GC2 Editor

Map, Scenario & Campaign

Ok, just wanted to post something about this. I've been working on a Map, Scenario & Campaign editor for GalCiv2. I've managed to finish up the map and scenario editor so far. I haven't gotten into pulling the campaign details together to finish off that part of the program; but it will be in the future releases. I see this eventually becoming a full-blown mod manager/editor but lets not celebrate until we get there!

Also I'm hoping this will nudge the GalCiv2 people into giving me some more details on their XML formats, constant values for the XML (i.e. relation flags, event details for the scenario files, etc).

Basicly just wondering if this is something people would be interested in; if not I'm fine keeping it as my own personal GalCiv2 editor; but I do so like to share! How do you guys feel about this?

Here are some screen shots, keep in mind the scenario editior is still lacking features:





27,161 views 48 replies
Reply #1 Top
looks awesome. The only thing i'm looking for is the ability to upgrade a planets' PQ from 0 to 10+. If you can make that happen, i'm all for it.
Reply #2 Top
Yes the map editor will allow you to specify the PQ of any planets you add to maps you've created or are editing.


I do want to add an editor for the 'CustomPlanets.xml' file which controls the starsystems used in the randomly generated maps. 'CustomPlanets' only effects the "home" starsystem of a race too. I haven't found anything that looks like it controls the random map generation parameters; my guess is all of that is in the program itself (i.e. the .EXE).
Reply #3 Top
Wow! Awsome!! Maby if you do a good enough job, you can get the Stardock people to use it! But yeah, if your willing to share please do, this looks awsome! Good work!
Reply #4 Top
I was thinking of doing something along the same lines (although probably would of never found the time).. My one thought is that "Does the Stardock team already have something along these lines?" Chances are they didn't write all the XML files by hand.

Of course the second question is that if they do have something, would they let us use it?

Otherwise, looking good.
Reply #6 Top
What are you using to develop this tool ? C/C++ , .NET ?
Reply #7 Top
oooooooh, nice /drools
Didn';t stardock do this for Altarian prophecy? And where could I get my hands on this? I have some good ideas for custom scenario...
Reply #8 Top
make sure it loads csv files some of us have preexisting coordinate data and names we'd like to use
Reply #9 Top
My one thought is that "Does the Stardock team already have something along these lines?" Chances are they didn't write all the XML files by hand.

I'm sure they have something (unless they mapped it out on graph paper by hand hahaha). I'm guess from what I've read on the forums so far that they excluded that for the same reason they excluded the multiplayer (not to bring up a touchy subject). If they wanted to not spend the time to write a production quality editor so they could focus more on the game that is fine with me. That's what people like me are for! I gotta have something to do with my time right?

oooooooh, nice /drools

thanks

Didn';t stardock do this for Altarian prophecy? And where could I get my hands on this? I have some good ideas for custom scenario...

Not sure about Altarian prophecy, I don't remember seeing one. I'll release it later today or tommorrow; just have somethings to tidy up and have to put the installer together. The campaign part is un-implemented as of yet, but the map editing is 100% and the scenario editing is say 90% done.

What are you using to develop this tool ?

I wrote this one using Delphi (I'm old school pascal, started on the apple ][e) I prefer C; I like having the ability to do more complex stuff (i.e. real pointers, manipulating low level stuff manually, crypto, etc.) so I have yet to get into .NET and MFC/Visual C++. Thus I use Delphi, cause it lets me throw windows apps together fast, no writing WinProc's and it compiles to pure Win32 code without natively needing support dll's. And if your not doing anything complex then it works like a charm.
Reply #10 Top
make sure it loads csv files some of us have preexisting coordinate data and names we'd like to use

Is there a particular format for these .csv files "some of us" have?

Reply #11 Top
This looks really cool, I would be very interested in getting a copy when it's ready

Cheers
Guy
Reply #12 Top
CSV stands for 'comma seperated values'

right now I have a list of

Reply #13 Top
CSV stands for 'comma seperated values'

Is that really what CSV means?

When I said format I was refering to the columns, i.e. is there a specific format that "some of us", as you refered to them, uses. For example:
PlanetName,PlanetQuality,Size,Moon,Ring,etc

In other words, do people trade CSV's around with Planet data in it (I know I don't and wouldn't) and do they expect it to be in a certain format or is this just something you did for yourself and no one else has CSV's with planet data in it?
Reply #15 Top
Would love to get my hands on it as well.
Reply #16 Top
What I'd like is for the game to use a map I'd make (with proper star names & placement) and randomly generate the planets for those pre-set star locations. Is that even possible ?


G.
Reply #17 Top
Exzachly, good work!

I noticed in the campaign scenarios they placed extra ships. Are you planning to include something like that eventually? Also, do you know if it's possible to include non-core ships in the scenario?

Can you edit starting techs?

Is it possible to pre-place structures on planets? (From what I saw poking around, it looked like no...)
Reply #18 Top
I noticed in the campaign scenarios they placed extra ships. Are you planning to include something like that eventually? Also, do you know if it's possible to include non-core ships in the scenario?

Yes you can place: Stars, Planets, Ships & Resources on the maps. The only way to place non-core ships (as far as I know) would be to add them to the GC2Ships.xml file; I have no idea if this will affect GalCiv2 in a bad way thou.

As of now you can't edit the starting techs; I'm coding that up ATM.

There is no way to pre-place structures on a planet unless there are some undocumented XML nodes (Stardock doesn't have anything like that in their maps files).

What I'd like is for the game to use a map I'd make (with proper star names & placement) and randomly generate the planets for those pre-set star locations. Is that even possible ?

I don't think the game will do that; but I can make the map editor do it; thou once generate all the stars and planets would be static from game to game.

Now there's a good idea; add an option to the
Reply #19 Top
heh stupid post ate my words, what I have is a list of X Y coordinates and planet names along with other stats from a completely different source, pretty much I just want to be able to import those, like I said since it's excel I can muck around with which order or which values, but importing it should be cake compared to parsing the xml
Reply #21 Top
Awesome. *cheer* Good luck on its development, can't wait to install and use
Reply #22 Top
Looks very cool! I hope it works out well, and that we might get a release soon. This would be VERY popular, I can assure you.
Reply #23 Top
You got my support on this project. I would love to see a full blown editor. Maybe you can even open up a paypal account where we can donate something for your hard work. For sure if I use it, i'll donate something.
Reply #25 Top
Sorry guys, my cable modem had been down since Monday night. Comcast just left and I'm back online now. I'm just finishing up some minor things with the program. I plan to release it later tonight (hopefully within the next 12 hours). I'll post an update on here either way.

Also just wanted to say thanks to every so far! I really appreciate the positive feedback on this.