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