[TSL] Yet (not) Another Earth Maps Pack

The map pack hasn't been updated for the new DLC, as far as I know. I'm not sure if it's set up for ALL civs at the moment.
 
Dear Gedemon,

It appears that YAGEM isn't working and I suspect some hardware resources problems, thank you for your notification about my problem with your Giant Earth Maps both in YnAEAMP and in YAGEM.
I look forward to your new projects as they are very much awesome.
:thanx:

Your Friend,
HisAwesomeness
 
Hi,

Is it true that the Mod's geographic resource placement option only removes (luxury) items in given regions?

I noticed an interesting difference between a map generated with- and one without this option selected, and came to the conclusion that the option had removed alle the Silk and cotton (and more ofcourse) from Europe, but did not replace these with say Wine or Furs. Germany still had quite a barren landscape (only Deer) and rest of Western Europe was quite scarcely resourced as well :sad:.

Although it provides quite interesting game-play (all european civs racing for luxuries) it really cuts Germany a raw deal... Would love to see some balancing tool in v0.8 :mischief:

Cheers
 
Oh, hmm, that's actually an option that I play with quite a bit, which might explain some of the scarcity in Europe as you say.
So how does it work, does it:
  1. Place completely random resources, then go back afterwards removing any that shouldn't be in that geographic location.
  2. Reduces the random resource choices by location while placing them.
Ideally it should be the latter as that will ensure an even coverage with the geographic settings still taking affect.
The other question is whether this affects requested resources for civilisation starts, as these shouldn't be removed (or should be placed last on tiles reserved earlier).

I'll have to try Britain with geographic resources turned off to see if it makes any difference.
 
I don't have the custom game option. Any suggestions?

come to find out the mod does not even show up in civ 5. neither will it install
 
come to find out the mod does not even show up in civ 5. neither will it install
On the Windows version? When you go into the Mods menu and open Browse Mods you should get a big Install Mods button, pressing that will install it. For some reason it won't show up right away though, at least in my experience, so you'll need to close Civilisation 5 and re-open it. Now when you go into Browse Mods you should see it listed, and can enable it by pressing the checkbox at the side to display a green tick, now when you go into Mods -> Single Player you'll see a Custom Game option where you can set-up your game.
 
I'm using Win 7.

It was bizarre, I had to mess with the title button. Arrow poining down showned the Mod, arrow pointing up and it was hidden. And afterward, the custom game menu showed up.

TY
 
A couple of questions.

1) I was looking at your map in the worldbuilder and comparing a few cities versus their starting coordinates. Most of starting coordinates do line up with the capital city but a few like London do not. Is there any rhyme or reason to assigning starting positions?

2) I was looking to make a new version of the map, by assigning all civs except Polynesians (don't have that one) and for now only adding in some vanilla CSs. Is there any conflict with the new files that won't like civ rearrangement and placement from worldbuilder or scenario builder? Do I have to change starting positions of TSL?

Note: now I can get the Custom game menu to load, but I can't get the mod to load. And no maps are listed.
 
Hi,

Is it true that the Mod's geographic resource placement option only removes (luxury) items in given regions?

I noticed an interesting difference between a map generated with- and one without this option selected, and came to the conclusion that the option had removed alle the Silk and cotton (and more ofcourse) from Europe, but did not replace these with say Wine or Furs. Germany still had quite a barren landscape (only Deer) and rest of Western Europe was quite scarcely resourced as well :sad:.

Although it provides quite interesting game-play (all european civs racing for luxuries) it really cuts Germany a raw deal... Would love to see some balancing tool in v0.8 :mischief:

Cheers
This option of the mod do not remove resources, it just had a check during the resource placement to forbid placement in some region. (I develop that in the second quote)

The "balancing tools" are available via editing the XML files of the mod, I've posted some info on how to edit them in the thread (not sure about this specific part), I'm sorry that I've not regrouped everything yet in the first post, but I hope I'll find the time to do it.

Oh, hmm, that's actually an option that I play with quite a bit, which might explain some of the scarcity in Europe as you say.
So how does it work, does it:
  1. Place completely random resources, then go back afterwards removing any that shouldn't be in that geographic location.
  2. Reduces the random resource choices by location while placing them.
Ideally it should be the latter as that will ensure an even coverage with the geographic settings still taking affect.
The other question is whether this affects requested resources for civilisation starts, as these shouldn't be removed (or should be placed last on tiles reserved earlier).

I'll have to try Britain with geographic resources turned off to see if it makes any difference.
That's neither ;)

Let's say the vanilla civ5 function has calculated from map size and number of selected civs that it should place 30 silks.

The engine try to place this 30 silks one by one, until all are placed or there are no remaining tile to place one.

For each one it try to place, it check if the tile is adequate depending of the resources : some need a forest, some need desert, some need hill, some need no other resources placed near it, etc...

I just reused the vanilla function and add a check there to test if the tile is in a region allowing this resource, nothing more.

