Editor Manual!

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Jeff29p10
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Editor Manual!

Post by Jeff29p10 »

Hi! Sorry, I'm aware I'm kind of necroposting given this forum has apparently gone silent, but I hope somebody might still lurk around... :)

I recently bought Sanctus Reach, liked it a lot, and wanted to create me some campaigns.

Unfortunately I can't find any documentation for the editor, of which apparently many commands are "non-intuitive" (not to mention some "why does it do that?" issues). :(

I assume there must have been some manual, or at least a list of hotkeys explaining the most esoteric commands, since apparently many people seem to have managed using it.


TL;DR: Where should I look for some list of commands and some succinct explanation on what all those buttons (on the top left) do?

Thanks in advance!


--- Edited to add:
I've started to collect all the informations I could find, and fleshed out an "almost-manual" which allows me to use the editor. See some posts below. Changed the thread title accordingly.
Last edited by Jeff29p10 on Sun Sep 14, 2025 7:46 am, edited 1 time in total.
toadfather
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Re: Editor Manual?

Post by toadfather »

I don't know if a manual was ever made, I've never found it, but here are a couple of thoughts:

1. Slitherine made at least one video about using the editor. This is actually a pretty good place to start: https://www.youtube.com/watch?v=myAFhnOv10g
2. There is a bit more documentation here: https://archonwiki.slitherine.com/index.php/Modding.

Most of the buttons will make more sense once you begin clicking around (and watch the above video). The "star" icon isn't very intuitive though, but I made a comment about it here that should help: viewtopic.php?t=116878&sid=6a57e6513327 ... 407970257f

Otherwise, I think you'll have to dig around the forums and pick up what you can.

Good luck! If you want to share, it will be fun to see what you come up with. I know I'll play it.
Jeff29p10
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Re: Editor Manual?

Post by Jeff29p10 »

toadfather wrote: Fri Sep 12, 2025 12:21 am I don't know if a manual was ever made, I've never found it
Thanks! I spent several days searching, there seems to have been a wiki of sorts, which by now is gone. :(

For any archeologist who stumbles upon this thread, I did find though a very succinct PDF manual for the editor of "Battlefield Academy", which apparently is pretty much the same.

toadfather wrote: Fri Sep 12, 2025 12:21 am 1. Slitherine made at least one video about using the editor.
Uh. I hate so-called "video tutorials", they're about watching during 5 minutes what you could had read in 30 seconds.
I'll watch it though (beggars can't be choosers), thanks a lot! :!:

toadfather wrote: Fri Sep 12, 2025 12:21 am 2. There is a bit more documentation here: https://archonwiki.slitherine.com/index.php/Modding.
Thanks, I found that, but it's about in-depth modding. Which is pretty much pointless when you can't even make a map with 2 hills and a couple rocks... :roll:

toadfather wrote: Fri Sep 12, 2025 12:21 am I made a comment about it here that should help: viewtopic.php?t=116878&sid=6a57e6513327 ... 407970257f
Interesting, thanks!

toadfather wrote: Fri Sep 12, 2025 12:21 am Otherwise, I think you'll have to dig around the forums and pick up what you can.

Done that. Read through this forum, and the Steam forum, and jotted down all interesting information I could find before it goes the way of the Dodo too...

toadfather wrote: Fri Sep 12, 2025 12:21 am Good luck! If you want to share, it will be fun to see what you come up with. I know I'll play it.
Ok, why not. :)
It's a campaign about a tiny, isolated Space Wolves outpost which gets suddenly and unexpectedly overrun by Orks. After barely managing to repel the initial assault, our Space Wolves discover those were but scouts, and that a huge Ork force is landing nearby.
For a while (couple scenarios) our Space Wolves will be increasingly hopelessly outnumbered, till reinforcements manage to arrive at last and the big showdown starts (other couple scenarios).
All scenarios handcrafted, no random skirmish interludes.

Now that is my plan, but given I don't know the limitations of the campaign maker yet I'm not sure it will be possible. It might be impossible to do, at least as I envision it (for the first half you have a small but increasingly experienced force of selected units (about 10), which faces increasing numbers of Orcs (quality vs. quantity)). Then you get the heavy stuff and things get more balanced.
One of the problems I've discovered is that Slitherine had the #@% idea to make units immortal, so you won't really fear attrition of your already small force... :(
I'm afraid there will be other issues, potentially with the player's units: He'll have about 10 units, and they should all be present in every scenario. The game seems to have a very brain dead system of random attribution (got one skirmish battle where I was supposed to assault an armored force with a couple Blood Claws and Rhinos!...).

