Table of contents Section 1 Section 2 Section 3 Section 4 Section 5 Advanced Addon Pages Forum

Status: Incomplete
4th Tools

4.1. Entities selection


The entities selection is the main tool in order
Editor select objects, move, clone, align
Scale, and also delete it.

To select the entity-tool via keyboard shortcuts
You must activate (Ctrl +1) press.


Entities can be used by clicking as well as a fitting selection frame
Selected.

Entities can be selected individually or as a group to move freely, cloning, in which
Orient rotation, scale and delete.

After double-clicking on an entity in the working window
Entities or directly in selecting the dialogue opens
Properties dialog box:


Options:
All parameters in the Options are internal values and
Strings, which can not be changed.


Type Internal name of the selected
Entity.
ID Internal Entit?ts-ID, for each
Entity on the map is unique


And identification Scripts
Serve.


Properties:
All parameters in the properties ( "Properties") can be input in the fields or
Selection from drop-down lists changed and adjusted.


Player ID Certainly what these players entity "belongs".
Script Name In this field can be any script name in order by
Script to this entity to be able to access.
Position X coordinate position on the x-axis
Position Y coordinate position on the Y axis
Orientation rotation angle of the entity
AIBuildingOrder KI series sequence> with the award of numbers, a sequence
Defined in the AI building is built.

Upgrade / Improvements:

Upgrades
For entities such as buildings, it is possible in this field, the development stages
Changed. As soon as one (or more) buildings are selected,
Ranges also a key pressure on the + or-button to the stage to
Increase or decrease without the Properties dialog.

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Entity selection dialog box:

(Press TAB to the dialog window for the entity tool select single or hide)

The entity selection dialog box can be completely free of scale and position on the
Screen freely choose.


In the selection list, you can click on the table name auf-oder down sort. It
Several possible to select (Ctrl + click) or more entities at once in this
List mark (Switch + click).

By right-clicking in the list opens a

Context menu:
Go to one entity jumps directly to the Coordinate
On the map, in which this entity too
Find it.
Entity Properties Opens the entity Properties dialog box
Delete selected entity removes the selected (n) the entity (s) from the Map
Remove from the selection removes the selected (n) the entity (s) from the selection
Selection reversal return to the selection
Buttons:

Select All
At the head pressure, all entities (depending on the settings in
Selection filter), based on the level there are selected.

Players Set ID
Once a player ID from the drop-down list, you can
Now the push of a button all the players selected entities ID
Assign.

Selection Filters
The type of entities, which are to be selected, it is by
Selection filter accurately configure:
-> All
-> Building
-> Trees
-> Animals
-> Aggressive Animals
-> Resources
-> Rocks
-> Sounds

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Showing entity for ID
By entering the Entit?ts-ID and head pressure on the "show"
Man jumps directly to the coordinates on the map, to which this entity to
Find it.

Pick lists columns:

Player ID
Determine what these players entity "belongs"

Entities Name
Internal name of the selected entity

Entities ID
Int Entit?ts-ID responsible for any entity on the map is unique
And identification through scripts can serve

Script Name
In this field can be any script name in order by
Script to this entity to be able to access

X position
Coordinates position on the x-axis

Y position
Coordinates position on the Y axis

Orientation
Rotation angle of the entity

KI-Baureihenfolge
KI series sequence> with the award of numbers, a sequence
Defined in the AI building built

4.2. Entities Place
The entities placed tool is used to get
Different objects of the settlers on the world level
Placing.

To the entity-placing tool via keyboard shortcuts to enable you Ctrl +2 press.

It is the focus of an entity before placing change (Switch +
Scroll), and with one mouse click with the left mouse button in the workspace window. Entities
For example: buildings, resources, trees, rocks, cliffs, Doodads, etc.)

Entity Place dialog box:

(Press TAB to the dialog window for the entity tool place single or hide)
The entity-selection dialog windows can be completely free of scale and position on the

Screen freely choose.
Buttons:
Random rotation checkbox to activate entities with a random place to rotation
.
Random scaling checkbox to activate entities with a chance to scaling place
.
Cliffs amounting to an entity (z.b. a cliff-module) to a certain height
Place you can jump into this field to a height above
Numeric.
Alternatively, you can already placed an entity with (Ctrl + rights
Mouse button) Click on the present amount. The
Corresponding height value is then automatically entered into this field.
Especially in a series of cliffs modules, it is very helpful if you
So automatically the appropriate height.


