User manual GAMES PC AMERICAN CONQUEST EDITOR MANUAL
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Manual abstract: user guide GAMES PC AMERICAN CONQUESTEDITOR MANUAL
Detailed instructions for use are in the User's Guide.
[. . . ] American Conquest Editor
Use the from Cossacks known and further extended editor included to create your own maps. Editor Interface Firstly you should become accustomed to the interface of the editor you are going to create maps with. In the left part of the screen you will see a bar with a set of buttons (this is called the left toolbar). The upper buttons enable you to switch between various button allows you to editor modes (editing the surface of water, trees etc. ). [. . . ] An arrow will appear in the middle of the selected section, pointing in the direction you specified. Clicking with the left mouse button lets you move the arrow in any direction. By right-clicking you can delete the current arrow in the section needed. Note: Currents can be set not only for the sea, but for other water structures as well.
1. Applying Textures Now that you have placed water and eminences, it's time to cover the land with various sorts of territories. Let grass green thrive in valleys, stones cover mountain slopes, and sand lie on the steeps. A realistic set of textures allows you to create the world as you like. In the lower part of the right toolbar a set of various applicable textures appears. The editor allows you to use a blend of different textures, randomly applied from the set indicated. In order to cover an area with a texture, left-click on the texture you want to use (this frames it). Then left-click on the map area to paint the surface under your brush with the texture selected. With the scrollbar located in the right toolbar you can change the size of the brush. If you want to attain a mix of textures, you can select several by clicking on them while holding down the Ctrl button. These numbers signify the probability of this texture appearing during the filling process. By clicking on a texture with the left mouse button, you can increase the probability of its appearing. Alternatively, you can use the right mouse button to decrease the probability. Having set the required number of textures, fill the area needed by left-clicking. To preserve your sets of textures, find the special Texture
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Set list. If you are considering using the set of textures created again at a later date, select a Texture Set with any number and assign it to your set. Selective texturing settings will allow you to quickly fill the required areas with textures. Setting minimal and maximal altitudes enables you to cover all the map areas whose altitude matches the framework set with textures (for instance, mountain peaks), while the other parts of the map will not have this texture applied to them. By setting corners of filling, you can cover slopes and areas alike with certain textures. [. . . ] When editing the accessibility, try to avoid narrow passageways, as units may often become stuck in such places. If a narrow passageway has been created, place flags on either side to make it easier for your units to find their way (the flag is the last element in the list of trees, see section 5). Crosses and flags are for editing only, and will not be displayed during the game.
1. Placing Units, Starting Conditions Once the accessibility has been set, the map is fully prepared for playing. [. . . ]
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