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It seems the voidweller origin is a wee bit broken (in a bad way) becuse you dont start with an advanced start, having one habitat with 34 pops.
anyhow, i hope that the mod will be updated in the furture its one of the most unique mods on the workshop.
if not, would be cool if you could somehow implement it
Would love to try this out.
Otherwise I have always enjoyed this mod, it is great fun and a good challenge.
I did a couple of runs and I was really looking forward to the gateways tech so I can reinforce my pressured chokepoints quickly or run to my ally's aid.
However I never get the tech. Looking at the wiki, it says an abandoned gateway must be discovered so the tech can appear, but all of the gateways belong to the Lost and perhaps are not considered "abandoned". Maybe that is why we can't get the tech.
The AIs also never construct gateways, but construct other megastructures, so I must assume they simply cannot construct gateways.
Hopefully the next update will show the number of ships destroyed by the player and the number of ships destroyed by the player, just like other crises
and I may have found a bug
I'm trying to tech-enlighten a former FTL country in the game (Primitive civilizations, I don't know if the translation software expresses exactly what I mean, my English is poor, sorry),They became an FTL country but THE LOST seems to send a fleet to this country but simply stays there and does not attack them
Been having them fight Giga's Kaiser in an AI war, real entertaining.
@Lewytz The error message you got is stuff that was added for the tournament, it will be removed shortly. As for The Lost not launching attacks, they will not launch attacks until the "Wave Start Year", which can be set and changed in Galaxy Setup.
I'm using this guide's categories for organizing my load order: https://sp.zhabite.com/sharedfiles/filedetails/?id=2290164696
Would this fit under category VIII or IX?