If the lairs are added after the map initializes, I would think they'd be either in Flavourmod like Opera said, or OnGameStart.
Thanks, put it in ongamestart and works fine. AI seems to work better with this change.
2 quick questions :
Where is the file for changing the odds of lair results,
And Valkrionn, how would I change D'tesh wastelands to look like deserts like they used to?
Depends what type of changes do you want. The odds of happenning of each category (bigbad, biggood, good, neutral) are controled in CvSpellInterface.py Deatails are set in CustomFunctions.py
For wastelands, just change artdefinetag for wastelands to ART_DEF_TERRAIN_DESERT in
CIV4TerrainInfos.xml
I have recently gave another try to spawning limits for improvements to control animal invasions in Orbis and can confir the thing I have reported before.
In CvPlot.cpp the following line I think makes spawning impossible if no positive value is entered. Especially that both are set to 0 ( minOccurs="0"/) so it would require -1 existing spawns to work
Code:
if (getNumSpawnsEver() < GC.getImprovementInfo(getImprovementType()).getSpawnPerGameLimit() && getNumSpawnsAlive() < GC.getImprovementInfo(getImprovementType()).getSpawnAtOnceLimit())
I am using SpawnAtOnceLimit only, so my fix was simple:
Code:
if ((getNumSpawnsAlive() < GC.getImprovementInfo(getImprovementType()).getSpawnAtOnceLimit()) || (GC.getImprovementInfo(getImprovementType()).getSpawnAtOnceLimit() == 0))
And spawning works fine.
Also, a question. Did anyone find a way to make trait gaining/removal work in 3.19? I have seen Xienwolf's suggestion in FfH bug thread, but I think I need better explanation on what has to be done.
This bug disables adaptative, insane and minor mechanics.