Fantastical

Fantastical 32-VI-27

prevent mountains with features on top of them in gathering storm
fix bug that limited the number of hills and mountains on realistic climate maps with arrakis rainfall
More consistent ocean drawing (maps with no continent on one side of a two-ocean map happen much less often).
Southern polar ice is no longer one hex larger than northern polar ice on realistic climate maps.
Fewer out of place terrains on realistic climate maps.
Number of oases scale with rainfall.
Fix bug causing climate realism maps to fail sometimes.
Allow rivers on maps with only inland seas.
Replace "jungle" in option descriptions with "rainforest".
More consistent forest/jungle temperature boundaries. Adjust temperature options to match slightly repainted climate grid.
Ensure map dimensions for nonwrapping maps are always even. This may have been causing crashes.
New Temperature option: Eocene, which has only jungle, grassland, and desert.
Arrakis Rainfall option now results in a map with only desert and snow terrain.
Fix a bug where tiles near jungle would be plains unintentionally.
River algorithm faster because it spends less time on tiny islands.
Adjust internal climate graph so that tundra is not slightly dependent on rainfall, tundra forest is less likely the colder it is, and allows Eocene and Arrakis options.
Possible fix for game crashing with random maps without Gathering Storm. Maps always have even dimensions (maps with odd dimensions caused crashes).
River generation is much faster, and tends to generate longer rivers. Both are most noticeable on very large maps with lots of land.
Fixed showing up twice in the map list.
Update for Gathering Storm, allowing ice melting, volcanoes, and named rivers. Some slight modifications to rainfall and temperature options so that they work as their descriptions say they do.

Known bugs: Sometimes a river label will show up nowhere near a river. It shows up twice in the map list.
map generates with Gathering Storm now
add to list of Gathering Storm maps, hopefully.
Someone let me know if it actually works, please?
added a CompatibleVersion tag to modinfo so that the game considers the mod compatible
Put a limit on the number of oasis tiles proportional to the total tiles of land on the map. Before this change, maps with a lot of desert and not much water had an alarming density of oases.
- added Rivers option to control amount of river-adjacent tiles on the map
- add reefs (rise and fall)

- reduce number of river segments blocked on both sides with mountains

- only use Lua's RNG when necessary (when there are random map options, or when wrapping is turned off)
- fixed random map options always choosing first available option. this might cause desyncs in cross-platform multiplayer games, because Civ's RNG is unavailble when map size is being decided, and Lua's RNG has to be used
- fixed bug with wrapping climate realism test maps for deciding map size
- put marshes back on the map (oops)
- test to determine whether to enlarge the map to give civs more room now uses the right values of random map options
- number of marsh tiles dependent on global rainfall
- map size increases if there isn't predicted to be enough land per civilization
- faster river generation
- large islands reduced from 1-3 polygons to 1-2 polygons
- fixed a bug that often placed jungles at very high latitudes
Adds the Region Size option. Setting it to "Tiny" is intended to create smoother Realistic Climate maps.
Just forgot to update the version number in the .modinfo, it is now 8
potential fix to multiplayer desyncs. with this update the script runs deterministically given the same map seed on my own machine, so in theory it should do the same among multiple systems.
- limit lake rivers from getting out of hand (which was keeping some other rivers from happening)
- revert back to TerrainBuilder RNG (still, i doubt the desyncs will be fixed)
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