Alt timelines

Shogu

Warlord
Joined
Jan 19, 2008
Messages
148
How to remove it in the middle of the game ...

I cant believe clockwork golems are still forced into players after so much time ....

All help appreciated.
 
Theoretically. Save and exit game. Turn off the module. Load game. You will get messages saying that the buildings and units have been removed.

I say theoretically because we are trying to make all these alt_timeline modules optional but some additions to C2C forgot to do so when added. It is something I would like to have in place for the next release.
 
Theoretically. Save and exit game. Turn off the module. Load game. You will get messages saying that the buildings and units have been removed.

I say theoretically because we are trying to make all these alt_timeline modules optional but some additions to C2C forgot to do so when added. It is something I would like to have in place for the next release.

Ok how do i disable module ??

I tried editing MLF_CIV4ModularLoadingControls.xml in alt timeline folder file but game crashes.
 
If you changed the 1 in the clock punk section to 0 and it crashes then sorry, we I need to get back to this and fix it.

Try just deleting the Unit folders but I doubt it will work either.
 
If you changed the 1 in the clock punk section to 0 and it crashes then sorry, we I need to get back to this and fix it.

Try just deleting the Unit folders but I doubt it will work either.

I remember there was a workaround in CIV4TechInfos.xml file. Somewhat making all those techs without "benefits"
 
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