![]() The Himalayan range may be 10 or more tiles thick at certain points. ![]() In this specific case I'll eventually be making a Huge map focusing on the Indian subcontinent. Shay Yates Roberts - for the Deepwater Harbours idea in the Age of Piracy scenario and the original XLS spreadsheetĬlick to expand.I think any info that's not too hard for you to track down would be useful, since it would still be up to us to develop the actual mods and graphics. It also shows Jungle-on-plains, which will be explained in another tutorial, though you can figure it out from the calc sheet already.ĪlanH, darndt, Gramphos, KingJoshi, MagForceSeven, Mercator, Nero Would, pdescobar, Tventano - for BIQ file format reference LM Tundra with new graphics Jungle, Marsh and Volcano with LM marks, LM Pine Forest with Sn00py's forest-marsh graphics contrasted with Palm-Trees-LM-Forest at the bottom. LM Pine Forest - adds variety to the terrain rocks, since it works better than editing the terrain PCXs LM Coast with higher movement cost (reefs, shoals) - over it you can place a resource, e.g. LM Ocean with lower movement cost (winds,currents) Named LM Volcano with different stats e.g. Glacial terrain - like on the screenshot below LM Jungle, Marsh and Volcano use their base graphics and cannot be changed LM Pine Forest uses 5th and 6th rows of LMForests.pcx basically all L*.pcx that have coast in it These are all located in the Art/Terrain as usual. and change the two-digit number from 00 to 20.įor some of these new Terrains you can have new graphics. Just to reiterate what is explained there: for each tile, after you entered all the red data, read the "Landmark offset" (=file position) to edit in the hex editor:Īll you have to do now is use the Jump to Offset function (CTRL+G in HexCmp) to jump to "Landmark offset" you've read in the calc sheet: Follow the instructions inside the calc sheets. The files are based on Shay Yates Roberts' great excel stylesheet and make the editing much easier/faster. Also, open one of the calc sheets provided in the HexPak.zip (one is for Microsoft Excel, another for OpenOffice). Then, open your BIQ file in the hex editor yourself. Now, in order to place the new LM Terrain on the map, first place the base terrain in the C3C editor, e.g. to place the usual LM Forest, I have to select LM Hills. Fear not, it's just an inconvenience, e.g. Also, it will get confused with the old LM tiles, so that they get shifted. While you can change the new terrains' stats easily, the C3C editor will not properly place these tiles on the map. Note that in order to include this in your own scenario, you can import this part of the ruleset into another BIQ (File->Import->Rules->Terrain). You can edit their stats in the editor like any other terrain. However, inside the HexPak.zip, I've included Landmarks.biq that has all the new LM Terrain added already. If you're into hex editing, you can do it yourself by changing the "Landmark enabled" byte from 00 to 10 for each terrain (see BIQ reference link at the bottom of the post). It's very easy to make the BIQ unreadable with a small mistake.įirst, install a hex editor, such as HexCmp. Warning: whatever you do, always backup your files. This tutorial explains how to add new Landmark Terrain (LM Pine Forest, LM Tundra, LM Flood Plain, LM Jungle, LM Marsh, LM Volcano, LM Coast and LM Ocean) to your maps. Using a simple hex editor it is possible to edit stuff that is normally unavailable in the standard C3C editor.
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