[TSL] Yet (not) Another Earth Maps Pack

No new maps, just all the playable civs in all the maps. Like Franks and anglo-saxons in north-west Europe for example.
 
I'll look at updating this again next month, and finally take the reigns proper with either a new thread or an OP for myself on this thread, as I discussed with Gedemon several months ago. Can't remember what we decided to do about the Workshop though [emoji14]

When you get to it, let me know ;). I've recently incorporated a whole bunch of maps into my own personal 'v24'. Further I've also sorted the maps after region/type in the map selection drop down menu, helping (imo) to provide a better overview of which maps there are.
 
When you get to it, let me know ;). I've recently incorporated a whole bunch of maps into my own personal 'v24'. Further I've also sorted the maps after region/type in the map selection drop down menu, helping (imo) to provide a better overview of which maps there are.

Can you make it public? :-) And are all the JFD-civs in all the maps? And last but not least, can I edit theese mods myself? Couldnt figure out how. I would love a "Large Europe" with mutch less of Siberia and Sahara. :-)
 
Iirc no - that mod is only usable with map scripts, which ynaemp is not. The mod More Luxuries is compatible though.
If you want to use that, I recommend to check out JFD's ynaemp v23 mod, which adds several new maps and optimises resource placement of the resources from More Luxuries.

The More Luxuries mod can be found on Steam workshop, but the v23 can only be found here on civfanatics (in JFD's signature).
 
hi terrific mod! amazing work.

i wonder if i can play community call to power on this mod with all the resources enabled and custom map of 43 civs. i've been trying every which way for ages and can't seem to get it.

i'm willing to edit xml files if i have to and i have some idea of how it might work if its possible to do.
 
I'm pretty sure cctp is a DLL mod, which unfortunately makes it incompatible with ynaemp (and all other DLL mods for that matter).
 
I'm pretty sure cctp is a DLL mod, which unfortunately makes it incompatible with ynaemp (and all other DLL mods for that matter).

thanks danmacsch. cctp uses the same whoward +65 civ dll that ynaemp uses. i can run a custom game and load the ynaemp with cctp running and it works fine just that the resources don't load. am i still stuck?
 
I downloaded the mod and followed all the instructions, then i choose custom game & select giant map & all the civs.

The civ i choose to play with is in the correct location however the maps seemed to have excluded all the rest of the world, so basically with the English i can see only England (and its tiny). Tried using the Romans and the same happened, when using the Romans however i realised that it seems that the CS and other Civs are actually in the game and are moving.. however its like the map is zoomed in on Rome (and again its tiny - perhaps fit 5 cities in Italy).

Any help plss? :) thanks in advance, & nice work!
 
Let me start off by saying I love this mod! I appreciate all the work being done to keep this mod working properly.

The set up: I am using this mod ver 23 and quite few other mods including the 60 civ .dll.

The problem: I have at least 50+ civ mods I like to use. Unfortunately, many of those civs do not appear in the dropdown menu for the Yneamp game setup UI. I have tried deleting my cache. I have tried ticking off the mods in different orders in the first mod choice menu. I have tried crossing my fingers and swearing on unicorns but to no avail. Now I know the mods work. If I use the vanilla game set up UI, the dropdown menu is fully populated by all the mods I have selected.

I also noticed their is a difference on how the dropdown menus are populated. In the vanilla game setup UI, the leaders are listed alpha by first name. But, the Yneamp game set up UI, their doesn't appear to be any rhyme or reason on how the leaders are listed with the exception that some mods are clumped together by designer (example. all the JFD mods are listed together, all the Tpangolin mods are listed together, etc )

I am left wondering if there is a problem with the way the Yneamp dropdown civ menu is populated. Is there a max number of civs in its population ability? Or is there something else that is prohibiting all the civs to populate? To give further credence to there being an issue with how the dropdown menu is populated with modded civs, I have noticed that if I choose a civ from the dropdown menu and let the other 59 civs be random leaders some of the random leaders will inevitably be modded civs that didnt properly populate the dropdown menu.

Any responses would be greatly appreciated.

thanks
 
Ethiopia on the Giant Earth Map has an awesome start location within walking distance if you go south to the natural wonder paradise by Lake Victoria and Mt Kilimanjaro.

