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But if you say things are now working as they should...
@Edorathino, I don't really have much time at the moment with the end-of-year push at the work, but I'll see to that (and the new set of armors) when I do get some time.
@Handepsilon, go right ahead (don't forget to drop a link here). If you scroll down to the latest ESC update notification, you'll see that I even made some provisions for such compatibility patch (unfortunately, you can't use script_value for weapon damage, or armor/shield values)
I've just checked the game and now it's fine so is not necessary for you to search for problems.
I'm sorry if I bothered you for this
- Update for Stellaris 4.2
- Update scripted triggers that determine access to biological, psionic and nanite weapon technologies and amoeba upgrades.
- Add global cost and upkeep multiplier scripted variables for easier component cost overwrites.
- Some buffs to Reinforced Crystalline Plating.
- Update vanilla component overwrites (submod).
---------------
@Videorider , I'll see if I can find something about that
Basically, if the mod is enabled, the ships act in a very weird way, like ramming into the enemy fleet without shooting a single bullet or run away from them until it reaches the system extreme borders
Anyhow, thanks for your time, hope you have a wonderful day!