Creating maps with the editor

This exciting new release is a faithful adaptation of the renowned Conflict of Heroes board game that won the Origins Historical Game of the Year, Charles Roberts Wargame of the Year and the James F. Dunnigan Design Elegance Award, as well as many others!

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civlization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer. Conflict of Heroes includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby. To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

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ericbabe
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RE: Creating maps with the editor

Post by ericbabe »

ORIGINAL: Angiel
I created a small scenarios but I have a problem.
How do I, with the editor, to turn the unit I just placed? [&:]

Ok, I solved.....[:)]

Glad you figured it out. For everybody else, rotate units you've placed by using the 789456 keys on the number pad. Make sure Num Lock is on.
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ericbabe
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RE: Creating maps with the editor

Post by ericbabe »

ORIGINAL: Jamm
I think the biggest problem was not being able to access map while designing scenario.

Can overcome this by writing down key hex grids on paper.

PS - love the game

Thanks for the kind words. I put most of the firefights into the game using the map editor and I also found that not being able to find coordinate information while the scenario screens were open to be annoying. I got in the habit of figuring out the coordinates of all the hexes I wanted to use (for floating text, victory hexes, reinforcement boundaries, etc.) and writing all that down on paper before I started using those screens. It would be nice if I could make these screens non-modal, so you can flip back and forth between these screens and the main map, or put the scenario screens off to the side.
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Titanwarrior89
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RE: Creating maps with the editor

Post by Titanwarrior89 »

Thanks
ORIGINAL: hattrick1

ORIGINAL: Titanwarrior89

Were is the link for the editor guys?

Its a program outside of the game, so its hard to see. When you first load up the game there is a screen that says play Conflict Of Heroes, below that it says "Scenario Editor", click that..
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

"Mama, There's Rabbits in the Garden"
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Blond_Knight
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RE: Creating maps with the editor

Post by Blond_Knight »

Is there a way to remove sections of roads or walls if you make a mistake? And how does the schrub creator work? How do I define where I want these billboards to be?
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ericbabe
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RE: Creating maps with the editor

Post by ericbabe »

Right-mouse button will clear roads and walls (though this just puts down the red box showing the hex is cleared, it doesn't update the graphics right away.) Use "Create Wall/Road Ribbons" to see where the roads and walls are.
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Blond_Knight
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RE: Creating maps with the editor

Post by Blond_Knight »

Hmmm Ok thanks Eric that works.
Can you please explain how the shrub creator dialog works? If I set my map size and select a billboard from the dialog and click "build according to perlin noise" and then click "ok" Im not seeing any change.
BTW I do like the flexibility assigning different scripts to different units gives the scenario designer.
Ratzki
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RE: Creating maps with the editor

Post by Ratzki »

I think that you are asking the same question that I posed some time ago. I believe the answer was that the "noise" was not working as expected and needed to be adjusted to give more variation in the build.
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ericbabe
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RE: Creating maps with the editor

Post by ericbabe »

The shrub creator doesn't do anything for the final map -- it was just a way for me to experiment with the algorithm that we use in the game right now, to adjust the parameters that create the shrubbery items. So you can play around with it, but it doesn't affect your final map. I think the shrub creator should show something if you have values in the right ranges, but values that are out of range might not show anything (it would be random whether they did or not.)
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