Tekamthi
Deity
- Joined
- Aug 12, 2016
- Messages
- 2,003
Mod updated with customization options, on-map notification, pre-forest growth stage, see https://forums.civfanatics.com/resources/treegrowth-vp.30836/
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the zip empty or corrupted for new version... wanted to try too :cMod updated with customization options, on-map notification, pre-forest growth stage, see https://forums.civfanatics.com/resources/treegrowth-vp.30836/
Thanks for heads up... I will check tomorrowthe zip empty or corrupted for new version... wanted to try too :c
Added wildfires: spawn temporary smoke plots and may remove forest (default 50% chance after 6 turns, customizable option)
Spoiler :![]()
cleaned up old G&K code from original mod, updated & improved various functions.
Added better SV icons
same as last hour's version, with relevant VP CustomModOptions flag added. If you already downloaded, alternatively you can just add the following to the end of TreeGrowth.sql:
Code:UPDATE CustomModOptions SET Value = 1 WHERE Name = 'EVENTS_UNIT_ACTIONS';
This sounds like a good stress test for this new release. I haven't played with that one yet, the compatibility intel will be valuable.probably test this with Dynamic Towns, since the VP version can have the towns be comfortably placed on forests and jungles
can you describe the circumstance a little? I assume the promo is stuck on with no more smoke left? Did smoke despawn or move while unit was in it?how does i take out the smoked status from a unit?
oh sorry my bad, but yea that happened, it was only 1 unit, a scoutcan you describe the circumstance a little? I assume the promo is stuck on with no more smoke left? Did smoke despawn or move while unit was in it?
okay, while i was writing some other part of the code, it occurred to me that the promo might get stuck if the improvement despawned/moved while a unit was on top of it -- I then promptly forgot about this and never wrote a check for it. Your post this evening reminded me. I played around a little in-game with firetuner, seemed to work as expected despawning it that way, so I am a little uncertain. Its next-to-trivial to write the check for this, but I'd prefer to spare the cpu cycles unless necessary. Pls let me know if you spot a fire or smoke promo on any units that are no longer in a fire or smoke plot, and if possible, any observations on how that came to be. I shouldn't need logs etc. to fix this, just need to confirm if its happening in connection to the smoke despawn/move function, or some other way.oh sorry my bad, but yea that happened, it was only 1 unit, a scout
if it happens again i will analize it better
Haven't noticed anything bug related yet, enjoying it ! Breathes a little new life into vp seeing the fires and regrowth throughout the ages.
Good to hear! this is what I was hoping to create via this mod -- just enough effect on the world for a little added flavor. No major catastrophes or tree infestations. Presumably one could tune the lua options to create quite a hellscape, or have trees absolutely everywhere, but I haven't tried any extreme values yet. As you guys play a few rounds, I'd be curious as to what settings you settle on for your default. Beyond test cases and scenarios, I've only played 1 half-game with it so far, still getting a feel for the best "out-of-the-box" values.
fixed smoke/fire promo application/removal consistency
blocked smoke from moving into ocean (to mitigate dll bug with pre-astro embarked travel in features)
allow smoke to move over resources
additional mod options, see top of TreeGrowth.lua:
Spoiler :
No not in this mod for now. Can add option for it later but balance-wise AI doesn't consider such things very well, and fire intended primarily to serve as a negative growth mechanism, offsetting the increase in forest from original moddoes fires damage units?
There are a number of .lua hooks added in VP's .dll that this mod relies on. Some of the checks for plot eligibility for growth/fire/smoke, for example. Also the restriction on pillaging the fire/smoke/growth plots. Besides the added VP features visible to players in-game, the community here has done a lot of work over the years to add modding functionality under the hood, that may not be present in any other .dll mod. It should work fine in the community-patch-only version however: that's probably the best compromise I can suggest. Some of the other .dll mods may or or may not work w/ it, depending at what point their respective devs forked whoward's .dll (ie you *might* get lucky with gaia's core mod on steam, not sure)how can i make it that vp isnt needed for this mod?