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Old November 17th, 2009, 01:37 PM
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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

Over the past week or so I have been in a King Arthurish mood. Watched Excalibur and King Arthur with the wife because she had never seen either one. Anyway, I want to give this mod a spin but I have a few questions before I try it out.

Will I face any problems integrating this mod with my uber mod I use? It's no problem for me to change IDs to make sure units, items and even the nation do not overlap.

I thought I read somewhere in this thread that you added spells that overlap another nation's spells. Which spells are overwritten, why are they overwritten and what would I lose by disabling the spells if they cannot be moved to the modding range of spells?

How playable is this mod in it's current state? I've noticed a lot of modders now they never actually put a 1.0 next to their mods. Is this nearly a 1.0 version that will only see minor changes in the future or is this a mod that will undergo many updates and changes, making it look completely different than it does now? The reason I ask this is if the mod gets radically changed from now until a 1.0, I don't want to do a lot of leg work updating a modified version of it.

Thanks again for your efforts, I especially love your spriting .
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