Table of contents Section 1 Section 2 Section 3 Section 4 Section 5 Advanced Addon Pages Forum
Status: Incomplete
3rd Functions:

Status: Incomplete
3.1.
New map, map, map & maps & Script Wizard

New map:

To create a new map, click on the "New Map" icon on your toolbar or by selecting File menu> New or by the keyboard shortcut of (Ctrl + N). You will then be shown the New Map Wizard which will allow you to do the new maps basic configuration.


Open an existing Map:

To open an existing map, click on the Load Map icon on your toolbar, or alternatively by selecting the File menu> Open or by the keyboard shortcut of (Ctrl + O).


Saving a Map:
To save a map select the File menu> Save or by keyboard shortcut (Ctrl + S).

New Map Script Wizard:

You can use the New Map Wizard after you have already created your map to re-edit the maps basic configuration, by selecting from the top text menu: File> Map/Script Wizard.

The Map Script Wizard consists of several configuration pages.

This is the first screen you see when opening the Map wizard:

3.1.1. Step 1: Map Settings

MAP size:

The first slider that you see will default to a map of the size of 64x64 which is a very small map, you can slide the slider to the right in gradual steps to increase the size of your map until you reach the maximum size of 1024 which is quite large
[ED and might I add quite time consuming to fill in all that blank space when you are creating your map].

Using the following list you can gain a broad overview of meaningful map sizes. They are:

64 to 288 Very small map size (only in exceptional situations is it sensible to use this size map)
320 to 512 small map size (recommended small map size)
544 to 640 Medium map size (recommended average map size)
672 to 800 large map size (recommended large map sizes)
822 to 1024 Very large map size (only in exceptional situations is it sensible to use this size map)

Climate:

Before you start editing, you need to select a climate. All the Terrain types, textures, entities, Doodads and animals are specifically designed for each type of climate.
After clicking on the drop-down menu, the list of available climate zones appears:

Middle Europe:

- Moderate climate
- Friendly, fertile climate
- Uniform distribution of the year-round temperate period of winter, sunny springs,
- Moderate summer and rainy autumn

North Africa:

  • Hot-climate
  • Dry, wasserarmes climate
  • No snow, very long and hot, dry summer
  • It very rarely rains in the winter and autumn months


Northern Europe:

  • Cold-climate zone
  • A long, hard and bitterkalter winters with heavy snowfall
  • You may also find permafrost areas or glaciers in this climate
  • Very quick, but milder summer
  • Little rainfall in autumn

Southern Europe:

  • Warm-climate zone
  • Long, moderate and fruitful summer
  • Niederschlagsreicher autumn.
  • No snow in winter

Map name:

In the "Map Name" field of the new map wizard is the name that will be shown in the game of the map, so make sure to enter a name that you want displayed that the gamer will be using to choose the map

[ED: You will NOT be able to rename the map in windows explorer and still be able to open it in the editor. There is apparently some keying method that the editor uses so that if you rename the map in explorer the editor will not open the map in the editor. For example, if you save your map with the name of "Triad" and then go into windows explorer and rename the map to "Forsooth", when you try to open the Forsooth map in the editor it will fail to open. You must always use the editor and choose "save as" when you wish to change the name of the file Name of your map, just like you must use the editor and the New Map Wizard to physically change the name that is shown in the list of maps in the game if you wish to change your maps display name.]

Map Description:

In the blank "map Description", the brief description of the map will be entered in the map game selection menu and the loading screen at the start of the map.

Multiplayer Map:

To create a multiplayer map, you must tick the box for multiplayer else your game will not be usable by multiplayer games.

3.1.2. Step 2: Players configuration
The lattice-table players configuration contains some important parameters of the players. On the entries in this window can be used later in the editing again and again and you can access settings. You can either manually enter the properties of the fields in this area of the wizard or use drop down selections depending on the field you are filling out. Some fields are not changeable by the user such as the ID number, and the Type is auto filled in for you based on what type of buidlings you have assigned to that AI player.



