MissionEditorGuide.pdf

(307 KB) Pobierz
Mission Editor Guide
I.
II.
Before You Start
Using the Editor
A. Kingdom Map
1. Adding an Object
2. Editing an Object
3. Moving and Deleting an Object
4. Adding Routes
5. Editing Routes
6. Resetting the Map
7. Setting Trade Prices
B. Designing Terrain
C. Options Screen
D. Events
Hints, Tips and General Guidance
III.
I.
Before You Start
Welcome to the
Pharaoh
Mission Editor! Soon, you will be devising your own
stories, leading players through your own version of ancient Egypt.
The key to developing a challenging mission lies in good planning. Before you
begin designing a scenario, carefully consider the following questions:
What is the primary goal of the mission?
This is the most important
question to address. The primary goal of a mission could be one or more
of any of a number of things. Maybe you want the player to develop a
distribution system over a difficult terrain. Or, maybe the goal will be to
build a bustling economy under difficult circumstances. Of course, there's
always combat and monument building. Your primary goal will dictate
most – if not all – of the mission's characteristics.
What impact does the primary mission goal have on design
elements?
Once you've chosen a goal, think through the ramifications for
the scenario's design. Let's say your goal is for the player to construct a
large Brick-core Pyramid Complex, an Obelisk and a small Brick-core
Pyramid. With the primary goal in mind, think about what the player will
need to successfully complete your scenario. First, you'll need a play area
with plenty of space to house the three monuments. You'll also need to be
sure that the area has access to the proper raw materials, either in the
area itself or by trade. If you are requiring the player to trade to procure
needed raw materials, you will have to be sure that she has enough
starting deben to afford the imports or that the player can produce
valuable exports. Also, because the Pyramid Complex's causeway must
connect to the river on the east side, you will need to make sure that water
runs through the play area, and that there is plenty of room on the east
side of the river for the large Pyramid Complex. Even the most
straightforward goals – like building three monuments – have far-reaching
implications on scenario design. The more complex your primary goal is,
the more variables you will have to consider before you begin designing
the mission.
Once you begin actually designing your scenario, you may find that your goals
and objectives change (it happens to all of us). If they do, just take a moment to
consider what the changes mean to your scenario design.
Important note:
The mission editor will allow you to make mistakes. It will not
prevent you from setting enormous invasion sizes or invalid price or ratings
settings. Be aware that if you set a number outside of Pharaoh's acceptable
range (or forget to set a crucial component), your mission will probably not work
the way you intended.
II.
Using the Editor
To get started, click on the Mission Editor button from the Main Menu screen. A
list of all the Custom Missions already included in
Pharaoh
will appear, along with
a few new missions. Choose “Default” from the missions list, and a large, blank
play area will appear. Now, save the mission with a new name (that way, you’ll
be sure that you won’t make any permanent changes to the default mission).
Your new mission name will appear at the top of the screen.
Now, choose the size of the play area. From the File menu, choose New Map. A
list of available play area sizes will appear. Keeping in mind your mission
objectives, pick an appropriate size. The New Map function changes the size of
the play area and resets any terrain features you’ve created; other mission
characteristics (like trade partners and events, which you’ll learn about later)
aren’t affected.
Now that you have blank terrain, the temptation to begin landscaping the play
area is almost irresistible. We strongly urge you – beg you, even – to resist.
You'll thank us later. Your first stop in the
Pharaoh
Mission Editor should be the
Kingdom Map.
A. The Kingdom Map
Through the Kingdom Map, you define the relationships the player will have
with the rest of the world. To edit the Kingdom Map, click the “Kingdom"
button from the Control Panel. In the screen that appears, you'll recognize
the Kingdom Map (also called the World Map) from
Pharaoh.
Click “Reset
map,” and all the cities and regions in
Pharaoh
will appear (if you started from
the default mission, all the cities and regions should already appear on the
map).
Cities, region names and simple graphics are objects that you can add, delete
and manipulate to suit your needs.
1. Adding an Object
To add an object to the Kingdom Map, click "Add object" and choose a
simple graphic, a city or a region. Then, click on a spot on the Kingdom
Map to place the object.
2. Editing an Object
Before you begin editing objects, grab a pen and some paper. Unless
your memory is very good, you will find it useful to write down information
about cities as you define them. Details that you’ll need to know later
include city type (Egyptian, foreign, player, trading or not trading), the
commodities associated with the city and the city’s route number.
To edit an object, first click the "Edit Objects" button. Then, right-click on
the object you wish to edit.
