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If anyone would like to give feedback on some of the changes you liked/disliked the most, that would be appreciated. Also, if anyone can tell me of any of the abilities that did not work correctly the first time around (which I hope was none of them), that would be extremely helpful as well.
Only saw the request now. That's my fix. Notes: I was wrong about the Dar_E_Mehr thing, herein rectified; The fix was OP, devised before RF; I haven't tested nor rebalanced this, but inserted a compatibility note into modinfo file that should allow this mod to work with RF and GS. Cheers!
I would not recommend such changes for game balance purposes, for reasons you point out (if all players found a religion, some beliefs get much weaker as conversion becomes harder, while other beliefs get much stronger as everyone has a different religion, and relationships may be more hostile on average).
Is that some thing you could tweak in this mod, or do you think that would make relgious wars upset to many diplomatic relationships and lead to a game of global hatred and war, hindering religous based alliances? Or maybe allowing all players in the game to found a religion, would cheat early religion players of their shot at victory?
In any case, if you or anybody knows of a mod that makes a No Limit Relgion game, I would love to try in conjunction with your mod. Thanx :D
@pauloel7 I'm glad you love the mod! I have no idea what might be up with the pantheons though. I haven't changed anything about how Pantheons work. Maybe another mod?
As this mod of mine is currently outdated due to the R&F patch and I still have a long way to go before releasing the R&F version, I recommend you just use the other mod (assuming theirs IS compatible with R&F. If not, use whichever you prefer) and check back when I've released my new version. Sorry!
@Zeofar Interesting! Maybe they renamed it in the base game files. Thank you for this; it will help me narrow down the search. And I'm glad you enjoy the mods!
@pauloel7 No, it does not. However, the expansion patch supposedly fixed that bug, as far as I know
So I'm glad to hear that the mod "works" with Rise & Fall. I will continue with my previous plan to learn how the base game is intended to work, and then develop a new version of this mod with that in mind. Hopefully there are some more interesting things I can do with the new mechanics =)