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UrsusArctos

Stellaris Mod Conflict conversation (Spaceports)

Nov 17th, 2017
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  1. Caligula Caesar [author] Oct 18 @ 1:57pm
  2. Ok well that's a funny one, because I had exactly the same bug in my other spaceports mod, which I fixed by overwriting the whole engineering tech file instead of the individual spaceport techs. But I really don't see how this mod could possibly cause it, since I overwrite only two techs, and they are physics ones. If I had time, I could test it, but I don't really right now... so the question is, do you have any mods that might overwrite the spaceport techs without overwriting the engineering tech folder?
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  4. Discohydra Oct 18 @ 1:41pm
  5. It's just with the same tech that unlocks Spaceport level 4, atleast according to their website (nscmod.com)
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  7. Caligula Caesar [author] Oct 18 @ 1:37pm
  8. I don't think so, do you happen to know what the conditions for the light carriers tech are though?
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  10. Discohydra Oct 18 @ 1:34pm
  11. I'm trying to pin down a mod conflict I've been having. Does this happen to conflict with NSC in terms of modifying research probability? I can't get their light carriers to show up at all. in my 100+ year games, effectively locking me to cruisers.
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  13. Caligula Caesar [author] Oct 18 @ 3:34am
  14. I think so. I'm playing a campaign right now, and I've noticed the AI building a lot more modules, actually they have some in most spaceports. But I'm only at 50 or 60 years, so I haven't reached the advanced ones yet.
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