Spoiler :
2015-11-09_00003.jpg


It would be possible to have both wonders within the range of one city but the resource distribution was in my case not in favor of a capital on the east shore of Lake Victoria.
 
Let me start off by saying I love this mod! I appreciate all the work being done to keep this mod working properly.

The set up: I am using this mod ver 23 and quite few other mods including the 60 civ .dll.

The problem: I have at least 50+ civ mods I like to use. Unfortunately, many of those civs do not appear in the dropdown menu for the Yneamp game setup UI. I have tried deleting my cache. I have tried ticking off the mods in different orders in the first mod choice menu. I have tried crossing my fingers and swearing on unicorns but to no avail. Now I know the mods work. If I use the vanilla game set up UI, the dropdown menu is fully populated by all the mods I have selected.

I also noticed their is a difference on how the dropdown menus are populated. In the vanilla game setup UI, the leaders are listed alpha by first name. But, the Yneamp game set up UI, their doesn't appear to be any rhyme or reason on how the leaders are listed with the exception that some mods are clumped together by designer (example. all the JFD mods are listed together, all the Tpangolin mods are listed together, etc )

I am left wondering if there is a problem with the way the Yneamp dropdown civ menu is populated. Is there a max number of civs in its population ability? Or is there something else that is prohibiting all the civs to populate? To give further credence to there being an issue with how the dropdown menu is populated with modded civs, I have noticed that if I choose a civ from the dropdown menu and let the other 59 civs be random leaders some of the random leaders will inevitably be modded civs that didnt properly populate the dropdown menu.

Any responses would be greatly appreciated.

thanks

Some civ mods require a support mod for Ynaemp
 
The problem: I have at least 50+ civ mods I like to use. Unfortunately, many of those civs do not appear in the dropdown menu for the Yneamp game setup UI. I have tried deleting my cache. I have tried ticking off the mods in different orders in the first mod choice menu. I have tried crossing my fingers and swearing on unicorns but to no avail. Now I know the mods work. If I use the vanilla game set up UI, the dropdown menu is fully populated by all the mods I have selected.

I also noticed their is a difference on how the dropdown menus are populated. In the vanilla game setup UI, the leaders are listed alpha by first name. But, the Yneamp game set up UI, their doesn't appear to be any rhyme or reason on how the leaders are listed with the exception that some mods are clumped together by designer (example. all the JFD mods are listed together, all the Tpangolin mods are listed together, etc )

I am left wondering if there is a problem with the way the Yneamp dropdown civ menu is populated. Is there a max number of civs in its population ability? Or is there something else that is prohibiting all the civs to populate? To give further credence to there being an issue with how the dropdown menu is populated with modded civs, I have noticed that if I choose a civ from the dropdown menu and let the other 59 civs be random leaders some of the random leaders will inevitably be modded civs that didnt properly populate the dropdown menu.

Any responses would be greatly appreciated.

thanks
Hi Jaqrah, I can understand your frustration :confused:. Now, bear with me if you already know all this, but in case others have similar problems, I'm going to try to explain how YnAEMP works and doesn't work.
The mod was originally released with a bunch of maps, which all had support for the relevant Civs of the official 43. That means a file is included in the mod, which for each map matches up each Civilization with a set of coordinates. Then, when in-game in the YnAEMP Setup screen (UI as you call it), the only Civs appearing in the selection dropdown menu, are the ones with coordinates for the chosen map; changing the map leads to the dropdown menu being re-populated with Civs having coordinates for the relevant map. Simple enough.
But this still didn't allow for people to play with custom Civs on the YnAEMP maps unless one followed Gedemon's instruction on how to add custom TSL support (see OP of this thread). But this was a pretty tiresome and tedious process, often requiring one to delete on's cache every time a new set of coordinates were added.
JFD (maybe other's were part of it as well) created a bunch of TSL patches to remedy this, such that all - at the time - released Civs from JFD, Tomatekh, CL, LS, etc. had TSL coordinates for all relevant maps by simply activating these patches (mods) in the mod manager menu.
Then, as more and more custom Civilization mods were released, the patches needed to be updated like, every other week or so, the consensus became that each custom civs should have internal support for YnAEMP, i.e. should contain the relevant coordinates themselves rather than in a separate mod. This is pretty much how it is now.
But, there's still some custom civs, often ones that haven't been updated in a long time, that doesn't have internal YnAEMP support, which means they won't appear in the dropdown menu in the Setup Screen. They will however appear in the dropdown menu when circumventing the YnAEMP Setup (again, see OP for explanation, though I think you know what I mean).
You can still add support for custom civs yourself by following the method mention before, but a better thing to do would be to check the threads of the authors of the Civs in question, checking if they have or don't have TSL support.

