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I thought it was the result of mods conflict so I removed everything else but this mod, but this issue reproduces. Is this a known issue? Is there anything I can do against it? Thanks! :)
For unpaid modding i dont think demands are very fair, it takes what ever time it takes, its done when its done, nobody is working full time on maintaining mods like these, its stuff done in peoples free time, so expect things to take time.
why? because enough comments about upgrade, gotta balance it out somehow! XD
To that end, keep up the good work =)
[15:13:14][trigger.cpp:494]: invalid scope for trigger. got [galactic_object], expected {planet}. file: events/military_faction_events.txt line: 190
Script Error, Checking trigger against an unsupported scope!
[23:25:25][trigger.cpp:466]: Script Error, Checking trigger against an unsupported scope!
Event: AllyFactionEvent.1
Location: file: events/military_faction_events.txt line: 59
Trigger Type: has_fleet_flag
Scope:type=ship
id=5713
random={ 1070120356 3669023038 }
root={
type=country
id=6
random={ 1070120356 3669023038 }
saved_event_target={
type=country
id=6
name="player_to_protect"
}
saved_event_target={
type=species
id=6
name="owner_species"
}
saved_event_target={
type=country
id=33554510
name="the_ally_faction"
}
They would spam 100power ships at 12k strength fleets one by one.
Especially noticable with NSCs Playable Guardians. Its kinda awkward having 3 Gargantua Systems next to each other :P
I saw a problem with the offensive option.
The fleet miitary faction looks to not be concerned by neighbourg' borders closed state and can travel and attack some planets or fleets where my own fleets could not reach.
It is not a big deal but not realistic when you play with hyperdrive engine.