Hi, I just started to get into modding, and wanted to make a simple mod that removed mines/super weapons and anti structure cruisers since the AI spams them making defense with a starbase essentially pointless since a fully upgraded one dies in 10 seconds to a swarm of orgrevs. Mines are worse, since each planet you take requires spending 30 min microing a frigate to kill the mines one at a time because if there is more than one ship in the immediate area they like to spread out and run into the mines...
Anyways, if I remove the research and build options for the minelayer cruiser, and superweapon from the Vasari factions the game runs fine. However if I attempt to change anything for the Advent or TEC the game will minidump at the 2nd pirate raid (if pirates are turned off it crashes at the same time the pirate raid would happen 30 min)
I should also add, then even if the advent or TEC are not in a game, once I alter anything in their files the game will crash.
If anyone might have an idea/knows what causes this an answer would be most appreciated because I can't figure out why changing the player factions has an effect on the pirate faction, even if they are not enabled.
I only have the GameInfo folder in the mod folder an have tried the following configurations in regular and devmode with the same results.
All GameInfo files
Only Edited GameInfo files
All Reference files
The only files I have tried to edit so far are the following with the removed lines
PlayerPhaseLoyalist and PlayerPhaseRebel
PlayerPsiLoyalist and PlayerPsiRebel (causes crash at 2nd pirate raid)
PlayerTechLoyalist and PlayerTechRebel
entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_CANNONTECH_LOYALIST" (and Rebel variant)