Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Seven Seas
14 Comments
Nerevatar  [author] 28 Apr @ 1:16pm 
Correct.
MAN OF CRINGE 24 Apr @ 11:24am 
Just to double check, this replaces the standard Seven Seas map script when selecting map type, right? There is no special Nere's Seven Seas?
Nerevatar  [author] 6 Feb @ 11:33am 
I don't recall the conversation, but knowing myself it was not meant to be rude, but probably just a warning that messing with stuff you dont understand will likely lead to issues. Sorry if it came across as rude.

I still find it very weird that it would crash when you reveal the map in-game, since the script is done executing by then, and if anything was broken it would crash during start-up and not at any point after. That doesn't explain your observations, so you might be right and I might be wrong.
sAiNtgOtEn 13 Jan @ 6:57pm 
@Nerevatar - I'm not so sure, or atleast starting with your map script on huge with 11 civs causes a CTD when I reveal the map, whereas it doesn't cause an immediate CTD if I copy and paste the vanilla 2024 script onto your map file. Using the compare plugin on notepad++ and I can see firaxis did change their 7 seas map script as there's a few more functions added compared to your 2019 file.

Also with all due respect but on the 2k forums you told a guy "if you don't know where to change then you shouldn't be messing with it". I'm not that guy on the forums but I thought that was abit rude and unhelpful, as I know what I'm doing around game scripts but don't necessarily know where to find the map script. Just thought I'd let you know that I'm rather salty I had to spend an extra 5 minutes to google what exactly you meant when you could've just told the guy :P
Nerevatar  [author] 8 Apr, 2024 @ 1:52pm 
I would assume so, since this is just a map script. Don't got the game installed anymore so can't check.
XoXo 24 Mar, 2024 @ 2:15am 
is this mod still working...?
Pliny the Gamer 16 Jul, 2019 @ 7:43am 
Sorry for not being clear. I'm generally seeing very few spots where a canal or GG Bridge could be built... too much water. Perhaps two or three within a viable distance from my start location and maybe eight or nine over the whole map.

I was thinking of using the sea level parameter to lower the sea level.

Of course, this could simply be bad luck on my part with the map seeds, if others are not seeing the same thing.
Nerevatar  [author] 14 Jul, 2019 @ 11:09am 
Funny thing, I haven't changed anything that could affect deserts :-) random is indeed random.

Just to be sure I understand you: Are you seeing too much land between the oceans so that they are not connectable by Canals, or are you seeing too much water?
Pliny the Gamer 10 Jul, 2019 @ 9:54pm 
I'm liking the map script (as well as your other mods) but using random map seeds, I'm generally seeing mostly larger bodies of water, too big for building connections. Would it be possible to tweak the script a bit further or potentially add in the sea level parameter?

One thing I do like about the script is that I'm seeing more continguous (and bigger) deserts. Makes Petra all the more valuable! :)
Nerevatar  [author] 26 Jun, 2019 @ 11:12am 
Thanks for up-rate :) I hope you find them enjoyable. I'm always open to feedback on any of my mods, so please leave a comment if you have some suggestions/feedback. That goes for everyone of course.
Eden Elvis 25 Jun, 2019 @ 3:48pm 
Subbed to both of you other mods too ;) and up rated
Eden Elvis 25 Jun, 2019 @ 3:45pm 
Thanks-you! that's great :)
Nerevatar  [author] 25 Jun, 2019 @ 11:57am 
Good point :-) I have added comparisons from the same game seed, map seed, and civ selection to make them as comparable as possible. I added both a "clean" version with just the minimap, and also an annotated versions where I point of things of interest.

The posted seed is the one I'm currently playing personally - it's great ;-)
Eden Elvis 25 Jun, 2019 @ 10:39am 
Subbed, but could we please see some comparison pictures? :)