Maniac
Apolyton Sage
Thanks.
But then what's causing the difference pre- and post-loading??
But then what's causing the difference pre- and post-loading??

I said, my mistake![]()
Code itself was fine, but i put calls to it in the wrong placeThis time it seems to be working properly.
Anyway, uploading new dll. We don't have transport ships as i understand so i can't check if that feature works properly. But other than that, goody huts should work as you want.
<ReplaceFeatureType>, <iReplaceFeatureBeforePlanetValue> - non-nature feature can replace a feature defined in <ReplaceFeatureType> if global planet value is lower than <iReplaceFeatureBeforePlanetValue> (with this one forests can replace fungus)
New tag in GlobalDefinesAlt.xml:
<NATURE_SPREADS_IN_CULTURE_AT_PLANET_VALUE>
New rules for nature features (bNature is true):
That feature can spread in a plot with improvements and destroy an improvement if it isn't compatible (unlike all other features). When feature makes an improvement valid (tag <FeatureMakesValid> in CIV4ImprovementInfos.xml), it is considered compatible.
Nature features are counted as features of the same type for spreading purposes (sea fungus can spread on land as fungus, fungus can spread on water as sea fungus). I can turn it off if you think it's a bad idea.
Note: In Civ 4 features don't spread in diagonal directions, only north-south-east-west. Is it as we want it to be?
PH
FP
Do we need a second tag so Hybrid Forest will be able to grow over forest or vice versa? Which conditions should it have?
Not exactly 40 but IIRC something like that was discussed before.Do you think forests shouldn't be able to grow over fungus at counter levels higher than 40?
Well, right now it's set to Planet Value, i guess it's next to impossible for a counter to grow that high unless we'll add some ways to increase the counter. You may set it to 200 or 1000 or something if you want, just don't set to 9999 as this value is used in Global Planet Value calculations.Does that mean fungus can naturally grow over terrain improvements? I thought it would be best if fungus could only destroy terrain improvements by fungal blooms caused by eco-damage. Do you disagree?
Ok, but double number of checks means double growth rate so i'll halve all numeric values of feature growth to compensate.First thought was "who cares?" but considering the Planetfall mapscript creates stuff like:
where P = Peak, H = Highlands and F = fungus infested lowland...Code:PH FP
yeah it might be best to allow diagonal spreading.![]()
int CvPlayer::getImprovementUpgradeRate() const
{
int iRate;
iRate = 1; // XXX
iRate *= std::max(0, (getImprovementUpgradeRateModifier() + 100));
iRate /= 100;
return iRate;
}
The best player response in this set up would be to clear all the fungus, except what's in their base radius, which seems to me like it should piss Planet off.
So in that way, a growing flowering counter wouldn't benefit a Hybrid directed faction, except that it would harm factions that aren't.