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For French Fried Taters I'm not sure, it depends if there were edits to the planet and campaign files. For Clone War Holdouts it isn't compatible, because I know that mod replaces both campaign and planet files.
I don't understand how you could read something and not read it at the same time.
For the other one I would ask the Remake devs on the Discord server in the #mod-help channel - they'll be able to walk you through how to make this change to the AI/heroes. The simplest solution would be to block the AI from upgrading and make the upgrades happen automatically when the tech level advances via the sandbox story scripts, which would remove all requirements.
Things will get a bit more complicated though if you want to have changes to the AI not impact the player as well.
Specifically, I wanted to tweak the mod on my end to make the AI heros upgrade only when they meet the tech level requirement, since I think that making them meet every other one would be too hard, or even impossible to do. I don't have much experience with EAW modding, just only with Bethesda games, so I really don't know what to edit.
Great job with this!
This definitely balances out the gameplay. The opposing A.I. always has what feels like infinite resources later on and massive fleets on pretty much all neighboring planets once you enter the late game, so this is a much needed submod
Is this normal, am I being lucky or is there an issue with the mod?
Clone War Holdouts changes both of those, thus they're incompatible.
Thank you if you answer on my question and fix my issue
because honestly i perfer starting with the bare minimum but the ai starts often with enough to take 10 planets within a few min.