New terrain features

That's probably from land masses having ben joined together, which I why the mega nukes can cause CTDs - I imagine sea level changes will also dot eh same on an even larger scale

Is there any chance of that getting fixed? For underwater cities at least roads between CvAreas need to not mess things up.
 
Is there any chance of that getting fixed? For underwater cities at least roads between CvAreas need to not mess things up.

Given some saves that exhibit it to work with I expect so. I don't recall the exact details, but I do recall that it was far from easy to fix though. Like anything, it's a matter of prioritizing the necessary time.
 
Not sure this is right thread but... new game started with SVN 4955 version and I have Permafrost and tundra tiles that look like plain jane tundra or permafrost tiles till you mouse over them. Then they say Forested and you can build Lumberjacks/Lumber mills on them. No forest visually displayed on these tiles.

Is a screen shot needed?

JosEPh
 
Not sure this is right thread but... new game started with SVN 4955 version and I have Permafrost and tundra tiles that look like plain jane tundra or permafrost tiles till you mouse over them. Then they say Forested and you can build Lumberjacks/Lumber mills on them. No forest visually displayed on these tiles.

Is a screen shot needed?

JosEPh

I believe Hydro has fixed it - apparently there were 3 triggering actors that were not supposed to stack but did or something - he can probably give more details.
 
Cool.

JosEPh
 
I believe Hydro has fixed it - apparently there were 3 triggering actors that were not supposed to stack but did or something - he can probably give more details.

There were 3 Pollution buildings ...

- Major Global Warming (+ 900)
- Moderate Global Warming (+ 700)
- Minor Global Warming (+ 500)

The global warming event would trigger if any of those 3 were present. Which ment +500 and above and even more as you go higher.

Now its only at Major Global Warming. Which means only 1 building triggers rather than 3 and you have to have +900 Air Pollution or above.

Which is crazy insane.
 
Considering how many air pollution sources there are available and how little counteracts it (the only scalable way is hordes of park rangers, who don't even get promotions to help with it), it's easy to hit 900+ across your empire as soon as you industrialize.
 
Considering how many air pollution sources there are available and how little counteracts it (the only scalable way is hordes of park rangers, who don't even get promotions to help with it), it's easy to hit 900+ across your empire as soon as you industrialize.

Yes, 900 is pretty easy to acchieve, even if you avoid building all of the "factory" buildings.
 
There were 3 Pollution buildings ...

- Major Global Warming (+ 900)
- Moderate Global Warming (+ 700)
- Minor Global Warming (+ 500)

The global warming event would trigger if any of those 3 were present. Which ment +500 and above and even more as you go higher.

Now its only at Major Global Warming. Which means only 1 building triggers rather than 3 and you have to have +900 Air Pollution or above.

Which is crazy insane.

Not what I'm talking about at all. I'm nowhere near a Global warming event.

I started seeing these bare Tundra and Pemafrost tiles at 30,000 BC but if you put a worker on the tile or mouse over the tile it would say it was Forested. It's currently 300BC and they and the surrounding tiles have not changed. I have Lumbermills on them now and still No Trees Displayed.

JosEPh
 
It is not just tundra. It is happening on plains and grass also, you can't see the forest but hover over and suggested improvements indicate that the plot does have forest.
 
It is not just tundra. It is happening on plains and grass also, you can't see the forest but hover over and suggested improvements indicate that the plot does have forest.
That sounds like forest can still end up as secondary feature despite that it should not.
I guess I will have to investigate what causes forest to become a secondary feature again.
 
There were 3 Pollution buildings ...

- Major Global Warming (+ 900)
- Moderate Global Warming (+ 700)
- Minor Global Warming (+ 500)

The global warming event would trigger if any of those 3 were present. Which ment +500 and above and even more as you go higher.

Now its only at Major Global Warming. Which means only 1 building triggers rather than 3 and you have to have +900 Air Pollution or above.

Which is crazy insane.

In one tile or over a large area? Because having 900 on one tile by the Renaissance given the new Forge buildings doesn't seem unrealistic to me.
 
@Hydro I am creating a tar collector improvement, available at TECH_ADHESIVES. I can't remember what your suggestions for this improvement were including upgrades.
 
@Hydro I am creating a tar collector improvement, available at TECH_ADHESIVES. I can't remember what your suggestions for this improvement were including upgrades.

I don't remember either so I whipped up a new list.

Tar Collector
  • +:hammers:
  • +:hammers: with Ship Building
  • +:hammers: with Geology
  • +:commerce: with Palaeontology
  • +:hammers: with Modern Seismology
  • +:commerce: with Modern Seismology
  • +:hammers: with Refining
  • +:commerce: with Plastics
  • +:hammers: with Nanomining
  • +:commerce: with Nanomining

What do you think?
 
@Hydro I am creating a tar collector improvement, available at TECH_ADHESIVES. I can't remember what your suggestions for this improvement were including upgrades.

Great news, thx i was wondering about him:)
 
I don't remember either so I whipped up a new list.

Tar Collector
  • +:hammers:
  • +:hammers: with Ship Building
  • +:hammers: with Geology
  • +:commerce: with Palaeontology
  • +:hammers: with Modern Seismology
  • +:commerce: with Modern Seismology
  • +:hammers: with Refining
  • +:commerce: with Plastics
  • +:hammers: with Nanomining
  • +:commerce: with Nanomining

What do you think?

Sounds good except I can't find a tech called Palaeontology
 
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