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i suspcted it was the case with fire rate too. i was thinking about replacing it with damage_mult but now a beta that should solve the lag is out, so there is not much reason to keep this around
I guess I'll stop tinkering for now and wait for a detailed modding tutorial. Let me know if you discover anything else. I had a blast experimenting.
On a side note, was wondering how the ship multipliers interact with existing modifiers. Say an 8x fleet's 8x fire rate interacting with the +5% fire rate bonus from repeatable techs, do you end up with 8.05x attack speed, or 8.40x as expected? Is there a way to verify this? I noticed that the 8x fleets were not shooting 8x as often or with 8x the number of projectiles.
shipsize_corvette_build_cost_mult is only found in spaceport_modules file, which does not exist in the rangefinder mod. That mod doesn't change build times, so it shouldn't matter, should it?
I wish Stellaris allowed adding entries into files instead of having to recreate the entire config files for each mod.
if you want to make them work toghever you have to rewrite pretty much the entire rangefinder mod.
unfortunatelly i had to replace the whole shipsize file.
every mod that modifies basic ai and basic ships should not work. if it just add weapons it should work