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I was wondering if it was maybe an .asset file issue with my entity definitions, since I saw that your baseline corvette/destroyer/etc. entities define the pdxmesh as the vanilla molluscoid mesh with different sections referencing the specific forerunner meshes, whereas my baseline ship size entities first define the pdxmesh as a mod mesh.
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
Which gave me the idea of making an ancient humanity reclaimers with relic world starting origin and forerunner in their trait. As "survivors" of the great war seeking to reclaim the stars.
@Mael: I'll update those districts for the next update.
I think the version should also be adapted and some housing and zoning elements should be added.
@Lone Spartanz: Sure.
@VLADER: In the Change Notes. If you don't see anything after an update, it's a version number or small text change. Other than that, I'll note it in the log. There is no Discord for this mod.
@Lennox: No, I don't. I honestly didn't expect so many requests for legacy versions after 4.0, so I'll make sure to make a legacy version when the next version number comes out.
I tried it before and it didn't work well with the ai, so I left it alone. AI empires can still get starting forerunner tech and weapon research if they have one of the forerunner civics.
As for using promethean civics from both mods together, I wouldn't recommend it since these are standalone mods and I haven't tested mixing civics together like that so you're more likely to have some issues.
@Centurian128: Unfortunately, no. I don't have the time to make a legacy version right now.