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Comunicar un error de traducción
thanks ! im correcting it tomorrow!!
@NotFox
necrophage origin is definetly one of the origins i will implement soonish. under one rule i want to kinda rewrite to make it sence to play with every authority type, thats why i will probably implement it last.
@Breadmond
yes, shattered ring will definetly be implemented, but its kinda complicated because i have to "destroy" the homesystem^^ i want to implement the easy origins first and the more difficult ones later.
atm im not planning to integrate other origins than vanilla and i wont promise to change that in the future, but u guys can tell me which modded origins u would like me to integrate in the compatibility discussion. maybe i will look into that in some months, but for now i want to finish this mod first.
@Phoenix Nebula
yes that were also my conclusions, to get the effects of a mod that changes origins, a compatability mod is needed, otherwise vanilla origin effects will take place. i wont promise to make comp mods, but if i should u can suggest mods in the compatibility discussion as well.
@ShieldsOfFire
im not sure what u mean by referencing, but i will definetly look again in the code and how to achieve what ure telling me without overwriting vanilla code.
triggered_planet_modifier = {
potential = {
owner = {
NOR = {
is_machine_empire = yes
is_hive_empire = yes
}
}
modifier = {
job_knight_add = 5
job_squire_add = 3
}
}
The only issues I could foresee is that if you have a mod that changes say the syncretic evolution origin then it won't give you the changes that mod makes if you give it to yourself with the decision it will function like the vanilla one.
As far as I'm aware you can't tell the game to give you an effect of an origin as it is loaded with any combination of mods, I don't think that's even possible with modding, like how would you even code a mod to pull code from and already loaded play set?
not that i know how to mod