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Een vertaalprobleem melden
As for making them equal, the idea of the mod is to vary the strength of the AI. You can adjust this in the mod files to make them more equal in terms of resources and fleet size though.
I don't, you just have to hope you're not next to some purifier, but that's part of the fun :D
Increasing the scope of the mod would definitely be interesting and provide some much needed flavour to the galaxy. I'm finishing up on another mod so I'll have a think about it. There's definitely potential there.
for example
The stronger is larger and may restrict the room of expansion of the younger
The stronger is a fanatical purifyer; GG.
Would special events coming from advanced neigbours be someting you consider in the future?
Like them giving you quests so they like you more.
It may even cause an alternative start playstyle. Start as a protectorate of a stronger empire which are benevolent/evil etc. may cause different ways of playing.
I have some changes I want to make to make some of them even stronger. The idea is that by the time you discover them, they'll feel like long-established empires.
I can't really do much about this as it's a limitation of the way AI empires are generated and not a direct conflict between the mods.
I really love playing with Unbiased Systems, as I hate the guaranteed two ideal_planet_class neighbour colonies you're given at the start of a vanilla game. Really removes the sense of exploration and mystery.
Unfortunately with both mods enabled no AI empires get any colonies at all on game-start.
I was wondering if there was some way to fix this, so that both this mod and the Unbiased System mod are compatible again? I've had a poke around the game files but I'm a lil out of depth, and I can't see any obvious way to fix it.
Maybe make it so that the AI's get guaranteed neighbours but the player doesn't?
I'd love some pointers if you have any!
Mod. The only mods i have that affect ai behavoure is enhanced AI and alpha mod. I have used both for far longer than this mod without any issues. Most of my other mods are graphical, are add content which th ai has had no issues adapting to until now.
You might want to delete all other 139 mods, reverify the gamecache, and then run another campaign. If it persists, you are fair to keep asking ButtJunkie.
If not: If you have documentation on which of the other 139 mods touches the same libs as this one, then by all means, you can find the interference there. But please do not demand ButtJunkie to find out the mistake for you, which may not be in his control and just waste a lot of his time.
I gotta do some testing.