Star Trek: Armada II - Map Making FAQ


Version 1.00

21st November 2001 

By Matthew "theNord" Nordhaus - With help from Ian Davis, Steve Nadeau, Mike Ryan, The Dominion, ChessMess, and everyone who has made maps for Star Trek: Armada.

Version 1.01

2nd April 2002 

By Rassilon - Added additional information on pathing and Width/Height map feature limitations. Also additional update on HTML coding.

Version 1.02

14th June 2002 

By Trickster - Added images.


Table of Contents:

Enabling the Editor:

Explore your Star Trek: Armada II CD and under D:\Setup\Editor you will see the following files:

ATVI
Map Editor Instructions.doc
Map Editor License.rtf

unsupportedextension_mapedit

To enable the editor place unsupportedextension_mapedit & ATVI in the same directory as your Armada2.exe The default directory for Star Trek: Armada II is C:\Program Files\Activision\Star Trek Armada II\


Launching the Editor:

Create a shortcut to the Armada2.exe file and place it on the desktop (or wherever).

Change the target to read: "C:\Program Files\Activision\Star Trek Armada II\Armada2.exe" /edit map.bzn

map.bzn is the name of the map you wish to edit. Make sure the 'Start in' line says: "C:\Program Files\Activision\Star Trek Armada II"

Launch the shortcut. If you do not have a map with that name a blank map will be created. If you have a map with that name it will open it in edit mode.


Map Settings:

Pressing CONTROL-R will get you to the Map Settings Dialog Box:

Map Type
Should be set to 'mp-regular'

Width and Height
The typical map that shipped with Star Trek: Armada II was 12,800 by 12,800. (Each Grid in the game is 100 "units" square)

When changing the size of the map (by using Control+R), you should save your new settings, exit out of the editor and then reload it. If you have objects on the map and you change the size the distance between them will be scaled, but their relative positions will remain the same (i.e. if you double the map size objects will be twice as far from each other) For this reason if you change the map size it's a good idea to delete and re-place any asteroid belts or nebula fields. Also make sure you try to limit your map sizes to 50,000 by 50,000 due to the fact most large maps cause lag when playing online and there is the fact the starfield does not scale to fit the map in sizes above this resolution.


Rule File, Script File, TechTree
Unused in Multiplayer and Instant Action Values here are set by the Shell.


Background

This changes the appearance of the background "skydome" around the map.

Valid names are:

· mbgaqu
· mbgdk
· mbgflu
· mbggb
· mbgkl
· mbgpur
· mbgred
· mbgrg

Note: These are not .SOD or .odf files.


Starfields
Changes the number and appearance of stars in the background of the "skydome"

Valid names are:

· stblob1.odf
· stblob2.odf
· stblob3.odf
· stblob4.odf
· stspiral1.odf
· stspiral2.odf
· stspiral3.odf
· stspiral4.odf


Stardate

Logging for the Admirals Log will begin at this stardate for any game played on this map, and will slowly advance as the game is played. This info is collected for when ships are created, destroyed, when planets are colonized, etc.


Max Officers
Officers are a way to limit the total number of ships on a map. Each ship and station uses up a specific number of officers. There is no way to increase this number once the map is saved. This value applies to all teams, human and AI.


Map Specific Parameters
Time needed to defend base to win if this is a Assault map. Amount of Latinum needed to win if this is a Collect Latinum map.


Start Location Info
Unused in Multiplayer and Instant Action.


Start Locations:

When bringing up the map properties by hitting Control+R, you will notice player properties to the right of the dialog box. There will be a list of buttons from top to bottom... 1 to 8. When creating a map with a certain amount of players, make sure you set the individual drop down boxes to be 'empty' so that the game engine will not place additional markers in the centre of the map.

Starting locations of course are placed on the map by holding down the Alt key and Double Clicking the Left Mouse button to bring up the map marker dialog box. Make sure in the text box that states 'path_01', you place 'Camera_1' for the first player starting location, 'Camera_2' for the second player and so on. Click OK when completed with editing the information for the map marker, and right click on the map to close the plotting for that marker. It should then turn white. You can click on the circle of the marker, holding the mouse button, making sure it changes colour meaning its selected, and then move it around to place it. To place on the Z axis, do the above to select, hold the Control key and move the mouse slowly up and down to place it in the Z axis or height on the map!


