How to create new scenario/mission

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Revision as of 13:53, 11 January 2024 by Polarski.nepos (talk | contribs) (→‎Mods management screen)
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Brief video tutorial

Custom maps and mods

  • All new or changed data (including new missions) are distributed and managed through the mods.
    • Note: All scenarios are in fact missions without a campaign, so we will refer all new maps as a missions.
  • Although working with the map editor won't require you to work directly with the raw mod data, the user should know the basic of how the mods work.
  • See Quick Start & Modding Basics

Mission map vs Mission definition

Process of creating a new mission in Nebuchadnezzar has two main parts:

  • 1) Define the mission.
    • Create data structure for the mission.
    • Define all of the mission's properties like available buildings, surrounding cities, mission objectives etc.
  • 2) Create a map for the mission.
    • Create the map itself.
    • Place all terrains, buildings etc.

In-game editor screens

In-game editor screens description.

Mods management screen

This screen allows you to create new mods and to upload your mods to the Steam workshop.

  • 1) List of your developers mods
  • 2) Create new mod with the given name.
  • 3) Upload selected mod to the Steam workshop
  • 4) Go to the next screen with the mod's missions.

Editor1.png

Missions management screen

This screen allows you to create map for the defined missions and access them for the future editing and testing.

  • 1) List of your missions in the selected mod.
  • 2) Create new map for the selected mission.
  • 3) Open editor with the selected mission, either for empty map start or historical start.
  • 4) Run the selected mission, either in empty map start or historical start.
  • 5) Open missions definition tool. More below.

Editor2.png

Definitions files editor

Nebuchadnezzar definition files generator (NDFG) is an externa tool to help users to create and edit missions' definition files.

  • It can be launched from the game of separately in installation folder at installation folder/binary/[linux, win]_editor/editor.exe

Warning: Warn.png

  • All mission related definition files in the mod will be rewritten by the generated files.
  • This tool uses its own data storage, meaning that none of "out of tool" changes will be reflected in this tool.

Mod selection screen

This screen contains tool description and mod selection.

  • 1) Select mod to edit.

Editor3.png

Missions selection screen

This screen contains all missions in the selected mod.

  • 1) Select, remove or rename selected mission.
  • 2) Add (create) new mission.

Editor4.png

Mission edit screen

The most important screen where the user can edit all mission's property.

  • 1) Choose section to edit.
  • 2) Save all data.
  • 3) Save all data and generate definition files.

Editor5.png

Map editor

Map editor allows user to create and edit the mission map itself. Terrains, buildings, vegetation etc.

  • Editor looks and works very similar to normal playing.
  • User is able to change terrain and place some additional buildings like trees and animals.

Grid/Surface tools

By this tool user can change the surface of the map.
Editor6.png

Warning: Warn.png

  • Not all surfaces are compatible.
  • Tiles with incompatible (not defined) transitions are displayed as pink.

Editor8.png

  • Example of not defined transition between soil and rocky surface.

Special tools

Special tools and utilities.

  • 1) Map ends.
    • Determine where the trade boats and new settlers are spawned.
    • Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
  • 2) Save map. Either for empty map start or historical start.
  • 3) Change map money.

Editor7.png

Useful console commands

  • resize_map [diff x] [diff y]
    • Resize currently edited map by diff_x in width and diff_y in height
    • Preserves surface and buildings (but not their settings like workers, routes etc.)
    • It can also be used to change default map rotation, just rotate the map to required rotation and then resize it by 0 0

Step by step example of creating a new mission

A) Create a new mod

  • 1) In the mod management screen enter new mod name and then click on the "Create a new mod" button.
  • 2) Restart the game.
  • 3) Enable mod in the Mod manager
  • 4) Restart the game.

B) Create a new mission

  • 1) Go to the missions management screen with the newly created mod.
  • 2) Click on the "Open definition files editor" button.
  • 3) NDFG tool should open on the missions selection screen.
  • 4) Enter new mission name and click on the "Add new mission" button.
  • 5) Select the newly created mission.

C) Setup new mission

  • 1) For easy start use some preset in the General tab.
  • 2) In the Description tab fill the Mission image field because it's the only field not filled by the preset.
    • Image must be stored in the mod directory to game be able to load it.
  • 3) Click on the "Save and generate files" button to generated required mission definition files.
  • 4) Close the tool.

D) Create new map for the mission

  • 1) In the editor missions management screen select newly created mission.
  • 2) Set size of the new map and click on the "Create new map" button.

E) Edit the map for the mission

  • 1) Now just let your imagination run wild and paint the map.
  • 2) Setup map ends points.
    • Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
  • 3) Add some money in the tools menu.
  • 4) Save the map in the tools menu.
  • 5) Return to the game's main menu and try to run your new mission from the scenario menu.