Updated Quick Start Tutorial (markdown)

Azgaar 2019-08-28 13:56:02 +03:00
parent 618048aae3
commit 388880f581

@ -85,23 +85,23 @@ The Globe on the right shows relative position of the map as a brighter area. Th
The map latitudes affects the temperature gradient and winds applied to the map. You can change the temperature on Equator and Poles and it will be re-calculated based on map position on a globe. To change winds use the arrows on the right. Please note that wind is also latitude-dependent.
The _precipitation_ value defines how much vapor clouds can bring and spread across the map. The bigger the precipitation value, the greater number of rivers and fewer deserts you get. With precipitation equal to 0 the entire map will be an unlivable desert.
The _precipitation_ value defines how much vapor clouds can bring and spread across the map. The bigger the precipitation value, the greater number of rivers and fewer deserts you get. With zero precipitation the entire world will be an unlivable desert.
## Heightmap editing
If you dont like the heightmap generated automatically, you may edit it or even create a new one from the scratch. Open the _Tools_ tab in the menu and click on _Heightmap_. Now you need to select an edit mode. All secondary data like rivers, burgs and state depend on the height values, so changing the height manually will break the default generation logic. The best practice here is to use the _Erase_ mode, create the heightmap you want and let the system to re-generate the secondary data based on a current heightmap. It will remove all the changes made for burgs rivers and so on, but it will guarantee the smooth generation. Please take note that this also erases custom markers.
If you dont like the heightmap generated automatically, you may edit it or even create a new one from the scratch. Open the _Tools_ tab in the menu and click on _Heightmap_. Now you need to select an edit mode. All secondary data (rivers, burgs, states, markers and so on) depend on the heightmap, so changing the height manually will break the default generation logic. The best practice here is to use the _Erase_ mode, create the heightmap you want and let the system to re-generate the secondary data. It will remove all the changes made for burgs rivers and so on, but it will guarantee the smooth generation.
![Heightmap Editor](https://cdn.discordapp.com/attachments/587406457725779968/615924111889399816/v1_7.png)
If you want to perform just a minor change, select the _Keep_ mode. You wont be able to change the coastline, but all the data, including manually placed relief icons and rivers, will be kept as is. So its more like a visual change without changing the basic data. This mode is also safe.
If you want to perform just a minor change, select the _Keep_ mode. You wont be able to change the coastline, but all the data, including manually placed relief icons and rivers, will be kept as it is. So its more like a visual change without changing the underlying data.
If you have manually edited data and still need to change the coastline, you may use the _Risk_ mode. As the title says, its not safe and can cause some issues. So please use this mode only if you really need to.
If you have done some changes and still need to amend the coastline, you may use the _Risk_ mode. As the title says, its not safe and can cause some issues. So please use this mode only if you really need to.
Heightmap editing process has multiple build-in tools. These tools wont be covered in this tutorial, just note that they allow you to use brushes to “paint” the map, to edit and apply heightmap template and to convert any image into a heightmap.
Heightmap editing process has multiple build-in tools. These tools wont be covered in this tutorial, just note that they allow you to use brushes to "paint" the map, to edit and apply heightmap template and to convert any image into a heightmap.
![Paint Brushes](https://azgaar.files.wordpress.com/2019/06/9.-paint-brushes.png)
## Customization tools
The Heightmap Editor tools are not the only available ones. From the same _Tools_ tab you can also open Biomes, States, Cultures, Namebase, Burgs and Units editors. All these Editors work in a different way and wont be covered in this tutorial.
The Heightmap Editor tools are not the only available ones. From the same _Tools_ tab you can also open Biomes, States, Provinces, Diplomacy, Cultures, Namesbase, Zones, Religions, Burgs, Units and Notes editors. All these Editors work in a different way and wont be covered in this tutorial.
The same tab contains tools to re-generate map elements. If, for example, you have added and moved some burgs, the burgs wont be connected with roads anymore. You can click on initiate routes regeneration to get them connected. You can also re-calculate State Labels positions, relief icons, population, rivers, burgs and states.