YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

BUG: I found the problem with the "True Location Placement" for the GiantEarth. This row is absent in the GiantEarth.lua file:

MapConfiguration.Name = "GiantEarth"
 
BUG: I found the problem with the "True Location Placement" for the GiantEarth. This row is absent in the GiantEarth.lua file:

MapConfiguration.Name = "GiantEarth"


This totally fixed the problem, nice catch. I also have an issue with adding more than 8 civs, i have to select a vanilla map in advanced options. Then select 18 civs or more then select the gaint earth map, its an easy work around but still a lil bug. thanks Gedemon! this is so great.
 
I'd assume RAM or V-RAM, CPU problems would have been obvious at an earlier stage of the game, it might be tho (at least in my experience) that with simulation games that need a lot to be computed (ludicrous size probably needing about 20-30 minutes on a 2ghz laptop processors with four cores) that windows thinks that the game or application hung up while in fact it didn't (factorio with tons of mods, kerbal with tons of mods, mods with tons of mods and other things show this behaviour, I remember producing a dwarf fortress map on my notebook that took 25 minutes, while creating a far bigger map with 20 times the history length only took my dualcore (back then) 15 minutes)

but unless his cpu is missing certain instruction sets (which would make the game unstartable) it's doubtful to be a CPU problem

RAM at first glance seems okay, but if ludicrous size takes up to six gigabyte (private bytes, at least for me it only tends to have 2gb+ working set on 192x120)
it might be too much for his computer, win8.1 probably using well over 2gb already plus all the other small mods
if he has a laptop gpu solution with borrowed vram then it just won't be enough

anyhow trying out the map

also I think the dynamic or simultaneous turnphase would benefit the turn time a lot

sadly I haven't found a way yet to get it to run in sp (even when replacing all references and settings with the multiplayer ones and/or enabling it for singleplayer in it's own option)

the downside is obviously a short hang on each turn when all the city states and others move their armies


Thanks guys. Later, I found that when this mod is activated, neither original maps work, they all fail the same way.
 
BUG: I found the problem with the "True Location Placement" for the GiantEarth. This row is absent in the GiantEarth.lua file:

MapConfiguration.Name = "GiantEarth"

Thanks, TSL hasn't been working for me on GiantEarth, where in the .lua do I need to add this line?

Thanks.
 
Thanks, TSL hasn't been working for me on GiantEarth, where in the .lua do I need to add this line?

Thanks.

here is where i added it

------------------------------------------------------------------------------
-- FILE: GiantEarth.Lua
-- Convertion of Civ IV Genghis Kai's GEM (using Hornigas version for Civ V - BNW)
-- Imported to Civ VI by Gedemon (2016)
------------------------------------------------------------------------------

MapConfiguration.Name = "GiantEarth" <--------- add here

include "MapEnums"
include "MapUtilities"
include "MountainsCliffs"
include "RiversLakes"
include "FeatureGenerator"
include "TerrainGenerator"
include "NaturalWonderGenerator"
include "ResourceGenerator"
include "AssignStartingPlots"

print("Loading YnAMP Map Generator")

local g_iW, g_iH;
local g_iFlags = {};
local g_continentsFrac = nil;



hope this helps
 
here is where i added it

------------------------------------------------------------------------------
-- FILE: GiantEarth.Lua
-- Convertion of Civ IV Genghis Kai's GEM (using Hornigas version for Civ V - BNW)
-- Imported to Civ VI by Gedemon (2016)
------------------------------------------------------------------------------

MapConfiguration.Name = "GiantEarth" <--------- add here

include "MapEnums"
include "MapUtilities"
include "MountainsCliffs"
include "RiversLakes"
include "FeatureGenerator"
include "TerrainGenerator"
include "NaturalWonderGenerator"
include "ResourceGenerator"
include "AssignStartingPlots"

print("Loading YnAMP Map Generator")

local g_iW, g_iH;
local g_iFlags = {};
local g_continentsFrac = nil;



hope this helps


Boom, thank you for the quick reply!

XD
 
Thanks for pointing it out, I'll fix it ASAP.

I'll try to write a small guide for the export/import of a map, the code is in the mapscript and the modinfo, but there is a lot of other things around, I'll point the essential.

I may also have messed with the options exclusion, I'll have a look tonight (gmt)
 
I am playing this Mod with the maximum map size - Ludicrous. And the maximum number of civilizations - 59. Marathon speed.
I have a good video card. Nvidia 1060 with 6mb VRAM. A fairly good CPU Intel i7 4790. The game works well so far.

Some interesting things:
1- There are multiple other leaders. A blue Brazil. A red Brazil. A green Brazil, and so on.
2- The AI runs out of national color combinations and city names. It give some of the players blank grey colors and nameless capitol cities.
3- Wait time between turns in the early game is about 30 seconds. (I have not played the mid or late game yet.)
4- Getting 4 units of iron from one mine. I don't mind that.
5- I am frequently declaring war on myself. I think this is a bug with the main game, not the mod.
 
here is where i added it

------------------------------------------------------------------------------
-- FILE: GiantEarth.Lua
-- Convertion of Civ IV Genghis Kai's GEM (using Hornigas version for Civ V - BNW)
-- Imported to Civ VI by Gedemon (2016)
------------------------------------------------------------------------------

MapConfiguration.Name = "GiantEarth" <--------- add here

include "MapEnums"
include "MapUtilities"
include "MountainsCliffs"
include "RiversLakes"
include "FeatureGenerator"
include "TerrainGenerator"
include "NaturalWonderGenerator"
include "ResourceGenerator"
include "AssignStartingPlots"

print("Loading YnAMP Map Generator")

local g_iW, g_iH;
local g_iFlags = {};
local g_continentsFrac = nil;



hope this helps

Ok, not sure what I did wrong, but now I start the game and I am nowhere. The map is completely covered and I seem to have no units.
 
