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Αναφορά προβλήματος μετάφρασης
last thing, does your mod have any pre-made maps like the base game does?
Btw, Got Lakes already has a bias towards starting civs at/near the center of their starting area, so the script already has an incentive to space out civs in a way that scales with map size. That said, this bias competes with other biases such as civ-specific start bias and a general preference for fertile land and fresh water, so it's a balancing act, and the defaults are tuned for flexibility to support highly random maps.
Hope this helps!
does your mod allow this somehow instead? or are there any files i can edit to make the cities start further apart?.
I like to use bigger maps and want more room for all the civs to expand as i increase the minimum distance between founding cities from 3 to 5.
@Autoclave_H2O the latest version of GL now has a fix for your issue with Dead Sea and Lake Retbah. HOWEVER, since the fix is a bit of a compromise to the accuracy of the map script's resource and start placement, you'll have to "opt-in" to this fix by editing GotLakes.lua to set RECALC_AREAS_AFTER_NATURAL_WONDERS to false instead of true. Hope this helps!
However, modifying Got Lakes to *not* call AreaBuilder.Recalculate() after generating natural wonders might cause other bugs such as incorrectly-placed resources or start positions. I'm still deciding how/whether to fix this.
This is the first time I've seen this oddity.
Testing with GS rules on Civ 6's Pangaea and settling adjacent to the wonder triggers the Sailing eureka. With GS rules on Got Lakes Pangaea settling adjacent to the wonder does NOT trigger the Sailing eureka.
The Got Lakes map script seems to be using the base game and Rise and Fall behaviors for the wonders. The capital had 6 housing when using Got Lakes. The capital only had 4 housing when using the game's built-in maps.
The Gathering Storm expansion flipped the tile underlying the Dead Sea and Lake Retba natural wonders from lake to coastal. See the Trivia section of https://civilization.fandom.com/wiki/Dead_Sea_(Civ6) and https://civilization.fandom.com/wiki/Lake_Retba_(Civ6) for details.
If you need further data (settings, map & game seeds, screenshots), let me know.
Verified with all official DLC with only Enhanced Mod Manager and Got Lakes mods enabled on a Duel map with only the Dead Sea and Lake Retba natural wonders allowed. When selecting a map (Pangea) that comes with the game (NOT the Got Lakes map script), the Settler lens shows both as providing the coastal (salt water) housing bonus (+1 housing), NOT providing the fresh water housing bonus. Settling the capital next to the natural wonder on Prince difficulty shows 4 housing available to the capital city immediately after settling.
Tested with all official DLC after disabling all other mods except for Enhanced Mod Manager and Got Lakes on a Duel map with only the Dead Sea and Lake Retba natural wonders allowed. When selecting the Got Lakes map script (Pangea landmass), the Settler lens shows both providing the fresh water housing bonus (+3 housing). Settling the capital next to the natural wonder on Prince difficulty shows 6 housing available to the capital city immediately after settling.
Hope that helps. Good luck!
If it's affecting *all* great people instead of just prophets, then the issue is probably not caused by map size, though duel map size might exacerbate the problem. I suspect that playing on duel with your setup might give you 1 prophet and no other great people, while other sizes might give you a few more prophets and no other great people.
Sounds more like an issue with at least one mod that is trying to customize great people (maybe every type *except* great prophets for some reason). Either one mod is out of date, or if two such mods load in the wrong order then one mod might retrieve stale data on great people before the other mod clears/replaces the data, resulting in "missing" great people.
The bug is the following: Once the 1st Great Person of a type is recruited, there is somehow none left after that ("All individuals of this type have been earned").
I've investigated a bit (disabling mods, replaying the game from turn 1, etc) and I suspect something is up related to the map size.
And while I haven't noticed anything special about the Map Size setting, maybe (or my fellow players in the hotseat) caused an incompatibility. So!
In your tests/insights as a modder or whatnot, have you ever seen a situation where a faulty mapsize would cause the game to assume there's only 1 Great Person of each kind per game? (e.g the same way that a Duel mapsize would only allow 1 Great Prophet)
- Continents Landmasses: Continents
- Islands Landmasses: None
- Lakes Landmasses: None
- Pangea Landmasses: None
It's a shame really because this mod should be able to do large land masses with few lakes, but I just can't get it to do it, even with what seem to be the right settings. It's just weird...
Sometimes game modes and other mods (especially resource mods) can cause wacky behavior with resource placement.
I personally have not seen this issue with Got Lakes by itself.
You might also be starting in what looks like an islands map if you have extra islands and Land Starts set to Separate Areas. This combo forces all players to start on a separate roughly equal-sized piece of land, typically a small island.
Another possibility in MP: not all players are using the same settings and/or not the same version of Got Lakes. This could lead to a desync btw.
For something like earth but not quite and with inland seas, I recommend forcing the Noodles landmass, like this:
continents landmasses: Noodles
islands landmasses: None
lakes landmasses: None
pangea landmasses: None
circumnavigation is guaranteed by default with that landmass, so your oceans will be connected. To connect the Inland Seas too, enable the Connected Seas checkbox.
For extra islands, choose anything from the Extras option *except* for Everything, None, and Random. Tectonic is probably the most earth-like, followed by sprinkles, chains, tectonic and chains, clusters, and mini donuts. Or you can pick Random Moderate if you can't decide.
Hope this helps!
Second, can I get some help with some settings. I just want to play a map that is "like earth" in that there is several continents with connected oceans, and some interesting inland sea ways with some islands. I want navies and sea trade to be a bigger part of the game and random islands you can find. Like earth, but not Earth; ya know?