GoaFan77, I think you're right about the AI requiring super weapons. I got rid of the player entities (so all tech shows up again) and did as you suggested: set tactical req of cannons to 99 and set AI to build 0 mines. It worked! Just played a game with no AI minefields (although they still built mobile mines for advent carriers, just never deployed them) and no cannons. Thanks for the help :)
GDSR
[quote who="Stant123" reply="5694" id="2974996"]Quoting jtillung, reply 5693 Any quick fix for the crash with diplomacy tech? From what I've seen so far, it will crash with a dump after researching the ability to offer others cash/missions. Haven't experienced that one myself, but I'll try to get a couple dozen games in this weekend to see what happens depending on if a new patch is released or not.[/quote] I can confirm that this exact cras
I'm kind of new to modding but I wanted to make a small mod that just removes mines and super cannons (novalith, deliverance, kostura). I'm playing with Distant Stars b4 and diplomacy 1.31, so I created a new mod, copied the playerxxx.entity from the Distant Stars mod folder into my new mod folder, used the dev tool to turn them into text, then removed the technologies for mines and cannons and adjusted the numbers. Then when I run Sins I load my new mod on the top of the list, follow