We already have different sessions in the standard game. Old World and New World are the basic sessions we can go to without any DLC’s. With the DLC’s from the past 4 years other sessions joined the club. We now also have Cape Trelawney (Old World session), The Arctic (Arctic session) and Enbesa (Enbesa session).
Adding sessions to your game makes the game more challenging! But of course also puts a big performance hog on your computer. The more sessions the more difficult it is for your computer to manage all those sessions. During the past years some mods were already created where new sessions were added. Modder Kreitani created “Four Crowns” and ”Kingsgrove”, both new Old World sessions. “Four Crowns” was a direct hit for people loving the big island from Cape Trelawney, but it immediately showed performance problems because of the big constraints it puts on the computer. Flickering appeared for some people because of those performance problems. So, if you add new sessions be aware it puts a big pressure on your maybe already struggling game experience/computer.
I created my first new session based on the work Kreitani already did. So a HUGE thanks to him. This tutorial uses his knowledge and I tweaked where I needed. At the end I added the part of the shipping routes on the world map. This was based on the hard work of Taludas. Also a really big thank you to him. And actually I want to thank the whole community also for supporting me in this hard work. This tutorial was not possible with all the input I got from so many people.
Do know that the sky is again the limit for what you want to add to a session. In this tutorial we are not going to cover everything that is possible.
As always we start with setting up our folder structure for this mod.
We start with our mod mapname. In our case we use ”[Map] Americana”. Inside this map we then put our main “data” folder. In our “data” folder we have 4 maps. “config”, “graphics”, ”sessions” and “ui”. See further structure underneath:
Now that we have our folder structure it is time to create our main “assets.xml” file. Create a new file in ”[Map] Americana/data/config/export/main/asset”.
We start with adding our opening modding tags so we can actually start.
<ModOps>
</ModOps>
Next we have to create our new session and add it. There are different sessions depending on which region.
180023
- The Old World - Europe_Session - SessionModerate180025
- The New World - SouthAmerica_Session - SessionSouthAmerica180045
- The Arctic - Arctic Session - SessionArctic112132
- Enbesa - African_Session - SessionSouthAmericaWe also have some other sessions in the main assets.xml like campaign session or test sessions but those do not matter in this case.
We create a mod tag where we add the new session after the corresponding already existing session. In our case the session with GUID of the New World. We also add some comments.
<ModOps>
<!-- ***************************************************** -->
<!-- **** START NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
<!-- Add New Session -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='180025']">
</ModOp>
<!-- ***************************************************** -->
<!-- **** END NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
</ModOps>
We create our main <Asset> in our mod structure and add the correct template for our session. In our case it is a “SessionSouthAmerica”. We now have declared that the session we created is a New World session.
<ModOps>
<!-- ***************************************************** -->
<!-- **** START NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
<!-- Add New Session -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='180025']">
<Asset>
<Template>SessionSouthAmerica</Template>
</Asset>
</ModOp>
<!-- ***************************************************** -->
<!-- **** END NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
</ModOps>
This is important because the template we choose already has a lot of properties that we can inherit from. Every New World session has for example fertilities that are default to the game. Fertilities is only one of the many things already set for a New World session.
Let’s dive deeper into this. We have our template “SessionSouthAmerica”. In the same folder where we find the main “assets.xml” there is also a ”templates.xml”. This contains a lot of the templates used in the game. The template “SessionSouthAmerica” is one of those templates. If you go to this file and search for “SessionSouthAmerica” you will find one exact reference.
<Template>
<Name>SessionSouthAmerica</Name>
<Properties>
<Standard />
<Session>
<Region>5000001</Region>
<FixDayTime>12</FixDayTime>
</Session>
<Text />
<Locked />
<WorldMapSound />
</Properties>
</Template>
We can see this template contains not that much info but refers to another GUID, 5000001
which is a region.
A session inherits from a region. So, a region is 1 level higher and it is that region that actually contains all the info about fertilities and other stuff.
If we go back to the main “assets.xml” and search for 5000001
we get a lot of results because also 15000001
is for example taken into account. Instead of that, search for “<GUID>5000001</GUID>”. We now have 1 result which is the actual region template we were looking for.
<Asset>
<Template>Region</Template>
<Values>
<Standard>
<GUID>5000001</GUID>
<Name>Region South America</Name>
<IconFilename>data/ui/2kimages/main/icons/icon_session_southamerica.png</IconFilename>
<ID>RegionSouthAmerica</ID>
</Standard>
<Region>
<Ambiente>Region_map_global</Ambiente>
<RegionID>Colony01</RegionID>
<FeedbackDescription>141486</FeedbackDescription>
<AnimalDescription>141553</AnimalDescription>
<Street>1000178</Street>
<DistributionCenter>101290</DistributionCenter>
<AllowedWeather>Rain</AllowedWeather>
<SlotBuildings>
<Clay>
<Building>101267</Building>
</Clay>
<GoldOre>
<Building>101311</Building>
</GoldOre>
<Bauxite>
<Building>1308</Building>
</Bauxite>
<SAGas>
<Building>1353</Building>
</SAGas>
<DLC12Ore1>
<Building>1388</Building>
</DLC12Ore1>
<DLC12Ore2>
<Building>1390</Building>
</DLC12Ore2>
</SlotBuildings>
…
</Region>
</Values>
<Asset>
This template contains A LOT! Scroll down and see all the things that are defined in this region template.
We have for example <SlotBuildings> which defines which mines will be used in this region. For the New World the only 2 are clay pits (GUID 101267) and gold mines (GUID 101311). We could add others but for now we are not going to adapt the region template. Maybe later in this tutorial.
If we go back to our assets.xml, we only have declared <Template>SessionSouthAmerica</Template> in our mod. But we can actually make it a lot easier for ourselves and save us a lot of time for the next step.
We will be creating a new session based on an already existing session. So why not use the default session as a base and start from that.
Go back to the main assets.xml and search for “<Template>SessionSouthAmerica</Template>”. You will get 4 results but the first result should be the one we want.
<Asset>
<Template>SessionSouthAmerica</Template>
<Values>
<Standard>
<GUID>180025</GUID>
<Name>SouthAmerica_Session</Name>
<IconFilename>...</IconFilename>
</Standard>
<Session>
<CameraLoopSequence1>11</CameraLoopSequence1>
<CameraLoopSequence2>10</CameraLoopSequence2>
<AllowAdvancedCameraSettings>1</AllowAdvancedCameraSettings>
<TransferData>
<Item>
<Session>180023</Session>
<Duration>270000</Duration>
</Item>
…
</TransferData>
</Session>
</Values>
</Asset>
This is the main New World session we all use when playing. We actually want to make a duplicate of this one and maybe do some extra manipulations. But first we should copy paste this asset to our assets.xml.
Copy the whole asset to your assets.xml inside the ModOp structure and replace the <Asset></Asset> with the new version we have taken from the main assets.xml.
