Difference between revisions of "How to create new map (mission, scenario)"
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*It connects map and objectives together. | *It connects map and objectives together. | ||
*Several mission together can form campaign. | *Several mission together can form campaign. | ||
+ | *Player always play missions. | ||
=== Scenario === | === Scenario === | ||
− | *Scenario is just a special | + | *Scenario is just a special subset of mission. |
*It's a mission which is not part of any campaign. | *It's a mission which is not part of any campaign. | ||
*Player can play any scenario without any limitation, because all scenarios are unlocked. | *Player can play any scenario without any limitation, because all scenarios are unlocked. | ||
Line 15: | Line 16: | ||
*Map is data file containg information about specific map. | *Map is data file containg information about specific map. | ||
*Stuff like surface layout, buildings etc. | *Stuff like surface layout, buildings etc. | ||
+ | |||
+ | == Create mission atom == | ||
+ | To create new mission you have to create an atom for it first. | ||
+ | *In your mode create <code>def</code> folder. It will contains all def files. | ||
+ | *In that folder create <code>mission.lua</code> file. | ||
+ | **The name of the file is important because the '''type of atom is based on the def file name'''. | ||
+ | *And now let's add some content. | ||
+ | |||
+ | === Nature buildings variable === | ||
+ | |||
+ | <pre class="mw-collapsible mw-collapsed"> | ||
+ | nature_buildings = { | ||
+ | 'base::build.palm.1', | ||
+ | 'base::build.palm.2', | ||
+ | 'base::build.palm.3', | ||
+ | 'base::build.palm.4', | ||
+ | 'base::build.bush.1', | ||
+ | 'base::build.bush.2', | ||
+ | 'base::build.bush.3', | ||
+ | 'base::build.bush.4', | ||
+ | 'base::build.palm.bush.1', | ||
+ | 'base::build.palm.bush.2', | ||
+ | 'base::build.palm.bush.3', | ||
+ | 'base::build.palm.bush.4', | ||
+ | 'base::build.fish.1', | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | *First of all, we will prepare some general variable, which we can use in multiple mission atoms. | ||
+ | *Beause it's always better to have shared data in some variable. | ||
+ | *The variable <code>nature_buildings</code> now contains all nature buildings from the <code>base</code> mod. | ||
+ | *Notice the <code>base::</code> part when referencing atoms. You have to use it because you are referencing atoms from other mod. | ||
+ | |||
+ | === Irrigation buildings variable === | ||
+ | |||
+ | <pre class="mw-collapsible mw-collapsed"> | ||
+ | irrig_buildings = { | ||
+ | 'base::build.irrig.canal', | ||
+ | 'base::build.irrig.pump', | ||
+ | 'base::build.irrig.bridge.dirty', | ||
+ | 'base::build.irrig.bridge.stone', | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | *In the same way we create variable containing all irrigation buildings from the <code>base</code> mod. | ||
+ | |||
+ | === Mission parent === | ||
+ | |||
+ | <pre class="mw-collapsible mw-collapsed"> | ||
+ | mission_base = { | ||
+ | base_mods = {"base"}, | ||
+ | first_residents_event = 'base::event.first_residents', | ||
+ | leaving_residents_event = 'base::event.leaving_residents', | ||
+ | returning_residents_event = 'base::event.returning_residents', | ||
+ | no_path_residents_event = 'base::event.no_path_residents', | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | *Here we prepare variable containing data which are usable in all mission. | ||
+ | *We use events from the base mod. | ||
+ | *As well as <code>base_mods</code> property which determines from which mods the game should take available terrain data. | ||
+ | |||
+ | === Mission definition === | ||
+ | |||
+ | <pre class="mw-collapsible mw-collapsed"> | ||
+ | atom ('mission.my_first_mission', mission_base, | ||
+ | { | ||
+ | description = 'base::mission.description.nz.11', | ||
+ | intro_event = 'base::event.intro.nz.11', | ||
+ | money_events = {'base::event.money.nz.11', 'base::event.money.nothing'}, | ||
+ | |||
+ | allowed_buildings = ac( | ||
+ | nature_buildings, ac( | ||
+ | irrig_buildings, { | ||
+ | 'base::build.road.dirty', | ||
+ | 'base::build.road.stone', | ||
+ | 'base::build.bridge', | ||
+ | 'base::build.mine.clay', | ||
+ | 'base::build.mine.fish', | ||
+ | 'base::build.shop.bread', | ||
+ | 'base::build.shop.ceramic', | ||
