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Are the following normal for 1.11? I am updating one of my mods and I am just wondering if this is normal. See shortened list below. Thanks.
[22:03:46][character_trigger_implementation.cpp:449]: common/unit_leader/00_traits.txt:3076: operative_leader_operation: scope is not an operative
[22:03:46][character_trigger_implementation.cpp:399]: common/unit_leader/00_traits.txt:3120: operative_leader_mission: scope is not an operative
[22:03:46][character_trigger_implementation.cpp:545]: common/unit_leader/00_traits.txt:3121: has_nationality: Could not deduce the operative
Anyone out there able to confirm?
All of the files Agency outright replaces exclusively deal with the espionage system. So if you package this with any other mod, the fewer changes that mod makes to espionage the less likely these two will mess with each other.
thank you
1. You can't be a democracy (that government type wont have access to this operation)
2. you need to research the Economy/Civilian upgrade for your agency
3. have your agents perform a civil infiltration on your target
4. You need a network strength of at lest 25
Once you set all of these in line you will see the option of performing this operation.
seriously play testers are a godsend. the more the merrier.
playtesting has shown that having 12+ agents tends to be game breaking in a lot of ways. including resistance management. going to work in a min but when i get home ill post a discussion that will detail how to change the max spy number in this mod for people who want to do that (its a very easy change to make.)