Got Lakes (Various Worlds) Map Script

Got Lakes (Various Worlds) Map Script 37.1

Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

Fixes and Tweaks for Gathering Storm

Version 25.1

Fixes:
  • Fixed a bug that caused forests, jungles, etc. to replace floodplains (caused a shortage of floodplains, and possible corruption of volcanoes)
  • Volcanoes now respect the No Coastal Mountains option.
Tweaks:
  • Added volcanoes, fissures, etc. to major-civ start plot calculations.
  • Doubled the frequency of volcanoes.
  • Doubled the frequency of geothermal fissures.
  • Reduced minimum size of floodplains group from 4 tiles to 2 (allows...

Read the rest of this update entry...
 
Scrum Lord, I have a query. It was mentioned your mod works with ‘Custom map sizes such as YnAMP and Larger Map Sizes (*)’. Does this statement also regards to Gaint Map in YnAMP.
If it is, it would be wonderful.
 
Scrum Lord, I have a query. It was mentioned your mod works with ‘Custom map sizes such as YnAMP and Larger Map Sizes (*)’. Does this statement also regards to Gaint Map in YnAMP.
If it is, it would be wonderful.
Yes! In fact I've tested this against Ludicrous as well.
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

Avoid non-mountain volcanoes

Version 25.2
Problem: Got Lakes likes to create mountain passes, but for some reason the Terrain Builder doesn't completely remove volcanoes from the system, resulting in phantom volcanoes on flat or hilly terrain.

Fix: Got Lakes now prefers removing regular mountains over volcanoes when creating mountain passes. This results in mountain passes that go around volcanoes instead of through them. So now this issue won't happen unless you have a wall of volcanoes...

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This is an absolutely amazing map pack. The level of customization is great and I can finally create the overly detailed worlds that I have wanted for so long!
 
Your creation is fantastic! Thanks for all your no doubt hard work!
I do have a question: What settings result in a map that is mostly solid land, wraps, is mostly land from edge to edge both north and south? Once I know how to do this, I think I can figure out how to populate it with water, trees, deserts, lakes, mountains, etc, but right now I'm getting too much water.
 
Your creation is fantastic! Thanks for all your no doubt hard work!
I do have a question: What settings result in a map that is mostly solid land, wraps, is mostly land from edge to edge both north and south? Once I know how to do this, I think I can figure out how to populate it with water, trees, deserts, lakes, mountains, etc, but right now I'm getting too much water.
You're welcome, I appreciate it :)

To get a map that wraps east-west, set the following:
  • World Wrap = Globe
There are a few ways that you can get mostly land. The most straightforward is to guarantee a landmass from the Lakes family, like this:
  • Continents Landmass = None
  • Islands Landmass = None
  • Lakes Landmasses = All
  • Pangea Landmasses = None
You can always pick a specific Lakes landmass instead instead of All, just as long as you don't pick None. I have a hunch that you might like the Salt Lakes landmass.

You might also like playing an ice-age cropped oval, as long as you don't mind the cold climate:
  • Continents Landmass = None
  • Islands Landmass = None
  • Lakes Landmasses = None
  • Pangea Landmasses = Oval
  • Cold Climates = Ice Age Cropped
  • Temperate Climates = None
  • Tilted Climates = None
  • Warm Climates = None
The above results in an over-sized oval with its N/S edges cropped-off at the poles (for Globe world-wrap only). It's a bit of an Easter egg.
 
On this map the Maori don’t start on an ocean tile unfortunately...
Is the map been upgraded for Gathering storm?
 
On this map the Maori don’t start on an ocean tile unfortunately...
Is the map been upgraded for Gathering storm?
Yes, this map script has been upgraded for Gathering Storm. But Maori can still start on land for maps that have few ocean tiles. This is by design, especially since Got Lakes is capable of producing maps that have no oceans.
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

A few minor fixes...and an option to connect all saltwater seas!

v26.0

Added a new Connected Seas checkbox: if enabled, connects all saltwater seas into a single network of oceans. Recommended as a balance fix for multiplayer games that have coastal civs on land-heavy maps.

Spoiler Oval with and without Connected Seas :


Spoiler Screenshot of GS map with Connected Seas :


Miscellaneous:
  • Capped mountain fractal granularity at 5 regardless of map size...

Read the rest of this update entry...
 
Hi Scrum!
I was looking into your lua file hoping to change the map sizes to something like 30 x 30 and 40 x 40 and so one..
I found:
-- Map Size IDs for mapping worldSize hash to a named map size.
local MAPSIZE_DUEL = "MAPSIZE_DUEL";
local MAPSIZE_TINY = "MAPSIZE_TINY";
local MAPSIZE_SMALL = "MAPSIZE_SMALL";
local MAPSIZE_STANDARD = "MAPSIZE_STANDARD";
local MAPSIZE_LARGE = "MAPSIZE_LARGE";
local MAPSIZE_HUGE = "MAPSIZE_HUGE";

What do I need to change here? I would like to play regional maps in a squared shape (like a board game).
Love your map script, btw. Excellent set of options and a huge improvement to the base game options
 