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The default value of the height is "Terrain" and means that an entity

At the same height is placed under the mouse cursor is available.
If you already have a numeric value in the height field, and now
Back to the "terrain" setting, it must be limited to one area
The terrain (Ctrl + Right Mouse button), in which no entity
. Have you again the standard "terrain" setting.

Entities can about the entities selected Explorer
. In entities Explorer can navigate as well as
It is the usual Windows Explorer. The entities are
By theme areas and can be sorted in the
Hierarchy "downstream" nest (d.h. main folder
> Subfolder> ... > Subfolder> entity).

Entities can also be directly in the workspace window
Select if you look at the present level.
With a right already placed on entities can be so
Selected without that by the folder structure
Entities of the Explorer to navigate.

(Note: The number and type of entities in the Entities
Explorer appears, is different depending on the selected
climate. There will always be generic and specific to the
Selected climate appropriate entities times)

The players ID of functional entities to be placed,
Can the Haupt-Spieler-ID (toolbar) even before
The place can be determined.


If you have more than one entity in one place will, there are alternative tools with which
Editing can be more efficient than the tool capable of placing entities. These are
All the 4.5. Group tool (entities and textures) and the 4.6. Template Tool
(Entities, textures & 3D-Grass) is noteworthy.

Starting position entities:

It is essential that for a human player following special buildings and
Entities are placed, not by the players themselves can be built. It can also
Also according to the desire nor other buildings placed.

Pro players must be both A Castle, A marketplace, ON A warehouse and cathedral
.

This special building must not more often than once a player is placed, because otherwise
Serious errors in the game may come!

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4.3. Terrain height

?


With the terrain height of the brush tool can
The terrain modeled. Mountains, valleys, river beds and
Layers are easily formed.

To view the terrain height tool via keyboard shortcuts

You must activate Ctrl +4 press.
It recommends to the modeling of terrain always the
Raster to activate (Ctrl + G), to see all the details right


Them.

The terrain-elevation brush can be in diameter (Switch + scroll) and in strength
(Ctrl + Shift + scroll old or above the slider in the tool dialog window) free
.

The terrain can be raised, lowered, smoothed, and as a jagged plateau edited.

Terrain height tool dialog:

(Press TAB to the dialog window for the terrain elevation
Tool single or hide)

The position of the entity selection dialog box can be
Available on the screen.


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Buttons:
Brush strength of the slider can adjust how much the terrain through the brush
Modified.
Pinseltyp Here is a drop-down list to choose the "form" of the brush
Have:
Circle-Circle
Cone-cone
Gaussian - Gaussian normal distribution
Plateau Plateau
- Pyramid Pyramid
Smooth soft -
Square-Square
Thorn-Thorn
With altitude plateau (Alt + Right Mouse button) can be any height on the ground level
Get with the Plateau function (Alt + left mouse button) over the
Level paste. The number field can be recorded height (Z)
Jump.

4.4. Terrain textures
The terrain textures tool is used to get
Various textures on the level place.


To the terrain textures tool via keyboard shortcuts to enable you Ctrl +3 press.
The terrain textures brush can be in diameter (Switch + scroll) free.
Terrain textures dialog:

(Press TAB to the dialog window for the Terrain tool textures single or hide)

The terrain textures tool dialog windows can be completely free of scale and position on
The screen free to choose.

Entities can textures on the Explorer can be selected. In
Textures Explorer can navigate as well as you would,
Windows Explorer is used. The textures are Topics
Areas can be sorted and also in the hierarchy "downward"
Nest (d.h. main folder> subfolder> ...> subfolder
> Texture).

Textures can also be directly in the workspace window
Select if you look at the present level. With
Right-click on already placed textures can be chosen
, Without that by the folder structure of the Texturen-
Explorer navigate.


(Note: The number and type of textures in the textures Explorer appears, differs
Depending on the selected climate. There will always be generic and specific to the
Selected climate matching textures times)

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4.5. Group Tool
The group's tool enables the simultaneous
Placing several entities and textures in a
Work step.


The group is a tool used by the various entities and textures of the settlers world
On the level exposure. This can be configured, whether entities AND textures
At the same time, or entities ONLY ONLY textures place.