Player ID:

There can be up to 8 different players. Player 1 is the always the "human" player in single-player maps. The players ID correlated with the ID of buildings, walls, roads a player and territories.

Player type:

The Player type is set by the editor automatically and can not be adjusted. It is based on the type of building that you use for the individual player. For example, if you place a castle for player number 2, then the editor will automatically recognize that player as being of the type of "city", just as if you place a bandits HQ for player number 3, then player number 3 will list with the player type as a Bandit. You can NOT adjust these except by changing the type of building HQ you have assigned to that player on the map itself.

Username:

You can enter the name manually of each player directly into the Username field of this map wizard screen. What you enter on this screen will also appear in the diplomacy menu in the game.
[ED: No, it's really not funny to name your AI players an obscene name, please remember that there are young children that play this game.]

Player Portrait:

Using the drop-down list of Knights you can choose what you wish for the players portrait to look like. Remember that the players portrait is the one that appears in pop up messages in the lower left corner of the screen, for things like quests or when you knight reminds you that he might be due for a promotion.

The following head models are available:

Ritter (City-head models):
H_Knight_Chivalry Markus
H_Knight_Healing Alandra
H_Knight_Plunder Kestral
H_Knight_Song Thordal
H_Knight_Trading Elias
H_Knight_Wisdom Hakim
H_Knight_Sabatt Sabatta
H_Knight_RedPrince The Red Prince

More:

H_NPC_Amma leader of the Vikings
H_NPC_Generic_Trader Kaufmann (Port)

Castellan / Castle Vogt: (city-head models)
H_NPC_Castellan_ME
H_NPC_Castellan_NA
H_NPC_Castellan_NE
H_NPC_Castellan_SE

Bandits / mercenaries: (bandits-Camp-head models)
H_NPC_Mercenary_ME
H_NPC_Mercenary_NA
H_NPC_Mercenary_NE
H_NPC_Mercenary_SE

Monks: (Kloster-head models)
H_NPC_Monk_ME
H_NPC_Monk_NA
H_NPC_Monk_NE
H_NPC_Monk_SE

Villagers: (village-head models)
H_NPC_Villager_ME
H_NPC_Villager_NA
H_NPC_Villager_NE
H_NPC_Villager_SE

Player AI:
You can set the AI of the players here (obviously there is no AI to set for the human player) and can choose from one of 4 possiblities:

Basic settings can be selected:

  • None: No AI will be used
  • Aggressive: Reconstruction, AI series sequence, taking territories and aggressive military
  • Passive
  • Normal: Reconstruction, AI series sequence, taking territories and military

[ED: We are looking for a proper description of the individual AI settings. If you have a description of what each AI setting will do in the game, please utilize our forums so that we can get your description entered above.]

Reconstruction: In the Editor voreditierte buildings are damaged / destroyed and are rebuilt.
AI series sequence: In the Editor voreditierte building will be based on the entity parameters set sequence ( "build-order") from the AI built. Although these buildings have voreditiert are they not Start Game visible, but are only by the AI erected.

Taking territories: In the Editor voreditierte outposts are based on the entity parameters set sequence ( "build-order") from the AI built and thus take appropriate territories. Although these outposts have voreditiert, they are not in the Start visible, but are only built by the AI.

Further instructions and details about "AI series episode" and AI in the tutorials (KI: "KI-Baureihenfolge" of buildings and taking territories) and (CI: Military).

