embryodead
Caliph
Using a simple hex editor it is possible to edit stuff that is normally unavailable in the standard C3C editor. 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.
Warning: whatever you do, always backup your files. It's very easy to make the BIQ unreadable with a small mistake.
Tools needed
First, install a hex editor, such as HexCmp. Then, download my HexPak.zip.
Enabling new LM Terrain
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). However, inside the HexPak.zip, I've included Landmarks.biq that has all the new LM Terrain added already. You can edit their stats in the editor like any other terrain.
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).
New LM Terrain and the editor
While you can change the new terrains' stats easily, the C3C editor will not properly place these tiles on the map. Also, it will get confused with the old LM tiles, so that they get shifted. Fear not, it's just an inconvenience, e.g. to place the usual LM Forest, I have to select LM Hills... etc.
Now, in order to place the new LM Terrain on the map, first place the base terrain in the C3C editor, e.g. Tundra or Pine Forest. Then, open your BIQ file in the hex editor yourself. Also, open one of the calc sheets provided in the HexPak.zip (one is for Microsoft Excel, another for OpenOffice). The files are based on Shay Yates Roberts' great excel stylesheet
and make the editing much easier/faster. Follow the instructions inside the calc sheets.
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:
All 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:
...and change the two-digit number from 00 to 20.
Graphics
For some of these new Terrains you can have new graphics. These are all located in the Art/Terrain as usual.
LM Tundra uses LXTGC.pcx
LM Coast uses numerous PCXs... basically all L*.pcx that have coast in it
LM Ocean uses LWCSO.pcx and LWOOO.pcx
LM Pine Forest uses 5th and 6th rows of LMForests.pcx
LM Jungle, Marsh and Volcano use their base graphics and cannot be changed
The Result
More terrain! Some quick ideas:
- Real tundra vs. Glacial terrain - like on the screenshot below
- Named LM Volcano with different stats e.g. Vesuvius or Mount Doom
- LM Ocean with lower movement cost (winds,currents)
- LM Coast with higher movement cost (reefs, shoals) - over it you can place a resource, e.g. rocks, since it works better than editing the terrain PCXs
- LM Pine Forest - adds variety to the terrain
Here is a screenshot showing Tundra vs. 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. It also shows Jungle-on-plains, which will be explained in another tutorial, though you can figure it out from the calc sheet already.
Credits:
AlanH, darndt, Gramphos, KingJoshi, MagForceSeven, Mercator, Nero Would, pdescobar, Tventano - for BIQ file format reference
Shay Yates Roberts - for the Deepwater Harbours idea in the Age of Piracy scenario and the original XLS spreadsheet
Warning: whatever you do, always backup your files. It's very easy to make the BIQ unreadable with a small mistake.
Tools needed
First, install a hex editor, such as HexCmp. Then, download my HexPak.zip.
Enabling new LM Terrain
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). However, inside the HexPak.zip, I've included Landmarks.biq that has all the new LM Terrain added already. You can edit their stats in the editor like any other terrain.

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).
New LM Terrain and the editor
While you can change the new terrains' stats easily, the C3C editor will not properly place these tiles on the map. Also, it will get confused with the old LM tiles, so that they get shifted. Fear not, it's just an inconvenience, e.g. to place the usual LM Forest, I have to select LM Hills... etc.
Now, in order to place the new LM Terrain on the map, first place the base terrain in the C3C editor, e.g. Tundra or Pine Forest. Then, open your BIQ file in the hex editor yourself. Also, open one of the calc sheets provided in the HexPak.zip (one is for Microsoft Excel, another for OpenOffice). The files are based on Shay Yates Roberts' great excel stylesheet

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:

All 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:

...and change the two-digit number from 00 to 20.

Graphics
For some of these new Terrains you can have new graphics. These are all located in the Art/Terrain as usual.
LM Tundra uses LXTGC.pcx
LM Coast uses numerous PCXs... basically all L*.pcx that have coast in it
LM Ocean uses LWCSO.pcx and LWOOO.pcx
LM Pine Forest uses 5th and 6th rows of LMForests.pcx
LM Jungle, Marsh and Volcano use their base graphics and cannot be changed
The Result
More terrain! Some quick ideas:
- Real tundra vs. Glacial terrain - like on the screenshot below
- Named LM Volcano with different stats e.g. Vesuvius or Mount Doom
- LM Ocean with lower movement cost (winds,currents)
- LM Coast with higher movement cost (reefs, shoals) - over it you can place a resource, e.g. rocks, since it works better than editing the terrain PCXs
- LM Pine Forest - adds variety to the terrain
Here is a screenshot showing Tundra vs. 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. It also shows Jungle-on-plains, which will be explained in another tutorial, though you can figure it out from the calc sheet already.

Credits:
AlanH, darndt, Gramphos, KingJoshi, MagForceSeven, Mercator, Nero Would, pdescobar, Tventano - for BIQ file format reference
Shay Yates Roberts - for the Deepwater Harbours idea in the Age of Piracy scenario and the original XLS spreadsheet