TreeSuccession

TreeSuccession 44

they grow semi-randomly adjacent to existing forest... you'll have to clarify your report, but if you've never seen any grow at all then something's gone wrong somehow, try re-downloading. have you seen any of the tile effects at all from this mod? they're somewhat rare but you'd likely encounter at least a few while exploring in most games
I saw them growing, just not in my cities. Maybe it's just a bad luck. I did see wildfires and smokes. Once, smoke affected my resource - it asked if I want to change this improvement, to build a quarry. Can this maybe affect AIs to stop improving resources? On the other way, I see City States with not improved resources even though they are not surrounded by forest.
i have noticed ai's keep workers parked in city when they could be out working -- but in my game they do build some improvements. Can we confirm this is somehow attributable to this mod? if so its gonna be a bit of a mystery given that they sometimes are building properly. I was under the impression it was more a general ai issue in recent version though i havent played enough to say for sure
I'm not sure, the only changes between the previous game and this one were updating VP from 4.18.4 to 4.19.1 and adding this mod. And I played only once on 4.19.1.
 
okay well lets keep an eye out for this then, there are build overrides but the logic should be same for human and ai so if you can build all improvements, ai should be able to as well -- that said i have seen ai sitting their workers in cities and found it peculiar, maybe it could be related to the build override here but i cant see how rn.

growth within your city plots is not something you can really rely on -- but it does happen. you can try turning up spawn rates at top of the .lua file
 
Town for Great Merchant stationed in a city when hovering over tiles. I need to move him to a tile where it can build it, and then I can see it in the UI on different tiles.

i have noticed ai's keep workers parked in city when they could be out working
On reflection here I think we're on to something -- there are never any plot build suggestions when worker is in a city. None of the builds are actually blocked, but the Lua functions involved may be somehow interfering with how the AI processes build decisions. Doesn't make sense but I inverted the logic from first checking for circumstances that should return false, to first testing for circumstances that should return true, and this seems to have restored plot recommendations in my tests. Need to have a better look but should have fix tomorrow

edit: seems that checking for worker hp is causing issues with the override and ai logic -- this will not matter in the long run with plans for the extinguish build to kill the worker. leaving the hp deduction for now as placeholder (easier to tell if AI is extinguishing fires with it on, also gives the fire some kind of thematic damaging effect, even if mostly meaningless)
 
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Tekamthi updated TreeSuccession with a new update entry:

bugfixes

  • speculative fix for fire-related build override interfering with AI improvement builds
  • removed hp check on worker for extinguish (appears to be related to AI build bug)
  • fire malus removes gold, production, food in plot for duration
  • functionality for fire adjacent improvement pillage added (default off)
  • no more stuck promos
  • city fire event code, if active, should now actually trigger (still untested in-game, but hook bug is fixed)
  • AI now appears to prioritize...

Read the rest of this update entry...
 
  1. confirm AI is able to extinguish fire successfully via the new method in v41, if necessary, adjust improvement & build attributes to encourage AI to promptly tend to fires in their territory
  2. complete forest pseudo-lifecycle via a "deadfall" plot which spawns naturally in forest, and a "slash" plot which occurs when forest/jungle is chopped -- most fire will generate off these plots rather than normal forest/jungle. Each can be pre-emptively removed by worker via a repair-like build.
  3. increase default destruction of wildfire to pillage adjacent plots, possibly ignite pillaged improvements themselves so fire poses potential for major disaster if not extinguished promptly
  4. convert worker's fire extinguish build to kill on completion
#1 and part of #3 are now possible in latest version (note, there is an untested ignite pillaged improvements but it will only work on forest). I think everything should be relatively stable in v43, have confirmed workers are building (and extinguishing), builds are still blocked when they need to be, adjacent pillage works if enabled in options, all existing functions as before, etc. We now have plot yield malus, combat malus, build blocks, and unit dmg (sort of, but unit dmg nonetheless) -- happy with that for now as a fully functioning 'fire'. Will pause work on this for a while, but do report any bugs found pls

Also, given that AI should now be able to mitigate the risks, if anyone turns on all the destruction for the fires, and cranks the spawn & spread rates, pls share some good screenshots. Good luck 🔥
 
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I think I encountered a bug where tree growth stopped. Shrubland still spawn but none become forest even after 100 turns.
 