Saving Maps:

To save the map hit Control+S. You can name it anything you want. Make sure you never exit from edit mode, then re-enter and save. Since much of the AI and game engine initialisation is done when you exit edit more, a map saved after exiting edit mode, even for the shortest time, will not be reliably saved.


Objects:

Placing Objects
Observe the edit menu listed along the left side of the screen. You can enter sub-menus and place objects by hitting the appropriate function key (F1- F12). TAB will take you back up a level.

Note: Under Windows 2000 the F12 key will break the program, as it is Window's default debugging key. Simply continue when this happens.

I'm not sure this happens if you don't have the development environment as I had, someone will have to experiment to see.


Selecting an Object
When over an object Left Click to select the object. You can also Left Mouse Drag around multiple objects or hold down Shift and use Left Mouse Drag on multiple objects to select them all.

Cut Copy and Paste

Single or Multiple selected objects can be cut, copied, and pasted with the Control+X, Control+C, and Control+V keys respectively.

Editing an Object
Double clicking on an object (or using Alt+P) brings up the object settings dialog box. The object properties dialog box lets you set parameters for all objects in the game. Not all parameters are appropriate for every object.


Label
This is how the game recognizes objects for scripting calls. Unused in Multiplayer and Instant Action except for specific wormhole functionality (See:
Fun with Wormholes)

Display Name
Name of the object shown when it is selected in the game.

Health/ Max Health
Hull strength of the ship.

Crew / Max Crew

How many crew are on the ship.

Shields / Max Shields
Shield strength.

Position
Allows you to set exact coordinates for the object position. Objects may also be moved parallel to the grid plane by selecting and Left Mouse Drag. Groups may be selected and moved together. When over a selected object Control+Left Mouse Drag to adjust the height.

Roll Pitch Yaw
Allows you to set exact orientation for the object. Objects may also be rotated by selecting and Right Mouse Drag.

Race
Sets the object race. Ignored if not valid (i.e. for a nebula)

Special Energy / Max
Sets the unit's special energy level.

Team / Perceived Team
What team is the object on. These values should be the same. You can use Shift+Up Arrow and Shift+Down Arrow to change the team number before you create an object. Any objects placed will be set to the team displayed. Some objects, like dilithium moons and nebulas, are on Team 0. These objects will always be placed on Team 0 regardless of whether the edit menu has another team selected. Changing the team of these resources will have undefined results.

Resource Stuff
Edit the amount of resources an object has here. Setting the 'Is Infinite' flag will make the resource infinite. Set the type of resource you want to add to the object by selecting it from the list box. Enter the amount of the resource you want the object to have from the Resource Content edit box. Adding resources to objects which don't expect them (i.e. adding metal to a dilithium moon or latinum to a starbase) will have undefined results.

Planet Stuff
Change the civilian population of a planet.

Note: The Max Crew and Team values depend upon civilian population. If they don't update properly set the civilian population, hit OK, then double click on the planet again. You should now be able to edit the Crew and Team/Perceived Team values.


Deleting an Object:

After you have selected an object, hit the Delete key to delete it.


All Objects Dialog:

Pressing Control+Shift+A in the editor will bring up the All Objects Dialog. This will allow you to view and edit all the objects on the map. The dialog will show you the handle, race, team and class of each object.

Filtering
Clicking on the Show radio buttons will allow only Ships/Stations, only Background Objects (moons, nebulas, etc) or only Paths to be shown in the list above. If you check the Show Only Team checkbox, then enter a team number, only objects from that team will be shown. Both filters may be used at once (i.e. only show Ships/Stations on team 3).

Edit
Select an object and hit the Edit button to bring up the Object Settings dialog box. If multiple objects are selected, only the first will be edited.

Goto
Select an object in the list and click Goto. When you close the dialog box the camera will centre on the selected object. If multiple objects are selected only the first will be shown.

