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Ive been using this is my latest two playthoughs, i dont believe its working due to some code changes probably brought about with the latest DLC.
Cool mod, idk if it will be needed as much anymore due to base game implementation
Though, I must ask, would it be possible to lock reinforcement upgrades behind a tech requirement? Maybe it could be implemented in a different mod and people could choose between that and this one.
For example, each repeatables increase reinforcement speed by x%, and lorewise it could be tailored with flavor titles such as Rapid Rendezvous Algorithms (Tier I)~Subspace Drop Point Manipulation (Tier whatever), Rendezvous Time Manipulation, etc.
very convenient, thank you
If you have any ideas what aspect of gameplay we can improve, please tell it here
The thing is with game defines (common/defines),
exactly REINFORCE_MIA_TIME_MULT (1.0 by default) - it multiplies the time your reinforcements will be in MIA (Missed in Action),
and MIA_TIME_MULT (1.0 by default) - that multiplies the time of being in MIA for your retreated fleet
That's all I've changed, but there are more of defines for reinforcement calculation, like SHIPYARD_REINFORCE_DISTANCE_MULT and REINFORCE_ACCEPTABLE_EVASIVE_PATH_MULT, but I haven't touched them, kinda idk how it works
I've already tried to release 2x version, but stellaris launcher bugged and instead of posting a new mod it tried to overwrite the current 10x one