Dawn of Man

Dawn of Man

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Moding tutorial
Would anybody, that has already created a mod for this game, be kind enough to create a utube video of how to create a mod? I would love to try and willing to learn, read and give a lot of time to it, but have no idea where to even start. Maybe if there are more people out there willing to learn how to mod this game we would have much bigger mod selection. Anybody willing to teach?
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Showing 1-15 of 43 comments
Schwifty K Sep 3, 2019 @ 10:46am 
Can you process information without a fancy video?

There is a really good guide on how to create scenarios (like those in the workshop): https://steamcommunity.com/app/858810/discussions/1/1840188800786675958/

If you are interested in creating scenarios you might catch some usefull information here: https://steamcommunity.com/sharedfiles/filedetails/discussions/1693186543

Real "Mods" you will find at nexusmods, but those are not officially supported (yet?) and might brake with every game patch.

philpearson25 Sep 3, 2019 @ 1:53pm 
Thank you so much Schwifty K, I will read it straight away!
philpearson25 Sep 3, 2019 @ 5:18pm 
Forgive me if my questions sound amateur, but I am a newbie at this although I find it very interesting. I have opened the xml files with notepad (do I need more advanced program for this?) and so far I am able to:
create a new scenario
add starting conditions, people, resources and spawn animals to existing environment only
change season features
Unfortunately there is a lot of things I can not figure out like
- don't know the seed or locations numbers so do not have control over my starting locations . People did somehow manage to add their own new starting locations
- don't know how to edit the map, how to add more mines or more trees or to make it flatter only at some points for example - it only seem that I can edit add the terrain features as numbers so can edit the resource factor but have no control over where those resources will be placed
- The only .scn file I can download is the temple of the moon so I'm limited to editing the existing definitions there, can't find any definitions that impact the trader, mines, population etc. also have no idea how Ronald Gordo created his unique way of progressing through era instead of knowledge points which I love.
I understand this is a lot of questions and already appreciate your first reply. I am afraid I will be stuck without further guidance though - are the any more .scn files that I could download?
Last edited by philpearson25; Sep 3, 2019 @ 5:23pm
Schwifty K Sep 4, 2019 @ 3:27am 
You can use notepad, but syntax highlighting may help you. A gret syntax editor is the free "Atom editor".

More downloads here: https://steamcommunity.com/app/858810/discussions/1/1840188800786675958/

it is the link i posted yesterday. there is a section named "Links"

Here is some explanation for "locations":

<locations>
<location id="my_own_spawn1" seed="1234" environment="medium_summerland" map_location="0.2,0.2" river="false" lakes="5" position="1150,850"/>
</locations>

id="my_own_spawn1" -> create a matching string in the language file
map_location="0.2,0.2" -> Pointer on the mission map
seed="2857121" -> change numbers randomly. add or remove digits.
river="false" -> no river
river="true" -> river spawns on the map
lakes="5" -> makes lakes
position="1150,850" -> starting location of your settlers. (optional)

To modify your terrain further you should use your own custom environment.

This explains how the environment file works:
https://steamcommunity.com/sharedfiles/filedetails/?id=1687394472

this explains more, with the flatlands as example:
https://steamcommunity.com/workshop/filedetails/discussion/1693186543/1846946102861406284/

The other link i posted yesterday: (Flatlands discussion)
https://steamcommunity.com/sharedfiles/filedetails/discussions/1693186543

there are sub discussions about how to edit trader, raiders etc.

You could take a look into the nemesis scenario to see how it's done ;-)
philpearson25 Sep 4, 2019 @ 4:09am 
I understand how to write it in xml, but if I write position="1150,850" the numbers 1150,850 are just random coordinates that I have no way of knowing what they will do. So basically I will have to just keep changing the number, load the scenario to see what it does? Was hoping for some kind of editor where you can either see the coordinates or are able to simply place objects yourself.
I have read the martino environments guide but I didn't find it helpful enough. He only defines terrains features but he doesn't give any examples of how to write it with numbers. For example he writes: <trees values="Oak Birch Beech Rye Einkorn Emmer Flax BitterVetch Chickpeas Lentils Peas Blackberry Blueberry Raspberry Strawberry Chestnut Pear Cherry Service"/>, ok, so all the trees are present. How can I now tweak it so that there are more oaks and nuts next to your starting location? Ronald has done it somehow as everything seem to be calculated so well on his nemesis. Also, he placed 3 people in specific locations to make sure that you are able to save them just in time, but you have to think 'outside the box'- I can't imagine he was doing that by randomly trying numbers defining angles and radius?
Your post, how you created your map, was helpful so thank you for the link. Regarding nemesis scenario - I have seen the scenario but how can I see the code? Its mind-blowing to me how he has done it - its so good! Is there any way of seeing the nemesis in code?
Last edited by philpearson25; Sep 4, 2019 @ 5:28am
Schwifty K Sep 4, 2019 @ 4:12am 
i think you mixed seed with position.
philpearson25 Sep 4, 2019 @ 4:14am 
the seed is the map, the position is position on the map
philpearson25 Sep 4, 2019 @ 4:16am 
but you just have to put numbers out of the blue and hope for the best? Load the map to see what it does and then repeat the process until you find the outcome satisfying enough?
Schwifty K Sep 4, 2019 @ 4:16am 
yes. seed + noise values = terrain
position is the position [2 coordinates, not 1 number]

