Terra Mirabilis

Terra Mirabilis v2.20

I've recently had the Bioluminescent Bay and Dallol wonders appear in my games. They look wonderful. However, they really make some of the old Civ V wonders appear blocky and unappealing. Are you considering updating some of the older ones? Gibraltar, Kailash, Kilimanjaro especially, and Potosi, Sinai and Old Faithful to a lesser extent, look out of place in the map, in my opinion. Otherwise, great mod, a must-have!

Sorry for the very slow response to this!

Kilimanjaro is actually base game, so can't do much about that one... :)

Kailash I'm fairly happy with actually, but I do want to improve Gibraltar by using a Decal rather than the Terrain ID Map system so that the edges are sharper.

Old Faithful might get included in a two tile Yellowstone with the Prismatic Spring - which an idea we've had for a bit.

Other than that I might tweak Sinai but not very high priority.
 
I'm sorry to dumb question but is it necessary for ownership of a natural wonder it be within the workable tiles? A city boundary expands beyond that at some point, so I wondering if it is within the city boundary does that count? Or only in three hex workable area?
 
I noticed that the Steam version is 2.09 and this one is 2.08. Should I stick with the Steam one? I prefer getting mods here.
 
Hello, even with the recent patch, I am still having trouble with works lagging in the late game when using this mod. I hope a fix is in the pipeline.
 
The version in downloads is the same as the April one: v2.09
But the game version has changed, and the fix was expected to come from the game's side.
 
I hope that this mod is made serviceable; I enjoyed playing with it in games before they became unplayable.
 
The mod works absolutely perfectly for me; did you subscribe via the Steam Workshop?
 
I play with the GiuseppiIII's Civilitatem Maxima version of this mod and it works perfectly for me as well.
 
I hope that this mod is made serviceable; I enjoyed playing with it in games before they became unplayable.

The issue that is happening now is different from the issue that was happening before. The original issue was severe Builder lag in the later game - the newer issue seems to be a milder lag for all units. I've yet to investigate and analyse the latter issue following the June 2019 patch.
 
is there any way to circumvent this bug by making changes in the game files like we did for the builder bug?
 
A fix for the current lag was posted on Steam in the TM comments by a user called Marton. Edit \Sid Meier's Civilization VI\Base\Assets\UI\Panels\UnitPanel.lua and find line 533, which should be:
Code:
bCanStart, tResults = UnitManager.CanStartOperation(pUnit, actionHash, nil, tParameters, true);

Change true to false and save the file. I play on larger-than-huge maps and haven't had an issue since doing this. After doing this, when you select a builder and mouse over any of the improvements the tool tip no longer shows the resulting yields. IMHO, that's a small price to pay for no lag.
 
A fix for the current lag was posted on Steam in the TM comments by a user called Marton. Edit \Sid Meier's Civilization VI\Base\Assets\UI\Panels\UnitPanel.lua and find line 533, which should be:
Code:
bCanStart, tResults = UnitManager.CanStartOperation(pUnit, actionHash, nil, tParameters, true);

Change true to false and save the file. I play on larger-than-huge maps and haven't had an issue since doing this. After doing this, when you select a builder and mouse over any of the improvements the tool tip no longer shows the resulting yields. IMHO, that's a small price to pay for no lag.

With the 2.10 version just uploaded, hacking the base game file should no longer be necessary. It turned out with bodged the override fix in the first place but this should now be fixed in v2.10.

We override that particular function here:
https://github.com/deliverator23/Te...Mod/Core/Utilities/Interface/TM_UnitPanel.lua

For the record Marton's fix was originally discovered by me back in March! I just failed to implement it properly. Must of been having a bad day!
 
If anyone is interested, the attachment contains slightly corrected Russian localization. Fixed a few typos, omitted parts of the description, as well as terminology and writing style aligned with the original game. Quotes and the historical context of civilopedia are left unchanged.
Upd: Fixed typos in the description for BIOLUMINESCENT BAY
 

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Help me to understand. Are you saying that the reason my large games have slowed down to cold tar is (was) because of this mod?

On the bright side, version 2.10 seems to have solved that problem now.
 
I am still having the builder lag, even with v2.10. I have attaching the modding log
 

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