I'm unclear if anyone has gotten custom maps actually loaded as a playable game because after messing with maps I never could and it usually crashes and the load menu doesn't show up until after restarting unless you edit maps again.
However I did get a custom map loaded via the custom rulesets. I copied the multiplayer and tutorials scenario techniques.
For others to follow along I created a folder called TZ under My Games\Sid Meier's Civilization VI\Mods and put the 2 files below in spoiler area and the map called TZ.Civ6map which was in Saves\WorldBuilder.
Now start Civ6. Goto Mods. Enable TZ. Back. Single Player. Create Game. Advanced Setup.Spoiler :
Files:
mods/TZ/TZ.modinfo
Notes: I generated a new mod id just because everyone should to maintain uniqueness.Code:<?xml version="1.0" encoding="utf-8"?> <Mod id="FC885C5B-DF9B-441B-8F6D-B009CAA0D003" version="1"> <Properties> <Name>LOC_MOD_TITLE</Name> <Teaser>LOC_MOD_TEASER</Teaser> <Description>LOC_MOD_DESCRIPTION</Description> <Authors>LOC_MOD_AUTHORS</Authors> </Properties> <Settings> <Map id="TZ_MAP"> <Properties> <Group>TZ_Maps</Group> <Name>LOC_TZ_MAP_NAME</Name> <Description>LOC_TZ_MAP_DESCRIPTION</Description> </Properties> <Items> <File>TZ.Civ6Map</File> </Items> </Map> <Custom id="TZ_SETTINGS"> <Items> <File>TZ_Config.xml</File> </Items> </Custom> </Settings> <LocalizedText> <Text id="LOC_MOD_TITLE"><en_US>TZ</en_US></Text> <Text id="LOC_MOD_TEASER"><en_US>A simple test.</en_US></Text> <Text id="LOC_MOD_DESCRIPTION"><en_US>This is a basic test</en_US></Text> <Text id="LOC_MOD_AUTHORS"><en_US>TZ</en_US></Text> <Text id="LOC_TZ_MAP_NAME"><en_US>TZ Map</en_US></Text> <Text id="LOC_TZ_MAP_DESCRIPTION"><en_US>A basic test</en_US></Text> </LocalizedText> <Files> <File>TZ.Civ6Map</File> <File>TZ_Config.xml</File> </Files> </Mod>
mods/TZ/TZ_Config.xml
Code:<?xml version="1.0" encoding="utf-8"?> <GameInfo> <RuleSets> <Row> <RuleSetType>RULESET_TZ</RuleSetType> <Name>TZ</Name> <Description>TZ Description</Description> <SupportsMultiPlayer>0</SupportsMultiPlayer> </Row> </RuleSets> <RulesetDomainOverrides> <Row Ruleset="RULESET_TZ" ParameterId="Map" Domain="TZ_Maps" /> </RulesetDomainOverrides> </GameInfo>
Now select TZ from under Ruleset instead of TZ. Now Map shows up without localized text but is LOC_TZ_MAP_NAME but dont care at the moment since that looks close. Starting will load the customized map. Not sure if it uses the other things like difficulty or game speed or number of players.
I was also able to override the player start location to a desired location rather than random. You can change the player 1 location by setting that with the map editor. I don't think Players are set in advance but city-states are. You might have to set all player positions for this to work.
Edit: Regarding Firetuner. I had to do more steps than what has been explained here so will give probably equally brief and useless guide. 1. Download Civ 5 SDK from Steam Tools. 2. Run SDK. Select FireTuner. Start Civ6. Leave in top menu. Select *New Panel*. Select Mods checkbox. Select OK. Select New Control. Select Action Control. Type "OnWorldBuilder()" in Action area. Select Test. >> Should get "Command ran without errors." in Output.
You can save any map in the World Builder and rename it to TZ.Civ6map. Place that file in the TZ mod folder and it will load when you use the TZ ruleset when setting up a new game.Sorry I got confused! What is a TZ map? is it a small, tiny or standard world map?
I'm unclear if anyone has gotten custom maps actually loaded as a playable game because after messing with maps I never could and it usually crashes and the load menu doesn't show up until after restarting unless you edit maps again.
However I did get a custom map loaded via the custom rulesets. I copied the multiplayer and tutorials scenario techniques.
For others to follow along I created a folder called TZ under My Games\Sid Meier's Civilization VI\Mods and put the 2 files below in spoiler area and the map called TZ.Civ6map which was in Saves\WorldBuilder.