<ModOps>
<!-- ***************************************************** -->
<!-- **** START NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
<!-- Add New Session -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='180025']">
<Asset>
<Template>SessionSouthAmerica</Template>
<Values>
<Standard>
<GUID>180025</GUID>
<Name>SouthAmerica_Session</Name>
<IconFilename>PATH icon_session_southamerica.png</IconFilename>
</Standard>
<Session>
<CameraLoopSequence1>11</CameraLoopSequence1>
<CameraLoopSequence2>10</CameraLoopSequence2>
<AllowAdvancedCameraSettings>1</AllowAdvancedCameraSettings>
<TransferData>
<Item>
<Session>180023</Session>
<Duration>270000</Duration>
</Item>
<Item>
<Session>803421</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>110934</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>800703</Session>
<Duration>360000</Duration>
</Item>
<Item>
<Session>180045</Session>
<Duration>360000</Duration>
</Item>
<Item>
<Session>803423</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>112132</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>800384</Session>
<Duration>360000</Duration>
<Direction>NorthWest</Direction>
</Item>
<Item>
<Session>800385</Session>
<Duration>450000</Duration>
</Item>
<Item>
<Session>800386</Session>
<Duration>90000</Duration>
</Item>
<Item>
<Session>800387</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>800432</Session>
<Duration>360000</Duration>
</Item>
<Item>
<Session>800433</Session>
<Duration>390000</Duration>
</Item>
<Item>
<Session>801999</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<Session>803422</Session>
<Duration>360000</Duration>
<Direction>NorthWest</Direction>
</Item>
</TransferData>
<SpawnStartShipAndKontor>0</SpawnStartShipAndKontor>
<SecondPartiesMaySettleHere>1</SecondPartiesMaySettleHere>
<WorldMapCardBackground>500876</WorldMapCardBackground>
<WorldMapAsset>PATH clickable_south_america_01.cfg</WorldMapAsset>
<TreasureMapHint>NewWorld</TreasureMapHint>
<SecondPartyReferenceUnlock>1010285</SecondPartyReferenceUnlock>
</Session>
<Text>
<LocaText>
<English>
<Text>The New World</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
<LineID>14154</LineID>
</Text>
<Locked>
<DefaultLockedState>0</DefaultLockedState>
</Locked>
<WorldMapSound>
<UIClickEvent>9818389</UIClickEvent>
</WorldMapSound>
</Values>
</Asset>
</ModOp>
<!-- ***************************************************** -->
<!-- **** END NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
</ModOps>
It is important that we understand what we just copied. Let’s go over every part.
<Standard>
<GUID>180025</GUID>
<Name>SouthAmerica_Session</Name>
<IconFilename>PATH icon_session_southamerica.png</IconFilename>
</Standard>
This first part is the core of our new session, it contains the main GUID for our session, the name and the path to our main icon for this sessoin. Let’s change those.
This is the first new GUID we are going to use. In total we will be using 6 new GUID’s for this mod. But offcourse this can be more if we would add more functionalities. But for the base mod we only need 6.
Let’s choose a range. To check available GUID ranges see https://github.com/anno-mods/GuidRanges
For this mod I will choose the range 1742009000 - 1742009005. As you can see this is within the GUID range of “Hier0nimus”, which is me. Choose your own GUID otherwise it will have possible conflicts with other mods.
The name we are going to choose for this session will be visible in the UI in different places. We choose “Americana”
There are multiple icons and images used for a new session. We have a main icon and some background images in the UI.
The first is the main icon which is used in the UI. For this a yellowish/orange icon is used. If you want to find some icons you can go to the data2.rda and go to data/ui/2kimages/main/icons/ and choose one of the icons. You can find other icons in other data.rda files depending on the DLC. For this case we will choose icon_globall_0.dds from the data2.rda. We convert this to png and change the name to “icon_session_americana_0.png”. You can use a plugin to convert this or an application like https://www.xnview.com/en/xnconvert/ or use a free online tool like: https://www.aconvert.com/image/dds-to-png/. Put this file in the right folder we already created: [Map] Americana/data/ui/2kimages/main/icons
<Standard>
<GUID>1742009000</GUID>
<Name>Americana</Name>
<IconFilename>data/ui/2kimages/main/icons/icon_session_americana_0.png</IconFilename>
</Standard>
Next in the code we have some global camera settings. You could change those but better to just leave them the same. No need to tweak those.
<Session>
<CameraLoopSequence1>11</CameraLoopSequence1>
<CameraLoopSequence2>10</CameraLoopSequence2>
<AllowAdvancedCameraSettings>1</AllowAdvancedCameraSettings>
</Session>
We do need to add some extra lines here. We need to add the reference to the region and the MapTemplate we are going to use. We use GUID 5000001 for the “New World” region and the newly created GUID 1742009002 for our MapTemplate.
<Session>
<Region>5000001</Region>
<MapTemplate>1742009002</MapTemplate>
<CameraLoopSequence1>11</CameraLoopSequence1>
<CameraLoopSequence2>10</CameraLoopSequence2>
<AllowAdvancedCameraSettings>1</AllowAdvancedCameraSettings>
</Session>
Now we have the transferdata.We see 3 things. “Session”, “Duration” and “Direction”. This part tells us where we can send ships to. So, our newly created session is able to send ships to other sessions defined in this list. The GUID we see in <Session> is the GUID of the corresponding session. So, for example “180023” is the “The Old World - SessionModerate”. To make it more clear for ourselves we can add some comments and put the ones that are in the same region together.
<TransferData>
<!-- ############################################################### -->
<Item>
<!-- Europe -->
<Session>180023</Session>
<Duration>270000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- EuropeNorth_Expedition01 -->
<Session>800385</Session>
<Duration>450000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- EuropeSouth_Expedition01 -->
<Session>800432</Session>
<Duration>360000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- EuropeCentral_Expedition01 -->
<Session>800433</Session>
<Duration>390000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- SunkenTreasures_Unlock -->
<Session>803421</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Cape Trelawney -->
<Session>110934</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- SouthAmerica_Expedition01 -->
<Session>800386</Session>
<Duration>90000</Duration>
<Direction>NorthWest</Direction>
</Item>
<Item>
<!-- SouthAmerica_Expedition02 -->
<Session>800387</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Campaign Chapter 3/SouthAmerica -->
<Session>801999</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Arctic Unlock -->
<Session>803422</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- The Arctic -->
<Session>180045</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- Arctic_Expedtion01 -->
<Session>800384</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- Arctic_Expedtion02 -->
<Session>800703</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Enbesa Unlock -->
<Session>803423</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Enbesa -->
<Session>112132</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Not sure which session -->
<Session>800703</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<!-- ############################################################### -->
</TransferData>
Next we have the duration. This tells us how long it will take to transfer ships to that region from our newly created region. We copied this SessionTemplate from the main New World template and can see that the time to travel from there to the Old World is 270 000ms, which is 4.5min. To one of the expeditions in the New World it is only 90 000ms or 1.5min.
If we have a look at our world map we can decide where we want to put our new session. It is going to be in the New World, so the times to transfer to other regions are probably going to be the same as the standard New World times. Unless you want to microchange those. But that is up to you. We stick with the same values.
The last part of every transferdata item is the direction. This will define where the ships will enter and leave the newly created sessoion when it comes or goes from/to the session. This is not present for all items but we can add it.
If we look at the map and decide where we are going to put our new session, we can decide where the ships should leave or enter to make the most sense. In our case we put it a bit above the already existing New World session. So, most of the routes will be the same actually. But we now actually encounter something you maybe would already have thought about.
We copied the default SessionSouthAmerica template and took all the transferdata from that one. But of course, this data does not contain its own session. So, for our new session we still need to add the default New World session to the transferdata. We have 2 sessions. The unlock session which will be the one for an expedition, and the normal New World session.
The duration will be not that high of course because we are in the same region. We could take the same as for expeditions, 90 000ms.
Last we have the directions. If we look at the map, to go to that session you would go SouthWest to the default New World session.
<Item>
<!-- SouthAmerica_Unlock -->
<Session>800390</Session>
<Duration>90000</Duration>
<Direction>SouthWest</Direction>
</Item>
<Item>
<!-- SouthAmerica -->
<Session>180025</Session>
<Duration>90000</Duration>
<Direction>SouthWest</Direction>
</Item>
We now have covered all sessions but there are also the custom sessions from other mods. For example the ones Kreitani created (Four Crowns, Kingsgrove), or one I’m working on right now for the Arctic or even the new session we are all looking forward to for the Asia session, New Horizons. What do we do about those?
You could add those sessions also here to be future proof and make it better for the people who use your mod and other mods. Make sure to put a disclaimer with your mod for people so they know this could be a potential problem. Not all modders will do this, so this is going to be a problem when they use multiple map mods.
We are going to add all the sessions I currently know about:
<Item>
<!-- Four Crowns -->
<Session>2111001</Session>
<Duration>350000</Duration>
<Direction>SouthEast</Direction>
</Item><Item>
<!-- Kingsgrove -->
<Session>2121001</Session>
<Duration>300000</Duration>
<Direction>NorthEast</Direction>
</Item><Item>
<!-- Arctic Map - White and Cold -->
<Session>1742001000</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item><Item>
<!-- New Horizons -->
<Session>133700000</Session>
<Duration>400000</Duration>
<Direction>SouthEast</Direction>
</Item>
The next part of the session contains some general settings. Let’s have a look at all of them.
