Logo Platform
logo amplifiers simplified

[De]Spawning population on selected planets

Reply
Copied to clipboard!
5 years ago
Jan 19, 2020, 12:15:18 AM

Hello everyone,


is there a way to force the game to add a pop to a specific planet?


I know of several ways to add population to a star system (e.g. spawn pop through a quest) however none of these lets me specify the planet.

Even spawning in population via curiosity droplist has the pop appear on a random planet ("random" being the one with least pop on it).

The same is true for despawning.


The only exception seems to be the guardian curiosity, but that doesn't work for other population types?


Also (possibly a bug?):

Despawning via quest doesn't work on guardians (and other unmovable population types) 

0Send private message
0Send private message
5 years ago
Jan 19, 2020, 2:12:08 PM

seems like a little more explanation is in order.


I'm (still) working on a mod that aims to expand guardian gameplay.

As part of that I want to implement a feature, that allows for guardians to be "grown" into (currently 6) sub-types, that provide better certain bonuses and drawbacks.

I've got everything but the upgrading part working as i want it to.


however I've no idea how to get the following done (example):


There are 5 planets in a star system, 2 of which (I and IV) feature a guardian.

Since there are also some luxury resources on planet IV I want to "grow" the guardian on that specific planet to a "bright bloom" guardian.


How to do that?


Technically, I know of several ways that can be adopted to "replace" a unit of population with another.

e.g.: 

  • StarSystemImprovementSacrificeGuardian
  • StarSystemImprovementCloneMajorPopulation
  • <Action_SpawnPopulation> (via quest)


however these all work on a star system base, rather then on a specific planet. Which means that If I use one of these, I cannot target a specific guardian to replace.

In the above example, the "bright bloom" guardian could automatically be added to planet I instead of IV, if I has lower pop on it.

I could ofc have the guardians be movable, and then move them manually to IV, but I'd like to avoid that.


Is there a method to achieve what i want?


0Send private message
5 years ago
Jan 19, 2020, 5:39:30 PM

Look into making anomalies spawn on specific types of planets, thats your best bet. I can look into it more when I get home.

0Send private message
5 years ago
Jan 19, 2020, 9:21:00 PM

Mhhhhh,

Adding an anomaly to a specific planet is easy and doesn't even require using hidden quests as workaround. However I don't how to add a pop using an anomaly?

0Send private message
5 years ago
Jan 19, 2020, 10:04:08 PM

Ah, from what I can see the guardian anomaly effects are hard coded political events, sorry. You might have to do population conversion through star system improvements, or learn how to do quests (star system improvements would be a better option since they offer more user control and are easier to make).

0Send private message
5 years ago
Jan 19, 2020, 10:39:41 PM

too bad, thats what I feared.

I've already implemented both, conversion & quests, but as i said, all those only work with star systems, not individual planets - which means its not possible to control the planet where the new pop spawns.


thanks for your help though, i really appreciate the input!

0Send private message
0Send private message
?

Click here to login

Reply
Comment