That's - perhaps unfortunately - normal behaviour. There is no option to set it up so that only major civs with TSL spawn, without choosing what civs actually fill the player slots. So if there is a random slot, it'll still get filled by any civ.
I don't think so. The version before JFD started working on it certainly had it, as I ended up with Japan in Turkey.
I'm pretty sure it did at some point. Looking through the code (for the tenth time I think) I can also see a function that should delete any civ not having a tsl on the selected map. It works the same way with City-States. All CS not having a TSL on the chosen map will be deleted before civ placement. I'll look through the code once more, and see if I can somehow pinpoint the place something goes wrong - and maybe fix it (but probably not ) EDIT: just checked the code. There's a table being created in YnaemLoading (called "toRemove"), in which all minor civs with no TSL are being placed, and then removed. This doesn't seem to be the case with major civs as far as I can tell. There is a function that checks if a major civs have a coordinate in TSL table for the respective maps, but the ones that don't have a tsl, do not get removed as with the minor civs.
All that I can find in that regard is the code to kill America or Brazil if the option is enabled (though I don't recall for which map). It wouldn't be hard to implement a function that did kill civs without TSL, but that doesn't sound like a good way to go about it, as then you'd just end up with less civs.
Maybe have it as an option, like the "Only TSL" option for city states? That way people who want the full number of civs don't need to have it, but people who want a historical game can activate it?
I actually thought that the "Only TSL" thing did this, both for civs and CSes. It's certainly something I would love to have if it's not too much of a hassle to add, in the meantime I'll just have to set all the civs, but it takes away some of the fun of exploring.
Almost done with Asian city states. Does anyone know where on Earth 'Tyr' is? Googling brings up Norse mythology.
Well, just lost my work on Hiram's TSL, so if you want to do all of them be my guest So here's the YnAEMP update: Scaled up Rapa Nui and added Isla Sala y Gomez on the Giant Earth map Adjusted Australia on Giant Earth map as per TPangolin's request Corrected issue with GreatestEarth map table, which may fix issues reported in the CP subforum Corrected Zulu TSL on the Africa map Removed TSL values for my civs on the Giant Earth map, to prevent incompatibility, and for custom civs on Appennine, South Pacific, and South East Asia Added option to set "Only TSL" and "Totally Random" for major civs, akin to the CS option Download
Sure I'll do them. I'm putting them all on a spreadsheet, with coordinates for each of the maps they appear on. I'll PM you a download link when I'm done.
JFD, thanks so much for updating YnAEMP! I play this pretty much exclusively. I was wondering about the resource bug with aluminum - it was basically not appearing when I'd checked all of the special resource options (large deposits, special starts, true placement, riche amount, etc.). When I changed some of those options (no special starts or true placement, and only normal amount), then aluminum ended up showing up again. I found a similar dynamic to exist with the More Luxuries mod - the prior set of options limited their appearance, while the latter included them healthily. Also, of course, bison and cocoa weren't appearing, but you've remedied that (though the latter set of options I just mentioned DID include them as well). I was playing with 62 civilizations, if that helps at all, on the giant map. Was using whoward69's .dll mod because I wanted to use his other mods as well.
I was having very very sparse resources on the Giant Earth map too last night, and I had all the resource boxes checked. I had the silk, horses, and fish near Seoul, and one whale on the other side of the peninsula. After that, the nearest luxury was about 20 tiles away in the middle of China.
I would love to help giving TSL for the new maps, but everytime I open an YnAEMP in the WOrldbuilder it crashes
I click "Load Map" and double click on, say, Aegean.Civ5Map in My Games > Sid Meier's Civilization V > MODS > Yet (not) Another Earth Map Packs (v23) This is the log I get : Spoiler : Application: World Builder User: Unkown (Not an in-house user.) Time: Wednesday 28/01/2015 18:55:28 Runtime: 32 bit OS: Windows 7 () Machine: ULURU Exception: System.AccessViolationException Source: WorldBuilderEngine Thread: Main Thread Description: Tentative de lecture ou d'écriture de mémoire protégée. Cela indique souvent qu'une autre mémoire est endommagée. Stack Trace: à FireGrafix.CRenderer9.Render(CRenderer9* , IDirect3DSwapChain9* ) à RenderWindowManager.Render(RenderWindowManager* , HRenderWindow hRenderWnd) à FGXWinformsRendering.FGXControlRendering.Render(UInt32 hRenderWindow) à FGXWinformsRendering.FGXControl.OnPaintBackground(PaintEventArgs e) à System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) à System.Windows.Forms.Control.WmEraseBkgnd(Message& m) à System.Windows.Forms.Control.WndProc(Message& m) à System.Windows.Forms.ScrollableControl.WndProc(Message& m) à System.Windows.Forms.ContainerControl.WndProc(Message& m) à System.Windows.Forms.UserControl.WndProc(Message& m) à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)