I have not had much time to mess with this. The little spare time I had I have played some Civ. However, I did get a chance to mess with something the other day. I tried removing the " + iBonusMajor" and " + iBonusMinor" from the StartPositioner.DivideMapIntoMajorRegions call. This was in the...
Finally got a chance to try this. It worked out fairly well. It appeared to be an improvement on the base script. What is the thinking behind the crunch? How well do you think you will need to balance the weightings of the fall back to account for it? If I have suggestions or ideas where would...
Finally got around the looking at this, and I thought the same thing. At least they fixed their most obvious bug. I am not sure why they would risk making changes to the MinorCivBuffer routine when they have tried to fly this patch under the radar.
Hopefully this is the right place to ask questions ...
After playing around with modding for the first time this patch (shameless plug) I wanted to look at boosts. Is it possible to have multiple boosts for the same tech/civic? Alternatively, can you trigger the same boost multiple times...
I have never played a cramped map by increasing the number of civs and city states before. I just ran a test using this mod and on a standard continents map with civs and city states at max they were all placed nicely apart. I have only run one test, and I never played like this on previous...
Yes, this is my understanding. Like I said previously this was never about improving their code, only about fixing the bugs that were left in. There are a whole series of improvements that could be made over their base code, and I have no desire to defend it. I am actually interested in the...
After a bit of playing I think I have something that fixes Firaxis bugs. Not initialising pFallBack to nil was part of the problem, which then led me to find another problem I had created. When the script finds a plot that passes all criteria it executes
TryToRemoveBonusResource and...
Mostly I agree with you, but it is strange to me. The changes in SetStartMajor and SetStartMinor should make them more likely to return a plot not less and therefore more likely that the number of regions used stays small and less likely that the second loop for failed placements runs.
You...
I implemented something like this but with: impassable, water, distance less than 5 = instant fail. Then run the remaining fallbacks as before to get a least worst. This looked good for several runs but then I started getting cramped starts again: a few less than 4 and one start with 2 civs side...
I didn't get much chance to look at this last night, as I actually had a stint playing the game. But the more I look at it the worse it gets. I haven't even started on the fertility function yet!
If the minimum distance has increased then it tallies with what I have been seeing. After getting...
As requested I have uploaded this to Steam Workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1178781732
I will be updating this one in a minute to match. There are no material changes, but I am slowly figuring out ModBuddy so I put an actual version number on it.
I have also ran...
I was waiting for a bit of feedback to check it was at least "working" before posting to steam. Since it seems to be the case I will try to put it up this evening.
As for fixing their bugs, it wasn't a highly time consuming thing, and it allowed me to play the game a bit over the weekend so it...
So in your opinion the changes are worse than the Summer 2017 starts? As I didn't make the changes (only fix Firaxis work) I am trying to gauge whether they were heading in a good direction.
Thanks. I had noticed the 0 check myself but as you point out it makes no real difference as an...
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