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Fall 2017 Start Position Fix 3

@UglyBoy I finally got some time to investigate the starting plots script. Nice work on your mod! I started working on my own mod that goes further than just fixing the obvious bugs in the starting script. I took the approach that I mentioned above here, of weighting starts according to how closely they follow the balancing rules & distances. I am not quite ready to release it on Steam Workshop & CivFanatics, but you are welcome to check out my civ6-capslock repository on github for the work in progress. Hit the download button to get a zipfile that you can unpack in your mods directory.

Update: I posted the mod to the CivFanatics resources and Steam Workshop.
 
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@UglyBoy The official hotfix looks very similar to your mod. There is an additional bit where they split the self:__MinorCivBuffer() method into two separate parts (one for minor-major and one for minor-minor). But overall it looks like the initial version of your mod. I don't think they even caught the problem you did where the function returns garbage if there is no good fallback.
 
UglyBoy and BWS - thanks for all your work getting these fixes (and information!) out to us players better than the official dev team can :)
 
@UglyBoy The official hotfix looks very similar to your mod. There is an additional bit where they split the self:__MinorCivBuffer() method into two separate parts (one for minor-major and one for minor-minor). But overall it looks like the initial version of your mod. I don't think they even caught the problem you did where the function returns garbage if there is no good fallback.

Finally got around the looking at this, and I thought the same thing. At least they fixed their most obvious bug. I am not sure why they would risk making changes to the MinorCivBuffer routine when they have tried to fly this patch under the radar.
 
Just came across this, using this mod, I don't think it's working perfectly.

upload_2017-12-28_9-50-23.png
 
Thanks for the report! Do you have a map seed? I have occasionally seen results like this too, especially on maps with limited space like Island Plates. I think it's a consequence of city states having smaller buffer zones. The end result is that sometimes they end up in regions that are technically big enough to satisfy the rules but a little too tight to really settle all of them. I have some ideas that could prevent it & a test case for debugging would be helpful.
 
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