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If you do not change any configurations in this mod, this mod will not change/modify actual events or other actual effects from vanilla.
In other word, this mod works significantly only if you change any configurations of this mod.
However, this mod changes/modifies internal processing even if you do not change any configurations in this mod. So, it does not solve a compatibility issue between this mod and another mod to unchange configurations of this mod.
Do any of your crisis manager actually change something or are they just manager for changes? I mean, do they come with changes by default or will they only change things once I configured them. If that makes sense.
The menu of this mod can be accessed anytime in the game.
This can be done from !Mod Menu , but not from edicts.
The origin crisis manager seems work well with ISBS
Although I've NOT done test play, it seems to be compatible as far as I read source code.
" Temp. Edition for Khan " has been released for Horde crisis, though it is provisional mod.
Yes, you can do it from "Manual Operations".
But, only 4 fallen empires can be manually awakened, but fallen machine empire can't.Fallen machine empire can be awakened as Guardians of the Galaxy.
@Birddog103
I forgot to add " !Mod Menu " to "required items".
Please subscribe and enable it, and the menu can be opened.
(1)Bigger Fleet of FE/AE
I wish I could, but it's too difficult.
Since although fleets of FE are created on game start, the settings of this mod are applied after game start.
How about using Dynamic Difficulty mod?
(2)Titans
Good idea. I'll make "Manual Operation" to be able to simply add Titans (and/or Colossus) to the Navy of FE.