[TSL] Yet (not) Another Earth Maps Pack

Small update to the Ynaemp Leaders for City States mod (remove overriding of vanilla files for compatibility)

sorry, no ETA for next update, but maybe next WE, combined with an update of R.E.D, both for Polynesia DLC.

And troubleshooting section of first post edited (with part of next answer :D)



If the game crash when loading the giant map, try the old version, aka YAGEM (loaded the "normal" way, ie mod -> single player -> set up game -> choose map). If this version alone lead to a crash, then you're probably limited by the the actual civ5 executable and/or your hardware.

btw, all the City States mods for Ynaemp are optionnal, you could use the default CS or another CS mod.

My hardware is fine. Load all the others maps, except by this giant earth.

I tried the Giant Earth of your first version and again chashed.
The problem it is in the begging, when start loading the map.
I think it is a problem with the size of the map. The game do not recognize it and crash. Maybe just a change in some file must make it work.

Could you put your "config.ini" file here for download?

Maybe it is some configuration that is chashing the initializing...
 
Just a question, but why do most of the City States in the City States mod have the same theme as the Almaty theme?
Madeira's CS use an unique theme. Other Ynaemp CS mod use diverse colors.

My hardware is fine. Load all the others maps, except by this giant earth.

I tried the Giant Earth of your first version and again chashed.
The problem it is in the begging, when start loading the map.
I think it is a problem with the size of the map. The game do not recognize it and crash. Maybe just a change in some file must make it work.

Could you put your "config.ini" file here for download?

Maybe it is some configuration that is chashing the initializing...

AFAIK there's no other map of this size to check if you can load them.

I've not done anything special to load this map size, anyway here's my config.ini :

Spoiler :
[Debugging]

; Set to 1 to enable the fire tuner to connect to the game.
EnableTuner = 1

; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1

; Set remark log filename; empty for no remark log
RemarkLog = ynaemp.log

; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 0

; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 1

; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 0

; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 0

; Set to 1 to disable hotloading of objects
DisableHotLoading = 0

; Set to 1 to enable asserts in debug mode
EnableAsserts = 1

; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 0

; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0

; Sub-directory where the game code DLL resides, set to empty string to let the game decide
GameCoreSubDirectory =

; Set to 1 to disable hotloading of objects
DisableHotLoader = 1

[User Settings]

; Set to 1 to enable threaded submission to D3D11
Threaded Submission = 1

; This is capped at runtime to the number of logical processors
MaxSimultaneousThreads = 8

; Set to 1 to activate the debug panel
DebugPanel = 1

; How close you can get (11.0=default, 4.0=debug zoom)
Minimum Zoom Level = 4.000000

; Whether or not to use screen space terrain overlays
Use Screen Space Overlay = 1

; The currently selected steam language
SteamLanguage = english

; The currently selected language.
Language = en_US

; The currently selected spoken language.
AudioLanguage = en_US

; The URL to the Community Hub.
CommunityHubUrl = http://civ5.sake.gamespy.com/SakeStorageServer/FiraxisServices.asmx

; Set to 1 to disable Fall-back Language Support in the Localization System.
DisableFallbackLanguageSupport = 0

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

; Thickness of camera rectangle, in pixels
CameraRectThickness = 10.000000

; If ratio of explored area to visible region size is less than this (on both axes), do not draw camera rect.
CameraRectThreshold = 1.000000

; Extra space, in pixels, to leave on edge of explored region
ExploredRegionGutter = 20.000000

; Alpha value for fog
FogAlpha = 1.000000

[DisableSystems]

; Set to 1 to disable Terrain system
Terrain = 0

; Set to 1 to disable LandmarkSystem system
LandmarkSystem = 0

; Set to 1 to disable Overlay system
Overlay = 0

; Set to 1 to disable OverlayDebug system
OverlayDebug = 1

; Set to 1 to disable Decal system
Decal = 0

; Set to 1 to disable City system
City = 0

; Set to 1 to disable Unit system
Unit = 0

; Set to 1 to disable Forest system
Forest = 0

; Set to 1 to disable River system
River = 0

; Set to 1 to disable LeaderHead system
LeaderHead = 0

; Set to 1 to disable Audio system
Audio = 0

; Set to 1 to disable Combat system
Combat = 0

; Set to 1 to disable Particle system
Particle = 0

; Set to 1 to disable Projectile system
Projectile = 0

; Set to 1 to disable FOW system
FOW = 0

; Set to 1 to disable FluidFOW system
FluidFOW = 0

; Set to 1 to disable YieldIcons system
YieldIcons = 0

; Set to 1 to disable DistanceFog system
DistanceFog = 0

; Set to 1 to disable StrategicView system
StrategicView = 0

; Set to 1 to disable Minimap system
Minimap = 0

; Set to 1 to disable ColorKeyEdit system
ColorKeyEdit = 1

; Set to 1 to disable Waves system
Waves = 0

; Set to 1 to disable Arrows system
Arrows = 0

; Set to 1 to disable MovementPath system
MovementPath = 0

[Debug]

; Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode)
ThreadingMode = 0

; Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes
TargetJobSize = 100

; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 0

; Set App on Auto-Run
Autorun = 0

; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0

; Enable message logging
MessageLog = 0

; Enable rand event logging
RandLog = 0

; Enable synchronization logging
SynchLog = 0

; Enable AI logging
AILog = 0

; Enable Builder AI logging
BuilderAILog = 0

; Enable Serialization logging
SerializationLog = 0

; Enable Tutorial logging
TutorialLog = 0

; Enable Tutorial debug window
TutorialDebug = 0

; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable the logging system
LoggingEnabled = 1

; upload assert logs and crash dumps to the server
UploadReports = 1

; Delete reports after uploading to the server
MoveReports = 1

; Show combat debugging overlays
CombatDebug = 0

[TextKey Settings]

; Enable triggered sounds from units (3dsmax Note tracks) (default 1)
Enable markered sounds = 1

[Audio]

; Disable sounds from gamecore (also can set via tuner) (default 0)
Disable Sid Sounds = 0

; Enable in-game music (default 1)
Enable music = 1

; Ignore any variation cap settings (default 0) (Sound guys, set this to 1)
Disable audio variation cap = 0

[CONFIG]

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Bandwidth options are modem or broadband
Bandwidth = broadband

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Number of seconds the end turn timer counts before automatically ending the turn
EndTurnTimerLength = 10

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

[GAME]

; In-game Alias
Alias = Gedemon

; Email Address
Email = Gedemon

; Save Path - relative to working (Civ5) folder
FileName =

; Handicap for quick play
QuickHandicap = HANDICAP_EMPEROR

; Blocks players from entering the city screen
CityScreenBlocked = 0

; How many turns between advisors showing up to help you out (0 means never!)
TurnsBetweenAdvisorCounsel = 0

; Allows the player to give right click movement movement orders while the camera is scrolling
AllowRClickMovementWhileScrolling = 0

; Force quick combat animations
QuickCombat = 0

; Game Name
GameName = My Game

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_SMALL

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_STANDARD/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_STANDARD

; Victory Conditions
VictoryConditions = 11111111

; Game Options
GameOptions = EMPTY

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Allow AI in multiplayer games
EnableMultiplayerAI = 1

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Map Script file name
Map = Assets/Maps/Continents.lua

[UserSettings]

; Last Civilization Played
LastCiv = 6

; Last Game Speed Played
LastSpeed = 3

; Last Map Type Played
LastMapScript = Assets\Maps\Continents.lua

; Last Map Script Was Random
LastMapScriptRandom = 0

; Last Map Size Played
LastMapSize = 0

; Last Map Size Was Random
LastMapSizeRandom = 0

; Last Map Type Was Earth
LastMapWasEarth = 0

; Last Game Difficulty Played
LastDifficulty = 5

 
I give up...

Always chashes in the initializing... It is just the giant map. No answer or solution...

I am using skidrow version of the game. Maybe this is the problem...:confused:
 
@Mordredis

As Gedemon already mentioned on page 15,
you're probably limited by the the actual civ5 executable and/or your hardware.

The game itself use alot of computer resources instead of CPU, bigger the map, more resource it use, the Devs 'fixed' this in Patch 1.0.1.217

For me, 1.0.1.217 reduced loading (game & textures), and wait between turns (1.0.1.167 was agony above turn 400).

Without going to much off-topic about PC hardware/software technical details:

I play Civ5 on DX10,11 with medium settings (yes, i prefer performance over quality),
although i tested with default (high) settings, didn't noticed a huge difference on texture and loading time with YnAEMP Giant or Huge map.

You said, selecting the other maps, game doesn't crash on initializing (Earth Standard & Earth Huge).

I'd say, use Huge map, play with a few lesser Civs and CS, and have fun.

Signed,
OokeDan
 
And I already awnser...

My computer is fine to play this map. The problem probably is in my civ v files. I will reinstall and try again.

But I can't play this map neither without any patch,.,
 
I downloaded this map, and finally got it into the place where I could use it. But when I launch the map, it starts everyone out in different places. Not the places where the map says they are to be. Help!!!!!! I placed the map in the maps folder. Is that not what I was supposed to do. I could not find it any other way.
 
