Adjusting Maps to edain

## Adjusting Maps to Edains Mod building system

   If you wan't to use Maps in Edain, you have to follow a few steps to make them playable. Open make shure that you enabled Edain in your Switcher and open up your Map inside the worldbuilder.

### **Placing starting positions**

1. Go to a starting position
2. Open the object tool
3. go to ByNativeType/Civillian/MISC\_MAN\_MADE
	1. Place "FestungPlotFlag" to start in a fortress and "LagerPlotFlag" to start in a camp

### **Naming the Base correctly**

4. Select the Base, go to "Name:". The Base for Player\_1 must be called "Festung\_1", the Base for Player\_2 "Festung\_2" and so on

5. Add it to Team PlyrCivilian/teamPlyrCivilian

6. You can rotate the base by chosing another angle. The exit of a camp will be at the spot with the description "UP", the exit of a fortress will be at the spot with the description "Top"

### **Making sure, that the fortress builds up**

   If the camp or fortress is not set up correctly in the game, you must make sure that there are no objects in the area of the fortress and that the ground is completely flat. To level the ground, move your mouse over the camp so that you can see the height of the terrain at the bottom left (7). Now open the Height Brush (8.) and set the height read (9.), a value of 5 is recommended for the Brush Feather Width (10) and a value of 65 for the smaller camp and a value of 120 for the larger fortress for the Size in cells (11).
The settlement building sites and outposts are much easier to place, simply place the Economy PlotFlag for the settlement sites and the ExpansionPlotFlag for the outposts. It is only important to assign the building sites to the PlyrCivilian/teamPlyrCivilian team and that they are not named! **Outposts should be placed at an angle of 0.00, otherwise you might have less build plots when trying to rebuild a destroyed outpost.**

    Another important innovation concerns various new systems, such as the Dwarven Expedition, for which a point to leave the map and a point to enter the map must be set.

To do this, create a waypoint (12) slightly outside the map where the troops should spawn and name it Player\_1\_Spawn for Player\_1, Player\_2\_Spawn for Player\_2 [...] and write Player\_Path into the waypoint path label (13).

#### Currently outdated: Waypath off the map

In the past, ways off the map were also used of the map for different mechanics. They aren't included anymore but the waypaths are still in place on every map in Edain and I can't say for sure that they won't return. To include them, follow these steps: They are Now create a waypoint within the map (14) from which units can leave the map, write Player\_1\_Path for Player\_1, Player\_2\_Path for Player\_2 [...] into the waypoint path label. Now, starting from these two points, use the waypoint tool to draw a path up on the map and one down from the map. (15) -> not necessary anymore since we currently don't haven't got any mechanic like this included)

## Summary

1. Create a Castle/Camp and name it Festung\_1, Festung\_2,...etc.
2. Assign Castles, Camps, Settlements, Outposts to PlyrCivilian/teamPlyrCivilian.
3. Make sure that Outposts and Settlements Plots are unnamed. Outposts must have an angle of 0.00
4. Clean the ground under Castles/Camps from all other objects, and flatten it with the Brush.
5. Create a waypoint path from outside the map to the inside, and name the first waypoint Player\_1\_Spawn, Player\_2\_Spawn,...etc. and name the path Player\_Path.

(Create a waypoint path from inside the map to the outside. name the pathe Player\_1\_Path, Player\_2\_Path,...etc.)

## Placing fortresses and camps as starting positions

This is possible, but it will cause the player with a fortress to start with +1000 extra ressources and the player with camps to start with +2000 extra ressources.