American Conquest Editor
American Conquest Editor
American Conquest Editor
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Left toolbar
Selected mode highlighted by yellow frame
Right toolbar
Upper scrollbar (defines brush radius in water editing mode)
Lower scrollbar (defines coast width in water editing mode)
Select nation's colour here
Brush radius (indicates the size of the area which will experience changes)
Coast width indicator (for water editing mode)
Mini-map
Using the F12 key, you can access the Main Menu of the editor, where you can save or
load a map, change game settings, or return to the Main Menu of the game.
Pressing F11 will let you take a screenshot, which will be saved as screenX.bmp (where X
is the screenshot's number; this will increase if you take several screenshots).
1.2. Creating Landscapes
Naturally, the first stage of making a map is to create a landscape. Decide where to place
mountains, plateaus or hills, and where to have vast seas or rivers winding their way
through the scenery. (To make this part easier, you can sketch your future map on paper
button in the editor interface.
first.) When you have finished this part, click on the
This will open a relief generation window where you can add basic landscape elements to
your map.
Note that left-clicking adds a relief to the map while right-clicking removes it.
Clicking on the
button will enable you to add hills to your map. These are marked
The
button allows you to apply slopes to the map. Slopes are mostly added to
the edges of white areas, as they create a path of ascent for your units to reach a
plateau on your map. Slopes are depicted red.
Using the upper scrollbar you can change the size of the brush in any of these modes.
You can make use of one more handy instrument for relief editing by clicking on the
button. A screen showing the altitude map of the area (green - lowlands, yellow-brown hills, brown-grey - mountains) will pop up on the screen. A set of scrollbars allows you to
regulate the parameters of the elevations generated:
Type of Jag - the type of slope. You can select one of the types of slopes
available:
- regular
- concave
- convex
- tapering
- uneven
Pressure Type - the method of surface decline
- sharp eminence
- smooth
- smooth incline
- smooth decline
Brush select hill type
- smooth
- with ledges
Height
- measure altitude of the area under cursor
Having made the settings needed, left-click on the changed map area. You will see the
colour of the map change under your cursor. Using your cursor like a brush, you can
create mountain ranges or oblong hills. Click the Generate button to apply all the
changes you have made to the map. You can optimise the map surface using the
Smooth Hills button. In this case, the rear boundaries of all mountains and hills will be
smoothened to allow faster work with the map in future. Select Cancel if you want to
undo all the changes you have made.
1.4. Water Editing
If you want to change the generated water surfaces or create new reservoirs manually,
you can use the water editing buttons.
Clicking on the
button activates the water drawing mode. Two scrollbars will appear
in the right toolbar. Using the upper one, you can change the size of the brush, while the
lower one allows you to adjust the width of the surface line. Left-click to fill the area
under your brush with water.
Make sure the area you are filling with water is even and not above the zero line to avoid
flooding.
Click on
to remove water. In this mode, the water will be removed from the area
under your brush if you left-click with your mouse.
Manually created water zones have a somewhat unnatural look due to the absence of
sunlight glistening on them. The brightness and size of light spots can be adjusted using
the scrollbar in the right toolbar. Left-click on the surface of the water to create a
reflection centred on the position your cursor is pointing at.
You can delete glints in the water darkening mode, which is activated by clicking on the
button. In this mode, a left-click will delete any water glints under the mouse
cursor. You can adjust the size of the area darkened with the scrollbar in the right
toolbar.
If you need to create reservoirs or rivers with intensive current, you can use the
button. You will see lilac grid pop up on the
current editing mode. Click on the
screen. Each section of the grid allows you to specify the direction of the current. Select
one of the sections above the water surface and left-click inside it, at the point you want
the water to flow towards. An arrow will appear in the middle of the selected section,
pointing in the direction you specified. Clicking with the left mouse button lets you move
the arrow in any direction. By right-clicking you can delete the current arrow in the
section needed.
Note: Currents can be set not only for the sea, but for other water structures as well.
Set list. If you are considering using the set of textures created again at a later date,
select a Texture Set with any number and assign it to your set. You can now always
select this set of textures from the list.
Selective texturing settings will allow you to quickly fill the required areas with textures.
Setting minimal and maximal altitudes enables you to cover all the map areas whose
altitude matches the framework set with textures (for instance, mountain peaks), while
the other parts of the map will not have this texture applied to them. By setting corners
of filling, you can cover slopes and areas alike with certain textures.
If you need to fill an area of a complex shape with a texture, hold down the Shift key
while you left-click. The cursor will be followed by a line which you must use to encircle
the area you want to fill. Clicking with your left mouse button without holding down the
Shift key will fill the selected map area.
Sometimes elevations can block your view of areas you want to apply textures to. In this
makes all the mountains on the map
case you can use the flat mode. Clicking on
flat, so that you can freely texture the map in the areas that were hard to reach so far. A
second click on this button will return the map to its initial appearance.
