find those lines in "modules/maps/greatest-earth-map/greatest-earth-map.js"I love this mod but is there a way to have a Earth map with no TSL ?
startPositions = assignTSL();
//startPositions = assignStartPositions(iNumPlayers1, iNumPlayers2, westContinent, eastContinent, iStartSectorRows, iStartSectorCols, startSectors);
//startPositions = assignTSL();
startPositions = assignStartPositions(iNumPlayers1, iNumPlayers2, westContinent, eastContinent, iStartSectorRows, iStartSectorCols, startSectors);
you should always spawn on homeland now, there was a bug with the first versionsThanks for your work on this mod.
Do you always spawn into distant lands in sizes above standard? Or is that down to chance? I can't test for myself right now but excited to try this out after work.
yes, but with smaller maps you'll notice some blocks again.Does the continents++ script also effect map sizes of standard and below? I am not too interested in playing very large maps but a new map script for the current maps in the smaller sizes would be nice.
from thecrazyscot, the installation folder on Steam Deck isSo, I am on a steam deck, have done very little modding before besides XCOM 1 and 2, and need some assistance, just in general
~/My Games/Sid Meier's Civilization VII/Mods/
Gedemon: Ursa Ryan here (the YTer)
Just a quick one to say your mods have forever been wonderful, but playing TSL in Civ 7 has been such fun - thank you (and all who have helped you) for all the joy you bring to the series
Do you happen to have a Ko-Fi / Patreon / Buy Me Coffee or some sort of other donation portal as a way of me saying thank you?
Cheers!
I have the latest version, but I'm still seeing distant lands resources in the old world on the greatest earth map. Apologies if this is a known issue, it seemed like from your comments on the latest version that it should no longer happen though.
Gedemon: Ursa Ryan here (the YTer)
Just a quick one to say your mods have forever been wonderful, but playing TSL in Civ 7 has been such fun - thank you (and all who have helped you) for all the joy you bring to the series
Do you happen to have a Ko-Fi / Patreon / Buy Me Coffee or some sort of other donation portal as a way of me saying thank you?
Cheers!
I'm actually ok with those, as well as in Africa, as Africa was a big part of the age of exploration as well so it makes sense, and nobody starts over there now. The ones I was seeing were in the eastern part of Africa, as well as the middle east. I started as Egypt and there was chocolate at my capital. I also had some tea in the south of Italy. I was able to hack a fix actually by going into the map script and just changing this line:Problem is that the separation is a straight line and some part of Brazil/Spain overlap the line.
Same issue on the other side of the world
Where are those resources ?
to:let iRandom = !naturalWonderEvent ? TerrainBuilder.getRandomNumber(2, "East or West") : 0; // don't want random hemisphere shuffle for live event
That forces the western hemisphere to be the new world from what I can tell. Then I can just change it to 0 if I want to start in the Americas.let iRandom = 1;
Is this version playable? Even just having the deserts properly defined in North Africa would be amazing! One thing I've noticed in playing and looking at the above, is that the game tends to like to draw rivers from lakes to the coast. I wonder if the map generator could be "hinted" at drawing major rivers with strategically placed lakes?View attachment 720791
Some bad news, it seems there is no method exposed to change terrain elevation (I'd like to be able to place some hills at least) and no method exposed for rivers placement, both are handled for the whole map with a single call to a core function.
Hi, first of all - I love the mod. But some of the islands belonging to distant lands sometimes are accessible in the antiquity age, as seen here (yes, it's the start of exploration - first turn tho, as can be seen) - Ashoka was able to settle 3 towns there, as he had a coastal tiles tunnel to them.
View attachment 720795