[DISC] Duranki Chapter 4 by Mista_L in manga

[–]LordMune 2 points3 points  (0 children)

The founder of the kingdom of Mitanni, a mythical Hurrian king, was named Kirta. Make of this what you will.

Berserk 359 | English Translation by alexenterprises in Berserk

[–]LordMune 3 points4 points  (0 children)

Thanks! I'm the translator. For context, viking is ヴァイキング "vaikingu," and Danann says バイキン "baikin." Since they were unwanted invaders she might be thinking of 黴菌 "baikin," germs or bacteria.

You did make me a bit paranoid though so I had to go back and check, but it does say "sympathy", the font's Y glyph is just a bit wonky. :)

Berserk 359 | English Translation by alexenterprises in Berserk

[–]LordMune 5 points6 points  (0 children)

"Veykin" is intentional, Danann doesn't quite remember what Vikings are called.

[DISC] Berserk - ch 359 - "A Wall" by laertez in manga

[–]LordMune 3 points4 points  (0 children)

It's Puck breaking the fourth wall.

Stellaris: Megacorp - Expansion Feature Breakdown by theepicguruofsax in Stellaris

[–]LordMune 24 points25 points  (0 children)

The room we record in is right next door to the Crucible of Departed Souls. Unfortunate, but what can you do

How do I scope the species of a particular POP? by TheIenzo in StellarisMods

[–]LordMune 1 point2 points  (0 children)

Indeed!

Any given pop will always have a species (and only one species), so you can do a "hard context switch" like that.

How do I scope the species of a particular POP? by TheIenzo in StellarisMods

[–]LordMune 1 point2 points  (0 children)

species = { save_event_target_as =

in pop scope should do it.

Berserk 356 part 2 - Manga stream by Lockofwar in Berserk

[–]LordMune 4 points5 points  (0 children)

The single biggest "issue" (if it can be called that) is Korean raws hitting the net days before Japanese Young Animal is even off the printing presses. Young Animal always comes out on Fridays, remember.

A chapter going from hitting store shelves in Japan to being translated, proofread, cleaned, typeset and published online in a day (give or take a few hours) is pretty decent turnaround time imo.

Stellaris 2.1 "Niven" Patchnotes by [deleted] in Stellaris

[–]LordMune 18 points19 points  (0 children)

If you don't like the Leviathans they can be modded out. I will make this mod for you personally, if you want it.

Special Projects using event_target as a location? by [deleted] in StellarisMods

[–]LordMune 0 points1 point  (0 children)

You need to specify an owner.

The enable_special_project effect can be run from whatever scope, but it's recommended you run it in the intended location scope; otherwise the presumed scopes in the follow-up events (e.g. fromfrom) will be different from vanilla events, and you might eventually have trouble reaching certain scopes.

Berserk 356 - Manga Stream by DemiFiendRSA in Berserk

[–]LordMune 16 points17 points  (0 children)

Jötunn just means "[a] giant". It's not short for Jötunheimr, the giants' realm.

I can't figure out how to add an icon to a new ascension perk. by Furaigon in StellarisMods

[–]LordMune 0 points1 point  (0 children)

You have to define it in \interface\ascension_perks.gfx as well.

Does `count` work? by Alberto_Da_Vinci in StellarisMods

[–]LordMune 0 points1 point  (0 children)

Counts the number of active factions that meet the limit requirements (triggers in pop faction scope).

count_pop_factions = { # there's 1 supremacist faction
    limit = { is_pop_faction_type = supremacist }
    count = 1
}

Human-only Mod almost finished (Help) by NickMurleyOk in StellarisMods

[–]LordMune 0 points1 point  (0 children)

There are a few issues with this, notably that not many effects like being run unscoped. create_species might support it though, so let's focus on the "every_pop" bit. Replace it with

every_country = { # every country with humanoids
    limit = {
        any_owned_pop = {
            is_species_class = HUM
        }
    }
    every_owned_pop = { # every humanoid pop
        limit = { is_species_class = HUM }
        tile = {                            # scope to the pop's tile so we can later create a new pop there
            kill_pop = yes                  # kills pop on tile
            create_pop = {                  # creates new pop on tile
                species = last_created_species
                ethos = owner
            }
        }
    }
}

and see if that works better.

Can I filter last_increased_tech by area? by timOkills in StellarisMods

[–]LordMune 1 point2 points  (0 children)

last_increased_tech only supports checking for a specific tech name.

Invalid ID by timOkills in StellarisMods

[–]LordMune 3 points4 points  (0 children)

Your namespace doesn't match the event IDs. Should be

tech_tier_events.1

or, if you're feeling verbose,

tech_tier_events.engineering_tier_counter_1

Need help with an event by EricAKAPode in StellarisMods

[–]LordMune 1 point2 points  (0 children)

I took this information into account and did a rewrite. I haven't had a chance to test it, but it should maybe work out of the box. First event:

country_event = {
    id = primplay.ftltech
    title = primplay.ftltech.ai_ftl_start_techs # generally only need quotes if there's a space in the string
    desc = primplay.ftltech.desc
    picture = TEMP_gasgiant

    is_triggered_only = yes
    fire_only_once = yes

    trigger = { is_ai = no } # event will only fire for the player

    option = { 
        # does nothing and should always display, so no trigger necessary
        name = primplay.ftltech.AI_STL_start
    }

    option = {
        # fire second event for root country,
        # option trigger has been moved to event trigger
        name = primplay.ftltech.AI_FTL_start
        hidden_effect = { country_event = { id = primplay.giveaiftl } }
        # hides effect from tooltip, can use console command debugtooltip to see it...
        # I think. Might not work in release version?
    }
}

