How to create new map (mission, scenario)
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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]
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- 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]
Expand
- In the same way we create variable containing all irrigation buildings from the
base
mod.
Mission parent[edit]
Expand
- 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]
Expand
- 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.