Trying to implement this method for mods compatibility, it seems that new files (ie not replacing a game's file) imported in <FrontEndActions> are only accessible for inclusion in a replacement of a game's file when the application is launched.
When starting a game then going back to the main menu, those new files are not included again.
Example:
End of a modded AdvancedSetup.lua imported in <FrontEndActions>
Beginning of AdvancedSetup_YnAMP.lua imported in <FrontEndActions>
lua.log when going into the setup screen after launching the civ exe
lua.log when going back to the setup screen after having started a game then quitting to main menu:
When starting a game then going back to the main menu, those new files are not included again.
Example:
End of a modded AdvancedSetup.lua imported in <FrontEndActions>
Code:
-- Mod Compatibility <<<<<
print("Including AdvancedSetup_* files...")
include("AdvancedSetup_", true);
-- Mod Compatibility >>>>>
Initialize();
Beginning of AdvancedSetup_YnAMP.lua imported in <FrontEndActions>
Code:
print ("loading AdvancedSetup Add-on for Yet (not) Another Maps Pack...")
lua.log when going into the setup screen after launching the civ exe
Code:
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: loading AdvancedSetup with include for mods... (from Yet (not) Another Maps Pack)
AdvancedSetup: Including AdvancedSetup_* files...
AdvancedSetup: loading AdvancedSetup Add-on for Yet (not) Another Maps Pack...
AdvancedSetup: There are 6 participating players.
lua.log when going back to the setup screen after having started a game then quitting to main menu:
Code:
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: loading AdvancedSetup with include for mods... (from Yet (not) Another Maps Pack)
AdvancedSetup: Including AdvancedSetup_* files...
AdvancedSetup: There are 6 participating players.