YnAMP - Larger Map, TSL, Continents++ (beta)

YnAMP - Larger Map, TSL, Continents++ (beta) 1.0.3

Gedemon

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New map sizes, Continents++ script and TSL Greatest Earth Map

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See the download page for full description, installation instructions, known issues and debugging

Screenshots

Some consecutive map generation using the "Continent+ (YnAMP)" script at various sizes
Spoiler :


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download here:

 

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First step, the landmasses

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but I will wait for the patch allowing the larger map sizes, game is too unstable now, I had to load it multiple times before I could reveal it without crashing.

I need to find a way to export the HK version with elevation and river in the middle of tiles first anyway.
 
Heh, I had that diagonal blue line on the minimap, too, when I increased map size.

I'd recommend also duplicating some codices. The game currently has 80. That's enough for all 8 players to reach their final legacy goal. However, there's already a bit of a problem here because players can get more than 10, which can lock out some from ever reaching their full 10. This gets much worse as you add more players. I had 10 players compete for the 80 codices and they were exhausted rather early.
 
Very excited for this mod to eventually come to fruition. It is by far my number one most played way to play Civ. 95% of my play time is with earth maps.

Two questions:

1. Is it going to be possible do you think to make the distant lands different depending on who you start as? So like if you are in the America's the Distant lands are anywhere outside of the Americas, but if you are in Europe, then the Distant lands are in the Americas?
2. Will it potentially be possible to lock what civs are available to transition to geographically? So if you want to transition into another civ, you need own the land that civ would have historically owned? I understand this may be a little more difficult at release because of how limited we are in civs, the default cultural progression paths should still exist. But I am not interested in civ switching unless there is either a direct cultural or geographical connection. Not geographically adjacent, actually owning the land that culture inhabited.

I appreciate all your hard work in providing the best mod I have continued to use since Civ 5 :)
 
Ah another thing, I noticed we could have multiple leaders playing the same Civ in Civ 7, so it would be cool if we could get many alternate spots for the same Civ if multiple people want to play the same Civ (within reason). Like if three people wanted to play Han China it would set you up Three Kingdoms style in different parts of China. If it were up to me, I would try to include up to three alternate spots depending on the Civ (and if there even is alternate spots. Obviously a Civ like Hawaii is limited.)

Then you could have the mod lock players out from picking that Civ after all the available starting spots are taken.
 
Very excited for this mod to eventually come to fruition. It is by far my number one most played way to play Civ. 95% of my play time is with earth maps.

Two questions:

1. Is it going to be possible do you think to make the distant lands different depending on who you start as? So like if you are in the America's the Distant lands are anywhere outside of the Americas, but if you are in Europe, then the Distant lands are in the Americas?
2. Will it potentially be possible to lock what civs are available to transition to geographically? So if you want to transition into another civ, you need own the land that civ would have historically owned? I understand this may be a little more difficult at release because of how limited we are in civs, the default cultural progression paths should still exist. But I am not interested in civ switching unless there is either a direct cultural or geographical connection. Not geographically adjacent, actually owning the land that culture inhabited.

I appreciate all your hard work in providing the best mod I have continued to use since Civ 5 :)
We'll see about 1. when Firaxis implement their solution for distant land in MP.

2. will require gameplay scripting, but if possible that's exactly how I see TSL with civ switching (and how I did it for HK).
 
But first there are some issues that may or may not be on my side to fix...

For example if that's a VRAM issue, it's not related to my GPU

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Posted a new version

- Add Massive (128x80) Map Size
- Add Giant Earth Map (landmasses only, must be loaded with Giant Size selected)
- Add YnAMP Continent+ Map Script (edited version of Firaxis Continent Plus to generate coherent maps larger than standard)

There is a graphical glitch for maps larger than 128 tiles (no terrain on tiles where x > 127), so the Giant Earth conversion to civ7 is on pause until the patch for larger maps, hoping it raise the limit

If you want to try the Giant Earth landmasses anyway, you also need to select the Giant size manually on the setting screen.

Added screenshot of the edited Continent plus map script, named "Continents+ (YnAMP)" on the setup screen to OP

Here are Huge generation sample

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I have an issue when playing with Continent+ (YnAMP) Map script.
Its not possible to interact with enemies or barbarians. There is no "welcome event" or anything.
 
I have an issue when playing with Continent+ (YnAMP) Map script.
Its not possible to interact with enemies or barbarians. There is no "welcome event" or anything.
which size ?
 
Testing the script in autoplay now

 
Thank you for the amazingly quick mod release! A few things I've noticed after trying it out (I know some of these are probably just because it's an alpha release, but here we go anyway...)

Playing Massive (128/80) size with Continent+ (YnAMP) map script

- no "goody huts" of any type seem to be generating.
- haven't been able to reproduce the above issue - I can interact with barbarian villages, and I got the welcome event. edit: in a Huge/Continent+(YnAMP) game I could not influence Carthage - I could incite a raid, and I could influence other independents, but not Carthage - not sure if this is the same bug?

Playing Massive (128/80) size with Continent Plus (Vanilla) map script
- no "goody huts"
- my capital (default location) had a sugar (ie distant lands resource), also saw other distant lands resources including tea, cocoa - not sure if I spawned in the distant lands or if the resource gen was the issue.

goody huts seems to be an issue only with Massive and above (they generated for me on several tries with large and huge (didn't try giant and ludicrous)

The Distant Lands resources seems to happen on all sizes above standard (I think you just can randomly spawn in the distant lands?)

On quite a few starts my settler spawns into a different location to the small area of exposed map:

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thanks for the reports, I'm not sure I'll look too much into the distant land issue as the devs will surely change a lot in the map script to implement the new version.

ATM I'm trying to test a simple version of TSL on that huge map (as the Giant Earth as graphical issues)

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The reason I haven't released my modded map is the issues I can't seem to sort out regarding exactly what you are experiencing. Spawning somewhere other than the defined area it shows.
 
So is the current plan right now, get out a quick functional earth (TSL) map, wait for Firaxis to fix the bigger map sizes than release the ported large map (potentially with some edits), then after that released, edit that map to take advantage of new features (like cliffs, height differences, and navigable rivers)?
 
I know where I want to go (ie ~ same features as YnAMP for civ6 + regional unlock for civ7)

But there is no order defined at this point, we don't know enough about what's possible (and more importantly "how")

First is simple TSL, yes, should release a test version for antiquity on the small earth map very soon.

It's a raw map, only landmasses shape and some mountains, everything else is random (rivers, terrain types, features, resources, etc...)

Spoiler :


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Hi All,
I big fan of YnAMP here.
Congrats of the first steps for the Civ7 version!
A small suggestion from my side.
Maybe you consider replacing Bosporus/Bosphorus Strait as a navigable river. With this, it will be possible to move both naval and land units between regions.
 
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New test version, add the Greatest Earth Map by djvandyke with Antiquity TSL (landmasses shapes and mountains only, must be loaded with "Custom Huge for Greatest Earth (104x64)" size selected)

 
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