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 在 Youtube 上
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Anyway, enough of my rambling.. I just wanted to say the conflict was NOT caused by your mod, sir.
(2/2)
I'd confused your mod for another that I downloaded at the same time.
Your mod DOES NOT conflict with changes made to; export_descr_buildings.txt
Additionally, for anyone who might be curious. My efforts were semi-thwarted when it became clear that getting into just about any battle would crash the game. Now... WHY letting all Roman factions build each others religious buildings (which SOMEHOW uncapped the number of allowed religious buildings per settlement) would cause the game to crash when attempting to load a battle, I'm sure I don't know!
It was certainly interesting to see that every settlement, worldwide, had built between 3 and 10 religious buildings.. but alas, it just wasn't meant to be..
(1/2)
Another really strange thing was... I'd edited the 'buildings' file so that all of the Roman factions can use all of the Roman Temples.
Strangely though... despite that being the ONLY change I made.. It seems to have removed the cap of "Religious Buildings Per settlement". So, every faction, and every town/city has between 3 and 9 religious buildings....
And considering the fact that the ONLY changes I made were the Buildings file, and even then, all I did was add the +2 Roman factions to the preexisting ones for each roman temple type.
As a result, every single town/settlement has between 3 and 9 religious buildings, lol.
I do have a question though... In what way does this mod change the buildings file?
I made some changes to my buildings file to allow for all 3 roman factions to build each others religious buildings (so each Roman faction has access to 9 different religions. The changes worked just fine..but upon loading the game with this mod activated, it suddenly STOPPED working, and went back to the original/default religious building availability & system/restraints.