Editing a City
Think of cities as the characters in the story you are creating with the
Mission Editor. The player’s city is the main character, and trade partners
and other cities are the supporting cast.
Player’s City.
You should begin by choosing which city the player will
call home. Pick a city by right-clicking on it. Just below the map is a
row of three boxes. Click on the middle box, and a pop-up menu
appears that lists all the city types. Click on "Our City." Then, click on
the box to the right to change the city's name. You have to use one of
the names provided – you cannot come up with your own name.
Finally, click on the box to the left of the "Our City" box. This box
allows you to move the city's label (this is purely an aesthetic concern
and has no effect on gameplay).
At the bottom of the screen is a series of 16 little boxes with the
commodities the city can produce. Click on these boxes, and a list of
all the raw materials and food in
Pharaoh
will appear. Choose the food
sources and raw materials you would like the player to be able to
harvest from her own city by clicking each box and specifying a
commodity. You can change these commodities, add new ones, or
leave them as is.
Please note: the player's city can grow or import no
more than four types of food.
Above the commodity boxes are the words "Route" and "Cost." Both
of these boxes should be set to zero.
Trade Partners.
Now, define some trade partners. Simply designate
the city as Pharaoh trade city, Egyptian trade city or foreign trade city.
There aren't necessarily any gameplay differences among the three
types of trade cities. When you create events later, though, you may
decide to make foreign trade cities more volatile than Egyptian trade
cities.
Choose the commodities that the trade city will buy and sell by clicking
on the rows of boxes at the bottom of the screen. Once you have all
the commodities set, decide how much or how little the city will trade.
Click on the "Demand" button. The commodities you just specified will
appear in a pop-up window. Set the demand level for each commodity
to high (40 chariots or blocks of stone or 4000 units of all other
commodities each year), medium (25 chariots or blocks or 2500 units
per year) or low (15 chariots or blocks or 1500 units per year),
depending on your master plan.
Now, set the route number. You should start at one and continue in
order. Simply click on the button next to "Route," enter the appropriate
number, and then click "Accept." Then, decide how much it will cost
the player to open the trade route and enter the amount next to “Cost.”
Editing a City. Here, Thinis has been defined as the player’s city.
Sauty is a trade city.
Other Cities.
Some cities that will play an active role in your mission
may not be trade cities (at least from the start). These cities may
attack the player’s city or be involved in other events. To define these
cities, click on the middle button beneath the map, and decide if a city
should be an Egyptian City, a Foreign City or Pharaoh’s City. Then,
assign the city a number by clicking the button next to "Route." Write
this number down along with the city name. If the city is going to be
involved in an event, you’ll need to know its number.
If a city is later going to be a trade partner (see City Status Change
event, below), go ahead and choose the commodities that the city will
trade. Don’t forget to designate demand levels for goods and enter in
the cost of opening the trade route.
Please note: up to 19 cities (other than the player’s city) can play an
active role in your scenario, and you will have to assign each city a
specific number. This means that the total number of trade partners,
invading cities, and other active cities in the scenario cannot exceed
19.
Editing Graphics and Regions
You can change the name of a region by right-clicking on it and choosing
a new name from the list provided. To edit a graphic, right-click on it, then
use the scroll buttons to view the different graphic options.
3. Moving and Deleting an Object
To move an object, first select it by right-clicking on it. Then, left-click on a
new location for the object. You can also hold the left mouse button down
and drag the object to a new location. To delete an object, right-click on it,
then click the “Delete object” button. To reduce clutter on the Kingdom
Map, you might decide to delete the cities that do not play an active role in
your scenario.
4. Adding Routes
Click on “Add Route” to draw a trade or attack route on the Kingdom Map.
Routes are the paths that invaders or traders will follow to get to the
player’s city. The notes you took while editing objects will be invaluable
here.
When you click on Add Route, a route number will be displayed. Find the
city on the map that corresponds to the route number displayed and click
on it. This will mark the beginning of the path. Then, trace the route from
the trade or invading city to the player’s city.
You can follow the contours of the river or of terrain features by setting
waypoints. Simply click the left mouse button to set points, which appear
as large dots. Be forewarned, though. You can only set fifty waypoints,
so you may have to sacrifice some detail on particularly long routes. Once
you have finished drawing the route, right-click to set the path in place.
Keep in mind that some invasions might not come from a specific city.
You can start an invasion route from anywhere on the map. Just be sure
Zgłoś jeśli naruszono regulamin