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@The Galator (Croatoan) Will send out a patch soon, thanks for the report!
@Autumn Don't have the exact info, but it's a specialist subject type focused on producing unity/influence, and also improving diplomatic weight. You get tiers with scaling modifiers, techs, and special things like unique trade actions similar to the other specialist subjects.
Thanks again for your hard work on this mod!
But currently, they'd still work mostly fine, with only minor issues, so if you want to play with both before the compatibility patch is out, then that should be all good, apart from a few policies every now and then
Thank you for your hard work on this mod.
I was wondering if this mod is compatible with NGS.
If you’re not sure, that’s perfectly fine. I'll try myself.
Thanks in advance!
Weird that this happened, haven't seen it before, but I'd assume it's something to do with the wrong flag being set at some point causing the event's conditions to not be met.
If the option through the megastructure doesn't work, can you try entering "event maai.999" into the console? That should work for sure, and let me know of what it says in the console when you enter that, if you can!
If you don't see the mod, just wait for Steam to verify the mod.
@[SN]Mike28282 Not yet, will be up soon, just needed to do some checks to make sure everything works fine.
I'm hoping its just the tooltips, since I really do want to try plenty of these out!
@Vert I thought this could happen, I'll upload a legacy version for 3.14 today!
To fix it, try putting "event bok.8" into the console. That will trigger the event that should appear when finishing the special projects, giving you the colonizer. Let me know if you recognise the event! If yes then the spawning of the colonizer didn't work, and if you didn't see the event then the issue is the event's triggers! Thanks!
@The Big Blue Box Thanks for letting me know! Was worried for a sec lol
@jackrackham001 Thank you! I appreciate it, definitely took a long while! I have so many plans to expand the Master AI! Appreciate the kind words :)
congrutulations
I'm doing this because there are a lot of errors in the error log, which is a pain to debug for me and other modders/users. Plus, it will be easier to maintain. THIS IS NOT RIGHT NOW, but in the near future.
1. Intelligent Neural Emulation
2. Exotic Materials Labs
3. Self-Learning Algorithms
However, they all have required technologies too. I put the ones which are added by the mod with [M]. The > shows what they require.
Intelligent Neural Emulation [M]
> Mark II Data Storage [M]
> Cold Fusion Reactor
> Improved Synthetic Brains [M]
> Self-Evolving Logic
> Automated Exploration Protocols
> Positronic AI
> Self-Evolving Logic
Exotic Materials Labs
Self-Learning Algorithms [M]
> Droids
> Self-Evolving Logic