Sid Meier's Civilization V

Sid Meier's Civilization V

296 ratings
Gibraltar, Reef, and Krakatoa Fixes
 
Rate  
Favorite
Favorited
Unfavorite
Tags: Terrain
File Size
Posted
Updated
0.004 MB
Aug 28, 2013 @ 11:19am
Aug 29, 2013 @ 6:25am
2 Change Notes ( view )

Subscribe to download
Gibraltar, Reef, and Krakatoa Fixes

Subscribed
Unsubscribe
Description
::::::::: FEATURES :::::::::
  • Prevents Gibraltar from spawning on small islands; especially single-tile ones which may render it unworkable! (special thanks to whoward69 for help)

  • Prevents Gibraltar from spawning next to ice, which I believe looks really bad.

  • Adds a land check for the Reef so it doesn't spawn too far out into the sea and become unworkable.

  • Adds an ice check for the upper adjacent plots of the Reef so its upper half doesn't become adjacent to ice. (The bottom half already had it, but the top didn't.)

  • Adds a requirement that the core tiles of the Reef must initially be water as well so that resources aren't wasted around it and out in the sea. (When resources are placed, the game still considers the converted tile a land tile.)

  • Adds a latitude check for all water-based natural wonders in this function. Unlike land-based NW's, these are too flexible and need more restrictions. Normally, tundra starts at a latitude of 0.6 and snow and ice start appearing as you increase the latitude up to 1.0. The Reef and Krakatoa will only be placed in tiles below a latitude of 0.5. With Gibraltar I was a little more flexible; it will only be placed below a latitude of 0.6. (This now makes the ice checks above obsolete, but I kept them in for other modders to use.)

  • Adds Krakatoa as a custom method so its conditions can be controlled better.

  • Krakatoa now only spawns near islands and smaller landmasses. (The islands need to at least be larger than 2 tiles too. It won't spawn next to measly 1-tile or 2-tile islands.)
< >
52 Comments
Serpens66 Feb 29 @ 10:23am 
Found a problem (runtime error) in the lua file in line 258. The "extraplot" can be nil in maps from DLC packs, like Australia. This results in no luxuries at these maps. I solved it with a check, if extraplot is nil. If so I return false. Is this a good bugfix, or is there a better way?
The Taco-Badger Jun 11, 2015 @ 10:26am 
I would assume this is compatible with the EUI yeah?
framedarchitecture May 22, 2015 @ 2:25pm 
Small but great fix. Thank you.
manekk Apr 12, 2015 @ 3:02pm 
Heh, I guess I never saw it, as I probably never paid attention to a useless wonder before your mod ;)
Barathor  [author] Apr 9, 2015 @ 7:03am 
Hey, thanks, manek. That's an existing graphical bug in the unmodded game.
manekk Apr 8, 2015 @ 1:29pm 
HI Barathor

First of all thank you for making these 3 natural wonders useful, finally I am actually using them instead of just looking at them.
During my last games with this mod on I have observed a funny glitch - the tile next to Gibraltar rock graphically looks like grassland, however it is actually a mountain - the game treats it as a mountain making it impassable, produce nothing, and when you mouse over it says mountain.
Do you think there may be a bug in your mod, or is it just a random Civilization mistake?
matthew_kilpatrick Feb 13, 2015 @ 4:26am 
thanks for this mod Barathor, i think it is the most 'essential' mod out there. can you update it/ make a new mod that stops sri pada from appearing on silly one tile islands in the middle of nowhere? i have tried having a look at you modding in the hope of reverse engineering it to see if i can do it myself, but i don't think i am up to it! thanks again
mattdm Jan 17, 2015 @ 7:46am 
I'm finding that this mod (with BNW) causes ancient ruins to not appear. I've disabled all other mods, so it's not a conflict.
Barathor  [author] Jan 14, 2015 @ 9:35pm 
Yes
The Hoff Jan 14, 2015 @ 12:29pm 
Does this work with BNW?