Small sidenote:
Regarding the importance of water ressources, you may check this here: https://forums.civfanatics.com/threads/any-way-of-increasing-rivers.604651/
It could be used to compensate the dead spot effect.
Great Idea!I would definitly appreciate a "repeat" option. At least for those "projects" at the end of the of the list (cant mind the excat name right now).
You don't need to abandon the game. All you need to do is rename / move the files named in the modinfo.
If the modinfo persists, but the files can't be found, then you can continue the game without the mod.
I really like this mod. I gave it a try in a previous version and experienced certain problems already documented by other users.
Now I will give another try, as quite a lot of bugs seems to be fixed.
I just would like to ask you one very small favour:
could you please add any version info...
Yes, I think can confirm.
The below values lead to lots of rivers of all length.
local riverSourceRangeDefault = 2;
local seaWaterRangeDefault = 2;
local plotsPerRiverEdge = 6;
As far as I can read the code, the numbers define certain conditions, where a river source can be put.
The values seems to have the followin meaning:
- riverSourceRangeDefault = distance in plots to the any other river source.
- seaWaterRangeDefault = distance in plots to ocean coast.
-...
There are some global parameters in GlobalParameters (all starting with "RIVER_").
But looking in the related LUA file responsible for rivers on map creating (\base\assets\maps\utility\riverslakes.lua) makes me think they are mostly ignored or capped.
So I suggest you to play a bit with the...
I already have modfied this parameter to 4.
The effect is that the city will use tiles more far way, but you will not able to "manually buy" anything beyond the 3 tiles limit. As far as I know, this would also require a change in DLL as it was in Civ 5.
AI will get the same amount of builder charges. I don't think that it will have any major impact and I havn't noticed any AI Builder swarms so far.
Nevertheless, it may be, that there is an impact on building strategy in early game.
Well, I do understand you thoughts. Of course it would be possible to also adjust the increase of charges from Pyramids and Public Works to keep the ratio of effects.
But my major intention was to have builders more like the ones in Civ 5. If you feel this will unbalance the game, then you may...
About actual status of LUA modding and known restrictions you may read this here: http://forums.civfanatics.com/threads/current-status-of-lua-modding.603706/#post-14543929
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