Okay, did this persist after you reloaded savegame?

What era did it occur in?

Is it just shrubland or all mod plots? Fire/smoke/firescar?

The easy answer here is your mod load order changed at some point when you reloaded that game. Any plots spawned prior to the mod load order change would then appear to be stuck, but the mod should appear to function normally in plots spawned after the mod load order change.

I'm not accusing you of anything lol but if you can think of any moment where you clicked a mod off or on in the mod load screen, even one, just for a second, or changed anything at all re: the mods you have loaded between starting that game and reloading, then that's what happened. If you're absolutely certain that's not the case then we have a 2nd case of the mystery reported in prior version.

These sorts of mysteries should be impossible with the way the mod is coded -- at the very least any errors that arise in the mod's data should fix themselves on reload, as far as I'm able to reason out anyway. There are maybe a few other possibilities we can speculate on -- if something were to interfere with the improvement duration counter, it might cause this effect of 'stuck' shrublands, even if mod load order and the DB were fine. For example, if some other mod despawned and respawned this improvement very quickly for whatever reason, it wouldn't necessarily be apparent to player but the counter would be reset each time it did this, and maybe never reach the threshold to 'grow' into forest. Alternatively, there's a plot:ChangeImprovementDuration() lua function -- if some other mod called this on our treesuccession plots it might cause things to appeaer to be stuck. I can't imagine why any mod would do this, but pls share your modlist or any thoughts you might have in this regard.

Anyway will consider what else might be going on if you can fill in some details. In addition to questions above, was there anything else unusual going on in this game?
 
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happened around late renaissance and the fire mechanics seemed to still work
you're probably right that it's a local issue since I can't replicate the problem in a new game

EDIT:
managed to pull it off again, turns out they actually turn into "steady-state forest" after 10 turns.
I'm running v43 on VP 4.16.4 if that matters, speculated mod conflict at first but it happened even with just the VP mods.
 

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Aye I've kept an eye out for this kind of occurrence -- have yet to observe myself.

For anyone else suspecting technical issues, save & reload is first option to fix issues with this mod. I have yet to pin any down in v43, seems to be stable as i've played it into ren so far, but I intentionally implemented with re-caching on reload as a backstop to the the mod plot tracking functions

Theoretically, if all else fails, and if your save has no other problems, could use ige or fire tuner to re-spawn any stuck improvements (ie just place the same improvement on top of the stuck one), save game, reload, and the mod should be able to find these plots even if the DB got rearranged -- or just delete them from map without replacement, mod should carry on as normal. And even if you delete a valid plot accidentally, the mod should be able to adjust -- none of these stuck plots should ever happen though, could be sign of corruption issues beyond this mod or VP, maybe try full civ 5 file integrity check too

The sensitive moving piece in recent versions is not the plot tracking so much but the build overrides -- pls keep an eye out for any wonky AI behaviors related to builds

edit response:

managed to pull it off again, turns out they actually turn into "steady-state forest" after 10 turns.
did it start happening immediately after a new civ 5 instance and game reload? if so, something up with DB and mod load order i think -- on the other hand if it just starts happening after working correctly for a while from turn to turn, or reload from same session without exiting out from mod menu, its something else.

the "steady-state forest" is a temp improvement that builds instantaneously and results in the forest itself -- its called when the successional growth reaches turn timer -- it may be a bit of a relic from this mod's ancestor, but in the sense it's been working for years. Fire and smoke work differently. But there's no obvious reason why this would occur, especially only sometimes... Unless it's your game DB.

