hmm this symptom occurs commonly if a save game is loaded with different mod load order. Did you observe this in a newly started game without any re-loads? Is it possible a mod was added/removed (even if the final list of mods is the same) and the game reloaded afterwards? Unfortunately anytime those checkmarks in the mod menu are unchecked/rechecked, it usually breaks save games unless you can exactly replicate the order you clicked 'em when the game was saved; just a guess.hey remember when i said to you that it works with gaia core mod? now when it grow samll trees it appears city ruins, and it doesnt grow forest or jungles
Okay thanks for confirming; I will try this pairing myself, as it SHOULD be compatible. Afaik Gaia uses a recently-forked version of same DLL as we do here, with some added customizations, but it should be very similar by design -- the only other thing you might try in the meantime is to clear the civ cache folder, reload the mods, and then try new game.it was a new game
just the gaia core mod a this mod
<Mod id="8cc52326-c6c1-4cb5-b24d-9bf489ce71d4" minversion="0" maxversion="999" title="__Sapiens" />
ok sadly it didnt workIts probably a mod load order issue again -- I will add reference to sapiens in future version, for now you could try adding one manually to .modinfo file (a dependency will work just as well, however must be deleted if you later want to use it without sapiens). Dependency is easier to add, so, for now add the following line to the dependencies section of the .modinfo file:
Code:<Mod id="8cc52326-c6c1-4cb5-b24d-9bf489ce71d4" minversion="0" maxversion="999" title="__Sapiens" />
gaia core + sapiens + this mod? with me it crash when i tried to load the 3 modsi got them both working together, its mod load order... it shouldn't be this much trouble though, I haven't had to do anything special on my side for any of these compatibility issues, just been clicking on mods as normal. I'd recommend nuking your cache, do full steam check, and reload your mods ensuring any overhaul mods are loaded first.
Yea, those were default values. I'm not sure, but as i understand, those fires should be present only for like few turns, no "millennium fire"Was looking forward to seeing some of these when I posted this mod. is this just with the default values?? Or have you cranked em up?
yeah this is odd! I have not noticed this necessarily, only occasionally a peculiar concentrations of fires, which I attribute for now just to RNG outliers.. but every fire i've ever paid attention to has burnt out eventually. Pls let me know if you observe this again. Either saves & logs or even with just a small series of screenshots, i might figure out whats going on.playing with it like 2 games already, and it seems fire should turn into smoke after like not sure lets say 6 turns, right?
But i experienced, that many times, they just don't disappear..
just to make sure, you are using the most recent version at the link in OP (i should probably clean up OP, will do shortly)? Earlier versions did indeed have trouble with removing the promotions. To figure this out, I'd have to understand more about the unit's interaction with the smoke/wildfire; like did it move into fire, or did fire spawn on unit? did it move out of of fire? or did fire just burn out while it stood on it? stuff like thatAlso there were at least two incidents, when the debuff didn't go away after i go out of the fire. I even entered some other fire hoping this time it will go away, eventually i think i disbanded this unit.
yeah, this is expected, as they're just "improvements" -- unless it has another improvement that does a better job, AI doesn't care. The fires should burn out though, on default settings, shouldn't accumulate really. They do spread in rare instances on default settings, but even then it shouldn't be the same plot burning forever. I've noticed sometimes one fire will spread 2-3 times, which is odd given how low this chance is set to, but again i believe this just RNG outlierMy assumption i that those fires dont disappear, so they kinda "accumulate", and the AI doesn't mind until it needs to do a lumber mill..
What if the malus was detrimental to happiness, or perhaps a negative towards to growth for the city?as far as AI goes, I think first step is to tune the malus so it is not too impactful, just enough to give the fires flavor, so that it doesnt matter that AI ignores them. If I ever find a way to get them to pay attention to them, then the malus can be incresed.