+ | 'base::build.shop.brick', | ||
+ | 'base::build.shop.copper_jewels', | ||
+ | 'base::build.shop.beer', | ||
+ | 'base::build.shop.tablet', | ||
+ | 'base::build.shop.ceremony', | ||
+ | 'base::build.shop.meat', | ||
+ | 'base::build.shop.furniture', | ||
+ | 'base::build.shop.seal', | ||
+ | 'base::build.shop.gold_jewels', | ||
+ | 'base::build.shop.fabric', | ||
+ | 'base::build.shop.cloth', | ||
+ | 'base::build.service.water', | ||
+ | 'base::build.service.priest', | ||
+ | 'base::build.service.administration', | ||
+ | 'base::build.service.library', | ||
+ | 'base::build.service.lawyer', | ||
+ | 'base::build.market.basic.7', | ||
+ | 'base::build.market.mid.11', | ||
+ | 'base::build.market.luxury.10', | ||
+ | 'base::build.farm.plant.11', | ||
+ | 'base::build.farm.animal.9', | ||
+ | 'base::build.warehouse.11', | ||
+ | 'base::build.house.lower.4', | ||
+ | 'base::build.house.middle.5', | ||
+ | 'base::build.house.upper.3', | ||
+ | 'base::build.caravanserai.11', | ||
+ | 'base::build.mn_warehouse', | ||
+ | 'base::build.port.small', | ||
+ | 'base::build.port.big', | ||
+ | 'base::build.decor.stele', | ||
+ | 'base::build.decor.obelisk', | ||
+ | 'base::build.decor.statue', | ||
+ | 'base::build.decor.grass.small', | ||
+ | 'base::build.decor.garden.small.1', | ||
+ | 'base::build.decor.garden.small.2', | ||
+ | 'base::build.decor.garden.small.3', | ||
+ | 'base::build.decor.garden.small.color.1', | ||
+ | 'base::build.decor.garden.small.color.2', | ||
+ | 'base::build.decor.garden.small.color.3', | ||
+ | 'base::build.decor.garden.small.color.4', | ||
+ | 'base::build.decor.garden.small.fountain.1', | ||
+ | 'base::build.decor.garden.small.fountain.2', | ||
+ | 'base::build.decor.garden.small.fountain.3', | ||
+ | 'base::build.decor.garden.big.1', | ||
+ | 'base::build.decor.garden.big.2', | ||
+ | 'base::build.road.decorative.1', | ||
+ | 'base::build.road.decorative.2', | ||
+ | 'base::build.road.decorative.3', | ||
+ | })), | ||
+ | allowed_monuments = { | ||
+ | 'base::mn.temple.11', | ||
+ | 'base::mn.palace.11', | ||
+ | }, | ||
+ | allowed_templates = { | ||
+ | 'base::mn_template.temple.11', | ||
+ | 'base::mn_template.palace.11', | ||
+ | }, | ||
+ | |||
+ | map = 'base::map.nz.11', | ||
+ | prestige = 'base::prestige.nz.11', | ||
+ | requests = {'base::request.nz.11.a', 'base::request.nz.11.b', 'base::request.nz.11.c'}, | ||
+ | demands = {}, | ||
+ | |||
+ | target_population = 24000, | ||
+ | target_prestige = 1440, | ||
+ | target_level_atoms = { | ||
+ | 'base::level.house.middle.5', | ||
+ | 'base::level.house.upper.3', | ||
+ | }, | ||
+ | target_level_counts = { | ||
+ | 64, | ||
+ | 11, | ||
+ | }, | ||
+ | target_monument_atoms = { | ||
+ | 'base::mn_category.temple.11', | ||
+ | 'base::mn_category.palace.11', | ||
+ | }, | ||
+ | target_monument_counts = { | ||
+ | 1, | ||
+ | 1, | ||
+ | }, | ||
+ | }) | ||
+ | </pre> | ||
+ | |||
+ | *And finaly we can see our new mission atom. | ||
+ | *Notice usage of function <code>ac</code> when defining allowed buildings. | ||
+ | **This is helper function avilable in all def files and it can be use for arrays concatenation. | ||
+ | *This specific mission definition is just a '''copied definition of 11th mission''' from the base mod, where we added <code>base::</code> to referenced atom names, so they properly reference base mod. | ||
+ | **Look at corresponding atoms in the base mod for inspiration for creation of your own. | ||
+ | |||
+ | == Create map file == | ||
+ | When we have valid mission atom, we can start to create the map itself for the mission. | ||
+ | *To create new map use command <code>new_map [mission atom name] [size x] [size y]</code> | ||
+ | **To create new map for the mission from the example it could be: <code>new_map [your mod name]::mission.my_first_mission 30 60</code> | ||
+ | *After that the game will load the mission with empty map. | ||
+ | *It should look like this:</br> | ||
+ | [[File:empty_map.png]] | ||
+ | |||
+ | == Map surface == | ||
+ | As the first step you should fill the map with desired surface.</br> | ||
+ | [[File:edit2.png]] | ||
+ | *To change surface use the editor only menu with capital '''G'''. | ||
+ | *It provides all avilable surface types based on mission property <code>base_mods</code>. | ||
+ | **Actualy atoms with surface types are called <code>grid</code> and <code>surface</code> atoms then represent transition and graphical representation of surface types. | ||