Tells us we can not start in this session.
If you want to block other AI from settling in this region you could set this to 0.
This is the GUID for the backgroundimage for the card you see on the world map. We need to create this separately. But we can already allocate a GUID for this. In our case this is the last GUID we are going to use for this mod, 1742009005.
This is the reference to the actual building we see on the world map for the new session. This is the harbour-like building. This can stay the same, unless you have a custom one for this.
This will add the possibility of diving to the map. But because this has so many more complex functions and changes to make it work together with the default New World session we will leave this out for our session, and we do not create a custom one for this tutorial.
This defines a GUID when this session is unlocked for other AI. In this case the GUID for Window makers is used.
<SpawnStartShipAndKontor>0</SpawnStartShipAndKontor>
<SecondPartiesMaySettleHere>1</SecondPartiesMaySettleHere>
<WorldMapCardBackground>1742009005</WorldMapCardBackground>
<WorldMapAsset>data/graphics/ui/3d_objects/world_map/clickable_south_america_01.cfg</WorldMapAsset>
<SecondPartyReferenceUnlock>1010285</SecondPartyReferenceUnlock>
The last part of this mod section is straight forward. We add our name again and leave the rest as is.
We can remove <LineID>14154</LineID>.
The <Locked > tag and the DefaultLockedState refer to a possible locking possibilities. You could make the session only available after a certain trigger. In our case we set it to 0 so it is always available. You could also lock this session only to be available if a DLC for example is available.
The <WorldMapSound> is not really that important to change so we just leave it as is.
<Text>
<LocaText>
<English>
<Text>Americana</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
</Text>
<Locked>
<DefaultLockedState>0</DefaultLockedState>
</Locked>
<WorldMapSound>
<UIClickEvent>9818389</UIClickEvent>
</WorldMapSound>
We now have done everything within the first <ModOp> section.
<!-- ***************************************************** -->
<!-- **** START NEW SESSION WITH NEW GROUP OF ISLANDS **** -->
<!-- ***************************************************** -->
<!-- Add New Session -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='180025']">
<Asset>
<Template>SessionSouthAmerica</Template>
<Values>
<Standard>
<GUID>1742009000</GUID>
<Name>Americana</Name>
<IconFilename>data/ui/2kimages/main/icons/icon_session_americana_0.png</IconFilename>
</Standard>
<Session>
<Region>5000001</Region>
<MapTemplate>1742009002</MapTemplate>
<CameraLoopSequence1>11</CameraLoopSequence1>
<CameraLoopSequence2>10</CameraLoopSequence2>
<AllowAdvancedCameraSettings>1</AllowAdvancedCameraSettings>
<TransferData>
<!-- ############################################################### -->
<Item>
<!-- Europe -->
<Session>180023</Session>
<Duration>270000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- EuropeNorth_Expedition01 -->
<Session>800385</Session>
<Duration>450000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- EuropeCentral_Expedition01 -->
<Session>800433</Session>
<Duration>360000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- EuropeSouth_Expedition01 -->
<Session>800432</Session>
<Duration>390000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- SouthAmerica_Unlock -->
<Session>800390</Session>
<Duration>90000</Duration>
<Direction>SouthWest</Direction>
</Item>
<Item>
<!-- SouthAmerica -->
<Session>180025</Session>
<Duration>90000</Duration>
<Direction>SouthWest</Direction>
</Item>
<Item>
<!-- SouthAmerica_Expedition01 -->
<Session>800386</Session>
<Duration>90000</Duration>
<Direction>NorthWest</Direction>
</Item>
<Item>
<!-- SouthAmerica_Expedition02 -->
<Session>800387</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Campaign Chapter 3/SouthAmerica -->
<Session>801999</Session>
<Duration>90000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- SunkenTreasures_Unlock -->
<Session>803421</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Cape Trelawney -->
<Session>110934</Session>
<Duration>270000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Arctic Unlock -->
<Session>803422</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- The Arctic -->
<Session>180045</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- Arctic_Expedtion01 -->
<Session>800384</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- Arctic_Expedtion02 -->
<Session>800703</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Enbesa Unlock -->
<Session>803423</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Enbesa -->
<Session>112132</Session>
<Duration>300000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Not sure what this is -->
<Session>800703</Session>
<Duration>300000</Duration>
<Direction>NorthEast</Direction>
</Item>
<!-- ############################################################### -->
<Item>
<!-- Four Crowns -->
<Session>2111001</Session>
<Duration>350000</Duration>
<Direction>SouthEast</Direction>
</Item>
<Item>
<!-- Kingsgrove -->
<Session>2121001</Session>
<Duration>300000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- Arctic Map - White and Cold -->
<Session>1742001000</Session>
<Duration>360000</Duration>
<Direction>NorthEast</Direction>
</Item>
<Item>
<!-- New Horizons -->
<Session>133700000</Session>
<Duration>400000</Duration>
<Direction>SouthEast</Direction>
</Item>
<!-- ############################################################### -->
</TransferData>
<SpawnStartShipAndKontor>0</SpawnStartShipAndKontor>
<SecondPartiesMaySettleHere>1</SecondPartiesMaySettleHere>
<WorldMapCardBackground>1742009005</WorldMapCardBackground>
<WorldMapAsset>data/graphics/ui/3d_objects/world_map/clickable_south_america_01.cfg</WorldMapAsset>
<SecondPartyReferenceUnlock>1010285</SecondPartyReferenceUnlock>
</Session>
<Text>
<LocaText>
<English>
<Text>Americana</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
</Text>
<Locked />
<WorldMapSound>
<UIClickEvent>9818389</UIClickEvent>
</WorldMapSound>
</Values>
</Asset>
</ModOp>
We have now finished creating our new session template.
Next we will be adding the graphics we will be using in the UI for this session. We already saw the backgorund image for the card GUID, but we did not create the actual background yet.
Images we still need to create:
This is actually a duplicate of the one we already defined at the beginning of this file. But to be sure we define it here again.
<!-- Icon for session -->
<ModOp Type="add" GUID='500927' Path="/Values/SideNotificationsArchive/CoopSessionIcons">
<Item>
<Session>1742009000</Session>
<Icon>data/ui/2kimages/main/icons/icon_session_americana_0.png</Icon>
</Item>
</ModOp>
This is a small half transparent banner used in the UI. It is 298px x 66px. We could reuse the same as the default New World session, or we could use some other assets. For example, we could go to the data21.rda/data/ui/2kimages/main/assets and there use some graphics from the first scenario which was also in the New World. For this we use “btn_quest_card_ggj_0.png” and flip it and make it fit in the right dimensions for this banner. We also put it in the right location in our mod folder. [Map] Americana/data/ui/2kimages/main/assets/session_btn.
<!-- Add new background for session (Trading) -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='501683']">
<Asset>
<Template>Icon</Template>
<Values>
<Standard>
<GUID>1742009003</GUID>
<Name>Americana Background</Name>
<IconFilename>data/ui/2kimages/main/assets/session_btn/session_btn_americana_0.png</IconFilename>
</Standard>
</Values>
</Asset>
</ModOp>
This can be the same icon as the one we already created for this session.
<!-- Add new icon for session (Trading) -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='501342']">
<Asset>
<Template>Icon</Template>
<Values>
<Standard>
<GUID>1742009004</GUID>
<Name>Americana Icon</Name>
<IconFilename>data/ui/2kimages/main/icons/icon_session_americana_0.png</IconFilename>
</Standard>
</Values>
</Asset>
</ModOp>
The last image we will be creating is the background for the card we see in the world map when hovering over the session building.
For this we could again reuse some images, but this has again a different dimension, 300px x 120px. We put this new image at the right location in our mod folder structure. [Map] Americana/data/ui/2kimages/main/assets/worldcard_bg.
<!-- Add new background for session (World Map) -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='500875']">
<Asset>
<Template>Icon</Template>
<Values>
<Standard>
<GUID>1742009005</GUID>
<Name>Americana Background</Name>
<IconFilename>data/ui/2kimages/main/assets/worldcard_bg/bg_worldcard_americana_0.png</IconFilename>
</Standard>
</Values>
</Asset>
</ModOp>
Change the GUID corresponding with the right references.
