Milae Map Scripts

I am getting zero resources on the map using VP 2.0.1
 
I ended up getting it working, but all the maps created are the weirdest maps I've ever played. This is all on the new patch, is there a problem with it?
 
Milae, are you around?

I have been having a blast with your Milae's map, and have two questions: if its possible to make a slightly bigger size, and if its viable to guarantee a land connected map. I usually play with 14-16 civs.
Compared to pangea the two characteristics I love on your script: having crossable horizontal water paths in both poles and the large amount of bays that allow to reach more cities with navy. Normally I generate a few times to get the connected landmass, but it feels like cheating knowing the map layout from turn zero :crazyeye:
ps. city states can be on smaller islands ofc :P

Thank you!
 
I was wondering about this script since i saw few streamers using it, is it working correctly with 3.7?

Does it work correctly with:
"Even More Resources for Vox Populi"
 
I am playing with this script and one thing I can say is that there is no maize or rice on the map without Even more resources. I believe they are now part of VP.
 
I am playing with this script and one thing I can say is that there is no maize or rice on the map without Even more resources. I believe they are now part of VP.
Correct me please if i understood right:
In other words, the script was not adjusted to add new core bonus resources? But with "Even More Resources", they are taken from mod, so everything is ok?
 
Correct me please if i understood right:
In other words, the script was not adjusted to add new core bonus resources? But with "Even More Resources", they are taken from mod, so everything is ok?
Basically yes.

If you set overrideAssignStartingPlots in the options to "no" the script will use all standard resource placement from VP. This includes resources from mod "Even More Resources" as they are compatible with VP and are included in the AssignStartingPlots.lua file in VP and are used if you have that mod active. Also any changes to player/city state/natural wonders placement from the script will be disabled as it is all included in AssignStartingPlots file. So you are probably safe to play with any script that does not override AssignStartingPlots or let you disable this change.

Now if you set overrideAssignStartingPlots to "yes" those resources will still be probably used because Milae based this script on communitu map which already included them but If there were any changes to that mod since Milae last updated this script they might not be applied here. You can also simply generate the map and use mod IGE (in game editor) to check the map if it has everything you want.
 
In the most recent updates I put overrideAssignStartingPlots to No as default

Having it as No means the mapscripts will always be compatible with any version of VP as it will use the VP code to assign resources/start locations. I think it should work with Even More Resources as well
 
Hi @Milae , I saw your map recommended so wanted to try it out. I usually play VP with a friend so we play with the multiplayer modpack with 3/4 UC and Even More Resources. We like the Communitas_79 and Tectonics maps. Could you please explain how your map differs from them? And what settings would you recommend based on the above?
 
heyy, yea I actually haven't used it for a while, might give it another go as well

I believe the main difference is the climate. My map has much more regional terrain like larger areas of desert or forest/jungle. Communitas the terrains are more mixed together. Tends to mean you can get more powerful terrain pantheons on mine.
I think the land shapes are somewhat different too, I remember mine having more islands.

It's default to no oceans which is a map with a mix of land and seas but probably all civs will be joined by coast so add in oceans if you want continents style map with oceans in between.

You can use the other options too but leave overrideAssignStartingPlots as 'no' for the resources to work properly.

There's also a Pangaea version of the map which is much more compact and can make for faster games so you might consider that one instead.
 
heyy, yea I actually haven't used it for a while, might give it another go as well

I believe the main difference is the climate. My map has much more regional terrain like larger areas of desert or forest/jungle. Communitas the terrains are more mixed together. Tends to mean you can get more powerful terrain pantheons on mine.
I think the land shapes are somewhat different too, I remember mine having more islands.

It's default to no oceans which is a map with a mix of land and seas but probably all civs will be joined by coast so add in oceans if you want continents style map with oceans in between.

You can use the other options too but leave overrideAssignStartingPlots as 'no' for the resources to work properly.

There's also a Pangaea version of the map which is much more compact and can make for faster games so you might consider that one instead.
I've played with your map a couple of times now and I am enjoying it. I like the fact that there are no oceans and you can usually scout everywhere from the start. I understand that your map is a modification of the Communitas map. One thing I have found with that, and your map, is that there are a few too many resources close together. Can this be changed by setting resources to sparse? I haven't ever used that option. Also, I have used the Tectonic map before which comes with loads more options for the map; one thing I like is that it allows you to slightly modify the scale (80%, 90%, etc.). With both the Communitas and your map, I think that the civs start slightly too close to each other. This actually may be default to how Civ 5 is. But if your map had the scaling option, I could scale it to 105 or 110% for example, and I think this should alleviate that. Is there any way to add that option?
 
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