Now start Civ6. Goto Mods. Enable TZ. Back. Single Player. Create Game. Advanced Setup.Spoiler :
Files:
mods/TZ/TZ.modinfo
Notes: I generated a new mod id just because everyone should to maintain uniqueness.Code:<?xml version="1.0" encoding="utf-8"?> <Mod id="FC885C5B-DF9B-441B-8F6D-B009CAA0D003" version="1"> <Properties> <Name>LOC_MOD_TITLE</Name> <Teaser>LOC_MOD_TEASER</Teaser> <Description>LOC_MOD_DESCRIPTION</Description> <Authors>LOC_MOD_AUTHORS</Authors> </Properties> <Settings> <Map id="TZ_MAP"> <Properties> <Group>TZ_Maps</Group> <Name>LOC_TZ_MAP_NAME</Name> <Description>LOC_TZ_MAP_DESCRIPTION</Description> </Properties> <Items> <File>TZ.Civ6Map</File> </Items> </Map> <Custom id="TZ_SETTINGS"> <Items> <File>TZ_Config.xml</File> </Items> </Custom> </Settings> <LocalizedText> <Text id="LOC_MOD_TITLE"><en_US>TZ</en_US></Text> <Text id="LOC_MOD_TEASER"><en_US>A simple test.</en_US></Text> <Text id="LOC_MOD_DESCRIPTION"><en_US>This is a basic test</en_US></Text> <Text id="LOC_MOD_AUTHORS"><en_US>TZ</en_US></Text> <Text id="LOC_TZ_MAP_NAME"><en_US>TZ Map</en_US></Text> <Text id="LOC_TZ_MAP_DESCRIPTION"><en_US>A basic test</en_US></Text> </LocalizedText> <Files> <File>TZ.Civ6Map</File> <File>TZ_Config.xml</File> </Files> </Mod>
mods/TZ/TZ_Config.xml
Code:<?xml version="1.0" encoding="utf-8"?> <GameInfo> <RuleSets> <Row> <RuleSetType>RULESET_TZ</RuleSetType> <Name>TZ</Name> <Description>TZ Description</Description> <SupportsMultiPlayer>0</SupportsMultiPlayer> </Row> </RuleSets> <RulesetDomainOverrides> <Row Ruleset="RULESET_TZ" ParameterId="Map" Domain="TZ_Maps" /> </RulesetDomainOverrides> </GameInfo>
Now select TZ from under Ruleset instead of TZ. Now Map shows up without localized text but is LOC_TZ_MAP_NAME but dont care at the moment since that looks close. Starting will load the customized map. Not sure if it uses the other things like difficulty or game speed or number of players.
I was also able to override the player start location to a desired location rather than random. You can change the player 1 location by setting that with the map editor. I don't think Players are set in advance but city-states are. You might have to set all player positions for this to work.
Edit: Regarding Firetuner. I had to do more steps than what has been explained here so will give probably equally brief and useless guide. 1. Download Civ 5 SDK from Steam Tools. 2. Run SDK. Select FireTuner. Start Civ6. Leave in top menu. Select *New Panel*. Select Mods checkbox. Select OK. Select New Control. Select Action Control. Type "OnWorldBuilder()" in Action area. Select Test. >> Should get "Command ran without errors." in Output.
Very small tutorial to launch the in game worldbuilder, it assumes that you know how to use the firetuner from civ5
WARNING: there are reasons why this menu is hidden, I've just tested some placement, I'm not sure if loading/saving works
1/ open AppOptions.txt in "\Documents\my games\Sid Meier's Civilization VI"
2/ find the "EnableTuner 0" line and replace it by "EnableTuner 1"
3/ launch the civ5 firetuner and the civ6 game
4/ go in the "additional content" menu in game
5/ select the "mods" context in the firetuner
6/ type "OnWorldBuilder()" in the firetuner invite then press enter
7/ choose "new map" or "load map" in civ6
8/ select "LOC_MAP_WORLDBUILDER" in the map list for a blank map and start game
Spoiler :
top left, under "lua console" there ismenu with all active context (IIRC it says "main state" by default), select "Mods" here when you're in the game's main menu.Thank you, Gedemon. I can't get ths done though. Can anyone explain what is meant by "select the mods context in the firetuner"? I don't see it.
if(GameConfiguration.IsAnyMultiplayer() or UI.IsFinalRelease()) then
Controls.WorldBuilder:SetHide(false); -- Finwickle: changed from true to false
Controls.BrowseWorkshop:SetHide(true);
else
Controls.WorldBuilder:SetHide(false);
Controls.BrowseWorkshop:SetHide(false);
end
How would I load a custom map from an LUA?To can also enable the WorldBuilder by making one adjustment in the file "<Steam Folder>\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\UI\FrontEnd\Mods.lua":
A WorldBuilder button now appears in the Additional Content menu. Same warning from OP still applies ofcouse.Code:if(GameConfiguration.IsAnyMultiplayer() or UI.IsFinalRelease()) then Controls.WorldBuilder:SetHide(false); -- Finwickle: changed from true to false Controls.BrowseWorkshop:SetHide(true); else Controls.WorldBuilder:SetHide(false); Controls.BrowseWorkshop:SetHide(false); end
This has been a great guide and I've gotten it to work with your help. I even tried getting the YnAMP to load the Ludicrous Map Size (230x115) with a few edits of my own and it worked. Thank you so much!You can save any map in the World Builder and rename it to TZ.Civ6map. Place that file in the TZ mod folder and it will load when you use the TZ ruleset when setting up a new game.
TZ.Civ6map is just the filename referenced by the mod.