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Rapporter et oversættelsesproblem
This should be fixed.
Upon further testing, it seems that what happens is both types of shipyard get swapped. The vanilla one takes the place of the modded one after a loaded save, and you need to build the modded one again it seems. Both versions also seem to be visible when no shipyard is constructed on newly conquered worlds as well
Good to know, thank you.
I thought I fixed that. I'll investigate and push a fix if needed.
Otherwise I've been enjoying this a lot, where it works. It makes the game lean more into the strategic than the tactical.
And since I see some bug reports, please, do some testing before releasing new mod version.
Also, I m not sure if seperating normal shipyards from fleets shipiards is good idea.
Example:
Spawn_Units = {
["Invincible_Heavy_Cruiser"] = {
DEFAULT = {Initial = 1, Reserve = 0}
},
You wrote here "Invincible_Heavy_Cruiser". I compared it with working script and there was just "Invincible_Cruiser". When I edited the file, script worked. Similar example is for "Dreadnought_Heavy_Cruiser". In working script you have "Rep_DHC".
That's all what I found for now, hopefully that will help. I m lack time to do proper script check.
Below you have my last working version of script for Reserve Capital Group. I need go sleep. I m waking up 4am. Do what you want with it. Debugging it takes too much time.
return {
Ship_Crew_Requirement = 1046,
Spawn_Units = {
["Invincible_Cruiser"] = {
DEFAULT = {Initial = 1, Reserve = 0}
},
["Rep_DHC"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
["Carrack_Cruiser"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
["PELTA_SUPPORT"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
},
Scripts = {"group-spawn"}
}