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If its a mod that disables agents, or limit ai usage then both mods will not intefere each other. For example, if the ai has a cap of 8 but a mod hinders ai from agent usage, than the cap is still 8 but ai wont recruit any of them.
If its a mod just decreasing the cap than it depends on the load order which mod overwrites each other.
Of course, you have to raise it to the top
I thought just say no and let him/her recognize it by playing.
If YOU don't like the agents just use a mod that block them, its not that difficault, isn't it.
Im queit unsure but the penalties/buffs from the level stages stay on the highest level archived.
I don't changes any of the requieremenst or something like that I only changed the outcome cap.
thx thx and thx dude...now work on my sitting MOD when i start the game...many thx...
I updated the tables and hit the "update" button.
Don't know if it works now.
guess it does not work for the workshop
fuck the haters
In this mod I only increase the numbers of the armiers/fleets per empire level - even in this specific table there is nothing that has to do with animations or sounds.
So please (sorry for double post) say me how yu know that these errors have to do with my mod.
or animation.
1. Some agents tend to do T-pose for some reason.
2. Sound effects during battles are missing.