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Nice.Also have a look at UCP_AI. It's the culprit for the governor bug. After removing the module and leaving only Core part, the governor never bugged out again.
It seems that the AI module makes the governor drop his duties as soon as there are no relevant building to build. In vanilla (or with Core only) the governor just proceeds building "Aid Economy".
Aaand regarding the bugged Raptor.
It also seems that some of the modules other than the Core are causing the appearance of the wrong Raptor merc. This one:
(I'm not playing with the EXP1_Mercenaries as you may have guessed)The real one should look like this, +6 Attack and 2 Durantium cost:
The correct one appears when only the Core module is used.
The wrong one appears when my Mods folder looks like this:
Maybe if I have time and enthusiasm I'll pinpoint which submod causes it and let you know.UPDATE: And I found it. It is the UCP_Combat. Removing it from the modlist restores the normal Raptor.
Updated
Version 1.33
Fixed Governors from not use Aid Economy.Reverted Mercenary Tiers back to original.Fixed Precursor Quarantine's colonization event from not granting its Pragmatic or Malevolant bonus.Some text changes.Updated Singularity Power Plant (50% Max Manufacturing and a flat 0.5 per level).Starbase Point Defense modules resource cost changed to Antimatter.Updated UCP_Terraforming.
Grants Ultra Terraforming Project (600 Manufacturing, 3 Durantium and 2 Promethion)
Great, thanks Mod so much.
Is anyone else seeing a bug where a computer player is conquered and everything it owned but its home planet is destroyed? Is this unique to this mod or a bug in GC3?
It's not a bug, it's a "feature". Check your game settings, what you're seeing is the new default setting, but you can set it to restore the old behavior.
Thanks. If the game owners want to make that a feature, they really should make the AI fight to the last planet before giving up.
There's a gameplay setting for that, too. You can turn off AI surrenders completely. That's how I have it set.
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