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Possibly stupid question, but does any of you know what is actually broken? Other than some outdated modifiers? I haven't played the game in years, so I don't have a save to actually test it on, but it does seem to work fine and not throw error in a new game (where it of course doesn't increase the difficulty yet).
Almost too well! :X
@Xaverri: The difference between ensign and captain isn't actually that big. The main point however is that if one player gets ahead, this mod will try to adjust the difficulty to that player. The cooldown is 18 months after an increase and 6 months after a decrease.
After playing without "Scaling Difficulty" on, we easily got through Ensign level, but are being defeated by Captain level. Hence we were looking for a mod that would help us scale the difference. Enter your mod; we understood it would change difficulty each month if needed and started on Captain difficulty. We're in year 28 now, and the AI next to me is again beating me with fleets 4/5 times as strong. It doesn't feel like your mod is working for our games; are we doing something wrong? Is there a setting we forgot to enable? Does it maybe not work for Multiplayer games at all? I am very confused because I see so many good comments and I want this to work as it sounds like this is exactly what we need.
Could you help us out, please?
Have the mod located towards the top of the load order, underneath Ariphaos Unofficial Patch 3.4
Turning this mod off also won't ruin a save. It leaves behind some modifiers that don't do anything if this mod is turned off.
Good job on the mod :-)
Alternatively you can open the debug mode by triggering "event hemo_DyDiff_debug.1". While active it will throw an event everytime the mod does something.
However I have to admit, that I don't know if I will keep up support for this mod when the current beta comes live, since it does change the game in a lot of ways from the time I wrote this mod. Almost two and a half years of support for a mod is a long time, even if it's as small as this one.
If an AE is forcibly held at overwhleming by this mod, then I don't think outplaying it is enough to beat it, not without some serious cheese.
Perhaps the "worthy challenger" check should also check nonstandard empires, but only if they're in an active state and with an increased threshold (Superior overall)