Maritime Weather+

Maritime Weather+ 5

It seems the black spot is due to lake_victoria_decal_diff.dds that looks like this.
I should've explained in more detail, to save some effort -- I also took the model and textures out of the fpk. I tried to lighten up one of the texture files a great deal -- however I think the texture file I modified is a different one from the one you've identified, i'll try again. Thanks for pointing it out!

I wonder if this could serve also as lava for your volcanoes? ie we brighten this texture up to be really orange/red?

edit:

I have 2 procedural models in-mind for flood plots; pls comment:
first, the plot itself:
  • plot option 1: flood is improvement/feature hybrid, same moves malus as storm but w/o sight penalty (storm is getting -1 moves when starting turn in storm plot thanks to new vp update)
  • plot option 2: flood is resource/feature hybrid, feature-based moves malus only (no -1 when starting in plot as this is an improvement table value -- advantage it can affect plots with improvements built by players)
second, the procedural rule:
  • procedure option A: flood spawns when storm despawns over eligible land plot, then sticks around for x turns before disappearing -- simple and predictable at-a-glance
  • procedure option B: flood moves with similar rules as storms, moving towards plots that are adjacent to water or fresh water then despawning, to simulate some sort of thematic 'drainage' -- this will be more dynamic and give sense of water as alive and circulating rather than static, but maybe wonky gameplay
Each option and combo could work -- I'm leaning slightly towards experimenting with 2B first, as this has greatest thematic potential and this mod is primarily a thematic-effect mod
 
Last edited:
I don't think a moving flood is necessary.
Lava sounds great!

I noticed today that my Scout can explore the Ocean tiles before Compass if I hop between Storm tiles, which I can enter from an adjacent Coast!
 
I noticed today that my Scout can explore the Ocean tiles before Compass if I hop between Storm tiles, which I can enter from an adjacent Coast!
lol yes this is a bug that nearly sunk this concept -- in fact i had it shelved for a year+ after discovering this -- There's an open issue on git from 2 years ago, lots of detail there https://github.com/LoneGazebo/Community-Patch-DLL/issues/9973 seems to be a great mystery

Eventually though, I made some bandaid code: if you end turn in one of those storms and youre not supposed to be there, the lua will move you back.

...buuuuut i just forgot to account for 4-move scouts, so they can move clear through to the other side in one turn and evade the bandaid. will adjust this next time, probably just slap an extra move or half move on the scout units in storms, to make sure they get caught there and moved back. any 4-move embark unit will be same, lmk if you think of any

I don't think a moving flood is necessary.

i've been back and forth in how to approach this, though i tend to agree -- still looking at possible procedural ruleset that can reflect some kind of drainage but it wont be elaborate
 
Last edited:
I noticed today that my Scout can explore the Ocean tiles before Compass if I hop between Storm tiles, which I can enter from an adjacent Coast!
do you recall how many embark moves you had on your scout? my new update will cost embark units 4 moves, but are there any 5 embark move units pre-ocean travel? (or more? ie via other mods or vp recon etc.) Whats the max pre-ocean embark moves I'd ever have to catch for? As long as pre-ocean embark units always end turn in the first storm they enter, my bugfix will catch them

edit: rn storm is base 3 move cost -- iirc its same cost in hill vs flat (its possible to have hill cost more but idk if its worth the extra code) -- submarine ignores, hover unit gets extramove

my wip update currently gives embarked units extramove in storm (ie it will be 4 moves for all embark unless they have bonus movement in the plot) (also -20% attack for air units into storms)

alternatively, could increase base move as high as 6, and give sea domain units double move to drop their movement to 3 -- with extramove on embark we get as high as 7 move cost for storm and certainly catch all possible early explorers.... this too much tho?

another alternative is just to enable halfMove but thats another modoption and more lua hooks firing -- trying to keep this super-efficient since its doing a lot of things on the map

depending which move cost model, will also add some kind of bonuses to some frogman and amphibious etc.
 
Last edited:
I think England maybe extra embarked moves?
I thought like you the solution is something like
gives embarked units extramove in storm
The more hacky solutions probably arent worth for how rare it is
 
Tekamthi updated Maritime Weather+ with a new update entry:

balance & feature adjustments

  • promos now affected by storms:
    • weather sensitivity (added to all air units): -20% attack in plot
    • hover unit: -20% CS in plot
    • recon experience: +1 move
    • embark (all variants): +1 move
    • navigator II & frogman: double move (ie half move cost)
  • additional user options to control storm despawns over land (default 0% in fresh water, 5% in coastal, 15% inland)
  • storm update frequency option now set to game speed ie storms only spawn/move/despawn every few turns (can set back to every turn if desired, see top of MBweather.lua)
  • city build block disabled
  • better code for table management (tracking tables will no longer fill endlessly with nil entities)
  • (-1 movesChange added to plot but not working due to bug in VP, reported on github)

This should have all the features desired for the storm plot itself, more or less -- some small but important changes to the tracking tables and code that operates them, keep an eye out for any weird behaviors (ideally with eye on firetuner console window -- mod should have basic print output when its running main functions)
 
idea was raised to make a feature-only, no movement version of this mod -- it should be pretty easy, and may reach a wide audience if kept compatible with vanilla -- but I think to make it feel complete, will need to be filled out with yields and unlocks etc.

here's the basic plan, help me fill in blanks:
  • use only vanilla tables and columns
  • -1 food base
  • +1 food on sailing tech
  • +1 faith on x pantheon
  • +1 science on y tech
  • +1 culture on z ????
pls make any other suggestions desired for this other version -- its not something i will use so much, so looking to those interested to supply particulars. That said, we may end up using the yields in the dynamic version as well...
 
Yields don't really matter. The idea is to just have them affect sight/movement.
 
added feature-only, (almost) no lua version to 2nd post.

it does use lua to place storms at start of game but otherwise just a bunch of db entries. Need helping figuring out why they spawn on ice (suspect bug in vp ice check function). Spawn is simple rng basis in eligible plots (no logic for shapes or groupings or recursive adjacency). Some basic customizable options at the top of enclosed .lua

edit: realized in doing this that i left some unnecessary db entires in v5 -- will clean up for next version
 
Last edited:
Back
Top Bottom