Hi Scrum!
I was looking into your lua file hoping to change the map sizes to something like 30 x 30 and 40 x 40 and so one..
I found:
-- Map Size IDs for mapping worldSize hash to a named map size.
local MAPSIZE_DUEL = "MAPSIZE_DUEL";
local MAPSIZE_TINY = "MAPSIZE_TINY";
local MAPSIZE_SMALL = "MAPSIZE_SMALL";
local MAPSIZE_STANDARD = "MAPSIZE_STANDARD";
local MAPSIZE_LARGE = "MAPSIZE_LARGE";
local MAPSIZE_HUGE = "MAPSIZE_HUGE";

What do I need to change here? I would like to play regional maps in a squared shape (like a board game).
Love your map script, btw. Excellent set of options and a huge improvement to the base game options
Hello, japanesesamurai! Glad you're enjoying my map script!

As of v26.1 any custom-map-size mod should work. Or if you want to hand-edit your copy of GotLakes.lua, search for "InitWorldSizeInfo" or go to line 17800-ish where you will find hard-coded preferred sizes for standard maps.

Since you're playing with square-shaped maps, I recommend trying Bagels landmass and/or Mini Donuts, which have special logic for square maps.
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

Multiplayer map fix

Version 26.3
This fix ensures that all players in a multiplayer game see the same map.

Fixed map initialization to avoid using native random numbers for any game that starts with two or more human players.

Note that in order to make this fix, I had to apply the following changes:
  • MP maps can no longer choose Random for the World Wrap option.
  • MP maps can no longer adjust map size based on climate selection (no height reduction for Ice Age Cropped, for example). Instead of...

Read the rest of this update entry...
 
Hello, japanesesamurai! Glad you're enjoying my map script!

As of v26.1 any custom-map-size mod should work. Or if you want to hand-edit your copy of GotLakes.lua, search for "InitWorldSizeInfo" or go to line 17800-ish where you will find hard-coded preferred sizes for standard maps.

Since you're playing with square-shaped maps, I recommend trying Bagels landmass and/or Mini Donuts, which have special logic for square maps.
I'm not seeing those sizes...

function InitWorldSizeInfo()
-- Set the global world size info based on user inputs such as climate.
local worldSize = ScriptData.worldSize;

-- Look for the world-size hash in game info.
local mapSizeType = nil; -- Default val in case hash not found.
local gridWidth = nil;
local gridHeight = nil;
for row in GameInfo.Maps() do
if(worldSize == row.Hash) then
mapSizeType = row.MapSizeType;
gridWidth = row.GridWidth;
gridHeight = row.GridHeight;
break;
end
end

All I see is a reference table in line 17760. It looks like this:

function GetCalculatedMapSize(width, height)
-- Map grid size to linear index using number of tiles.

-- Size buckets mapped to number of tiles and midpoint thresholds for reference:
-- duel = 44 *26 = 1144 < 1712
-- tiny = 60 *38 = 2280 < 2842
-- small = 74 *46 = 3404 < 3970
-- standard = 84 *54 = 4536 < 5148
-- large = 96 *60 = 5760 < 6378
-- huge = 106*66 = 6996 < 7790
-- massive = 116*74 = 8584 < 9412
-- enormous = 128*80 = 10240 < 11280
-- 18p = 140*88 = 12320 < 13456
-- 20p = 152*96 = 14592 < 15824
-- 22p = 164*104 = 17056 < 18384
-- 24p = 176*112 = 19712

-- The function of numTiles vs world size is a parabola:
-- numTiles = y = ax^2 + bx + c
--
-- Use quadratic formula to solve for x.
-- Coefficients are based on a MS Excel quadratic trendline of map sizes.
local a = 88.068;
 
I'm not seeing those sizes...All I see is a reference table in line 17760. It looks like this:
That's because I updated the map script since that post. As part of the update, I moved the size mappings to lines 409-428.

Look for this:
Code:
-- Standard sizes mapped to GL's linear scale for map sizing.  
local PREFERRED_STD_SIZES =
{
    [MAPSIZE_DUEL]      = {width = 44,  height = 26},
    [MAPSIZE_TINY]      = {width = 60,  height = 38},
    [MAPSIZE_SMALL]     = {width = 74,  height = 46},
    [MAPSIZE_STANDARD]  = {width = 84,  height = 54},
    [MAPSIZE_LARGE]     = {width = 96,  height = 60},
    [MAPSIZE_HUGE]      = {width = 106, height = 66}
};

-- Standard sizes enlarged by one map sizes.
local PREFERRED_STD_SIZES_ENLARGED =
{
    [MAPSIZE_DUEL]     = {width = 60,  height = 38},
    [MAPSIZE_TINY]     = {width = 74,  height = 46},
    [MAPSIZE_SMALL]    = {width = 84,  height = 54},
    [MAPSIZE_STANDARD] = {width = 96,  height = 60},
    [MAPSIZE_LARGE]    = {width = 106, height = 66},
    [MAPSIZE_HUGE]     = {width = 116, height = 74},
};
 
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