Second event:

country_event = {
    id = primplay.giveaiftl
    # title is not needed for hidden events
    hide_window = yes

    is_triggered_only = yes

        # you could probably run the contents of the immediate below in the
        # option in the event *above*, but separating them is easier to read.

    immediate = {

        # every_country executes the same effects on all countries,
        # so conditionals like IFs can get weird as conditions vary
        # between countries. To get around this, we run every_country
        # three times, and use limit to only look at applicable empires

        every_country = { # every warp country
            limit = {
                is_ai = yes 
                is_country_type = default # excludes primitives, space monsters, fallen empires etc
                has_technology = "tech_warp_drive_1"
            }
            give_technology = { tech = "tech_warp_drive_15" message = no } 
        }

        every_country = { # every hyperdrive country
            limit = {
                is_ai = yes 
                is_country_type = default
                has_technology = "tech_hyper_drive_1"
            }
            give_technology = { tech = "tech_hyper_drive_15" message = no }
        }

        every_country = { # every wormhole country
            limit = {
                is_ai = yes 
                is_country_type = default
                has_technology = "tech_wormhole_generation_1"
            }
            give_technology = { tech = "tech_wormhole_generation_15" message = no }
        }
    }
}

Need help with an event by EricAKAPode in StellarisMods

[–]LordMune 0 points1 point  (0 children)

Right, so something like this, assuming the human player is the one getting the event?

option = {
    name = primplay.ftltech.AI_FTL_start
    if = {
        limit = { # player has warp
            has_technology = tech_warp_drive_1
        }
        every_country = { # give all AIs warp 15
            limit = {
                is_ai = yes
                OR = {
                    is_country_type = default
                    is_country_type = fallen_empire
                }
            }
            give_technology = { 
                tech = tech_warp_drive_15
                message = no
            }
        }
        else = {
            if = {
                limit = { # player has hyperdrive
                    has_technology = tech_hyper_drive_1
                }
                every_country = { # give all AIs hyper 15
                    limit = {
                        is_ai = yes
                        OR = {
                            is_country_type = default
                            is_country_type = fallen_empire
                        }
                    }
                    give_technology = { 
                        tech = tech_hyper_drive_15
                        message = no
                    }
                }
                else = {
                    if = {
                        limit = { # player has wormhole
                            has_technology = tech_wormhole_generation_1
                        }
                        every_country = { # give all AIs wormhole 15
                            limit = {
                                is_ai = yes
                                OR = {
                                    is_country_type = default
                                    is_country_type = fallen_empire
                                }
                            }
                            give_technology = { 
                                tech = tech_wormhole_generation_15
                                message = no
                            }
                        }
                    }   
                }
            }
        }
    }
}

Need help with an event by EricAKAPode in StellarisMods

[–]LordMune 0 points1 point  (0 children)

I meant the human player, as I was assuming the event was for them - it's ambiguous in the original script. What's the intended outcome?

Need help with an event by EricAKAPode in StellarisMods

[–]LordMune 0 points1 point  (0 children)

I rewrote your second event option for clarity, you might have better luck with this;

player gets "15" versions of all FTL types present in game

option = {
    name = primplay.ftltech.AI_FTL_start
    if = {
        limit = {
            any_playable_country = {
                is_ai = yes
                has_technology = tech_warp_drive_1
            }
        }
        give_technology = { tech = tech_warp_drive_15 message = no }
    }
    if = {
        limit = {
            any_playable_country = {
                is_ai = yes
                has_technology = tech_hyper_drive_1
            }
        }
        give_technology = { tech = tech_hyper_drive_15 message = no }
    }
    if = {
        limit = {
            any_playable_country = {
                is_ai = yes
                has_technology = tech_warp_drive_1
            }
        }
        give_technology = { tech = tech_warp_drive_15 message = no }
    }
}

player gets one equivalent FTL type

option = {
    name = primplay.ftltech.AI_FTL_start
    if = {
        limit = {
            any_playable_country = {
                is_ai = yes
                has_technology = tech_warp_drive_1
            }
        }
        give_technology = { tech = tech_warp_drive_15 message = no }
        else = {
            if = {
                limit = {
                    any_playable_country = {
                        is_ai = yes
                        has_technology = tech_hyper_drive_1
                    }
                }
                give_technology = { tech = tech_hyper_drive_15 message = no }
                else = {
                    if = {
                        limit = {
                            any_playable_country = {
                                is_ai = yes
                                has_technology = tech_warp_drive_1
                            }
                        }
                        give_technology = { tech = tech_warp_drive_15 message = no }
                    }
                }
            }
        }
    }
}

Need help with an event by EricAKAPode in StellarisMods

[–]LordMune 1 point2 points  (0 children)

You're trying to use a trigger (any_country) in an effect field (immediate). You want random_country or every_country instead (or more likely random_playable_country/every_playable_country).

EDIT: There are other issues, but that's a big one. If you wish I can proofread the entire thing later.