if GameInfo.Features["FEATURE_ULURU"] then -- Australia DLC is loaded
NaturalWonders[GameInfo.Features["FEATURE_ULURU"].Index] = { X = 93, Y = 16} -- 1 plot, desert, surrounded by desert
end
We can't have both civ on the same spot, the names will change if/when this region is mapped for cities.
Yes, it should work without them.Gedemon, will your mod work without any of the DLC? I have not decided to get any of the current 3 that are available and wonder if your mod will work without them.
Thanks !little addition for uluru for giant
Code:if GameInfo.Features["FEATURE_ULURU"] then -- Australia DLC is loaded NaturalWonders[GameInfo.Features["FEATURE_ULURU"].Index] = { X = 93, Y = 16} -- 1 plot, desert, surrounded by desert end
edit: 124,20 for ludicrous size
Lua.log please. If you've installed beta 2 from steam, I think you need to remove the old mod.Hi, I have a weird problem
I got Beta 2 and when I start a new game it says "other players are taking their turn" Left it for 20 minutes and it was still there, but when you start a new game, you should be able to have your turn as soon as it loads, any help with this issue?
I meant the names should be Thebes (Luxor) and Mecca, if I use the real position of Ra-Kedet and Cairo for the map then Cairo would be 2 tiles east and one tile south of Alexandria, that's too close.The cities wouldn't be in the same spot. Ra-Kedet is an old name for Alexandria, which is a coastal city. It lies just west of the river outlet. Here is where the cities should be:
Spoiler :
I meant the names should be Thebes (Luxor) and Mecca, if I use the real position of Ra-Kedet and Cairo for the map then Cairo would be 2 tiles east and one tile south of Alexandria, that's too close.
No it isn't.
X, Y ?
The city naming code allows civ-specific naming, what's your proposing is of course doable in lua, but I have a lot of other things to code, and solving an issue that is already potentially solved by something already coded (just miss the data) is not high in my list, ATM I'm checking beta 2, then as soon as possible I'll return on my current (unreleased) project.That makes sense now. What about a way to have it see which leaders are in the game and change their capital's on the fly? For instance, if both Egypt and Arabia are loaded, set Arabia's capital as Mecca instead of Cairo since Mecca is already in Saladin's city list but Cairo wasn't even a thing when Cleopatra was around and the closest she would have would be Memphis.
<Replace MapName="LargestEarth" Civilization="CIVILIZATION_EGYPT" X="58" Y="38" AlternateStart ="1" />
if player:IsMajor() then
if IsSafeStartingDistance(plot, true, player:IsHuman()) then
player:SetStartingPlot(plot)
--table.insert(AssignStartingPlots.majorStartPlots, plot)
else
print ("WARNING ! Plot is too close from another Starting Position")
end
else
if not bNoCityStates then
if IsSafeStartingDistance(plot, false, false) then
player:SetStartingPlot(plot)
--table.insert(AssignStartingPlots.minorStartPlots, plot)
else
print ("WARNING ! Plot is too close from another Starting Position")
end
end
end
Lua.log please. If you've installed beta 2 from steam, I think you need to remove the old mod.
There is no TSL for "CIVILIZATION_CANADA", you'll have to set it in the mod you're using, see "How to add TSL for a New Civilization mod" in first page.I just tried to remove it completely than add it through Steam and it still doesn't work, here is the log file you requested
Seems that the mod doesn't make sure of the load order, and this load order may have been changed with the Australian Patch, it's possible that YnAMP was loaded before the Canada mod and all was fine, but now it's loaded after and the TSL table for YnAMP doesn't exist at the moment the Canada mod is loaded and the TSL can't be set.According to the mod author, there is a true start location for Canada
https://forums.civfanatics.com/resources/canada-civilization.25857/updates
Says right there, it worked before on older versions of this mod too.