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Rapporter et oversættelsesproblem
> this is just improvements tot the counting checks so it should be impossible to have too many modifiers spawning now, especially at higher modifier amounts.
Keep in mind vanilla planet modifier spawning is not disabled, so some planets will have up to 3 modifiers even if you select the max 1 option.
· Updated start menu description.
· Updated options menu for the number of planet modifier tooltip.
· Improved mod planet modifier spawning at galaxy generation and when planetary diversity mod is installed.
· Re-enabled the game start option '2-3 planet modifiers'.
· Newer vanilla planet modifiers will now have their bonuses scaled matching the chosen start menu scaling option.
· Removed old building_archaeostudies_faculty localisation overwrite mentioning Archaeopolis planet type.
· Returned trade deposit rewards for megacorp empires now that they have been re-enabled
· Fixed missing localization for science ships build speed and build cost for the survey policy
· Slightly tweaked science deposit rewards from survey events to be more likely to be smaller values
· Double science deposits from survey rewards reduced from 6/4 science value to 3/2 (halved)
· Re-added the precursor empire modifiers rewards for precursor survey events.
Btw, I think the soul gem relic needs an update? It looks like it still wants to spawn in the old type of leaders from before the leader overhaul.
Are you still planning to reintroduce the archaeopolis planet? It was one of my favorite features 🙂
Try this mod Nebula System Graphics Remover
small update:
• Updated fallen empire building rewards from precursor digsites or artifact reverse engineering so they once again work and expanded the list with all the newer posible ones.
*** there still seems to be a weird bug where the reverse engineering action fails this, looking into that
• Fixed Orbital Fabricator ship component so it again produces alloys and minor artifacts
• Fixed Singularity Matrix ship component so it again produces 1 of each science type
• Replaced few non-functioning precursor planet modifiers with different ones
• Fixed a few missing modifier localisations
Also previous unmentioned update:
• Fixed planet modifiers so they again provide planet energy/mining/food districts
It'll be fixed when I can find the cause of that bug
But they so rare! T^T
Anyways: Is it just me that on a new startup, cant select number of modifiers: 2-3 per planet (extra high) it seems to skip over it and go back to first in list?
A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
Probably do another Irony Mod Manager compressed merge of everything just before 4.1.