Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Inland Flooding and Climate Change
目前顯示第 1-5 項,共 5 項
更新:2019 年 12 月 13 日 @ 上午 5:27

Firaxis implemented a custom MarkCoastalLowlands function for Primordial. For some reason they then took GlobalParameters.CLIMATE_CHANGE_PERCENT_COASTAL_LOWLANDS and multiplied it with 1.5. With my mod (or any other mod that increase this global variable to more then 66) this would result in more then 100% of eligible landtiles getting flooded. This breaks the map script engine, because Firaxis didnt program defensively. Oh well...

I don't want to fix Firaxis map script since it would course incompatibilities later when/if they ever decide to change the script in the future. Instead I will re-write my mod to make sure CLIMATE_CHANGE_PERCENT_COASTAL_LOWLANDS is not altered, and my mod will just act as if it were.

TL:DR: Primordial maps no longer break with my mod installed, however:
1) inland flooding as implemented by this mod is not applied to Primordial
2) this mod can no longer be controlled with the global parameter CLIMATE_CHANGE_PERCENT_COASTAL_LOWLANDS. If you don't know what this mean, it will 100% NOT affect you. If you know what this mean, you can go to line 165 in the file CoastalLowlands.lua of this mod and change 100 to whatever valued you had manually used for CLIMATE_CHANGE_PERCENT_COASTAL_LOWLANDS. As I said, this is only relevant for the few (if any) people who manually modified my mod.

If you want the effects of this mod in the primordial map script you can do the follow:
1) Go to folder ...\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Maps
2) Open the file Primordial.lua in notepad, notepad++ or similar
3) Go to the line which states: function MarkCoastalLowlands()
4) Change this line to: function MarkCoastalLowlandsX()
5) Go to the line which states: function IsValidCoastalLowland(plot)
6) Change this line to: function IsValidCoastalLowlandX(plot)
7) Go to the line which states: function ScoreCoastalLowlandTiles()
8) Change this line to: function ScoreCoastalLowlandTilesX()
9) Save the file

更新:2019 年 6 月 24 日 @ 上午 11:17

-Added a cap to number of floodable tiles. This cap is separate from the floodable percentage which other mods usually use. This change will not really affect pangea or continentes, but will slightly decrease the number of floodable tiles in some of the maps with tons of coastlines, such as island plates.

-Added some logging for helping users debug if needed.

-Increased performance slightly.

更新:2019 年 4 月 17 日 @ 下午 12:37

Removes my climate change stuff, since Firaxis did a great balance pass on climate change speed, so I don't believe mine is needed anymore. This will also make the mod more compatible with all other climate mods.

更新:2019 年 3 月 24 日 @ 上午 2:42

--Made some optimization which should make the mapscript somewhat faster.
--Removed load order property from everything other then the mapscript. This will make it so that other mods that modify the same game rules (speed of climate change) can overwrite the values provided in this mod.

更新:2019 年 3 月 22 日 @ 下午 1:21

Initial upload