I am, though doubtful it's the issue as it did work properly the first time I used this mod.using EUI?
I am, though doubtful it's the issue as it did work properly the first time I used this mod.using EUI?
- re-added lost CustomModOption, IMPROVEMENTS_EXTENSIONS
- removed city found block in fire scare
- improvement builds still blocked (it only lasts a few turns, and doesn't make sense to start chopping a bunch of burnt trees)
you can try pasting in the following line to the sql file of v43 (as the last line, or anywhere really) -- no guarantee it doesn't throw off the db but its just a boolean change, might be okayI think after updating VP to the newest version, forests stopped to spawn. There are 2 Shrublands in my cities, but they're not progressing. Any way I can unstuck them?
UPDATE CustomModOptions SET Value = 1 WHERE Name = 'IMPROVEMENTS_EXTENSIONS';
you're probably right -- if I wrote the code I'd probably have let them, but much of that growth stuff is still the original TG code, perhaps they disabled growth on roads or i just don't remember making this decision. In any case I'll probably convert this into a useroption and default it to allowed.I think they can't. Long long time no spawn on them, and once I removed bunch of roads, they started to grow.
Interesting... i'll need more info -- my 1st take here is its something to do with lua overrides, likely on the UCS side -- I have never looked under the hood in that mod, but speculate that it must do its own overrides to control the gating mechanism via CS allies. Have you raised this concern with that mod? any feedback/speculation? pls @ tag me if you post(ed) about it in their threadAlso, probably being an ally of CS that give you ability to create unique improvements (Unique City States mod) stops growing too. I tested it multiple times, whenever I lost the ally status, trees started to grow again.
function IsValidForestTile(plot)
local plotType = plot:GetPlotType();
local terrainType = plot:GetTerrainType();
local featureType = plot:GetFeatureType();
local improvementType = plot:GetImprovementType();
local resourceType = plot:GetResourceType(-1);
local bPillagedImprovement = plot:IsImprovementPillaged();
if (plotType == PlotTypes.PLOT_MOUNTAIN) then
return false;
elseif (plotType == PlotTypes.PLOT_OCEAN) then
return false;
elseif plot:IsCity() then
return false;
elseif plot:IsBeingWorked() and not bTreeGrowthInWorkedPlots then
return false;
elseif (improvementType ~= -1) and not (bTreeGrowthOnPillagedWorkerImprovements and bPillagedImprovement and isWorkerImprovement(improvementType)) then
return false;
elseif (featureType ~= FeatureTypes.NO_FEATURE) and (featureType ~= FeatureTypes.FEATURE_RIVER) then
return false;
elseif (resourceType == -1) or bTreeGrowthOnResources then
for i = 0, plot:GetNumUnits() - 1 do
local uUnit = plot:GetUnit(i);
if (uUnit:GetUnitClassType() == GameInfo.UnitClasses.UNITCLASS_WORKER.ID) then
local tBuild = uUnit:GetBuildType();
if not ((tBuild == nil) or (tBuild == -1)) then
return false;
end
end
end
if (terrainType == TerrainTypes.TERRAIN_GRASS) or (terrainType == TerrainTypes.TERRAIN_PLAINS) or (terrainType == TerrainTypes.TERRAIN_TUNDRA) then
return true;
end
end
return false;
end
maybe, or i suspect somehow the combined use of lua hooks is resulting in unexpected behavior... earlier i had an override in this mod that, to the human eye reading the code, appeared to be pretty simple but unintentionally prevented AI from doing any builds while human could no problem. Fixed it, but maybe having two of the same hook running somehow creates similar effect. Its not a full explanation however, as this mod doesn't use the actual builds themselves for growthMaybe it's a hardcoded dll stuff?
One thing that comes to my mind are events. UCS relies on ovents to give an ability to a major player. If Alliance is out there is a few turn delay before you lose the ability. So you can have the ability without an alliance, but for very short time.maybe, or i suspect somehow the combined use of lua hooks is resulting in unexpected behavior... earlier i had an override in this mod that, to the human eye reading the code, appeared to be pretty simple but unintentionally prevented AI from doing any builds while human could no problem. Fixed it, but maybe having two of the same hook running somehow creates similar effect. Its not a full explanation however, as this mod doesn't use the actual builds themselves for growth
I took a quick look (5-10 mins) at the ucs files but they're too big to find anything at-a-glance. There are also some functions here that take a lot of thought to reason out what they'd do in certain circumstances. Anyway, doesn't make intuitive sense to me that these mods would work fine w/o a CS alliance but not w/ one
We'll park this concern for now -- @Zares if you keep playing w/ this mod combo, pls update the thread with any specifics you observe. If you can help narrow down the specific circumstance (ie is it specific to a certain CS, or improvement, or maybe some other additional factor), it might help pinpoint what or where could be causing this. Right now there's not enough to go on for isolating the cause. Possible this will be one of those obscure things that persists for a while unfortunately...
Probably not, but I haven't tested that. I do not play no-EUI. UI files are from EUI.Does your version of ucs work with no-eui?
@Zares can you specify the specific behavior you notice when these stop growing -- is there a) no successional growth plots spawning, b) successional growth spawns but does not convert to full forest/jungle.being an ally of CS that give you ability to create unique improvements (Unique City States mod) stops growing too. I tested it multiple times, whenever I lost the ally status, trees started to grow again.
gaia mod should work out of the box i think? the projects are very similar in their dll code, all necessary functions should be available with gaia mods too -- did you try and it failed?theres a version were it works with gaia mod?
there are certain hooks and lua functions that aren't available in vanilla that make all the difference here (i dont remember which mind you, just that i once considered if this could be a vanilla mod and ruled it out). Anyone that wants to try to adapt this however, is welcome to do so, I have no plans for it. Maybe someone more clever than I can figure out how to make it workor not with vp?
yeah i failedgaia mod should work out of the box i think? the projects are very similar in their dll code, all necessary functions should be available with gaia mods too -- did you try and it failed?
there are certain hooks and lua functions that aren't available in vanilla that make all the difference here (i dont remember which mind you, just that i once considered if this could be a vanilla mod and ruled it out). Anyone that wants to try to adapt this however, is welcome to do so, I have no plans for it. Maybe someone more clever than I can figure out how to make it work