This guide assumes you have downloaded the HexBattle Scenario Designer program from the website (see Quick Links), have installed it successfully, and are now wanting to use it to create a scenario.
It also assumes you know all the details of your scenario: the program does not - unfortunately! - design the scenario for you; it is merely an aid to help you store the scenario details and easily create a more formal output; graphical or textual.
In order to see the graphics displayed by this program, you will either need:
You must have the "Java Runtime Environment" (JRE) installed. Most modern Windows installations will already have it. You can test for a JRE by clicking on "Start" (the green button on your Windows taskbar) then "Run", then typing cmd in the box that appears, then clicking the "OK" button. A small window will appear. Type java.exe -version and press the "Enter" key. If you see some information displayed with version details, you already have a copy installed (otherwise see Quick Links if you need to get a copy) .
Before you get going with your own scenario, you can get an idea of how the HexBattle Scenario Designer works, by using the menu to open the TestScenario.xml file from the "ancients" directory. Once the file is loaded, click on the menu to see the output.
The menu bar buttons provide quick access to the commonly-used program functions. As you mouse-over these, their function is displayed as a tooltip.
The following steps assume you are creating a scenario for Command & Colors: Ancients. If you want another game type, you can click on the menu , then click on the "Program" tab. The steps for that game will be similar to the ones below, but the interface appearance and options may differ for that game. The game type that is active will appear in the status bar at the bottom of the main window.
Use the menu to run a check that there is a minimum amount of information available, and that any obvious omissions are identified. Validation will not check for any duplicate or incorrectly overlapping units or terrain - combinations and permutations allowable in scenarios are too complex for automated checking in a flexible tool such as this. Caveat emptor!.
Click on the menu to clear any existing information from the program.
You need to complete as much of the information as possible. Each item of information is captured in a specific place; either by typing it into a small edit box, or a larger text field, or as an item in a grid, or as a choice from a drop-down list.
Each "section" of the scenario's details is accessed by clicking on the appropriate tab name.
Here you complete as many of your personal details as possible. For the "ID" field, which must be filled in, it is suggested that you use your online "handle" e.g. your ConsimWorld, or BoardGameGeek login ID. Otherwise your name and surname written as one word will be fine.
This is the basic info about the scenario; the name of the battle and its date are the key fields to fill in here, as well as an ID (e.g. XB21).
Note that many of the fields, e.g. "day" and "month", are optional; if you do not have the information simply leave the fields blank or with their defaults.
You can, if you have the information to hand, add a brief description of the actual battle, to provide some historical context.
Describe the winning condition for the battle. In a Command & Colors: Ancients scenario, this is typically defined by the number of banners.
Describe any special rules applicable to this scenario e.g. setup or start conditions, or new rules applying to the units or terrain.
Here you will need to fill in a grid; one row of the grid corresponds to one terrain tile on the board.
Choose the location of the tile from the row/column drop-down lists. Some tiles have a facing, where a direction of "1" corresponds to the top point of a hex, or the top right-hand hexside, and other numbers are located in a clockwise direction. The terrain/marker type will usually be "terrain", though provision is made for other types of markers. The style is where the specific terrain tile is chosen from a list. If the terrain tile is a known location, e.g. a town or river, a name can be recorded for it.
Use the toolbar above the grid to add or delete rows; or right-click on the grid for the pop-up menu.
By convention, Army "A" is located on the lower edge of the board i.e. in the same place that "White" would be on a chess board.
On this tab, you will need to fill in the name of the Army leader, as well the name of his/her army. You will also need to specify which blockset is being used - again, by convention, Army "A" uses the Roman blocks.
You will also need to fill in the grid; one row of the grid corresponds to one army unit on the board. Choose the location of the unit from the row/column drop-down lists. The unit type column is where the specific unit is chosen from a list. In the case of a leader, or even a special troop type, a name can be recorded for that unit.
Use the toolbar above the grid to add or delete rows; or right-click on the grid for the pop-up menu.
Below the grid is a text field where instructions for the army can be filled in e.g. the number of command cards taken at setup.
This is filled in a similar way to Army "A".
You do not enter any information here. This tab shows you a quick summary of the information you have already entered.
Click on the menu option to save your scenario information.
NOTE: This step can be skipped if you do not want to change the active (selected) stylesheet
The menu item will show the program options window. Here the program settings can be created or changed. The key area to work on here is the grid on the "Stylesheets" tab.
The program comes with a set of pre-defined stylesheets that are used to create a specific output view of the scenario. Click on the check box in the "Use?" column to select the one that will generate the type of view you want.
The various pre-created stylesheets for the Command & Colors: Ancients scenarios are:
NOTE: Firefox appears to render SVG text properly on screen, but has a fault when printing. Map text is therefore altered so it appears small on screen, but prints more-or-less normally. If you want to change this, add a parameter of print=false to the stylesheets whose output is SVG.
Select the menu item.
Before a scenario can be viewed, it must validate properly (see above).
Q: How does this all work?
A: In short: your scenario is stored in an XML file; this is transformed via Saxon, using the XSLT stylesheet chosen, to give the desired output in text, HTML, XHTML, or SVG!
Q: What is SVG?
A: SVG stands for "Scalable Vector Graphics", an open standard for displaying graphics on (and off) the web. SVG is a form of XML, designed to be easily created and manipulated. You will keep hearing more of it...
Q: What is XHTML?
A: The updated version of HTML. More easily read/written by automated systems. Capable of display of advanced data types. Presently supported by advanced browsers such as Firefox 1.5.
Q: What is XML?
A: A means of storing hierarchical information in a well-structured manner. Typically used to store data in a way that is independent of how it is created or could be presented. Can be easily read by people and machines.
Q: If I have problems using the program, who do I contact?
A: Derek - gamesbook@gmail.com