Jeez. This could had been the WH40k tactical wargame I've been looking for in years, but I start fearing they've botched it. :cry:


TL;DR: Sorry for the long post, thanks, I'll watch that video.
Jeff29p10
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Re: Editor Manual?

Post by Jeff29p10 »

Video was instructive.

For any other poor wretch wondering how the Editor works, here are the data I have assembled so far:
________________________________________________________________


==== TERRAIN AND TERRAIN OBJECTS ====

Tile considerations: Note some tiles (in "Hollow Hills" and "Wasteland") display a little "Cliff" overlay when selecting them. Applying those makes the terrain square not passable, so use them to make, well, cliffs.
Also, only some tiles "mesh" with some others (i.e. blend, so you don't get those ugly borders between squares with different textures). This is especially important for cliffs, you'll need to experiment to see which tiles mesh with your cliffs. Also when painting your ground, zoom in and out to check your tiling. Some tiles show specific features (like tire tracks), which might look ridiculous in some places. Others have repeating features, so just use a similar but different tile to break up the mosaic effect.
Last, some tiles are overlays, i.e. a second layer over the actual terrain texture. To delete those, hover mouse cursor over them and hit the Delete key.

Grid show/hide = G (You actually only need it when placing blocking objects, one unit = one square, so don't make your features too cramped)
Delete object = hover mouse cursor over it and hit the Delete key
Move objects = hold the Shift key and drag the object to move to its new location
Rotate objects = R (A?) (rotates by 90°), free rotation: PgUp/PgDown, fine with Shift
(Note this only works before placing the object. Also, some big rock formations won't rotate: You might rotate them, but they will be placed unrotated) (To reset the fine rotation, just hit the R key, this will put the object back to the nearest 90° angle.)
Size objects = Home/End (Beware, it doesn't resize cover/LoS blocking. i.e. a huge pebble remains just a pebble.)
Reset size to default = INS

To raise or lower terrain (hills/trenches) = in Tile mode hold CTRL key click with the left or right mouse buttons
(Note units can climb any hills. To create blocking cliffs, paint them with the "cliff" type tiles (see above).)

==== VICTORY POINTS and CONDITIONS ====

Click "Plugin Tools" (top left), select "Victory points" (or some such), then click "Cancel" (logical, isn't it :roll:)
You'll see two rows of red squares. Select on the left column who each VP belongs to (it's a toggle), then click on the corresponding right square to set the VPs coordinates (by left-clicking on the map).

Below the victory points list are the additional victory conditions (turn limit etc).
By switching them both off (little "+") the scenario becomes "kill all enemies" without turn or VP limit.
Beware: It defaults to checking conditions each turn, so if at the scenario start you haven't already captured all VPs, you'll immediately lose... Click the "Keep Score" to make it read "Keep Score+" so it only checks at the end.


==== PLACE UNITS ====

The "Units" button (top left) toggles between sides 0 and 1 (click repeatedly, watch the little message on top of the list).
The player is side 0, the AI is side 1 (for single player games).
There are two little icons allowing you to change who each side is supposed to be (SWs, Orks, Imperials, Demons). Check the little banner over the head of placed units telling what faction they belong to.

Delete units = hold "Delete" key and left-click on the unit you wish to delete
Move units = hold "Shift" key, left-click and drag unit
Rotate unit = hover mouse cursor over unit and hit "R"

All placed units have written "Fixed" on them, meaning they will already be there at scenario start, for free. Hover the cursor over them and hit the "F" key to make them purchasable (you know the drill from the game, those shadowed units which will become real if you purchase them).
See below, "Carry over units and new units"

==== AI ====

Click "Custom AI Data dialog" icon (top left)
To attribute AI teams, select an "AI team" in the list and click on the units to add them to it. Note the AI Team Number becomes that team's number for all uses. Check the little "?" button on the top left for details on values.
Aggression value is binary additive: For instance set it to "18" for "Seek and Destroy" (16) + "Stay together" (2)
Unit can have a point they'll try to move to and capture, or they can just loiter until they see an enemy.

