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If you would like to modify to a larger quantity you can definitely do so in the mod files!
There are a few other mods out there that do increase the values to a larger quantity already so you might check them as well!
I will try to take a look at this and try to figure it (and the load order thing that Kakutani mentioned) when i get a chance. My next break from teaching isn't until Thanksgiving but maybe I will do a Thanksgiving update!
<Properties>
<LoadOrder>111</LoadOrder>
</Properties>
in between lines 18 and 19 of the modinfo file. In the end, it will look like:
<!-- Different parts of the mod -->
<Components>
<UpdateDatabase id="PUT_A_UNIQUE_STRING_HERE">
<Properties>
<LoadOrder>111</LoadOrder>
</Properties>
<Items>
<File>Code.sql</File>
</Items>
</UpdateDatabase>
</Components>
I am not certain of how to do that and (unfortunately) I don't have time in my life to learn that skill anymore.
I appreciate the interest in the mod but it is, essentially, going to be left as is for the foreseeable future
INTERESTING! As far as I know it is still working. Since this mod only manipulates two pieces of code. But I have not specifically gone to test its functionality in a few months.
Is it possible? (unlikely since map editor) that you have placed city states or other city centers pre-NW? Cause that can cause issues.
Possibility of other mods interacting with it?
Just trying to get as much info as I can before I dive into this on my next three day weekend later this month
Interesting! I wonder why that is. I will have to dig into it on my next three day weekend or break from school. #Teacherlife
For right now I don't know when I will get to it BUT I will put it on the to-do list to re-teach myself to mod and then dive into the files and figure out why it is affecting all the wonders except Paititi... which is odd because how its written SHOULD affect all nat wonders equally... very curious...
_m_a_: The update NumNaturalWonders value is the core of this mod and should not cause issues with a standard map. If standart map is NOT a typo then I am not sure what it is referencing and would need more information to let you know if it would cause an issue. In general, unless the devs change the name of the data value from "NumNaturalWonders" to something else then it shouldn't ever cause a problem on its own, though it may not work as intended on custom maps/map mods.
Also: UPDATE Maps SET NumNaturalWonders = NumNaturalWonders * 1,5 ;
can this cause problems for standart map?
Thanks.
I am not aware of it. I imagine it would work (in that it would provide at least x2 the number of natural wonders of the largest vanilla map size) however I am not certain that it would apply the x2 modifier to the sizes larger than vanilla. From my own playing around with things like YNAMP and that mod's larger sizes it doesn't appear to garner any larger than the bonus nat wonders from vanilla biggest map size. Hopefully this summer I will have time to look back into the mod and figure out a way to get the mod to apply to those other map sizes. For now end of masters program + finding a summer job + finding my first job in my field for next school year have taken up MOST of my free time for the past... while
Thanks for the well wishes! I will get my scores back in a few weeks so fingers crossed! I am doing a lot of substitute teaching for work right now so I am a little strapped for time but spring break is coming up so maybe I will try to overhaul and increase the numbers again over spring break!
Could there by any chance be some flag added for the 'enourmous' map size in YNAMP to spawn 16 Natural wonders (provided, that there are that many) else 14 instead. Currently seems that only 7-8 spawn when I generate some maps in the World Builder!
Thanks for the feedback! If you find it is causing an issue with CQUI or Detailed Map Tacks please let me know and I will add it to the mod description above so others can see that as well! Thanks also for the well wishes on my degree! Two years of study comes down to the paper I submit tomorrow so fingers crossed!
I didn't thought of trying with my other mod off and i just disabled yours and kept playing without.
So I tested today and it seems to be working. I launched several games with only your mod, with my UI one and with more others and it didnt crashed. So seems good now :D
For your information, I usually only use "Community Quick User Interface" and back then I added yours which crashed the game. So maybe, it was a bad interaction between both of them.
Anyway, it seems to be working all good now (the crash was happening directly in the end of first turn before which is not the case anymore). For my next full game I will play with it, "CQUI" and "Detailed Map Tacks" and see if it doesnt bug at any turn of the game.
Thanks for your answer and good luck for your degree ;)
No harm no foul :)
Is this the only mod you have active when this issue occurs? It seems like yes but I want to be sure! This mod should not cause errors like that but given that a couple people are now reporting it causing an error I want to check into it. However, I wan't to first confirm that there isn't another mod interacting and causing the error since I have not had this issue so far.
Ultimately I will not have time to deep dive into the issue until after March is over since I am in my last two week scramble of finishing a masters degree.
Please let me know if you are experiencing this issue with ONLY this mod active and if that is the case I will work to try to see what is causing the error when I finish my degree.
I tried several games with standard setting for everything, continent map but all crashed.
hey couple questions! Can you confirm you are using no mods other than this one? This mod shouldn't cause a crash given that it only modifies where and how many natural wonders can appear on a base map.
Second question, can you give me a bit more insight into how the crash happened and what the settings were that you were using to cause the crash?
I have been using the mod recently and found no issues with it so I am concerned and want to help fix it if it is indeed this mod causing the issue
A "wonder-full" world
No this is not intentional. I am not sure what the issue would be with that as I haven't changed anything since last february when Devs updated some of the terms in the code.
Nothing should be preventing you from seeing the mod but I can suggest unsubscribing, clearing your mod cache, and resubscribing?
That is good to hear, It is possible that the 4-leaf clover wouldn't give the correct number given that, although this mod reduces the minimum distance between Civ starts and NWs and the minimum distance between NWs, there may not be enough land area to host the correct number of modded in NWs AND still have the Civs etc since the game places the Civs first then fills in the NWs.
Good catch! I will do some experimentation this weekend or maybe next week on the holiday week and try to isolate which map types and settings don't work for whatever reason and then update the description with those!
Thanks :)
As far as I am aware Devs haven't changed the NUMNaturalWonders entry nor the MinDistanceNW entry values so there is no reason it should be failing in the way you are describing.
Do you have ANY other mods on when you are having this issue? This mod absolutely should not be affecting anything except natural wonders and the distance from which they can spawn from each other and cities.
In my testing of games with JUST this mod I am not finding this issue.
https://steamcommunity.com/workshop/filedetails/?id=1516749362
Cheers!