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.@Enginseer Sorry, I'm confused. English is my 2nd language and there are many 'not's in your anserAre you saying that wonders.lua CAN be overwritten even if it's not in VFS?
Same wonder in CSD.
- Changed: reactivated Crystal Palace (don't know why was disabled)
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.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.
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.My game still crashes after AI built Faisal Ghebbi
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