==== REINFORCEMENTS ====

Click "Reinforcements Mode" icon (top left)
Select the AI Team number, set the turn it arrives, and if the camera moves to show it arriving.

==== DEPLOYMENT ====

Click "Deployment toggle" icon (top left)
Click once (icon = one unit) = Only side 0 gets deployment (i.e. move units around before starting), click again (icon = two units) to have both sides get deployment (for multiplayer games I suppose).

==== ABILITIES ====

Click "Add Side Bonuses" icon (star icon, top left)
It's about your units gaining abilities when leveling. To have them do it, click once on the ABILITY1.BSF and ABILITY2.BSF listed, they become yellow. If not, your units won't gain any abilities when leveling.

Note some/many settings are in the CampaignDisplay2.BSF and MapGenerate2.BSF, copy them over to your Mod folder and edit them accordingly. They aren't obvious to read for non-developers , but fortunately have lots of comments.

==== USEFUL VIEWS ====

X (toggle) shows you a minimap (briefing style) view, useful for getting a general view of your map.
M (toggle) shows you a vertical top-down view. Can be useful for checking lines of sight.
Y (toggle) hides the virtual object sticking to your mouse cursor, allowing you to check what's beneath (especially useful when you have selected big objects).


==== CARRY OVER UNITS AND NEW UNITS ====

You probably start as usual with a small group of weak units and give the player more and more (and stronger) units as the campaign progresses.

To do so, you'd better have a precise list of what the player has and will have, because to give your player his old units back, you'll need to place in every scenario a placeholder for each and every unit he had (i.e. place a Blood Claw to bring back a Blood Claw unit). Once those placeholder units placed, hold "F" and click on every unit which is supposed to be a placeholder to remove the "Fixed" tag.

Now if you want to give your player some new units too, just place some additional units and leave the default "Fixed" tag.

Last but not least, you need to have set up the connections between scenarios, see below:


==== TO PORT UNITS AND ABILITIES TO THE NEXT SCENARIO ====

If you want to make a campaign, your starting units should be there in all subsequent scenarios.
The editor doesn't do that, you'll have to set it up manually:

Edit the campaign's "CAMPAIGN.TXT" the editor generated to say:

Code: Select all

VAR $SC_UNIT_XP
VAR $SC_ABILITY1
VAR $SC_ABILITY2
VAR $SC_ABILITY3
VAR $SC_ABILITY4
VAR $SC_ABILITY5
VAR $SC_ABILITY6
VAR HERO_TYPE
VAR LIST
VAR CAMPAIGN_TYPE
CARRYOVER
VAR SC_CURRENT_MISSION
[missionname1]
[missionname2]
[etc.]
Then you need to create inside your \SCENARIO folder a .BSF file for every scenario, with the exact same name as your scenario .BAM file, containing:

Code: Select all

include "Functions.BSF"
include "tools.BSF"
include "ScenarioTools.BSF"
(Create one, then simply copy and rename as you add scenarios)


==== TO SET SCENARIO LIST AND ORDER ====

Another thing the editor won't bother about, you'll have to do manually: Do not forget to set which scenarios will be played and in which order!
Fortunately it's very easy, it's inside the campaign's "CAMPAIGN.TXT", as you've seen just above:

Code: Select all

VAR $SC_UNIT_XP
VAR $SC_ABILITY1
VAR $SC_ABILITY2
VAR $SC_ABILITY3
VAR $SC_ABILITY4
VAR $SC_ABILITY5
VAR $SC_ABILITY6
VAR HERO_TYPE
VAR LIST
VAR CAMPAIGN_TYPE
CARRYOVER
VAR SC_CURRENT_MISSION
[missionname1]
[missionname2]
[etc.]
Those "missionname1", "missionname2" and so on you see at the bottom are the names of the .BAM mission files you'll create with the editor.
The game doesn't really check if they are there, so you can actually give it the full list of your planned scenarios before even placing the first tile.

Any scenario file not mentioned in this list will be ignored by the game!

-- Edited to add: Unit carry over does only work intermittently (and I didn't manage to find why). Most of the time it doesn't, even if it did work previously and you didn't change anything! Most of the time the game simply won't load the next map (you can click on the "Select" button, nothing happens).
Conclusion: At this day (September 2025), the editor is not able to make multi-scenario campaigns with units carried over. At least not without the player needing to create some JavaScript script I have no clue about.


