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;