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Author Topic:   Scenario Editor
cousLee posted 04-25-99 10:40 AM ET   Click Here to See the Profile for cousLee   Click Here to Email cousLee  
What a piece of crap! The UI for the editor is worse than the CTP game. IMHO
cousLee posted 04-25-99 12:50 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
I can't seem to be able to place faction bases. even when creating a colony pod, i can't seem to get the unit to activate to issue the build command.

The tool bar does not always show up like it's suppose to.

Trying to remove a special resource is a real pain in the arse. ctrl-right click only scrolls the other way through the resources, and None is not in the roster.

WTF am I doing wrong??? I made a great map, and it seems all the time spent on it was wasted!

you want a version 4.0 enhancement suggestion? Include a user friendly editor, or a GOOD .txt file explaining how to use the one currently in the game.

Nell_Smith posted 04-25-99 11:00 PM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
Hi cousLee (so this is where you lurk? )

You need to deactivate the "Editor Only" mode to get the units to move - you can do this with CTRL-SHIFT-F10, or go to Menu -> Edit Map -> Toggle Editor Only Mode.

Actually, I think this is kinda kewl... in the CIV2 scenario editor, it was a pain getting the settlers to *stop* building cities etc. before you were ready for them! At least the SMAC editor lets you stop any unit from doing anything while the Editor Only Mode is active.

Getting rid of Special Resources: when you've got SR's selected as the active item to paint, CTRL+Leftclick will paint them and cycle through them, and CTRL+Rightclick will remove them.

But I agree, it's not very easy to use - far too easy to accidentally bung down great big landmasses, which are then a pain to erase, etc etc. 6/10, could do better!!

Hope this helps.

Nell

cousLee posted 04-26-99 01:25 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
sigh, I'll try again. i tried to deactivate the editor before and see if that worked. the screen went black, and I could not even see the colony pod. the whole damn map was black.

If you have civ2, I have a scenario you may enjoy. it is a head to head with the AI, 2 player. and the barbarians have ...... you'll see (if you want it)

BTW, it's called "Chess"

Dick Knisely posted 04-26-99 10:49 AM ET     Click Here to See the Profile for Dick Knisely    
Well the editor may be a bit crude but it works. The functionality is there but lack of documentation is the major problem as far as I'm concerned.

What's probably causing the confusion is that the editor isn't independent of the game, its really a mode of playing the game. If you're building a map, turn on the 'map editor only' mode. In many respects its a lot like the one in Civ2 in fact. Once you've got a map built then use the editor to place colony pods and other units for each faction. If you want a faction to start with a base already built then you'll need to turn the game on after selecting that faction for human play. You build the base, then you can edit it to increase the population, give it facilities, etc. Do that for each faction in turn. Set the starting year to what you want, diplomatic conditions, energy reserves, technologies, etc, etc.

If you turn the scenario editor off along the way the screen will reflect the view of the faction then selected as the human, so its to be expected that most of the map will become hidden, including perhaps the units/bases you were just working with. You can adjust which squares are visible to each faction and may need to cover up some squares that were visible as some point while you were placing units.

Nell_Smith posted 04-26-99 10:28 PM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
cousLee:
Sure, I still have CIV2... would love to see the Chess scenario... you've got my email address

I've got a scenario I did, based on Lord of the Rings... new units, new graphics, new stats, new tech tree, new in-game text popups, you name it, I changed it!!! Mind you, the whole thing is 2Mb+ (because I used new sounds as well... hehe) and I never got round to posting it on the Apolyton site... I really must do that... *sigh* your brain goes when you're as old as me, you know!!
Nell

cousLee posted 04-27-99 03:56 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
all your points are being taken under advisement. thank you.

Another thing! when editing the technology, why was the alpha/numeric not included?, example e1, c3, ect... it is in alphabetical order at least, but I would be more user friendy to show which level of tech each one is (this would be an easy thing to fix, perhaps in v4.0).

also, say I want 2 factions having each other's comm freq, but their starting points are not next to each other. Is there an easy way to do this? the only way i have found so far, is to create a unit for the faction B, and put it next to faction A base. I have been running into some problems with this, and can find a work-around eventually, but I was wondering if there was an easier way? (btw, I have not explored the edit diplomacy yet, i just realized that it is prob in there, if not, I'll be yelling some more)

Still having problems with the tool bar only showing up half the time.

