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Повідомити про проблему з перекладом
Sorry to anyone hoping to use this in the current version. Thanks a ton for caring about and playing this little mod. It was my pleasure to write and share it with you all, it's just not feasible to keep updating a mod for a game I haven't seriously played in over two years. <3 <3 <3
I haven't touched a paradox game in over a year, and as it stands I don't really intend to go back to them. I still think they're great games (bugs and flaws aside), but I just don't have the kind of time they require anymore, and the time I do have I've been spending on other hobbies. And it's just not really practical to keep updating a mod to a game I'm not actually playing or understanding anymore. E.g., I know from dev diaries they changed the vanilla first contact system, but I have no clue how it works in-game or how to update ACEP to work with it in-code.
If any modders are interested in 'adopting' this mod and releasing their own updated versions, let me know and I'll give permission and put a link to it here. (Or if I don't respond, just do it and make a comment here and in popular discussions.)
I like not knowing what to expect. :)
Anyways, are all the species of this mod triggered to always spawn? Or it's like a custom empire with "random" chances?
1) A bunch of empires with unique localization that all use vanilla ethics and personalities and portraits etc.
2) A tiny edit to the vanilla first contact events to extend the first contact event chain into the extended first contact events.
In principle, it leaves the original game untouched. But, annoyingly, in order to have my first contact events properly follow the vanilla first contact events I do need to edit that specific vanilla file (on_actions_events.txt) to make the link.
Otherwise as you note, this mod won't make use of anything else changed but also shouldn't break if anything else is changed.