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Got Lakes Map Script 23.1

Quench your thirst for exploration with this incredibly random map script!

  1. Scrum Lord

    Scrum Lord Chieftain

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    Scrum Lord updated Got Lakes Map Script with a new update entry:

    River Patterns and Improved Lakes

    Read the rest of this update entry...
     
  2. luksol78

    luksol78 Chieftain

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    Hi Scrum Lord, can you recommend a settings for your script that will result in a single landmass with an inland sea, if possible connected to the ocean, and with chains of islands plus a limited number of lakes (not a big fan ;) )?
     
  3. Scrum Lord

    Scrum Lord Chieftain

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    Sure, I've got two sets of options that might be fun, even with *gasp* fewer lakes :)

    1st recommendation:
    Sea Level = High (increases chances of inland seas touching the ocean)
    Lake Level = Low (reduces fresh lakes)
    Extras = Chains (adds chains of islands)
    Continents = None
    Islands = None
    Lakes = None
    Pangea = Oval / whatever you prefer (see below)
    --Donut has an inland sea at standard or high sea level, but the sea isn't connected to the outside ocean.
    --Maze is a single, highly snaky landmass with plenty of seas/oceans, but I'm not sure if this is what you mean by "inland".
    --Oval tends to have inland seas, and at high sea level the bays can cut close to the center. I think this is closest to what you want.
    --Pangea is just one big fractal like the base game's Pangea map type.

    Spoiler Pangea landmasses :

    lands pangea v17.jpg


    2nd recommendation:
    Sea Level = High
    Lake Level = Low
    World Wrap = Globe
    Extras = Chains
    Continents = None
    Islands = None
    Lakes = None
    Pangea = Oval
    Cold = Ice Age Cropped
    Temperate = None
    Tilted = None
    Warm = None

    This creates an oval that is cropped at the poles with relatively thin east/west ocean. The oval has massive inland bays to compensate for the extra land. Not sure if you care about circumnavigation, but that usually isn't possible with this variant of Oval. Still, this seems to match what you described.
     
  4. luksol78

    luksol78 Chieftain

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    Thank you! I will give it a go today! :)
     
  5. Scrum Lord

    Scrum Lord Chieftain

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    Scrum Lord updated Got Lakes Map Script with a new update entry:

    Custom Map Size Support and Various Improvements

    Read the rest of this update entry...
     
  6. Scrum Lord

    Scrum Lord Chieftain

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    Scrum Lord updated Got Lakes Map Script with a new update entry:

    Improved Climates

    Read the rest of this update entry...
     
  7. Scrum Lord

    Scrum Lord Chieftain

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    Scrum Lord updated Got Lakes Map Script with a new update entry:

    Bug Fix: Ice Removal

    Read the rest of this update entry...
     
  8. Fuichis

    Fuichis Chieftain

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    Incompatibility
    I am trying to play with other mods but I need to disable:
    • MOAR Units
    • JFD´s Rule with Faith
    I just mention it to try to find a solution for the next update.
     
  9. Scrum Lord

    Scrum Lord Chieftain

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    Thanks for sharing. However, it's unlikely that Got Lakes has any effect on those mods or vice-versa, since the mods that you listed both focus on in-game mechanics (units, techs etc), while Got Lakes is a map script. Not seeing where any overlap or conflict could occur that would cause an incompatibility here. I even tried starting a game with MOAR Units and saw no issues.
     
  10. Empariz

    Empariz Chieftain

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    The Netherlands
    I would like to play an Old World / New World map that has mountains from tectonic plates (mountain ranges that make sense).
    For the Old/New world feature I found YNAMP’s Terra script. But in my experience this script does not create interesting mountain ranges. Is there any way I can combine these mods to get both? Perhaps I can import the mountain generation features of this mod in the YNAMP terra map script somehow?
     
  11. Scrum Lord

    Scrum Lord Chieftain

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    That's an interesting idea, and it's doable from a lua programming perspective, but otherwise map scripts don't normally combine like that since they tend to be self-contained. The Terra map script would not only need additional mountain range code, but also logic to prevent land from getting surrounded by mountains, and maybe also some tweaks to how civs get their starting spots.
     

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