Dawn of Man

Dawn of Man

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Creating Scenarios for Dawn of Man
By martiño
This guide explains how to create scenarios for Dawn of Man
   
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Intro


Dawn of Man supports the creation of custom scenarios that can provide specific starting conditions, objectives, maps, environments and more.

They are accessible from the Community tab in the scenario select screen.

The game includes some builtin scenarios, but users can create more, and upload them to the workshop for other people to enjoy. This guide explains how to do it.

If you have any questions, issues or feedback, please post in our modding board.
Basics
A scenario is created using a bunch of XML files. These define the initial conditions, objectives, texts and various gameplay and environment modifiers.

If you are not familiar with XML files there are plenty of resources on the internet about the topic, but the bottom line is that they are text files that define stuff, you can just download the builtin[madrugaworks.com] or test[madrugaworks.com] scenarios and use them as starting point.


Scenario definition file

It's the main file for the scenario, this defines the starting conditions, objectives and modifiers for the scenario. It has to be named: "name_of_the_scenario.scn.xml", as an example, if your scenario is named "Build an amazing town", the file would have to be named "build_an_amazing_town.scn.xml".


Thumbnail file

This must be a png image named thumbnail_name_of_the_scenario.png and defines the small image that will appear in the UI of the game when choosing this scenario.


Image file

This must be a png image named image_name_of_the_scenario.png and defines the image that will appear in the UI of the game in the scenario details screen.


Starting savegame

This file is optional. You can use a savegame as a starting point for your scenario. It has to be named "name_of_the_scenario.sav.bytes", in our previous example this file would be called "build_an_amazing_town.sav.bytes".


Text files

These store the text for the scenario: name, description, objectives etc... They have the same format as the string files for Dawn of Man, you can download the text files from the test[madrugaworks.com] scenario and just replace the text with your own.

You need to at least provide the English file for the scenario, which would be named: "en_name_of_the_scenario.lng.xml", but you can provide additional files for more languages, and the game will pick them up automatically.

If the user selects a language that your scenario doesn't provide, the English files will be used.

As an example, if we wanted to provide English and Spanish files for our previous scenario, we would have to create 2 XML files named: "en_build_an_amazing_town.lng.xml", and "es_build_an_amazing_town.lng.xml"

Note that the builtin scenarios have no text files associated with them as the text for these is defined in the main text files for the game.

Important
Strings are global for the whole game and its workshop items, so its a good idea to prefix the string IDs for your start locations and milestones with your item name, to avoid ID clashes.
Also you only need to define strings once, if you reuse the same start locations for various scenarios within a workshop item you only need to put them in one of the files.
Testing scenarios
To test your scenario you can put all your files in the "Documents/DawnOfMan/Scenarios/NameOfYourScenario" folder (create it if it doesn't exist), the game will pick them up and the scenario will appear in the community section in the game.
Defining a scenario
This section will go over the details of how to create the XML file that defines the starting conditions and objectives for the scenario.

NOTE: This section is work in progress, we will add more info to this document as soon as we can.

We will use the "temple_of_the_sun.scn.xml" file included in the builtin[madrugaworks.com] challenges as an example.

<group_id value="bygone_tales"/>
Optional. Defines the group for the scenario, you can group several related scenarios and they will appear next to each other in the game UI.

<hardcore_mode_allowed value="true"/>
Defines whether this scenario can be played in hardcore mode or not.

<size value="4"/>
Defines the size of the map, 4 is the default, beware that big maps can drain performance.

<show_completion_icon value="true"/>
Defines whether a small icon will appear next to the scenario indicating it's completion status.

<required_scenario value="the_long_march"/>
Optional. Specifies another scenario the user has to complete before playing this one.

<locations> <location id="main" seed="42771235" environment="eurasia" map_location="0.35,0.35" lakes="10"/> </locations>

Specifies one or more locations that the player can choose to start the scenario, each location has a random seed that will define the layout of the terrain.

The environment parameter specifies things like the types of trees and weather you will encounter in the scenario. The standard environment is "eurasia", "eurasia_north" provides a more alpine type of scenario with longer winters, "eurasia_conflict" is like "eurasia" but with sparser resources.

You can also define your own environments, see here to learn how to.

<goals> <goal id="temple_of_the_sun_stone_circle"> (...) </goal> <goal id="temple_of_the_sun_menhirs"> (...) </goal> </goals>

Optional. This defines the goals for the scenario that can be referenced later on.

<events> <event> <condition (...)/> <actions> (...) </actions> </event> </events>

These are the events in the scenario, each event will get executed when a set of conditions is met.
When this happens, all the actions in the event will be executed.

Using this mechanism you can create simple or complex scenarios. We recommend you use our builtin[madrugaworks.com]test[madrugaworks.com] scenarios as starting point and then modify them.

