LienRag wrote: ↑Wed Dec 22, 2021 4:39 pm
Is it possible in FOCS to have a Species Trait that makes Ship building cheaper or more expensive ? Also quicker or slower ?
probably possible but a lot of work
LienRag wrote: ↑Wed Dec 22, 2021 4:39 pm
How do Likes and Dislikes work ? Do they need to be added to each Species or to each Policy/Building or are they two-way ?
they are part of the species definition
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
LienRag wrote: ↑Wed Dec 22, 2021 4:39 pm
How do Likes and Dislikes work ? Do they need to be added to each Species or to each Policy/Building or are they two-way ?
they are part of the species definition
So if I propose a new Building or Policy I have to change the FOCS file of all Species that would like or dislike it ?
LienRag wrote: ↑Wed Dec 22, 2021 4:39 pm
How do Likes and Dislikes work ? Do they need to be added to each Species or to each Policy/Building or are they two-way ?
they are part of the species definition
So if I propose a new Building or Policy I have to change the FOCS file of all Species that would like or dislike it ?
yes
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
I know some python (for low value of "some") and I've worked with (very basic) text alteration.
If I find time to do such a script, it could be useful for other tinkerers I guess...
LienRag wrote: ↑Wed Dec 22, 2021 7:59 pm
That renders simple tinkering and testing very, very complicated...
I would say it makes simple tinkering simple, and more complicated adjustments more complicated. How should an automated system know which species should like or dislike your arbitrary new building or other content?
Could there be a way to automate that ?
You can add a macro to like / dislike lists and add your building to the macro definition.
That would explain though why so many Policies have likes/dislikes either existent or stub-like.
Not sure what that means, but most species were semi-randomly given a few policies to like or dislike, along with various other types of liked or disliked content.
Oberlus wrote: ↑Thu Dec 23, 2021 4:19 pm
I can't find FOCS code to increase MILITARY_CATEGORY_NUM_POLICY_SLOTS when empire kills 5 ships, so I guess that is controlled by backend.
it is in default/scripting/buildings/MILITARY_COMMAND.focs.txt
Oberlus wrote: ↑Thu Dec 23, 2021 4:19 pm
If we wanted to add a military policy when an empire invades its first planet, could it be done with FOCS or it requires backend changes?
query if there are invaded planets in the empire and add the slot
also JFYI the game does not remember the number of slots, slots have to be "re-added" every turn.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Other interesting stats for effects: ships produced, scrapped, lost; buildings produced, scrapped; planets bombed, depopulated (all seen in scripting/empire_statistics/Empire.focs.txt).
SpeciesShipsDestroyed can take a name of a species and return how many ships of that species the specified empire has destroyed. EmpireShipsDestroyed takes two empires, and returns how many ships owned by one of the empires that the other empire has destroyed. First empire should be the destroyer, second the owner.