Aredhran posted 04-27-99 05:40 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
cous,

For the frequency thing: Go in the scenario menu, diplomacy option. Select the faction you want to work with, it will pop a window where you can select the "target" faction, and edit the diplomacy parameters. It's a bunch of toggle, such as Commlink, Vendetta, Pact, Will betray (yes, it's in there), Atrocities, and so forth.

Aredhran

Aredhran posted 04-27-99 05:44 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Nell,

I once played an excellent Lord of the Rings scenario I downloaded from somewhere. It had special units such as Gandalf, the Nazgul, the Balrog, the Ring, the Giant Eagles... Very cool indeed.

I think I still have it on a floppy at home. But I'd be interested in yours (if I can actually run anything else than SMAC on that P100 of mine , the mouse just seems to drift to the SMAC icon whenever I sit at my desk). Is it 2Mb zipped ? Argh...

cous, "Chess" could be interesting as well.

Aredhran

Nell_Smith posted 04-27-99 05:33 PM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
Aredhran:

The scenario you're referring to is (I'm pretty sure) called Lordofri.scn and was written by Harlan Thompson - I d/loaded it myself from the Apolyton site and thought it was totally amazing in terms of the way it sticks so faithfully to the original story. I thought the way he'd created Frodo as a carrier unit and the Ring as a missile (so that both units must end their turn in the same square) was just such a great brainwave.

However, Harlan's scenario, though technically brilliant, wasn't quite what I wanted, because it was an "already set up", jump-straight-in-there, no-need-to-build-anything kind of affair. The one I created starts from scratch, because I've always been a builder and don't like "immediate battle" scenarios where you don't really need to build anything except more units. Another thing I wasn't too keen on was the rigid victory conditions in Harlan's scenario, although I fully understand that he set it that way in order to stay 100% faithful to the book.

The scenario I made (and yes, it's actually OVER 2Mb zipped, thanks to the customised graphics and sounds... even reducing the WAVs to the lowest quality!) is a very long affair... you start with two cities and that's your lot, on an enormous map. For the life of me, I could never win on Deity level with it, even though I had the advantage of knowing where everyone else was!!

I'll dig it out and send it on, when I get a moment - if nothing else, I'd value your opinion on it, seeing as it still hasn't made it to the Apolyton downloads section!

Cheers,
Nell

tfs99 posted 04-27-99 06:04 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
>>>>>> Nell
>>>>>> Anybody?

Have you found a way to clear out resource squares that are placed randomly on the initial map?

When I Ctrl-Rt-Click on them nothing happens. I can CRC on resources that I place down, but not on the ones initially placed by the SE. Only thing I have found that works is to toggle off the random resources and "beacons" (pods, I guess). But then it is a pain to go back and put resources and pods back in at random places.

Along these lines, I find myself wishing that there was a way to set how many resources (and what kind) and how many pods will be placed, when you select randomize from the menu.

And I _REALLY_ wish you could turn off resources that are auto-placed. You can do it with pods, but not with resources??

S.E. n ... Ted S.

cousLee posted 04-28-99 03:51 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Nell, this time I got the smtp error. Did you get "chess"?, if not, I will resend to you (and Aredhran).
cousLee posted 04-28-99 03:54 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
That was the problem I was having with the resources. I had not realized that i was trying to remove part of the resource seed.

It would be NICE if Firaxis fixed some of this stuff in V4.0 (HINT)

Aredhran posted 04-28-99 09:20 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Quite often, resources are hidden underneath Unity Pods. You'll see that if you raise/lower terrain: when it gets close to alt. 0, the pod disappears and you see the resource.

Well, I wanted some resources to be visible after raising the land, so I select the Pod tool (bottom left in the palette - looks like an UFO) from the menu, right-click on the map thinking it would remove the pod but leave the minerals below, but WOHOOOO, the whole stuff was gone. I was left with an arid/rolling tile...

Aredhran

Nell_Smith posted 05-02-99 02:01 AM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
Aredhran:
Yep this seems to work... when I generate a random map, the land comes up covered with the special resources hidden under pods, which you can remove like you said, and you can get rid of special resources in ocean squares by lowering the terrain from ocean shelf to full ocean depth
Nell
Nell_Smith posted 05-02-99 02:01 AM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
cousLee:
Sure I receive the "Chess" scenario fine... I've already emailed you, but repyling here as well, just in case
Thanks.
Nell

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