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Zgłoś problem z tłumaczeniem
I tested this with a mod list of only those 2 active mods. Load order was this mod first, then NSC3.
I also tested this with the load order of NSC3, then this mod. In this case, I was entirely unable to design exploration ships.
My procedure for these tests was to start a new game, use console command `research_technology tech_explorationship_1`, then attempt to design an exploration ship.
Has anyone else tried this mod with NSC3 and encountered the same issues?
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.
Thank you for letting me know! I hope you're able to find the cause soon...
Turns out that it's not your mod that's causing me to have fleets randomly and magically spawning. I had just assumed it was yours because it was the only new mod I had downloaded. Apparently one of my other mods got updated and is causing this, so now I get to turn them all off then turn them back on in batches to find the culprit.
Exactly, that’s a relief. The issue was caused by some legacy code in ACOT.
I’m really glad the ACOT team accepted my suggestion right away!
I've just uploaded the update you suggested - custom AI empires can now be assigned fixed shipbuilding focuses!
In the end, I had to use species traits - I couldn’t find a way around the civic slot limit - but since the traits are removed right after the game starts, I think it works out fine!
Thanks again for your great idea!
Thanks for letting me know. It turns out that the compatibility setup for NSC is what's causing the issue with ACOT. I’ll work on it and upload a fix soon.