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Is there a solution for that? And is this a known problem?
I've updated this mod with a bugfix edition, as it was probably causing some issues with overgrown cities. No one reported any problems, but I'm betting someone somewhere was getting anomalous behaviour and had no idea why. Anyway, it's fixed now.
I've also made a separate version of the mod compatible with the ELCP. This version is available at: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1953796982
The sollution I see would be to add a "discution" in this mod page to show you ^^
Would you be interesset in a way to make this mod more cross-mod friendly by not changing the "SimulationDescriptors[EmpireType]"?
There is a way to do it with "quest" (more like some kind of "trigger")
Thanks for the report, but as you can see, the fix has already been made. Let me know if any other problems show up though.
Please report any problems.
I can possibly check the community patch and try to release a compatible version, basically merging their changes to that file with mine manually.
My guess was that the community patch changes meddles with the duration to balance 'Luxury Alchemists' and '<SimulationPropertyDescriptor Name="BoosterDurationMultiplier" BaseValue="1"/>' interfered with that. But deleting this line changes nothing.
For some reason this mod reduces the duration time of luxury boosters to 1 turn if used together with the community patch.
So I checked the mod against the new patch and there are no conflicts or problems. I then loaded up the game with just this mod active and had no troubles at all. I suggest verifying your game installation and checking your other mods.
To all, I've checked this mod has zero issues with the new patch. I hope you're enjoying it!
Ahh! That works! Thank you very much for the help. I don't think one time with one mod really counts as "spamming" though...
That means I can update my Heroes of Auriga mod as and when I feel like it, which is much better.
@Yuki
I was going to say there would be no reason why not, but it seems that mod also increases the hero market pool. I'd recommend loading this mod lower in the load order (i.e if Endless Heroes is mod number #9, this mod should be #10 or more). As far as I can tell, that should make my mod override those specific changes. I cannot guarantee they're compatible though as I've never used that mod.
Let me know if you need further assistance but please stop spamming mods with each upgrade! Cheers!
If I remove an uploaded mod from /User Generated Content in order to upload a second mod, then re-add the first mod again later, it is not recognised as an existing mod, but rather as a wholely new mod.