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  1. With the recent questions for help it seemed a good idea to us (shieldwolf and I) to create a tutorial about scenario designing. This post is a small part of it to answer recent questions to creating mods for your maps. (The rest of the tutorial is still WIP and deals with the Battle of Gergovia as you might notice from the text and the screenshots). Click on the images to view a larger size. Setting up a mod and run Atlas Create the folder Browse to <0adfolder>/binaries/data/mods and create a new folder. Call it whatever you like, I call it ‘map_Battle_of_Gergovia’ where ‘map’ is used to distinguish it (for us, humans) from the other mods and ‘Battle of Gergovia’ will be the name of the map. Another option is to browse to My Documents/My Games/0ad/mods and create the folder there. The result is equal. Allow your mod to be recognized by 0 A.D. Open the folder and create a file called ‘mod.json’. Make sure that the extension of the file is changed into ‘.json’. This file is very important! Thanks to this the game will read your mod. Now open that folder in any code editor you like. I use Sublime Text 3 (http://www.sublimetext.com/3) but programs like Notepad++ (http://notepad-plus-plus.org/) are possible too. Your file should read something like my file in the image above. The text you fill in shows up later in the Mod Launcher as you can see further down the post. In the dependencies you define what is needed to run the mod. We choose 0ad since we want people to use it with 0 A.D. It is also possible to specify a version but we don't need that here. Save and close the code editor. Run the Scenario Editor with your mod enabled Now run the game and choose ‘Mod Selection’ in the Tools & Options menu. Select your mod in the list and click ‘Enable’. When in mod is in the lower list, click ‘Save Configuration’ and ‘Start Mods’. After the game has restarted, click ‘Scenario Editor’ in the Tools & Options menu. Atlas will now open and you're ready for the next step. Happy painting!
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