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yeah that's a common sight in both Awakening mods, AI can get extremely passive for no apparent reason
if that so, i pointed that bc of the way the game handles build requirement scripts, addon ships are inmediately available for build in pre-existing save games disregard of tech
I have managed to fix it and keep all the other mods. Turns out it was a load order issue. After the fix it has managed to work with previous saves as well.
I have managed to fix it by placing your SteamMod# first in the que. so for me it is:
SteamMod=3401570228
SteamMod=3402036364
SteamMod=3435713749
SteamMod=3387971722
The other mods are
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402036364&ysclid=m9o4b7qiyl768768672 - RF+ Hard Contact + Legion+. Adds new heros for CIS and new legions for Rep.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3435713749&ysclid=m9o4cealgm80054847 - Bigger Clone Wars Submod. Increase pop caps and duble ground units. Fair worning, lag might be a problem. Please mod responsebly.
You may have some other submod that's incompatible with this, that creates that issue
thank you in advance:)
I bet 2 of them can take on a mandator
Dreadnaught variant spawns 2
Just in case, I'll updated the hard point files again
The question is, do we get content and changes to the main mod?
i might fix that, but the units descriptions doesnt always reflect their in game stats correctly, so dont worry
Both lucrehulks really lack any significant offensive power, aside from being shield tanks, and are very slow
even the battleship variant will struggle against significant threats
The providence dreadnaughts are there to fullfill the kind of role the Home One fulfills in the rebel navy, a fleet anchor with, great firepower and durability while still being movable enough for answering to any danger
even tho, i might take a think at your suggestion of adding the Tech Union III to the requierements