Problems with Map Generation

Halcyan2

Emperor
Joined
May 12, 2012
Messages
1,380
I'm working on my first mod. The rest of the mod (using XML) seems to work fine, but I am having issues with XML (all of it has <GameData> tags but I will not include them in the rest of this post) and Lua code involving Natural Wonders.


1. I would like to increase the number of Natural Wonders that show up in a map. I have tried changing the XML:

<Worlds>
<Update>
<Set NumNaturalWonders="10"/>
<Where Type="WORLDSIZE_HUGE"/>
</Update>
</Worlds>

and the Lua script from AssignStartingPlots:

[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = 10

but no matter what, the test games keep capping it at the normal number of 7, even when there should be plenty of map space to add more wonders.


2. I have also tried changing the Frequency of the Natural Wonders in the XML, example:

<Features>
<Update>
<Set OccurrenceFrequency="0"/>
<Where Type="FEATURE_CRATER"/>
</Update>
<Update>
<Set OccurrenceFrequency="10000"/>
<Where Type="FEATURE_KILIMANJARO"/>
</Update>
</Features>

but I am still getting map results which include Frequency 0 NW's and not including Frequency 10000 NW's.


3. I also want to change the Ripple value between NW's and City States, changing the appropriate code in AssignStartingPlots.lua:

self:PlaceResourceImpact(x, y, 5, 1)

to

self:PlaceResourceImpact(x, y, 5, 4)

but that doesn't seem to be working either.

In this case, it might be because I'm not correctly implementing Lua (not sure). I have a replacement version of AssignStartingPlots.lua and I have changed "Import into VFS" to TRUE.

Now I've tried running the game like that, or by going to Properties->Content and Adding the lua file as either an InGameUIAddIn or as a MapScript, but in all three scenarios the game doesn't seem to be using or recognizing my replacement Lua file.

Am I doing something wrong in trying to replace the Lua file?



Thanks for any help you can provide!
 
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