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

YnAMP - Larger Map, TSL, Continents++ (beta) 1.0.6

Thanks 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.
 
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.
 
Color me confused with the "For Graphics Testing"...do these aren't fully functional yet?
 
it's the base game text, I've not changed it.

AFAIK there are no issues with them, as long as you don't use more than 8 players.
 
I love this mod but is there a way to have a Earth map with no TSL ?
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);
 
Thanks 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.
you should always spawn on homeland now, there was a bug with the first versions

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.
yes, but with smaller maps you'll notice some blocks again.

standard is fine.
 
So, I am on a steam deck, have done very little modding before besides XCOM 1 and 2, and need some assistance, just in general
 
So, I am on a steam deck, have done very little modding before besides XCOM 1 and 2, and need some assistance, just in general
from thecrazyscot, the installation folder on Steam Deck is
Code:
 ~/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!

Hi !

nothing's set, maybe when the workshop will be out, IDK.

ATM knowing people have fun with it is enough thanks.


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.

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 ?
 
testing terrain conversion from civ6 map data

1739994373688.png


1739994419121.png



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.
 
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 think I saw your gameplay on this map on YT (at least the nickname was the same :).

I was surprised by the lack of desert in the North Africa :) (no Sahara was intended?)
 
first version of the map was landmasses only, next will have terrain types.
 
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.

20250219212806_1.jpg
 
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 ?
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:
let iRandom = !naturalWonderEvent ? TerrainBuilder.getRandomNumber(2, "East or West") : 0; // don't want random hemisphere shuffle for live event
to:
let iRandom = 1;
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.

It looks like there's supposed to be some auto-detection happening but it seems to not be working. I suspect it's a simple fix, but if it's not it might make sense to have two versions of the map, one for each starting hemisphere.
 
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.
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?
 
I experienced the same in my game. Standard size, YNAMP Continents+ script. One little island chain to the east of my starting continent connected by coastal, Augustus put a couple towns there, and then on era change got an immediate notification that Augustus has settled in distant lands.

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
 
Back
Top Bottom