Enlightenment Era Compatibility

@Enginseer Sorry, I'm confused. English is my 2nd language and there are many 'not's in your anser :) Are you saying that wonders.lua CAN be overwritten even if it's not in VFS?
All files are in the VFS as like that's the best I can explain it. When you set Import into VFS to true, this file will replace all file of the same name. Look at how my Compatibility Mods in Compatibility Civilization Thread replaced Lua files. Those Lua files aren't in the "VFS" as you might presume, but despite that Import into VFS starts replacing them.
 
Version 10 (new Version 1):
  • Fixed: no more CTD from Fasil Ghebbi :), also simplified code for FG promotion
  • Changed: Fasil Ghebbi Aura gives +25% (little less) but its range is 3-tiles now; also gives 100 HP & 10 Def to the city where was built
  • Changed: reactivated Crystal Palace (don't know why was disabled)
  • Fixed: removed double bonus for Kronborg; now it gives 50 HP & 5 Def for coastal cities and +50% production towards naval units

I had to change the mod id to be able to load it into Steam Workshop. So, now its Version 1 again. I also started a new thread in which I will post a summary of all changes.
Download: http://forums.civfanatics.com/resources/vox-populi-enlightenment-era-compatibility.25941/

The thread continues here: http://forums.civfanatics.com/threads/enlightenment-era-compatibility-contd.610282/
 
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Issue with the Skola it doesn't show up for some reason under Swedens uniques....
 
I think this mod broke the 'optimize/swaptimize' buttons in the tourism screen, they are gone for me after installing this anyways although that has happened before, more often than not it's from mod conflicts.
 
Why would this file not be loaded into VFS? A file doesn't have to be set to true does it not for it to override something.
I want to bring an old post for a moment. I put some time into testing various scenarios and it seems that you have to import it into VFS to overwrite another script. If you just load it with ImportVFS=0 there will be 2 separate scripts running independently. Just wanted to share this information.
 
My game still crashes after AI built Faisal Ghebbi
No, that's a different crash that if happens, it usually does in Industrial Era at the time when FG is also usually built. I have fixed it just yesterday and doing some testing as of now. Will post an update very soon, so will be able to continue the game.
 
Uh, hey. I just tried a game and there were several barbarian Cuirassiers going around from turn 1 in an ancient era start. Going to try now without any mods except EE, this, the CBP, and Cultural Diversity (can't play without that one) and see if the problem persists.
 
I've been expanding my mod list and thought to give EE a try because it seemed really interesting and well made. I was shocked by the VERY long load times (1+ minutes) caused by it. Even for reloads. Is this normal?

I ended up deactivating it and the CPP compatibility mod and loads became normal again. I don't care if load times are long (do them once a session and you're set) but I am worried that this may lead to crashes when loading saves later in a game, particularly on huge/marathon games.

What do you think? Is it just my machine? I have a lot of other mods installed lol
 
I've been expanding my mod list and thought to give EE a try because it seemed really interesting and well made. I was shocked by the VERY long load times (1+ minutes) caused by it. Even for reloads. Is this normal?

I ended up deactivating it and the CPP compatibility mod and loads became normal again. I don't care if load times are long (do them once a session and you're set) but I am worried that this may lead to crashes when loading saves later in a game, particularly on huge/marathon games.

What do you think? Is it just my machine? I have a lot of other mods installed lol

I only play on huge/marathon with CBO-EE for long.
Init. and reloads are longer than before. That's right. But who care ? As long you get a fantastic additional era.
Even after 1000 turns, I never experienced a crash.
(Typically : ~4mn30s when I reload a dozen of civs on a huge map. End game. E8400@4ghz 4Gb)
 
Jesus 5 mins?

Yep !
But wait, a ton of mods along
mods.jpg
 
Still having this Cuirassier problem! Barbarian Cuirassiers spawning from turn ONE! Is this not an issue anyone else has? I've used IGE to confirm the Barbarians don't have any techs they shouldn't have, so I can't fix it that way.
 
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