawn every possible anomaly, including your custom anomaly. However, because everything has now been surveyed, it will no longer be possible to investigate your custom anomaly and then try to get it to spawn again, should you have set it up such that it is able to. Third, by default, most anomaly categories can only spawn for player empires to keep AI empires from stealing them all. This is controlled by the <code>should_ai_use</code> and <code>should_ai_and_humans_use</code> fields. AI empires are instead given access to much less narratively stimulating but functional AI events, found in <code>Stellaris\common\anomalies\99_anomaly_categories_ai.txt</code>.
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