YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

True. I raised tickets too but they say no support for mods and all. I guess will have to quit civ 6. Or atleast if they can create a map as big as giant earth.


This. Pardon my french, but a massive XU to firaxis for ruining one of the best games ever by not providing what gedemon needs to fix stuff. Absolute bs. The giant earth maps have been a staple since marla singer’s earth map. Since iii. These guys have to be incredibly ignorant.

Hey Firaxis! Some people want to play on tsl maps that have room for more than 2 civs! Some people want to have world wars! Some people want to forge empires!

And many of us have been playing much longer than you have been working on the game. We have more time invested.

Shame on you firaxis.
 
I created an account just to drop by and tell that if you
1. use the slider for the available civilization slots and press "add AI" so it fills them automatically to let's say, 30 civs
2. manually enter a civilization
3. remove the selected civilization by pressing the X on the right
the game crashes at later stages of creating a session, ie. when the initial loading screen for our new game has been on for a while. Also, if you press "Add AI" before launching the game but have manually deleted one or more from the middle, the button brings them back in the middle where they were, and not to the end.

I have never used LUA, but I gathered that from the log you can see that situtation becomes as follows:

AdvancedSetup: 18 LEADER_PETER_GREAT CIVILIZATION_RUSSIA LOC_LEADER_PETER_GREAT_N. SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 19 LEADER_GENGHIS_KHAN CIVILIZATION_MONGOLIA LOC_LEADER_GENGHIS_KHAN_. SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 20 LEADER_GANDHI CIVILIZATION_INDIA LOC_LEADER_GANDHI_NAME SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 21 LEADER_GILGAMESH CIVILIZATION_SUMERIA LOC_LEADER_GILGAMESH_NAME SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 22 nil nil LOC_SLOTTYPE_OPEN SS_OPEN UNK LEVEL false
AdvancedSetup: 23 nil nil LOC_SLOTTYPE_OPEN SS_OPEN UNK LEVEL false
AdvancedSetup: 24 LEADER_CYRUS CIVILIZATION_PERSIA LOC_LEADER_CYRUS_NAME SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 25 nil nil LOC_SLOTTYPE_CLOSED SS_CLOSED UNK LEVEL false
AdvancedSetup: 26 LEADER_ELEANOR_FRAN. CIVILIZATION_FRANCE LOC_LEADER_ELEANOR_NAME SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 27 LEADER_PHILIP_II CIVILIZATION_SPAIN LOC_LEADER_PHILIP_II_NAME SS_COMPUTER CIVILIZATION_L. true
AdvancedSetup: 28 nil nil LOC_SLOTTYPE_CLOSED SS_CLOSED UNK LEVEL false
AdvancedSetup: 29 nil nil LOC_SLOTTYPE_CLOSED SS_CLOSED UNK LEVEL false
AdvancedSetup: 30 nil nil LOC_SLOTTYPE_CLOSED SS_CLOSED UNK LEVEL false


With the "nil"s in midst of others and not at the end. Finally, it will fail at


Runtime Error: C:\Users\Heka\Documents\My Games\Sid Meier's Civilization VI\Mods\Civ6-YnAMP-master\Override\AssignStartingPlots.lua:5772: attempt to index a nil value
stack traceback:
C:\Users\Heka\Documents\My Games\Sid Meier's Civilization VI\Mods\Civ6-YnAMP-master\Override\AssignStartingPlots.lua:5772: in function 'CulturallyLinkedCivilizations'
C:\Users\Heka\Documents\My Games\Sid Meier's Civilization VI\Mods\Civ6-YnAMP-master\Override\AssignStartingPlots.lua:5664: in function 'YnAMP_StartPositions'
C:\Users\Heka\Documents\My Games\Sid Meier's Civilization VI\Mods\Civ6-YnAMP-master\Override\AssignStartingPlots.lua:266: in function 'AssignStartingPlots.Create'
E:\Games\Sid Meiers Civilization VI\DLC\Expansion2\Maps\Continents.lua:108: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
Mods: Failed to create mods browser search context!
Test: Test.LUA loaded!


I have no other bugs, if I leave the AI-selections to random and don't touch them, everything works.
 
This. Pardon my french, but a massive XU to firaxis for ruining one of the best games ever by not providing what gedemon needs to fix stuff. Absolute bs. The giant earth maps have been a staple since marla singer’s earth map. Since iii. These guys have to be incredibly ignorant.

Hey Firaxis! Some people want to play on tsl maps that have room for more than 2 civs! Some people want to have world wars! Some people want to forge empires!

And many of us have been playing much longer than you have been working on the game. We have more time invested.

Shame on you firaxis.

I honestly think that the reality is not that this is what the dev team on Firaxis actually wants, with regards to modding. Rather, I think this is mostly informed by guidelines coming from higher-ups at 2K, who think that expanded mod support would somehow give more leeway to cheaters and pirates. Never mind whether that would actually be the case, but do keep in mind that Firaxis is owned by for-profit AAA company, so it would be of little to no surprise to learn that their bosses run on copyright troll logic.
 
I honestly think that the reality is not that this is what the dev team on Firaxis actually wants, with regards to modding. Rather, I think this is mostly informed by guidelines coming from higher-ups at 2K, who think that expanded mod support would somehow give more leeway to cheaters and pirates. Never mind whether that would actually be the case, but do keep in mind that Firaxis is owned by for-profit AAA company, so it would be of little to no surprise to learn that their bosses run on copyright troll logic.

