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Also, here's a fun and interesting side-effect. The way the RE mechanic works is that it abducts ships that already exist to make them part of the encounter. Disabling that mechanic now makes it that all ships produced by the Kha'ak and the Xenon and whatever other ships may be abducted are used in the initial logic they were assigned to, and have resulted in stronger Xenon invasion pushes, and generally more numerous Kha'ak in systems in which they have hives or outposts.
Normally it takes the xenon 3-7 in game days to really push through the defense station in Hatikvah's Choice I depending on how the dynamic war rolls the dice on the playthrough.
This time it rolled it over within 36 in game hours. The situation is such that, inexplicably, Vigor is gatecamping with several Barbs as THE defensive line in Hatikvah's Choice I, which to me is frankly rather incredible.
It's given some fun challenges and changes
So this mod just alters "Encounters.xml" with the following:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="//cue[@name='NewEncounterShipActivated']/conditions">
<check_value value="false"/>
</add>
<add sel="//cue[@name='PlayerChangedZone_v2']/conditions">
<check_value value="false"/>
</add>
</diff>
Updating should not be necessary unless they add or change which values effect the encounters mechanic.
Thank god there are people like you to remove nonsense stupid features from egosoft !!!!
Could you please explain me how to update that mod for future releases just in case it would be discontinued in future ??