Terra Mirabilis

Terra Mirabilis v2.20

( I appears that my last message was deleted. But just in case, i'll write it again. )

Well... i'm not asking something piracy-related stuffs, just asking some new addition for this mod's future updates. But o well, i'll take that and obey the rules.

And if this message will be deleted as well, so might my future messages. And if that's the case, then being a lurker is my only option. But thanks for this mod, and thanks to not ban me right away.
 
Hi! Awesome Mod, thanks a lot! :)
I have a question regarding the effect of Grand Mesa: If I understand correctly, the units produced in the city owning Grand Mesa lose their special ability (no movement penalty from woods or jungle) if you upgrade them (like Warrior to Swordman).
Is there any way to get the ability back for that unit, or is it lost forever?
(The vanilla effect of Giant's Causeway would disappear in the same way, but there I could return with the upgraded unit next to it to get the effect again if I wanted to.)
Thanks!
 
If I understand correctly, the units produced in the city owning Grand Mesa lose their special ability (no movement penalty from woods or jungle) if you upgrade them (like Warrior to Swordman).
Is there any way to get the ability back for that unit, or is it lost forever?

It's lost on upgrade. I don't know if modders will be able to change that if / when Firaxis release the DLL tools. No-one knows when they will be.
 
It's lost on upgrade. I don't know if modders will be able to change that if / when Firaxis release the DLL tools. No-one knows when they will be.
Thanks! At first I was relieved that it wasn't a bug or an incompatibility with another mod. I've spent the last few hours trying out different things, and unfortunately it seems that the effect also disappears just by loading a saved game. :(
The unit that had the ability when I saved the game doesn't have it anymore when I re-load that same turn. Is that the same for everyone?
 
I have a question regarding the effect of Grand Mesa: If I understand correctly, the units produced in the city owning Grand Mesa lose their special ability (no movement penalty from woods or jungle) if you upgrade them (like Warrior to Swordman).
Is there any way to get the ability back for that unit, or is it lost forever?
(The vanilla effect of Giant's Causeway would disappear in the same way, but there I could return with the upgraded unit next to it to get the effect again if I wanted to.)
Thanks!
It's lost on upgrade. I don't know if modders will be able to change that if / when Firaxis release the DLL tools. No-one knows when they will be.
No they shouldn't lose their ability. The reason base game effects like 'Spear of Fionn' from the base game disappear is because they are classified as an ability that is only applied to a single unit. When you upgrade that unit the game treats it as an entirely new one so it loses the ability. Same thing applies to most UU abilities upon upgrade.

Terra Mirabilis has the effect/ability applied to city trained units instead. So it's ability will stay with the unit throughout its upgrade path since no matter what it was trained in the city providing the effect. If you lose control of the Natural Wonder, however, you'll lose the ability.
 
Thanks for your feedbacks!
So the fact that my units lose their ability
a) whenever I upgrade them AND
b) whenever I save the game and then load that saved game again
means that I have some "bug / problem" on my end, since it's not happening to everyone?
I have added quite a few mods recently, and I'm afraid the hunt for "who's not compatible" will be long and tedious, that's why I wanted to make sure it's not just "normal"...
Laurana, you wrote "they shouldn't lose their ability". I can confirm that they do lose it in my games. Can you or anyone confirm that they don't in your / their games?
I know this is a very specific bug that might just not happen to anyone very often, but if anyone wouldn't mind trying this scenario out to make sure, I'd really appreciate it! :hug:
 
is this going to be updated alongside with Steel & Thunder? :)

Yes, we are working on it. :D

krak_erupts.png
 
Deliverator updated Terra Mirabilis with a new update entry:

v2.03 Update

v2.02 Gathering Storm update

Changes:

~ Krakatoa is now an active volcano in Gathering Storm (no longer available without the expansion)

~ New wonders from Gathering Storm have been given ownership effects.

~ Given that natural wonders receive ownership bonuses anyway, volcanic natural wonders no longer provide +2 Yields on adjacent tiles. Given that their yields stack with each eruption, Kilimanjaro, Eyjafjallajökull , Vesuvius and Krakatoa all have +1 Adjacent yield instead of...

Read the rest of this update entry...
 
Deliverator updated Terra Mirabilis with a new update entry:

v2.03 Update
I'm very excited this has been updated! Amazing work as always! :thumbsup:

Thanks! At first I was relieved that it wasn't a bug or an incompatibility with another mod. I've spent the last few hours trying out different things, and unfortunately it seems that the effect also disappears just by loading a saved game. :(
The unit that had the ability when I saved the game doesn't have it anymore when I re-load that same turn. Is that the same for everyone?
I wanted to clarify that indeed this was an issue (I apologize for stating otherwise.), but when I spoke to Chimpan'G last week, he mentioned that it has been corrected with the new update.
 
This post is updated with the new ownership effects.
 
it seems like the mod description is a bit outdated, the number of NWs on the map is doubled not tripled and the min distance between NWs is 7 not 5
 
Deliverator updated Terra Mirabilis with a new update entry:

v2.08 Update

v2.08
~ Override GetUnitActionsTable in UnitPanel.lua to eliminate Builder lag.

This change eliminates the Builder lag but will mean there is less information in the Builder actions panel and may have other consequences. The lag was caused by the fact that the UnitManager.CanStartCommand for the Build Improvement action with exclusion test set to true reloads all Requirements and Requirement Sets everytime you select a Builder unit. Hopefully Firaxis will fix this or make it much more...

Read the rest of this update entry...
 
I think I read in some patch notes somewhere that Naturalists are now supposed to be purchaseable with faith AND gold in TM? Is that right?

Well I can buy them with gold in every city, but only faith in certain ones. I can't figure out a pattern for which ones... my capital can't, but some random city with only an aqueduct and monument can.
 
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