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Amiga ACS 1998 #2
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gncustom.txt
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1997-12-02
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-----------------------
* ABOUT CUSTOMIZATION *
-----------------------
Only map editing is possible in this demo version. Don't ask us if
you have problems creating new maps. Map editing is unsupported!
This text file is only preview of how customization is currently
implemented. .txt file compile-utility will be released only with
registered version (which will be released when it is ready...)
Maps
----
Look for example map(s) included with GN demo version.
Map files' format must be 256 color IFF or PCX.
Map color numbers:
1 = arctic
2 = tundra
3 = forest
4 = jungle
5 = swamp
6 = grassland
7 = plains
8 = savannah
9 = desert
10 = shallow water
11 = deep water
16 = hills
17 = mountains
18 = irrigation
19 = river
20 = road
21 = railroad
22 = mine
(irrigation, roads, railroads and mines are not usually used in maps)
Copy your IFF or PCX map files to GN demo directory and rename them
as <filename>.MAP then run GNPAK.EXE. GNPAK creates two new files,
<filename>.gfx and <filename>.gnm, and asks for map name (this name
is shown in GN world selector screen) NOTE: If <filename>.gnm exits
already GNPAK uses old name and doesn't anymore ask for new name.
Delete <filename>.gnm if you want to enter new map name.
After conversion is complete GNPAK outputs some statistics about map,
also *.MAP files are not anymore needed and they can be deleted.
GN scans current directory for new maps and automatically shows them
in world selector screen.
Only server needs new map(s). Server sends new map information to clients
automatically when needed.
Terrains (terrain.txt)
----------------------
structure of terrain data:
Type
Food,Resource,Gold,Movement,Defence,AirDefence,Prob,Cost
Connect,Height,Density,MapColor,Ignore
CoordX,CoordY
AddList
RemList
Type [N]
1=base land
2=water
3=extra (gems, gold, etc..)
10=overlay (mines, fields etc.., tiles you can build)
11=hills (used by random terrain generator)
12=mountains (also)
13=river (also)
20=town
21=small town tiles
22=village
NOTE: all types >=10 are overlay tiles. Hills, mountains etc have
different type number so that random terrain generator can create
correct lands.
Maximums (these may change!):
Max base land + water = 16
Max extra tiles = 32
Max overlay tiles = 24
Order of calculation is: first land or water tiles, then overlays in
order thay are defined in terrain.txt and last are extra tiles.
There is no restriction in number of stacked tiles.
Food amount of food [N%E]
Resource amoint of resource [N%E]
Gold amount of gold [N%E]
Movement number of turns needed to enter this tile [N%E]
Defense defense value for ground attacks, 0=no defense
100=full defense [N]
AirDefense defense value for air attacks
Prob probability of extra tiles 0-100 [N]
Connect 0=no connection,1=connect like river,2=road/railroad,
3=mountain/hills [N]
Height tile's ground level, -5...,-1=underwater,0=land/water,
1=hills,...,5 [N]
Density transparency of one level above this tile's height,
100=transparent, 0=opaque [N]
MapColor color in small map,-1=don't show [N]
Ignore ignore all tiles' under this tile,0=don't ignore
CoordX/Y coordinates for tile picture
AddList tile(s) specified here can be above this tile even if
remlist forbids it [L.TERRAINS]
RemList tile(s) specified here can not be above this tile [L.TERRAINS]
Inventions (tech.txt)
---------------------
structure of invention data:
Name
Points
AddList
RemList
Name name of invention [S]
Points number of science points needed [N]
AddList new inventions,buildings and units [L.INVENTION.BUILDING.UNIT]
RemList obsolete buildings and units [L.BUILDING.UNIT]
Special inventions which must be declared:
"First invention" is invention that is alphabetically first, this invention
is automatically invented when game starts.
"Future Tech invention" is invention that is alphabetically second,
after all normal inventions are invented comes future techs.
Nations (nation.txt)
--------------------
structure of nation data
Nation,Leader
CoordX,CoordY
Towns
Nation name of nation, max 24 characters [S]
Leader name of leader, max 24 characters [S]
CoordX/Y coordinates of unit/town background tile in tile picture [N]
Towns list of town names [L]
Works (work.txt)
----------------
structure of work data
Label
Name
Sound
Work-ID,Turns,Type,Kill,Radius
AddList
RemList
Label label for this work [S]
Name name of this work for select work menu [S]
Sound sound effect to be played [S]
Work-ID character which is shown above unit [C]
Turns >0=number of turns needed, -999=active until stopped,
<0=turns needed to start and complete this work [N]
Type 0=normal,1=sentry,2=fortify,3=unload cargo,4=bomb [N]
Kill Minimum range (NOTE: currently towns only) [N]
AddList terrain(s) added after work is complete [L.TERRAIN]
RemList terrain(s) removed after work is complete [L.TERRAIN]
Buildings (building.txt)
------------------------
structure of building data
Name
BuildResource
Food,Resource,Gold
Luxury,Science,Pollution
Corruption,Missile Jammer
Defense,AirDefense,Experiece,Capital
CoordX,CoordY
AddList
RemList
Name name of building [S]
BuildResource amount of resource needed to build [N]
Food amount of food this building produces or uses [N%E]
Resource amount of resource this building produces or uses [N%E]
Gold,Luxury,Science,Pollution,Corruption (same as above)
Missile Jammer probability of jamming incoming missiles [N%E]
Defense probability of defending ground attacks [N%E]
AirDefense probability of defending air attacks [N%E]
Experience start experience of units build here [N%E]
Capital causes town where this is build to become your capital, old
capital's 'capital'-building will be sold automatically [N]
CoordX,CoordY coordinates of building icon [N]
AddList this/these buildings are removed and cannot be build after
this building is build [L.BUILDING]
RemList this/these units/buildings can be build if they are invented,
after this building is build [L.BUILDING.UNIT]
City population are also 'buildings'.
Their buildres value specify their types:
-10=free people (normally declared as entertainer)
-11=angry people (this people don't do anything, it doesn't even pay taxes)
-12=worker
-13=other (tax collector,scientist etc.. anything you want)
Types -10,-11 and -12 must be declared.
How values are calculated
-------------------------
Values inside [] mark which of five possible calculation methods are
available. NOTE: Only E-method allows non-integer y-values.
x is old value,y is value got from data structure
N : x=x+y (normal value, 5 -5 100)
% : x=x+x*y/100 (percentage, %10 %-90)
E : x=x^y (exponent, ^1.01 ^2 ^-1.1)
L : list of names, allowed structures are marked after full stop
S : string (name or label)
Terrain examples
----------------
example 1:
We have land tile 'Plains', it's food and movement values are 1.
'River' is running throught it and it's food value is also 1,
so this area's total food production is 2. Now we add 'RailRoad',
it's movement value is %-90. Now this area's total movement value
is 1+1*(-90)/100=0.1
example 2:
Lets start with 'Mountain' (There is base land under mountain but
because mountain's ignore is set it is ignored) Mountain's gold
value is 0. Mountain have 'Gold'. It's gold value is 3. Now this
area produces 3+0=3 gold. Now lets build 'Mine'. Mine's gold value
is %200, so area's total gold produced/turn is 3+3*200/100=9 gold.