Two previous threads have evolved into this thread. One from HOI DD and one from the AoD root. This thread should put the discussion of the new AoD Game & Scenario Editor in its rightful place, under User Modifications.
I highly recommend people make comments on what they would like to see, what they don't want to see, and any other suggestions. My two main goals are too automated (as much as I can) modding. This should speed up the tedious & repetitive work that experience modders perform. Second is to bring modding to people who normanually wouldn’t be able to mod due to lack of knowledge. This is not something I can do in two ½ hours lunches (like the HOI History Archiver). I'm looking at getting a first release (sprint one) out between 30 to 45 days. I only have nights and weekends available.
List of recommendations (as of 18 Feb 2010) that I will include in this editor:
Here is a small list of items I would need some help for:
The following languages that it will be translated into:
Overview (draft): The editor will be able to create/edit scenarios, edit save games, and function in a Team Mode. The editor will incorporate click and drag functionality, Tip information, and eventually a clickable map. This will all be done in phases (sprints).
The application will be written [mostly] in C# .NET with possibly some libraries in C++ (if needed). I will be using MS Visual Studio 2008 for the development environment. This editor will only work on Window machines (sorry Macs).
I highly recommend people make comments on what they would like to see, what they don't want to see, and any other suggestions. My two main goals are too automated (as much as I can) modding. This should speed up the tedious & repetitive work that experience modders perform. Second is to bring modding to people who normanually wouldn’t be able to mod due to lack of knowledge. This is not something I can do in two ½ hours lunches (like the HOI History Archiver). I'm looking at getting a first release (sprint one) out between 30 to 45 days. I only have nights and weekends available.
List of recommendations (as of 18 Feb 2010) that I will include in this editor:
*** Editor Wish List ***
- All the features incl. in the corrupted vanilla editor
- An easy way to rename countries.
- An easy way to create new divisions.
- To connect province number and province name when switching owner of provinces. An easier way to change ownership/controlled/core provinces
- An event creator.
Here is a small list of items I would need some help for:
- Once the majority of the development work is done, I'll need individuals that can translate (from US English) to any other languages. There will be a language file for any language submitted. This language file will change all menus, descriptions, etc in the Editor GUI based upon a user preference/option.
- Occasionally I'll post questions when I get to something I'm not well versed on (example: I need to come up with a description of a certain value for a specific modifier).
- Once the first release is published (Beta), I'll need some experience modders to test (attempt to break) it. Later releases will be available to all. I just want to get a stable base first before opening up all troubleshooting to everyone.
The following languages that it will be translated into:
Code:
[B]Language Translator[/B]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
English (US, sorry Brits)
Finnish tuore
German Smasher69
Italian Titan79
Norwegian FiffA (NOR)
Portuguese tedescooo
Romanian secretalex125
Spanish Lendrich
Swedish TeutonburgerW
Overview (draft): The editor will be able to create/edit scenarios, edit save games, and function in a Team Mode. The editor will incorporate click and drag functionality, Tip information, and eventually a clickable map. This will all be done in phases (sprints).
The application will be written [mostly] in C# .NET with possibly some libraries in C++ (if needed). I will be using MS Visual Studio 2008 for the development environment. This editor will only work on Window machines (sorry Macs).
Sprint 1 - Create & Edit Scenarios: The user would be able to select from the Menu:
If the user selects File, Scenario..., New..., Empty Scenario
A new (blank/empty) scenario will be created. All sub folders will be created within the directory selected by the user.
If the user selects File, Scenario..., New..., Existing with Dev the user will be able to select an existing scenario. All pertaining directories and files will be copied to another location on their hard drive. All changes and modifications will be made to these files, not the vanilla or vanilla patched versions. This development environment will have all the files of the selected scenario or a blank/empty scenario (if starting from scratch). This will include all global files (executables, libraries, etc) so that it can be played separate from ones vanilla/game playing version.