@cmungle

I placed the map in the maps folder.
No need to move a .civ5map, leave all files in the YnAEMP folder at *\Documents\My Games\Sid Meier's Civilization 5\MODS

But when I launch the map, it starts everyone out in different places.
My guess is, you didn't do:

Start Civ5> Mods> Single Player> Custom Game (select YnAEMP) click Load Mod

Signed,
OokeDan
 
v0.8 uploaded, first post updated :D

Important : before installing the new version make sure to update your version of Civilization to at least patch 1.0.1.217


change log :

v0.8 (Apr 10, 2011):
- tweaked : minimum city distance reset to pre-patch value (=2)
- added custom setup art file
- added some atolls in Pacific Ocean on all earth maps, add/redrawn Hawaii
- added polynesia start position on all earth maps
- balance : add some requested starting resources (whale and silver to England, wine and marble to Rome and Greece)
- tweaked resource placement order : place requested resource first then major deposit
- tweaked requested resource placement : on larger search always try to place the requested resource, even if a duplicate exist (could belong to another civ)
- tweaked vanilla resources table placement for Silver
- tweaked England on giant map : swap position of one land tile to make London a coastal city, added hills in city second ring for production, added 2 rivers
- tweaked Edinburgh on giant map : moved one tile north to give more room to England


Please report any new (or old) bugs, but note :

- update your version of Civilization to at least patch 1.0.1.217
- minimum configuration recommanded for the giant map : quadcore CPU and at least 4 gb of RAM on 64bit OS
 
Question:
Has anyone run into this issue or a similar issue:
Turn times (with 14 civs, 15-25 cities each) has been around 70-90s generally around turn 350 however in the span of just 20 turns, the turn times have gone all the way to 240 seconds, so more then a doubling.
Observing the CPU usage graphs for all 4 cores shows a drop in 3 of 4 cores, in parts of the turn where nothing appears to be happening ingame (frozen, can't move around much, now this happens usually but only freezes for say, 10s at a time during end turn).

>>There's nothing wrong with my hardware as it's just isolated to this civ game.<<
Reloading a save 20 turns back gives me the usual 70-90s times in the same session and shows a different CPU graph over the cores where the load is fairly average on all 4 during the turn.

Anyone run into something similar where turn times jump drastically over a short period rather then slowly increasing?

As for generic hardware info, 4GB, W7-64bit, intel i5.
 
@Vanchelon

There's always a discussion between duo/quadcore cpu's on how they perform with 'turn based' games.

Civ5 is build around c2d, yes, it supports Quad-core, but the engine will still use 2 physical cores.
No matter if you run the game on a 'high-end' pc, the thinking AI - wait between turns, will always be there.

Remember, it's not just a game/map you're running; OS, background tasks, virus/spyware scanners and so on, are affecting performance too.

I've found some informative posts on 2kgames Civ5 discussion forum, take your time to read them.

Multi-core support
Long wait on turns
How important will a Quad-core CPU be

Signed,
OokeDan
 
@Vanchelon

There's always a discussion between duo/quadcore cpu's on how they perform with 'turn based' games.

Civ5 is build around c2d, yes, it supports Quad-core, but the engine will still use 2 physical cores.
No matter if you run the game on a 'high-end' pc, the thinking AI - wait between turns, will always be there.

Remember, it's not just a game/map you're running; OS, background tasks, virus/spyware scanners and so on, are affecting performance too.

I've found some informative posts on 2kgames Civ5 discussion forum, take your time to read them.

Multi-core support
Long wait on turns
How important will a Quad-core CPU be

Signed,
OokeDan

I'll take a look at the links, thanks.
But ye, tested all of the above otherwise :) My main issue was the sudden jump (>doubling) in turn times, and not the gradual increase which I've grown accustomed to :)
 
yeah, I've experimented the "frozen" phase when playing on very large map, but I don't remember this kind of sudden jump in waiting time.

on the other hand, I'm playing in windowed mode on multiscreen and I'm browsing or modding between turn, so it could have happened in some of my games and I didn't notice...
 
Hi! I enjoyed v 0.4 for a long time, and got recently the 0.8 version - and got a little problem since then.

I got over 46 city states to choose on huge (the middle one) map and over 88 on giant (the biggest one) map :hmm: I got all heated up, since there's nothing like bullying city states on weekend afternoons...

I chosen the huge map with 46 city states and found that the game. Amazingly, game didn't crash, yet my optimism faded when i actually met first city state:

i can't talk(aka "open diplomacy window") with them...
Am i lacking something required to play?

I got latest version of civ and the mod. I use it with non-injective mods only(like "end at industrial era")

Where's the problem?
 
If you still have previous version(s) of the mod installed, maybe you can try to move it (them) out of your mod folder (keeping old version seems to cause bugs on various mod)

If you still have problems then try to clear your cache folder and post your LUA log if possible (see first post)


edit : on a side note, whatever the number on the slider, you'll never get more than 41 CS in game (at least until we get the dll SDK), when above 41 this number represent the available CS the game will randomly pick at launch.
 
Above post solved the problem, either that was clearing cache or removing earlier versions. Thanks! Also, i wonder... You guys are planning to release specific area TSL maps, like europe or asia by chance? :mischief:
 
Also, i wonder... You guys are planning to release specific area TSL maps, like europe or asia by chance? :mischief:

He's mentioned interest in it before and recently asked another member here if he could use their "European Landmass" map in the pack, so I'd say it's a good possibility.
 
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