YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

edit: i found it! so spolier content not longer relevant. however, the problem with the city names ignoring AI is still there.
Spoiler :
ok i added the data for iberia and repaired the double cities, but something weird is happening. some of the cities are not being translated. it says LOC_CITY_NAME_* at some places. it seems kinda random but it happens on the same cities over and over. i checked my files but i can't find anything that is causing the names not to dissolve. i attached the files here, i don't want to upload this to github as long as this bug is present.


also, i just started a match with france and rome as AI and it turns out that the city names only apply to the human player.

check the images for the bug and the missing local names for AI: http://imgur.com/a/J1Smg
 
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What happens if you reload the game ?
 
Hi !

When i start a game on the largest map, i have graphic bugs like those i linked.

But only on the largest, the others map are good.

Do you know what is it ?
 

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I have a bug to report. When I use the largest variant (only tested that one), if I run into other civs, their interaction screen will have constant, random flickering black textures and the character model will be missing. If I then exit and try to talk to them again, the interaction screen will just be pure black, and the game will crash.
The game saves also fail to reload a few turns after that.

I'm using DX12. The issue only happens when using this mod.
 
Any news on those saves we provided? :D I played last night huge map without mod, for now it seems fine, got 300turns without any chrash :)
 
Rule Britannia! http://imgur.com/a/ysljF

pull request on github. going for germany next :)
Thanks, merged, will merge Germany ASAP and start working on a function to prevent duplicate names and have a look at the AI renaming bug you've reported :goodjob:

Any news on those saves we provided? :D I played last night huge map without mod, for now it seems fine, got 300turns without any chrash :)
seems to be widespread, so no need to post more saves until this is fixed in non modded games:
https://forums.civfanatics.com/thre...during-ai-turn-not-matter-what-you-do.605766/
https://forums.civfanatics.com/threads/crashing-to-desktop-during-ai-turn.601127/page-2
https://forums.civfanatics.com/threads/crashing-after-the-update.605754/

a ""workaround"" seems to find which Civs cause the crash and declare wars to it from a previous save...

I hope that a hotfix is coming.

I have a bug to report. When I use the largest variant (only tested that one), if I run into other civs, their interaction screen will have constant, random flickering black textures and the character model will be missing. If I then exit and try to talk to them again, the interaction screen will just be pure black, and the game will crash.
The game saves also fail to reload a few turns after that.

I'm using DX12. The issue only happens when using this mod.
What's your GPU ? how much vram ?
 
What's your GPU ? how much vram ?
I use a Radeon R9 295x2 (dual-GPU). SFR Multi-GPU makes no difference, by the way. It happens either way. I don't know whether the Multi-GPU in Civ 6 stacks Vram, but I've lowered the settings for memory, so even if it's just 4gb, it shouldn't be a problem. Would you like me to make a video of the error?
 
Can you try to force mono GPU ?

I have no idea if 4 GB are enough, but I suppose it is, I would have a lot more report if it wasn't, so you should be fine with lowered settings.

2GB are definitively not enough for the "ludicrous" size, I think it's ok for Giant.
 
Thanks, merged, will merge Germany ASAP and start working on a function to prevent duplicate names and have a look at the AI renaming bug you've reported :goodjob:
Well, as i said double names should not be a problem as long as the data provided is valid. the AI retention is what bothers me right now :lol:
 
Well, as i said double names should not be a problem as long as the data provided is valid. the AI retention is what bothers me right now :lol:
Me too, and I have trouble with it. Temporary I hope.

Technically the function used to rename cities seems to work only from a human player (it's a network command, not expected from/for an AI I imagine), there is a local command that works from a specific context (GamePlayScript), but for a mod this context exist only when the game is launched, it does not exist when we reload a previous save.

I've supposed it was a bug, but the way one of the scenario coming with the game is coded seems to indicate that this may be by design.

Maybe I'm missing something and the modding tools will show a way to have this "GameplayScript" context reloaded with a save, until then... I can't do much (except a function that will work as long as you do not quit and reload a game)
 
I noticed city some city-states starting as settlers close by other city states,they settle but don't have a suzerain reward after buggy names.(giant earth map ,latest patch) (no suzerain reward before patch-largest map too).
My "greatest earth map (104x64)" crashed at 295 turns before patch (also after patch).
 
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