You also mention that you use JFD's V23 patch. If the map(s) you're trying to play on, are one of the maps added in V23, it's highly possible that a lot of Civs still don't have support yet. It seems it's not really what modders prioritize the most, which is a shame. If you could tell me which map/maps you're trying to play on and which civ/civs aren't showing in the dropdown menu, I can look into it for you.

About the fact, that you have to manually specify all civs, since otherwise if set to random you'll get civs appearing that doesn't belong to the map at all at truly random locations, well that's an issue of some reason, which started to happen at some point on some maps, but afaik not on all. I'm working with JFD on a V24 atm, which will add a lot of new maps, and I'll make a note on it to check it out/have JFD check it out with his Lua Grandmaster Skillz!

Hopefully this was helpful to you.
Some civ mods require a support mod for Ynaemp
See above; most civs shouldn't require an external support mod. Having a such activated could actually screw up the TSL.
thanks danmacsch. cctp uses the same whoward +65 civ dll that ynaemp uses. i can run a custom game and load the ynaemp with cctp running and it works fine just that the resources don't load. am i still stuck?
Sorry, completely forgot to get back to you. Did you solve the problem? Otherwise I'll recommend you try without the custom dll to see if that changes anything and if that doesn't help either, then deleting your cache. I play with a custom DLL myself (sometimes the ~60 civs dll, but must often the CP) and I do not experience the problem myself.
I downloaded the mod and followed all the instructions, then i choose custom game & select giant map & all the civs.

The civ i choose to play with is in the correct location however the maps seemed to have excluded all the rest of the world, so basically with the English i can see only England (and its tiny). Tried using the Romans and the same happened, when using the Romans however i realised that it seems that the CS and other Civs are actually in the game and are moving.. however its like the map is zoomed in on Rome (and again its tiny - perhaps fit 5 cities in Italy).

Any help plss? :) thanks in advance, & nice work!
Well apparently all you have to do is explore and the map starts to grow...

Sorted, thanks and again nice one!
:D Glad you sorted out the problem - explore away :p!
 
On a different note, does anyone have a huge/giant Africa map at hand? I've searched like a crazy in both the Workshop and the CFC download section. Paging Lungora maybe?
 
Danmacsch

I know what you mean, but there are still some newer civs that are being made without Ynaemp support and it's frustrating. (especially the ones that say that have support but it turns out they don't).

Most civ modders are including internal support to the point that it makes no sense how the newer civs are being released without support. I mean they can just look at how JFD or other are doing it and add it themselves, it's not rocket science.

:gripe:


EDIT: Forgot to ask, how are you guys collaborating, are you using SVN or Gihtub? Also are any of those new maps by any chance updated or larger NA maps?
 
I know what you mean, but there are still some newer civs that are being made without Ynaemp support and it's frustrating. (especially the ones that say that have support but it turns out they don't).
Yeah, agreed - it's very frustrating, but I guess if the modder doesn't normally play with YnAEMP himself (or herself), I can understand it's annoying having to open a large amount of maps in WB and figuring out start location. Still, they shouldn't list the mod as supported then.
Most civ modders are including internal support to the point that it makes no sense how the newer civs are being released without support. I mean they can just look at how JFD or other are doing it and add it themselves, it's not rocket science.

:gripe:
It's not no; it's very simple indeed, though a bit time-consuming.. Especially when including the V23 and will be even more time-consuming once V24 is out. The best way to remedy the problem would probably be to contact the respective modders, ask them if they can provide TSL support for the maps in question (or the whole YnAEMP if that's the case) and then provide them with the coordinates :).
EDIT: Forgot to ask, how are you guys collaborating, are you using SVN or Gihtub? Also are any of those new maps by any chance updated or larger NA maps?
Well, we're simply PMing and sharing files. Nothing that can be found publicly until it's released. If you're interested in knowing which new maps are to be included or wish to see some specific map added, let me know..
 
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