[GS] In need of a guide to setting TSL outside of WB

Fifthcolumn7798

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I have made the popular TSL Huge Earth Map that is currently on the Steam Workshop, but I am currently making a version 2 to address the shortcomings of the first map and am running into a wall when it comes to start locations. I have decided to try to add spawns outside of WB because in WB you cannot have alternate spawns which seriously limits the potential of the map, but I do not know how to do this. I think I understand that I need to convert the map to .lua then have another file reference that one with the spawn data, but again I have no idea how to do this. The extent of my modding thus far is WB maps so I am fairly ignorant but would like to learn more. Please help if able, thank you.
 
I don't use WB maps, so can't get into details, and haven't tested it, but without converting it, you should be able to set starting positions using the <MapStartPositions> table using DB update in <FrontEndActions>.

That table use plot index for reference, and that now the fastest option outside WB since Firaxis added it.

You can also use the old solution of using the YnABMC tool to convert a WB map to a YnAMP-compatible Lua script and then set the TSL as you would do for any YnAMP map

It also opens the other options from the mod framework.
 
I don't use WB maps, so can't get into details, and haven't tested it, but without converting it, you should be able to set starting positions using the <MapStartPositions> table using DB update in <FrontEndActions>.

That table use plot index for reference, and that now the fastest option outside WB since Firaxis added it.

This is interesting to me. I know you said you can't go into details and haven't tried it, but how would I pull up the tables in Mod Buddy once I add the DB Update titled "MapStartPosition"? I'm perfectly willing to brute force solutions for science, but I can't seem to find any tables as I am extremely ignorant of modding. I appreciate the response.
 
I'm afraid I'm also not using Modbuddy...

in the modinfo it would be like that
Code:
    <FrontEndActions>
        <UpdateDatabase>
            <File>MyData.xml</File>
        </UpdateDatabase>
    </FrontEndActions>

and in your xml file something like that (example from the Vietnam DLC)
Code:
    <MapStartPositions>
        <Row Map="../../Assets/Maps/EarthMaps/TSLEarthStandard.Civ6Map" Plot="3677" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{4873eb62-8ccc-4574-b784-dda455e74e68}Maps/EarthMaps/TSLEarthStandard_XP2.Civ6Map" Plot="3677" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="../../Assets/Maps/EarthMaps/TSLEarthStandard.Civ6Map" Plot="3088" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{4873eb62-8ccc-4574-b784-dda455e74e68}Maps/EarthMaps/TSLEarthStandard_XP2.Civ6Map" Plot="3088" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard.Civ6Map" Plot="4154" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard_XP2.Civ6Map" Plot="4154" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard.Civ6Map" Plot="2722" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard_XP2.Civ6Map" Plot="2722" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
    </MapStartPositions>

where {1F367231-A040-4793-BDBB-088816853683} is a mod/DLC ID
 
I'm afraid I'm also not using Modbuddy...

in the modinfo it would be like that
Code:
    <FrontEndActions>
        <UpdateDatabase>
            <File>MyData.xml</File>
        </UpdateDatabase>
    </FrontEndActions>

and in your xml file something like that (example from the Vietnam DLC)
Code:
    <MapStartPositions>
        <Row Map="../../Assets/Maps/EarthMaps/TSLEarthStandard.Civ6Map" Plot="3677" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{4873eb62-8ccc-4574-b784-dda455e74e68}Maps/EarthMaps/TSLEarthStandard_XP2.Civ6Map" Plot="3677" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="../../Assets/Maps/EarthMaps/TSLEarthStandard.Civ6Map" Plot="3088" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{4873eb62-8ccc-4574-b784-dda455e74e68}Maps/EarthMaps/TSLEarthStandard_XP2.Civ6Map" Plot="3088" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard.Civ6Map" Plot="4154" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard_XP2.Civ6Map" Plot="4154" Type="LEADER" Value="LEADER_KUBLAI_KHAN_CHINA"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard.Civ6Map" Plot="2722" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
        <Row Map="{1F367231-A040-4793-BDBB-088816853683}Maps/TSLEastAsiaStandard_XP2.Civ6Map" Plot="2722" Type="LEADER" Value="LEADER_LADY_TRIEU"/>
    </MapStartPositions>

where {1F367231-A040-4793-BDBB-088816853683} is a mod/DLC ID

Okay, I can interpret the first part into mod buddy pretty easily. I have to make an xml file that contains the start locations and have in reference the map an placed in front end actions. The last thing I don't understand (for now) is which of those values indicates the start location? I don't see any x and y values that would indicate it.

Also, an example of alternate spawn code would be appreciated. I'd like to place city states like Vatican City but can't with WB limitations. Thank you again, this is all advancing my work way more quickly than I otherwise would be able to.
 
See Plot="2722" in the example above

It's the plot ID# as in the bottom of this tooltip (2978), not x,y (38,21)

upload_2021-2-24_23-30-42.png


It's enabled in AppOptions.txt in the civ folder in your My Games folder:
Code:
;Enable Debug information in the plot info tooltips.
EnableDebugPlotInfo 1
 
See Plot="2722" in the example above

It's the plot ID# as in the bottom of this tooltip (2978), not x,y (38,21)

View attachment 587616

It's enabled in AppOptions.txt in the civ folder in your My Games folder:
Code:
;Enable Debug information in the plot info tooltips.
EnableDebugPlotInfo 1

What happens if I get an error in the .lua that says it failed to create a mod browser search context?
 
unrelated, it's a message shown when you go back to main menu.
 
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