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A suggestion as a side note: it's possible to create a slider bar (similar to the city state one) for the number of natural wonders? Alternatively, a selector similar to the resource one (normal, great, abundant, etc).
That's actually something I was looking to implement but I need to research it a little more to make sure it's not something that would conflict with mods that also add things. I think the interface is modular to some extent for optional stuff like that, and if so I'd like to try implement it. I've got it noted down as an idea for a future update in any case :)
About the UI: i remember seeing some things like that as configurable in the modinfo. I've googled about and found some 'extra setup stuff mods'. These mods should be a good guideline to that.
Other than that, me and my gf really liked this mod. We tried him once and now it'll surely be on every match. Great job.
Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value
Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value
It looks to me like you have at some point used a hardcoded path, or the port to linux has some edgecase where it looks in a windows-style location. The visual end effect is that map generation fails and the game starts with an empty undiscovered map and no civilizations seems to exist and the game auto-progresses the turn counter.
I discovered something that was not considered as a feature as far as I read it.
Within 5 hex of any natural wonders it is impossible to plant secondary forests.
The attached screenshot shows this example on Kilimanjaro. This is the case with both the old and new natural wonders.
Forests that are within 5 hex radius are primary forests.
I hope the circumstance is solvable, otherwise this excellent mod is somewhat unfavorable for production conditions and forest lovers;)
https://steamcommunity.com/sharedfiles/filedetails/?id=1469367571
Thank you in advance!
Hey @Roze, I can confirm that no hardcoded path to any directory was written into this mod, but do those errors appear without any mods enabled? They look like they're coming from the continents map script from Firaxis, which we haven't changed, but I checked on this system (PC) and I didn't encounter any errors of the same nature, so perhaps you're right and it could be something to do with the emulator because I can't say I've seen anything like that happen.
I can confirm that line it is falling over at is indeed to do with natural wonders "local nwGen = NaturalWonderGenerator.Create(args);" but without a linux system myself I can't confirm what's going on really, I'm sorry to say.
If it helps to provide any clues, the PC directory that the mod downloads to is "\Steam\SteamApps\workshop\content\289070\1461463960" in case it is an issue with localtion or something?
I am excited, thank you very much!
https://steamcommunity.com/sharedfiles/filedetails/?id=1471272447