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This is not game breaking by any means and so far it's still playable
PURGE THE XENOS!
Considering 40K, this might be literal.
2: NSC? -> just checked the episode 2 for 2.6 files, nothing stands out as being a conflict so again yes
3: the 40k? -> ah the 40k mod, i had made a lot of progress on it, then the 2.0 update basically killed it as it rewrote part of the army coding, not to mention i never figuered out a way to set it so the player could only build one faction type army. I had planed and have the icons for the guard, eldar, orks, necrons, choas and so on, to cut it sort a combination of over ambission and laziness on my part means it will most likely never see the light of day, as for adding them into the mecha mod... No, even i can admit there's already a 40k overload as it is
nonono to let the AI use these armies i would have to add each army to each country type with the assossiated AI weight in other words, add about 30 armies to about 80 or so country types
It was planned at one point, but i took one look at the country types file and noped right on out of if
I think there are some fundamental flaws amidst various units. Noticeably first, the Mechwarrior listings feel considerably weak. Especially when compared to lets say, Space Marines. Mechwarriors are typically fielded in squadron lances of 4-6 battlemechs. Which are comparably similar to a 40K Knight or Reaver class titans (depending on the actual mech weight class itself). So I feel many of the values of those units is highly underscored. They should have stats that reflect that of an entire armored division.
Like it says, it just works, but only just.