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I'm fine with that. cool you found way that not ignore shield and armor. they said couldn't be done and I'm no where smart enough figure that stuff out and currently struggling making planetary defense force work for bio ship sets :( got building working in my current testing version but damn ship it self the component just wont work and I have no idea why. but what can you expect form some one with no coding background. I rather not do any of this but good mods die out over time is sometime sadder and some time you want something you have to do it your self.
ill link it no problem and prob try out my self in future.
I've gone ahead and uploaded a submod that is currently dependant on this one. I've simply called it " At War: Planetary Cannons Submod ". It would be appreciated if you linked it in your description, if you don't mind. All good if you'd rather not.
[url=https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3251886115]中文汉化[/url] by 摸鱼十二月
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3251886115
did find little bug with icons and fixed that uploading that fix soon.
Thank you for making russian translation.
Literally just click the link under "Original mod."
The mod you linked only goal was to change the damage they should done that only and then should have been compatible with this one.
Yes patch mod is dependent on original mod as only changes files needed and need rest of original mod to function.
Any chance you could introduce higher scales of damage like At War Planetary Cannons 3.13 ( for NSC2 and ESCN) did? I play with mods such as [SKO] Technological Zenith and the differential in power scale quickly becomes quite apparent.
looks like game does cover it. I tested it with wilderness origin empire and when researched tech equal what other empires get you unlock the buildings.
Tooltip of Bio-Coil Shard Accelerator show unlocks Building: Planetary Coilgun Battery.
So should be good.