first try modding a scenario

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augustus
Posts: 105
Joined: Fri Feb 27, 2004 2:38 am

first try modding a scenario

Post by augustus »

I just got AT a few days ago, and decided to take a stab at editing the "second civil war scenario" to change the location of cities and tinker with the map in general. I have just two questions.

First, how to I delete a location from the map? Just playing around, I turned one city into plains terrain, but it still has the city name and statistics. How do I erase that completely and turn a city into a plains hex?

Also, will moving cities around require me to edit the AI in any way, or will the AI still be able to do its thing if I just change the map around?
Tufkal2
Posts: 834
Joined: Wed Dec 31, 2008 3:50 pm
Location: Germany

RE: first try modding a scenario

Post by Tufkal2 »

You should keep in mind that the ability of a hex to have a location and the landscape are pretty independent. When you place a location the landscape gets changed but afterwards you can change each other independently.
In order to delete the location you need to go to the "Hex" tab and you will find an entry "Remove location from hex". You can (and actually need to) change the landscape independently iirc.
As to AI there is a rulevar which influences how heavily the AI takes production centers into account. However it makes sense to adapt the victory point value of the hex to adapt because this also heavily influences the AI behaviour....
Good luck modding.

augustus
Posts: 105
Joined: Fri Feb 27, 2004 2:38 am

RE: first try modding a scenario

Post by augustus »

Another question: Is there a way to make terrain impassible to all sides without making it a high mountain hex?
Tufkal2
Posts: 834
Joined: Wed Dec 31, 2008 3:50 pm
Location: Germany

RE: first try modding a scenario

Post by Tufkal2 »

Sure this is straightforward: Set the movement cost for the terrain in the hex to 9999 for all movement types....
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