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This is the open beta. Full mod coming later.
I'm also working on a mod that will reinplement the features of this mod.
Does this include any governments or will I have to make some new ones?
I cannot forsee any possibe complicatoins with this mod, and have been using it happily without incident.
Hope this is what you were looking for!
@The Moon
I'll see if I can look into the matter for you.
So I want to know how I can manually make Machine species able to use Pirate Codex government, because the concept of space pirate robots is the only reason I got this mod in the first place. Was deeply disappointed to find it wasn't possible...
The Pirate Radio Civic seems to not show up with the edict required to stop the spawning of pirate ships. I am unsure if this is because I played with a modded race and NSC.
Interesting note: I was playing with NSC's Pirate Shipset and I am unsure why but in one of my test I had Warp Drive and the ability to switch a ship loadout for a Jump Drive and that gave me an idea. Perhaps instead of learning how to make the special civic units spawn with the players selected FTL you could make it a default bonus by selecting the Pirate's Codex you get the three starting FTL methods.
It does not solve the issue but it is a work around for those who are unaware of the fact the Pirate ships and Aether Drake spawn with Warp Drive by default while also making some sense seeing as how Pirates, Criminals, Smugglers, etc would possible share tech for tech type of deal.
Anyways thanks again.
As for most of the features I've played around with in the past few hours everything seems to be working as intended except for races which were built prior to the mod subscription, causing the Pirate Codex Civic to not appear. This can be worked around by remaking your current races.
Minor suggestion: Possibly for the Drake Spawn Civic decrease the Mineral rate to 35%-45% over the current 65%. I understand the mod is meant to be unbalanced in various catagories as well as spawning with a Leviathen at the start of the game is way too OP but for a perminant empire debuff that will stick with you the entire game makes it not even worth considering.
I never really bother commenting on mods but wanted to let you know I will be trying this out. Will let you know the results of my modded playthrough and thank you for making something that should be quite amusing.
If it's not working, it could very well be borked and in need of fixing. The fleets need a frontier outpost in order to spawn, though, so make sure you have one of those.
Another issue I've found:
-Only one empire can benefit from the Clandestine Knowledge/Information Network civics. I swear this stuff used to work.
Off the top of my head, current issues are:
-Some Pirate Codex empires are listed as Generic Empires for some reason
-Reavers can't subjugate primitive empires the way they can others (this one is pretty old, I never was able to figure it out)