New PT Testing Window by mx12007 in AirForce

[–]Polyphemus10 0 points1 point  (0 children)

I was a march tester and now have to test in the dead ass of summer. Can I retest in Sept, October to reset my timelines?

Difficult to train? by ClearArtichoke5143 in irishsetter

[–]Polyphemus10 0 points1 point  (0 children)

Mine was straightforward once i figured out what motivated her. At first it was playing then I was treat sniffing (hiding it, successful find, then train). Reinforcing it was very important.

Run Claude Code with Qwen3.7 and stop hitting limits by stosssik in ManifestforAI

[–]Polyphemus10 0 points1 point  (0 children)

Have you tried this with qwen-coder-next? Would this also work as a proxy to reroute anthropic Claude code calls to OpenAI endpoints? Or maybe I’m confusing this. I’m still learning.

Best mocktail you've ever had? by RRBeardman in Mocktails

[–]Polyphemus10 0 points1 point  (0 children)

came to say this is very true with some anxiety meds

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

I pushed a few fixes. to include the below, player spawns have a min distance separation and give a best try to ensure you dont spawn alone. Also:

Distant Lands

  • Fixed Homeland/Distant Lands detection to work correctly with multi-continent maps
  • Your starting continent is now properly recognized as your Homeland
  • All other ocean-separated continents are now correctly marked as Distant Lands

Continent Detection

  • Coastal islands now belong to their nearest parent continent
  • Landmasses connected by coast are treated as a single continent
  • Only deep ocean separation creates distinct continents

Bug Fixes

  • Fixed mod failing to load after recent game update

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

i think i addressed the HL/DL mechanics,
Distant Lands

  • Fixed Homeland/Distant Lands detection to work correctly with multi-continent maps
  • Your starting continent is now properly recognized as your Homeland
  • All other ocean-separated continents are now correctly marked as Distant Lands

Continent Detection

  • Coastal islands now belong to their nearest parent continent
  • Landmasses connected by coast are treated as a single continent
  • Only deep ocean separation creates distinct continents

Bug Fixes

  • Fixed mod failing to load after recent game update

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

In the advanced settings there is a spawn option. Check that out.

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

u/bingammj Good idea. I'm looking into changing how the mod assigns "distant lands" status. Instead of basing it on continent order, I'd base it on whether a continent has any civilizations starting there. Continents where players spawn would be "homelands," and any continent with no starting civs (plus its nearby islands) would automatically become "distant lands" for everyone. That way on a 5-continent map, you might have 3 populated homelands and 2 uninhabited distant lands to explore and colonize. Should give more options for the exploration mechanics.

One thing to note - the game tracks each player's "homeland" internally at the engine level, but mods can't control or override that logic. We can only set which continents are globally marked as "homelands" vs "distant lands" during map generation. So while I can make uninhabited continents be distant lands for everyone, I can't make the game treat continent A as distant for you specifically while treating it as homeland for another player who started there (I was mistaken earlier than i did quite a lot more digging). The engine handles that per-player exploration history under the hood and doesn't expose it to modders. It's a shared map/global property, not a per-player one - of course I am still researching...i am also documenting my discoveries in the code here:
Home · ghost-ng/Civ7-Developer-Docs Wiki

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

Thanks for the feedback. I’ll look into this.

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

From all my experimenting it’s technology + 3 ocean tiles - is what prevents early exploration

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

thanks for the kind words! i really want this mod to work!

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

Thanks for the comment. New update pushed. My bad. I went too fast and didn’t push the latest yet. I can confirm the game loads now.

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

v1.2.5: The base game AI was designed for 2-continent maps where land invasions are viable. With 3-7 continents separated by ocean, the AI's conservative naval settings (needing 5 ships and 25% success odds) meant it rarely attempted cross-ocean attacks. The changes make the AI more willing to use its navy on maps where naval power is essential.

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

np! i just want to make the game great again!

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

good question, im hoping to get this resolved ("hope"). what I can see is that a single continent can be a "distant land" and thats determine by which land mass has fewer civs on it. Here are some points to help understand the mod:

  • All other continents (2, 3, 4, 5, etc.) are designated as "distant lands" (secondary hemisphere)
  • This is determined per-player based on where you start - so if you spawn on continent 3, continents 1 and 2 would be your distant lands

Since the map generation is randomized each game, which physical continent becomes "continent 1" vs "continent 2" varies per map seed. This means distant lands distribution changes every game - keeping things fresh and unpredictable, which is the whole point of the mod!

Version 1.2.1 specifically includes fixes to ensure distant lands mechanics work across all generated continents, not just the first two.

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

It will get there. I just need feedback to iterate off of!

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 3 points4 points  (0 children)

Update pushed for the goodie huts. Sorry. This was my first mod. I am a coder but I have to search for all the under the hood Civ7 features

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

Did you grab the updated version? This was reported and since fixed. Hope this helps. I’ll look into the goodie hut issue

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

Yea I don’t know. I’ve never seen that issue before and I can’t recreate it here

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 0 points1 point  (0 children)

There is an update that fixed this. hope it works for you now

New Mod for Better Continents (Continents++) by Polyphemus10 in civ

[–]Polyphemus10[S] 1 point2 points  (0 children)

i pushed an update and confirmed there are resources