Fleet modding
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Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.8.
This article is for the PC version of Stellaris only.
This article is for the PC version of Stellaris only.
This is a quick reference for the different aspects of scripting some fleet events, triggers etc.
Fleet Orders[edit | edit source]
The list of known fleet orders, used to define the current fleet action (i.e. has_fleet_order, used in Conditions).[1]
Order | Description |
---|---|
aggressive_stance_fleet_order | Fleet stance is aggressive |
analyze_ftl_trail_order | |
assist_research_order | Ship/fleet is going to assist research on planet |
auto_explore_order | Ship/fleet is going to automatically explore space |
build_orbital_station_order | Ship/fleet is going to construct any orbital, mining or research station |
build_space_station_order | Ship/fleet is going to construct a military station |
collect_data_fleet_order | Fleet is going to collect data from debris or ambient object |
colonize_planet_order | Ship is going to colonize a planet |
combat_order | |
evade_hostiles_order | |
follow_order | Ship/fleet is following the ship/fleet |
merge_fleet_order | Fleet is going to be merged |
move_to_system_point_order | Ship/fleet is moving to a point |
land_armies_order | Ship/fleet is going to land troops on planet |
orbit_planet_order | Ship/fleet is going to enter orbit of planet |
rally_point_fleet_order | Fleet is rallying to a point |
research_anomaly_order | Ship is going to research anomaly |
return_fleet_order | Fleet is returning |
survey_planet_order | Ship is going to survey planet |
upgrade_design_fleet_order | Ship/fleet is going to be upgraded |
research_discovery_order | |
upgrade_design_at_starbase_fleet_order | |
upgrade_design_at_orbitable_fleet_order | |
repair_fleet_order | Ship/fleet is going to be repaired |
Ship/fleet is going to be repaired | |
build_megastructure_fleet_order | Fleet is going to construct a megastructure |
destroy_planet_order | Ship/fleet is going to destroy a planet |
planet_killer_weapon_windup_order | |
planet_killer_weapon_fire_order | |
explore_bypass_order | |
use_bypass_order | |
jumpdrive_order | |
jumpdrive_windup | |
experimental_subspace_navigation_fleet_order | |
excavate_archaeological_site_fleet_order |
- italics orders - orders which are not studied or probably not working
Fleet Locking[edit | edit source]
Fleet could be locked by set_event_locked = yes
effect.
This will prevent any orders to this fleet. Don't forget to unlock it later.
Code examples[edit | edit source]
- Merge fleets
solar_system = { random_fleet_in_system = { limit = { is_ship_class = shipclass_military NOT = { is_same_value = root } owner = { is_same_empire = root.owner } fleet_power > 0 } save_event_target_as = EXAMPLE_merge_fleet } } queue_actions = { find_random_fleet = { found_fleet = { merge_fleet = { target = event_target:EXAMPLE_merge_fleet allow_ftl = no } } } }
- Note: Vanilla doesn't use this (plain) command at all. Mods using this are e.q. "Aggressive Crisis Engine" and "A Deadly Tempest".
- Change fleet leader on army/transport fleets.
As simple leader assign to transport fleets is not working (as to military fleets) and furthermore the documented scope from ships to army unexpectedly is not working (possible bug), there is a workaround to solve this supposed scope problem.[2]
# Just find the right army to the fleet to assign a leader to the appropriate army. random_fleet_in_system = { limit = { exists = owner owner = { is_same_empire = event_target:EXAMPLE_empire } is_ship_class = shipclass_transport # NOT = { exists = leader } } owner = { random_owned_army = { limit = { exists = fleet fleet = { is_same_value = PREVPREVPREV } # NOT = { exists = leader } } assign_leader = event_target:EXAMPLE_leader } } }
- Note: Vanilla doesn't use this (plain) at all, e.q. mod using this is "Decentralized Empires (Regentmaker)".
- "Jump" fleet to the scope
Transfers fleet to the selected scope.[3]
# Jumps to the capital scope. fleet_event = { id = acemod_fleet.600 hide_window = yes is_triggered_only = yes immediate = { set_location = { target = owner.capital_scope distance = 5 angle = random direction = in_system } clear_orders = yes clear_fleet_actions = this } }
- Order colossus to fire on a planet in the same system[4]
solar_system = { random_system_planet = { limit = { has_planet_flag = shroud_target } save_event_target_as = killtarget } } queue_actions = { if = { limit = { exists = event_target:killtarget } clear_orders = yes clear_fleet_actions = THIS # Colossus fleet scope find_closest_planet = { trigger = { id = schroud_target_1 is_same_value = event_target:killtarget } found_planet = { move_to = this orbit_planet = this destroy_planet = this } } } }
References[edit | edit source]
- ↑ Some samples of orders usage: https://gitlab.com/stellaris/irm/snippets/29660
- ↑ An example from FirePrince.
- ↑ An example from OldEnt.
- ↑ An example from OldEnt.
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