Originally posted by Schwifty K:
this explains more, with the flatlands as example:
https://steamcommunity.com/workshop/filedetails/discussion/1693186543/1846946102861406284/

You could take a look into the nemesis scenario to see how it's done ;-)

follow the instructions on how to edit flatlands and you will see how to look into nemesis.


Schwifty K Sep 4, 2019 @ 4:17am 
<?xml version="1.0" encoding="utf-8"?>
<environment>

<noise_amplitudes values="0.5 0.0 0.0 0.05 0.075 0.0 0.0 0.04"/>

<deposits values="Flint Tin Copper Iron"/>
<resource_factor value="3"/>

<tree_override_prototypes>

<tree_override_prototype>
<id value="Spruce"/>
<min_altitude value="0" />
<max_altitude value="14"/>
</tree_override_prototype>

<tree_override_prototype>
<id value="Pine"/>
<min_altitude value="0" />
<max_altitude value="16"/>
</tree_override_prototype>

<tree_override_prototype>
<id value="Flax"/>
<min_altitude value="0" />
<max_altitude value="16"/>
</tree_override_prototype>

<tree_override_prototype>
<id value="Emmer"/>
<min_altitude value="0" />
<max_altitude value="14"/>
</tree_override_prototype>

</tree_override_prototypes>

<seasons>
<season id="Spring" setup_id="Spring" duration="0.25" precipitation_chance="0.5" windy_chance="0.5" very_windy_chance="0.1">
<min_temperature value="5"/>
<max_temperature value="15"/>
</season>

<season id="Summer" setup_id="Summer" duration="0.25" precipitation_chance="0.25" windy_chance="0.25">
<min_temperature value="20"/>
<max_temperature value="35"/>
<min_wind value="0"/>
<max_wind value="5"/>
</season>

<season id="Fall" setup_id="Fall" duration="0.25" precipitation_chance="0.8" windy_chance="0.5" very_windy_chance="0.1">
<min_temperature value="-1"/>
<max_temperature value="12"/>
</season>

<season id="Winter" setup_id="Winter" snow_setup_id="WinterSnow" duration="0.25" precipitation_chance="0.9" windy_chance="0.5" very_windy_chance="0.1" reduced_fauna="true">
<min_temperature value="-10"/>
<max_temperature value="-2"/>
</season>
</seasons>
</environment>
Last edited by Schwifty K; Sep 4, 2019 @ 4:19am
Schwifty K Sep 4, 2019 @ 4:18am 
you see, a lot of zeros end up in flat land ;-)

the tree overrides are optional. they define on what heights trees spawn.
Last edited by Schwifty K; Sep 4, 2019 @ 4:18am
Schwifty K Sep 4, 2019 @ 4:22am 
this explains more about the noise amplitudes values, with the flatlands as example:
Originally posted by Schwifty K:
https://steamcommunity.com/workshop/filedetails/discussion/1693186543/1846946102861406284/
philpearson25 Sep 4, 2019 @ 5:05am 
Thank you Schwifty K, thats what I wanted to see about the trees, didn't know the commend <tree_override_prototype>, I knew how to change seasons. I understand why you thought I mixed seed with position, I forgot to put commas - will change it now.
About nemesis, can't figure out how to view it in code. Tried to find my save files but can't see them in C > Program files(x86) > Steam > User data - I have only files named 7, 24110 etc with remote in each of them, and inside the remote there is a file with extension .vdf - when I opened it with atom I only get something like this:
"save/e90f83df840334cef9364a277352202d.lvl"
{
"root" "1"
"size" "0"
"localtime" "0"
"time" "0"
"remotetime" "1551672617"
"sha" "0000000000000000000000000000000000000000"
"syncstate" "1"
"persiststate" "2"
"platformstosync2" "-1"
}
no more info than this
Last edited by philpearson25; Sep 4, 2019 @ 5:12am
Schwifty K Sep 4, 2019 @ 5:11am 
it is in your steam folder. look how to edit flatlands.

As an example you can find my map here:
..\yoursteamfolder\steamapps\workshop\content\858810\1693186543\Flatlands\
Last edited by Schwifty K; Sep 4, 2019 @ 5:15am
philpearson25 Sep 4, 2019 @ 5:22am 
Found it! Thank you so much for your patience!
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