YnAMP sub-project: 60+ simple modern Civilizations

So I tried a game last night playing as South Korea. Played on the Giant Earth map for YNAEMP, using two other mods (A mod to let me see Civ 5 style demographics and charts) and a mod to increase the amount of time it takes to do research, civics, and year speed (Was playing on quick but wanted to research slower).

The first issue I encountered was that I could fit every single country except for one on the YNAEMP listing. Maybe I have a an outdated version of YNAEMP? Dunno, didn't check. but it took me a couple minutes to decide which country to boot from my listing (I think I decided on Sudan). I set the start where it automatically gives you a city (As opposed to a settler) because in a previous try North Korea settled Dailan, not Pyongyang. For some reason North Korea still didn't start with a city, but they did settle Pyongyang that time, so it was fine. I invaded North Korea (So I would have room to expand) early in the game and was pretty successful. Everyone looked like Cleopatra though that I met. I don't know if that was because of the UI changing Demographics mod or not, but it was a minor issue. I did encounter some cities (Especially when I settled in the Russian Far East and Close to Kazakhstan) that had the LOC_CITY_NAME thing going on with their names).

Other than that though, everything else seemed to work great. For a little while Vietnam was my most powerful neighbor (I was basing everything off of the charts on this Demographics mod I was using), they took over all of southern China. Then Burma became surprisingly powerful. Not totally sure why. Kazakhstan and Mongolia grew really really big. But not necessarily really really powerful. When I controlled all of Manchuria and the Russian Far East I was the biggest nation by land area on the planet. I didn't bother Japan or China, then suddenly Japan seemed to get ridiculously populated and wealthy (Despite only having like 5 cities on the home islands). Their GNP was like Twice mine, and they were the most populous country in the world. They started trying to colonize Kamchatka and I was pretty bitter, but ultimately they were scarier than I am so I let them keep it QAQ

Love the mod, its pretty much the only way I can play Korea and it feel somewhat official at the moment. Would love love love a Earth 2017 (2018?) mod
 
Are you both encountering the LOC_CITY_NAME issues with the latest version of the mod? Try redownloading it from GitHub, it may fix the issue. If not we'll have some reformatting to do.
 
I also downloaded the mod only three days ago, so it should be the latest build. I just finish one game and feel excited about the mod and really appreciate the efforts you put in. In the game I just finished, the names of the cities of Mongolia, China, Malaysia, Netherlands, France, Mali, Egypt, Pakistan, the UK and Taiwan all shows LOC_CITY errors while the ones of, for example, the US, Brazil are in the correct form.

Also, I find in the diplomacy screen, the UK is displayed in the PRC symbol and the US is displayed in Australian symbol. I am pretty sure it is another bug. Again, I really appreciate the work the contributors put in and am just reporting the discrepancy I found in the current build.

About the new loading/ diplomacy screens I made, is there any way I can upload to GitHub or I need to wait for Gedemon?
 
Are you both encountering the LOC_CITY_NAME issues with the latest version of the mod? Try redownloading it from GitHub, it may fix the issue. If not we'll have some reformatting to do.
I'm a bit busy with the overhaul ATM, but I know that all names were working before the last update, you can try to validate the content of the edited XML files using this online tool:
https://www.xmlvalidation.com/

I also downloaded the mod only three days ago, so it should be the latest build. I just finish one game and feel excited about the mod and really appreciate the efforts you put in. In the game I just finished, the names of the cities of Mongolia, China, Malaysia, Netherlands, France, Mali, Egypt, Pakistan, the UK and Taiwan all shows LOC_CITY errors while the ones of, for example, the US, Brazil are in the correct form.

Also, I find in the diplomacy screen, the UK is displayed in the PRC symbol and the US is displayed in Australian symbol. I am pretty sure it is another bug. Again, I really appreciate the work the contributors put in and am just reporting the discrepancy I found in the current build.

About the new loading/ diplomacy screens I made, is there any way I can upload to GitHub or I need to wait for Gedemon?
I'll have a look at the symbol error.

About the new screens, can you post a preview in jpeg here so Mobfire can see them, I like how the color used for the Civilization usually match the loading background picture (or is it the other way ?)
 
This is how they will look like. The third one shows the symbol error. Re the city names, I further test it by re-downloading the mod today and setting up a game of two civilizations on the Giant Earth map. The city names of India are in the correct form, but for Taiwan, it starts showing the LOC_CITY error from the second city.

p.s. the validation result says no errors.
 

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I made a couple minor fixes and adjustments to the XML file, in particular the civilizations that waker said weren't working. Created a pull request that will hopefully fix at least some of these issues.
 
Just tested each of the civs that @waker said were causing issues, and haven't encountered any, so hopefully the issue is resolved. Then again, I wasn't encountering issues with those civs before.
 
Many thanks for the quick fixes, from the new game I have so far, the problem has been fixed. Even the ones in the old saved games are now displayed in the correct form.

I notice that now the cities will be named after their cultural-geographic locations, rather than their civilizations (which probably the cause lies upon). Like now 'Italian government' will establish a city called 'Munich' in the southern area of Germany in the real world. But this also means some local city names will almost never appear on the map, especially for the smaller (the size of land in real world) civilizations. However, either way makes sense to me. So, about the news screens, please consider using the ones I made as they are the local suggestion.
 
Many thanks for the quick fixes, from the new game I have so far, the problem has been fixed. Even the ones in the old saved games are now displayed in the correct form.

I notice that now the cities will be named after their cultural-geographic locations, rather than their civilizations (which probably the cause lies upon). Like now 'Italian government' will establish a city called 'Munich' in the southern area of Germany in the real world. But this also means some local city names will almost never appear on the map, especially for the smaller (the size of land in real world) civilizations. However, either way makes sense to me. So, about the news screens, please consider using the ones I made as they are the local suggestion.

You had real city names enabled then, it's a feature of many YnAMP maps. It names cities based on their geographic location. If you disable it, it'll use each civilization's standard city list instead. But if the problem was solved in your old save, then it seems my fixes did the trick.
 
I'd like to take care of the leader head that's shown for some users, including you, but I've no idea of the time it may take as I've not tried to play with the artdef related to that yet (and if I need to do whatever steps we need to do for all 63 civs...)

I'll try to add your updated icons file to the project tomorrow, but I'd like at least to provide a workaround against Cleopatra... What graphics setting options are you using for the leaders ?
 
Just did some testing, I seem to have found a work-around. Under advanced settings, my animated leader quality was on low. Changing it to "disabled" got rid of Cleopatra, and even when I changed it back to Low or Medium after that Cleopatra still didn't show up. So the mod should just tell people to temporarily turn off animated leaders to get rid of the Cleopatra glitch.
 
Thanks

The mod should have done that automatically (switching the option to "disabled" then restore it to its original value when leaving the game), so if doing it manually is working then that part may be failing/not working as intended in the mod.
 
I'm going to test a very simple fix: replacing Cleopatry images files with fully transparent images.
 
Well, that doesn't work, but setting manually an artdef entry pointing to blank file for each civs seems to work.

Great, as soon as I'll find the time to manually copy/paste/edit 25*65 lines, we're good...

(please Firaxis, bring back the ability to use SQL to edit artdef entries)
fight.jpg
 
Update on gitHub
Code:
- fix Venezuela loading screen
- add blank leader fallback image to all civs (remove Cleopatra from Diploscreen)
- tweak "ethnicity" entries in the Civilization table (represent only relative geographic position for linked placement, it's not used by the game for visual representation)

Just need to convert the civilizations symbols file now.
 
And finally
Code:
- update Civilizations icons

We should be good, anyone can confirm that the fix for Cleopatra is working ?
 
PapuaIcon.png

Presenting Papua New Guinea!
I updated the Colors, Game Text, and Citynames.xml with their info. Here are their screens and their icon:
Spoiler :
Loading:
PapuaNewGuineaLoading.png
Diplo:
PapuaNewGuineaDiplo.png
PNGIcon.png

Tomorrow, I will test the latest version of the mod to see if it has fixed the bug, and get TSL for Papua New Guinea.
 
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