Captain Carrot
Chieftain
- Joined
- May 4, 2022
- Messages
- 70
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.
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.
Thank you. I will include it asap.New VP version 4.7.3 updated the resource weights in the AssignStartingPlots.lua file.
I imported those changes in the AssignStartingPlots.lua file used by More Wonders mod so that it's compatible with the VP update (WinMerge ftw).
Download the attachment and place it in "MODS\ (overhaul) More Wonders for VP\ 2.NaturalWonders\ DefaultFiles\" folder.
sweet tell me whenThank you. I will include it asap.
You can only modify AssignStartingPlots.lua file for this to happen.Is there a way to increase total number of Natural Wonders spawned in the game? I tried using mod from steam workshop for this, but it only spawned the 'regular' wonders, while completelly ignoring those added by this mod.
self:PlaceResourceImpact(x, y, ImpactLayers.LAYER_NATURAL_WONDER, 11);
I cannot make that because default civ models override terrains underneath.Hi adan, first time I have Grand Mesa in a game !
It's strange, it is passable (very good) but is not considered a hill! As it appears surrounded by hills, a ranged unit cannot fire at targets with two tiles. The Grand Mesa rises on average to 1500-1800 m, it wouldn't be bad to make it appear on a hill, no?
It's too badI cannot make that because default civ models override terrains underneath.
Terrain is meant to be under the city or around in first ring. Rest is as you said.As for hard restrictions, Feature, let's say Jungle, means it needs to be next to the city, or anywhere within borders?
Edit: I tested, and looks like within borders. Still a little confused, is everything just within borders except plot that is I think where a city is?
So just to be sure, the table with number count per map size you meant is in this function?You can only modify AssignStartingPlots.lua file for this to happen.
- First, you have to modifiy table difining maximum Natural Wonder count per map size (I increased the number already, but you can do that again).
- Second, because first thing is not enough, you should have to decrease the minimum distance between Natural Wonders.
Change "11" to lower number. It means how many tiles must be between any Natural Wonders on the map.Code:self:PlaceResourceImpact(x, y, ImpactLayers.LAYER_NATURAL_WONDER, 11);
function AssignStartingPlots:GetNumNaturalWondersToPlace(iWorldSize)
local tTarget = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = 2, -- adan_eslavo
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = 4,
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = 6,
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = 8,
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = 10,
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = 12,
};
return tTarget[iWorldSize];
end
Yup.So just to be sure, the table with number count per map size you meant is in this function?
Code:function AssignStartingPlots:GetNumNaturalWondersToPlace(iWorldSize) local tTarget = { [GameInfo.Worlds.WORLDSIZE_DUEL.ID] = 2, -- adan_eslavo [GameInfo.Worlds.WORLDSIZE_TINY.ID] = 4, [GameInfo.Worlds.WORLDSIZE_SMALL.ID] = 6, [GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = 8, [GameInfo.Worlds.WORLDSIZE_LARGE.ID] = 10, [GameInfo.Worlds.WORLDSIZE_HUGE.ID] = 12, }; return tTarget[iWorldSize]; end
If these are default VP places, then I cannot do much.So it this something any next update could solve by adding those, or will it be more complicated issue?