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Atlas (Scenario Editor)


Ratkid
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Hello everyone!

I've been playing around with the Scenario Editor, and I've noticed a few things I would like the developer team to look at. I will be updating this list as I get more aquatinted with the program and discover new possible features.

Water height.
On the 5th tab (Sun icon) you can change some map settings, mostly regarding water, sunlight, and fog. The water height can be changed which alters the height of the water across the entire map. This way you can fill any holes you made with the 'Modify' tool with water.

However, as of now it is impossible to create 2 holes of equal dept, and only fill one with water: Since the water height is raises or lowers the water everywhere. It would be really neat if could 'erase' a part of the water, so that it doesn't show up in every hole I make: This way I can make a deep valley next to a river ect. 

No-Man's Land.
I was working on a bandit camp map. It features a big bandit city that you need to defeat. However, since all the bandit units and structures are Gaia, a simple territory expansion to their camp easily captures most of the structures, causing the bandits to fight their own gaurd towers ect.

I think it would be a cool feature if there was a way to place an 'invisible' 'indestructible' banner which essentially makes the surrounding area Gaia territory. This way you can set an area to be No-Man's land, so no players would be able to build there (with the exception of buildings such as the Military Colony).
 

Civilisation re-tick.
On the second tab of Atlas you can find the player settings, so you can adjust settings for specific players. I want players in my maps to be able to pick their own civilisations: so I un-ticked the 'Civilisation' option for every player, and saved afterwards. (If ticked this feature gives you to option to pick default starting civ per player) I notice when I test my games there is no option for my to pick a civ: I have to play Athenians. So I open up Atlas again and I go to the players settings tab: where I see all the 'Civilisation' options for each player have automatically re-ticked.

A friend of mine told me he did not have this issue, but he also does not use a macbook. So this issue might be Mac related. I have tried to save the map as a scenario and a skirmish, both times the civs re-tick.

 

Map.xml
It seems that some things can be manually changed in the map.xml file. However I am on a Macbook and I can't find the directory where my maps are saved. Im sure im just overlooking something since I can play the maps in game, so they must be somewhere. 

(This issue was fixed by discord: Stan'. We sat down scratching our heads for 2 days when the files seemed to appear out of nowhere. Still no idea where they were. but im glad that this issue is fixed for me.)

 

Bridges
Add broad useable bridges. The one's in the AOE Scenario Editor are a good example.

Waterfalls
Add waterfalls, as of now there are some special effects useable but they barely do anything to the environment.

Civilisation specific starter units.
As I explain above, I want my players to be able to choose which civ they play with. And I want to match their starting units and structures to match that civilisation. I am able to choose skirmish/Structures/default_CivilCenter, which I assume adapts to whichever civ is chosen by that player (Since it doesn't specify a civ, and just says 'default'). 

However, most games start out with 4 women, a scout, and some soldiers. There is no option to to pick 'blank' units: You always either have to place a British scout, or an athenian one, or ptolemy, etc. So no matter what civ my players pick, they always start with the women, scout and soldiers of the civ that I picked for them while making the map. I'd love to see 'blank' units that adapt to whichever civ is chosen by the player.

- Ratkid

Edited by Ratkid
Removed: Map.xml
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12 minutes ago, Ratkid said:

Civilization re-tick.
On the second tab of Atlas you can find the player settings, so you can adjust settings for specific players. I want players in my maps to be able to pick their own civilisations: so I un-ticked the 'Civilisation' option for every player, and saved afterwards. (If ticked this feature gives you to option to pick default starting civ per player) I notice when I test my games there is no option for my to pick a civ: I have to play Athenians. So I open up Atlas again and I go to the players settings tab: where I see all the 'Civilisation' options for each player have automatically re-ticked.

Fixed today. Wait until you receive updates after March 24
https://code.wildfiregames.com/D3725

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41 minutes ago, Ratkid said:

There is no option to to pick 'blank' units: You always either have to place a British scout, or an athenian one, or ptolemy, etc

Objects contain in name "default" should be available for any faction (units are available in the list)

Снимок экрана от 2021-03-23 19-45-01.png

Edited by nwtour
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25 minutes ago, Ratkid said:

Have there been any updates yet? I still can't save the civilisation ticks. :/

Do you update the developer version every day? It’s strange.
Or do you have a stable version? Stable will not be updated soon. You need to manually change {"Civ": blabla } to {} in the xml file for each player

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9 hours ago, nwtour said:

Do you update the developer version every day? It’s strange.
Or do you have a stable version? Stable will not be updated soon. You need to manually change {"Civ": blabla } to {} in the xml file for each player

I use a24, is that the stable version? I can't not find the XML files on macbook, I've been looking at it with one of the developers all day yesterday, something fishy is going on with the location of the files.

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I have an issue regarding different map trigger events suddenly appearing in my pre-game session; The appearance of the 'Sea Level Rise' event setting for the 'Extinct Volcano' map on a custom made map based on the 'Polar Sea' where only the arctic wolf spawn is the trigger event there.

I was wondering if there is some kind of code to disable the 'Sea Level Rise' trigger on my custom map while leaving alone the wolf spawn trigger through the map editor?

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2 hours ago, legendEx said:

I have an issue regarding different map trigger events suddenly appearing in my pre-game session; The appearance of the 'Sea Level Rise' event setting for the 'Extinct Volcano' map on a custom made map based on the 'Polar Sea' where only the arctic wolf spawn is the trigger event there.

I was wondering if there is some kind of code to disable the 'Sea Level Rise' trigger on my custom map while leaving alone the wolf spawn trigger through the map editor?

Look in the map's XML file for something like this, within the first hundred lines or so:

  ],
  "TriggerScripts": [
    "scripts/TriggerHelper.js",
    "skirmishes/gallic_fields_3p.js"
  ]

 

Edited by wowgetoffyourcellphone
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