[TSL] Yet (not) Another Earth Maps Pack

Nice! Care to give some more detailed info on the name of the file to replace and where to find it? Thanks in advance.

Honestly, I just followed the directions listed above?

You need to go to Documents\MyGames\Civ5\MODS\

Then the YNAEMP mod subfolder
 
Honestly, I just followed the directions listed above?

You need to go to Documents\MyGames\Civ5\MODS\

Then the YNAEMP mod subfolder

I think I found it. CvGameCore_Expansion2.dll in the YnAEMP DLL 43 civs (v 1) folder in MODS folder.
 
I think I found it. CvGameCore_Expansion2.dll in the YnAEMP DLL 43 civs (v 1) folder in MODS folder.

Thats the one ;)
 
In november I started a game with 43 civs YnAEMP and stopped it because of known reasons :
- no foreigne trade routes
- no spies / diplomats
- archeologists do not find artefacts (probably because all artefacts are already researched / found. An archeologist finding nothing may cause the game to stall so I had to go back 5 turns and deleted all archeologists.)

I also noticed that when starting a new game of YnAEMP the distribution of random ressources looked strange / onesided, e.g. dozens of pigs in Europe and Northern America but almost no other ressources.

As I understand the new DLL fixes the trade routes and spies.
Are there also fixes for archeologie and ressources available?
 
A great map just ashame you can't use custom civs on it. It would be great if someone could make a version complete with the starting locations for all the custom civs posted on the forum. Examples been the likes of Canada, Australia and the civs in the post-colonial American civs pack.
 
Probably the best mod ever made, the bug since the fall patch is so frustrating. I guess we're many to hope you could soon fix it!
Great work, keep going!
 
I just spent five of my dollars on the DLC for explorers map pack. I was really dissapointed that it did not have true starting locations for the civs, nor does it have accurate resources. The maps look good through, is there any way to get the maps into YNAEMP with true starting locations and accurate resource locations?
 
I have to say playing on this map is fun, but I think I'm learning to hate the resources placements with a burning passion, why in the hell doesn't this mod ever seem to place wheat anywhere? its all sugar, sugar everywhere.
 
Hey, right now I'm playing as Austria on Large Europe map, and Prague's settler isn't founding the city, even though there is room for it. They just start wandering on the map... is this happening only with me?

PS: I know Prague can't settle on Giant Earth with Austria, but I'm playing on Large Europe.
 
Any chance we can get a random start location option for civilizations? I would love to play the giant earth map with everything random. I see you added the option for city states but not for civilizations. I tried loading up the the giant earth map through regular unmodded play but that didn't work very well since there was no resources on the map.
 
So the updated dll got my trade routes and spying working again. Was able to play another 150 turns or so until I met the last civ. It's time for the World Congress to begin, but the game appears to be hanging on 'Processing barbarian turn'. If I try to load the newest autosave, I believe it's crashing outright.

What logs could I gather to see if this is fixable?
 
Is this file suppose to save as attachment.php? im going to save as & that's what it wants to save as, not a zip file.
 
Hey guys, just wanted to ask if it's possible to start the game with random civ placement? Maybe there's something I can change in the XML file to make it all random?

Cheers :)
 
anywhere else to get this file as I cant download it from this post, the dll file for 43 civs
 
I was wondering, can I load this map with 43 civs in mods and one custom civilization and to put settler in the true start location with "In game editor"?

Can this work?
 
I just tried download but get the attachment.php file not the zip file

I've downloaded the modded DLL source from GitHub, found the changes (2 files) and reapplied them against the latest BNW (only) source code and recompiled the DLL (with max civs set to 43 not 34). It's attached to this post. You'll need to download and unzip it, then rename it to whatever the BNW (expansion 2) DLL is called in the mod, then finally copy it over the DLL in the mod.

If it works, you're all in luck, if it doesn't then you've not lost anything ;)
 
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