Map Sizes

Well hopefully you guys can get around that. It would be nice to see a large enough map for all civs battle royal
 
Question if i make a copy of that file and put it on the mods folder and make the change, would the game recognize that file or does it require something more than just that.

Copy of which file? I think anything needs to be packaged with a modinfo to be recognized. At the point where I had to set it up as a mod it was easier to just use the one CrancK shared.

Short answer is that in Civ 5 memory allocation was done through firaxis macros which gave pools to various modules, so to allocate memory in the dll you didn't malloc or free you used FNEW (or something) and the exe actually gave you the memory. So if that is the case and the DLL is allocating only so much memory for tiles changing the DLL source would fix it but without the PDB for the dll the crash would still appear to be in the Civ 6 exe.

If the dll goes to the exe for memory and the exe is crashing, do you think it's crashing when the exe tries to grab more memory for the dll?

General:

Any good way to find out what it's doing when this crash occurs without the dll code to translate the stack addresses? Just from the timing it appears to be in map generation. I wonder if a pre-built map could be larger and avoid this issue.
 
seems that we are not limited to 22 major civs, I've launched a giant map script with 28.

Gedemon, I love Civilization and am a hack modder, simply for single player and my enjoyment.

Do you know when we will have a world builder type editor released?

I believe somewhere I saw it would appear in Steam but cannot find where I saw that at?

Thanks for feedback!

Gramps
 
looks like my outdated GPU makes it difficult load larger size maps sometimes. I been watching the memory usage and sometimes it just hangs.
 
looks like my outdated GPU makes it difficult load larger size maps sometimes. I been watching the memory usage and sometimes it just hangs.

That's weird. Memory usage was pretty trivial for me even on 230x116. Do you have the graphics sliders all the way down?
 
That's weird. Memory usage was pretty trivial for me even on 230x116. Do you have the graphics sliders all the way down?

No i have it up. I think when it comes to 230x116, I wasn't patient enough. It did eventually load it. It just took its time. I'll have to mess around with the graphics. I have a 5800 series 1gb card hence its dated.

I know if memory usage over 1gb then its going to load.
 
I hope someone figures out what the deal with barbarians is. I hate to turn them off but the turn speeds are dramatically faster without them.
 
I hope someone figures out what the deal with barbarians is. I hate to turn them off but the turn speeds are dramatically faster without them.

I agree with you there. It takes longer on a 230 x 116 map between turns.
 
It occurred to me by making the map bigger your likely to run into a problem where it takes 40 turns or more just to reach the other land mass with random generated maps.
 
Has anyone had an issue with AI players not showing up once the map is generated? I made the huge map larger 220-100 and have 20 civs, and sometimes only 15 of the 20 I add show up.
 
I large maps I cannot lie, you other players can't deny, when a ginormous maps spawns all the civs, you get sprung!

Sorry, I know, I know, don't quit my day job. That said... I made this a bit ago...

http://www.nexusmods.com/civilisationvi/mods/12/?

My GPU is my bottleneck, so if you have a better GPU, then you should be just fine.

When you mod for larger map sizes you have to also put in the config info on how many min/max/starting civs and whatnot... Take a look at the files and you'll see.
 
太大了除非航天中心超级计算机,太小了不过瘾,180x113尺寸比较稳定些。
文明系列的引擎似乎有些问题,优化上不及《奇迹时代:星陨》,谁要是能把这个问题解决了,相当于给2K公司与世界各地粉丝立下大功一件!

It's too big unless the space center supercomputer is too small to be fun, the 180x113 size is more stable.
The engine of civilization series seems to have some problems, optimization is inferior to "miracle time: star meteorite", if who can solve this problem, equivalent to 2K company and fans around the world set a great achievement!
 
Just quickly looking at map sizes...

________Civ V_______Civ Vl

Dual 40 X 24 ____44 X 26
Tiny 55 X 36 ____60 X 36
Small 66 X 42____ 74 X 46
Standard 80 X 52 ____ 84 X 54
Large 104 X 64 _____96 X 60
Huge 128 X 80 _____106 X 66

I was really hoping the map sizes would be larger... my scenario map in Civ V is Huge and I don't think I can compress it much more.

Civ V worldbuilder was not too friendly to atypical map sizes... I hope this one is better. Seems similar to Civ lV in that it is ingame. Hopefully I can add an additional map size that is not too resource intensive.
 
This is reply harking back to Craig Sutter's initial post. I was intrigued by the statement that "Civ V worldbuilder was not too friendly to atypical map sizes." So nice to see independent observations that match your own. I still play civ 5, avidly; and I make fun, challenging MP maps for my very seasoned friends. But I can only reliably generate full-sized maps for the given world size; anything less fails. I can change the shape of the map, but the overall dimensions had to add to up the largest possible size for that given map. The very reasonable workaround was to edit civ5worlds.xml to increase the default number of players and city states for a given map size; I usually bump them up by about 33%, rounded up. You can always disable them when setting up the game. The other modest but annoying problem is when the map generates, there is always a very small section where the terrain shown on the map doesn't match what the terrain actually is; e.g the map might show a mountain, but the terrain is actually a desert. I treat it as yet another challenge, the section of 'illusory terrain;' but if anyone knows how to solve that problem, or to edit the actual map file itself to fix the few broken hexes, that would be very useful to me.

I'm not hopeful that anyone is this far down in the weeds with me regarding custom civ 5 map making, but figured this would be as good place as any to check.

I uploaded one of my many maps as an example.

Thanks
Mike
 

Attachments

In Civ5 Worldbuilder Maps will generally exhibit the "Mountain Not-Mountain" graphical issue in-game where land plots are placed at the left or right edges of the custom map when map edge-scrolling is allowed. Ie, travelling all the way to the right takes you back to the left of the map. The issue is related to the "cross-over" point the graphics engine must deal with. Placing no land within about two tiles of the left or right margins has always cured this issue for me for Civ5 Custom Made maps.
 
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