3.1.3. Step 3: Diplomacy


About the lattice-table of diplomacy configuration can all diplomatic relations
Among players. On the entries in this window can also be later
During the editing always accessible and you can adjust settings. The respective
Diplomatic status can be determined by a drop-down menu:

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Enemy: units are attacked; No possible trade; No common
"Fog of war"
Unknown: no trade, no visible diplomacy on the menu, no
Common "fog of war"
Notified: no trade, diplomacy visible on the menu, common
"Fog of war"
Trading Partners: Trade possible if the Knights near the warehouse is located;
Visible on the menu diplomacy, common "fog of war"
Ally: Trade possible (without which the Knights in the vicinity of the warehouse
There); Visible on the menu diplomacy, common "fog of

War "

3.1.4. Step 4: Resources to start game
Over the table of start-cargo configuration is the amount of resources of the "human"
Player in the single player mode. On the entries in this window can also
Later in the editing always accessible and you can adjust values. The values
Be directly into the appropriate fields.



3.2. Undo / Redo
During editing the user can undo actions and, if necessary,
Restore. This functionality is not at all the tools available.

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Undo:
This function is accessible by a click on the appropriate button on
The toolbar, by selecting the Tools menu> Undo
, Or through the keyboard shortcut (Ctrl + Z)


Recovering: This function is accessible by a click on the appropriate button on
The toolbar, by selecting the Tools menu> Repeat
, Or through the keyboard shortcut (Ctrl + Y)

3.3. Terrain grid with blocking information
By checking the terrain grid ( "Grid") to obtain detailed information about
The modeling of terrain and all relevant blocking information from terrain textures and
Entities.

This function is accessible by a click on the appropriate button on the tool bar
Activate by selecting the View menu> Grid or by keyboard shortcut (Ctrl + G)

When modeling the landscape terrain, it is very helpful to enable the grid to work, as
Many small details and slopes in the terrain only by the grid are clearly visible.

With grid can be activated very quickly see which areas of the level for movement of
Units are passable and what points for the movement of units are blocked.

Color-Code: Blue Terrain & Entities movement and build
Red entities -blockt movement and structure
Dark green terrain -blockt movement and structure
(Walls dock to Terrain - blocking)
Rosa entities -Entfernbares blocking, blocking movement, but it
These entities can be built

Green
Building entrance side, that's docks along roads to

Light green
Flat-water movement possible, but the blocks
Construction

Black
Deep-water movement and building blocks

3.4. On grid Align & Entities dock
Many entities can be used on the grid (in 90 ? increments), or to other
Dock entities (for example cliffs elements).

This function is accessible by a click on the appropriate button on the toolbar,
By selecting the menu helper> Am grid alignment or by keyboard shortcut
(Ctrl + Shift + Old G).

Caution: When this feature is active, buildings and other entities not freely rotated
And are not correctly aligned streets!

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3.5. Quest Assistant


The Quest Assistant allows relatively easy quests through a user interface
Components can be.

To the Quest Wizard, it goes on its icon in the toolbar
Or click on the File menu> quests.

Once the Quast-Assistent activated, the quest dialogue window:


Quest list:
In this list all appear on the Quest has created man, quests can manage here and
. With "Add" can create new quests, "delete" can be
Remove existing quests. Quest and Quest properties have behavior for each individual
Quest in the quest list can be created.

Quest features:

Once you have selected a quest in the quest list that can be found in the fields of Quest-
Features information:

This description may be a description of the Quest-type, which can be seen in
map selection menu in the game and in the load screen during startup
The map can see.
Player ID Quest donor Here, the player ID entered the Quest offers
Start message here is the quest text, the man in
Quest dialogue at getting the Quest gets displayed.

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Player ID Quest recipients Here, the player ID entered the Quest will be
Success message here is the success of text-type, the man in
Quest dialogue with the satisfaction of the Quest gets displayed.
Lower-layer message here is the defeat of n-type text, the man in
Quest dialogue with the non-fulfillment of the quest will be displayed.
Hidden Quest Is this checkbox, this quest hidden meaning
The player gets it is not in the game. This can be useful
, A quest if you only need to run queries to intern
Let the players do not know.
Quest behavior:

In Quest conduct field, all conduct Quest
Appear to be used for the selected Quest.
With "Add" can conduct new Quest
Creating, with "Delete" can be available
Quest behavior remove.
It can consist of a list of pre-Quest behavior
Select whose parameters on further dialog boxes
More precisely specified.
There can be any number of Quest combine behavior.

