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

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

find those lines in "modules/maps/greatest-earth-map/greatest-earth-map.js"

Code:
    startPositions = assignTSL();
    //startPositions = assignStartPositions(iNumPlayers1, iNumPlayers2, westContinent, eastContinent, iStartSectorRows, iStartSectorCols, startSectors);

invert the comment (//) like that:

Code:
    //startPositions = assignTSL();
    startPositions = assignStartPositions(iNumPlayers1, iNumPlayers2, westContinent, eastContinent, iStartSectorRows, iStartSectorCols, startSectors);
Thank you, but I keep spawning at the same place no matter the seed, is there a way to make it random ? Also why is there desert in Europe ?
 
Is there a way to add permanent navigable rivers in certain spots?

And how do you add features like river springs and mountains to the map?
 
Last edited:
Hello, first of all sorry for my English. Greetings to everyone and I think you are doing an excellent job.
My question is: does the treasure fleet not work on the Earth map?
 
in the logs folder which is in the same location as the mods folder

%localappdata%\Firaxis Games\Sid Meier's Civilization VII\Logs on PC
 
Scripting.log
Database.log
 
added to known issues:
  • When one civ (from a custom mod, or from new DLC before this mod updates) doesn't have a TSL defined, all civs will be randomly placed
 
Hi Gedemon! Any news on the distant land resources issue on the Greatest Earth Map? Thank you very much!
 
The only files in that location are; Engine, General, Renderer, Startup. There is a Database.log in the Civ VI location, but no Scripting.log
could be a civ without TSL (like custom civs), there will be some fix in next version

Hi Gedemon! Any news on the distant land resources issue on the Greatest Earth Map? Thank you very much!
seems the resource generator completely ignore the continent position parameters it receives and just call a core function to determine the hemisphere of a plot (based on width/2 I suppose)

need to completely rewrite the placement code function or to do a check on placed resource and replace them if needed.

I wonder if the whole exploration and distant land stuff is a late development addition.
 
For a custom civ, do I just need to add an entry to <StartPosition> table in in my mod? Is there a way you recommend to figure out the co-ordinates?
 
Gedemon updated YnAMP - Larger Map, TSL, Continents++ (beta) with a new update entry:

Fix for TSL and distant land Resources

  • fix missing TSL and East/West with TSL(thanks to Benualdo)
    • When only some civs have TSL, ensure the game will load and they have correct TSL. Also, make sure the starting continent is the one of the player when TSL are used.
  • replace or remove Distant Land Resources placed on the Old World by the game's function
  • map loading: (Benualdo)
    • add resource loading from Civ7 format
    • add support for 'None' and 'Random' features in loading code
    • use...

Read the rest of this update entry...
 
New map sizes, Continents++ script and TSL Greatest Earth Map

View attachment 724683

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



download here:

Thanks for making this!

The mod didn't work when I put it in the "mods" folder. It worked only when I put it in the "DLC" folder. I'm using Ubuntu. FYI.

Thanks,

Sophia
 
Sorry I'm lacking behind. I still have to buy the game but I usually play it on Giant Earth map and with comments I read so far, is it not yet compatible?
is there any possibility in future it will be? sorry for random question..

ps - big fan Gedemon
 
no,
Sorry I'm lacking behind. I still have to buy the game but I usually play it on Giant Earth map and with comments I read so far, is it not yet compatible?
is there any possibility in future it will be? sorry for random question..

ps - big fan Gedemon

no idea if it will be, I'm waiting for the patch with larger map to report the issue with textures on the Giant Earth if it's still here.

technically the map is loading, and playable if you ignore the lack of texture on tiles where x > 127 but there are crashes (that could be a consequence of incompatible terrains near the south pole, I'll investigate when/if the texture issue is solved)
 
Do you add in the RHQ AI mod to see how the TSL Earth plays out?
(when doing autoplay video)

no, in the video that mod wasn't active

if I do another, it will be in.

Thanks for making this!

The mod didn't work when I put it in the "mods" folder. It worked only when I put it in the "DLC" folder. I'm using Ubuntu. FYI.

Thanks,

Sophia
thanks for the report, and strange, other mods work in the Mods folder ?
 
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