Two questions from a newie

The art one means that the game wont work at all. Sigh. I went through before v37 and checked that they all worked OK.

If you have not started a new game since then there will be a PythonErr.log (not PythonErr2.log) it will have all those errors in them. I have a bit of time this morning so I will have a look myself.

edit Mammoths, Zebra, Big Cats, Deer and Llama are the ones I never got to. That is why they are in a separate folder. Fixing them is going to be a big job.

Instead of turning off all Alt_Timelines go into that folder and just turn off everything except Megafauna and Crystalpunk. That is based on the errors you posted. I have not checked it all out myself yet.
 
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I did not have as much time as needed yesterday.
  • CrystalPunk
  • StarPunk
  • SpacePunk
  • Zebra
  • Mammoth
  • Big_Cats
at least are not modular at the moment. Some of the post apocalyptic units aren't either but I think they are spread across modules so haven't figured out them at all.

Also turning off Llamas will severely affect nations starting in the South American region of the map. Maybe these should be moved to a folder called Balance/South_America to make that clear. It would make it clearer what modules are specifically for balance.

It does mean that you can turn off the other Punk mods and the Megafaun_Units mod.
 
I did not have as much time as needed yesterday.
  • CrystalPunk
  • StarPunk
  • SpacePunk
  • Zebra
  • Mammoth
  • Big_Cats
at least are not modular at the moment. Some of the post apocalyptic units aren't either but I think they are spread across modules so haven't figured out them at all.

Also turning off Llamas will severely affect nations starting in the South American region of the map. Maybe these should be moved to a folder called Balance/South_America to make that clear. It would make it clearer what modules are specifically for balance.

It does mean that you can turn off the other Punk mods and the Megafaun_Units mod.

Thanks a lot for your response.

So this means some of the punk modes are in fact modular and others are not. It´s ok, I´ll play without disabeling them so I dont mess up with the files.
Just to know in case I start a new game, how do I turn off some mods in particular and not the entire alttimeline?

Do I have to go here: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond The Sword\Mods\Caveman\Assets\Modules\Alt_Timeline?

And then enter in each directory and disable them? How would I do that? Would it be savegame compatible?
 
Work has been done on making things modular it is just that when a big piece of work in merged into the core part of the mod such things get out of wack for awhile.
Thanks a lot for your response.

So this means some of the punk modes are in fact modular and others are not. It´s ok, I´ll play without disabeling them so I dont mess up with the files.
Just to know in case I start a new game, how do I turn off some mods in particular and not the entire alttimeline?

Do I have to go here: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond The Sword\Mods\Caveman\Assets\Modules\Alt_Timeline?

And then enter in each directory and disable them? How would I do that? Would it be savegame compatible?

In C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond The Sword\Mods\Caveman\Assets\Modules\Alt_Timeline there is an MLF file. That is where you turn on and off each module. At the moment you must leave on CrystalPunk, StarPunk, SpacePunk and Megafauna.

It should be 100% save game compatible but you may get error messages up front sawing UNIT_X is no longer available. This is not teh same as XML errors.
 
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