Unofficial map editor (WIP)

Nope, unless someone creates a mod that can export a Continents++ generated map (or any map, for that matter) to a file from the game.
 
Thank you for your last release. I have 2 questions:
- How do you add continents ? I only have "No continents (-1)" and don't see any option to add some continents
- Are features persistents between the map editor and the map ingame ? Because each time I try to add some forest, some rivers or anything else, it disappears ingame. Instead of that, the map ingame reorganize all the features, the rivers, etc... it even adds some mountains. I already had those issues with the v0.2 I tested some hours yesterday and didn't know how make it works.
 
- How do you add continents ? I only have "No continents (-1)" and don't see any option to add some continents
I understand your confusion, as the continents you can see in the editor are the ones imported from Civ6 maps but are exported but not currently used in map loading code.
Instead, the game uses the West/East limits to determine the "old" and "new" world (for exploration resources) and randomly names continents.
So basically currently editing continents is useless and should setup the West/East limits instead when creating your own map. ("old" world can be West or East but will always be the one where human players started)

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Are features persistents between the map editor and the map ingame ?
Yes they are, but the biome & terrain needs to be compatible with the resource, so very often if you only paint resources then you won't see them in-game. There are rules I did not figure out yet for resources vs. biome/terrain compatibility, but in a future version I would like the tool to change biome/terrain automatically so as to make sure the resource will be present in-game. Also notice that most tiles have "Random" resources, meaning resources will be randomly placed (or not) differently each time a new game is started.
 
Thanks for continents.

The problem is not only with resources. When I add forest, rivers or anything else, it disappears ingame and be replaced by a new map generation.

For example I use your Test mod, tried to add some wet et vegetated features near the Rome start position. I didn't add any resources. And it doesn't work:

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Hey Guys, great work! Thanks a lot!

Can somebody explain how i put natural wonders and rivers on my map?
It's not yet supported in 0.3
This version only supports editing of terrain, biomes, resource, and True Start Locations.
A lot of things like natural wonders or rivers are placed randomly by the YnAMP map scripts when you start a new game at the moment.
Watch for future updates!
 
Thanks for continents.

The problem is not only with resources. When I add forest, rivers or anything else, it disappears ingame and be replaced by a new map generation.

For example I use your Test mod, tried to add some wet et vegetated features near the Rome start position. I didn't add any resources. And it doesn't work:

View attachment 725964
Yes it's a common issue with both resources and features.
When tiles use "Random" (default) the loading script will randomly generate resource/feature on those tiles but if you override resource or feature, the terrain and biome have to be compatible otherwise the resource/feature will be discarded.

Here for weird reason it seems that "oasis" is not compatible with biome "Desert"

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According to wiki it should

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So there's probably an other issue (fertility?)

EDIT:
It seems that oasis require FERTILITY_FERTILE but currently the loading script is not forcing fertility

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It seems like all tiles with features need to have FERTILITY_FERTILE. That's why even a forest on a grassland doesn't work.

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We need to figure out how to set fertility from script. Then I could force it when placing resources.
 
there is that
Code:
WorldBuilder.MapPlots.setFertility(FertilityTypes, loc);

but it's never directly called in map scripts, maybe it's set by one of the core function called during generation ?

I'll try to have a look this WE.
 
Thanks. I tried several things but could not find a way to use this WorldBuilder object to set Fertility.
Fertility and fresh water access are the two things I would want to control but cannot at the moment.
 
we can't draw rivers, but a temporary workaround can be to set rainfall value on a tile to have the game to generate a river source there.
 
I might be wrong, but it feels like the "fresh water" isn't even correlated with the rivers and terrain and it's more like it's random atm.
 
Do you have any idea how you might be able to add a map layer to the UI? Not the button on the map select, but colorize tiles according to some logic.

(sorry if it seems off topic, just that it's a functionality that might interact with a map designer)
 
I found a (stupid) way to force resource even without fertility ...

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.. but the yields are not so good

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Edit: It's working now :woohoo:

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:help:

If you are an Artist and willing to contribute, I need someone able to do icons for terrain features.

e.g. for "Forest" a 256x256 png with transparent background named "Forest.png"
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SagebrushSteppe
Oasis
DesertFloodplainMinor
DesertFloodplainNavigable
Forest
Marsh
GrasslandFloodplainMinor
GrasslandFloodplainNavigable
Reef
ColdReef
Ice
SavanaWoodland
WateringHole
PlainsFloodplainMinor
PlainsFloodplainNavigable
RainForest
Mangrove
TropicalFloodplainMinor
TropicalFloodplainNavigable
Taiga
TundraBog
TundraFloodplainMinor
TundraFloodplainNavigable
Volcano
Thanks!
 
Wow, can't wait to test it. :woohoo:

I may have also found a bug. TSL doesn't seem to work with Aksum. No problem with other civs, although I've only tested some from Antiquity.
 
Wow, can't wait to test it. :woohoo:

I may have also found a bug. TSL doesn't seem to work with Aksum. No problem with other civs, although I've only tested some from Antiquity.
Thanks for reporting the issue. There is indeed an issue with Aksum. (new warning in incoming version 0.4)
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Turns out I used "Aksuma" instead of "Aksum" my bad. It will be fixed in next version.

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