Map Editor works !
Moderators: Balthagor, BattleGoat
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- Brigadier Gen.
- Posts: 629
- Joined: Aug 10 2017
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Re: Map Editor works !
you may try a bridge without model, and add a small supply % to it
or just park a tanker nearby (doubt the AI will manage that - but maybe it sends some supply aircraft to "lost" units)
or just park a tanker nearby (doubt the AI will manage that - but maybe it sends some supply aircraft to "lost" units)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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- Major
- Posts: 162
- Joined: Dec 29 2013
- Human: Yes
- Location: Lahore, Pakistan
Re: Map Editor works !
How do I add roads?
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- Brigadier Gen.
- Posts: 629
- Joined: Aug 10 2017
- Human: Yes
Re: Map Editor works !
i think i already wrote that several times: look in the buildings list under "road" and play around with all the options there
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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- Major
- Posts: 162
- Joined: Dec 29 2013
- Human: Yes
- Location: Lahore, Pakistan
Re: Map Editor works !
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- Lieutenant
- Posts: 60
- Joined: Jun 08 2018
- Human: Yes
Re: Map Editor works !
Adding supply to bridge type structures seems either not to work or prevents the vehicles from traversing them. However GOT the supply to work by adding a "Sea complex" similar to the Oceanic Complex and have been able to string shipping lanes across the vast oceans. The ocean are all supplied up far more than expected-100%. No more supply stranded ANYTHING in the water.
The AI DOES use the shipping lanes, Apart from that not gained anything since the tanks barge right in, the artillery waits for a safe path to traverse(if by themselves near an enemy port) and the infantry take a VERY long time to arrive. The US getting into the war in the Pacific or Europe is no better than before. They follow the shipping lane into the Mediterranean all the way to Israel but because the Italians tend to be so strong throughout, they are sausage into the meatgrinder. Prior, they usually set up a beachhead in a west North African country and stall because of supply issues.
The Merchant Marine is superior because they move at the same speed and need to be either amphibious or have more pre-placed docking areas. What might be better is continuing to add docks to some of the problem areas and use ferries to string nearby islands together. The sea complex to supply up the oceans, I have to think about that (BTW it does not affect land). The map editor makes this process much more simple.
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- General
- Posts: 131
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Re: Map Editor works !
We are currently trying to get the Map Editor to appear under the tools section in Steam.
However, for the time being you can launch it by creating a shortcut of the .exe, right clicking then hitting properties, under the shortcut tab add -mapedit to the end of the target field. This will allow you to launch the map editor. I recommend using Supreme Ruler Ultimate for it, as we haven't pushed the update yet to SRGW with the updated map editor. (That will happen very soon)
We also have added documention on our Gamepedia on how to use the MapEditor: https://supremeruler.gamepedia.com/Map_editor
Enjoy!
However, for the time being you can launch it by creating a shortcut of the .exe, right clicking then hitting properties, under the shortcut tab add -mapedit to the end of the target field. This will allow you to launch the map editor. I recommend using Supreme Ruler Ultimate for it, as we haven't pushed the update yet to SRGW with the updated map editor. (That will happen very soon)
We also have added documention on our Gamepedia on how to use the MapEditor: https://supremeruler.gamepedia.com/Map_editor
Enjoy!
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- Brigadier Gen.
- Posts: 629
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Re: Map Editor works !
Very nice - but what does "Map Level" really do ?Buzzbrad wrote: ↑Aug 03 2018 We also have added documention on our Gamepedia on how to use the MapEditor: https://supremeruler.gamepedia.com/Map_editor
Enjoy!
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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- General
- Posts: 131
- Joined: Oct 17 2013
- Human: Yes
Re: Map Editor works !
A feature left over from SR2010 that is currently unused.evildari wrote: ↑Aug 03 2018Very nice - but what does "Map Level" really do ?Buzzbrad wrote: ↑Aug 03 2018 We also have added documention on our Gamepedia on how to use the MapEditor: https://supremeruler.gamepedia.com/Map_editor
Enjoy!
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- Brigadier Gen.
- Posts: 629
- Joined: Aug 10 2017
- Human: Yes
Re: Map Editor works !
Would you consider : that it be used to select the default terrain of a new empty map / extended map, based on the .terx file used in the scenario the editor loads ?Buzzbrad wrote: ↑Aug 03 2018A feature left over from SR2010 that is currently unused.evildari wrote: ↑Aug 03 2018Very nice - but what does "Map Level" really do ?Buzzbrad wrote: ↑Aug 03 2018 We also have added documention on our Gamepedia on how to use the MapEditor: https://supremeruler.gamepedia.com/Map_editor
Enjoy!
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)