This member has provided no bio about themself...
So as you might be aware, a new DLC came out a little while ago. Part of this DLC includes a tweaked tech tree, which adds several new non-Titan techs, as well as a built-in Superweapon toggle.
Any chance of updating the mod to accommodate both of those?
Actually my bad, it works fine on 1.86.
With regards to removing titans, I agree that the random event titan needs to go (it can spawn before anyone gets their second capital ship, which imo makes it way too dangerous as it could spawn early on and then proceed to wipe out your colonies singlehandedly), but tbh the Occupied Planet titan should probably stay. For one, having a big fleet AND a titan makes it really, really difficult to start the victory condition in the first place, which ironically makes it balanced as it'd take about the same effort to wipe out the other players in the game; secondly, unless I'm mistaken the occupied planet titan doesn't roam, meaning unless you actively try to capture the occupied planet it won't bother you, which makes it fine as you pretty much have to WANT that victory condition to actually possibly lose any ships aside from scouts to that titan. This is in direct comparison to the Mad Vasari Titan, which wanders around and beats the snot out of anything that gets in its way, and randomly decides to jump to different systems, including the very real possibility on some maps to waltz over to your capital and solo you before you can get a good sized fleet to counter it. At least the occupied planet titan doesn't go hunting for you and just waits for you to come to the occupied planet before decimating your fleet.
Apologies for the double post, couldn't just edit the previous one for some reason.
Thinking back it was the Mad Vasari Titan event. Sorry if I sent you on a wild goose chase.
Also, the mod needs updating for 1.86, which just came out today. Figured a reply here would hopefully get the quickest response :)
Just an FYI, titans aren't completely removed by your mod now. I saw a militia owned Titan which was absolutely wrecking the AI ships attempting to pass through a star's gravity well, and without any titans to counter it it was impossible to kill. May want to look into that. 99% certain it's from the Outlaw Sectors DLC. Only good thing was that the titan thankfully did not decide to move out of the star's gravity well; had it done that it'd likely kill off that AI completely, and eventually begin nomming on my planets too.
EDIT: Further looking seems to indicate it has something to do with Vasari Loyalist's ability to summon the Dark Fleet for aid. I checked, and the ability seems to be missing for players. Oddly, when the AI did it the help immediately turned hostile and started shooting its own forces. Maybe it's not disabled properly on the AI?