Sid Meier's Civilization VI

Sid Meier's Civilization VI

Savannah
112 条留言
slinx 9 月 14 日 下午 8:15 
This mod is awesome, it adds much needed flavor and variety to otherwise bland desserts in a really natural way. They look so much better and its easier to inhabit dessert areas early on now.
Konflusius Katsuo 9 月 14 日 上午 2:40 
This is really cool. I haven't tried it yet, but i love savannahs and this sounds like a very well balanced mod with lots of interesting gameplay changes!
@fenvaro it says in the description that resource mods are compatible and that lions do spawn there
fenvaro 8 月 16 日 上午 4:48 
It would be good to add cooperation between Savannas and the Resorcefull 2 mod. So that lions, for example, could appear in the Savanna. And some other new resources.
JNR  [作者] 4 月 12 日 上午 3:27 
Seems like it but idk if there are any hidden obstacles to take care of. Never tried it though and don't plan to.
Spud Maat 🐨 4 月 11 日 下午 5:09 
thats a shame.
is it something that could potentially be fairly easy added in?
JNR  [作者] 4 月 9 日 上午 1:29 
No, they cannot.
Spud Maat 🐨 4 月 8 日 下午 6:23 
Can builders plant savannah?
Madisonian 1 月 31 日 下午 5:34 
Thanks for the info. I ended up going through the map and manually adding Savannah tiles to GreatestEarth, but then Savannahs didn't spawn any of its resources so I had to manually place some of those in too lol. Tedious but now the world feels complete with all the modded Features finally there.
JNR  [作者] 1 月 30 日 下午 4:09 
No it's just a difference due to how the features are added. Savannah is added by changing the forest placement script. Premade maps don't use that script. Swamps are added with the floodplains script. I think custom maps need to run that one to actually make their floodplains work as such (otherwise you get the standard Earth map issues where floodplains don't flood and don't allow dams).
Madisonian 1 月 29 日 下午 8:45 
I'm not getting Savannah to load on custom maps (Greatest Earth, Saph's, etc.) but Swamp from Wetlands is, which is weird because you'd think it'd be both or neither. Spawns fine on vanilla maps though. Anyone else having that problem or is it just my mod setup?
Nightmare576 2024 年 12 月 28 日 上午 7:18 
Are there any civilization bonuses that affect Savannahs? Like the Malian ones or soemthing?
640 1240 2024 年 12 月 14 日 下午 10:09 
Hey JNR, just want to say after coming back to CIV 6 for a couple months of every year, your mods are always part of my experience and I'm always eager to see what new things you add. Great job, you're a pillar of the mod community.
Fangjheums 2024 年 11 月 18 日 上午 1:24 
Is anyone else having a problem where they can't see the savanna even after turning on high detail clutter? Any advice on how to fix it? Thanks in advance.
NuDDen 2024 年 9 月 27 日 下午 1:36 
Building a camp on Savannah doesnt trigger the eureka? Just me?
BDFSMinotaur 2024 年 9 月 19 日 上午 5:52 
Sorry for the late response, thanks JNR. I had no idea there was an asset limit.
JNR  [作者] 2024 年 9 月 18 日 下午 3:09 
Yes, camps are meant to be the default improvement for Savannah. Related effects such as pantheons and wonders were adjusted to only apply to Camps on resources though to avoid making them OP.
tampaxlollipop 2024 年 9 月 18 日 下午 2:17 
Great Mod!

Something I noticed however is even when there isn't any visible resource on the tiles, camps can still be created. Is this intentional? If so, what would be the safest way to disable that feature?

Thanks!
JNR  [作者] 2024 年 9 月 16 日 上午 11:31 
that's the asset limit and nothing about these mods specifically
BDFSMinotaur 2024 年 9 月 16 日 上午 10:49 
I believe this may be causing visual glitches on some natural wonders like the arch?
Nahueformaline 2024 年 9 月 10 日 上午 12:32 
Good mod :D. More Biomes!
TheSelfRevengingDeed 2024 年 9 月 9 日 上午 11:06 
noticed that since Oasis are placed after Savannah, there are a lot fewer Oasis spawned in games due to Oasis placement rules

noticed that the Savannah placement code to check for adjacent Oasis is clutter due to above-mentioned order of feature placement

however, im still seeing occasional plains/grassland with Savannah instead of just desert (could be because the placement code is shared with Forest code?)
JNR  [作者] 2024 年 9 月 8 日 下午 8:28 
Correct, it uses the same tree cover percentage as the algorithm for placing woods, which itself is influenced by humidity. I did also find Savannah a bit too common though, so I might reduce it to 80% or so.
Yūro Akiba 2024 年 9 月 8 日 上午 6:24 
it's probably related to humidity
Zuro 2024 年 9 月 8 日 上午 6:19 
Hi, amazing mod, is there a way to reduce amount of savannah ? cause most of the time i get entire deserts covered by savannah.
JNR  [作者] 2024 年 9 月 1 日 下午 10:34 
The feature removal issue and missing camels are fixed.
JNR  [作者] 2024 年 9 月 1 日 下午 6:45 
Oh I see, for some reason Gold in that mod is marked as "MustRemoveFeature=1", most likely because that's the default value if you don't manually set it to 0. Basically, Gold will *always* require the feature under it to be removed before you can improve the resource, but only Savannah even puts it on a removable resource. Will fix this soon.
faolanthehedgehog 2024 年 9 月 1 日 下午 6:05 
The resource was Gold from Sukritact's Resources, which of course isn't part of the base game, so there would be no Improvement-Resource combination for that unless you decide to add that compatibility later on.