When balancing, a resource shoul be allowed in enough region so that it does not appear "en masse" in just one or two.

The problem with Europe is that the resources allowed there are mostly allowed everywhere, so they are dispersed as opposed to some more specific resources (see ivory in africa and south asia or look at the amazon region when using this option for example...)

So yes, maybe the calculated number for a ressource should scale with the number/size of regions it's allowed in, I'll add that to the todo list, thanks.

The resource requested for Civs starting position are independant of this option, if you want to give horses to USA for example, you can, those resources are placed first btw, and the "true geographic placement" won't remove them.

A couple of questions.

1) I was looking at your map in the worldbuilder and comparing a few cities versus their starting coordinates. Most of starting coordinates do line up with the capital city but a few like London do not. Is there any rhyme or reason to assigning starting positions?

2) I was looking to make a new version of the map, by assigning all civs except Polynesians (don't have that one) and for now only adding in some vanilla CSs. Is there any conflict with the new files that won't like civ rearrangement and placement from worldbuilder or scenario builder? Do I have to change starting positions of TSL?

Note: now I can get the Custom game menu to load, but I can't get the mod to load. And no maps are listed.

I'm not sure I've understand correctly the question here, but the map used for this mod should stay blank, else it will conflict with the placement made during initialization.

For capital starting positions, there are some tweaked for gameplay, but I take in account all suggestions if you find one that is really out of the place (or should be costal/land only and is currently not)
 
This option of the mod do not remove resources, it just had a check during the resource placement to forbid placement in some region. (I develop that in the second quote)

Thanks for the feedback :)! And thanks for explaining the logic behind resource placement. Maybe I'll have a try at some balancing option as well (if I can find the time :()
 
Gedemon,

I noticed some CS's in worldbuilder didn't have names on the map. In the scenario menu, several cs's weren't defined other than city state.

So, what I wanted to do put the civ list in AlphaBetical order and possibly move a few locations. Same with the CS, so I wondered if my new locations or order would need changes made to any of the files.
 
Sorry for the double post.

Ok, so for absoultley for no reason, I decided to create the Hawaiian islands, as well as do a little tweaky tweakin to Japan.

Here's a picture of Hawaii:

hawaii.png


If you decide to create Hawaii for the map, maybe you could use that as a small little reference. I may have made the islands too large.

For Japan, simply added the Island Kyushu at the bottom of Japan (i separated a part of the island by a river from "mainland" Japan) , as well as adding the island of Shikoku at the Southeastern side of Japan.

japana.png


These are just all little references. Nothing big. I didn't save this to my game, out of fear of messing up some coding :P
 
I already had to reduce GEM in size to allow the map to run without (too much) crashes on my computer (i7 860 / 8gb ram / win7 64), so bigger map are not planned until the game (or my pc) could handle them :D

Yeah, I have an i7 980, 9GB RAM, Win7 64, and a 2GB HD Radeon, and I have plenty of crashes and long turn times.
 
FINALLY! I've been wanting an earth scenario with these options ever since civ iv came out. Awesome job.

Ive gotten a couple crashes on a c2d (2.5 ghz) w 4GB RAM, and a 1GB 5750 on win7x64. I changed autosave to every turn and if I reload and choose a different turn for my units it seems to alleviate the crashing.

Also...if u use an ati card, check the forum tread at 2k for the early preview 11.4 drivers. They tout an up to 70% increase in civ v performance. They're made for the 68xx or 69xx series but my game feels WAY smoother on my 5750.
 
Does this work for Mac as well? I can't seem to download it... Please help!? =/
Not sure why you'd have trouble downloading, the web-site download links all work great for me!

To get it to run on the Mac version of Civ requires a bit of trickery, as you need to first install it on a Windows version, which will expand the mod's contents into a folder which you can copy from:
C:\users\<username>\My Documents\My Games\Sid Meier's Civilization 5\MODS
into:
/Users/<username>/Documents/Aspyr/Sid Meier's Civilization 5/MODS

To activate the mods menu within the Mac version of Civilisation 5 you then need to open the following file in Textedit:
/Users/<username>/Library/Application Support/Steam/SteamApps/common/sid meier's civilization v/assets/UI/FrontEnd/MainMenu.lua

Once in there you simply look for the line "Controls.ModButton:SetHide( true );" and add two hyphens to the start, then save the file.

Then when you start up Civilisation 5 you'll see the mods menu like in the Windows version and can play YnAEMP by selecting it under Browse Mods then creating a custom game in single player. You can install most mods this way, but YnAEMP is one of the few that will actually work; that said since the Mac version has not yet added the most recent Windows patch contents it can become quite crash-prone later in the game due to the texture loading issue, so while you get the lovely big giant map you may want to play smaller games until the Mac version is next updated.

Hope this helps! The main difficulty is if you don't have access to the Windows version of the game for expanding the mod(s) you want to install, if someone were to upload the expanded mod then you could just download and use that, but I dunno if I'd be allowed to upload the mod folder for this?
 
Back
Top Bottom