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- WLEDITA Specific instructions:
-
- WLEDITA operates mainly as TTY, with not much screen control
- or graphics, except for specific editing screens.
-
- The first 'screen' of WLEDITA is the 'select files' section.
- There are ten options here. The first six and the last one are
- file names that are loaded from the file WLEDITA.DEF if it
- exists. Descriptions:
- 1: Warlords program path: This is the path that all the data
- files, and WARLORDS.EXE reside in. It is possible to put
- the editor program files in a different directory. For
- example, the editor could be in "c:\games\warlords\edit",
- and this option would then be "c:\games\warlords". A
- trailing "\" is added automatically if necessary.
- 2: Terrain layout file: The original default for this is
- "WL_CONTN.WL0". WLEDITA never modifies this file, but
- only reads it to create the strategic map PCK file.
- 3: Objects database file: The original default for this file
- is "WARLORDS.EXE". This will fail if WARLORDS.EXE did not
- decompress properly. In this case, use "WL_OBJEC.WL0" from
- VANILLA.ZIP. After editing the files, WLEDITA writes by
- default to "WL_OBJEC.WL0", and usually writes this info to
- "WLEDITA.DEF", unless overridden.
- 4: Heroes' names file: The original default for this file
- is "WARLORDS.EXE". This will fail if WARLORDS.EXE did not
- decompress properly. In this case, use "WL_NAMES.WL0" from
- VANILLA.ZIP. After editing the files, WLEDITA writes by
- default to "WL_NAMES.WL0", and usually writes this info to
- "WLEDITA.DEF", unless overridden.
- 5: Teams' names file: The original default for this file
- is "WARLORDS.EXE". This will fail if WARLORDS.EXE did not
- decompress properly. In this case, use "WL_TEAMS.WL0" from
- VANILLA.ZIP. After editing the files, WLEDITA writes by
- default to "WL_TEAMS.WL0", and usually writes this info to
- "WLEDITA.DEF", unless overridden.
- 6: Controls database file: The original default for this file
- is "WARLORDS.EXE". This will fail if WARLORDS.EXE did not
- decompress properly. In this case, use "WL_CTRLS.WL0" from
- VANILLA.ZIP. After editing the files, WLEDITA writes by
- default to "WL_CTRLS.WL0", and usually writes this info to
- "WLEDITA.DEF", unless overridden.
- 7: This proceeds to load the data and start the editor.
- Pressing Enter/Return also works here.
- 8: This assigns the names for 2,3,4,5,6,C to default names. The
- default names are: terrain="WL_CONTN.WL0",
- objects="WARLORDS.EXE", names="WARLORDS.EXE",
- teams="WARLORDS.EXE", controls="WARLORDS.EXE",
- cities="WL_CITYS.WL0"
- 9: If this is "Yes" then if the files load properly, the
- information for options 1..6,C are written to WLEDITA.DEF
- For the load screen this should be "No". Set this to "Yes"
- the first time, if you must use the files from VANILLA.ZIP
- C: Cities layout file: The original default for this file is
- "WL_CITYS.WL0". WLEDITA never modifies this file, but
- only reads it to gather information and coordinates of
- capitol cities.
-
-
-
-
-
- After completing the 'select files information', the main menu
- will display.
-
- The options are:
- "1"= Create PCK file
- A subset of the 'select files to save' menu will display,
- The different one being "2"=strategic map. The default
- assigned to this will be "WL_STRAT.PCK". After changing
- any selections to suit, press "7" to signal complete
- correct information. The program will then ask EGA or VGA.
- Select "E" (EGA) to create a PCK file with an EGA palette,
- or "V" (VGA) to create a PCK file with a VGA palette. The
- EGA palette only has 64 colors, so the available colors do
- not match the same way as they do on VGA. The program will
- write the PCK file and return to the main menu.
- "2"= Edit names
- This will pop a window that has 63 names (hero defaults)
- that can be changed. Each one has its own length maximum.
- Move between names using the Up and Down keys. Be sure to
- press Enter on a name that has been changed. Press F2
- when done editing names.
- "3"= Edit teams
- This will pop a window that has 8 team names that can be
- changed. Each one has its own length maximum. Move
- between names using the Up and Down keys. Be sure to
- press Enter on a name that has been changed. Press F2
- when done editing names.
- "4"= Edit objects/artifacts
- This will pop a window that displays the 14 artifacts. To
- change an artifact, type the appropriate number and press
- Enter. Type a new name, or keep the old by pressing
- enter. Press B for battle+ or C for command+. Then enter
- the power of the object. Values higher than 4 are not
- recommended! Press Esc to return to the main menu.
- "5"= Validate/Edit control data
- This will pop a window that displays the 8 teams. To
- change several characteristics of a team, type the
- appropriate number and press Enter. The only changeable
- characteristic is the starting gold. Enter a new value or
- press Enter to keep the old value.
- ** Note that the names identifying each team is the
- original name, not the name assigned as in menu item 4.
- ** Note that this procedure must be run if any capitol
- cities are moved, or if a new map is created.
- Press Esc to return to the main menu. To validate capitol
- city locations only, from the main menu, press "5", then
- Esc.
- "6"= Save information
- This brings up a menu similar to the initial select files
- menu. Options 2 and C are not present, and 8 assigns
- save names rather than load names:
- assigns the names for 3,4,5,6 to default names. The
- default names are:
- objects="WL_OBJEC.WL0", names="WL_NAMES.WL0",
- teams="WL_TEAMS.WL0", controls="WL_CTRLS.WL0"
- Information will be written to the selected files, and
- the profile written to WLEDITA.DEF unless bypassed.
- This will NOT modify WARLORDS.EXE.
- "7"= quit program!