<!-- Add MapIcon/Background to session -->
<ModOp Type="add" GUID='501680' Path="/Values/SessionScene/SessionList">
<Item>
<Session>1742009000</Session>
<Icon>1742009004</Icon>
<Text>1742009000</Text>
<Background>1742009003</Background>
</Item>
</ModOp>
We still need to actually add the session to the World Map.
<!-- Add session to world map -->
<ModOp Type="add" GUID='180036' Path="/Values/WorldMap/ReleaseSessions">
<Item>
<Session>1742009000</Session>
</Item>
</ModOp>
We have now created all our UI elements and the container of our session. This container is not the content of the actual session. The content (islands and other elements) is not defined yet.
Every session has its own elements based on the region template we have choosen. In our case the New World region. But we can still manipulate a lot of things within a specific region.
For this tutorial we will be using specific parameters to create a new custom session which contains a custom map with islands. We will be choosing an existing <TemplateFileName> for the basic tutorial and people who are happy with that can stop there. But we also will be using some more in depth island choices where we pick the islands we want + the positions we want. This has some more technical challenges but we will get there. If you are happy with the basic extra region, also perfectly fine!
We will be creating a MapTemplaye. There will be a link to a .a7t file. This is a file which contains all the islands info of our session. Which islands, the position, ect.
First we change the GUID to 1742009002. This is our last GUID we needed. We then also change the name.
After that we decide the size of our islands and template. This is important to define what MapTemplate we want to use from the existing templates.
To find the .a7t file we need to search for <Template>MapTemplate</Template> in the main assets.xml. We will find 66 matches at the writing of this tutorial. The first ones are the ones for the Old World region, after that we get the New World MapTemplates (SouthAmerica x_xx).
Look at the <IslandSize> and <TemplateSize> tags and determine which you want to use. For this tutorial we want both as a “Large” value and chose <Name>SouthAmerica l_03</Name> with the TemplateFileName <TemplateFilename>data/sessions/maps/pool/colony01/colony01_l_03/colony01_l_03.a7t</TemplateFilename>.
We repeat the IslandSize and the TemplateSize and finally add the correct TemplateRegion, which is Colony01.
<!-- Add custom map -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='110933']">
<Asset>
<Template>MapTemplate</Template>
<Values>
<Standard>
<GUID>1742009002</GUID>
<Name>Americana</Name>
</Standard>
<MapTemplate>
<IslandSize>Large</IslandSize>
<TemplateFilename>data/sessions/maps/pool/colony01/colony01_l_03/colony01_l_03.a7t</TemplateFilename>
<TemplateSize>Large</TemplateSize>
<TemplateRegion>Colony01</TemplateRegion>
</MapTemplate>
</Values>
</Asset>
</ModOp>
When we hit the keypad 1,2,3,4,5 we go to a specific session. 1 is for example the Old World. For our new session we can also attach a keybinding for this.
We do have to take some things into account. We have our 5 already existing key bindings, but of course also new maps of other mods have their key bindings. Four Crows has the number 6 and Kingsgrove has 7. The new Arctic map has 8 so only 9 is left and New Horizons also has 6.
For this tutorial we will take the number 9, but be aware that using other map mods can interfere with this number! Also put this as a remark when releasing your new sessions! The key binding can always be changed ingame, so this is not a game breaker but something to be aware of.
<!-- Add Keybinding -->
<ModOp Type="add" GUID="2001271" Path="/Values/GUIConfig/KeyBindings">
<Item>
<KeyTypes>Keypad 9</KeyTypes>
<Command>TextSources.TextSourceRoots.Interface.JumpToSession(1742009000)</Command>
<Text>1742009001</Text>
<Active>Session;WorldMap</Active>
<Identifier>1742009000</Identifier>
<AvailableOnPlatforms>PC;Xbox;PS;Stadia</AvailableOnPlatforms>
</Item>
</ModOp>
We are now at the last part of our assets.xml. We are not there yet but we have come a long way.
The last part is some textual references.
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='23427']">
<Asset>
<Template>Text</Template>
<Values>
<Standard>
<GUID>1742009001</GUID>
<Name>Session Switch - Americana</Name>
</Standard>
<Text>
<LocaText>
<English>
<Text>Enter "Americana"</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
</Text>
</Values>
</Asset>
</ModOp>
Will I now be able to load my session ingame? Well, yes… and no. We are not there yet but you will see some things already ingame.
We have a couple of references that we maybe want to translate. Like every other mod we have our translationfiles in the folder data/config/gui. Start with the texts_english.xml.
We will be creating 2 translatable lines.
<ModOps>
<ModOp Type="add" Path="/TextExport/Texts">
<Text>
<GUID>1742009000</GUID>
<Text>Americana</Text>
</Text>
<Text>
<GUID>1742009001</GUID>
<Text>Enter "Americana"</Text>
</Text>
</ModOp>
</ModOps>
Copy paste those for all other languages and translate what you want in the languages you want.
We are almost finished but need to do 1 last thing. We have to put our session on the World Map in the game. This World map is also the access point how we will be able to activate and enter our new session.
The World map is a file (world_map_01.fc) that is in every data.rda file, so take the one from the last data.rda to have the most up to date version. You can find this file in data24.rda/data/graphics/ui/3d_objects/world_map.
When opening this file you will see an unindented structure. Change the formatting if needed and indent the file to have a better overview of the structure. The file contains a couple of big parts that are easy to understand.
The first part is the part where every session is declared and given coordinates on the map. We first have the <name> which contains the GUID of the new session. Then we have the position of the session/kontor on the map with the coordinates. If we scroll down we can see this is done for all sessions and elements on the world map.
Our new session will look like the code underneath. Add this at the top above the first <i> element.
The most important thing that we need to change here is the position and maybe orientation. For both the position and the orientation we take the original values from the <Name>180025</Name> (New World Session) and change the values so the session is a bit above the default New World session and a bit rotated.
Position:
<x>16.128237</x> to <x>15.628237</x>
<y>-0.123510</y> to <y>-0.123510</y>
<z>10.544896</z> to <z>7.544896</z>
Orientation:
<w>0.411145</w> to <w>0.711145</w>
<x>-0.000000</x> to <x>-0.000000</x>
<y>0.911570</y> to <y>0.911570</y>
<z>0.000000</z> ro <z>0.000000</z>
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Groups />
<Dummies>
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Position>
<x>15.628237</x>
<y>-0.123510</y>
<z>7.544896</z>
</Position>
<Orientation>
<w>0.711145</w>
<x>-0.000000</x>
<y>0.911570</y>
<z>0.000000</z>
</Orientation>
<Extents>
<x>0.100000</x>
<y>0.100000</y>
<z>0.100000</z>
</Extents>
<RotationY>1.009012</RotationY>
<Id>1742009</Id>
<HeightAdaptationMode>1</HeightAdaptationMode>
</i>
</Dummies>
<Id>1742010</Id>
</i>
We have done phase one of creating a new session.
So, to summarize. We created a new session
. This session is based on a session template
, in our case SessionSouthAmerica
. This session template inherits from a region
, in the case of the New World this is RegionSouthAmerica
. This region contains all the stuff we see and use in a region (type of trees, roads, mines,…). The things that are different for our specific session we declare in our assets.xml.
We saw before that we are using a .a7t
file which we found in the main assets.xml. This file together with a .a7te
and a .a7tinfo
are the map template and those contain the info about the map the session is using. This map tamplate contains the info about which islands we will be using.
If we look at the game, and we play the game multiple times we will see that the game has a certain pool of islands. Islands are reused in different games. The Old World has the largest island pool. The New World has also a variety of islands but you will see the same islands coming back more regular in the different games.
Anno 1800 is a rich game with a lot of regions. Developing and modelling different islands is time consuming. The game has different sessions and for every session different islands. That was a lot of work and resources. Every island is custom made and not generated on the fly. That is why there is a “pool” of islands the game takes islands from every time you start a new game. Based on the “map seed” a set of islands is taken. If you want to know more about map seeds you can read more about map seeds it on the Anno 1800 wiki.