When applying patterns to the map, you can choose the exact section of the pattern you
want to have displayed. After that, hold the left mouse button and use the arrow keys on
your keyboard to change the pattern under the mouse cursor, moving them into the
direction pointed by the arrows.
Please note that patterns are applied to the map without taking relief into account, so
their application in flat mode will result in incorrect look of the map in relief mode.
1.7. Drawing shadows.
You can darken the needed parts of the map using the shadow-drawing tool. To enter
button. Using the upper scroll bar on the right tool panel, you
this mode, press the
can set the width of the drawn shadow spot. The lower scroll bar adjusts the shadow
intensity. Left-click on the map to draw a shadow with parameters selected in the area
under the mouse cursor. Right-clicking in this mode will remove the shadows you drew.
1.8. Placing Objects of Nature
Having placed textures you need to add various natural objects to the map. These are
the sources of your resources in the game.
Trees can be placed on the map by clicking on
. In the lower part of the right toolbar
images of various trees will appear. Select a tree you are going to place on the map and
left-click on it. If you'd like to put different types of trees on the map, you can select
several by holding down the Ctrl key and clicking on them. Thus, the selected trees will
be framed. If you want to deselect a tree, click on it with your right mouse button. To
place trees on the map, left-click on the respective area. The part of the map under your
brush will be filled with the trees selected by you. The size of the brush can be adjusted
using the scrollbar in the right toolbar.
Click on the
button to turn on the stone and deposit placing mode. In the lower part
of the right toolbar, images of stones and deposits will appear. Select a stone or deposit
to place on the map and left-click on it. If you want to place different stones on the map,
you can select several of them by clicking on them while holding down the Ctrl key. The
selected stones will be framed. Right-click on a stone or deposit to deselect it. Having
picked the required set of stones, place stones on the map by left-clicking on the
respective areas. You can adjust the size of your brush using the scrollbar located in the
right toolbar.
Note that the game is not designed for massive blocks of stones, which means an
excessive number of stones on a map can lead to undesired consequences.
button to turn on the object deleting mode, where you can delete
Click on the
unnecessary trees, stones or deposits. Point the mouse cursor at an object you want to
delete and left-click on it. All the natural objects under your brush will be deleted. The
size of the brush can be adjusted using the scrollbar located in the right toolbar.
Apart from placing environmental objects, you can make use of the ready-made
components. The library contains a multitude of finished landscape items - hills, forests,
mountains, ravines etc. To use a library element, click on the
button. In the lower
part of the right toolbar, a list of objects will appear. Click on one of the objects with your
left mouse button to see its image in the centre of the map screen. Pick the element you
require, select a place on the map where you want it to be set and left-click.
1.9. Accessibility Editing
Your map has been created and you can prepare for the game. The accessibility of map
areas is a highly important issue for any map, and this section will give you a hint on how
button, which allows you to
to change map accessibility. First of all, click on the
adjust the accessibility settings for the map landscape. Thus, you can make inaccessible
zones accessible.
The
button turns on the blocking mode. In this mode, left-click with your mouse to
make an area under your cursor impassable (it is marked with a red cross).
The
button turns on the unblocking mode. In this mode, left-click to make an area
under the cursor passable (it is marked with a green cross). The
button activates
the default blocking mode. Left-click with your mouse in this mode to make a map area
under your cursor accessible or inaccessible, depending on the relief (deletes red and
green crosses).
When editing the accessibility, try to avoid narrow passageways, as units may often
become stuck in such places. If a narrow passageway has been created, place flags on
either side to make it easier for your units to find their way (the flag is the last element
in the list of trees, see section 5). Crosses and flags are for editing only, and will not be
displayed during the game.
If you are considering having the AI control one side in the game, ensure the following
conditions have been met for this nation:
Place peasants on the map. Their location will serve as a starting point for the AI to begin
building up its base.
The starting point should be located in an open area, so that the AI has enough space for
building.
There should be wood and stone close to the starting point, and at least one deposit of
iron and gold. It is best to place 2 deposits of each kind.
Note: The AI develops poorly in enclosed areas. You should also try not to create too
narrow passageways on the map. For your AI to work normally you should provide it with
a lot of food (about 5000 units).
1.11. Hot Keys for Editor
Ctrl + O - display right toolbar
Ctrl+T - display left toolbar
M - toggle mini-map modes
Outline an area and Ctrl + C - create pattern
Ctrl + V - insert pattern
S - switch between forced blocking, default blocking, forced unblocking modes
V - toggle map illumination modes
N - delete an object
G - screenshot of one screen
H - screenshot of the whole map
C - water placing mode (Ctrl + (1-9) - set width of coast)
F2 - texturing mode (hold Ctrl and click on textures to select several)
F3 - surface changing (Num Pad: '/' - level surface; '-' - lower surface; '+' elevate
surface; '*' - smooth surface)
F4 - stone and deposit placing mode
F5 - field placing mode
F6 - relief editing mode
F7 - remove mountains and rivers
F8 - tree editing mode
F7 - set sun glints on water
F8 - remove sun glints on water
1-9 - set a mode/area to implement change within (for all F modes)