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

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

yes modern TSL is wrong:
1743264715350.png
 
Hello, everyone. As the Greatest earth isn't accurately made, I and other people want to play with the realistic one, Giant Earth. In this case, nobody wrote the True Start Locations (TSL) in the file giant-earth.xml. So, I wrote the coordinates, for each civilization, using the model from the file greatest-earth.xml and the TSS planner. There is the modified file in the attachment.

But, it didn't work. What I did wrong?
the map name is ‘GiantEarthMap’ instead of 'GiantEarth'
 
Is it possible to have more than 10 players on the larger continent++ maps? I don't mind if it breaks balance, I've always preferred civ games to be overpopulated.
I tried changing MaxPlayers="20" in config.xml, but it seems to have had no effect.
 
I had no time to play/test since last week, I'll try to check this WE.
 
Anyone else having an issue with independents partial vanishing in the exploration age? As soon as I became the Suzerain of one, they partial vanished. The still show on the map and their tiles are still there but there is no city and maybe no units? I got the message that the diplomatic action was completed but didn't get the option to pick a bonus. I can still click on their map banner to go into diplomacy but everything is greyed out except for the declare war button. It's very very strange. Not sure if this is a vanilla bug or because of the mod. I'm using the continents+ script on a large map if that makes a matter.

EDIT: I think I might have found the problem. It looks like the city is over a resource, Niter in this case. While I have no conclusive evidence, I'm suspecting that is the problem.
 
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My scout does not reveal the map. I use YnAMP and Random Continents as map mods. Without these mods I have never seen this bug, so I suppose its because of one of them.
 

Attachments

  • civ7MapBug.jpg
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My scout does not reveal the map. I use YnAMP and Random Continents as map mods. Without these mods I have never seen this bug, so I suppose its because of one of them.
I ran into this one last night as well - as a temporary-ish workaround (though it can't work on water), try using their unique actions, that got them temporarily visible for me :)
 
It seems like this is working with the 1.2.0 update - I have only played about 20 turns so far though so not sure how it will hold up later in the game.
 
It seems like this is working with the 1.2.0 update - I have only played about 20 turns so far though so not sure how it will hold up later in the game.
thanks...was waiting for official word from the modder if it's good to go with 1.2.0.
 
Good morning.
How can i play the map without TSL?
Is it possible?
I like the random start.
Thanks in avanced.
 
@Gedemon : I'd like to add two TSL entries (for Germania and the Swiss Confederacy). I've made the changes locally and they work, but I'd much easier if the mod came with them. Do you accept contributions to the mod ? And if so, any chance you keep the code somewhere public, e.g. on Github ?
 
Hi @Gedemon , I just finished a Marathon game on the ludicrous map size, and other than all of the textures being whited-out, it was totally playable! Weirdly, your contents++ map script made the game generate two huge archipelagos. I just loaded up another ludicrous sized marathon game this morning before work on the stock continents plus map script with the auto turn end on with me occasionally checking in while I'm doing stuff, and other than the weird white textures, it's honestly been awesome.

Edit:
For context, I have a Skylake i7 mobile laptop with a 3070ti over a thunderbolt 3 egpu, 32gb DDR4 ram
... I think. I can check if anyone cares.
 
I have to use GeForce Now to play the game since my computer does not support AVX2. Is there any way this will work with GeForce Now?
 
@Gedemon : I'd like to add two TSL entries (for Germania and the Swiss Confederacy). I've made the changes locally and they work, but I'd much easier if the mod came with them. Do you accept contributions to the mod ? And if so, any chance you keep the code somewhere public, e.g. on Github ?
you can add the entries in your own mods, similar as what was done in civ6 YnAMP, no time to make a "how to" right now, but see the civ6 method, there is a way to load the relevant part only if YnAMP is active in your modinfo. Ask if more info needed.

I have to use GeForce Now to play the game since my computer does not support AVX2. Is there any way this will work with GeForce Now?
seems possible with mod.io if the game allows it


seems there are workaround for Steam Workshop, maybe search for those when the workshop is open.

but right now, I'd say no.
 
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