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This mod now requires Repeating Script Templates, due to the workaround I'm currently using for role-locking leaders in 3.8+
modifier = {
add = 2
dtraits_species_bad_for_ai = { country = from }
}
Continued without crashing.
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
root={
type=species
id=4294967295
random={ 0 3991148998 }
random_allowed=no
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}
}
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}
prev={
type=species
id=4294967295
random={ 0 3991148998 }
random_allowed=no
from={
type=country
id=50331743
random={ 0 3991148998 }
random_allowed=no
}}
Please fix it.
In the Error log the last entry refers to your mod:
Sorry I took so long to get back to you on this.
There are three bugs in the log. I don't know which if any caused the crash. I've fixed two, and the third appears to be the result of your using another mod that also overwrites 04_species_traits.txt
Here's a link to those parts of error log [pastebin.com], and here's a link to save, list of mods and crash log folder [drive.google.com].
A big request, to make a fix, so I can continue playing the game.
Also added four new traits for robots, since the AI is now capable of being strategic about which species to assemble where; Heat Vulnerability, Cold Vulnerability, and Water Vulnerability reduce robots' habitability on dry, cold, and wet planets respectively to 40%, while Flimsy robots can't work Worker jobs.
Also did a bit of rebalancing and performance improvement.
And I haven't been able to replicate the crash people are reporting, everything works fine for me.
The compatibility patch with Ethics and Civics Alternative is now correctly linked to Ethics and Civics Alternative Redux.
Also made some other changes; species class traits are not longer a thing, and I no longer need to overwrite predefined empires; instead some traits are particularly common for some species classes.
Could you, pleae, rename files in "common/species_classes" catalog, so they would not replace basegame ones? As far, as i see, placing your mod low enough in the list won't make this change demaging, but it will make easier to use it, should Paradox add another species type, like recent aquatics. (Couldn't use it for two days, custom empire, made without any mods, refused to work properly, untill i renamed those files myself)
vanilla rule ends with:
NOR = {
# Since they can't reproduce, they die out too fast for anyone to want to buy them.
has_trait = trait_clone_soldier_infertile
has_trait = trait_clone_soldier_infertile_full_potential
}
I've removed the trait "Parasitoid" and the origin "Ex Vitro" for being too similar to "Necrophage" and "Clone Soldiers" respectively. The "Sterile" trait is still available via advanced gene-modding.
has_plantoids = yes will work with whatever name they give to the pack.
^ A comment I saw that explain this issue I was having with this mod.