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

YnAMP - Larger Map, TSL, Continents++ (beta) 1.0.7

I started up a game with the TSL map (greece) and it started fine and seems to run great! Only problem is I'm having the same issue as stated above, that I never got a welcome event when contacting a new civ (Rome), and I can't click on their city or anything to interact. I'll keep playing it a bit to test.

edit: Also getting some weirdness with claiming tiles when the city grows. Some coastal tiles are claimable and others aren't.
edit: Met a city-state (Tiwanaku, who is in eastern europe, but not sure if you added TSL for city-states yet?), and their interactions seem to work fine.
edit: Met aksum and the interaction triggered just fine. I get a banner and can click on it to open diplomacy. Maybe the Rome issue is because they started too close to me?
edit: I approached rome with a Hoplite and when I try to enter their territory I do get the "Surprise War" popup, but when I click the button to declare war nothing happens and I still can't enter.
 
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I'll need to check the separation value for est/west, I may have used half the width, meaning Europe is cut in half between distant/home land

edit: yes, was just east of Rome
 
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hot fix uploaded

- Add TSL when starting in Exploration or Modern age for the Greatest Earth Map
- Bugfix: change the distant/homeland separation on the Greatest Earth Map as the Old World is wider

Spoiler :
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TSL is major civs only ATM, I think I'll need access to gameplay scripts for IP TSL
 
Ah yes, I'm fairly certain that's the issue! It seems the map is treating the wester hemisphere (Americas, Western Europe, West Africa) as the "Old World." You can even see it in North Africa where chocolate spawns all over but as soon as you pass Italy it switches to the white clay. Interestingly, I think at the moment Rome is the only civ that starts that far west in Europe? The map should be playable then if you just select the civs by hand and don't include them.

If the game is hard-coded to split the map exactly in two, it seems like we're going to be making some really weird maps with wide Americas and horizontally squished Eurasia.
 
Ah yes, I'm fairly certain that's the issue! It seems the map is treating the wester hemisphere (Americas, Western Europe, West Africa) as the "Old World." You can even see it in North Africa where chocolate spawns all over but as soon as you pass Italy it switches to the white clay. Interestingly, I think at the moment Rome is the only civ that starts that far west in Europe? The map should be playable then if you just select the civs by hand and don't include them.

If the game is hard-coded to split the map exactly in two, it seems like we're going to be making some really weird maps with wide Americas and horizontally squished Eurasia.
hotfix posted above.

it's not hardcoded to be cut in half, but it's coded to be cut on a straight line, and a part of Brazil is East of that line now
 
Map generation looks great! Would it also be possible to even out the civ distribution between the two continents? I reduced the number of civs in my game, but most of them still started on the same continent as me. Generally the game seems to want 4 other civs as your starting neighbors.
 
the way it's linked to map size make that hard to implement until I found a way to pass data from setup screen to map script.

at this moment you have to set one map size per distribution, like

8 players:
Huge (3/5)
Huge (4/4)

10 players
Huge (3/7)
Huge (4/6)
Huge (5/5)

etc ..
 
Played a game as Rome last night with a friend who was playing Persia. It was a ton of fun :) I will be excited when the biomes, mountains, and rivers become more hand painted though, although there is something amusing to me about France being an arid desert filled with Barbarians with Uluru in the center.
 
Speaking of fixed, I may have squashed the distant land bug on the Continents++ map.

Some more tests and I'll release an update.
 
Update:

- bugfix : do not override the "homeland" tag with the "distantland" tag when placing islands on the Continents++ script
- adjust map size effect on height scaling, so that "Massive" maps are a bit more "Continents" than "Archipelagos"

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Let me know if there are still issues
 
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...)

I love the landmass shape with randomized features/rivers/resources maps. Any chance you could leave that option in the final settings?
 
I mean nothing wrong with having options, but I am excited for the map to get more accurate as some of the starts could really use it. An actual Himalayas to protect China from India, navigable rivers where you would expect them. I played a game as Greece and turns out they get a bunch of bonuses for building on rough terrain (makes sense for historical Greece!) but then discovered my TSL was both a totally flat Greece and where I started did not have much water. Bruh moment.
 
TSL is major civs only ATM, I think I'll need access to gameplay scripts for IP TSL
Before I dig into the code for your map, is there an easy way to add support for TSL for modded civilizations? (is it an XML tag?)
 
Before I dig into the code for your map, is there an easy way to add support for TSL for modded civilizations? (is it an XML tag?)
not yet, it's hardcoded in the map script.

but yes, I'll add XML/SQL support for modded civs like previous versions.

there are also TSL tables already in the base game DB, surely for when the WB will be made available by Firaxis.
 
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