Burnt Forests

Joined
Oct 29, 2014
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Novigrad
I have a question regarding the recent addition of burnt forests. Do they grow back or are they gone permanently?
 
Okay, how long is it supposed to take?
 
ancient forest growing in taiga/tundra are losing terrain damage, is that intended or bug?
 
ancient forest growing in taiga/tundra are losing terrain damage, is that intended or bug?
It's been that way since terrain damage was introduced, I think it's a side effect bug related to how oasis remove damage from deserts in code.
It's probably unintended, no ones bothered to change it though.
 
ancient forest growing in taiga/tundra are losing terrain damage, is that intended or bug?
I believe it was intended to show that it's such a dense forest that you can more easily find ways to survive and go unharmed in that tile.
 
RNG? Also I discovered guilds so I replanted a young forest on the plot, now I can not build a lumber mill. Is that intentional or a bug?
 
RNG? Also I discovered guilds so I replanted a young forest on the plot, now I can not build a lumber mill. Is that intentional or a bug?
Nothing was adapted to use young forest and ancient forest, if it already used forest feature.
 
So young forest improvement is useless for now. Wonder if I can fix it myself.
 
So young forest improvement is useless for now. Wonder if I can fix it myself.
You work the young forest to make it fully grown. Then you can put a lumber mill on it.

You can't have two improvements on the same plot. The young forest improvement upgrades to a forest improvement which is replaced in python with a forest terrain feature when it is built. This is also the way terriforming works. When you use terriforming to put a forest (improvement) on a plot then as soon as it is built it is replaced in python with a forest (terrain feature). Or that is how it used to be done. I think some of this is now done in the dll and controlled by the XML.
 
You work the young forest to make it fully grown. Then you can put a lumber mill on it.

You can't have two improvements on the same plot. The young forest improvement upgrades to a forest improvement which is replaced in python with a forest terrain feature when it is built. This is also the way terriforming works. When you use terriforming to put a forest (improvement) on a plot then as soon as it is built it is replaced in python with a forest (terrain feature). Or that is how it used to be done. I think some of this is now done in the dll and controlled by the XML.
This has changed though, young forest is no longer an improvement, it is a feature.
RNG? Also I discovered guilds so I replanted a young forest on the plot, now I can not build a lumber mill. Is that intentional or a bug?
Random Number Generator.
A lumber mill needs a proper forest to make any kind of sense imo.
 
Well that burnt forest feature is weird in my opinion. The forests burned down in the ancient era, I was halfway through the medieval era and they still had not regrown. So thank goodness I am to able to replant the forests and with a little XML tweaking actually work the plot with up to date improvements. Time for a break from C2C before I lose my mind.
 
A lumber mill needs a proper forest to make any kind of sense imo.
Guess we should remove the option from light forests (savannah) then.
 
Guess we should remove the option from light forests (savannah) then.
lol, yeah, didn't know it was available on savannas.
Spoiler Places like this isn't really ideal for the lumber business :
Tarangire-Natpark800600.jpg
 
I suppose I felt you could get some amount of wood from it so why not, but I guess if they did take much wood for construction uses from here it would completely deforest in a round so would represent a chop more than an ongoing improvement.
 
I suppose I felt you could get some amount of wood from it so why not, but I guess if they did take much wood for construction uses from here it would completely deforest in a round so would represent a chop more than an ongoing improvement.

I suggest keeping it for preshistoric and ancient gathering camps, but ditching the lumbermill.
 
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