To the group tool via keyboard shortcuts to enable you Ctrl +5 press.

Groups dialog box:

(Press TAB to the dialog window for the utility groups
Single or hide)

The group's dialog window can be fully and freely scale
The position on the screen freely.

Buttons:
Random scaling checkbox to activate entities with
Scaling a random place to
.
Place entities If the checkbox is enabled,
With the group-brush Entities
Placed
The slider slider determines the density
The entities in the area of the brush
Place Textur-Typ If the check box is activated,
With the group-brush textures
Placed


Groups can about the group Explorer can be selected. In groups Explorer can
Just navigate, as you would from Windows Explorer usual. The groups are
Thematic areas and can be sorted in the hierarchy "downstream" nest (d.h.
Main folder> subfolder> ... > Subfolder> Group> entities / textures).

The group can brush in diameter (Switch + scroll) and the entity-density
(Ctrl + Shift + scroll old or above the slider in the tool dialog window) free
.

(Note: The number and type of groups in groups Explorer appears, differs
Depending on the selected climate. There will always be generic and specific to the
Selected climate right groups)

Groups configuration:

Groups are freely configurable, and even changed by the user himself new idea.

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If you are in the group Explorer, right-click on item in the list
, Will open a context menu with the groups manage and
Edit.

Once paste selected, opens the generator groups:


To add a new group to begin, it must first be a group name can be entered and
"Add Group" to be confirmed. This group appears now in the group Explorer, and can be
With further subfolders or directly with textures and / or entities to be filled.

To add a group of textures, choose the desired group in the group Explorer
And to push the Einf?g-Taste or chooses via context menu select Paste.

From the list of the terrain texture generator groups choose the desired texture and
Confirming the selection by clicking on the "add texture." This is repeated until all
Desired textures in the corresponding folders in the Explorer group exists.

To add a group entities, choose the desired group in the group Explorer
And to push the Einf?g-Taste or chooses via context menu select Paste.

From the list of entities generator groups choose the desired entity and
Confirming the selection by clicking on the "add entity." This is repeated until all
Desired entities in the corresponding folders in the Explorer group exists.

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4.6. Templates tool
The tool allows templates with a
A single brushstroke complete Terrain-Typ to
Edit. The template includes both ground-level,
Terrain textures, 3D-Grass and entities and is the
The fastest tool for a full range of visual map
Details on.


The user can consist of a broad range of voreditierten
Select templates, which is used during development
.

To the template-tool via keyboard shortcut to activate
You must Ctrl +6 press.

(Note: The number and type of templates in templates
Explorer appears, is different depending on the selected
climate. There will always be generic and specific to the
Selected climate matching templates times)

Templates dialog box:

(Press TAB to the dialog window for the Templates
Tool single or hide)

The Template dialog window can be fully and freely scale
The position on the screen freely.

Templates can select the templates Explorer
.

The Template-brush can be in diameter (Switch +
Scroll) free.

Template types (on the example of a forest):

Underwood templates undergrowth with stones, shrubs and Grass
Border Village templates with low forest tree types and dense undergrowth
Core templates core forest with high and thick tree types and underbrush
Transition templates transition between different types of terrain (in this forest> grassland)


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4.7. Grass tool



Using the tool can grass meadows
Areas with 3D-Gras embellishment. The user
Can a large amount of various grass
Types, which is used during development
.


To the grass-tool via keyboard shortcuts to enable you Ctrl +7 press.

In order for the grass-editing details can be seen optimally, it is recommended to the grid
Activate (Ctrl + G). Grasses stand out very well against the colors of the grid.

Some grasses, shrubs and flowers are especially only at certain seasons.

(Note: The number and type of grasses in the grasses tool displayed differ
Depending on the selected climate. There will always be generic and specific to the
Selected climate suitable grasses times)

Grass dialog:

(Press TAB to the dialog window for the grass tool einoder
Hide)

The position of the grass - dialog window can be freely on the
Select screen.


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Buttons:

Type from the drop-down list can be the desired Gras-Typ.
Density of the slider is the density of the grasses placed recruit
Color By clicking on the Color button opens a color palette from which you

A desired color. With this color is now available
Colorizing grasses and so on to the individual situation adapt.


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4.8. Water texture
The water texture tool, the user
Select from many different water types, which are characterized by
Color, type of shore waves and the state "freeze" or "freezes
Not a "distinguished.


