Enigmatic Fortress Fix

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Author: FirePrince

Last revision: 24 Apr, 2023 at 15:54 UTC (2)

File size: 74.75 KB

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Description:

This mod fixes the following vanilla bugs:
Enigmatic Fortress stuck in a re-enabling loop.[forum.paradoxplaza.com] (should not be needed anymore since 3.0.*, but for old savegames still useful or some reported this this still can sometimes happen)
• Event gives multiple special projects.
• After finishing the event chain the other special project options are not canceled (removed also all 3 global event targets from the memory, which is actually common good practice too).
• One artillery turret has a wrong locator (in the section entity, which results in an overlapping turret and an empty turret. This is visible on any video clip too (of course as far as you can see turrets).
Nobody knows when PDX will fix well known issues, so I made this (known since 2.6.1[forum.paradoxplaza.com]).

Compatibility

• Save-game compatible (no extra event, key, variable or flag is used). This mod is maybe beta, as I didn’t tested it much(but maybe more than PDX does :-P).
Not Now working for 2.6 too simply by using any_owned_ship instead of count_owned_ship, this was changed in 2.7 and broke many mods instantly, because 2.7 had no beta release (resulting in endless empty pop-ups).
• Not working for Achievement.
• Overwrites "section_templatesancient_stations.txt" only for the graphical turret fix (so you should place this mod on top, if it doesn’t matter for you).
• Small general compatibility extension for mods (like ZOFE creates new empire types, which could not solve this quest, reported by Gabriel Cooper).

If you find any related issue, let me know.

• Old version Enigmatic Fortress Fix 2.0/2.0.2

Only a drop on the hot stone.
[discordapp.com]

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Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Leviathans Story Pack
Revisions:

Old revisions of this mod are available below. Click the link to download.