It has the column RemoveWhenComplete and CreatesFeature both enabled -- ie inherently via its DB definition it should never sit complete on the map like this. Assuming the engine/dll itself isn't messing up here, it must be somehow a DB error. Again mod load order change between save/reload is the most common culprit for DB error, if you're not changing anything in the mod menu, next most likely possibility is you may have a mis-behaving mod from steam workshop, as these are known to behave unpredictably sometimes, though its a pretty obscure chance tbh.

Here's the test you need to do next time this happens (specifically either you see a 'steady state forest/jungle' stuck on the map): save your game, open firetuner, and try to spawn one of these exact same improvements. The plot should instantly convert to forest/jungle if you do this; if so we know with relative certainty that the stuck plot is somehow glitched in the DB, and you'll have to investigate what on your system could be causing this -- if the mod loads sometimes correctly then it's capable of loading always correctly. On the other hand, if the firetuner-spawned improvement doesn't change to forest/jungle instantly, we'll look at next most likely possibilities, but will need additional context if you can identify any, any mods that affect plots or improvements, any events of any kind that may have occurred in these plots, etc.


I'm running v43 on VP 4.16.4 if that matters
I don't want to say this is it for sure, but its highly likely. I don't recall any of the table changes affecting things in this mod, but all recent dev was on 4.17+, and many table things changed in that version. I'm not sure this is it, again didn't notice any changes affecting things here in 4.17 update, but its the conclusion for now. Nothing else broken in DB? No other text missing etc.?

edit: solved, see below
 
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Is this necessary from an implementation standpoint?

nah good feedback -- the blocks are backhanded safeguards against the promos getting stuck on units, which was relying on some roundabout methods in earlier versions. Firescar doesnt have promos but as the most recent add, just got caught in the copy/paste crossfire. I believe the hooks for promos are all rigged correctly now, plus I wanna look at moving some of the overrides into DB instead of lua -- will revise this next time
 
I think I just pillaged a shrubland in enemy territory...
Good to know... The logic for the overrides is not entirely intuitive, I'll review how its been implemented for these plots, last pass was for the others

Mod has some fail-safes built in so that pillaging a plot like this shouldn't break anything, but I understand it's inappropriate gameplay

Keep an eye on any other weirdness if you continue this game please... Like can you pillage any of the others, or was it just that one, or just a few? Did they have the correct text on mouse over? Outside chance it's a similar issue as reported a few posts up -- maybe the intermediate improvement is failing to convert to forest/jungle for some reason.
 
Kk can you double check if any of them were displaying the text for
steady-state forest
The growth plots should be named "shrubland" or "tropical shrubland"

it would make sense that the steady-state plots are pillagable, as they're supposed to instantly convert to forest/jungle, and thus have not had any pillage overrides in lua

At this point I'm prepared to conclude that RemoveWhenComplete and CreatesFeature columns in improvements table are simply broken, at least for our purposes here. Would be nice if we could narrow down what breaks them for a bug report on git, but I should be able to design them out for future revision.

If you're able to revisit a save and mouse over one of the affected plots, that should be enough to confirm my suspicion.
 
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Okay that's a couple reports now of these plots misbehaving, we'll assume it's not mod load order doing this now with a few instances confirmed -- @hokath & @trinket, are you both using EUI?

Can't reproduce myself, curious what's causing this different behavior. EUI only thing I can think of, as I never use.

In any case, can fix... Standby
 
If it's about CreatesFeature that's interesting, I feel like @jarcast2 and I were having problems with that in the Garamantes modded civ.
I think part of the reason was we needed
Code:
 <Row Class="4" Name="IMPROVEMENTS_EXTENSIONS" Value="0"/>
to be activated. Perhaps something is disabling that, I can check later.
Edit: Or, perhaps you have it enabled via another mod?
 
perhaps you have it enabled via another mod?
I've been working on this and the storm plot mod around the same time, so my memory is foggy -- iirc I was reviewing the mod options enabled against what was available in custommodoptions tables, and made some changes. Possible I removed this one accidentally, though I can't say specifically til I jump back into mod buddy. Will be easy fix if that's all that's missing.

Very possible I have it enabled in another mod... Ty for info, might save me rebuilding functions unnecessarily
 
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