+ | *To apply it, simply select required type and then click on the desired place in the map. | ||
+ | *Notice the '''pink tiles'''. | ||
+ | **They are used on tiles for which there are not defined transition surface atoms. | ||
+ | *You can also use "'''flood fill'''" functionaly mapped on the key <code>T</code> by default. | ||
+ | |||
+ | == Map ends == | ||
+ | Map ends are special places in the maps with special functionality. | ||
+ | *To set up maps end use the editor only menu with capital '''X'''. | ||
+ | [[File:edit3.png]] | ||
+ | === Ground map ends === | ||
+ | Ground maps end are tiles from which new settlers are coming to the city. | ||
+ | === Navy ends === | ||
+ | Navy ends are tiles from which trade ships are coming to trade. | ||
+ | |||
+ | == Saving map == | ||
+ | To save the map use the command <code>save_map [empty or city]</code> | ||
+ | *Because the game knows which mission you are editing, the map file is saved automatically to the correct location. | ||
+ | *<code>empty</code> vs <code>city</code> | ||
+ | **Each mission can actually support two maps simultaneously. | ||
+ | **'''empty''' should be map without any advanced buildings. | ||
+ | **'''city''' map can contains any city strctures and should serves as start with partialy build city - history start. | ||
+ | |||
+ | == Useful console commands == | ||
+ | *<code>edit_map [mission atom name] [empty or city]</code> | ||
+ | **Open map in editor. | ||
+ | |||
+ | *<code>resize_map [diff x] [diff y]</code> | ||
+ | **Resize currently edited map. | ||
+ | **Preserves surface and buildings. | ||
+ | |||
+ | *<code>preview_map [mission atom name] [empty or city]</code> | ||
+ | **Run mission in the standart mode. | ||
+ | **It's the same like starting mission from mission menu. | ||
+ | |||
+ | *<code>c_add_money [money]</code> | ||
+ | **Add money. |
Latest revision as of 12:26, 15 February 2022
Mission vs Scenario vs Map[edit]
First let's explain these 3 different concepts.
Mission[edit]
- Mission is basic unit of Nebuchadnezzar.
- It connects map and objectives together.
- Several mission together can form campaign.
- Player always play missions.
Scenario[edit]
- Scenario is just a special subset of mission.
- It's a mission which is not part of any campaign.
- Player can play any scenario without any limitation, because all scenarios are unlocked.
Map[edit]
- Map is data file containg information about specific map.
- Stuff like surface layout, buildings etc.
Create mission atom[edit]
To create new mission you have to create an atom for it first.
- In your mode create
def
folder. It will contains all def files. - In that folder create
mission.lua
file.- The name of the file is important because the type of atom is based on the def file name.
- And now let's add some content.
Nature buildings variable[edit]
nature_buildings = { 'base::build.palm.1', 'base::build.palm.2', 'base::build.palm.3', 'base::build.palm.4', 'base::build.bush.1', 'base::build.bush.2', 'base::build.bush.3', 'base::build.bush.4', 'base::build.palm.bush.1', 'base::build.palm.bush.2', 'base::build.palm.bush.3', 'base::build.palm.bush.4', 'base::build.fish.1', }
- First of all, we will prepare some general variable, which we can use in multiple mission atoms.
- Beause it's always better to have shared data in some variable.
- The variable
nature_buildings
now contains all nature buildings from thebase
mod. - Notice the
base::
part when referencing atoms. You have to use it because you are referencing atoms from other mod.
Irrigation buildings variable[edit]
irrig_buildings = { 'base::build.irrig.canal', 'base::build.irrig.pump', 'base::build.irrig.bridge.dirty', 'base::build.irrig.bridge.stone', }
- In the same way we create variable containing all irrigation buildings from the
base
mod.
Mission parent[edit]
mission_base = { base_mods = {"base"}, first_residents_event = 'base::event.first_residents', leaving_residents_event = 'base::event.leaving_residents', returning_residents_event = 'base::event.returning_residents', no_path_residents_event = 'base::event.no_path_residents', }
- Here we prepare variable containing data which are usable in all mission.
- We use events from the base mod.
- As well as
base_mods
property which determines from which mods the game should take available terrain data.