___________________________________________

Hope that helps somebody else.
Can't fathom why nobody at Slitherine did bother taking 10 minutes to write it themselves, it's way easier to do when you already know that stuff. An editor without manual is like a car without ignition key.


--- Edited to add "Useful Views" information
--- Edited to add additional information and clarify some points
--- Edited to add information about porting units and to clarify some points
--- Edited to add additional information
--- Edited to add information about porting units between scenarios and scenario list
--- Edited to add final conclusion
Last edited by Jeff29p10 on Thu Sep 18, 2025 1:38 pm, edited 6 times in total.
toadfather
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Re: Editor Manual?

Post by toadfather »

Jeff29p10 wrote: Fri Sep 12, 2025 7:13 am It's a campaign about a tiny, isolated Space Wolves outpost which gets suddenly and unexpectedly overrun by Orks. After barely managing to repel the initial assault, our Space Wolves discover those were but scouts, and that a huge Ork force is landing nearby.
For a while (couple scenarios) our Space Wolves will be increasingly hopelessly outnumbered, till reinforcements manage to arrive at last and the big showdown starts (other couple scenarios).
All scenarios handcrafted, no random skirmish interludes.
Sounds fun! I like the overall premise and the idea of having a series of all handcrafted maps.

Regarding limitations of the editor, yeah, it stinks. On the bright side though you do get access to all of the code, so if you have an inclination to dig in, you can probably do whatever you need. That said, I've run into a few hardcoded barriers, but for the most part it's a pretty open playground.
Jeff29p10 wrote: Fri Sep 12, 2025 7:13 am Jeez. This could had been the WH40k tactical wargame I've been looking for in years, but I start fearing they've botched it. :cry:
I don't think it's all that bad :) Even with it's flaws I find myself coming back to it quite often, and it ranks pretty high in my list of all time favorites. I have Battlesector as well, and I do like it, but when I get that tactical itch and hover over that play button, I then think, "how about a quick game of SR first" ...2 hours later... haha!

Oh - and thanks for taking the time to post your notes about the editor! Maybe it will encourage a few more people to try their hand at it.
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Re: Editor Manual?

Post by Jeff29p10 »

toadfather wrote: Sat Sep 13, 2025 7:43 am Sounds fun! I like the overall premise and the idea of having a series of all handcrafted maps.
Thanks! I love making maps. It's relaxing and creative, and I love pretty maps with tactical terrain features.
BTW I've almost finished my first map, terrain-wise. Now comes the difficult part, creating the player's army... :roll:

toadfather wrote: Sat Sep 13, 2025 7:43 am you do get access to all of the code, so if you have an inclination to dig in, you can probably do whatever you need.
The problem is I'm no developer. I'm fluent enough to guess what it does, but I'd be hard-pressed to modify it beyond changing existing values.
Speaking of which, I'm pondering the issue of having my player's army grow logically (only basic units for the first few scenarios, advanced ones only later on). As far as I have seen in the game this is done through the MapGenerate2.BSF file and apparently controlled by unit cost.
But where do I set how much unit buying money each scenario hands out?
Is there any reliable method to prevent the player from buying a few advanced units instead of enough basic ones? The player is supposed to be isolated for the first half of the campaign, with a precise, limited choice of units. Ideally I'd need to set up two different ArmyList.txt files, one for the first half, another for the second half of the campaign, but I guess that's not an option, is it.
Besides, I want the player to be able to use all his starting units in all scenarios, not just a totally random subset thereof. Randomness doesn't improve anything, it's just plain frustrating, especially since the player starts with almost too few units anyway.
Any idea how I can override that stupid and pointless mechanism?

toadfather wrote: Sat Sep 13, 2025 7:43 am I don't think it's all that bad :)
Indeed, and if they had not insisted on some rather dubious choices it could had been a "Panzer General" level hit. It definitely scratches my tactical itch too... :mrgreen:

A last question, since you seem to know your way around the editor: How/where do I set my scenario progression list? At some point I'll have a list of maps/scenarios, how do I tell the game which one is first, which one second, and so on?
I've seen some code which looks like it might be related in CampaignDisplay2.bsf, but it only mentions non-following mission numbers (like 13, 11, 16, 35, 7, 43 and so on) and I have no clue what those mean.
Since I don't have any randomly generated skirmish missions, I just need to set that the first scenario is this map, the second is that map, and so on till the end. Should be pretty straightforward, normally.
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Re: Editor Manual?

