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Grouping Regions
| Create Missions | Design Scenarios
| Custom Equipment List |
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Step by Step Map Design Tutorial
by Chris Latour |
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While Supreme Ruler
2010 offers a high level of modability, the range of data
that can be changed and the choices during scenario design
can be somewhat daunting. Nonetheless, the thrill of playing
a map you have created is usually more than worth the effort.
Over the next few sessions we will show you the benefits
of diving into this work by taking you through the creation
of a custom scenario. This process includes a number of
mapediting tools and techniques, many of which can be applied
separately to existing scenarios to create custom versions.
Some sessions may also cover optional tools, which you may
come back to as you become more familiar with the process
or will perhaps omit entirely. The fact that scenarios are
divided into so many parts allows for editing one part while
borrowing the rest from existing scenarios. Default files
for elements like tech tree and equipment file also offer
shortcuts to scenario creation.
Continue
with the tutorial ... |
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Grouping Regions
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Grouping Regions is
the easiest and quickest way to customize your game. Taking
an existing scenario and grouping regions together can greatly
change the dynamics of a map. Imagine playing in Europe,
which is by design a 31 player map, and changing the playing
field. With custom groupings you can put regions together
and then play from the combined larger region. Instead of
playing as Portugal, you can now play as the new region
of Portugal AND Spain against any other grouped or ungrouped
regions in the same map.
• You can finish playing a map sooner by starting with grouped
regions.
• Some groupings will make it harder to play and some will
make it easier. Giving a player two disconnected regions
may prove to be more of a challenge. And, grouping two regions
that already share a border may make it easier.
• See documentation provided with SR2010 for details on
creating your custom groupings and visit
our forums for support from the Supreme Ruler community. |
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Create Missions
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Missions are single
player games that have objectives that must be met to achieve
a victory. These objectives can include:
- capturing a command unit,
- winning an election vote,
- defending your nation by a certain date,
- capturing a city, base, etc (by using the victory hex
setting,
- and many more victory conditions.
• You can name your missions and create custom stories,
and opening emails: a good place to state your mission objectives.
• Some missions can even be created by grouping regions
together and then setting things in motion.
• Missions can also be created with treaties in place between
regions and other starting conditions are customizable.
• We intend to release a new mission (or two) with each
update, so if you have a good idea for a mission, let us
know and maybe we'll create it for you. |
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Design Scenarios
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Once you have mastered
region groupings and creating missions your next challenge
will be scenario design.
• You can use existing satellite imagery provided in the
game or you can use your own imagery. The imagery doesn't
have to be satellite imagery.
• You can use an existing scenario and modify it in several
ways.. You can draw new borders, place or remove units and
upgrades, rename cities. Whatever you desire.
• By spending time doing research for your scenario you
can make it as accurate as possible. Or, you can be creative
and come up with your own borders, and regional statistics
to add a challenge to the map you are designing.
• If you have new ideas you can start with a new scenario.
Choose you imagery, define the dimensions and paint the
terrain. Then define your regions by drawing in some borders
and add some population, cities and other upgrades. There's
quite a bit more to it than we've outlined here but with
the help of the documetation we have provided and the support
you are bound to find on
our forums, you'll be making maps in no time. |
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Custom Equipment
List |
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• A common Mod for
the game is to add custom units. While the game already
contains over 2000 entries, the file supports more than
double this number and some units where only omitted due
to lack of verifiable data. Fictional units are also popular
such as super tanks or undetectable submarines.
• When making a custom equipment file, it is suggested to
start with the existing list and append additional units
to it. Some key things to be careful for;
- The “unique number” at the beginning of each line must
not be duplicated or the second occurrence of this number
will overwrite the first entry during import
- Certain data is optional such as engine horsepower or
gun size
- Certain data may be zero for some units such as submerged
attack for tanks or missile capacity for infantry.
- Certain data is required before the entry will be “imported”
as valid by the game such as Fuel values and movement values.
- Certain data will stand out as an incorrect picture or
no attack values.
• Data for creating units can be found at many common military
enthusiasts’ websites.
The most current equipment list to use as a base
for modding can be downloaded
here. |
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