Got Lakes (Various Worlds) Map Script

Got Lakes (Various Worlds) Map Script 37.1

aha thanks!

I didn't changed the "enlarged part", should I? I'm not quite sure what it does.

I changed the first part into this. The total amount of hexes is roughly the same as before:

-- Standard sizes mapped to GL's linear scale for map sizing.
local PREFERRED_STD_SIZES =
{
[MAPSIZE_DUEL] = {width = 34, height = 34},
[MAPSIZE_TINY] = {width = 48, height = 48},
[MAPSIZE_SMALL] = {width = 58, height = 58},
[MAPSIZE_STANDARD] = {width = 67, height = 67},
[MAPSIZE_LARGE] = {width = 75, height = 75},
[MAPSIZE_HUGE] = {width = 84, height = 84}

};

-- 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},
};
 
I didn't changed the "enlarged part", should I? I'm not quite sure what it does.
No, unless you play World Wrap = Globe with a Tilted Axis. That uses a larger map size to compensate for frozen wasteland.

Side-note: as soon as I posted the above code, I realized how silly it was to have the dimensions repeated twice. So the next version of GL will have just one set of {width, height} pairs from DUEL to enlarged-HUGE.
 
I have strange bug. Every time map is generated it has one player less than i set in map settings. I.e. if i set 6 for small map there will be 5, and if it's one more (7) for the same map only 6 will be plopped.
 
I have strange bug. Every time map is generated it has one player less than i set in map settings. I.e. if i set 6 for small map there will be 5, and if it's one more (7) for the same map only 6 will be plopped.
I have not seen this problem, and I just did a quick test with a 7-player small map but was unable to reproduce the issue (saw all 7 players). Do you see any errors in your Lua log? The map script log file is at <user\My Games\Sid Meier's Civilization VI\Logs\Lua.log>

Sounds like a failure to find a starting spot for a civ, perhaps due to insufficient space on the map. However, that is highly unlikely even with the most unforgiving settings. Usually what happens instead is that a few civs might start closer to each other than normal, or on sub-optimal land.
 
Been having a good time with this since the June 2019 Civ patch. Haven't encountered any issues yet. Maybe a few too many rivers sometimes ;)
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

Add new options to replace the climate shuffle

Version 27.0

New options to replace the climate shuffle:
  • Introducing 4 new options to replace the 13 climates with 120 possible combinations!
    • Climate: Snowball, Ice Age, Standard, Greenhouse, Sandstorm
    • Biome: Arborea, Prairie, Standard, Wetland
    • Sunlight: Standard, Tilted Axis, Two Suns
    • Icy Poles: Cropped, Standard
  • Introducing Biodiversity, which controls which terrain/feature combos are allowed on the map; by...

Read the rest of this update entry...
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

new civ-start options, start positioner improvements, and more!

Version 28.0

New options for land starts and water starts!
  • Introducing Land Starts: controls how areas of land are assigned to major civs! You can assign all civs to the largest area (like Terra), divide up civs like normal, assign each civ to a separate area using areas that are most similar in size, or let the landmass decide what to do. And of course you can also randomize this option!
  • Introducing Water Starts: controls how areas of water are assigned to...

Read the rest of this update entry...
 
Hi, I'm trying to change the default settings in advanced setup to something that fit my needs, so that I don't have to change them all every time I start a new game. I could save the configuration in the game itself (Save and Load Configuration), but as I often enable and disable other mods, it's not a good option.

I changed all the values in GotLakes.lua to the ones I want as default. Tried local ENABLE_UI = false; and local ENABLE_UI = true; .... but the settings in Advanced Settings won't change, unfortunately
Also deleting cache etc doesn't change anything

Thanks for your help
 
Hi, I'm trying to change the default settings in advanced setup to something that fit my needs, so that I don't have to change them all every time I start a new game. I could save the configuration in the game itself (Save and Load Configuration), but as I often enable and disable other mods, it's not a good option.

