Hey Doompants,
Did you touch artilleries in any way?
The mod '1.5x T2 Artillery Range, 75% cost' conflicts with yours resulting the game getting stuck during loading.
Yet that mod is a simple script changing only a few values dynamically:
LOG('[Blueprints.lua Line number 1 inside mod is line '..debug.getinfo(1).currentline..'] after hooking blueprints.lua!') -- printig the real line number after hooking
local OldModBlueprints = ModBlueprints
function ModBlueprints(all_blueprints)
OldModBlueprints(all_blueprints)
for id,bp in all_blueprints.Unit do
-- build Category Array for faster access like "Categories.LAND" or "Categories.EXPERIMENTAL"
local Categories = {}
for _, cat in bp.Categories do
Categories[cat] = true
end
if Categories.TECH2 and Categories.STRUCTURE and Categories.ARTILLERY then
if bp.Economy.BuildCostMass then
bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * 0.75
end
if bp.Weapon then
-- Loop over all Weapons
for _,weapon in bp.Weapon do
if weapon.MaxRadius then
weapon.MaxRadius = weapon.MaxRadius * 1.75
end
if weapon.MuzzleVelocity then
weapon.MuzzleVelocity = weapon.MuzzleVelocity * 1.25
end
if weapon.ProjectileLifetimeUsesMultiplier then
weapon.ProjectileLifetimeUsesMultiplier = weapon.ProjectileLifetimeUsesMultiplier * 2
end
end
end
end
end
end


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