Other than that, LOVE this mod. Makes my Petra cities that much better. :P
Yūro Akiba 2024 年 9 月 1 日 下午 1:36 
i think they're referring to diamonds. they spawn on jungle
JNR  [作者] 2024 年 9 月 1 日 上午 7:47 
Which resource is that? Because whether or not the feature has to be removed isn't something set per feature but for each Improvement-Resource combination, regardless of feature.
faolanthehedgehog 2024 年 8 月 31 日 上午 8:01 
Possible improvement: If there is a luxury resource that requires a Mine, we're able to place a Mine on that resource without removing the Forest or Jungle. However, the Savannah feature currently needs to be chopped down in order to place a Mine on a resource.
Yūro Akiba 2024 年 8 月 21 日 下午 3:16 
yes
Ateteu_ 2024 年 8 月 21 日 上午 8:19 
is this compatible with the civ v skin mod for the map?
Clarke's Third Mage 2024 年 8 月 19 日 下午 6:19 
This mod has a case sensitivity issue on Linux. By default, when attempting to start a new game, you will get the error message, "One or more of the startup scripts has an error. See lua.log." This is worked around by creating an all-lowercase symlink of the file XP2/FeatureGenerator.lua (so that's, "featuregenerator.lua," in the same folder, pointing at the original file).
Justin 2024 年 8 月 19 日 上午 12:33 
thanks for uploading
YouCanCallMeMarmelade 2024 年 8 月 17 日 下午 4:30 
Tight
weraptor 2024 年 8 月 13 日 上午 4:12 
thanks for the compatibility update!
JNR  [作者] 2024 年 8 月 12 日 下午 3:43 
That's the low-detail fallback. Enable high-detail clutter for their proper appearance.
YouCanCallMeMarmelade 2024 年 8 月 12 日 下午 3:37 
I don't know what's doing this but my savannas look a whole lot like rainforests. It's probably a problem on my end, maybe something to do with the asset limit.
JNR  [作者] 2024 年 8 月 12 日 下午 2:42 
Now includes Savannah regions and a new identity type for Sukritact's Urban Identities. Check out the change notes for details.
Max 2024 年 7 月 28 日 上午 3:28 
we need more mods like this ! :steamthumbsup:
Yūro Akiba 2024 年 7 月 17 日 上午 5:04 
Is it compatible with your build districts in forests/jungles mod?
JNR  [作者] 2024 年 7 月 14 日 下午 7:00 
No, just like rainforests, savannah are only available as a natural vegetation cover.
Skidee 2024 年 7 月 13 日 上午 8:58 
Can Vietnam plant savannahs with medieval faires?
JNR  [作者] 2024 年 7 月 13 日 上午 7:04 
Yes, didn't realize I forgot to add that to the description. Savannahs are improved by Camps instead of Lumber Mills. Temple of Artemis has been adjusted to require Camps over resources specifically.
Kilkakon 2024 年 7 月 12 日 下午 9:23 
Had fun with them, thanks for the mod. Is it just me or can you build camps on savannah without there being a resource on them?
JNR  [作者] 2024 年 7 月 11 日 下午 5:05 
@SaxRLine: Shuffle++ is now supported. PerfectWorld uses a completely unique feature generation algorithm. Due to the climate simulation it uses for both terrain and feature, it's not straightforward to spawn savannah analogue to forests, so I'm afraid I won't be able to make it compatible for now.
JNR  [作者] 2024 年 7 月 11 日 下午 3:48 
Any map that generates a) lots of forest and b) lots of desert. Savannah is placed according to the same map generation parameters as forests, just the terrain eligibility check will put one on plains/grass/tundra and the other onto desert.
Kilkakon 2024 年 7 月 11 日 上午 5:35 
Hi JNR, great work as always. Wanted to ask--what settings would you recommend to get a nice desert world with lots of savannah? I imagine the Got Lakes script is the way to go, just would like to say, have savannah instead of the desert forest or what have you. Interested as to what you'd recommend, thanks!
JNR  [作者] 2024 年 7 月 10 日 上午 10:11 
I'll have to look. I already added support for Detailed Worlds but it won't work with mods which also overwrite the feature generation utility script without manual adjustments.
SaxRLine 2024 年 7 月 10 日 上午 8:34 
I noticed that in maps generated with mods (example: PerfectWorld6 or Shuffle++) nothing spawns (with the Wetland mod it works perfectly). Do you think you can solve it?