Reseed!

Hello Blkbird :)

Regarding the encampments bug, I may be able to fix it but I cannot promise it. The fog management in civ5 is full of loopholes and weird side effects, like the one you observed.

Regarding the options you asked for:
* Show encampments is not possible: encampments are not generated by the map script, instead they're dynamically generated by the game on every turn. So there would be no encampment to show.
* Show ruins is definitely possible, it is a good idea.
* Show improvements is possible but what's the point since map scripts do not generate improvements (aside of ruins - they actually are improvements).
 
But Reseed is not just useful for reseeding a game, it can be used to get a cheating glance at the map later on -- how else would I run into the encampment reveal problem?

BTW, I didn't experience the encampment reveal bug with Reseed 5, and I'm near certain that there were encampments to be revealed, too. So, this bug is probably in the new code of Reseed 6.
 
But Reseed is not just useful for reseeding a game, it can be used to get a cheating glance at the map later on -- how else would I run into the encampment reveal problem?
Sure but it's not its primary purpose, there is IGE for that. Now I will still consider this option, I am just bothered by the available vertical space and the UI

BTW, I didn't experience the encampment reveal bug with Reseed 5, and I'm near certain that there were encampments to be revealed, too. So, this bug is probably in the new code of Reseed 6.
The code for this part didn't change between v5 and v6 so, no, it was already present. ;)
 
Reseed v7 has been released.

Features:
* Added a "show goodies" option for map previews.

Bugfixes:
* Fixed a bug that caused your game options to be modified by Reseed.
* Fixed a bug where barbarian encampments triggered notifications after glancing at map.
 
Hi DonQuiche

Sorry if this has already been asked but I was wondering how reseed works with scenarios. I have a scenario where a lot of things are defined but as I can tell some aren't. One of the things I've noticed is that CS attitudes (friendly, hostile, ...) is something I can't control and that this is set every time I start the scenario - and I hate having too many hostiles. Furthermore if I just exit to the main menu and start the scenario again the distribution will be the same.

And now the question: Can reseed do this - "redistibute" the hostiles/friendlies, ... and keep all the other stuff?

\Skodkim
 
Hello Skodkim. :)

Generally speaking, since scenarios can basically do whatever they want and since they may maintain inner variables that no other mod can read or modify, it is impossible to make all scenarios safe to reseed. That being said, as far as I know, many scenarios work just fine.

Now regarding the specific problem you mentioned, the city states' attitudes, this is something I can reset, it's just that I never thought about it until you mentioned it. So thank you for that and I will try to provide a new version here within the next twelve hours.

It is however unlikely I will release it on Steam for now: since I updated to VS 2012, ModBuddy stopped working on my computer. I think I know what I have to do but it involves downloading and installing a huge MS package and this comes with the risk to damage the tools I use for my professional works and this would be a huge time sink that I cannot afford for now on.
 
As someone coming back to play civ again after several months, the only mod I really felt I needed was this one.
 
Hello Skodkim. :)

Generally speaking, since scenarios can basically do whatever they want and since they may maintain inner variables that no other mod can read or modify, it is impossible to make all scenarios safe to reseed. That being said, as far as I know, many scenarios work just fine.

Now regarding the specific problem you mentioned, the city states' attitudes, this is something I can reset, it's just that I never thought about it until you mentioned it. So thank you for that and I will try to provide a new version here within the next twelve hours.

It is however unlikely I will release it on Steam for now: since I updated to VS 2012, ModBuddy stopped working on my computer. I think I know what I have to do but it involves downloading and installing a huge MS package and this comes with the risk to damage the tools I use for my professional works and this would be a huge time sink that I cannot afford for now on.

Hi DonQuiche

Did you get this running?

\Skodkim
 
Hello Skodkim.

Sorry for not releasing the promised patch and keeping silent about it. The fact is that on the professional side I am currently pushing a new product towards release atm. As a result I find myself working day and night 7/7 right now and I strongly lack motivation to work on my mods during the few breaks I grant myself. So, no, it has not been done. I keep it in mind but, well, I don't know "when".
 
Hello Skodkim.

Sorry for not releasing the promised patch and keeping silent about it. The fact is that on the professional side I am currently pushing a new product towards release atm. As a result I find myself working day and night 7/7 right now and I strongly lack motivation to work on my mods during the few breaks I grant myself. So, no, it has not been done. I keep it in mind but, well, I don't know "when".

Don't worry about it - get your job done, have a Christmas holiday and do it when/if you feel like it - I'll stay tuned :p

\Skodkim
 
Hello Qoma. :)
Many thanks to you for coming by just to say say this. Welcome on CivFanatics and merry Christmas !
It may quite a bit early but the forum theme put me in the mood. ^^
 
Hi, thanks for the great mod. The only problem I'm having is when used with GEM/CivUP mods - GEM modifies the starting units of many civilizations (starting with a worker instead of a warrior, for instance) but when I reseed as one of these civs, it reverts to the unmodded starting units of 1 settler + 1 warrior. Can Reseed! be taught to check for these changes and give the modded units instead?
 
Hello Hreat.

First of all, are you using v7? Previous versions had a bug like that.

Now Reseed has been designed to take into account any modification made to the standard units spawning behavior. So either there is a bug in Reseed that didn't appear with other mods, either CivUp uses a custom, built-in, system and then there is no good way to address it.

Unfortunately, whatever the answer is, I currently lack the time to modify my mods and won't be able to investigate this problem.
 
First of all great mod, here is a bug I encountered.

Bug report

The info
  • Do you play on PC or Mac?[/QUOTE]
    PC
  • Do you have the Gods & Kings expansion or not?
    I do have G&K.
  • Is it a legal and up-to-date version? Please be honest, there are no FBI agents lurking on forums, they have better ways anyway.
    Legal, Steam version.
  • Your processor if you experience a crash.
    No crash.
  • A description of the problem.
    Starting with Classical age start, reseeding does not set the Culture to correct value.
  • A screenshot may help or not, it's up to you to decide.
    Here is a screenshot after reseed.
    attachment.php
  • If the problem is caused by a mod, the mod's name, version, and where you got it ("steam workshop" or an url).
    Tested with only Reseed mod enabled.
  • Reseed's error message if you got one, a LUA log otherwise. The log is always better but the error message is often enough.
    No error messages.
 
v9 has been released.

Bugfixes
  • Now compatible with mods adding new resources through Resource Generator.
    • Additional resources will still not appear during preview. It cannot be fixed.
    • Because of a civ5 bug, sometimes mods are not reloaded after reseeding. If this happens to you, return to the main menu and manually load the "__reseed" file.
  • Fixed the missing texts when using LuaJIT
 
Back
Top Bottom