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Докладване на проблем с превода
I believe both ACOT and Gigastructural Engineering should be compatible. However, it looks like the ship components from the Gigastructural mod haven’t been fully updated to match the latest Stellaris version in terms of code. Hopefully, things will improve once the Gigastructural team updates their side.
Also, as you mentioned, the dedicated components for the PD cruiser — the tier 1, 2, and 3 P-slot missiles — might become somewhat weaker as the game progresses. In that case, you can simply replace them with standard P-slot weapons. While those missiles do have slightly longer range, their balance isn’t really out of line compared to higher-tier alternatives. Besides, the Guardian already receives bonuses to weapon range anyway.
That’s really strange. If you could share your mod list, I’ll take a look and see if I can spot anything.
Hmm... thank you for the good point, but I actually addressed that exact issue in the May 29 update by removing all edict costs except Unity. If Paradox Launcher didn’t update the mod properly, could you try unsubscribing and then re-subscribing to the mod?
also, I think an origin for this mod, allowing you to only use ships added by this mod, would be a neat option, or some kind of edict/species trait that restricts you into only using the ships added by this mod, over the regualr ones, would be neat (I'm not too familliar with if you can actually get such a system to work, so maybe instead getting the regular ships to cost ALOT more ressources instead, would be a workaround).
again, I understand if it's not part of the idea behind the mod.
I've found the cause. The ESC NEXT CP mod includes a script in its descriptor.mod file that defines mod dependencies, and this appears to scramble the load order regardless of how it's arranged in the Paradox Launcher. As you suggested, I've updated the mod description to instruct users to place NSC and ESC below Special Ships. Thank you once again for your help!
@Naraxa
Thank you for your comment. Unfortunately, there's no support for bioships yet. It's a very new system, and since vanilla bioships already have their own roles assigned, I'm still thinking about how to naturally expand on them.