How to create new scenario/mission
Brief video tutorial[edit]
Custom maps and mods[edit]
- 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[edit]
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[edit]
In-game editor screens description.
Mods management screen[edit]
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.
Missions management screen[edit]
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.
Definitions files editor[edit]
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
- 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[edit]
This screen contains tool description and mod selection.
- 1) Select mod to edit.
Missions selection screen[edit]
This screen contains all missions in the selected mod.
- 1) Select, remove or rename selected mission.
- 2) Add (create) new mission.
Mission edit screen[edit]
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.
Map editor[edit]
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[edit]
By this tool user can change the surface of the map.
Warning:
- Not all surfaces are compatible.
- Tiles with incompatible (not defined) transitions are displayed as pink.
- Example of not defined transition between soil and rocky surface.
Special tools[edit]
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.
Useful console commands[edit]
resize_map [diff x] [diff y]
- Resize currently edited map by
diff_x
in width anddiff_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
- Resize currently edited map by
Step by step example of creating a new mission[edit]
A) Create a new mod[edit]
- 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[edit]
- 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[edit]
- 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[edit]
- 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[edit]
- 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.