[Extension] [POLL] More Wonders for VP

What is your opinion on Flavoured Help Texts unique for More Wonders mod?

  • I like them and I use them every game

  • I use them from time to time to check how they perform

  • I use them only to give some feedback to the author

  • I prefer original version, but I don't mind them

  • I prefer original version, but I played with them few times

  • I don't like them in their current state, but I think they can be improved

  • I don't like them and disable them every game

  • I like them, but still I think they can be improved


Results are only viewable after voting.
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.
 

Attachments

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.
Thank you. I will include it asap.
 
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.
 
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.
You can only modify AssignStartingPlots.lua file for this to happen.

  1. 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).
  2. Second, because first thing is not enough, you should have to decrease the minimum distance between Natural Wonders.
Code:
self:PlaceResourceImpact(x, y, ImpactLayers.LAYER_NATURAL_WONDER, 11);
Change "11" to lower number. It means how many tiles must be between any Natural Wonders on the map.
 
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?
 
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?
I cannot make that because default civ models override terrains underneath.
 
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?
 
Last edited:
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?
Terrain is meant to be under the city or around in first ring. Rest is as you said.
 
You can only modify AssignStartingPlots.lua file for this to happen.

  1. 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).
  2. Second, because first thing is not enough, you should have to decrease the minimum distance between Natural Wonders.
Code:
self:PlaceResourceImpact(x, y, ImpactLayers.LAYER_NATURAL_WONDER, 11);
Change "11" to lower number. It means how many tiles must be between any Natural Wonders on the map.
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
 
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
Yup.
 
Does Etchmiadzin Cathedral Faith conversion to Culture and GA points only work in a city where it's built or globally?
 
I have a question - why the additional salt and copper resources from Wieliczka Salt Mine and Falun Mine are allowed to spawn only on flat plots? This is perfectly normal to have salt and copper resources located on hills, like any other luxuries requiring mines, yet those additional ones from World Wonders only spawn of flat plots. And most likely this is why I sometimes couldn't built those wonders despite having perfecltly fine hill plots for the mines.
 
The reason, we are discovering, is because the civopedia page's table (not the actual table used by the script that generates the map) is what controls this function.
So these guys
1717441450183.png

are the only ones that spawn on hills using this method.

What we need to do is add copper and salt to this list.
There are also changes for forests/jungle/etc. we should look at.
 
So it this something any next update could solve by adding those, or will it be more complicated issue?
 
So it this something any next update could solve by adding those, or will it be more complicated issue?
If these are default VP places, then I cannot do much.
 
See here: https://github.com/LoneGazebo/Community-Patch-DLL/issues/10897

So as I understand it we can fix the forest/jungle type problem by modifying the tables and it will have no effect on map generation at all.
So this would allow copper to spawn in plains forests (but not grassland or tundra), for example,
Code:
INSERT INTO Resource_FeatureBooleans
    ('ResourceType', 'FeatureType')
VALUES
    ('RESOURCE_COPPER', 'FEATURE_FOREST');

INSERT INTO Resource_FeatureTerrainBooleans
    ('ResourceType', 'TerrainType')
VALUES
    ('RESOURCE_COPPER', 'TERRAIN_PLAINS');

Hills/flatland is a bit tougher. These are set in the Resources table.
E.g. Copper only has flatland set. If we set hills,
Code:
UPDATE Resources SET Hills = 1 WHERE Type = 'RESOURCE_COPPER';
Then copper can spawn in hills.

I have tested all of this with Falun Mine and it works as I describe.

However I suspect that with hills/flatland flags it affects map generation -- I am waiting for azum to confirm this.

Also note that what I said in the previous post here: https://forums.civfanatics.com/threads/poll-more-wonders-for-vp.653498/post-16611687 is not quite true.
Because hills/flatland are dealt with in the resources table, adding
Code:
INSERT INTO Resource_TerrainBooleans
    ('ResourceType', 'TerrainType')
VALUES
    ('RESOURCE_COPPER', 'TERRAIN_HILL');
has no effect on Falun Mine's placement of copper. It just sets hills on copper in the civopedia. I.e. the hills flatland civopedia graphics are decoupled from the actual mechanical table. A bit like how promotions for combat on hills work.
 
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