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In our last Session we began
work on a custom scenario, which we named
New Bavaria. We created an imagery file,
created the new map and began filling
in the terrain layer. This Session will
cover further aspects of the scenario
design. As well as defining the player
borders we will look at the basics of
player configuration files and the placement
of population and cities.
For those who are following along without
creating their own version, click to download
the scenario
so far to see what we’ve
created.
2-A. Updating the
design
Since scenario creation
can be a long process, many design decisions
will be made or changed as work progresses.
While there is a recommended “sequence”
to creating scenarios, it is often helpful
to think ahead or make notes on elements
that will go into other files.
While map editing you will spend a fair
amount of time looking at your image and
some ideas are likely to form on how you
wish to proceed. Inspiration for things
like border placement, resources or region
names will often strike while working
on other areas of the map. Writing these
down will save time later on.
2-B. Region Borders
Our next step will be to
fill in the player borders. For fictional
maps there is of course no set border
to follow so we will simply chose our
own. Often rivers, coasts and mountains
can provide guidelines for borders. When
doing coastlines it is usually suggested
to give at least 2 hexes of ocean out
from the land unless this gives control
of a passage to a player where this control
is not desired. Control of such passages
could however be one of that player’s
advantages.
Ownership is painted in a similar fashion
to terrain. We will go back to the terrain
section of the mapeditor and unlock it
for editing. Next we will need to set
“No Terrain” and “Info set” in the Current
Map Edit Modes. The info set is the data
for terrain ownership and loyalty. The
two values are usually the same but can
be set independently. The values will
need to be filled in the right panel Individual
Hex Settings next to Owner and Loyalty.
The player number should be put here starting
with #1. To paint the ownership simply
left click on the map.
(Click for a larger screenshot.)
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Notes: |
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Like
terrain painting, a right click
will work as an eyedropper tool
to pickup any info set. The fill
function will not work for info
set only, but could be used if
filling both terrain and info
set. Since we have the edit mode
set to “No Terrain”, as we paint
the ownership the terrain underneath
will not change. The larger brush
can be used by selecting “Hex
Group” edit mode the same as it
does for terrain. See the Mapeditor
documentation for further information
on the terrain layer’s info set.
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