Sid Meier's Civilization VI

Sid Meier's Civilization VI

Surprise Climate Change!
36 Comments
Venatorae  [author] 29 Oct, 2021 @ 9:37pm 
Yes, they both overwrite the tooltip lua file
✪ Flex ✪ 29 Oct, 2021 @ 4:07pm 
@Venator Wanna let you know that CQUI causes the tile-tooltip showing the flooding info
✪ Flex ✪ 29 Oct, 2021 @ 3:22pm 
@Venatore Nevermind, must some kind of mod conflict.
✪ Flex ✪ 29 Oct, 2021 @ 2:58pm 
@Venatorae Hi, i really like your mod. It is a good idea and make the game more realistic. But if you hover over a tile which is eligible for flooding it still shows you the information in the tile-infobox.
DudeChris33 12 Jun, 2021 @ 7:47pm 
lmao this mod is hilarious
Venatorae  [author] 23 Apr, 2021 @ 1:33am 
@Adriaman: Thanks, updated
Adriaman 22 Apr, 2021 @ 12:37pm 
Hi, the following files have been updated, you might want to take a look:
..\Base\Assets\UI\ToolTips\PlotToolTip.lua
..\DLC\Expansion2\UI\Replacements\PlotTooltip_Expansion2.lua
..\DLC\BarbarianClansMode\UI\Replacements\PlotToolTip_BarbarianClansMode.lua
..\DLC\BarbarianClansMode\UI\Replacements\PlotTooltip_Expansion2_BarbarianClansMode.lua
Venatorae  [author] 22 Mar, 2021 @ 10:39pm 
Updated, thanks @Adriaman
Venatorae  [author] 26 Feb, 2021 @ 10:27pm 
I was going to say I don't have the time but it seems you've already figured it out haha. I'll update the .modinfo
Adriaman 26 Feb, 2021 @ 8:05am 
@Venatorae I was tweaking the mods in my collection and I think yours could be improved to support all rulesets / game modes combination, if you don't mind. Check this:
https://drive.google.com/file/d/11-MjTWiTz_1MebEzB_jREy_U8FmTpGb2/view
What do you think?
Venatorae  [author] 26 Feb, 2021 @ 7:40am 
Thanks for letting me know, it is updated now.
Adriaman 26 Feb, 2021 @ 1:07am 
Check out C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\BarbarianClansMode\UI\Replacements, there's a variant of the file PlotToolTip_Expansion2 for Barbarian clans mode. It adds some info for barbarian tribes.
Venatorae  [author] 25 Feb, 2021 @ 9:34pm 
Well I just tested it again with barbarian clans enabled and it works as intended - likely you have another mod that edits the settler lens
Venatorae  [author] 25 Feb, 2021 @ 8:57pm 
Can you be more specific? What is the issue?
Adriaman 25 Feb, 2021 @ 1:07pm 
Needs updating for February 2021 update (Barbarian mode).
Venatorae  [author] 15 Oct, 2019 @ 12:34am 
It's possible that you have another mod that modifies the same files - I can't say without the mods you are using, gamestate etc.
Venatorae  [author] 14 Oct, 2019 @ 1:25am 
@Quadrewple Is the mod enabled in the mod menu?
Venatorae  [author] 30 Sep, 2019 @ 4:49pm 
@Monado that can be done, I just don't see it as necessary, people were aware of flooding back to the ancient era, and you can tell from the floodplains feature which tiles will flood anyway.
Monado 30 Sep, 2019 @ 12:06pm 
Maybe you could also take out the "flood warning" symbol on food plain tiles?
Venatorae  [author] 29 Sep, 2019 @ 2:00pm 
@Dora Try make a local copy of the mod, go into the files and replace playerCulture:HasCivic(civicID) with 1=2 so it always returns false
Dora 29 Sep, 2019 @ 1:16pm 
I wish you couldn't see the icons at all no matter what you research
Cala 29 Sep, 2019 @ 11:57am 
I've also not had any issues with the mod in solo play on smaller maps with the same mod lineup. It could be a fluke, of course - a mighty odd one; though I'm not likely to believe that necessarily until @Cat on Catnip can explain 'bug out'.

The other theory we had was that it was a multiplayer only issue. Or that it wasn't that the volcanos weren't going off, but that all the ui elements to depict it were being hidden as well.

Of course it's very likely to be nothing and just a fluke, but we did want to bring it up in case something similar happened to other folks.
Venatorae  [author] 29 Sep, 2019 @ 9:33am 
@Badfur I have run a test with only this mod active (normal disaster frequency) - Disasters occurred within the first 15 turns. The mod only modifies 2 scripts and 1 database entry, all in the UI context - I cannot see how it would affect disaster occurance. None of the other mods in your list jump out at me as the culprit either. Could be you got extremely unlucky? If you have the time can you run a game with only this mod? (Use firetuner to reveal the entire map so you can see disasters)
Cala 29 Sep, 2019 @ 5:32am 
@Venatorae For reference, Bunzato, myself, and 3 other friends were playing on a huge primordial map, world age: new, temperature hot, rainfall wet, sea level high, game random seed 1539501558, map random seed 1539501559.

Throughout the (not sure how long specifically, but I leveled up an economic alliance with Bunzato, and dispatched embassies making at most 40 culture per turn, so figure a lot of turns) game, not once did a natural disaster happen. Volcanos became active, but never erupted. No droughts, dust storms, hurricanes.. nothing.

We use this collection of mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1534811762

As we civ together every week, we haven't run into this problem before, until we introduced this mod last friday to our games.
Venatorae  [author] 28 Sep, 2019 @ 9:35pm 
@Bunzato @Cat on Catnip Can you please provide a detailed description of what's happening? Are you using any other mods? What do you mean by bug out?
Not Ela 28 Sep, 2019 @ 7:28pm 
for me it seems to cause volcano to completely bug out
Bunzato 28 Sep, 2019 @ 2:28pm 
This mod is potentially preventing volcanos... and any other natural disasters from happening on primordial map script. Just something to look into.
strange beast 28 Sep, 2019 @ 11:08am 
historically accurate, but potentially aggrivating
LordUji 28 Sep, 2019 @ 1:32am 
Finally.
Venatorae  [author] 27 Sep, 2019 @ 11:05pm 
Thanks everyone, I am open to suggestions as well. Currently plans are to include an icon under the conservation tech indicating this functionality.
Monado 27 Sep, 2019 @ 8:53pm 
Great mod. It never made sense to show you which flood late game, at the start of a game.

I'm looking forward to starting a game with this!
Judgemental Soldier 26 Sep, 2019 @ 10:37pm 
Ha, noice! :Uranium:
Parker Posey's Mouth 25 Sep, 2019 @ 7:36pm 
Yes! More unpredictability in this game is always good.
bene_dictator 25 Sep, 2019 @ 3:49pm 
@truiz024 Wonders don't get pillaged or become unused when flooded; they're still usable, but will have water around them.
Telruna 25 Sep, 2019 @ 6:36am 
This makes a lot of sense.Thanks!
truiz024 24 Sep, 2019 @ 9:35am 
While it can certainly suck if you got a flooded district (or Wonder? not sure how that works), this is how the game should have made it work to begin with.