I was just flipping through the thread, and this caught my eye. Does all of this above possibly mean that the reason the mapgenerator tends to stick civs in those horrible (bad for the player, worse for the AI) all-forest starts is it thinks they can eventually be made into Ancient Forests?
And if so, that it can be 'fixed' by moving some things around in the XML? If so, what do I gotta do? And how much do you suppose I'd have to pay da boss to do the same?
Not quite.
It puts the forests down because it see's that (a) they provide hammers and (b) they don't reduce the food produced (those are the two conditions it checks). As soon as it finds something that does that, it will place that feature.
If Forests occur first in the XML, it'll place those. It won't even know that Ancient Forests existed. If the Ancient forests were first in the XML, you'd get those instead. In the default file Jungle is placed before Forest and I'd added Deep Jungle directly after that.
As Jungle doesn't add a hammer and does reduce food production, it was ignored by the check, but the Deep Jungle passed both conditions so it was spawning them.
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The only way to help prevent an all-forest start by this method would be to create a new feature that provided hammers. There are big balance issues to deal with here however, so you may prefer to use a Mapscript that prevents the forest starts (Cephalo's Creation prevents forest starts for any race other than the elves for instance).
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BeefontheBone said:
Heh. That was fast Will it break savegames? First post seems to be linking to patch A as far as I can tell.
It most likely will break save games (I tend to make Save-breaking versions into a full version rather than a Patch these days) - mostly due to the addition of a spell. Might be worth checking that though, as I haven't tested the SpellInfos for their effect on savegames.
I'd forgotten to remove the "Patch A" link - thanks. The main download is actually at the top of that post (it just links to the CivFanatics download database page and I update the actual link from there). The changes that were in Patch A from the last version are all included in this one.
BeefontheBone said:
Just discovered that birthright regained lets the Archos get a replacement Mother (and build Shrine of the Champion, as long as you do it before re-casting the spell). Not sure whether or not it's a gameplay problem, but thematically it doesn't make a huge amount of sense. <shrug>
Read her 'pedia entry
Any excuse for a Monty Python reference...
(it was a known "exploit" before the first public release, but I chose to allow it to be used. The only restriction I placed on it was that you couldn't use the Birthright Regained version of the spell to create a 2nd Mother if the first was still alive. That would just have been too mean)