View Full Version : Existing Map without Scenario


mrbisonm
Aug 07, 2008, 05:06 PM
Probably not the right place to bring this up, but somehow it is a customization. I have been trying almost up to mental exhaustion (lol....so to speak) to import an existing map and redo the scenario.

Here is what I would like to do. Take the existing *Rise of Rome* map and create a simple play map......Darn, I cannot figure out how to get rid of the original scenario and only keep the map.
All I would like is to keep the map only (no roads, no civs etc) and no senario. Is there a way to do this or do I have to create an Europemap of my own?

Thanks for answering, much appreciated.


mrbisonm ;)

BadKharma
Aug 07, 2008, 05:59 PM
Load the map, then use Rules / restore default rules. As far as anything preplaced like cities and roads you will need to manually delete them.

Ozymandias
Aug 07, 2008, 06:02 PM
Easy :) In the C3C editor, under "File" select "Import". After the warning message you'll get a checkbox list of items which can be imported; choose what you want; then it'll prompt you for which scenario you wish to import from.

Best,

Oz

EDIT :lol: Sometimes BadKharma and I trip over each other trying to help people. :)

-O.

BadKharma
Aug 07, 2008, 06:05 PM
Yes that works also but you still get the roads and irrigation, barb camps etc although it does eliminate the cities.

Weasel Op
Aug 07, 2008, 11:14 PM
After clearing an entire map of irrigation and roads by hand I realized that it can be done easily by setting the irrigation/mine/road bonus for all terrains to 0, then back to the original values. When set to 0 for a given terrain, the editor realizes that the improvement cannot exist on that terrain type and clears all instances of it from the map. I assume it would do the same for the "allow X" checkboxes.

mrbisonm
Aug 08, 2008, 01:16 AM
Hey thanks folks, for all the useful info, it worked fine and I got rid of most of it, now I only have a few things left, like roads and irrigations/mines. Much appreciated and probably even a headache saved....lol

Btw, did anyone of you ever won a game with that the *Rise of Rome* scenario in Regent or higher? Geez, I have tried for years (not kidding) and never was able to conquer these hardskinned roman legionaries with no matter what civs I choosed, there's just not enough time to play (turns) to gather enough soldiers to eliminate them all.
I once had 72 soldiers (archers and swordmen) lost on a roman city (Neapolis) with only 4freaking legionaries in it......Darn!

Thanks again for the quick help. Now I only wonder why I didn't ask this here before.

Greeeetz,
mrbisonm ;)

kulade
Aug 08, 2008, 05:06 AM
If you want to win the game, knock over smaller nations, not Rome. It's not necessary to beat Rome, but if you really want to, take Heavy Cavalry or Elephants, not puny Archers.

mrbisonm
Aug 08, 2008, 01:23 PM
nah....I tried that too and it didn't work out for me. Even for Haevy Cavalry the legionaries are nightmares. The Elephants are a little better, but you need a *ton* of them and then to produce that it takes a lot of money and turns, which usually are insufficient.
Yeah, maybe I will try to beat all the smaller nations........poor guys.....lol

Thanks again for the help.

mrbisonm

kulade
Aug 08, 2008, 02:09 PM
Well if you're having trouble, just make sure you go for them as soon as possible and get as many other nations as you can to go with you.

You may want to take a few catapults; the Roman cities all have walls, now that I remember.

mrbisonm
Aug 08, 2008, 04:41 PM
Right, they all have walls. Thanks for the tips. I just wonder what it would play like in Deity or Sid.....lol.


mrbisonm

mrbisonm
Aug 08, 2008, 11:09 PM
After clearing an entire map of irrigation and roads by hand I realized that it can be done easily by setting the irrigation/mine/road bonus for all terrains to 0, then back to the original values. When set to 0 for a given terrain, the editor realizes that the improvement cannot exist on that terrain type and clears all instances of it from the map. I assume it would do the same for the "allow X" checkboxes.

Well, I did finish my map and started playing on it for the first time tonight. I replaced all the civs to the right places, deleted some and added some different ones, I also worked the terrain a little here and there, all to my liking. When I played, all the roads, irrigations and even one settler and a worker of each previous civilizations were still there, scattered all over the map.....hm.....When I worked the map, after import, I did not see any of that, so I thought it would be completely clear, but it ain't.

Now, I cannot seem the *setting the irrigation/mine/road bonus for all terrains to 0* that Weasel Op was talking about above. Where is that and how do I do it?

Thanks ion advance for helping me getting this straight.

mrbisonm


Edit: sorry for doubleposting, I just realized that there was an edit button......

kulade
Aug 09, 2008, 05:08 AM
Open up the rule editor and go to the terrain tab. Find the mini-section that says "terraform bonuses" and change them all to zero for all terrain types. Then close the rule editor and all roads, mines and irrigation should be gone, then reopen and set them back to normal values, or import terrain properties from conquest.biq.

mrbisonm
Aug 10, 2008, 09:48 PM
Ok, thanks for the detailed explanation, kulade, but it didn't work. I can't find the the mini-section that says "terraform bonuses" under the terra tab. Thanks

http://img231.imageshack.us/img231/4669/terraep7.jpg



mrbisonm

Taras Bulba
Aug 10, 2008, 10:14 PM
http://i69.photobucket.com/albums/i70/BoboBilly/helpinhand.jpg


did that help?

mrbisonm
Aug 11, 2008, 03:39 PM
lol.........

May I go hide now and feel like a firstclass heel?



Thanks

mrbisonm:blush: