How to Upload a Civ V Custom Map
Long time lurker here, but I'd never actually constitute a adept reason to mail.
Until now, that is.
Allow's recap Cornflakes' work here. Enable the Globe Builder, and use it to create any map of your choosing. Salvage it over the existing Balanced6.Civ6Map. Load upward the Six Armed Snowflake Script, and voila, the map you made. Except for, sadly, city-states.
This struck me every bit rather odd, since they're a rather core function of the game. What causes the divergence? The obvious respond is that the WorldBuilder doesn't actually identify the starting positions correct. Information technology is, after all, non "officially" released for public consumption and so that might be one of the bugs that kept it from doing and so.
So, I decided to open upwards the Civ half-dozen map file and look at it myself. Maybe there'south something to be institute at that place?
Well, that looks similar a whole agglomeration of junk data. Except, look a minute. "SQLite", "CREATE Tabular array"...those are things I know.
A quick Google later got me download DB Browser for SQLite. Opening up our file in that reveals...
Well, that'south something we can work with.
You'll annotation the filename in the above has "- Re-create" in the name. Well, that's because Balanced6.Civ6Map is now something else, and we're going to build that. In fact, we're going to build a whole new map, with City State starting time positions and all.
Before nosotros start, make sure in your AppOptions.txt file you lot've got EnableWorldBuilder 1 and EnableDebugMenu 1 prepare. The first is obvious, letting you select WorldBuilder from Boosted Options. The 2nd is less obvious, but fifty-fifty more useful. Information technology enables the opening of the debug console by pressing `. There's probably a bunch you lot can practice with information technology, only we care almost one command: "reveal all", which provides vision on all tiles. It's an easy style to see if things are working. There's besides the EnableDebugPlotInfo selection. If this is set to 1 it volition display the tile ID of a plot in the popup, which can too be handy. I take no thought if these volition interfere with multiplayer, then be wanred and probably but ready them all to 0 before y'all play your next multiplayer game.
Kickoff, we want a completely blank map. I generated a Duel Pangaea map and removed everything on information technology. Yous tin practice this yourself if you lot want. If you do, you'll fast realize why the WorldBuilder isn't officially released yet: the map editor in Heroes of Might and Magic ii all the way back in the mid 90s was more user friendly.
So, instead, we tin can use the one I made and uploaded here: https://www.sendspace.com/file/6b2lf5. It occurred to me halfway through this procedure that I could take seen if someone had already uploaded a blank map to CivFanatics. I oasis't had the heart to check.
Now nosotros've got our bare map. Nether Terrain, click Ocean and you'll become a dropdown of unlike terrains. Just utilize Grassland for at present but if you've got a real urge for that Snow (Hills) map of your dreams I won't stop you.
Hither, I've fabricated a 10x10 diamond in the heart of our map. I've also used the Continents brush to write the bottom one-half as Pangaea and the top half (highlighted because it'south selected) every bit Pangaea Ultima. Why? Information technology amuses me.
Don't worry near cartoon in the exact spot I did. Just exist enlightened that y'all might. Now, hitting Escape, and save your map as something (preferable with a new filename) and open information technology upwardly in DB Browser.
There's a lot of stuff you lot tin play around with hither, only I'd recommend existence careful (which is, don't test stuff out on your only copy of a map you've been designing for ten hours). Click "Browse Information", and in the dropdown below select "Plots". You can whorl up and down and you'll encounter most of the plots are "TERRAIN_OCEAN" with some being "TERRAIN_GRASS". My guess is that each plot is numbered starting from an origin in the lower left. Why do I think that?
If you lot click the ContinentType column, y'all can sort the table records past that value. Here, on the border between the two, we can see that Pangaea (the lower half) has lower ID values than Pangaea Ultima. Anyway, this section isn't overly of import except to highlight that each plot has its own ID value.
Right now, though, we don't have whatever start positions. You tin effigy this out by going to the StartPositions table and observing its oppressive emptiness. In fact, if we were to save this and load it up every bit a game, we would...
...not crash horribly, equally it turns out! We can observe a few interesting notes here. For one, the Continent setting worked. For two, there were resources generated. Those were certainly non placed past us, and even so they appear. My best guess is a sort of start normalizer. I don't think that a food and production resource are an accident. Additionally, were nosotros to start a new game, we'd be in the same position with the same resources. Finally, despite 6-Armed beingness a "Modest" map, we only accept two players. Is this considering we're using a Duel map as our base? Or is it simply the bare minimum number to go on on performance. I'm not sure which yet.
If nosotros hit Arable Resource, goose egg changes. If we select Legendary starts, still zero changes. We can assume that the game volition non overly mess with our work.
At present, allow'due south put in some starting positions. Showtime, brand sure yous close the map in DB Browser. If Civ half dozen can't get an admission lock on the file, then it'll just leap back to the main menu when you try to open it in WorldBuilder.
