YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

QUESTION:

Maybe someone who is nice, would be so brave :) and makes a TSL mod for the FIRAXIS World and Europe (Vikings DLC) Maps ?
Thanks

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As I want to start a new game with that Giant Earth Map , I want to edit some of the files, but don't be able to extract any info out of the vanilla game ...

Doe's anybody know how the names of the 3 new natural wonders are ? (to be able to activate them in the game) ...
  • Eyjafjallajökull 2/83 ... maybe that Eyjafjalla_Glacier
  • Lysefjord 18/80
  • Giant's Causeway 6/77
...................
<Replace MapName="GiantEarth" Civilization="CIVILIZATION_ANTANARIVO" X="36" Y="17" />

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or maybe better wait for @Gedemon :)


Damn made an error, so close that I would have had a game, where ALL CIVS and CS from Vanilla and DLCs are placed proper :-(
This one was written wrong, missing an "AN" LOL
all other 5 new CS are in my game ...

<Replace MapName="GiantEarth" Civilization="CIVILIZATION_ANTANANARIVO" X="36" Y="16" />

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How are things going with the new 3 natural wonders ?
and that small bug, Poland using after some time "Portugiese" ...

anyway great work and thank you all

UPDATE Bug killed ...
upload_2017-1-8_2-20-28.png
 
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... freeze at exit is normal, is also sometimes in vanilla games ! because Firaxis is worse with memory handling .... worse is an understatement :)

It's still intermittent for me, and has been since the first release.

Save game, Return to Game, click on military unit outside of a city, then exit to Desktop, has the best chance of success.
The chances of a freeze seem to increase the longer the session. That might be due to memory leaks, as you suggested.

I'm still enjoying the game immensely, and I've played enough now to have developed a sense of extreme bigotry
towards some civs.
What the game lacks in historical realism, it makes up for by capturing the present zeitgeist. Well done Gedemon and Firaxis! :P
 
How do the rulesets work? Currently, activating any ruleset causes the game to kick me back out to the main menu. I suspect it has to do with mod conflicts and multiple things editing the same files, but I know none of my mods edit the same things the ruleset says it edits. Are some of the things in my mods failing because they used other rulesets?
 
I don't think Brussels likes existing in the same game as Amsterdam when using TSL...

EDIT: Where'd mah screenshot go.
 

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I don't think Brussels likes existing in the same game as Amsterdam when using TSL...
EDIT: Where'd mah screenshot go.

That is logic, if you use TSL , some CIVs and CS are not able to coexist.
If you want all Civs and CS in your game , I have made a setting for the "PlayEuropeAgain" and "GiantEarth" where they fit on that maps , and are a little bit moved, so that it works and still are close to their real world position ...

New Version
Here for the Giant Earth, for Vanilla game and all DLCs (Aztecs, Poland, Vikings) ...

and OPTIONAL an adapted GAMEPLAY file ! Extract gameplay.sql to
C:\Users\USERNAME\Documents\My Games\Sid Meier's Civilization VI\Mods\Yet (not) Another Maps Pack\Gameplay\

and copy map.xml to
C:\Users\USERNAME\Documents\My Games\Sid Meier's Civilization VI\Mods\Yet (not) Another Maps Pack\Maps\GiantEarth

and for more fun also use that MOD to be able to remove strategic resources
https://forums.civfanatics.com/resources/make-all-resources-harvestable.25687/

Looks like that ... :-)

upload_2017-1-8_0-20-33.png
 

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I don't think Brussels likes existing in the same game as Amsterdam when using TSL...

That does happen quite often, but not every time.
As you can see above, FlashXAron has some solutions if it annoys you.
 
GIANT EARTH MAP ...
if Natural Wonder (Crater Lake 132/64) would be moved to that place, that "100 year National Park Achievement" is possible ... :-)
just have done it !

upload_2017-1-8_2-42-2.png
 
And I've added the Cordiform Earth map as an example on how to create a map in an external mod using YnAMP features.

I'll try to build a tutorial around it on how to export/import maps from civ5 or civ6 internal WB then add TSL or other custom options.

I've also removed Warsaw from the two included CS mods.

And merry Christmas everyone :D
If possible could you please make a stand alone mod that gives the the no city states option for all maps?
 
can't wait for the cliffs of dover to be build-able and the 3 new wonders to be in this mod!
So far I didn't manage to allow building anything on the Cliff, as they are a feature which is removed if for example you build a farm on it.

But I know that you can build mines over forest, I'll have another look.

A city over a feature is not possible AFAIK.

How do the rulesets work? Currently, activating any ruleset causes the game to kick me back out to the main menu. I suspect it has to do with mod conflicts and multiple things editing the same files, but I know none of my mods edit the same things the ruleset says it edits. Are some of the things in my mods failing because they used other rulesets?
You'll have to look at the database.log and modding.log for errors.

If possible could you please make a stand alone mod that gives the the no city states option for all maps?
It works for all maps in mods that do not change AssignStartingPlots.lua, and for those that use it, a standalone mod would have the same incompatibility.
 
It works for all maps in mods that do not change AssignStartingPlots.lua, and for those that use it, a standalone mod would have the same incompatibility.

I used the option with the Terra Plus map from the maps plus mod. It removed all of the CS but I got major civs placed in the new world. Having this mod enabled seemed to override some of the script functions of the terra plus map.
 
I have bug with China there capitol in my game is Warsaw ?? Any one else have that bug ?? I dont have Poland DLC yet
 
It works for all maps in mods that do not change AssignStartingPlots.lua, and for those that use it, a standalone mod would have the same incompatibility.

I used the option with the Terra Plus map from the maps plus mod. It removed all of the CS but I got major civs placed in the new world. Having this mod enabled seemed to override some of the script functions of the terra plus map.
I've just checked, Maps Plus change AssignStartingPlots.lua so it's not compatible (and wouldn't be with a standalone mod using the same method to remove CS)

You can change one line in AssignStartingPlots.lua:

Code:
self.iNumMinorCivs = PlayerManager.GetAliveMinorsCount()
to
Code:
self.iNumMinorCivs = 0

to prevent CS placement on your maps.

I have bug with China there capitol in my game is Warsaw ?? Any one else have that bug ?? I dont have Poland DLC yet
Which mpa/setting ?

can you post your lua.log please ?
 
So when are you adding the 3 new Natural wonders to the game?
I won't spend any more money on the game until the modding tools are released and I know exactly what we'll be able to do with civ6.
 
Gedemon updated YnAMP - Yet (not) Another Maps Pack for Civ6 with a new update entry:

Alpha .15

  • add compatibility mod for Poland DLC (fix rulesets)
  • add brick623 Turkey and Middle East city map on Play Europe Again
  • add guidemwit city map for China on Giant Earth
  • add brick623 Britain, Ireland and Iceland city map on Giant Earth
  • add brick623 Iberia, France, Switzerland, Benelux city map on Giant Earth
  • add option to enforce True Starting Location (prevent the initial settler to search for another position for the first city)
  • add option to deactivate real city naming
  • add TSL for DLC City-States on Giant Earth and Play Europe Again
  • add entries for custom.xml and custom.sql files in the .modinfo (you can create files with the same name in the mod's folder to add custom rules that won't be overwritten when upgrading)
 
I've just checked, Maps Plus change AssignStartingPlots.lua so it's not compatible (and wouldn't be with a standalone mod using the same method to remove CS)

You can change one line in AssignStartingPlots.lua:

Thank you again. It's the same solution you gave me when I was trying to be able set the number of CS in a game. Works great. I was trying it with custom maps but couldn't figure out why it wasn't working. Now I realize they have their own custom AssignStartingPlots.lua.

Thanks for your help. Much Appreciation.
 
I make my Korean Civilization mod compatible with YnAMP.
New game can be started, but saved games cannot be loaded.

However, this problem was solved by turn off two optional mods in YnAMP: YnAMP - More CS for Europe and More CS for the World.

I guess these two mods might have some problem.
About this, that shouldn't have been a problem, but only one of the CS mod can be enabled (More CS for the World include all CS from More CS for Europe), because when both are enabled there may be issues thanks to this strange behavior in mods loading order
 
I cant post log yet. I am not at my Pc at the moment. But I used earth giant map size giant ,true starting location , import resource, true to civ , and 20 civilization and earth 3 start.
 
Am I missing a setting somewhere during setup, or is "enormous" no longer an option?
 
Inland Sea on Enormous or bigger crashes for me during loadscreen and I even have memory usage and performance turned down.

I'm not sure what happens really, thought you should know :).. Kinda bums me out as I was hoping it was a tad more... spread out civilization wise because man it is crowded on continents even with only 10 AIs
 
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