I changed all the values in GotLakes.lua to the ones I want as default. Tried local ENABLE_UI = false; and local ENABLE_UI = true; .... but the settings in Advanced Settings won't change, unfortunately
Also deleting cache etc doesn't change anything

Thanks for your help
Did you notice any difference in the lua log? You can find the log file at <user dir>\Documents\My Games\Sid Meier's Civilization VI\Logs\Lua.log on a Windows machine. Got Lakes logs all of its settings as well as whether the settings are based on the lua file instead of the UI.

The Got Lakes part of the log begins with something like this:

Code:
Map Script: Running Got Lakes v28
Map Script: Civ6 - Rise and Fall
Map Script: UI options enabled.

By the way, the UI does not change when you set ENABLE_UI to false. Got Lakes simply ignores the UI in favor of hard-coded values.

Hope that helps!
 
It looks like it loads the default settings and thus ignores the GotLakes.lua file:

Map Script: Running Got Lakes v28
Map Script: Civ6 - Gathering Storm
Map Script: UI options enabled.
Map Script: Got Lakes map seed: -687935743
Map Script: Loading options with native RNG (single-player map)
Map Script: Resources: Standard
Map Script: Start Position: Standard
Map Script: Land Starts: Landmass-Based
Map Script: Water Starts: Landmass-Based
Map Script: Mountain Level: Standard
Map Script: Hill Level: Same as Mountain Level
Map Script: Volcano Level: Same as Mountain Level
 
Last edited:
It looks like it loads the default settings and thus ignores the GotLakes.lua file:

Map Script: Running Got Lakes v28
Map Script: Civ6 - Gathering Storm
Map Script: UI options enabled.
Map Script: Got Lakes map seed: -687935743
Map Script: Loading options with native RNG (single-player map)
Map Script: Resources: Standard
Map Script: Start Position: Standard
Map Script: Land Starts: Landmass-Based
Map Script: Water Starts: Landmass-Based
Map Script: Mountain Level: Standard
Map Script: Hill Level: Same as Mountain Level
Map Script: Volcano Level: Same as Mountain Level
Do you by any chance have both a Steam install and a manual (from zip file) install of Got Lakes? If so, then you might need to enable only one of them to avoid confusion. It's possible that Civ VI is looking at a different installation directory of Got Lakes than the one that your're editing, if you happen to have multiple copies of Got Lakes installed.

Otherwise, I'm not sure why Civ VI isn't noticing your changes to GotLakes.lua (assuming you've saved your changes). I know for a fact that the Windows version of Civ VI will re-read GotLakes.lua every time you create a new game and every time you click Restart to re-roll the map--this is how I test various combinations of options while developing/debugging Got Lakes. I haven't tested this on a Mac, however.
 
Hi Scrum,
No, only have the manual install... No duplicates for sure
I am using the april patch as on mac new versions have memory leak problems... Got Lakes has been working perfectly. No issues
I use BBedit to edit the lua file and the file is saved properly
Here's a screenshot:
 

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Hi Scrum,
No, only have the manual install... No duplicates for sure
I am using the april patch as on mac new versions have memory leak problems... Got Lakes has been working perfectly. No issues
I use BBedit to edit the lua file and the file is saved properly
Here's a screenshot:
Hmm, I don't see anything wrong with that screenshot. I did a test run myself (on a Windows machine with Sep 2019 Civ VI patch) and was able to toggle between UI and hard-coded defaults. But I don't see how using a Mac or even an older patch of Civ VI could cause this problem.

By the way, Lua.log may have multiple runs of map scripts appended to it. I think it only clears itself whenever you restart Civ VI. Sorry I couldn't figure this one out.
 
Scrum Lord updated Got Lakes (Various Worlds) Map Script with a new update entry:

Adds mountain clump options and more!

Version 29.0

New options for mountain clumps!
  • Introducing Mountain Clumps (Full, Maze, Hollow, or Random): controls whether large clumps of mountains are full of mountains like the base game, carved into mountain mazes, or hollowed out completely! Carves mountain mazes by default. The effects of this option are more noticeable with higher mountain level and/or mountains set to Clustered Highlands.
  • Introducing Thin Mountain Clump Edges: if enabled, uses...

Read the rest of this update entry...
 
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