How to create new scenario/mission

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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.

Editor1.png

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.

Editor2.png

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

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[edit]

This screen contains tool description and mod selection.

  • 1) Select mod to edit.

Editor3.png

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.

Editor4.png

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.

Editor5.png

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.
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[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.

Editor7.png

Useful console commands[edit]

  • 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[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.