default = <yes/no> – If yes, newly created fleets will have this stance.
stop_when_armies_dead = <yes/no> – Default no. If yes, this bombardment stance will do nothing on planets without any armies.
abduct_pops = <yes/no> – Default no. If yes, pops killed by this bombardment stance are abducted instead. This will trigger the on_pop_abducted on-action.
planet_damage = <float> – Default 1. This value scales the planetary devastation inflicted by this bombardment stance.
army_damage = <float> – Default 1. This value scales the damage dealt to planetary armies by this bombardment stance.
kill_pop_chance – An instance that determines the chance of this bombardment stance to kill pops.
base = <float> – This value scales the default chance to kill a pop.
modifier – An instance that modifies the chance. It consist of a factor = <float> instance and a set of Conditions. Vanilla use this to prevent the Pox bombardment stance from killing Mechanical Pops. (Pop scope)
min_pops_to_kill_pop = <int> – Default 0. If number of pops is smaller than this, this bombardment stance won't kill pops any further.
ai_weight – AI will use the bombardment stance of highest weight. (ROOT = bombarding fleet, FROM = planet under bombardment)
Icons[]
Since version 3.1.* the icon_frame parameter (index in the shared bombardment stance icon file) is replaced by a more moddable friendlier method. Each stance required a (planet modifier named) "GFX_planet_modifier_ground_support_NAME" and a (button entry named) "GFX_fleet_order_button_ground_support_NAME" defined.
pox={trigger={owner={# --- This modifier is given by the relevant relic --- #has_modifier=javorian_poxOR={NOT={is_country_type=default}has_policy_flag=orbital_bombardment_indiscriminatehas_policy_flag=orbital_bombardment_armageddon}}}default=nostop_when_armies_dead=noabduct_pops=noplanet_damage=0.2army_damage=1.5kill_pop_chance={# Should only target organicsbase=1.5modifier={factor=0pop_has_trait=trait_mechanical}}min_pops_to_kill_pop=0# root = fleet# from = planetai_weight={weight=10modifier={factor=0.01exists=fromfrom={owner={NOT={is_hostile=root.owner}}}}}}
Bombardment Animation[]
There is an entity named "orbital_bombardment_effects" in the file "gfx/models/planets/_planetary_entities.asset". Without modding this file, any custom bombardment stances will have neither animations nor sound effects.
entity={name="orbital_bombardment_effects"pdxmesh="bombardment_frame_mesh"cull_radius=500.0# --- If multiple states named "bombard_xxx" exist, a random state is used, weighed by the "chance" field --- ## --- Add more state entries for a same bombardment stance to give some randomness to the animations --- ## --- The more the "event" entries, the shorter the "state_time", the more fierce the animation will look like --- #state={name="bombard_selective"state_time=4looping=nonext_state="bombard_selective"chance=1event={time=0node="bombardment_location_1"particle=…}}event={time=1node="bombardment_location_5"particle=…}}event={time=2.5node="bombardment_location_12"particle=…}}}state={name="bombard_selective"state_time=4looping=nonext_state="bombard_selective"chance=1event={time=0node="bombardment_location_7"particle=…}}…}state={name="bombard_indiscriminate"state_time=3.0looping=nonext_state="bombard_indiscriminate"chance=1event={time=0node="bombardment_location_3"particle=…}}…}state={name="bombard_indiscriminate"state_time=3.0looping=nonext_state="bombard_indiscriminate"chance=1event={time=0node="bombardment_location_4"particle=…}}…}state={name="bombard_armageddon"state_time=2.5looping=nonext_state="bombard_armageddon"chance=1event={time=0node="bombardment_location_1"particle=…}}…}state={name="bombard_armageddon"state_time=2.5looping=nonext_state="bombard_armageddon"chance=1event={time=0node="bombardment_location_2"particle=…}}…}…# --- By the way, the vanilla Pox bombardment stance do NOT have any animations --- #scale=1.0}
Overwrite this entity and add more states following this format to apply bombardment animations and sound effects to custom bombardment stances.