Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Caligula Caesar [author] Oct 18 @ 1:57pm
- 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?
- Discohydra Oct 18 @ 1:41pm
- It's just with the same tech that unlocks Spaceport level 4, atleast according to their website (nscmod.com)
- Caligula Caesar [author] Oct 18 @ 1:37pm
- I don't think so, do you happen to know what the conditions for the light carriers tech are though?
- Discohydra Oct 18 @ 1:34pm
- 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.
- Caligula Caesar [author] Oct 18 @ 3:34am
- 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement