YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

The Aussie patch broke a game I was finishing. It was a HOTSEAT game, and when I try to load it, it says

MAP SIZE ISSUE. Cannot start game. A player is in an invalid slot for the current map size. The current map only supports 12 players.

I've updated ynamp to the latest version, same thing. Anything to do, or is that game lost?
 
The Aussie patch broke a game I was finishing. It was a HOTSEAT game, and when I try to load it, it says

MAP SIZE ISSUE. Cannot start game. A player is in an invalid slot for the current map size. The current map only supports 12 players.

I've updated ynamp to the latest version, same thing. Anything to do, or is that game lost?
try the "How to change the max number of players in a multiplayer game" in first page.
 
im assuming thanks to steam workshop should be alot easier now to stay updated, since i dont have to manually update it everytime now? cx
 
@Gedemon

Been using your map since i started playing civ 6....my pc not that strong so its slow when loading the giant earth map and i find the greatness map small so was hoping if you can give me a way out on how to convert the map to 128x80.....been looking for guide but havent gotten the right one,.,thanks
 
@Gedemon

Been using your map since i started playing civ 6....my pc not that strong so its slow when loading the giant earth map and i find the greatness map small so was hoping if you can give me a way out on how to convert the map to 128x80.....been looking for guide but havent gotten the right one,.,thanks
I uploaded a convertion of Dale's map a few pages back, here it is.

It doesn't have TSL, the Map.xml need to be edited to add them.
 

Attachments

Seems that the mod doesn't make sure of the load order, and this load order may have been changed with the Australian Patch, it's possible that YnAMP was loaded before the Canada mod and all was fine, but now it's loaded after and the TSL table for YnAMP doesn't exist at the moment the Canada mod is loaded and the TSL can't be set.

2 fix possible for the Canada mod:
- add an SQL file to pre-set the TSL table as described in OP
- give a load order priority to the <UpdateDatabase> to make sure it's done after YnAMP.

I figured it out, I deleted the Canada mod started the game than quit and put the mod back in, now it works :D
 
I managed to add Uluru myself, just to test some things, but its description ends up in Spanish? French maybe? I had the same issues with Poland beforehand where all of her dialogue wasn't in English.
 
I am not sure if this has been posted here yet; but playing on the Europe map, the spawning of the city-states seems way too random. Some games they will be there, and others nothing. For example, I did a game playing as Spain: Radet (Morocco) Lisbon, Brussels, and Geneva were all present. I did a restart, with the exact same creation parameters & all of the aforementioned city-states refused to exist. I always set my TSL to all AI, so they city states and AI players will have settlers replaced with the cities. I admit that this is incredibly frustrating, as the lack of consistency makes the long wait for game creation annoying. In other words, after re-creating a game & loading it 12 times to get the resource distribution in my home region, I then find that half the normal city-states in the game are gone.
 
hello, with the beta 2 seems to be all right (to have 127 turns) and Ludicrous I'm using seems very fast ....... only thing I noticed is that there are very few barbarians
sorry for my English and thanks for your work
 
Gedemon, Thanks for all your hard work this weekend, and well since initial release. I was holding off on the Australia DLC until it was compatible with your mod. As a matter of fact, your mod is the only one I have played since Civ6 came out and is probably the only reason I'm still playing Civ6 on a daily basis! Downloaded on the second day and haven't looked back. Now if we could only get a Rhys and Fall mod for Civ6....might be a different story...
 
Quick question.. If I use the larger map sizes with this mod on a vanilla map script, does the mod force culturally linked starts?
 
Bug: (Not likely to be due to Ynaemp Beta?)
When landing on a goody hut that says 60 faith, only 20 faith are added to total.

EDIT: Seems to be a known bug now, and not related to Ynaemp.
 
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Hi there! Awsome mod of coarse just as always! Thanks GEDEMON WOOOOO

One question though... I have a very good pc and I can run the map smoothly...but NOT with modded civs added :(

Is this a known issue?
 
Hi there! Awsome mod of coarse just as always! Thanks GEDEMON WOOOOO

One question though... I have a very good pc and I can run the map smoothly...but NOT with modded civs added :(

Is this a known issue?

I have no problems with GEM ludicrous size (230x115) with 20 Civs and 40 City States on an i7-4Ghz, 16GB RAM, GTX 970.
You need to turn graphics down to low on all settings.
 
I have no problems with GEM ludicrous size (230x115) with 20 Civs and 40 City States on an i7-4Ghz, 16GB RAM, GTX 970.
You need to turn graphics down to low on all settings.

Hi there!

Thanks for your quick reply!

I run the map smoothly but the question was if modded civs can also run on the map.

My game always crashes at the start when I add modded civs. I want to fill up the map as much as possible you know..
 
Hi there!

Thanks for your quick reply!

I run the map smoothly but the question was if modded civs can also run on the map.

My game always crashes at the start when I add modded civs. I want to fill up the map as much as possible you know..
Sorry, I misreadd your question.
It's possible the modded civs haven't been upgraded to take into account the latest patch and DLC?
 
For some reason after the new updated beta 2 version, whenever I start a new game with one of the ynamp maps I get stuck at the start with please wait on the turns, basically I can't take a turn and everything is frozen but the game reads that the turns are being taken at, like, every second?
 
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