It is important to understand this because we will be choosing islands for our custom map template. The island we choose from are the islands that are available in the game. We can not “make new islands”, we can only use the ones that exist.
We modders like to customize a lot of things, but we can do as much as the game and code lets us do. Creating new islands is still something we need to figure out in the modding community. We are restricted by software and liscening of the software that the developers use for creating the islands (and some technical hurdles). Some amazing people in the community already took HUGE steps in making custom islands. Old World islands were skinned to New World islands to make the pool of islands in the New World bigger. Even Crown Falls was already skinned to a New World island! It is a matter of time we figure out more and who knows in the future creating really custom islands from scratch. But all that work is done by smarter people then me.
We now know about map templates and the islands in Anno 1800. But where do we actually find those in the game files? Well, if we just look at the path of the map template that we used for now, we can see the path.
<TemplateFilename>data/sessions/maps/pool/colony01/colony01_l_03/colony01_l_03.a7t</TemplateFilename>
The main data folder contains a sessions folder which contains a map folder which contains a pool folder which contains a colony01 folder which is the New World and that folder contains all the different map template folders for the different types of maps. In this folder we will find tha .a7t file.
Offcourse to get those folders we need to extract the .rda files, but at this point in the tutorial series you should already know how to do this. Use the RDAExplorer.
We are looking for New World map templates. The New World is a part of the game that was there from the start. So, logical place to look for should be one of the first .rda files. But, with the latest DLC, and season 4 focusing on the New World some updates were made to the New World and also to the islands in later rda files. If we have a look at the latest data24.rda (Empire of the Skies at this moment of writing) we see in the sessions folder another folder called islands but not a folder maps.
At this moment we are looking for the maps folder, not the islands folder. So we go to the oroginal data5.rda folder which contains all the map templates of the basegame. We browse to the templates for the New World.
We see versions with “s”, “m” and “l” versions. Those letters are standing for “small”, “medium” and “large”. When choosing the settings when starting the game you choose a small, medium or large world. Based on that choice a certain map template is choosen from this pool.
If we open one of the folders. for example the one we used as a placeholder, colony01_l_03
we see our colony01_l_03.a7t
file inside this folder. Next to that we also have a colony01_l_01.a7te
and a colony01_l_01.a7tinfo
.
If you try to open those files with a text editor, the only file you will be able to open and that actually could show some understandable info is the colony01_l_01.a7te
. But even then not much we can do in that file.
As we now know we need 3 files for the map template. We can copy them from data\sessions\maps\pool\colony01\colony01_l_01
to our mod folder location [Map] Americana\data\sessions\maps\americana\
and rename them to americana.a7t
, americana.a7te
and americana.a7tinfo
.
Now we actually have created a custom session with a custom map template. To be sure this works, we should test this ingame. But before we can test this, we first have to change the path to our new custom map template. Remember where we linked the map template?
data/sessions/maps/pool/colony01/colony01_l_03/colony01_l_03.a7t
to the location of your new map. data/sessions/maps/americana/americana.a7t
You see the strange thing here? We included the mods
and [Map] Americana
also in the path. This is needed in this case, otherwise the game will not find our custom map template.
<!-- Add custom map -->
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='110933']">
<Asset>
<Template>MapTemplate</Template>
<Values>
<Standard>
<GUID>1742009002</GUID>
<Name>Americana</Name>
</Standard>
<MapTemplate>
<IslandSize>Large</IslandSize>
<TemplateFilename>data/sessions/maps/americana/americana.a7t</TemplateFilename>
<TemplateSize>Large</TemplateSize>
<TemplateRegion>Colony01</TemplateRegion>
</MapTemplate>
</Values>
</Asset>
</ModOp>
And at this point if you would test this, this session will be visible on the world map and will be able to load! So again, we have created a new session and now also with a custom map template. Well, “custom” in a way it is loading files we put on a location inside our mod and not from the standard game. We still did not change anything in the maptemplate.
Next we are going to add some extra islands to the map template. For that, we need to adapt the map template files, but to do that we have to find a solution to be able to actually open those files.
Time to introduce another crazy community tool, FileDBReader. This tool can be a bit scary if you never worked with a commandline before. But rest assured, we will make it as clear as possible what you need to do.
https://github.com/anno-mods/FileDBReader
On the github page a good description is given how to use it, but we will go over it also to adapt it to what we need in this specific case.
First of all go to the release page and download the latest version (FileDBReader.zip). https://github.com/anno-mods/FileDBReader/releases
Open the zip file and place the FileDBReader somewhere on your computer, maybe inside the global modding folder you created in your documents folder and make a “Tools” folder in that folder to put FileDBReader into. We will be using this folder to adapt our map templates.
If we have a look at what is inside that FileDBReader folder we have another folder with FileFormats and some other files. The FileFormats folder contains different files that all have a purpose depending on the files we want to extract. The fileformat we will be using is a7tinfo.xml from that folder. Inside the main folder we also have a FileDBReader.exe. We do not run this .exe on itself, but will be using the commandline to run a command and that command will use this .exe when executing.
Copy the americana map template folder from our mod directory that contains our map temaplate files (.a7t,…) inside the folder of FileDBReader.
Now a maybe scary part will start. We will be using the commandline and feel like hackerman ;)
When you are inside the FileDBReader folder, press CTRL + L. This will allow you to type in the path of the location you are at the moment.
Type cmd and press Enter, this will open the commandline in the location of the FileDBReader.
Now the magic can start. We will be using a specific command to decompress our map template files using the FileDBReader together with the FileFormats files.
The command we need is:
Filedbreader.exe decompress -f americana/americana.a7tinfo -i FileFormats/a7tinfo.xml
If we have a look at this command it actually explains itself (apart from some things I also have to look up to know what they do).
The first part is the FileDBReader.exe where we actually execute this .exe via the command. The next part is the -f which is a parameter that I know it needs to be there, but not sure what it stands for. Smarter people then me probably can answer that. Then we have the file we actually want to decompress, we navigate to the location of our americana.a7tinfo file which is in the americana folder. Then we have another parameter -i, which gives the tool an interpreter to use. And to finalize we have the fileformat we will be using in the decompression, a7tinfo.xml which is also in a subfolder where we have to navigate to from our main folder.
We can copy paste this command inside the commandline.
Then press enter to execute it. It will run the command and if everything goes well, decompress the americana.a7tinfo. You will see this in the commandline itself.
You can then go to the americana folder inside your FileDBReader folder and you should see the americana.xml file there.
Now that we have the xml file we can open this file to manipulate this! Let’s have a look how this one looks and what every part does.
<Content>
<MapTemplate>
<Size>1856 1856</Size>
<PlayableArea>200 200 1656 1656</PlayableArea>
<RandomlyPlacedThirdParties />
<ElementCount>15</ElementCount>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>416 576</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1200 1232</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>808 232</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1224 536</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>272 1024</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1000 648</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>216 760</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>240 1432</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>920 1424</Position>
<Difficulty />
<Config>
<Type>
<id>Pirate</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1272 240</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>288 264</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>696 1096</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1000 944</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1344 944</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>2</ElementType>
<Element>
<Position>1616 1608</Position>
</Element>
</TemplateElement>
</MapTemplate>
</Content>
If we have a look at the first part we have the Size
of this map template. Depending on the map template you have choosen as a placeholder this can be a large, medium or small size. In our case we have a large size which is 1856 by 1856.
We see that there is also PlayableArea
. This is smaller and has 4 coordinates. This is because every map has 4 sides, and this determines from where the playable area starts and ends. This is not at 0 and not to 1856 because if we remember, when ships leave a map we see keep seeing them for some time until they dissapear. This is the part of the map tha is not playable and where you can not select the ship anymore but it is still visible.
<Content>
<MapTemplate>
<Size>1856 1856</Size>
<PlayableArea>200 200 1656 1656</PlayableArea>
<RandomlyPlacedThirdParties />
<ElementCount>15</ElementCount>
...
