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Try giving E&C Classic a higher priority for your mods, that might overwrite whatever mod is overwriting starter tech. It could fix it
This is very likely a mod technology conflict. E&C Classic modifies starter tech, and I have the feeling one of your mods is conflicting with E&C Classic
You need to help me understand which mod is in conflict so I can reach out to the other modder and try to fix it
My gratitude to all MOD creators
Immediately after ver4.2 implementation, conflicts with other MODs caused the following issues at startup:
No spaceport or ships
Only primitive structures named ◯◯ could be built on planets
Upon building completion, only resources disappeared while structures vanished
Without a spaceport, ownership rights are also absent.
Rolling back to ver4.17 made no difference. Since other mods have been updated,
even upgrading to ver4.2 remains unusable with this mod enabled.
A preliminary indicator is that ship models appear blacked out and invisible during civilization selection.
With so many other mods, it's unclear whether this issue stems from this mod's update, another mod's update, or which specific mods are conflicting.
The problem does not occur if only this mod is disabled, or if the game is launched with only this mod active.
Are you running a Linux OS? I recommend switching to Proton for more stability or joining the discord to troubleshoot the problem with other Linux users
What if we had a unique garrison army-unit for garrisons to tone down their power? That would make invasion armies more effective at ground-invasions.
Trying to think about interesting mechanics to play around rather that simply reducing/removing the garrison effect. Although this might be difficult or impossible to mod... but I think a worthy endeavor to explore
The counter, is we introduce a more powerful invasion army-unit that would make garrisons easier to destroy.
Ground-battle rework is something I've thought about