I don't have a flying clue what is going on. This is the official modder talking:
YOU NEED TWO COPIES (ONE LABELLED "v11.1", ONE WITHOUT A SUFFIX) TO PLAY IN THIS GAME. WHAT IS INSTALLED IN THE SECOND ONE DOESN'T MATTER, SAVE ITS ART FILE (WHICH HAS NOT BEEN CHANGED IN ANY VERSION OF EITB).
All of your assumptions about the effects this will have are wrong. To be explicit, it can run fine if you play solely in a relabeled EitB directory - this screws things up, however, for other games people are involved in (and prevents me from doing any modding work).
Based solely on your last post, none of those issues will come up. What DaveV did, is to open the WB save he had of this map with his own v11.1 version, and launch the game off that. As virtually nothing is saved in WBfiles, and no version of EitB has altered it suffeciently to break games, this means all settings are launched in there, and not predetermined earlier (apart from obvious ones like Raging/No Barbs and etc.). Once this is setup, none of the individual players xml/python files in the mod matter - as in, if you change the beaker value of Calender to 500b, the value will remain unchanged (even if all players did this). The only thing that could happen is it could fail to open the game, but you can't cheat by altering your own files.
Edit: Also, please could you not ever try to open the PBEM save to edit it?
Leaving aside the v11/v11.1 side-by-side - I'm currently playing with a buggy version of v12 alongside my one, but it won't change anything. Only the art assets are referred to in the EitB file, and that hasn't changed since at least v9.
And yes, it's an inelegant solution - but I'm currently playing in 3 different version games, whilst developing another. I have 5 copies of EitB in the raw folder (not to mention 4-5 sitting around at various places as backups - and remember these files aren't removed from your downloads automatically), another 4 of "FFH" (thank the Lord that EitB is run standalone rather than overriding a FFH file, like almost every other mod), and a couple of RBMod. At the end of the day, it's a mighty impressive setup for a game released nearly 10 years ago that it still runs as it should.
YOU NEED TWO COPIES (ONE LABELLED "v11.1", ONE WITHOUT A SUFFIX) TO PLAY IN THIS GAME. WHAT IS INSTALLED IN THE SECOND ONE DOESN'T MATTER, SAVE ITS ART FILE (WHICH HAS NOT BEEN CHANGED IN ANY VERSION OF EITB).
All of your assumptions about the effects this will have are wrong. To be explicit, it can run fine if you play solely in a relabeled EitB directory - this screws things up, however, for other games people are involved in (and prevents me from doing any modding work).
Based solely on your last post, none of those issues will come up. What DaveV did, is to open the WB save he had of this map with his own v11.1 version, and launch the game off that. As virtually nothing is saved in WBfiles, and no version of EitB has altered it suffeciently to break games, this means all settings are launched in there, and not predetermined earlier (apart from obvious ones like Raging/No Barbs and etc.). Once this is setup, none of the individual players xml/python files in the mod matter - as in, if you change the beaker value of Calender to 500b, the value will remain unchanged (even if all players did this). The only thing that could happen is it could fail to open the game, but you can't cheat by altering your own files.
Edit: Also, please could you not ever try to open the PBEM save to edit it?
Leaving aside the v11/v11.1 side-by-side - I'm currently playing with a buggy version of v12 alongside my one, but it won't change anything. Only the art assets are referred to in the EitB file, and that hasn't changed since at least v9.
And yes, it's an inelegant solution - but I'm currently playing in 3 different version games, whilst developing another. I have 5 copies of EitB in the raw folder (not to mention 4-5 sitting around at various places as backups - and remember these files aren't removed from your downloads automatically), another 4 of "FFH" (thank the Lord that EitB is run standalone rather than overriding a FFH file, like almost every other mod), and a couple of RBMod. At the end of the day, it's a mighty impressive setup for a game released nearly 10 years ago that it still runs as it should.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.