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But it will not work without base ESC
but such conflicts are really hard to avoid when you start overwriting vanilla files. One of the reasons why this mod exists in the first place is to make the primary mod as compatible as possible by making it NOT modifying any vanilla files.
Thank you.
The "civilian" ships (construction through to transport) seem to get better energy production from "improved dark matter reactors" than the "optimised" ones - if there's a reason for that like required size for a good DMR, props to you, but i thought i'd mention it just in case.
Posting it here cos it was tech i got from Fallen ships ;)
- fixed sensors not giving hyperlane sight
- fixed strikecraft and psi/dark matter shields using outdated values
Also, did you see my request about the shields (it sort of bled into my report on the AI)?
Is it possible for multiple tech paths to converge to a same "ultimate" goal? If so, should the cyclonic and citadel shield lines also upgrade to wave force armor? That would, for example, help starbases know to equip wave force armor over citadal shields.
Also are these balanced?
as for FE/AFE, 160-200% vanilla seemed like a good value. Was I too far off?
As I was saying on the main mod's page, the crises strength is a bit too much to handle. I would have no problem with that, but fighting multiple fleets each worth 2 Million is a bit hard. The AI empires don't stand a chance.
But, I don't want to unsubscribe because I want the game to auto-upgrade my ships with your components. Is there any way you can lock certain components from the crises use? If they get the newest technology, they cannot be defeated.
Thank you.