</MapTemplate>
</Content>
The map uses coordinates based on X and Y. it starts at 0,0 and ends at 1856,1856. Knowing this we can understand that the playable area starts at 200,200 and ends at 1656,1656 and 0,1656 and 1656,0.
If there are ThirdParties in the map, this wel determine they are randomly placed. If we look further in the file we will see we have a couple of “slots” for third parties. But this is the New World, so only 1 third party is available. So it will be randomly placed on one of the available slots.
This is an important number. Furter in the file we see we have <TemplateElement>
. Every <TemplateElement>
is an island on the map or another element on the map. The total number of islands is set here. So if we want to add an extra island we need to change this number.
If we then have a look at the <TemplateElement>
nodes we can see some differences between them. Like said before, all those <TemplateElement>
nodes are pieces of the map template. In this case there are 15. Count then and see if this is right.
14 of them are <ElementType>1</ElementType>
and 1 is <ElementType>2</ElementType>
.
The type 1 are islands, the type 2 is the startposition when entering the region for the first time.
<Content>
<MapTemplate>
...
<TemplateElement>
<ElementType>2</ElementType>
<Element>
<Position>1616 1608</Position>
</Element>
</TemplateElement>
</MapTemplate>
</Content>
If we look at the <ElementType>2</ElementType>
at the bottom of this file, we see <Position>1616 1608</Position>
. If we have a map and we know we use X,Y coordinates. The map starts at the bottom and goes up on the left (Y coordinate) and on the right (X coordinate). <Position>1616 1608</Position>
is at the top tip almost where the North symbol is on the map.
<Content>
<MapTemplate>
...
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>416 576</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1200 1232</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>808 232</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1224 536</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>272 1024</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1000 648</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>216 760</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>240 1432</Position>
<Difficulty />
<Config>
<Type>
<id>ThirdParty</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>920 1424</Position>
<Difficulty />
<Config>
<Type>
<id>Pirate</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1272 240</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>288 264</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>696 1096</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1000 944</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1344 944</Position>
<Size>Medium</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
<TemplateElement>
<ElementType>2</ElementType>
<Element>
<Position>1616 1608</Position>
</Element>
</TemplateElement>
</MapTemplate>
</Content>
If we look at the <ElementType>1</ElementType>
nodes, we also see <Position>
nodes. So this is where every island gets the position on the map.
Next we have the <Size>
node which determines the size of the choosen island. We have Large
, Medium
and Small
.
Next we have a <Config>
part where more detailed info of the island is taken into account. The important part here is the <id>
. This can contain different values depending on the type of island.
<Config>
<Type>
<id>Starter</id>
</Type>
<Difficulty />
</Config>
We can have as an <id>
:
Starter
ThirdParty
Pirate
Together with the <Size>
the <id>
determines in which pool the map will look for islands to include. Every island is linked to one of those parameters. As you can see there are no paths to actual island files. That is because the map template looks into the pool of different islands that are available for those parameters and chooses the island based on the parameters and the map seed you choose at the beginning of your game. So, if you would start 2 games with 2 different map seeds, you will get 2 different island combinations because of that.
For normal islands this is a set of islands based on those parameters. For ThirdParty
and Pirate
this is linked to the region we are in. For the New World we only have 1 Third Party, Isabel Sarmento. And the pirate is Jean La Fortune.
We could change positions here, add new islands, remove islands,… But remember to change the total <ElementCount>
at the top of the file!
First let’s have a look at the current available islands for the New World. How many Large islands are there, how many medium and how many small. For that we go to the data6.rda folder but also the data24.rda folder because that contains some updated islands with a newer release.
We can see there are 5 large islands, 6 medium islands and 4 small islands. There are also islands with “d” in the name. Those are decorative islands that can not be settled. If you want to have a look how the island looks you can open the folder of one of the islands, open the _gamedata
folder and then depending of the island has rivers or not open the river variant or the normal variant folder, and then you will see flat images of the island layout.
Now that we know how many islands there are, we can have a look at our americana.xml
that we extracted, and have a look how many islands already are loaded.
In total we know that 15 items are loaded into the map template. We know this because of the <ElementCount>15</ElementCount>
at the top of the document. If we look at all the <TemplateElement>
nodes we can summarize what we already have:
Large
- Starter
- 2Large
- 3Medium
- Starter
- 2Medium
- 3Small
- 0ThirdParty
- 3Pirate
- 1Startpoint
- 1Total of 15 elements like the number at the top states.
If we have a look at the islands that are available we actually have a problem. There are 5 large islands used of the available islands. You could say we actually have 10 large islands, because we also have the river variants and the non-river variants. But the game does not make a difference between the two, it is the same island when loaded, and the same island will not be loaded twice.
In this map template we loaded, all the large islands are actually already used, 5. So, if we would add another large island the game would not load it because it does not have an available large island anymore. We still have 1 medium island we can add and the 4 small islands are still available.
First we were planning to add the prologue island that is used at the beginning of the campaign. But after adding this island we encountered some problems. Tied to the island we have the buildings and elements that are backed into that part of the campaign. The character from the campaign was still in there. Also the fishing boat where you need to use the dynamite was still in there. When we tried to reach the beach to settle the island the beach was blocked. So… No can do.. There is another island in the same folder, but also that island could not be settled. Without big modding efforts we can not fix those islands, wso we have to take another island.
Some people do not like the river islands of the new world. We could swap out all the large islands and manually insert all the riverless variants. We will do this for one of the large islands.
Go to the first <TemplateElement>
that is a normal Large variant.
...
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>1200 1232</Position>
<Size>Large</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
...
We will be changing this version to a fixed island version.
<MapFilePath>
<Rotation90>
.<ElementType>
<Size>
...
<TemplateElement>
<Element>
<Position>1200 1232</Position>
<MapFilePath>data\sessions\islands\pool\colony01\colony01_l_05\colony01_l_05.a7m</MapFilePath>
<Rotation90>3</Rotation90>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
...
Let’s add another island. This time a small variant, but again one that is randomized and taken from the pool of small islands. For that we can copy one of the normal large or medium islands. And then change the <Size>
to Small
.
We also have to add a position on the map. For now we will add this small island in the middle of the map. Which is 928 928
. We will be changing this position later.
Remark! All values for positions must be dividable by 8!
...
<TemplateElement>
<ElementType>1</ElementType>
<Element>
<Position>928 928</Position>
<Size>Small</Size>
<Difficulty />
<Config>
<Type />
<Difficulty />
</Config>
</Element>
</TemplateElement>
...
Do not forget to change the <ElementCount>
to 15+1, so 16
because we added 1 extra islands.
...
<ElementCount>16</ElementCount>
...
Now we finished our .xml
we need to compress it again to a .a7tinfo
file. We need to do some commandline magic again.
First let’s go back to our americana folder inside the FileDBReader folder where our adapted .xml is. We will be overwriting our original americana.a7tinfo
with the new americana.a7tinfo
. If you want you can change the name of americana.a7tinfo
to americana-backup.a7tinfo
to backup the original file. But that file is a copy of the original map file so you could also always get it back there.
Now we have to use another command in the commandline. If your commandline is still open from before you can go further from there. If not go back to the FileDBReader folder and press CTRL + L
again, type cmd
and press Enter
to open the commandline again.
This time we are not decompressing, but compressing. Our command also has some more parameters.
Filedbreader.exe compress -f americana/americana.xml -o .a7tinfo -c 2 -i FileFormats/a7tinfo.xml
We now have our compressed .a7tinfo again.
I renamed the americana.xml
to americana-a7tinfo-backup.xml
to have it as a backup in case I want to check something.
You could start your game now and see the new session with the adapted islands, but we still have to change the postions of the newly added island. We also expanded the map template in size in the one file, but there is also another location where we have to change that size, in the a7t file.
First, before we forget let’s copy the compressed americana.a7tinfo
to our mod folder and overwrite the file we took from the existing map template. Location [Map] Americana\data\sessions\maps\americana\americana.a7tinfo
.
The next file we will be opening is the americana.a7t
. For this we do not need the commandline but in the first step we need the RDAExplorer
. We can use the version with the UI and extract the gamedata.data
file inside to our americana map folder inside the FileDBReader folder.
