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TreeSuccession

TreeSuccession 44

  • re-added lost CustomModOption, IMPROVEMENTS_EXTENSIONS
  • removed city found block in fire scare
    • improvement builds still blocked (it only lasts a few turns, and doesn't make sense to start chopping a bunch of burnt trees)
  • speculative fix for fire-related build override interfering with AI improvement builds
  • removed hp check on worker for extinguish (appears to be related to AI build bug)
  • fire malus removes gold, production, food in plot for duration
  • functionality for fire adjacent improvement pillage added (default off)
  • no more stuck promos
  • city fire event code, if active, should now actually trigger (still untested in-game, but hook bug is fixed)
  • AI now appears to prioritize extinguish at least some of the time (need to confirm further)
  • reworked logic for blocking builds -- speculative fix for extinguishing fires in wrong locations
  • fire should no longer spread on same turn it spawns
  • smoke should no longer move on same turn it spawns, or move and despawn
  • extinguish fire reduces worker hp to 1
  • worker must be full hp to extinguish
  • added -1 food to fire malus (-1 food and production total)
This version has only seen very basic testing so far (ie the simplest of firetuner scenarios for core features, some extras not yet reviewed; possible oversights both big and small).

I am publishing anyway as it will take me several weeks minimum to really log sufficient playtime on this to evaluate. On the other hand the wishful-thinker in me likes to imagine I got it all right on my first pass here. Pls help confirm everything is functioning as expected if you have time.

New features as follows:
  • fixed db/sql errors (did not affect gameplay)
  • added redundant calls to fire/smoke promo removal function -- are they still sticking when they shouldn't? we're now burning a few extra cpu cycles re-removing rogue promos in some cases, but its worth it if they're all gone
  • fire that does not remove trees leaves behind fire scar, temp plot effect (default 9 turns, see useroptions)
  • fire & fire scar blocks all builds (improvement & city)
  • worker can now extinguish fire: should be AI accessible, but do they actually extinguish (effectively)?
  • fire plot malus materially increased. smoke malus increased slightly.
  • forest fire event (if events enabled) should trigger on-map fire if worst choice is chosen (untested)
Will post bugfix version if/when issues are found and posted in discussion thread
fixed smoke/fire promo application/removal consistency
blocked smoke from moving into ocean (to mitigate dll bug with pre-astro embarked travel in features)
allow smoke to move over resources
additional mod options, see top of TreeGrowth.lua:
Spoiler :
1691212018861.png
same as last hour's version, with relevant VP CustomModOptions flag added. If you already downloaded, alternatively you can just add the following to the end of TreeGrowth.sql:
Code:
UPDATE CustomModOptions    SET Value = 1 WHERE Name = 'EVENTS_UNIT_ACTIONS';
Added wildfires: spawn temporary smoke plots and may remove forest (default 50% chance after 6 turns, customizable option)
Spoiler :
1690667866816.png


cleaned up old G&K code from original mod, updated & improved various functions.

Added better SV icons
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