To the water textures tool via keyboard shortcuts to enable you Ctrl +8 press.
The water -Texturen-Pinsel can in diameter (Switch + scroll) free.


Water textures dialog:

(Press TAB to the dialog window for the
Water textures single or tool
Hide)

The water -Texturen-Werkzeug-Dialog-Fenster
It is completely free to scale and position on
The screen free to choose.

Water -Texturen can on the water
Textures Explorer can be selected.

In addition, you can also water-Textures
Working directly in the window if they
Sometimes at the present level. With
Right-click on already water-Placed
Textures can be selected without having to make on the water textures Explorer
Navigate.

If you water with active textures tool enabled the grid (Ctrl + G) is a special
Water-grid textures displayed by the man placed directly the water textures see
(Color-coded).


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4.9. Water level
With the water level tool can be
The amount of each water surface infinitely raise or
Reduce


To the water-height tool via keyboard shortcuts to enable you CTRL +9 press.
The water-height brush can be in diameter (Switch + scroll) free.
Water level dialogue window:

(Press TAB to the dialog window for the water level tool single or hide)
The position of the water-height dialogue window can be translated to the screen.

Button:
By filling activate the "filling" function is
Water as a "watering" in Terrain-
Wells filled. If "filling" disabled
, The entire surface of a water -
Water-related type (texture)
Offense.

4.10. Water vectors
With the water vector tool can be explained by
Clicking on the desired surface water and pulling the
The flow direction vectors of selected surface water
Very detailed.


This tool has no tool dialog.

To the water-vector tool via keyboard shortcuts to enable you Ctrl +0 press.

Once active tool clicks on a water surface, it looks "white" Wasser-Vektoren-
Lines. It is important to note that this is only a graphical display, and this "white" only vectors
Indirectly, the "green" water-control vectors influence. This must be
Far less to the editing
Desired effect.

To create a "green" control
Vector to generate enough on it
The water surface to click and
While holding the left mouse button in
The desired direction
. One can see immediately how
The "white" water vectors
This "green" line position.


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A control vector consists of an anchor point (as a cross visualized), and an unlimited long
At the end, in the desired flow.
To an already placed Water-control vector to Delete it goes with the cursor On the anchor point to go. Once the cursor over the "Green" water-control vector
, Rubs his red and can
With the right mouse button
Clicked, the
Control water to vector
Delete.


These water-vectors can be used to detail the flow of water to the surface
Terrain adapt and completely different effects.


4.11. Roads
With the road-tool paths can be and
Roads in the game as easy voreditieren.

To the road-tool via keyboard shortcut to activate


You must Ctrl + F1 key.

To place a road to it is absolutely necessary for the goal-matching territory
Haupt-Spieler-ID in the toolbar.

Roads dialog:

(Press TAB to the dialog window for the road-Tool
Single or hide)


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The position of road tool dialog window can be translated to the screen.

Buttons:
This road (analogous to the game) between trail and road distinction
Player ID 0 Using If this checkbox, you can also neutral paths and
Streets with a neutral player ID place. This makes for example,
Sinn in territories that have no owner, but already by the
Streets.
4.12. Walls


With the wall-tool can be fences,
Monastery walls, palisades and stone walls as well
In the game easy voreditieren.

The orientation of the wall elements can be before
Place touch of a button (Shift-key) reversed.


To Wall tool via keyboard shortcuts to enable you Ctrl + F2.

To place a wall to be, it is absolutely necessary for the goal-matching territory
Haupt-Spieler-ID in the toolbar.

(Note: The number and type of walls in the wall tool will be displayed differ
Depending on the selected climate. There will always be generic and specific to the
Selected climate matching walls times)

Walls dialog:

(Press TAB to the dialog window for the wall-Tool
Single or hide)

The position of the wall tool dialog window can be freely
On the screen

The desired Mauern-Typ is in the walls dialogue
Window.

Wall Towers dock at other towers and wall-to wall
Toren.

4.13. Wall Goals
When the Berlin Wall gates can be a tool for Goals
Fences, palisades and stone walls, as well as in the game
Easy voreditieren.

The orientation of Torelemente can be infinitely adjusted
(Switch + scroll).


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To the Wall gates tool by keyboard shortcuts to enable you Ctrl + F3 key.

