TreeSuccession

TreeSuccession 44

the zip empty or corrupted for new version... wanted to try too :c
Thanks for heads up... I will check tomorrow and re-upload...

Did you try with 7zip? I just renamed the .civ5mod to zip (cf site doesn't allow the native mod extension for upload nvm seems it does, will use native civ5 extension going forward), sometimes only opens with 7zip when done this way. Alternatively if you change zip extension back to .civ5mod and place in mod folder, the civ5 engine might open it (it attempts to unpack all civ5mod files in mod folder when you first open the mod menu).

edit: I just tried the file with 7zip, seems to work on my end -- this steam guide, though slightly tangential to what we're doing here, essentially covers the same topic; if all else fails just rename the .zip from this thread to .civ5mod and you can follow these steps pretty much exactly: https://steamcommunity.com/sharedfiles/filedetails/?id=837165401

can anyone else confirm they've got it working (or not)?

on current version, most of original mod structure remains intact, I've just built-in some customizable multipliers, extended/added a few functions in lua, and redirected some references -- as playtesters I need you to keep an eye out for unintended effects, for example, does the new version's piggyback on the improvement system for the early-successional growth tiles interact with any UA's that modify improvements (if such exists)? need eyes on things like that; my testing for mod dev typically involves some firetuner-based test-cases in-game, followed by playtesting through early and mid-game with up to half-a-dozen civs -- but i can't even remember about half the UA's in VP off the top of my head, let alone the other modmod additions, so its possible there are some oversights in these unique cases, not sure, please let me know if you find any.
 
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Yea it worked when I just opened it with 7zip my bad lol. Excited to give it a try soon and will update if I find anything weird
 
Tekamthi updated TreeGrowth (VP) with a new update entry:

Wildfire update

Added wildfires: spawn temporary smoke plots and may remove forest (default 50% chance after 6 turns, customizable option)
Spoiler :
1690667978737.png


cleaned up old G&K code from original mod, updated & improved various functions.

Added better SV icons

Read the rest of this update entry...
 
its taken me years but I've finally put a significant amount of my own mod content into this one, and its no longer just concerned with tree "growth" -- so it has a new name!

I need playtester-eyes on my use of 'improvements' for these tree-related functions: for example, are there any obscure (or not so obscure) VP abilities that buff "all improvements"? and if so, what interaction do they have with this mod? I am not aware of anything like this, and where I've checked I've never seen any kind of effect on yields or other interactions (the fire intentioanlly does -1 production, didn't seem appropriate to have a fire with no effect on tile yield, and its only a few turns); but I only play a little over a half-dozen civs regularly, and it sometimes takes me months to cycle through each individual religious belief or policy tenet as they evolve. Pls let me know if you find any unexpected behaviours, hopefully I can catch it in .lua or otherwise!
 
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I will probably test this with Dynamic Towns, since the VP version can have the towns be comfortably placed on forests and jungles effectively making snowball-y cities for everyone. Won't change the smoke frequency, because I think it'll be a good balance for civs reliant on having forests.
 
probably test this with Dynamic Towns, since the VP version can have the towns be comfortably placed on forests and jungles
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.

FYI the functionality here is primarily intended to just give the forests a hint of "living" qualities and characteristics, everything on default settings should feel like somewhat of a rare or occasional occurrence, not intended to be fully realistic in the way some RL places have major fires every year etc., and/or get wiped out by them. Here they will just remove the occasional unimproved forest and make unimproved plots smokey for a bit. I will revisit the possibility of being a little more destructive in later version, but your towns should be fire immune once built.

The smoke should just affect visibility temporarily until it disappears, and if inside your borders you likely won't notice any effect (you have full vision at home regardless -- I have yet to investigate whether vision can be turned off in some plots in owned tiles; again, maybe a later version).

The fires themselves have a bit more of an effect to any unit standing on them, though will not damage them directly, and do a small yield malus -- it didn't feel right to have no negative effects at all, but I wanted to preserve vp balance as much as possible, not go all the way to civ 6 style destructive fires

A worker should be able to build any of its normal builds on top of any of the forest-related improvements -- so a fire can be "put out" instantly if the tile owner builds a lumber mill or other forest improvement on top of it -- eg a town possibly in the case of the mod you mentioned. This should be the only way to put out fires by the player, and was left in somewhat intentionally, ie player can still control all owned tiles. I still need to create a few restrictions, possibly, like there may be funny behaviors for workers that try certain builds right on top of wildfires as they're burning, but I need more info on this first
 
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Haven't noticed anything bug related yet, enjoying it ! Breathes a little new life into vp seeing the fires and regrowth throughout the ages.
 
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?
oh sorry my bad, but yea that happened, it was only 1 unit, a scout
if it happens again i will analize it better
 
oh sorry my bad, but yea that happened, it was only 1 unit, a scout
if it happens again i will analize it better
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.

The workaround for now, is to find another smoke plot, move your unit into it and then out again -- that should remove the promo. Also pls let me know if you try this workaround and it doesn't work.

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.
 
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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.

So far, I've played 2-3 ~200+ turn games with these lua settings:

imaxSmokePerTurn = 1
iJungleGrowthTurnTime = 10
iForestGrowthTurnTime = 10
iBurnTurnTime = 7
iForestGrowthProbability = 3
iJungleGrowthProbability = 3
iForestBurnProbability = 1
iJungleBurnProbability = 1
iBurnFeatureRemovalProbability = 65
iBurnSpreadProbability = 5
iSmokeSpawnProbability = 20
iSmokeDisperseProbability = 50
iSmokeMoveProbability = 5

Quite enjoyed them compared to what they were, but I didn't want too much succession going on around in the world overall, so if you do want lots of fires/smoke keep it default. I'm actually starting a fresh game tonight, and plan to lower the Forest/JungleGrowthProbability to 2 just to see how negligible of a change that will be, considering I'm already pretty satisfied with the frequency at 3. Thanks for being a great help Tekamthi, love it!
 
does fires damage units?
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 mod

Fire currently applies malus promo reducing vision & healing ability to unit standing on it. Also -10% defence to the tile.

Is there a better set of malus attributes for this purpose? Didn't put much thought into this piece so far
 
how can i make it that vp isnt needed for this mod?
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)

I am unsure to what extent my recent versions will work at all in vanilla BNW. The old v1 and v2 in the OP here are probably okay in vanilla BNW (no promises, but they are much simpler implementation), however those lack any wildfires or smoke, just add forests/jungles in one shot with no interim growth etc. Anyway if you want to experiment, you can remove the dependency line in the .modinfo file and it will at least load without VP/CP (not necessary for Gaia mod) -- at the very least i'd expect there will likely be some occasional instances of AI wasting movement on pillaging these plots, possibly other unexpected behaviors.

Its possible that other modders might know some tricks to make this work in vanilla; despite several years spent chipping away at this hobby, I am not 100% knowledgeable of all modding functionality even now, and have spent almost all my civ 5 modding time on projects compatible with VP's .dll. If you are feeling ambitious and want to fork this project for vanilla, maybe shop around for some help on the main CF modding forum or w/e, you are more than welcome! Please just maintain my list of credits & special thanks in the .modinfo file, that's all I ask.
 
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