There is a basic reference for all the conditions and actions here[madrugaworks.com], you can also ask in the forums and we will answer any questions you might have.
Creating a savegame file
One of the more interesting features of the scenario system is to use a savegame as a starting point. You can even use cheats or trainers to create the savegame you want.

To do this you need to:
  • Create a regular scenario, as explained in the previous section.
  • Play your own scenario, and save the game normally.
  • Take your savegame from the saves folder (Documents/DawnOfMan/Saves), rename it to name_of_the _scenario.sav.bytes and put it in the same folder as the scenario.
  • Play the challenge again. You can keep on saving the game and replacing the savegame file if you need to make tweaks to it.


Modifying savegames by hand

Savegames are xml files compressed in gzip format, you can extract a save file using 7zip or any other compressor and then modify it using a text editor.

The game can also load uncompressed savegame files, but they need to have the .xml extension instead of .bytes.
Uploading to the Steam Workshop
Once you've tested the scenario on your machine, you can upload it to the workshop for other people to enjoy, by using the Workshop Uploader, see instructions here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2040934323
48 Comments
Schwifty K 22 Feb @ 6:37am 
Are the flying deposits occuring where a mountain would be, if there was no river nearby?
I noticed flying ore nearby rivers or lakes.
Check the section about "environments", it allows you to let no minerals spawn at certain hights - that should prevent it but also restrict ores from appearing up on mountains.
Grand Loser 11 Feb @ 11:16pm 
How does one avoid deposits spawning in mid air?
I've been playing with amplitude value around this range:
0.288 0.221 0.034 0.177 0 0 0.022 0
but however I tweak, I seem to end up with at least a few deposits seemingly in the air.
1eppe 10 Dec, 2024 @ 9:02am 
I have noticed how I myself can't even download the "builtin" XML file. It sends me to the "You are leaving steam" page, but I can't go any further than that. Is this just me or also other people?
Drinjanin 27 Aug, 2023 @ 3:02am 
You guys make it hard to get in contact with you. You are not active in Gog forum, yet I own my game there. You do not allow people who do not own game on Steam to post comments not start threads. I will write the suggestions for the upcoming update of Dawn Of Man here.

Increase the birth rates and migrant arrival frequency. I like to build big villages, and I am in need for more people. Increase the max cap for population. Make the game more fun, please.

Reduce the depletion of hunger, thirst, morale and rest of the characters, so the seasons duration feel a bit longer that way. It is hard to hit the right balance between season's duration and the simulation of the population's personal needs, but that could be a way to achieve that. And it would be better for better overall productivity of the population.

Increase the durability of the guard towers. It is ridiculous to see them go down after couple of spears hit them.
Schwifty K 2 Jul, 2023 @ 9:51am 
Hey, I think you do not need to re-compress it.
Saving as .sav.xml should work.
If it is a hardcore game you might receive the message about "will not load - hardcore save has been tempered with - or something."

To avoid that you can use your savegame (edited or not) as starting point for a new scenario.
IF you do not want to create something new: just download the builtin from madruga (linked here).
Under "Basics".

More detailed guide on what to do with the files and your save:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2431476343

Maybe it helps, good luck!
iPinque 21 May, 2023 @ 2:16am 
Hi. It's been a very long while since I've touched this, and I don't have any experience in the process you describe. Perhaps an experienced user like Schwifty K coule help.
Northward Bound 19 May, 2023 @ 9:39pm 
Sorry for posting here after all this time but I have had an issue editing the save file. I can extract it and edit it just fine with notepad++ and 7zip. Rearchiving it is whats causing me issues. I seem to be doing something wrong because even though the game recognizes that the file is there, the game will not load it because it says it is corrupted. Is there something I need to do while using 7zip to compress it? Maybe adding a parameter?
Schwifty K 7 Jan, 2022 @ 11:32am 
CTRL + SHIFT + K - toggle markers
CTRL + SHIFT + U - toggle UI
none 6 Jan, 2022 @ 8:08pm 
A User Interface Request. In the Options - an option to select a hot key to Toggle ALL User Interface elements On / Off. This hot key toggle would allow the player to Turn on / off ALL HUD elements with one key. For Example: Hitting Letter ''H'' would turn off all three menus, as well as turn off all status bubble above people and animals, and turn off all repair and planting and priority markers. By turning off all these HUD display elements, players can create great videos of their settlement's growing and fighting - winning - and losing battles.
These 'clean' view dramatic videos will look great on youtube, and promote your game more.
buds 21 Jul, 2020 @ 2:24pm 
I like a lot of workshop scenarios and its hard for me to make my own one without spending too much time and effort and even reducing my playing time. I know it is unethical to use other owns creation and alter it to suit yours, but is it allowed and no problem with legalities?
In particular I like both Schwifty Ks and Kulnings or anyones mod and would like to alter the files test it and make videos, would that be fine? The contents will be much much much different but the seeds/map remains the same or maybe altered starting locations.