Now we have a gamedata.data
file and we need the FileDBReader again with the commandline.
We have to again decompress the file, but we now have a .data file, so we need another FileFormat file te decompress.
Use the commandline with command below to decompress to the final .xml file.
Filedbreader.exe decompress -f americana/gamedata.data -i FileFormats/Island_Gamedata_V2.xml
If we now open the .xml we extracted, we see a really long file with also long binary parts.
<Content>
<FileVersion>8</FileVersion>
<GameSessionManager>
<SessionSettings>
<GlobalAmbientName>south_america_caribic_01</GlobalAmbientName>
<PlayableArea>200 200 1656 1656</PlayableArea>
</SessionSettings>
<SessionRandomManager />
<TerrainManager>
<WorldSize>1856 1856</WorldSize>
</TerrainManager>
<SessionCameraManager>
...
</GameSessionManager>
</Content>
We need to change 2 things at the beginning of the file. We have to change the <PlayableArea>
again and the <WorldSize>
.
<Content>
<FileVersion>8</FileVersion>
<GameSessionManager>
<SessionSettings>
<GlobalAmbientName>south_america_caribic_01</GlobalAmbientName>
<PlayableArea>200 200 2360 2360</PlayableArea>
</SessionSettings>
<SessionRandomManager />
<TerrainManager>
<WorldSize>2560 2560</WorldSize>
</TerrainManager>
<SessionCameraManager>
...
</GameSessionManager>
</Content>
Now it is time to compress our .xml
back to a .a7t
file. Again in 2 steps, first to a .data
file and then the .data
file again to a .a7t
file.
Note in the previous screenshot that I changed the name of the gamedata.data
to gamedata-backup.data
to have a backup and not overwritten when compressing the xml again. We can do the same for the americana.a7t
file.
We use the commands below to do the job for us:
Compress xml
to .data
:
Filedbreader.exe compress -f americana/gamedata.xml -o .data -c 2 -i FileFormats/Island_Gamedata_V2.xml
Compress .data
to .a7t
For this we can use the RDAConsole. This is another amazing tool from the community.
Download the latest version and copy the RdaConsole.exe
to the same directory as the FileDBReader.exe
inside the FileDBReader
folder. That way we can easily use the commandline that is already open and execute the commands.
RdaConsole pack -f americana/gamedata.data -o americana/americana.a7t -v 2
Now also copy the americana.a7t
file to the mod directory. You will see the new .a7t file is much bigger then the original one. This is fine.
Now we have our updated map template ready for some last magic.
We are going to use a community tool made by another amazing modder, the AnnoMapEditor. This tool lets us change existing map templates and make complete new combinations of existing islands and easily position islands in the map template.
https://github.com/anno-mods/AnnoMapEditor
If you get an error when opening this tool, Windows blocks .exe files that are not “trusted”. Opening this is at your own risk but I think we can all agree the modder creating this tool has no bad intentions so you can just ignore this warning.
You can find a short demo on the Github, but we will go over the tool in short.
When we open the tool we first have to choose a basic map template we want to use to adapt. This can be an already created custom .a7t file or you can choose from the existing map templates from the game.
REMARK! As mentioned by the creator of the tool, this tool is still in development and does not fully work for all regions yet.
We will be using our map template that we created and where we added our custom islands onto.
Choose Open
> Open File...
> And choose our americana.a7tinfo
in our mod folder.
When opened we immediatly see the set of islands and positions of the islands that will be used in game for the New World session and in the middle we see our small
island that we added. We also see that this region is so much bigger and a lot of free space. The original size was a lot smaller and we added all that space. Now we can add some more islands and reposition them.
First on the left in the interface we change the region from Moderate
to New World
. We see the islands change to the New World islands. Be aware that those islands are just placeholders to show the size. When loading a new game the island itself will be randomized based on the available islands in the pool, apart from the fixed island we choose.
So let’s drag the islands to a position of our liking but keep in them in the playable area (light blue not the dark blue on the outside).
I also removed 2 of the 3 Third Party (purple) locations. So Isabel Sarmento will be spawning at the only available location. We could also remove her completely or even remove the pirates if we want.
Remove an island by dragging them over the edge of the map. A red cross will appear above the island.
Play around with the amount of islands and remove/add what you want. But make sure to leave the fixed choosen island in on the map template. This is the island without a label amnd no preview. You will also get a warning on the left if you added more islands of a certain type then there are islands available in that pool.
We can also see a yellow dot in the upper corner of the map. Remember we talked about the spawnpoint when you enter the region for the first time? This is that location. You could also drag this to another location if you want.
Now let’s have a look at our final result and save our new map template.
Let us save this map template.
americana.a7tinfo
Again, we have taken a huge step! Copy you modfolder to the Anno 1800 mods folder, clear the cache and start a game with the new session!
REMARK! Make sure when testing always use a savegame that never has the mod loaded before. When you load a mod and save the game after that, parts of the mod are backed into the savegame. If you then delete the mod inside that savegame, play for some time and then add the mod again the savegame can be corrupted and potentially break that savegame! When testing always use a new game or a savegame where you never used the mod before.
We have one last part to do. This part can be a hard one and you could leave it out if you do not want to do it. This part contains the visual paths the ships take on the World Map. You see the curved striped lines from one session to another which the ships follow. To be able to do that you’ll need to add a lot of coordinates.
For those who did not have worked in Blender make sure you have some basic knowledge. If you have done the previous tutorials you would be ready to rock this. If not I would advise to read the previous tutorials so you know how you install the needed plugins and addons. We need the Anno Blender addon to be able to export our files.
https://github.com/xormenter/Blender-Anno-.cfg-Import-Addon
Download amazing file from the community that you can open in Blender and where you can see all sessions, expeditions with example paths.
Download: shippaths_start.blend - Thanks to Taludas
The arrows went from the right cube (Old World - 180023) to our new session (Americana - 1742009000). Change the name of the curve to v_180023_1742009000
in the treeview.
Warning! Cape, New World, Enbesa and The Arctic have 2 cubes/GUID’s. One for the unlock and one for the normal version. Both are needed!
v_
, so 180023_1742009000
.We choose the next point by selecting another cube in Object Mode, and looking at the name in the treeview to see the GUID.
Then we change the name in the treeview and the Anno Object tab.
We do this for all curves for destination OR starting point.
A
on the keyboard so and all the anchor points of your curve will also be highlighted.
MAIN_FILE_world_map_01.cfg
in the treeview and export the file as a .cfg with the anno plugin. Make sure to check the checkboxes so also the .fc and .cf7 are exported. If you try to export to .cfg and you get errors this can be because your mod folder path is not declared in the file. This can also be the case because there are still elements that can not be found on the predefined mod path.We now have a couple of files exported. A .fc, a .cf7 and a .cfg. The file we need is the .fc. Open this file in your code editor and look at the structure. We are not going to include the code on this page because it is just to big.
The biggest part we need is the part where all the curves are declared. It starts at a part with a lot of
...
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100820480.000000</k>
<k>2121100165120.000000</k>
<k>2121100165120.000000</k>
<k>2121100165120.000000</k>
<k>2121100165120.000000</k>
<k>2121100165120.000000</k>
<v>
<Name>110934_1742009000</Name>
<ApproximationMapping />
<hasValue>1</hasValue>
<Id>352</Id>
<Closed>0</Closed>
<SegmentLength>0.250000</SegmentLength>
<ApproximationPoints>
<i>
<x>-0.044585</x>
<y>-0.181641</y>
<z>0.251998</z>
</i>
</ApproximationPoints>
<ControlPoints>
<i>
<x>-6.260734</x>
<y>-0.081189</y>
<z>4.795408</z>
</i>
<i>
<x>-6.281677</x>
<y>-0.081189</y>
<z>7.055476</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ControlPoints>
</v>
<k>110934_1742009000</k>
...
After that long list of <k>
elements we see a <v>
element. Inside we see a <Name>
element which has one of the combinations of paths that we declared in Blender. We also see the <Id>
element with the first number we added.
