As far as I can tell, we really cannot create our own maps, but edit maps the editor presents to us, correct? Editing XML is all well and good, but surely there's more to map creation than just this. We have no control over the shape of the shards, the size of the shards, gaps and chasms within a shard, etc... I've got the three documents from the OP, but they're certainly not very detailed at all. I sure hope Paradox provides better docs and better examples to be sure.
You can pretty easily add/remove new shards using the editor. Y'know the in game screen where you see the shards, and the linkages between them? Use that screen, and click 'create' or 'delete' to remove shards.
Chasm is a terrain type, and can be modified with the terrain editing palette.
The only thing that is a bit weird is that we have to generate the random starting map before getting into edit mode. Kinda wish a flat grey waste option existed.
I have a fairly simple question. I made a map and saved it. When I play the map it has no fog of war so I can see everything on the map. How can I change that? I also tried to include the map in a campaign but that doesn’t work at all.
Edit:
I started the game again and now it works, I don't know why but now I have the fog of war.
Alright, Question time! Been working on making a new race:
1. How do I instruct the game to know which units and buildings to start the capital with? How do I manage the upgrade from one city type to the next greater type? What about city names? Is that all bundled the TODO in the city editor part of race design?
2. Not a question, but man trying to figure out how to design a settler for the new race was a pain. Trying to figure out which 'build city' to use was just guess and check. Maybe include a pre-defined 'build city' action when you make a new race?
3. I'd like to use the Sacrifice perk template to give a unit a different ability than Death Sacrifice. How to? I assume copy something into one of the 4 mod-provided status' in the xml? A few tips would be nice.
4. Not seeing a way to generate, view, or modify, the level up grids. If I wanted to make a new one, or modify an existing one, I guess I'm out of luck at the moment. On the todo list? Maybe I missed it?
5. When you generate a new world, I'm not seeing a way to specify which mages are in it. You can choose Player1's mage, but no one elses, not even using the normal UI during map creation.
6. How is pollution determined? If I wanted an ability, let's call it 'rampant growth' that healed a unit, and possibly turned the tile into a forest, or maybe just lands of life, what would I do?
7. Glyph editing?
8. Can spells have more than one effect? Such as deal damage in an area, and summon a unit at the center? I am thinking 'no' based on what is currently there.
9. Any way to make units that are stunned be auto-skipped by the unit incrementer?
10. Shards appear to have templates that are unmodifiable, and a stage is attached to it. I realize this is just for generation purposes, but it's sorta annoying. Is it on the todo list to allow us to modify those templates? I realize modifying the terrain generation algorithm is a bit out of scope, I just want to be able to plop down a 'dead world' that is set at stage 4 instead of 1 or 2. (Or vice versa have stage 1 elemental planes).
11. There appears to be no direct way of figuring out which portal on a map links to which other portal. Like, if I've got 3, and am trying to remember if the first one goes to plane A or B, I don't see any way of figuring it out.
12. Can portals link to another portal in the same shard? If not could this be added? It shouldn't be terribly complicated, and would allow some cool same-map shenanigans.
Alright, Question time! Been working on making a new race:
1. How do I instruct the game to know which units and buildings to start the capital with? How do I manage the upgrade from one city type to the next greater type? What about city names? Is that all bundled the TODO in the city editor part of race design?
2. Not a question, but man trying to figure out how to design a settler for the new race was a pain. Trying to figure out which 'build city' to use was just guess and check. Maybe include a pre-defined 'build city' action when you make a new race?
3. I'd like to use the Sacrifice perk template to give a unit a different ability than Death Sacrifice. How to? I assume copy something into one of the 4 mod-provided status' in the xml? A few tips would be nice.
4. Not seeing a way to generate, view, or modify, the level up grids. If I wanted to make a new one, or modify an existing one, I guess I'm out of luck at the moment. On the todo list? Maybe I missed it?
5. When you generate a new world, I'm not seeing a way to specify which mages are in it. You can choose Player1's mage, but no one elses, not even using the normal UI during map creation.
6. How is pollution determined? If I wanted an ability, let's call it 'rampant growth' that healed a unit, and possibly turned the tile into a forest, or maybe just lands of life, what would I do?
7. Glyph editing?
8. Can spells have more than one effect? Such as deal damage in an area, and summon a unit at the center? I am thinking 'no' based on what is currently there.
9. Any way to make units that are stunned be auto-skipped by the unit incrementer?
10. Shards appear to have templates that are unmodifiable, and a stage is attached to it. I realize this is just for generation purposes, but it's sorta annoying. Is it on the todo list to allow us to modify those templates? I realize modifying the terrain generation algorithm is a bit out of scope, I just want to be able to plop down a 'dead world' that is set at stage 4 instead of 1 or 2. (Or vice versa have stage 1 elemental planes).
11. There appears to be no direct way of figuring out which portal on a map links to which other portal. Like, if I've got 3, and am trying to remember if the first one goes to plane A or B, I don't see any way of figuring it out.
12. Can portals link to another portal in the same shard? If not could this be added? It shouldn't be terribly complicated, and would allow some cool same-map shenanigans.