Delete
All objects selected in the list will be deleted.


Placing Down Asteroid/Nebula Paths:

Laying Down Paths
Alt+Left Mouse Click lays down a 3D point. Additional Left Mouse Clicks will add points to the path Right Mouse Click closes and deselects the path.

Editing Points
You can move points with Left Mouse Drag. You can raise and lower points by Control+Left Mouse Drag. You can delete points with Left Mouse Hold+Delete.

Path Dialog Box
Double clicking on any point on a path brings up the path dialog box:

Path Name
Used by the game to reference paths for missions. Unused in MP and AI except for starting positions...
(See:
Player Starting Positions)

Editing Individual Points
You can edit the position of individual points along the path by entering the number of the point you want to edit, then changing the X, Y, Z values under Point Info.

Making an Asteroid Path
After placing down a path, Double Click on one of the points and select the Asteroid Belt option. The editor will automatically create an asteroid belt along the path. You can also place down individual asteroids one at a time. The Speed parameter is unused. All asteroid belts are stationary (a change from Star Trek: Armada).

Making a Nebula Field
After placing down a path, Double Click on one of the points and select the Nebula Field option. The editor will attempt to fill the area the path encloses with nebulas. This works best with a path that is enclosed like a loop. You can change the type of nebulas created by changing 'Type' box under Nebula Field Parameters Make sure that the Nebula Type is a valid range between 6 and 12 or the editor will crash.

Making Asteroid Fields and Nebulas
that fill the map from top to bottom

Hit the Alt and the + key on the number pad after you have placed the objects in the editor. This will make all asteroid belts and nebula fields span the map from top to bottom. This is necessary for appearances in tactical mode.

To Lock Nebulas so they don't get in the way of selecting other objects:

Ctrl+Alt+Shift+N toggles Nebula select ability in the editor.

Player Starting Position
Create a point in the map at the desired start location. Double Click on the point and name it 'Camera_1' This sets the starting position for the first player. Continue this practice for each starting positions by incrementing
the number, i.e. 'Camera_2' etc. Left Mouse Drag can be used to move the point around. The number of Camera's that are appropriately named will determine the number of players that can play on a given map.


Fun With Wormholes:

Placing wormholes in pairs will automatically link them.

Example: The first wormhole laid down is connected to the second wormhole laid down, the third is linked to the fourth and so forth.

Pressing Shift+Double Click on a wormhole will bring up the Wormhole Dialog Box:

Wormhole Partner
The Handle (not the display name) of the object connected to the other end of the wormhole. Setting this to be a
non-wormhole object (i.e. a Starbase) will have unpredictable results.

Delete Buddy Label
The Handle of the Delete Buddy. If this object is destroyed, the wormhole is also destroyed.

Expire on Close
Remove the wormhole the first time it is used.

Delete Craft on Transport
Ships going in will simply be deleted instead of transported.

Compatible Team
What team is allowed to use this wormhole.


Cheating to use the AI's Building Capability:

In the RTS_CFG.h file, set the following values as listed below:

// Build cost multiplier handicap for hard AI
float HARD_AI_COST_HANDICAP = 0.05;
float HARD_AI_SPEED_HANDICAP = 0.05;


Easily Edit Large Maps:

In the RTS_CFG.h file, set the following values as listed below:

OVERVIEW_MAX_HEIGHT = 50000.0;

Or some other suitably large number. This will let you zoom way out and balance multiplayer maps by seeing the whole map at once. (You can see paths and planets, but not usually ships, stations, or nebulas)


Debugging:

Once you have enabled the editor, you can use the following keys to help you debug the AI

AI Debugging Display
Press Alt+Shift+A to cycle through the four screens of the AI Debugging display. Each will display information about an AI team along the left hand side of the screen. Included will be the AIP values for various goals, amount of resources, AIP loaded, build list status, and so on. As you cycle through the modes, the mini-map will display four different sets of information

Mode One: Strategic Goals. Brighter goals are higher priority:

· Purple - Explore
· Blue - Resource
· Red - Attack Units
· Yellow - Attack Base
· Green - Defend Base


Mode Two: Map explored:

Mode Three: Threat Map. How much does the AI consider each area of the map a threat:

Mode Four: DeathMap. Has the AI lost more ships than it's destroyed in each area, or vice-versa

You can change the AI team displayed with Control+Up Arrow and Control+Down Arrow. The text will be displayed in the team colour.

