Dominions 6

Dominions 6

Normalized Capital Population Growth
16 条留言
Criptfeind  [作者] 12 月 6 日 上午 9:57 
Yes, DE does this itself (in a somewhat different way, but basically equivalent). I wouldn't suggest you use this mod with DE.
gavinfoxx 12 月 6 日 上午 5:45 
Is this already fixed in Dominions Enhanced? Is this compatible with Dominions Enhanced?
Criptfeind  [作者] 11 月 8 日 下午 8:34 
I've added the ability to start in non forest cave cave types and non deep sea sea types, as only those two types are bugged. In a recent dominions update Yomi and Caelum have been given the ability to start in highlands, abet inconsistently as the game can't tell the difference between a highlands and a mountain. I've made it so they ALWAYS start in highlands (and might start with a border mountain like any other nation) and get an appropriate site. Back to hardcoding sites for specific nations, which isn't good for modding or for compatibility with R&M but it's either that or delete highlands when a nation starts on them, which I think Yomi requires it for their better freespawn, so that's a bad option.

I've looked though a bunch of other nations trying to find ones other then Yomi and Caelum that can start in a highlands but I've been unable to find any that do, if anyone knows of any other nation that does, please tell me.
Ddraig Lleuad 2024 年 12 月 28 日 下午 4:44 
Sounds good, the children yearn for the mushroom mines!
Criptfeind  [作者] 2024 年 12 月 28 日 上午 10:47 
Thanks for the heads up, I've not played dominions for a while (tis a busy time of the year!) so I missed that balance patch. I notice that the various cave province types have been added into event commands which would allow me to not remove the starting cave type. However forest caves appear to be broken. So right now I'm pushing a small update to fix the base cave site, in future if the forest cave command is fixed I'll likely do a proper update so people can have their special cave type capitals.
Ddraig Lleuad 2024 年 12 月 27 日 下午 4:23 
I think this needs an update, caves have -0.4% growth now and the site this mod generates is only +0.2%, I assume it changed with the recent cave population rebalancing.
Criptfeind  [作者] 2024 年 5 月 2 日 上午 9:39 
Ah. I've found a solution, of course. I can't make the event recognize what the terrain of the province is, but I CAN transform the capital into a normal cave, so it's always right. I think that's worth doing. It's sorta fun to start in random terrains in your capital, but dom6 did away with that for most nations already and this mod is suppose to even out everything regarding starting terrains.
Criptfeind  [作者] 2024 年 5 月 2 日 上午 8:50 
I've got an update ready to go that makes swamps nation agnostic and various other cleaning up and making the mod better things I've been putting off (like #notext) I've been fooling around with removing the sites when the province terrain type is changed. It doesn't work when the provinces are lost landed. Something about being underwater causes issues with the event recognizing that the terrain is wrong now.

So, mechanically, this doesn't matter. Lost land puts the province at population 0, so it really doesn't matter that a random site is sticking around. Turning them into a wasteland DOES work, so where it matters it works. On the other hand, it's ugly as hell :P

Caves and deepsea still ♥♥♥♥♥♥. Still afaik no way to fix this. I reported it in the same post I reported swamps being broken but it wasn't fixed, so I don't hold much hope.
Criptfeind  [作者] 2024 年 4 月 17 日 下午 4:18 
I guess I could add an event to account for that eventuality if people think I should. I guess it'd be weird to lost land someones wasteland capital and now suddenly it's got a floating oasis giving growth.

Rumor is that req_swamp is going to get fixed soon, so I'm planning on updating the mod at that point (although that update would just be uncommenting the code that should make the mod work in swamps) and could throw in events that remove these sites if the province undergoes a terrain change. Does anyone have any opinions on if I should or not?
Demonsthenes 2024 年 4 月 17 日 下午 3:00 
I guess an interesting consequence of this mod is that a nation with a forest start that gets their capital turned into a waste via second sun has a Growth scales site, whereas one that started with plains does not.

I guess that's for Illwinter to fix though.
crawlers 2024 年 3 月 24 日 上午 11:09 
Events that check population vary 25% iirc, so for example requiring 40000 population will actually check a random number between 30k and 50k.
Criptfeind  [作者] 2024 年 3 月 22 日 下午 3:26 
That's a pretty brilliant idea. Unfortunately I don't think it will work. Capitals start at 40,000 population with about a 300 population variance either way which totally obliterates my ability to read what terrain they have from how much their population is on turn 2 since each 0.1% change in growth only changes the population by 40 per turn. It'd be impossible for me to read say, a growth 0 province at 40,080 and know if it cave forest that started at 40,000 or a normal cave that started at 40,160.
tech 2024 年 3 月 22 日 上午 5:24 
Can you just fire event turn 2 to check real growth ? I think 45k people for cap is "normal" value. So on turn 2 you can fire events which check pop + growth scales and add site which accounts for growtth scale + any terrain (ignore popkill nations), This will have side effect that raiding you cap turn 1 gives you more growth) But it's such a stupid idea that probably does not matter.
Criptfeind  [作者] 2024 年 3 月 21 日 上午 1:46 
Apparently it's possible for a sea nation to start in a deep sea. I missed this in initial testing, but have found it in testing the R&M mod. There's nothing I can do about this, as there's no check for events to determine if the sea is deep or not. However unlike caves which have basically this same issue since being in a deep sea is simply worse then being in normal sea, I think it makes sense to leave the bonus site in... if you start in deep sea you'll be sad, but at least not as sad as you would have been without this site.
Criptfeind  [作者] 2024 年 3 月 21 日 上午 1:33 
As far as I know there's nothing I can do to fix the cave issues. Events just don't seem to actually read the terrain right. I've submitted the bug reports for the issues that need to be fixed to make them viable to add to the mod. Hopefully illwinter fixes these issues in an upcoming patch.

I've made a patch that adds a series of turn 1 events to normalize the bonuses and penalties from rivers and mountains. In the interest of customization I've included it in a patch as a separate mod called "Normalized Capital population growth R&M" so it can be left off or used alongside or alone from the normalization from base terrain.

I've also moved all events from rarity 0 to rarity 5, thus making this mod compatible with other mods that use rarity 0. No idea why I didn't use rarity 5 in the first place.
Yugonostalgia 2024 年 3 月 20 日 下午 9:44 
Like the mod idea - subscribing, let us know when you've ironed out the issues!