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mapper.doc
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2004-10-10
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M a p p e r
Version C 1.20
(C) Oskari Koskimies 1992
Programmed in STOS Basic.
This program lets you create your own maps for StrataGem.
You may create maps from Neochrome or Degas pictures or you can
draw it from scratch. All properties of cities can be modified.
The file MAXVALUE.DAT (Its function is explained in StrataGem
docuentation) should be on the same disk as the program.
As the program starts, you'll have to choose a type data
file (.TYP). The maps belong together with the type data files
that were used creating them, and when you use StrataGem you
can't use incompatible type and map files together (Well,
actually you can if the number of types is same in both files,
it's just that the city production limits data will probably be
garbled). Incidentally, if you want to make another map with a
different type data file, you'll have to quit and start the
program again.
The city names are in the CITNAMES.DAT file. This can be
edited with any ASCII editor (1st Word/1st Word + will do just
fine). Just remember to write END (in upper case) at the end. It
is NOT necessary to put the names in alphabetic order.
General workings
The screen consists of the menu bar, below that is a two-
line info space containing info about the location of the top
left corner of the area you are currently watching, Point 1 and 2
(see below), the map part that is currently used for drawing
operations and the number of cities currently existing (max
500, but that can be changed - see StrataGem documentation).
Pointing at the map with the mouse and pressing the left
button can have two effects; which one, that depends on whether
the Draw option in the Map menu has a marker beside it or not. If
not, then a crosshair (Point 2) will be placed at the location.
Otherwise a map part of the sort currently being used will be
placed at the location. Using the right button places the
rectangle (Point 1). At the beginning both the rectangle and the
crosshair are placed at the top left corner of the map.
All functions that require that somewthing be placed on the
map, with the exeption of draw, use these two points. They will
hereafter be referred to as Point 1 and Point 2. See the
description of the drawing functions for details.
You can move around the map by moving the mouse pointer to
the border of the screen (the menu bar may be in the way) or with
the cursor keys (a bigger jump) or with World map (see below).
Pressing the <Help> key shows free memory and disk space.
T H E M E N U S
INFO
About Mapper
Displays credits.
City Stats
Shows some statistics about the cities:
Cities: Number of cities
Popul.: Total population (in thousands)
Inhab.: Average number of inhabitants in a
city.
Resrc.: Average resources.
Pr Ind: Produktion time index. The ideal
time is 100, but it can be less if
the cities have more than 100000
inhabitants or their resources are
greater than 100.
Right mouse button exits.
Prod. Stats
Displays the number of cities that produce each type. Left
mouse button flips between pages, right exits.
FILE
Load Map
The map requires also a picture to go along with it as the
World Map. If there's a Neochrome pic with the same name as the
map, the program will assume that it is the World Map pic, and it
will be loaded. Otherwise you will be given four options: load a
.PI1 pic with the same name as the map, load a Neochrome pic,
load a Degas pic, or calculate a pic from the map (will take some
time).
If the map you selected was compressed it won't need a pic.
There will then be a small delay while the map is decompressed.
As the Unit Types may also be edited (see Typedit documenta-
tion) the number of types that the map file expects and the
actual number of types may not be the same. (In this case
StrataGem refuses to load the map file and lets you choose
another.) If this is the case, you will be informed. If the
number of types in the city file is greater than that in the type
file the extra types will merely be cut off. If it's the other
way around, you will get to choose whether to set the extra types
on (where possible due to surrounding terrain) or off in the city
production list. However, since it is possible to insert new
types "between" old ones with Typedit, the City Production
Limits data may be garbled. If you have done this you'd better
use "Adj. Prod. Limits" (see below) and set the production limits
to maximum capability, and then set the type the cities are
producing with "Set Cities" (see below). Then you can edit the
cities individually to taste. For more information about editing
the unit types, see Typedit documentation.
Load Pic
Allows you to make a map from a Neochrome or a Degas
picture. First you will be asked which kind you wish to load.
Then a file selector will appear. Choose the picture you wish to
use. When the file has been loaded, you will be asked for Color
Conversion. This means simply which terrain the colors on the
picture are to be translated into. "Set" allows you to define
this. "No Change" will use the conversion setting you used
before, if you have loaded any other pics this session. "Default"
is, of course, the default setting, as follows:
Colour Terrain
0 Sea
1 Sea
2 Shallow
3 Reef
4 Field
5 Forest
6 Hill
7 Nuclear Waste
8 Mountain
9 Vulcan
10 Desert
11 Road
12 Player 1 City
13 Player 2 City
14 Neutral City
15 City Ruin
If you select "No Change" or "Default", the picture will be
processed into a map directly. You will see the picture (but the
colours are converted to represent the terrains they will be) and
it will be erased as it is converted. Then the cities will be
processed, and after that the map is ready. The city names will
be chosen randomly from a list of city names (about 300 or so, if
you have more cities than that you will get "twins") and their
resources will be set according to their surroundings, but these
can be edited at will (see Set Data).
Terrain resource values are:
Minimum 50
Mountains or volcanos +20
Sea or reed or shallow +10
Forest +10
Desert (for oil) +10
If you selected "Set" at the conversion prompt, you will
first see a selector box titled "Set Conversion". The color
numbers (see above) and their actual colors in hex are displayed
with the corresponding terrain types. Click at the color whos
terrain type you wish to change and you will see the picture with
the colour you selected flashing (The colours of the picture are
adapted as described above). Press mouse key to exit and you will
see a selector box titled "Colour <colour in question>(<hex value
of colour>),<current terrain type of this colour>", allowing you
to choose which terrain type this colour will be translated into.