Build List Info
The debugging info will show you the last line that the AI tried to build from it's build list, and the reason it can't build. Each game cycle the AI scans through it's build list. If an item exists it is skipped. If a station has been assigned to build the item, or a construction ship, the AI moves on to the next item. It keeps doing this until it finds an item it can't build.

The reason it can't build is displayed last:

NO PRODUCER - there isn't a ship or station available to build the item requested. All ships and stations might be busy doing something else, or if they aren't something is wrong with your build list.

NO TECHNOLOGY - The AI can't build this list because the tech tree won't let it. A good example of this is when you ask for a ship before the shipyard is finished. Remember, the AI will assign a construction ship to build the station, then immediately move on to the next item on the build list, so the station might not be finished. If you are sure that you have the available technology, check your tech tree.

NO METAL - Self Explanatory.

NO LATINUM - Self Explanatory.

NO DILITHIUM - Self Explanatory.

CONSTRUCTING - It's in the middle of a group of ships on the same line.


Adjusting the Map Lighting:

You generally light a map by setting its Ambient value (in the Map Dialog box) and then placing two directional lights down, one pointed up and one pointed down. Lights are accessible in the edit menu under

F8 - Map Objects > F4 - Directional Light > F1 - Directional Light

These lights affect every object on the map regardless of where you place them. You can adjust the map lighting by laying down a light, then Double Clicking on it and using the colour option to set its intensity and colour. You can then rotate and position the light as desired.

These are the default light values for the Single Player missions in Armada2:

Federation
Ambient

Red: 67
Green: 67
Blue: 67

Directional Light (Up Angle)

Red: 0
Green: 74
Blue: 150

Directional Light (Down Angle)

Red: 255
Green: 255
Blue: 255


Klingon
Ambient

Red: 89
Green: 116
Blue: 91

Directional Light (Up Angle)

Red: 249
Green: 0
Blue: 0

Directional Light (Down Angle)

Red: 112
Green: 142
Blue: 107


Borg
Ambient

Red: 94
Green: 98
Blue: 107

Directional Light (Up Angle)

Red: 0
Green: 165
Blue: 0

Directional Light (Down Angle)

Red: 196
Green: 151
Blue: 202

Note: Every polygon in the game is processed with every light, so adding multiple lights is a sure way to bog down slower computers. Two or three should be all you need.


Map Editing Controls:

Standard Controls

Control+A Toggles edit mode
Esc Exit to menu
Alt+Shift+A Step through AI Debugging Screens
Control+Up Arrow AI Debugging Team Select Up
Control+Down Arrow AI Debugging Team Select Down
Alt+I Toggle bounding sphere
Alt+U Toggle bounding boxes
Alt+Y Toggle object debugging info
Alt+Q Toggle quadtree (path planning) info
Alt+M Toggle memory debugging
G Toggle grid
Alt+Shift+Control+Z Decouple Windows Mouse and Game Mouse
Alt+Enter Switch from fullscreen to windowed mode.

In Edit Mode

Control+Shift+A Display All Objects Dialog Box
F1 > F12 Selects objects or nested menus
Tab Up One menu level
Shift+Up Arrow Sets current team number up
Shift+Down Arrow Sets current team number down
Delete Delete object or path point if selected
Alt+R

Restore object to .odf settings

Alt+Shift+R Restore all objects to .odf settings
Control+R Map parameters dialog
Control+S Save map
Control+Alt+Shift+N Toggle nebula select-ability in the editor
Alt+P Bring up object dialog box
Control+C Copy Objects
Control+X Cut Objects
Control+V Paste Object

In Game

Alt+V Toggle fog and shroud
Alt+T Timing Info