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- Mar 5, 2017
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Pearls and whales, as luxury resources, generate tied to a specific continent. This has two problems:
1. It takes the place of a land-based luxury, making that continent's land comparatively less fruitful
2. It leads to massive clumping in the coastal waters around the assigned continent
How can we stop this linkage? Hellblazer's NQ mod appears to accomplish this via importing the Civ 5 AssignStartingPlots lua. I'd like to avoid this solution because I think it's heavy-handed. Here's what I THINK is the relevant part from the ResourceGenerator lua:
Of course, it may be somewhere else in the Lua...Any ideas? I'm stumped.
1. It takes the place of a land-based luxury, making that continent's land comparatively less fruitful
2. It leads to massive clumping in the coastal waters around the assigned continent
How can we stop this linkage? Hellblazer's NQ mod appears to accomplish this via importing the Civ 5 AssignStartingPlots lua. I'd like to avoid this solution because I think it's heavy-handed. Here's what I THINK is the relevant part from the ResourceGenerator lua:
Code:
function ResourceGenerator:__PlaceWaterLuxury(eChosenLux, eContinent)
-- Compute how many to place
local iNumToPlace = 1;
if(self.iOccurencesPerFrequency > 1) then
iNumToPlace = self.iOccurencesPerFrequency;
end
-- Find the water luxury plots
for k, v in pairs(self.aaPossibleLuxLocsWater[eChosenLux]) do
self.aaPossibleLuxLocsWater[eChosenLux][k] = nil;
end
coastalPlots = Map.GetContinentCoastalPlots(eContinent, 2);
for i, plot in ipairs(coastalPlots) do
local pPlot = Map.GetPlotByIndex(plot);
local bIce = false;
if(IsAdjacentToIce(pPlot:GetX(), pPlot:GetY()) == true) then
bIce = true;
end
Of course, it may be somewhere else in the Lua...Any ideas? I'm stumped.
Last edited: