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Does the federation pact still overwrite the base 100%?
No idea what to do, will start a new game, FML
I checked the policies and I have robot workers allowed, previous game before I used this it worked fine, after adding this mod no robot is built anywhere on empire
Does anyone know if I should put it above or below ACOT mods?
(which work just fine)
you can even do it yourself easily with a small change in defines, but you'll lack icons for levels above 10
so does this mod up the level or not?
H11DN-D4NG3R 22 Jun, 2024 @ 3:08pm
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Nothing has really changed from the first mod set until now where it was working. I reinstalled the game a few times, verified files. Rearranged a few mods, but still none of that should matter if I tested this mod by itself and the vanilla values were present.
For reference: vanilla values being shown with this mod and without this mod (at game start with the same empire both times, United Nations of Man):
First fleet: 161 power (vanilla will sometimes show 159 or 164)
First station: 663 power
But nothing else seems to be wrong
Care to explain what you dont like being in this.
I did try to do a little digging within the tech research files and localisation files for the new shipclass_military_hull_mult equivalent, but i couldn't find it, either because im looking in the wrong place or they simply faded it out all together
Thanks for the quick reply!
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Thanks again for a superb collection - I never play without acot these days :)
No mod can actually "fix" the overflows, only slow it down, i dont think acot defines adds That much of changes(other then helpful ones)
but did not add any tech/effects to increase the Leader cap from its default amount