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this mod is already fantastic as is
it's more simple to unlock a tech level and then remove anomaly discoveries under the <knowledge> bracket in the save game
Thanks large moron I still love this mod it's a life saver
OK i am stoopid.
Thanks!
Because it's not a scenario and there are no mod options. It is a scenario component used to modify an existing scenario. When starting a new game click the Scenario Editor button on the bottom of the Scenario screen, select the Edit Mode red X on the left panel, click Add Part, then choose the Set Faction Tech Level option in the drop down list.
As explained in the first paragraph, this mod was explicitly designed to start the player with blocks of research already complete. You should look elsewhere (five posts down from your comment) if the third paragraph under Features is a deal breaker for you.
This mod is complete and finished. It does exactly what it was designed to do. No new features or options will be considered.
I don't fully understand your third question. Yes?
Any chance you could add an option to drop the hidden tech too?
on that same note I just tested it with a no starting research mod ( Completely Clueless ) and it seems to work great.
You however are free to examine other mods that patch pawnkinds and try to make your own patch. With a little basic application of brainpower, reading, and trial and error, XML patches can be easier than you might think.
BASED GOD.
Oops. I am completely blind.
@Nilserich I wouldn't have recommended Research Reinvented in the description above if it wasn't compatible.
@PistFissed (: The only work I've done was pay for this mod's creation. Although, it did take this many years and my atrophied brain to bring this concept to fruition... so, thank you. I will accept a very small portion of your praise.