Hornigas you have make a extraordinary maps in "play the worl ..." !!

Thanks for your job.

The TSL and TSL city-state was perfect and I have passed thousand hours of game with your map !

For INFO I have re-work her and I just changed the placement of ressources like the reality in Antiquité (ex : no horse in America, no Tea in France, No petrol in Spain etc ...) for 100% of correspondance with the reality !!

It's genious for my gameplay What I love.

When you make the same job for CIV VI ?? :)

Gedemon is ahead of time of You !!

Lol

Thank you! :) Tea in France??? My creation was based on Gedemon's conversion of the GEM. I took the standalone map he published first and changed it to my liking. Initially, it was just posted at the German Webring Forum. There was quite a lack of real world maps for Civ5, people liked it and helped with balancing. And I was fairly surprised of how successful it was then on Steam Workshop. :cool:

Ahead of time? Modding is not competing in my book. It's only the result that counts - whosoever provides it for the players. If I was to publish an earth map for Civ6, it would have been a conversion of the old one anyways. I couldn't go back to smaller earth maps after that, and I think that's also true for everyone else who played PtWE or Ynaemp. So, it's an honor for me that Gedemon takes my version back and makes it awesome for the new game.

But as I've seen, Ynamp includes the option for fix resources on the maps. So I'd be happy to help with balancing and resource placement. We will see a lot more of them entering the boat in Civ 6.
 
Monkeysaur, its a other problem with the TSL and the start locations, because the positions are not always correct for the map (like greece), and there are no informations for the city states...so they spawn sometimes on the same position with a other civ.

I work already on a new xml start position file with city states and the new ones in civ6.
 
@Werus there is already a post with the starting positions by Fakoleon on the other thread, you can check it.

I'll include it tonight with the fix for the Giant Earth TSL
 
@Gedemon, thanks. I'll check it.

Edit:
Are the locations from him tested? They are very close to each other and the civ positions:

What, if both civ states exists? Or do you prevent it?
Code:
        <Row>
            <Type>CIVILIZATION_AMSTERDAM</Type>
            <X>15</X>
            <Y>71</Y>
        </Row>
        <Row>
            <Type>CIVILIZATION_BRUSSELS</Type>
            <X>15</X>
            <Y>70</Y>
        </Row>
 
Last edited:
on which map(s)/size(s) ?

that first version use a direct import of civ5 starting positions, there is no TSL yet for the new civilizations and city states, they will be added in batches.

But capitals may be kept linked to civilizations instead of leaders, or changed when two Civilizations are to close of each other, one of the next step is to add the framework for a real city name components.
Oh ok, when the other tsls are added with other civilizations will you change the capitals a bit like aachen and london?
 
Hi Gedemon and once again THANK YOU,

as CIV VI now allows MP with Mods and the AI in MP, seems the same this time as from the SP it would be really great, if

you or someone else :-) could adapt one of the maps for MP !

Best would be 16 "equal" TSL starting positions
and maybe one version with "real resources" and other with random, but clustered luxury resources, so you have to trade with the others.

Barbarians and TSL for City states ! ... what is a good amount of them maybe 16 also or even more ? 32 ?

That would be nice and thank you in advance !
 
Thank you! :) Tea in France??? My creation was based on Gedemon's conversion of the GEM. I took the standalone map he published first and changed it to my liking. Initially, it was just posted at the German Webring Forum. There was quite a lack of real world maps for Civ5, people liked it and helped with balancing. And I was fairly surprised of how successful it was then on Steam Workshop. :cool:

Ahead of time? Modding is not competing in my book. It's only the result that counts - whosoever provides it for the players. If I was to publish an earth map for Civ6, it would have been a conversion of the old one anyways. I couldn't go back to smaller earth maps after that, and I think that's also true for everyone else who played PtWE or Ynaemp. So, it's an honor for me that Gedemon takes my version back and makes it awesome for the new game.

But as I've seen, Ynamp includes the option for fix resources on the maps. So I'd be happy to help with balancing and resource placement. We will see a lot more of them entering the boat in Civ 6.


Yes I am In France.

Ahead of time?
It's the joke of course, Gedemon is one of the my modder favourite :)

I am novice in info but if you want I Can envoy my maps of CIV 5 with TSL and realistics ressources (based on encyclopedia of strategic ressource) who includes coffee, tea, chocolate, Clou de Girofle and Pepper (with MOD).

It's always a work already make for you.

And you can offer 2 maps; one TSL and Random ressources and one TSL + TSL ressource

But how to process ?
 
Yes I am In France.

Ahead of time?
It's the joke of course, Gedemon is one of the my modder favourite :)

I am novice in info but if you want I Can envoy my maps of CIV 5 with TSL and realistics ressources (based on encyclopedia of strategic ressource) who includes coffee, tea, chocolate, Clou de Girofle and Pepper (with MOD).

It's always a work already make for you.

And you can offer 2 maps; one TSL and Random ressources and one TSL + TSL ressource

But how to process ?

That's goes to Gedemon too of course.

May be if you are interested you contact me in my e-mail and I try to give you this map.
 
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