Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,953
v41+, in brief:
design notes: all plot effects use the improvement systems to achieve a dynamic visual (features do not allow visual add/remove mid-game) -- this means we are limited in applying things like feature damage, as there is no equivalent in improvement system. On the other hand improvement allow a location promo, via which we can convey a malus, however AI is unaware of location promos: promo effect must be selected not to completely impair AI
plot effects:
- TreeGrowth mechansim (original mod) now spawns successional growth rather than forest/jungle directly
- successional growth converts into forest jungle after ~10 turns (see useroptions)
- forest/jungle occasionally catches fire, fire lasts for ~6 turns, -1 production in plot & no builds allowed for duration
- wildfire generates smoke in adjacent plots, smoke occasionally drifts around to nearby plots, and may despawn when not adjacent to fire
- fire will either remove the forest/jungle or leave behind a fire scar. if extinguished by worker, will always leave fire scar and not remove forest/jungle
- fire scar last ~9 turns, +1 science and no builds allowed in plot for duration
unit effects:
- successional growth: +10% defence
- wildfire: -15% defence, location promo:
- no defensive bonuses
- -25 heal
- -10% ranged attack
- -10% flanking support
- -4 sight
- smoke: blocks vision across plot like forest/jungle, location promo:
- -4 sight
- -10% ranged attack
- fire scar: -10% defence
- worker can extinguish a fire, cannot build anything in fire or fire scar (AI workers can extinguish too as of v43)
- settler cannot found city in fire or fire scar
Original TreeGrowth adaptation OP text:
Spoiler :
Doesn't deserve to be called a full mod necessarily, but this is one of the first components I sought out for civ 5 on these boards.. was disappointed for a long time that the G&K version was not useable in BNW and VP... but no longer!
Original authors deserve all the credit. I just hacked things together so they'd work again. Have done just basic testing, but haven't run into any problems yet...
EDIT: from below, I made some changes and uploaded a v2... seems like the v1 is still getting downloaded, probably since its in OP, so I've added v2 here. I haven't actually tried it in-game since updating (long story), so I'll leave v1 in place too until I can confirm my theory-crafting worked...
see posts below for legacy versions
Next update to-do's (if you're aware of something that needs to be fixed, and its not listed here, please remind me in the thread)
Spoiler :
- investigate/implement options for blocking builds and city found in DB rather than lua
Wildfire Relief Agencies and Organizations (if you enjoy this mod, and have the means, please consider providing support of some form...)
Spoiler :
- Hawaiʻi People's Fund[hawaiipeoplesfund.networkforgood.com]
- Hawaiʻi Workers Center[www.hawaiiworkerscenter.org] and in the donation notes write “Lahaina Fires”
- Council of Native Hawaiian Advancement, Alaka'ina and Kakoʻo Haleākalā[www.memberplanet.com]
- United Way NWT Emergency Response[nwt.unitedway.ca]
- United for BC Wildfire Recovery Fund[uwbc.ca]
- Canadian Red Cross Wildfire Appeal[www.redcross.ca]
- Firefighters without borders[www.firefighterswithoutborders.org]
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