Select each of the iv corner plots and ready their Get-go Position property to "Random Thespian". Save it, re-create it, and showtime a game with it.
Well, now we're talking. Although there's a pair of odd lakes at the lesser. What are they? I take no idea, to be honest. They might be river features I didn't really remove, or but a natural part of the terrain aesthetics. They're not important, though. Also notably is a lack of costless resources around our get-go. This solidifies my thought that it's a beginning normalizer at play, since a "crafted" map would have no need of such a matter.
What is of import is opening our map upward in DB Browser and looking at the StartPositions table.
Information technology'south not really a surprise, but once more nosotros encounter our work reflected. Note the plot IDs. If you lot flip over to the Plots table and look for those, you'll see they match up logically to where our corners are.
Now, let's add in some city states.
Load it up. Oh human being, this is gonna be groovy, it'southward gonna be-
-exactly the same as before and equally described by Cornflakes.
Well, of course it was. Everything before this? That was the preamble, an intro for those who hadn't touched this before (as I was not that long ago) besides as a fleck of a guided tutorial as to what you lot'll be seeing. At present? Now nosotros work wonders. Open up the original Balanced6.Civ6Map in DB Browser. Y'all did keep a copy handy, right?
Navigate to StartPositions.
What are we looking at here? Well, y'all can probably guess. Fifteen records, with some number of fours and fives. And yeah, there are 6 fours and nine fives, matching exactly with the proper number of players and city states on Six Armed Snowflake. However, there's some other piece of the puzzle to look at.
The first paradigm you're seeing is the Players table from the original Balanced6.Civ6Map. The second is its counterpart in our custom map. Yous'll notice a great number of differences. There'southward a similar discrepancy over on PlayerAttributes. Nosotros need to reconcile them, at least the Urban center States. In Balanced6, go to File -> Export -> Table(south) equally CSV File, and export the Players and PlayerAttributes tables to their own files (you could probably exercise one, just let'south go on things simpler), named Players.csv and PlayerAttributes.csv. Open them up in the text editor of your choice. You'll run into (depending on what you chose for export settings) something like the following:
What we're going to do is trim what we don't need and import this data into our created map. Over in Players.csv, delete the half-dozen lines corresponding to the players, two lines of the urban center states, and the Barbarian civ line. These are all either redundant or pointless for our purposes. You should be left with six city states and the column headers. Note which IDs (the leftmost values) are left. Over in PlayerAttributes.csv, delete everything but those values. Save both files. They should look something like the following:
Now, in our created map, in DB Browser, we're going to import these files. In Players and Thespian Attributes, delete all of the records except for the Barbarian i (ID 63). I don't know what happens if you go rid of that, to be honest. Feel gratis to try! I advise non right now, though. Anyhow, become to File->Import->Table(s) from CSV file, and select Players.csv. Make sure the import options line upwardly with what you exported (notably, make sure it's catching the column headers if you left them every bit column headers and not data. The same goes in reverse if you deleted them or didn't export them). Click "OK" and you'll be asked if yous want to import the data into the existing table. Click "Yeah", of class. Do the same for PlayerAttributes.csv. Finally, press Command+S or go to File->Write Changes. I'll be honest, I don't know precisely how much of this office is necessary, just not doing any of it caused this not to work, and so just run with the cargo cult until we know better.
In that location'southward one concluding step to undertake. Go to the StartPositions tabular array.
Each of those "RANDOM_MINOR" entries, go and change to 5 (Easiest style is to just click on their cell once, then over again a moment later). Save your changes and load up the map.
Well, would you wait at that. You can play on it too, though as yous might imagine a mere 1 hundred tiles for ten players doesn't play well.
Now, the disclaimers. I haven't thoroughly tested this. At that place may be bugs that only go apparent down the line. There may exist parts of the terrain editing which actually pause things and aren't apparent. That beingness said, I do believe information technology is quite possible to properly create a balanced map for multiplayer or events. You might want to start with a randomly generated map merely because working from scratch is kind of tedious.
The short version:
1) Have your map from WorldBuilder. Place Random City State First Locations where you desire city states to spawn.
2) Open the original Balanced6.Civ6Map in DB Browser for SQLite. Export the Players and PlayerAttributes tables as CSV files.
3) Open up the CSVs in a text file, and remove all records but the number of city states you want. If you want more than ix, well, I'm not too sure how to add more but you could probably just copy a row multiple times, making sure the ID stays unique. Besides, make sure the IDs in both CSVs friction match.
4) Opening your edited map in DB Browser, import your edited CSV files.
5) Edit the RANDOM_MINOR records in the StartPositions tabular array to instead exist v. Salve all of these changes
6) Re-create your edited map file over the original Balanced6.Civ6Map in your installation folder.
seven) Play Vi Armed Snowflake and savor.
Source: https://www.realmsbeyond.net/forums/showthread.php?tid=8834
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