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That being, Sins of the Prophets for Stellaris has been updated to current game versions.
That's actually a good idea, but if you've read the discussion, he's got alot on his plate. Good thinking though possible for the future.
:Aside that, the reason me and yf22 started working together in the first place was because we believed in free modding and none of this copyright bullshit, we made the mod for the community because we both loved halo lore/style and at the time, there was nobody else doing it. Modding wise, if anything we made helps inspire or helps someone learn how to make something they want we were happy for them to reverse engineer it so they could make their own mod/version.
Considering Paradox's development model, that's not gonna happen and for most players it's a good thing since it means the game constantly expands.
"If they release a new stellaris, I ofc will recreate the basic's of this mod" providing they dont again throw the modding community under a moving bus and give us easy tools to update our mods and keep them up-to-date without stress.
+ I've not seen or heard from yf22 for coming up to 2 years now, I have no clue were/what he's doing.
"The main asset of the mod was the fact it entirely re-wrote the games coding into halo's plot, story arc, races, characters and factions.... we put in over a years on the other mod.....at tops you may be waiting years, "it entirely depends when they stop patching/ changing game hardcode for stellaris".
"Jun 8, 2018 @ 9:07am" Highly doubtful.
thank you 07
Been busy modding three kingdoms myself -