Detailed Worlds

Detailed Worlds 2.12

Replacing the Resourcegenerator in Detailed Worlds with the generator located in the Civ 6 folder also seams to work. I guess the same effect as @[to_xp]Gekko's sollution
 
Am i supposed to overwrite my current folder, or replace it with your download? I assume i have to replace it :)
 
The last update was in December, and Seven05's last post in this thread was Feb 26th.

:(

Is this now a dead mod? I hope not, it's too awesome to die!!
 
Last edited:
I really like these maps but I'd like to lower the number of long mountains ranges/clumps while still preserving some more or less isolated mountains (to leave more of the map hospitable).

Any way to do this (using the Pangaea script). Have tried to play with the parameters extra_mountains from DWPangaea.lua and mountains from MountainsCliffs.lua but I'm having a hard time finding out exactly how they control this.

\Skodkim
 
Hi skodim :) Don't like the long mountain ranges either, but i just set the world age to old. I know this is not what you are asking for, but maybe give it a try? :)
 
A PSA for those continuing to use these scripts...

I would suggest you take a close look at the updates that were made to the (vanilla) common utility scripts that this mod changes. Firaxis committed updates to several (e.g. RiversLakes.lua, ResourceGenerator.lua, etc) and you will override those while Detailed Worlds is active. This is true even when not playing a DW specific map script, since the utility scripts are shared assets.

In particular, there are substantial changes to rivers and lakes generation, as well as to plot scoring and placement of sea resources. This is handled by the utility scripts. They've also updated the map scripts themselves.

This is what I have marked as of the last update (summer). There may have also been updates during the previous (Aussie summer) patch that I've missed....

ResourceGenerator.lua
RiversLakes.lua
NaturalWonderGenerator.lua

Pangaea.lua
Continents.lua
Fractal.lua
InlandSea.lua
Island_Plates.lua
 
@Seven05 I was playing a game with this mod (and Larger Worlds) on the summer patch, and I noticed that no sea resources were appearing. Considering that the patch notes mentioned they were now not anymore considered part of a continent as that made some continents worse due to only having 3 land-based luxeries, I was wondering if it could have been something in this mod that broke the sea resource spawning. Do you have any idea?
 
@Seven05 I was playing a game with this mod (and Larger Worlds) on the summer patch, and I noticed that no sea resources were appearing. Considering that the patch notes mentioned they were now not anymore considered part of a continent as that made some continents worse due to only having 3 land-based luxeries, I was wondering if it could have been something in this mod that broke the sea resource spawning. Do you have any idea?
If you read a few post up you'll find a solution to the resources problem ;).
 
you can still use the mod if you remove the changes to map creation and just keep the detailed mapscripts, I've attached a file with those changes already in place
[Attached file: Detailed Worlds.rar (30.8 KB)]
Thanks, Gekko, that gets it working again!

Still, does anyone have the original base versions of the utility scripts that the custom versions were based on? If I could run a diff on the original and custom versions I might try my hand at bringing them up to date. The files in question being FeatureGenerator.lua, MapUtilities.lua, MountainsCliffs.lua, ResourceGenerator.lua, RiversLakes.lua, and TerrainGenerator.lua.
 
Is there a way to make it compatible with Expanded Economy?
It crashes when you create a game with that mod activated...
 
Is there a way to make it compatible with Expanded Economy?
It crashes when you create a game with that mod activated...

Well i absolutely don't know why, but after moving everything out to check compatibility one-by-one and moved again every folder in the mods one, it works now...
Weird, very weird...
 
Hello, I have noticed that there are no non-strategic water resources when I play with detailed worlds. So oil and shipwrecks might exist but whales and crabs wont.
I have turned off all other downloaded mods and have still seen this behaviour, however I have not turned off any mods that come with the game (although I am not using any of them)
I have only tried this with the Detailed Worlds Continents map script.

There is still some more investigation I can do, but I have to go now. Has anyone else noticed this behaviour?

Thanks
 
1.0.0.167 + Community Quick User Interface - CQUI (Sparrow fix) + Detailed Worlds MOD v1.2

When running the above and using a default map script or one from Detailed Worlds MOD, no water resources are placed. If the Detailed Worlds MOD is deactivated the water resources are placed normally.

Is this a known issue? Is there a fix? The prior version the CQUI and Detailed Worlds MOD worked fine.
 
1.0.0.167 + Community Quick User Interface - CQUI (Sparrow fix) + Detailed Worlds MOD v1.2

When running the above and using a default map script or one from Detailed Worlds MOD, no water resources are placed. If the Detailed Worlds MOD is deactivated the water resources are placed normally.

Is this a known issue? Is there a fix? The prior version the CQUI and Detailed Worlds MOD worked fine.
OMG look ONE post above yours!
 
Hi,
Is anyone getting a regular crash (Friaxis Crash Report) sometime around turn 90 with a Detailed-Pangea map? I always used this mod and never had a problem. But for my last session I added some other mods and now I am trying to track down where a conflict may be?
 
Back
Top Bottom