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 Post subject: Map editor?
PostPosted: Dec 10 2013 
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Colonel

Joined: Jun 25 2008
Posts: 262
Location: United States
Ok, so I can't find the map editor in any of the games after sr2010. Is it gone or am I just an idiot? If it is gone is there a plan to make one for SR1936?

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 Post subject: Re: Map editor?
PostPosted: Dec 10 2013 
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Joined: Jun 04 2002
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Location: BattleGoat Studios
There hasn't been one since SR2010. No plans announced yet regarding Mapeditors.

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 Post subject: Re: Map editor?
PostPosted: Dec 10 2013 
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General

Joined: Dec 11 2008
Posts: 3601
Location: Turunmaa/Turunseutu, Suomi
Would be nice to be able to edit the terrain and loyality layers :wink:

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 Post subject: Re: Map editor?
PostPosted: Dec 11 2013 
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Colonel

Joined: Jun 25 2008
Posts: 262
Location: United States
Hullu Hevonen wrote:
Would be nice to be able to edit the terrain and loyality layers :wink:

Hence why SR2010 still holds a special place in my heart :)

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 Post subject: Re: Map editor?
PostPosted: Dec 16 2017 
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Captain

Joined: Dec 29 2013
Posts: 139
Human: Yes
Location: Lahore, Pakistan
Balthagor wrote:
There hasn't been one since SR2010. No plans announced yet regarding Mapeditors.


Hey Balth, now that SR Ultimate has a map editor, how about helping out the SRCW players with a similar tool?


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 Post subject: Re: Map editor?
PostPosted: Dec 16 2017 
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Supreme Ruler
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Joined: Jun 04 2002
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Just to clarify, there is no official map editor released at this time. A user has found our development build attached to the game. We're still working on a map editor which would be for SRU and SRGW.

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 Post subject: Re: Map editor?
PostPosted: Dec 16 2017 
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Captain

Joined: Dec 29 2013
Posts: 139
Human: Yes
Location: Lahore, Pakistan
Balthagor wrote:
Just to clarify, there is no official map editor released at this time. A user has found our development build attached to the game. We're still working on a map editor which would be for SRU and SRGW.


Pity, I was hoping there would be one of SRCW in the works too :-(

[_]OT One more question, I've read that SRU has a new game engine. Could you give a few examples how this will effect gameplay when compared with earlier iterations of SR?


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 Post subject: Re: Map editor?
PostPosted: Dec 17 2017 
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Location: BattleGoat Studios
That new game engine was introduced about 3 years ago. I don't remember all the differences. New features would be listed on the Steam store page.

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 Post subject: Re: Map editor?
PostPosted: Dec 20 2017 
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Captain

Joined: Dec 29 2013
Posts: 139
Human: Yes
Location: Lahore, Pakistan
Balthagor wrote:
That new game engine was introduced about 3 years ago. I don't remember all the differences. New features would be listed on the Steam store page.


Is the developer build of the map editor still accessible and usable? I'm asking because I might think of buying ultimate on steam sale if that is the case.


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 Post subject: Re: Map editor?
PostPosted: Dec 20 2017 
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Major

Joined: Aug 10 2017
Posts: 181
Human: Yes
Todays (20.DEZ.2017) SRU Version 9.1.38 has still a working integrated Mapeditor.

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 Post subject: Re: Map editor?
PostPosted: Dec 21 2017 
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Captain

Joined: Dec 29 2013
Posts: 139
Human: Yes
Location: Lahore, Pakistan
EVILDARI wrote:
Todays (20.DEZ.2017) SRU Version 9.1.38 has still a working integrated Mapeditor.


Thanks! Bought it on sale.


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 Post subject: Re: Map editor?
PostPosted: Jan 29 2018 
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Major

Joined: Sep 21 2008
Posts: 195
Location: Querétaro
Could we have a road remover?
:D


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 Post subject: Re: Map editor?
PostPosted: Jan 29 2018 
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Captain

Joined: Dec 29 2013
Posts: 139
Human: Yes
Location: Lahore, Pakistan
oberkommando wrote:
Could we have a road remover?
:D


Yes, will be very handy


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 Post subject: Re: Map editor?
PostPosted: Jan 30 2018 
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Major

Joined: Aug 10 2017
Posts: 181
Human: Yes
in the SRGW executable there was (dont have it installed anymore - cant verify current status) an option to remove all roads from the world with one click.
in the SRU executable it is not included.
I rather wish for a remove all rails button - was quit the chore to remove all rails for my mars mod - and i still found a few KM of rails in my playtests.

Now i wonder if that same single-hex transportation remover UI-function could be ported to the game...

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