Mission definition[edit]
atom ('mission.my_first_mission', mission_base, { description = 'base::mission.description.nz.11', intro_event = 'base::event.intro.nz.11', money_events = {'base::event.money.nz.11', 'base::event.money.nothing'}, allowed_buildings = ac( nature_buildings, ac( irrig_buildings, { 'base::build.road.dirty', 'base::build.road.stone', 'base::build.bridge', 'base::build.mine.clay', 'base::build.mine.fish', 'base::build.shop.bread', 'base::build.shop.ceramic', 'base::build.shop.brick', 'base::build.shop.copper_jewels', 'base::build.shop.beer', 'base::build.shop.tablet', 'base::build.shop.ceremony', 'base::build.shop.meat', 'base::build.shop.furniture', 'base::build.shop.seal', 'base::build.shop.gold_jewels', 'base::build.shop.fabric', 'base::build.shop.cloth', 'base::build.service.water', 'base::build.service.priest', 'base::build.service.administration', 'base::build.service.library', 'base::build.service.lawyer', 'base::build.market.basic.7', 'base::build.market.mid.11', 'base::build.market.luxury.10', 'base::build.farm.plant.11', 'base::build.farm.animal.9', 'base::build.warehouse.11', 'base::build.house.lower.4', 'base::build.house.middle.5', 'base::build.house.upper.3', 'base::build.caravanserai.11', 'base::build.mn_warehouse', 'base::build.port.small', 'base::build.port.big', 'base::build.decor.stele', 'base::build.decor.obelisk', 'base::build.decor.statue', 'base::build.decor.grass.small', 'base::build.decor.garden.small.1', 'base::build.decor.garden.small.2', 'base::build.decor.garden.small.3', 'base::build.decor.garden.small.color.1', 'base::build.decor.garden.small.color.2', 'base::build.decor.garden.small.color.3', 'base::build.decor.garden.small.color.4', 'base::build.decor.garden.small.fountain.1', 'base::build.decor.garden.small.fountain.2', 'base::build.decor.garden.small.fountain.3', 'base::build.decor.garden.big.1', 'base::build.decor.garden.big.2', 'base::build.road.decorative.1', 'base::build.road.decorative.2', 'base::build.road.decorative.3', })), allowed_monuments = { 'base::mn.temple.11', 'base::mn.palace.11', }, allowed_templates = { 'base::mn_template.temple.11', 'base::mn_template.palace.11', }, map = 'base::map.nz.11', prestige = 'base::prestige.nz.11', requests = {'base::request.nz.11.a', 'base::request.nz.11.b', 'base::request.nz.11.c'}, demands = {}, target_population = 24000, target_prestige = 1440, target_level_atoms = { 'base::level.house.middle.5', 'base::level.house.upper.3', }, target_level_counts = { 64, 11, }, target_monument_atoms = { 'base::mn_category.temple.11', 'base::mn_category.palace.11', }, target_monument_counts = { 1, 1, }, })
- And finaly we can see our new mission atom.
- Notice usage of function
ac
when defining allowed buildings.- This is helper function avilable in all def files and it can be use for arrays concatenation.
- This specific mission definition is just a copied definition of 11th mission from the base mod, where we added
base::
to referenced atom names, so they properly reference base mod.- Look at corresponding atoms in the base mod for inspiration for creation of your own.
Create map file[edit]
When we have valid mission atom, we can start to create the map itself for the mission.
- To create new map use command
new_map [mission atom name] [size x] [size y]
- To create new map for the mission from the example it could be:
new_map [your mod name]::mission.my_first_mission 30 60
- To create new map for the mission from the example it could be:
- After that the game will load the mission with empty map.
- It should look like this:
Map surface[edit]
As the first step you should fill the map with desired surface.
- To change surface use the editor only menu with capital G.
- It provides all avilable surface types based on mission property
base_mods
.- Actualy atoms with surface types are called
grid
andsurface
atoms then represent transition and graphical representation of surface types.
- Actualy atoms with surface types are called
- To apply it, simply select required type and then click on the desired place in the map.
- Notice the pink tiles.
- They are used on tiles for which there are not defined transition surface atoms.
- You can also use "flood fill" functionaly mapped on the key
T
by default.
Map ends[edit]
Map ends are special places in the maps with special functionality.
- To set up maps end use the editor only menu with capital X.
Ground map ends[edit]
Ground maps end are tiles from which new settlers are coming to the city.
[edit]
Navy ends are tiles from which trade ships are coming to trade.
Saving map[edit]
To save the map use the command save_map [empty or city]
- Because the game knows which mission you are editing, the map file is saved automatically to the correct location.
empty
vscity
- Each mission can actually support two maps simultaneously.
- empty should be map without any advanced buildings.
- city map can contains any city strctures and should serves as start with partialy build city - history start.
Useful console commands[edit]
edit_map [mission atom name] [empty or city]
- Open map in editor.
resize_map [diff x] [diff y]
- Resize currently edited map.
- Preserves surface and buildings.
preview_map [mission atom name] [empty or city]
- Run mission in the standart mode.
- It's the same like starting mission from mission menu.
c_add_money [money]
- Add money.