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I suspect it have something to do with event not setting up SE_count properly, or possibly setup after planet event is called.
As a side note, I noticed every_owned_pop is called for every single job type, I propose to switch it into a single switch statement to reduce computational complexity.
Additionally, consider there can only be a single habitat in a system, I suggest changing SE_count into solar system variable, and let habitat update this solar system variable and other planet type read. This prevent the need of having each planet track its own bonus and should solve the colonization order issue as well.
[trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}.
triggered_planet_modifier = {
potential = {
is_regular_empire = yes
}
modifier = {
planet_crime_add = -5
}
multiplier = SE_anticrime_count
}
I'll try uninstalling and re-installing both mods when I have time and see if that fixes the issue.
(It wasn't even the correct fallback model either. The Elven fallback is supposed to be avian but it was falling back all the way to the mammalian model.)
This mod is great but this specific event is totally impassable.
Also re-balanced a lot of stuff and will likely make further tweaks and adjustments but for now I'm pretty happy with this, hopefully it'll help solve a lot of the comparability issues with other mods that add custom habitat districts.
APSR: Anomalies, Planetary and Space Resources
APSR mod id = 1346877266
I always though it was intentional, and now I'm wondering if is it not intentional. Anyhow, you cannot build one on a machine empire capital, or some mod that I always use conflicts.
Anyhow, this is one of my core mod I always use, it is a key missing element from the game and I really dig your mod. Thank you for making and maintaining it!
[20:01:43][event.cpp:692]: Script Error, attempted to execute an event on an unsupported scope!
Event: spaceelevator.215
Event Scope: country
Executing Scope: type=ship
id=6386
opener_id=4294967295
random={ 0 3912662207 }
random_allowed=yes
from={
type=ship
id=11099
opener_id=4294967295
random={ 0 4287325149 }
random_allowed=yes
}
I've mostly been overlooking it for now since it's an obscure event that doesn't come into play much and even when it does it doesn't change much.
Location: file: events/space_elevator_events.txt line: 20
Trigger Type: is_ship_class
Scope:type=country