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The this spread mechanic is rather cool tho quire happy how it turned out.
The idea was to make it in to stages as well so it would evolve more.
even if it is broken atm
The issue preventing the mod from working; is that the region icon location is heavily changed, since a couple of updates ago. It requires a rewrite and update to function again.
Removing the icon UI change will make the mod work but won't show you that the region is infestated.
also about the translate......pls?
https://github.com/TiberiumWorld/Tiberium-Spread-Mechanic/releases/tag/0.2.0
I can push this release to steam. If it works.
The tib spread system tho is updated as soon as i get to it.
Fixed
also if you have time are you able to work with this mod author from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2660452126
## What's Changed
* Added coverup propaganda decision by @AndreasBrostrom in https://github.com/TiberiumWorld/Tiberium-Spread-Mechanic/pull/10
* Added first itteration of the research the chrystile decision tree by @AndreasBrostrom in https://github.com/TiberiumWorld/Tiberium-Spread-Mechanic/pull/10
* Updated for version compatability by @AndreasBrostrom in https://github.com/TiberiumWorld/Tiberium-Spread-Mechanic/pull/10
**Full Changelog**: https://github.com/TiberiumWorld/Tiberium-Spread-Mechanic/compare/0.1.2...0.2.0
Give him time he has his personal life to deal with, read the past chats if you want more context
And the creation of GDI based on most of powerfull countries around the world with an even (Event to NATO coutries frist like it should be in reality) for that .
Same for NOD but with taken territories...
The "Tiberium ressource" ...
Independant tech tree for most of "Neutral/Other coutries" ...
And it will be an awsome mod !!!!!!!!
1 Initial (Blue zone)
2 Contaminated (Yellow zone)
3 Heavily contaminated (Yellow zone)
4 Uninhabitable (Red zone)
5 Dead (Red zone)
Inorder for a level increase all the provinces (sublevels) within a state need to be at the max level.
Tib1 is simulated to only have level 0 or 1 everywhere. While the ecological effect starts to kick in (Tib2) at level 2 and 3.
A way to not allow growth is to trigger a decision mission and pay factory usage to keep it down on a state level it have a chance of removing 1 sublevel allowing you to clean our it. This is only possible when not at war and stability is hight enought.
You will be able to use tiberium to create resources by activating a mission decision This is more expensive but gives you resources. Tiberium it self is not a resource.
and i know your focused heavily on arma 3 mod any news yet on this mod?
i know your working on arma 3 mods mainly will this mod be updated in the future?
With vanilla tech being able to remove it.
Current system is a little bit limiting.
It also lack a way of removing it.
And have you activated the mod propperly?