Pressing the right mouse button will exit to the "Set Conversion"
selector box without altering the current terrain type. Pressing
the right mouse button in this box lets the conversion proceed
(described above).
Save Map
Saves the .MAP and the .CIT (cities) files. If a .NEO
picture with the same name as the map exists, it will be replaced
by the current World Map.
You may also save a compressed map. It will take somewhat
longer to load a compressed map, but it will take up much less
disk space too.
Save Pic
Lets you save the World Map in Neochrome or Degas format.
You should do this if you have started to make up a map from
scratch, and use the same filename as with the map (but with a
.NEO extender). This way the program will save the modified World
Map along with the map each time you save a modified version of
your map, and you don't have to use "Calculate" when loading a
map. Of course, it will cost some file space.
If you save the map as compressed you don't need to have a
pic on the disk.
New Map
Clears the map. You will be asked for confirmation.
Quit
Obvious.
CITY
Set Data
Sets the data of the city at Point 2. You will see a window
with various data about the city. Click at the data you want to
change and then enter the new data. Right mouse button exits.
Note: The maximum resources are 100 and the maximum popula-
tion is 100,000. If you enter values greater than these the
production times will be shorter than the minimum ones specified
in the Type file (see documentation for Typedit). If you want a
city to produce something immediately as the game starts, set the
"Producing" to the type desired and the "Time left:" to zero.
Set Prod. Limits
Allows you the set the types the city (at Point 2) can and
cannot produce. A window with the unit types will be shown (if
the types don't fit on one page, you can use the Previous- and
Next- buttons). Those types that cannot move in the vicinity of
the city are shadowed, and they cannot be selected. The rest can
be set. Just click at the type whos status you wish to change. If
the Type is written in inverse it can be produced by the city, if
not - then not.
Right mouse button exits.
Add City
Puts a city in Point 2. You will be asked for its owner
(Player 1/Player 2/Neutral). Its resources and production limits
will be set according to its surroundings (see Load Pic), the
produce type will be set to "Resting" and the population will be
random value between 50,000 and 100,000.
Delete City
Deletes the city at Point 2.
Find City
You will get a selector box with a list of cities. Choose
the one you want to find.
Adj. Prod. Limits
You will get an alert box which looks something like this:
+----------------------------------+
| Adjust Prod. Limits |
| |
| [Player 1] |
| [Player 2] |
| [Neutral] |
| Limited Area |
| |
| |
| +------------------------------+ |
| | Set Limits | |
| +------------------------------+ |
| +------------------------------+ |
| | Maximum capability | |
| +------------------------------+ |
| +------------------------------+ |
| | Remove Type | |
| +------------------------------+ |
| +------------------------------+ |
| | Exit | |
| +------------------------------+ |
+----------------------------------+
The use of this function is to change the production limits
of cities. However, the cities that are affected can be defined
with this box, to be more exact, with the first option. The list
"Player 1 ... Limited Area" describes which cities will be
affected. (The ones being selected as default are in brackets
here. In the program they are written with inverse.) The three
first ones define if Player 1, Player 2 and/or Neutral cities
shall be affected. The fourth says whether only the ones
contained within the rectangle formed by Point 1 and Point 2
(upper left and lower right corner) should be affected. These can
be set with "Set limits", NOT by clicking on them. You will get
another alert box allowing you to switch one of the settings.
"Maximum capability" will let the cities produce anything
that can move in the terrain types surrounding them. "Remove
type" will let you choose a type which will be removed from the
producing list of all affected cities. This can be used to make a
game setting without nukes, for example.
"Exit" - exits.
Set Cities
Allows the properties of cities be set. You will get an
alert box similar to the one described above. The workings are
similar. Clicking at "Set Cities" will let you change one
property of all cities that are affected.
World Map
Displays the current map as a picture. The area you are
currently watching is marked by a flashing rectangle. Another
flashing rectangle has replaced the mouse pointer. If you wish to
change the place you are watching, place the mouse pointer at the
appropriate place and press the left mousebutton. Pressing the
right button exits.
The following keys are used to control the flashing.
Originally Player 1 cities flash.
Unexplored F 1
Sea F 2
Shallow F 3
Reef F 4
Field F 5
Forest F 6
Hill F 7
Nuclear Waste F 8
Mountain F 9
Vulcanic F 10
Desert F 11
Road F 12
Player 1 City F 13 / 1
Player 2 City F 14 / 2
Neutral City F 15 / N
City Ruins F 16
Draw
Selects whether clicking at the map places Point 2 (marker
off) or the current map part (marker on).
The following six drawing functions all
draw with the current map part:
Line
Draws a line from Point 1 to Point 2.
Square
Draws a hollow rectangle with Point 1 and Point 2 as
defining corners.
Box
Draws a filled rectangle.
Elliptical Arc
Draws a hollow ellipse with the center at Point 1. The x-
radius is the x-difference between Point 1 and Point 2 and the Y-
radius is the y-difference between Point 1 and Point 2.
Ellipse
Draws a filled ellipse.
Fill
Effects a flood fill at Point 1. However, since all the
drawing functions work by first drawing on the World Map with
normal graphic commands and then copying a rectangle containing
the results to the map, which may take some time if the rectangle
is sizeable, the area which is affected by the fill is determined
by Point 2. The area is a square with its middle at Point 2 and
its "radius" (half side) is the difference between Point 1:s and
Point 2:s x- or y-coordinates, whichever is the greatest.
Choose part
Lets you choose the map part the drawing functions use.