YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

It does not work for me(all 3 maps), I have found this line in the Lua.log: "Runtime Error: Error opening/reading C:\Users\Слава\Documents\My Games\Sid Meier's Civilization VI\Mods\Yet (not) Another Maps Pack\Override\AssignStartingPlots.lua.stack traceback:[C]: in function 'lInclude' R:\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Maps\Continents.lua:17: in function '(main chunk)'[C]: in function '(anonymous)'Lua callstack:Runtime Error: Error loadingR:\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Maps\Continents.lua.stack traceback:[C]: in function '(anonymous)'", it might be due to Cyrillic characters in the file path but I am not sure, can someone advice please?
 
I've added some "how to" in the second post, including this one, which is unsupported for two reasons: the limit is here for a reason, and it requires to modify one of the original game's file.

High values should have no more issues than SP in hotseat, they may work in Lan, but I would not use them on internet.

No idea, just scaled it from the other map sizes value.

I would hazard a guess and say that plate value might be the number of continents the game spawns per map. I have no way to test this right now though.

Edit:

I don't mean landmasses, I mean the actual continent mechanic introduced in Civ 6.
 
I'm a bit confused about the Niter situation, in the opening post it says:
  • Niter is a strategic resource that is not imported from civ5 map
and then later where you explain to someone how to convert maps you show a bunch of code that has:

ResourceCiv5toCiv6[15]= 44 -- GOLD to NITER

in it, so will there be any niter or none at all if I import resource settings? and if there isn't any how will that affect my game/the AI? Can they just upgrade past Musketman when they get research past it or will they keep having the now poor quality units before Musketman till they eventually die?
there will be some, but maybe not enough to be balanced.
 
It has taken me a lot more time than planned, but I've progressed on the Natural Wonder integration.

Spoiler :
2a338d75a67db27c63afcef695c9b282dd9c594f.jpg
 
Super job, Gedemon! I can't wait to try out the GEM/TSL with the wonders on it. Any solution for the rampant barbarian & game slowdown issue? Or do we have to play without barbs?
 
Add these two lines to the botton of ..Mods/Yet (not) Another Maps Pack/Gameplay/YNAMP_GamePlay.sql :-

UPDATE GlobalParameters SET Value ='2' WHERE Name ='BARBARIAN_CAMP_MAX_PER_MAJOR_CIV';
UPDATE GlobalParameters SET Value ='7' WHERE Name ='BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY';

It does not slow down the spawning of barbarians. It reduces the number per Civ by 1/3.
 
@All : Do you think we could re-use some NW for the Europe map ?
 
Gedemon updated YnAMP - Yet (not) Another Maps Pack for Civ6 with a new update entry:

alpha .5

- fix MaxWorldInstances to 7 on all map sizes for Prophets
- add real world positions for all Natural Wonders on the two Earth maps
- add real world positions for two Natural Wonders on the Europe maps
- add Cliffs to U.K. as a test of import/export code from Civ6 WB

Read the rest of this update entry...

The export code after editing in WB (use in Firetuner in a new control in a new panel under StrategicView):

Spoiler :
PHP:
    local iPlotCount = Map.GetPlotCount();
    for iPlotLoop = 0, iPlotCount-1, 1 do
        local bData = false
        local plot = Map.GetPlotByIndex(iPlotLoop)
        local NEOfCliff = 0
        local WOfCliff = 0
        local NWOfCliff = 0
        if plot:IsNEOfCliff() then NEOfCliff = 1 end
        if plot:IsWOfCliff() then WOfCliff = 1 end
        if plot:IsNWOfCliff() then NWOfCliff = 1 end
        
        bData = NEOfCliff + WOfCliff + NWOfCliff > 0
        if bData then
            print("Civ6DataToConvert["..plot:GetX().."]["..plot:GetY().."]={{"..NEOfCliff..","..WOfCliff..","..NWOfCliff.."},}")
        end
    end

it will output something like that in the Lua.log:
Spoiler :
Code:
StrategicView: Civ6DataToConvert[6][70]={{0,1,0},}
StrategicView: Civ6DataToConvert[7][70]={{1,0,1},}
StrategicView: Civ6DataToConvert[6][71]={{0,0,1},}
StrategicView: Civ6DataToConvert[9][71]={{0,0,1},}
StrategicView: Civ6DataToConvert[10][71]={{1,0,0},}
StrategicView: Civ6DataToConvert[12][71]={{0,1,1},}
StrategicView: Civ6DataToConvert[7][73]={{0,0,1},}
StrategicView: Civ6DataToConvert[7][74]={{0,1,1},}
StrategicView: Civ6DataToConvert[9][77]={{1,0,0},}
StrategicView: Civ6DataToConvert[10][77]={{0,1,0},}
StrategicView: Civ6DataToConvert[8][78]={{1,0,1},}
StrategicView: Civ6DataToConvert[11][78]={{1,0,0},}
StrategicView: Civ6DataToConvert[7][79]={{0,1,1},}
StrategicView: Civ6DataToConvert[6][80]={{0,1,0},}
StrategicView: Civ6DataToConvert[10][80]={{0,1,0},}
StrategicView: Civ6DataToConvert[10][81]={{0,1,1},}
StrategicView: Civ6DataToConvert[7][82]={{0,1,1},}
StrategicView: Civ6DataToConvert[7][83]={{0,1,1},}
StrategicView: Civ6DataToConvert[9][83]={{0,1,0},}
StrategicView: Civ6DataToConvert[11][84]={{0,1,0},}
StrategicView: Civ6DataToConvert[12][84]={{1,0,1},}

Remove everything before "Civ6DataToConvert" (use shift+alt in a good text editor)

Copy the "Civ6DataToConvert[10][81]={{0,1,1},}" lines under

Code:
    -- Civ6 Data
    -- Civ6DataToConvert[x][y]={{IsNEOfCliff,IsWOfCliff,IsNWOfCliff},}

in the corresponding map lua file.
 
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Great job so far :)
A remark about Russia: no tundra in 20 hex distance and they have special bonus on tundra which makes no sense without tundra ;-)
Maybe a remark for later: some tundra between Moskwa and St. Peterburg...

Just head up NE about 4 hexes, and settle right next to that 1 tile lake, for now. Its a great start. I imagine there will be tweaks to starting locations later, but bigger things are on the burner.

That said, at some point it would be great if there was a marsh in France so France could build Mont. St. Michel.
 
I think its possible to recycle NW for europe map:-

Abisko National Park - Yosemite
Mount Akka (Queen of Lappland) - Everest
Matterhorn - Kilimanjaro
Rost Reef - Barrier Reef
Lake Gallocanta - Carter lake
 
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Is it at all possible to have backup TSL positions for each civ just in case one is taken?

For example, you could have something like:
  • America - Washington, Chicago, Los Angeles
  • Arabia - Mecca, Malacca, Marrakech
  • Aztec - Tenochtitlan, Monte Alban, Teotihucacan
  • Brazil - Rio, Belem, Manaus
  • Chinese - Shenyang, Beijing, Chengdu
  • Egyptian - Alexandria, Thebes, Abu Simbel
  • England - London, Vancouver, Sydney
  • French - Paris, Algiers, Quebec
  • Germany - Berlin, Windhoek (Namibia), Herbertshöhe (New Guinea)
  • Greece - Athens, Sparta, Pergamon, Selucia
  • Indian - Delhi, Bangalore, Pune
  • Japanese - Tokyo, Nagasaki, Sapporo
  • Kongolese - Mbanza Kongo, Great Zimbabwe (Zimbabwe stand-in), Nyeni (Mali stand-in)
  • Norway - Oslo, Vinland, Reykjavik
  • Rome - Rome, Setiflis, Constantinople
  • Russia - St. Petersburg, Archeangelsk, Novosibirsk
  • Scythia - Neapolis, Hunkpapa (Sioux stand-in), Jokuskai (Yakutia stand-in)
  • Spain - Madrid, Havana, Manila
  • Sumer - Uruk, Niveneh (Assyria stand-in), Persepolis (Persia stand-in)
This might allow us to have a greater geographic distribution for the time being. Happy to provide variable TSL values for all civs if it is possible.

Thanks for the latest update!
 
@Gedemon

Thanks for the latest update. Playtesting as Russia on Greatest map. Nan Midol is in the France-Germany borderland. Stockholm is in India.
 
@Gedemon

Thanks for the latest update. Playtesting as Russia on Greatest map. Nan Midol is in the France-Germany borderland. Stockholm is in India.
Anyone with this problem, this is not happening on my side, I need your lua.log to track it.
 
It has taken me a lot more time than planned, but I've progressed on the Natural Wonder integration.

Spoiler :
2a338d75a67db27c63afcef695c9b282dd9c594f.jpg

You are a modding god
Thank you for your great work and well done !

____________________________________________
I think its possible to recycle NW for europe map:-

Abisko National Park - Yosemite
Mount Akka (Queen of Lappland) - Everest
Matterhorn - Kilimanjaro
Rost Reef - Barrier Reef
Lake Gallocanta - Carter lake

That would be great, else how many would be there , only two maybe ?

________________________________________________________________
I whipped it up real fast like: Grueling Speed at 125% slower

Hi and thanks again,
played now some turns and feels a lot better than EPIC or MARATHON ... so you should make it public , I am sure many people will like it !

---
Found only one strange thing, maybe this is also at the vanilla version, at the research screen first there stood 82 turns to research, that's from Marathon, after I choose it to research , it goes down to 41 ... that was at the start ... but have to check that again !
 
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