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    posted a message on please help me approach the data editor, for creating a Balkans 1912 map

    for my project (Balkans war of 1912, a prototype for an industrial age Europe diplomacy map), i need custom unit types. but, after tutorials and many hours of headaches, the data editor is still not easy to work with. if you can help point me in the right direction for my purposes, i've laid out what i am trying to achieve: below. i need help making these units in the data editor, i know how to do the triggers.

    building: "Capitol" (destroying this building turns all buildings in that province to your color/control), radius: 1, model: Command Center, abilities: train "engineer brigade", train "conscript brigade"

    building: "Coal Mine", radius: 1, model: Coolant Tower doodad, no abilities (triggers take care of its function AKA receive coal)

    building: "Apartment Complex", radius: 1, model: Tarsonis City Building doodad, no abilities (triggers take care of its function AKA receive taxes)

    building: "Hospital", radius: 1, model: Barracks, abilities: train "field surgeon", passively heal nearby friendly units

    building: "University", radius: 1, model: Science Facility, abilities: yet to be determined

    building: "Farm", radius: 1, model: Colonist Hut, abilities: just for food

    building: "Garrison", radius: 1, model: Mercenary Compound, abilities: train Infantry Brigade (ghost), train Alpine Brigade (reaper), train Cavalry Brigade (vulture)

    building: "Factory", radius: 1, model: Factory, abilities: train Howitzer Battery (siege cannon, zero damage unsieged), train Railroad Battery (if in range of pylon energy, see below), train Reconnaissance Zeppelin (zerg overlord?)

    building: "Shipyard", radius: 1, model: Starport, abilities: train Battleship, train Frigate, train Submarine (these units will be kept on bottom(water) level)

    • invisible pylons will line railroad tracks. units will be able to be transported quickly along railroads, and railroad artillery batteries will be able to move and fire along railroads. the invisible pylons placed along the railroads will provide the "energy" for these abilities to be active.
    • all of the above buildings will be placed onto the balkans theatre map in the editor, and to capture a building, you need to capture that province (these buildings are invincible) by destroying the capitol. the military engineer can also make the following buildings (note, i'd like a snap-to-grid build, i'm not sure how to accomplish this either):

    building: "Airfield", radius: 1, model: Logistics HQ, abilities: yet to be determined.

    building: "Heavy Artillery Battery", radius: 0.5, model: perdition turrets, abilities: like siege cannon..

    building: "Pillbox", radius: 0.5, model: sentry turrets, abilities: fires machine gun turret..

    my map will be unique from other melee games in several ways... 1) i plan to add navy, and keep the naval units on their terrain level, 2) the victory condition will not be last man standing, but rather, the person with the highest number of victory points upon the first player's death... so players will have an incentive to protect weaker powers and the status quo, and alliances will shift around. victory points may be towns you can build, or may be population or income, or whatever, 3) the invisible pylons powering the railways is an ideal concept for the industrial era, 4) nationalism is rising in this era. you can discretely fund nationalist revolts in provinces (eg spend X minerals and Y coal to fund a nationalist revolt in Bulgaria) adding a covert element to the diplomacy

    a visual: http://glidersoft.org/chinese/gameboard.png

    playable countries: Italy, Ottoman Empire, Greece, Serbia, Montenegro, Bulgaria

    you can choose from two game modes: War of 1912 (Serbia/Montenegro/Bulgaria/Greece vs Ottoman) or 1914 Diplomacy (income more evenly distributed with 1914 borders). once this map is made, it will serve as a prototype for a 1914 Europe Diplomacy. for now, the stats will be as they are normally, with most abilities removed. i mainly need help with figuring out how to handle the data editor, and a brief summary on how to make certain units naval-only.

    if it's not too inconvenient, please help point in the right direction. the tutorials all cover separate things, but the overall picture of the data editor seems to require a textbook. this particular tutorial has most of what i need, but it isn't very detailed: http://www.thehelper.net/forums/showthread.php/161199-Tutorial-Custom-Structures-Buildings-Builders-and-Build-Abilities

    Posted in: Data
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