Unlikely. They are more likely to have a messy code-base that makes the game too unstable for modding. Very few publisher actually cares about what devs choose to do in regards to modding. Also, take Borderlands games. They're also published by 2k, yet there are tons of mods for each and every BL.

From what I have seen, the problem arises whenever they push a new update. A bigger problem comes every expansion. That just means their system is not coherent, and large sections of the system must be reworked for each expansion/update.
Also from what I have seen, the game scales really poorly with more assets. They seem to be quite content leaving it to only support a small number of players. As the game scales up, it becomes EXTREMELY unstable. These lua scripts do not intervene with the game's internal logic. That can only mean that the game's internal logic is a giant mess.
By scaling I mean that it is not scaling linearly, but exponentially. Twice as many factions (say from 32 to 64), wouldn't be an increase of twice the performance needed from your system. But might be something in the magnitude of x2^2 = 4 times. x3 countries would be 8 times and so on.

It looks that if mods are to be supported at this point, they will need a rebuild from the ground up of the game. Only thing to hope now is that they'd do a better job comes the next Civ game.
 
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when I try to "play europe again" the number of city states is always less than 10 whatever number i select at the creation screen. Anyone else having the same problem?
all exp and DLCs included but no other mods installed and i tried different city state selection options such as random or exclusion list with the same result.
 
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how many CS have TSL for that map ?

do you check the option to allow civs/CS without TSL to be spawned in random position ?
 
sometimes valetta spawns , sometimes cardiff doesnt , sometimes brussels spawn , sometimes babylon doesnt etc. before the season pass there was no issues. i could add more than 30
 
I have a question.
I've been really enjoying the Giant map. I decided to add some modded civs (Sukitract's Burma, Sukitract's Tibet, and JFD's Portugal). I set their correct start locations and got that working fine, but the realistic city names doesn't work for them. It works for every other civ, but when one of those three civs found a city, it is just named from their standard name list.
Is there any way I can make it so that the realistic city names apply to new civilizations I add in, as well? How might I do that?
 
strange that you had to set the TSL yourself, all those civs should already have TSL included in their respective mods...

custom civs should also use standard names on the Giant Earth, try to post the logs (database, modding, lua) in a new thread in the bug reports section.
 
Hi, I'm playing the "Play Europe Again" map and really enjoying it. However, I have a few issues with the map. The first issues is with regards to TSL's. There are two Civs specifically that seems a bit strange. The first one isn't that bad, seeing as it's technically not wrong, but every time I play Eleanor of Aquitaine leads the English, and so actual England is never settled by them (because Eleanor spawns in France), and instead is settled by the Scots. Poor Victoria never gets a chance. The second one is with Carthage, which never actually seems to spawn in the area where Carthage should be. I honestly have no clue where Carthage's TSL is, but it seems to be somewhere in the middle east, judging by where I discovered them in my games. Is there some historical context I'm missing here? Jerusalem also doesn't seem to spawn in Jersualem

Another problem I have is with resources. There are barely any sea resources on the map, making it very hard to play any nation that isn't a land-based one. Mind you, this can easily be fixed by simply making resource generation random, but then that leads to the second problem. Even on the imported resource placement, there seems to be a lot of inappropriate resources throughout the map. Rice, for example, should only really be located on the eastern most side of the map (or maybe not present at all on the map).

Either way, I'm really just nitpicking. The map is excellent
 
I'm working on an alternate option for the Eleanors at the moment, hopefully should have something for that updated soon-ish.

Carthage and Jerusalem seem to have the correct TSLs assigned from what I can see, but we have been getting reports of City states not behaving properly (although I'm not sure if that's the same issue here). Sharing your lua log would helpful in tracking down the issue.

Adjusting the resources is a thing that's on my to-do list but is also something I don't have experience with, so sadly it gets pushed down the list a bit.
 
The second one is with Carthage, which never actually seems to spawn in the area where Carthage should be. I honestly have no clue where Carthage's TSL is, but it seems to be somewhere in the middle east, judging by where I discovered them in my games. Is there some historical context I'm missing here? Jerusalem also doesn't seem to spawn in Jersualem
Did you notice this by actually playing them or seeing them from the AI? Because the latter case means the AI could move their starting settler (usually because it's too close to another city). Phoenicia starts in the Middle East (Tyre, if my memory is correct, around present-day Lebanon) but idk why Carthage isn't their alternate TSL or if that does not work properly.
 
The second one is with Carthage, which never actually seems to spawn in the area where Carthage should be. I honestly have no clue where Carthage's TSL is, but it seems to be somewhere in the middle east, judging by where I discovered them in my games. Is there some historical context I'm missing here? Jerusalem also doesn't seem to spawn in Jersualem.

I think Phoenicia (Aka. Carthage) spawns, where the old Phoenician capital (?), Tyre, is located.
 
Hi Team,

Sorry, maybe it could seem that it is off-topic, but I would need your support. I downloaded the basic game from epic store, and I would like to use the contents of Steam workshop, to be able to add the mods to the game.
Do you know, how to run the game vie steam to be able to have mod installing? I tried on the well known ways, but without success.
Thanks in advance for your help
 
Hi everyone, Gedemon and Seelingcat thank you for your incredible work on this mod.
Have you plan to support the new December update? Thank you in Advance!
 
Hi everyone, Gedemon and Seelingcat thank you for your incredible work on this mod.
Have you plan to support the new December update? Thank you in Advance!
what's wrong with it ?
 
I went to GitHub to control if you updated the mod but It says that last changes were made last month, so I assumed It doesn't support new game update and will likely crash.
 
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