Then a bit lower we see a <ApproximationPoints>
and a <ControlPoints>
element. The <ControlPoints>
are the anchor points of our curves we created in Blender. We will be overwriting the content of <ApproximationPoints>
with the content of <ControlPoints>
. At the complete bottom we have a <k>
element with the same GUID combination of the <Name>
element.
If we scroll down we see this structure over and over again untill the end of the file. All those elements are all our curves that we declared in Blender. We have to do 2 manual things here, before we can copy all the curves to our world_map_01.fc.
<k>
elementThe <k>
element with the current GUID combination actually needs to be above the <v>
element and not underneath. We have a <k>
element already underneath every element so we could just reuse it and replace the content with the correct GUID combination that is 2 lines lower in the <Name>
.
...
<k>110934_1742009000</k>
<v>
<Name>110934_1742009000</Name>
<ApproximationMapping />
<hasValue>1</hasValue>
<Id>352</Id>
<Closed>0</Closed>
<SegmentLength>0.250000</SegmentLength>
<ApproximationPoints>
<i>
<x>-0.044585</x>
<y>-0.181641</y>
<z>0.251998</z>
</i>
</ApproximationPoints>
<ControlPoints>
<i>
<x>-6.260734</x>
<y>-0.081189</y>
<z>4.795408</z>
</i>
<i>
<x>-6.281677</x>
<y>-0.081189</y>
<z>7.055476</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ControlPoints>
</v>
<k>112132_1742009000</k>
<v>
<Name>112132_1742009000</Name>
<ApproximationMapping />
<hasValue>1</hasValue>
<Id>353</Id>
<Closed>0</Closed>
<SegmentLength>0.250000</SegmentLength>
<ApproximationPoints>
<i>
<x>-0.044585</x>
<y>-0.181641</y>
<z>0.251998</z>
</i>
</ApproximationPoints>
<ControlPoints>
<i>
<x>-6.764018</x>
<y>-0.081189</y>
<z>12.867951</z>
</i>
<i>
<x>-6.784962</x>
<y>-0.081189</y>
<z>10.851763</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ControlPoints>
</v>
...
See in the above code that we put <k>110934_1742009000</k>
above our first <v>
element.
Then we reused the already existing <k>
element above the next <v>
element for our next GUID combination, <k>112132_1742009000</k>
.
We do this for every <k>
element / GUID combination / curve until we are at the end of the curves. The delete then the last <k>
element.
<ApproximationPoints>
We have declared our curve anchor points inside our <ControlPoints>
, but we actually also need to add those to <ApproximationPoints>
.
Copy the content of <ControlPoints>
to content of <ApproximationPoints>
and overwrite the one element we have there.
Example of our previous first 2 elements:
...
<k>110934_1742009000</k>
<v>
<Name>110934_1742009000</Name>
<ApproximationMapping />
<hasValue>1</hasValue>
<Id>352</Id>
<Closed>0</Closed>
<SegmentLength>0.250000</SegmentLength>
<ApproximationPoints>
<i>
<x>-6.260734</x>
<y>-0.081189</y>
<z>4.795408</z>
</i>
<i>
<x>-6.281677</x>
<y>-0.081189</y>
<z>7.055476</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ApproximationPoints>
<ControlPoints>
<i>
<x>-6.260734</x>
<y>-0.081189</y>
<z>4.795408</z>
</i>
<i>
<x>-6.281677</x>
<y>-0.081189</y>
<z>7.055476</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ControlPoints>
</v>
<k>112132_1742009000</k>
<v>
<Name>112132_1742009000</Name>
<ApproximationMapping />
<hasValue>1</hasValue>
<Id>353</Id>
<Closed>0</Closed>
<SegmentLength>0.250000</SegmentLength>
<ApproximationPoints>
<i>
<x>-6.764018</x>
<y>-0.081189</y>
<z>12.867951</z>
</i>
<i>
<x>-6.784962</x>
<y>-0.081189</y>
<z>10.851763</z>
</i>
<i>
<x>-5.085570</x>
<y>-0.081189</y>
<z>8.504116</z>
</i>
<i>
<x>15.209394</x>
<y>-0.181640</y>
<z>7.781194</z>
</i>
</ApproximationPoints>
<ControlPoints>
<i>
<x>-6.764018</x>
<y>-0.081189</y>
<z>12.867951</z>
</i>
<i>
<x>-6.784962</x>
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...
We do this again for all the curves. We are now ready with our curves and can include the paths inside our main world_map_01.fc.xml.
We had created a world_map_01.fc before with our new session. But we actually will be using another one at this point. At the moment of writing, a lot has changed. Others were also creating other new sessions. Taludas for example did huge efforts. He was so kind to share his final version where his ship routes paths and the ones from Kreitani and Taubenangriff were also included. So, we would be stupid not the use their world_map_01.fc as a base to insert all our paths.
Download: world_map_01-START.fc
Now that we have the final world_map_01.fc file it is time to merge all our info together in a new file called world_map_01.fc.xml.
We copy the position of the kontor on the world_map_01-START.fc
. We actually already declared that before in our own world map file. Take the first part with our kontor from our own world_map_01.fc
and copy it to the world_map_01.fc.xml
and add the modop like that.
<ModOps>
<ModOp Type="add" Path="/DummyRoot/Groups">
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Groups />
<Dummies>
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Position>
<x>15.628237</x>
<y>-0.123510</y>
<z>7.544896</z>
</Position>
<Orientation>
<w>0.711145</w>
<x>-0.000000</x>
<y>0.911570</y>
<z>0.000000</z>
</Orientation>
<Extents>
<x>0.100000</x>
<y>0.100000</y>
<z>0.100000</z>
</Extents>
<RotationY>1.009012</RotationY>
<Id>1742009</Id>
<HeightAdaptationMode>1</HeightAdaptationMode>
</i>
</Dummies>
<Id>1742010</Id>
</i>
</ModOp>
But to be sure it is on the right position on the map compared to our curves we will be using the coordinates from blender. Be aware that the coordinates are multiplied by -1 and the z and y coordinates are switched compared to what we see in Blender.
In our example this means:
<ModOps>
<ModOp Type="add" Path="/DummyRoot/Groups">
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Groups />
<Dummies>
<i>
<hasValue>1</hasValue>
<Name>1742009000_0</Name>
<Position>
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<y>-0.224438</y>
<z>7.80752</z>
</Position>
<Orientation>
<w>0.711145</w>
<x>-0.000000</x>
<y>0.911570</y>
<z>0.000000</z>
</Orientation>
<Extents>
<x>0.100000</x>
<y>0.100000</y>
<z>0.100000</z>
</Extents>
<RotationY>1.009012</RotationY>
<Id>1742009</Id>
<HeightAdaptationMode>1</HeightAdaptationMode>
</i>
</Dummies>
<Id>1742010</Id>
</i>
</ModOp>
We then copy our paths/curves from our temporary .fc file that we exported from blender to the final world_map_01-START.fc
file. The parts we copy are all the SplineData without all the existing
We put this code at the bottom of the world_map_01.fc.xml
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We now have our final world_map_01.fc.xml
file. Move the final file to the right location in your modfolder ([Map] Americana\data\graphics\ui\3d_objects\world_map
), You now should be able to see the paths ingame!
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"Version": "1.0.0",
"ModID": "[Map] Americana",
"Category": {
"Chinese": "Map",
"English": "Map",
"French": "Map",
"German": "Map",
"Italian": "Map",
"Japanese": "Map",
"Korean": "Map",
"Polish": "Map",
"Russian": "Map",
"Spanish": "Map",
"Taiwanese": "Map"
},
"ModName": {
"Chinese": "Americana",
"English": "Americana",
"French": "Americana",
"German": "Americana",
"Italian": "Americana",
"Japanese": "Americana",
"Korean": "Americana",
"Polish": "Americana",
"Russian": "Americana",
"Spanish": "Americana",
"Taiwanese": "Americana"
}
}
We now have our final modinfo.json Move it to the correct location in your modfolder ([Map] Americana
) near the data folder.
Well, we are done for this tutorial. Offcourse a lot more can be done with this. But for now we have taken a huge modding step! You can make sessions also for other regions of your liking. But other sessions will have other challenges!