To use the TSL directly you could try to export your modified map to a mod following that tutorial:
https://forums.civfanatics.com/thre...-map-using-zobtzlers-ynabmc-and-ynamp.637020/
then open the Config/Config.xml file in the created folder and search for the line looking like that
Code:
<Row Key1="Map" Key2="YourName_YourMapName_Map.lua" ParameterId="YourName_YourMapName_Map" Name="MapName" Description="" Domain="text" DefaultValue="YourName_YourMapName_Map" ConfigurationGroup="Map" ConfigurationId="MapName" GroupId="MapOptions" Visible="0" SortIndex="2010"/>
and change the
Code:
DefaultValue="YourName_YourMapName_Map"
to use the name of the map you've modified, for example
Code:
DefaultValue="GiantEarth"
Your map will then use the GiantEarth database for TSL, City Names, ...
But specific setting parameters (like selecting a region of the map) need to be copied in your config file and modified to use the keys that are specific to your map:
Code:
Key1="Map" Key2="YourName_YourMapName_Map.lua"
I'll try to export the starting location placed on the WB to XML format in the future for easier editing.
Hi Gedemon,
Unfortunatly the changed YnAMP largest EartCustom which i edited with some resources wont load..
Can you have a look at the log file?
+ I dont understand the last step about the specific parameters you need to copy..
tnx !
part of lua.log:
Map Script: ------------------------------------------------------
Map Script: Setting YnAMP globals and cache...
Map Script: Map Name = LargestEarthCustom
Map Script: Reference Map =
Map Script: YnAMP Options:
Map Script: - Culturally Linked = false, TSL = true, Exclusion Zones = false, Requested Resources = false, Real Deposits = false, Place All Luxuries = false
Map Script: - Features placement = PLACEMENT_IMPORT
Map Script: - Rivers Placement = PLACEMENT_IMPORT
Map Script: - Resource placement = PLACEMENT_IMPORT
Map Script: - Natural Wonders placement = PLACEMENT_IMPORT
Map Script: - Continents naming = PLACEMENT_IMPORT
Map Script: - Lowland placement = PLACEMENT_DEFAULT
Map Script: - Flood Plains placement = nil
Map Script: Loading YnAMP functions ...
Map Script: Replacing ResourceBuilder.CanHaveResource by YnAMP_CanHaveResource...
GenerateRandomMap: Map Seed = -728302801
Map Script: Calling Map Generator
Map Script: bUseOffset false
Map Script: StartX
Map Script: EndX
Map Script: StartY
Map Script: EndY
Map Script: g_UncutMapWidth 0
Map Script: g_UncutMapHeight 0
Map Script: g_iW 0
Map Script: g_iH 0
Map Script: Map.GetGridSize() 0 0
Map Script: bUseRelativePlacement nil
Map Script: bUseRelativeFixedTable nil
Map Script: g_MaxStartDistanceMajor = 0
Map Script: g_MinStartDistanceMajor = 0
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\871861883\Override\AssignStartingPlots.lua:3383: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\871861883\Override\AssignStartingPlots.lua:3383: in function 'GenerateImportedMap'
C:\Users\cwkde\Documents\My Games\Sid Meier's Civilization VI\Mods\casper_vrijcas\Lua\casper_vrijcas_Map.lua:33: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'