Asp.lua was updated in last update? Ok, I will add that to my TODO list.Hi Adan, do you think this is possible to update the "AssignStartingPlots.lua" with the fixes that prevent for everybody to spawn really close on some maps ?
Thank you <3Asp.lua was updated in last update? Ok, I will add that to my TODO list.
I will go with better % boost then. There are multiple wonders giving GAP: Buddhas of Bamyan, Etchmiadzin Cathedral, Prophet's Mosque, Great Zimbabwe, Wartburg, Falun Mine etc... I thing getting few of them might be crucial to get the additional yields.I have a question about Peterhof, as now we almost don't have buildings that provide GAP, and Peterhof boosts GAP by 15% during WLKD. In my current game before starting Peterhof tried to see how GAP I get, found 2 GAP, 1 from Pyramids and another from Chichen Itza, so that boost will give 0. Could we change boost and give more flat GAP. May be 10 instead 6.
- Peterhof:
- gains additional GAP;
- GAP boost increased to +25% (was +15%);
- updated AssignStartingPlots.lua file;
- fixed Sigiriya's description;
Done.Hi Adan, do you think this is possible to update the "AssignStartingPlots.lua" with the fixes that prevent for everybody to spawn really close on some maps ?
You can use standard texts. Read main post for more info.what does that mean? View attachment 688391
Sorry, but this did not help. I have recent example, city build in a hill next to the lake and river. Building Lavaux there is unavaible. I'm also including savefile, so maybe you can look and find out why it doesn't work. I have downloaded newest version, v22.3, and doublechecked that this specific line is set to eCheckedResource, true.Ok, folks, can you check if changing line 642 in UniqueWorldWondersRequirement.lua file from
toCode:if pSpecificPlot:CanHaveResource(eCheckedResource, false) and pSpecificPlot:GetNumResource() == 0 then
helps? This change is savegame compatible. It should allow spawning ignore latitude. Maybe this is the cause.Code:if pSpecificPlot:CanHaveResource(eCheckedResource, true) and pSpecificPlot:GetNumResource() == 0 then
It looks like everything is correct. Wine requires Flat Plains or Grassland without a Forest (all of them on your map have no such, including 2 not improved yet). That's why you cannot have it in Medan, because almost all tiles had Forests or Jungles. When I deleted one, Lavaux shown up in the city list. It did not spawn on Hill though. I will think about these Forests and Jungles, but it can be tricky to do so.Sorry, but this did not help. I have recent example, city build in a hill next to the lake and river. Building Lavaux there is unavaible. I'm also including savefile, so maybe you can look and find out why it doesn't work. I have downloaded newest version, v22.3, and doublechecked that this specific line is set to eCheckedResource, true.
Edit: For other mods besides VP, I'm using '3rd and 4th Unique components' and 'Pontoon Bridges'. None of those should have any effect on WW requirements tho.
Edit 2: I kept playing this save, and Lavaux somehow became avaible to build after another 70 or so turns. No clue why. Only thing that changed, a few jungle tiles was chopped down in the meantime. It was however still only one wine, instead of two. Definitelly does not work as intended
At least with the harder prereqs this needs 2 farms to build, so it comes out quite slow. If you think about it, you don't really get much food from this until you start farming multiple cities most of the time.+1 food to all farms right from the neolithic era is a gamebreaker by itself.
On VP Discord channel there is a thread called Multiplayer. I suggest going there as I do not create modpacks and I don't know how to debug them.There is an issue with modpacks that include both More Wonders and Unique City-States. No city-states spawn at all, neither do ancient ruins or resources, except the few bonus ones around every player's start location. I've tested bare VP+MW, bare VP+UCS, bare VP+MW+UCS, a lot of mods with MW, a lot of mods with UCS and a lot of mods with both and I'm confident that the issue only appears if both MW and UCS are enabled, irregardless of other mods.
If you are going to try and fix this, I can make you a modpack or several to save a bit of your time. If not, can you please point me in the direction of the map generation changes (as I assume that's what causing the problem) in both mods? Thanks in advance.
Alright, I'll try that, thanks.On VP Discord channel there is a thread called Multiplayer. I suggest going there as I do not create modpacks and I don't know how to debug them.