To Mauertor place to be, it is absolutely necessary for the goal-matching territory
Haupt-Spieler-ID in the toolbar.

(Note: The number and type of wall goals in the Wall gates tool display,
Differ depending on the selected climate. There will always be generic and specific
The selected climate matching Wall Goals times)

Wall goals dialog:

(Press TAB to the dialog window for the Mauertore-
Tool single or hide)

The position of the wall gates tool dialog window can be
Available on the screen


The desired Mauertore-Typ can be wall goals in the dialog box.
Mauertor-T?rme dock to-wall towers.

4.14. Territories
With the territories tool can be Territories
Working directly in the field aufmalen and on a Werkzeug-Dialog-
Windows can details like name, ID players, price and color
.


To the territories tool via keyboard shortcuts to enable you Ctrl + F4 key.
The territories brush can be in diameter (Switch + scroll) free.
Territories dialog:


(Press TAB to the dialog window for the utility territories single or hide)
The territories -Werkzeug-Dialog-Fenster can be completely free of scale and position on the


Screen freely choose.
Buttons:
(Territory) ID Internal ID, can not be adjusted, is determined by the order
Editing. Script functions can be on this territory ID
Access.
Player ID Determines which "owner" the appropriate territory belongs
You can name a name for each type territory, including in the so -
Game emerges
Price From a drop-down list can be selected, a price that happens when
Oral use of this territory to be paid

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Here, color, a color can be selected. This color is the same color,
You see, if the size of the territory in the work area
Aufmalt.
Footprint size of the territory

To them a new territory has to be a right-click the Territorien-WerkzeugDialog-
Windows. This will open the context menu, and you can select the menu item
"New" is a new line for a new territory to create:


This step is repeated until now we all desired territories in Territorien-WerkzeugDialog-
With all settings window has entered:


Once territories in Territorien-Werkzeug-Dialog-
Windows are available, you can
Corresponding territory by clicking in
The list and then in
Working with the brush directly territories
On the ground aufmalen, this helps the
Color coding of Territorien-Rasters.

Territories boundary stones are automatically
Set and updated.

One can also directly in the territories
Working window if they ever
At the present level. With a right-click on already placed territories can be so


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Selected without that one through the list of territories tool dialog window
Navigate.

In the end, the entire surface of the levels of territory filled. It is important to make sure
The transitions from territories are drawn very clean, because otherwise the stains
Fog of war, which is not uncover.


(Note: Territories ID 0 is a special type territories, which is not within the map
May be, and not just for the walk-edge area of the levels used. Territories ID 0
Never has an owner and is responsible for any kind of movement and the building block.)

4.15. Kopiervorlage-Werkzeug
By Kopiervorlage-Werkzeug can already existing
Levels areas of a copy, store and at any place
Paste.


It can be, depending on the wish of all or only individual elements (textures, heights,
Entities, grass).

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To Kopiervorlage-Werkzeug via keyboard shortcuts to enable you Ctrl + F5 key.

To enter an incorporated, attracts and hold the left mouse button on a rectangle to the
The area inside the marker in the copy. This marker
Represents the size of the recorded area. The area recorded the map can
Everywhere on the same level again paste (it navigates the marked area to the
Pressed desired location and the right mouse button) or alternatively save for other purposes.

You can also map the entire store as a template.

It is possible, of course, a collection of copy together, they always order
Again use.

Copy dialog:

(Press TAB to the dialog window for the Kopiervorlage-Werkzeug single or hide)
The position of Kopiervorlage-Werkzeug-Dialog-Fensters can

On the screen freely.
Buttons:
Textures override textures will make
Overwrite
High Level override terrain elevation is the paste
Overwrite
Objects override entities will make
Overwrite
Grass override grasses will make
Overwrite
The additive heights of recorded
Area are on the
Added existing heights
AdditivEx The heights of recorded
Area are maintained and
The average height of the -
Existing terrain inserted.
The Normal highs in the same area remain
The rotation will be added to the appropriate angle
Shot inserted
Submission open about this button you can open the dialogue start
Save Template About this button can save the dialogue start
Map as a template stored on the button you can open dialogue for a whole
map Start
In presenting the map is inserted on the button you can save for a dialogue
Whole map launch

Table of contents Section 1 Section 2 Section 3 Section 4 Section 5 Advanced Addon Pages Forum