If certain functions on script or entities
Script names of entities will control should they be
Entities already at the level edited. Once
A Quest behavior with such functionality
To be selected to appear in a dialogue leadership
Selection of all script names / entities on the
Level exist. The same is true, incidentally,
Also, if you Territories-taking will query
(Goal_Claim). There must also advance the corresponding
Territory has been created to allow it in the
Dialogue leadership in the selection list.


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3.6. Tool dialog ein-und Hide
This feature enables on demand information window of tools ein-bzw.
Hide. This makes sense, for example, when a lot of free space in the working window needs
And no other settings in active tool window wants more.

This tool visibility of the dialogue is about clicking on the corresponding button on
The toolbar ein-und hide the window by selecting menu> Tools dialog or
Through the keyboard shortcut (TAB).

The tool dialog windows can be completely free to move, in the size or adjust
On a second monitor move to a maximum of large work area.

The attitude of the position of tool windows remembers the editor for each tool
Separately and may also need a source of value to be reset (Menu> Window
> Tools dialog reset).

Detailed information about each tool in the windows to follow the course when
Declaration of tools.

3.7. Balloon tips help window ein-und Hide


This function allows a demand -
Information window tool functions
Keyboard layout and display:

This function is accessible by a click on the
Send button on the toolbar einund
Hide or by selection in the window
Menu> Balloon Tip

Here, the example of the balloon tip of the terrain elevation
? tool


Especially when learning of the functionality of the editor can be very helpful to always have access to
The main keyboard shortcuts and functions of the tools to have.

3.8. Camera Settings

Editor View camera angle


Top down view camera angle


In game camera view
By clicking on the appropriate button on the toolbar you can switch between the three camera angles to work with. This is often usefull so that you can see exactly how the game will show to the player.

The camera is always freely rotatable (Ctrl + mouse wheel). Pressing the spacebar shows you the standard view or home view


Camera angles restored.
This detail can be accessed via the cursor keys or by holding the middle mouse buttons and Moving the mouse.



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Perspective Editor camera camera with a zoom-free opportunities for optimal
The overview of actions over large areas of the level.


Camera Game
Identical camera parameters as they are in the game-camera.
Very useful for already in the editor to see how the level in the game look
.


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Floor camera Top-Down-Kamera with very free zoom capabilities, optimal for actions
The survey of large areas of the level and sight from the top.


3.9. Seasons settings
A The editor allows you to view your map during the different seasons of the year at anytime you like with only the click of a button. The seasons in the game are represented by their real life counterparts of spring, summer, autumn and winter.

By clicking on the appropriate buttons on the toolbar, it is possible for you to change to the season you wish to view the map in.

This feature is particularly useful because the visual effect of the landscape during the seasons may change greatly. Light settings, colors, textures, from entities like trees, shrubs and grasses and, of course, the water / ice changing to some or are significant only at certain seasons visible (z.b. flowers and grasses).

ED You should always view your map in all the possible seasons so that you can see exactly how the terrain you have chosen will look with the different color changes of the season.

A view of the landscape in the spring time.

A view of the landscape during the hot summer climate. Special to note is the brown dry trees.



A view of the landscape in transition from Summer to Autumn. Special to note is the trees start to turn back to green from their summer dryness.

A view of the landscape in Autumn, you'll notice that the water has started to freeze in this season but it is not fully frozen as it does in Winter.


A view of the landscape in Winter with the water now frozen.


3.10. Main players ID



About the drop-down menu can be a Haupt-Spieler-ID. This All entities (the player ID may have) been at the Place on the map with the This list of players preset ID.

For some tools, such as streets, walls and gates wall, it is essential to the territory Players matching ID here to set these objects ever placed on the map as possible.

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