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Our next patch will add map editor support and today we’ll tell you a bit about it.
Usually map editor is easy to use. Almost every time functions work as they were described. Upper toolbar is responsible for project management, map object representation, specific map edit modes, scenario and events adjustment and also for character and items changes.
Everyone can master editor at the level of changing items and characters attributes and ability to draw landscape map. In case if you scenario doesn’t require to manually draw landscape you can use built-in map autowizard. For this you should click “File-New” and after this you can choose size and terrain type for random map or create terrain based on elevation profile. And most curious users will find additional settings for playing with map altitude distribution and terrain.
It’s easy to study how to assign armies and buildings settings in our editor. For this you should select object or character (leftmost button on the right toolbox), press on it and select required characteristic from pop-up menu.
The hardest part about editor which one would have to study is programming of gaming events. But don’t despair! For event programming you never will need to study programming languages because editor won’t force you to code. You just need some patience.
Editor uses event list where every event has its own condition list. For event to occure a condition should be met. You have to add event result selection options and fill event impact list for every possible result. Sounds hard?
But it’s not, you just have not to get lost in event list and you just have to know what do you want from scenario — it will help. Event programming is put into single window which you can find here: “Quest-Customizing events”. On the one hand in event settings you’ll find treelike event structures and on the other hand event content where you can add different features describing it (in pop-up menus). We’ve added useful editor feature which helps to distinguish one scenario tree from another — now you can mark events by specific color and icon.
There will be Mods directory in the game home folder; all modification created by users will be stored in specific folder: characters and items settings files, user-created scenarios, additional objects for gaming map, characters models and animation.
You also will be able to use third-party objects in the game. For it’s using in editor you should add necessary objects into your mod resource folders (Eisenwald\Mods\ModName\Landscape), software will find it and provide you with opportunity to use it for your creative ideas.
Player will have a choice option after starting a launcher — he/she can use modification or original campaign. Then player can launch a game. Files from selected mod folder will be loaded at the first and if they won’t be here, campaign files will be loaded. You can’t corrupt main game files or another mod editing your mod in it’s own folder. The only problem can appear when you want to merge some mods together — you’ll have to manually unite characters and items files.
First, for creating your first very own scenario you should construct the plot and (in a perfect world) write some event plan. With existing plan you can start work in editor what means drawing map, arrange buildings and armies, points, plot-describing events and test map. Of course when your’s scenario plot is getting more complicated and multistaged then more you time you should spend on it. For example we spend way over a month working on “Way Home” scenario. Work included all steps described above but it’s need to say that our editor knowledge is much better than any future mod-creator, well, at least for now. Testing of a created scenario also takes time because of bugs and things you didn’t do the right way.
Complexity of your work on scenario at first depends on map event number and plot depth. So if you want to have a skirmish map without a big story, it won’t be necessary to work out all possible options and keep a close watch on results, so it won’t take a lot of time and will be a very pleasing and nice task. We tried to make our editor as simple as possible so you can create simple and plain scenario after short editor exploration. And if you really like our editor you always can go deeper and study more sophisticated features which require patience.
We are starting editor integration into Steam Workshop very soon because we realize its ease of use and necessity for everyone. Users of Steam Workshop can choose scenarios based on ratings and category and also by their friends choice.
Probably mod makers already have a lot of questions about editor. After release we’ll create FAQ topics on our forums with answers to most important questions and of course we’ll wait for your questions so we can answer them as soon as we can. For full official editor documentation you will have to wait until the game release.