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updated 4.0 version is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3476997757
However, I have found another issue - high collateral units literally depop the planet before the garrison fall in case units are beefy.
Found the issue when invading flusion (from gigastructures) with landcruisers which have 300% collateral. They have 10k at start (which shot up to 40k cause elites anyway, too long of a siege) and they survived up untill high collateral damage depoped the planet to 0 and garrison just vanished. I guess if xenomorphs are employed here (which have 500% collateral) it would kill everyone even faster lol
if there is any issues lmk
I have noticed however, that long sieges produce elite forces rather quickly, and this snowballs.
My 20 (16 infantry, 4 tank) army went from 2.5k power when assembled to 10k cause of 3 successful planetary drops earned them Elite level of xp.
I understand that 3 conquered planets is not a small feat but in grand scheme of things I am not sure that AI can counter this snowball now, since even capitals hold about 3k power at best early game. Yes, they improve in long battle too, but it does not matter in the end.
Loading into a new game and checking to see 1. If the game crashes or 2. If the units have their health and morale changed to the mod values, then you know it works
Thank you for letting me know and for the advice I haven't checked up on the new dlc/update, afk currently, will update it asap
I only have the rest of the defines folder in there so I can easily adjust and add new things to the mod. So try moving this mod up in the load order above other mods and that should fix it, if not I can go and remove them from the file for you
Unless I'm the flipping combine
so any events or the like are outside of control
Big Update!
1st- Modular support, no more patches!
This mod is now modular, meaning, the patches will no longer be required for new unit mods and any unit mod will work with it.
2nd- Devastation re-balanced
Fixed Devastation so now it should tick slower. So no more smaller battles killing a bunch of pops but still leaving it where massive battles will kills pops. Also changed it where the minimum pops left on a planet is 6 instead of 3. (Note these values are subject to change, i think i've found a good spot for them but the valve can be turned up or down if people feel it has swung too far one way).
Also, this mod shouldn't have to be updated again. Maybe i can expand it and add events or something related to war but that's a maybe and i wouldn't hold my breath on it.
Thanks to @TheGamingNot for this idea, I finally went back to it and it worked, i made a stupid mistake and gave up on it, this makes things a lot easier for me and the mod.
Можно ли сделать мод на совместимость с Stellaris Evolved - Alpha ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2602025201