MagisterCultuum
Great Sage
I definitely don't think that Disciple units should be immune to conversion to all religions. A huge part of the reason you would want to convert rival units to The Children of The One is because the priests who convert are automatically disbanded. I suppose I could do the same for priests who abandon their faith to worship a dragon. It would still leave units like Satyrs to revert to their original religion.
I just reduced Rebellious's <iBetrayalChance> to 10 instead of 20.
I've considered making Dragon Fanatics <bAlwaysHostile>1, but then they wouldn't be able to enter rival cities to spread their religion there. I suppose I could change their Evangelize_city ability to work at a distance though, perhaps just merging it with Evangelize_Units
(For those who don't know, <bAlwaysHostile> works like <bHiddenNationality> as far as allowing it to attack and be attacked without officially being at war. It does not however make the unit appear to be a barbarian. Players could still see who is sending the units after them. This tag was added to CIV4UnitInfox.xml for vanilla BtS, but not used by Kael and not extended to CIV4PromotionInfos.xml like <bHiddenNationality> was.)
I just reduced Rebellious's <iBetrayalChance> to 10 instead of 20.
I've considered making Dragon Fanatics <bAlwaysHostile>1, but then they wouldn't be able to enter rival cities to spread their religion there. I suppose I could change their Evangelize_city ability to work at a distance though, perhaps just merging it with Evangelize_Units
(For those who don't know, <bAlwaysHostile> works like <bHiddenNationality> as far as allowing it to attack and be attacked without officially being at war. It does not however make the unit appear to be a barbarian. Players could still see who is sending the units after them. This tag was added to CIV4UnitInfox.xml for vanilla BtS, but not used by Kael and not extended to CIV4PromotionInfos.xml like <bHiddenNationality> was.)