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Сообщить о проблеме с переводом
This can also happen if what you actually got was a regular Pangea instead of a continents landmass. Pangea defaults to placing all major land civs on the largest area.
https://preview.redd.it/help-with-the-got-lakes-mod-v0-f7d6h8czoted1.png?width=2876&format=png&auto=webp&s=fd99db23289bb66ec53fb280a1b885365f4db099
Thanks much for extensive answer ! I’ll fiddle around with those settings.
- Biome: set to something other than Wetland to avoid a higher Oasis spawn rate.
- Biodiversity: this auto-adjusts based on climate by default, which allows oases on snow for Snowball or Sandstorm climates (though you probably won't see any snow on Sandstorm). This is a balance tweak to make extreme climates more playable, but you can avoid snow oases by setting this option to High or lower, in case you have a preferred biodiversity in mind.
- No Desert Oases checkbox: enable this to prevent oases from ever spawning in desert regardless of other options.
- No Snow Oases checkbox: enable this to prevent oases from ever spawning in snow regardless of other options.
Thanks for the feedback! Glad you're enjoying the script so far.
Is there a setting that manages that ? Or could it be a mod collide maybe ?
I think I have a mod that touch oasis yields for example.
Love the script btw ! Seems to acknowledge all the mods I use, and have extended settings, all that with great result, that’s perfect ! Thanks.
@HighRider101 I'm on the fence about publishing any more updates now that Civ7 has been announced, but supporting that mod (Real Rivers for Random Maps) sure is tempting. I'll have to think about it :)
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.