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Mods / Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« on: April 17, 2023, 07:37:59 AM »Hmm, I DO have Vayra's Sector 3.2.1 but I was unaware it also might be responsible for the AI colonization mechanics. I'm afraid I'm unable to confirm or deny which method was used, as I simply noticed the issue after taking the planet.I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
The colony in question where I noticed the issue myself was invaded/conquered from the Legio Infernalis, which is added through Tahlan Shipworks (a "bootleg" build for compatibility with the latest game version, no less), but I'm not sure if Tahlan influences the AI colonization mechanics in any way itself.
The planet was also one of the randomly generated non-core, fringe worlds, and it was initially unsurveyed by me before the colonization, if any of this might matter.