If the user selects File, Scenario..., Load Scenario the user will be able to select an existing scenario. All changes and modifications will be made to the directory the user selects. The user could possibly overwrite his vanilla version with this selection.
Sprint 2 - Team Functionality:
If the user selects Data, Import they will be able to import specific 'sections' (Node) of the scenario. This will include logic to determine what node type it is. This will also perform verification of type and id values so that they will not conflict with the scenario they are being imported into. An open file [dialog] widow will appear and the use can select the specific file (leader, minister, etc) file to import. If the user is in the leader tab, minister screen and right clicks a contact menu will appear giving the user the option to import. Once clicked, an open file [dialog] widow will appear.
If the user selects Data, Export..., ??? they will taken to a screen listing all objects [within that category] to multi-select (shift+click and ctrl+click). For example: I want to export all of my Ethiopian leaders to another modder so that he can help me. One could also export all the leaders in the scenario, all leaders from one country, or just ctrl+click on various leaders files to export. This functionality will also be in a context menu (right mouse button click). Example: I'm in the leader edit screen and right click the Ethiopian leader’s node. I'll be able to export all of Ethiopia’s leaders. Now if I were to right click an individual Ethiopian leader, I would be able only to export that one leader.
If the user selects Data, Import an open file [dialog] widow will appear and the use can select the specific file (leader, minister, etc) file to import. If the user is in the leader tab, minister screen and right clicks a contact menu will appear giving the user the option to import. Once clicked, an open file [dialog] widow will appear.
If the user selects File, Scenario..., Package Scenario this will create an installation package for a scenario selected by the user.
Code:
File
Scenario...
New...
Empty Scenario
Existing with Dev
Load Scenario
Package Scenario
If the user selects File, Scenario..., New..., Empty Scenario
A new (blank/empty) scenario will be created. All sub folders will be created within the directory selected by the user.
If the user selects File, Scenario..., New..., Existing with Dev the user will be able to select an existing scenario. All pertaining directories and files will be copied to another location on their hard drive. All changes and modifications will be made to these files, not the vanilla or vanilla patched versions. This development environment will have all the files of the selected scenario or a blank/empty scenario (if starting from scratch). This will include all global files (executables, libraries, etc) so that it can be played separate from ones vanilla/game playing version.
If the user selects File, Scenario..., Load Scenario the user will be able to select an existing scenario. All changes and modifications will be made to the directory the user selects. The user could possibly overwrite his vanilla version with this selection.
Sprint 2 - Team Functionality:
Code:
Data
Import
Export...
a list of all available exports
(E.g. leaders, ministers, events, units, etc)
If the user selects Data, Import they will be able to import specific 'sections' (Node) of the scenario. This will include logic to determine what node type it is. This will also perform verification of type and id values so that they will not conflict with the scenario they are being imported into. An open file [dialog] widow will appear and the use can select the specific file (leader, minister, etc) file to import. If the user is in the leader tab, minister screen and right clicks a contact menu will appear giving the user the option to import. Once clicked, an open file [dialog] widow will appear.
If the user selects Data, Export..., ??? they will taken to a screen listing all objects [within that category] to multi-select (shift+click and ctrl+click). For example: I want to export all of my Ethiopian leaders to another modder so that he can help me. One could also export all the leaders in the scenario, all leaders from one country, or just ctrl+click on various leaders files to export. This functionality will also be in a context menu (right mouse button click). Example: I'm in the leader edit screen and right click the Ethiopian leader’s node. I'll be able to export all of Ethiopia’s leaders. Now if I were to right click an individual Ethiopian leader, I would be able only to export that one leader.
If the user selects Data, Import an open file [dialog] widow will appear and the use can select the specific file (leader, minister, etc) file to import. If the user is in the leader tab, minister screen and right clicks a contact menu will appear giving the user the option to import. Once clicked, an open file [dialog] widow will appear.
If the user selects File, Scenario..., Package Scenario this will create an installation package for a scenario selected by the user.
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