Post by toadfather »

Jeff29p10 wrote: Sat Sep 13, 2025 10:42 am A last question, since you seem to know your way around the editor: How/where do I set my scenario progression list?...
Well, I know some about the editor, but I've been mainly focused on the code itself. If I recall though the knobs the editor gives you isn't really a whole lot, and you may have to dip into the code to achieve what you want.

You might find your answer by loading up some of the DLC scenarios. They all live in the Campaigns directory under your Warhammer 40,000 Sanctus Reach install location. Just copy what you like over to your C:/Documents/My Games/SANCTUS/CAMPAIGNS/ folder, and when you open the editor, they'll be there for you to examine.

There are a few homebrew mods in the wild too, they might be more straight forward or offer more ideas. You can also grab a few by going into "USER MISSIONS", then click on Download Content. Then when you go back to the editor you'll find them listed as well.

Be warned though, the ones you download from the USER MISSIONS screen may throw errors because they haven't been updated to the latest patch. I was thinking about fixing them, as it doesn't look like getting them to load would be too much work, but I haven't yet and wouldn't know how or if I could share them anyway.

Hopefully there is enough out there to keep you rolling.
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Re: Editor Manual?

Post by Jeff29p10 »

Thanks. Been playtesting my first mission, so far everything works as expected (except no mission briefing ("Go there, do that"). The scenario introduction text is displayed, but not the briefing).

Today I tackle the difficult part, "how does the game carry the player's units over to the next scenario", and "what I have to do so he gets them all again" (and not just some subset of them - He only got 12 units in all, and the second mission is an assault...).

As for the code, I've explored it, but unfortunately it's almost Chinese to me: It's very convoluted, there are apparently lots of different things stuffed together, which makes it difficult to find and extract the parts you actually need. It was clearly made without any consideration of reuse or modification (pipfromslitherine actually admitted it repeatedly). :(
A real developer might be able to find his kittens in there, but I'm hopelessly lost.


BTW, I keep adding stuff as I discover it to my "Editor Manual" above. Okay, it's just some 8 years late, but "better late than never", isn't it? :mrgreen:
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Re: Editor Manual!

Post by Jeff29p10 »

Aw crap!... :( :( :(

No way I can make the second scenario import my troops from the first one (despite the "Carry Over" tag). I've tried everything, I either get no troops at all, or brand new, rookie ones.


So I used the "download user-made campaigns" feature of the game, and downloaded all the 6 (!) existing user "campaigns" in hope of finding some examples of how it's done. Unfortunately those 6 "campaigns" turned out to be just single scenarios (made for a 2017 contest), not real multi-scenario campaigns... :(

Except one, "Wrath of Fenris", which actually has 3 scenarios, but which is stuffed with .BSF code apparently auto-generated by some means: All its .BSF files start with:

Code: Select all

// This is an automatically generated file. Editing this file may result in a loss of data.
:shock: :?:

I don't know which editor generated this code, but mine definitely does not bother.

It's unable to create valid campaign files. For instance, the CAMPAIGN.TXT file the editor created for my campaign only reads:

Code: Select all

CARRYOVER
The CAMPAIGN.TXT of the empty template Slitherine gave out for that contest reads:

Code: Select all

VAR $SC_UNIT_XP
VAR $SC_ABILITY1
VAR $SC_ABILITY2
VAR $SC_ABILITY3
VAR $SC_ABILITY4
VAR $SC_ABILITY5
VAR $SC_ABILITY6
VAR HERO_TYPE
VAR SC_CURRENT_MISSION
//[YourMissionNameGoesHere]

So that puts a quick end to my hope of using the Sanctum Reach editor to create real campaigns. :(
One can't say I didn't try...

I now also understand why there are so few user-generated campaigns out there... It's "JavaScript wizards only". :evil:
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Re: Editor Manual!

Post by toadfather »

Well, sorry to hear of your troubles.

I know user Paul59 has done quite a bit with the Field of Glory II editor, which I think is very similar to the SR editor as they both use the same Archon engine. He posted a number of guides, and it looks like he's still active on the site. He might be able to help explain what you're up against at least.

For example, here is one of his guides: viewtopic.php?t=81371
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Re: Editor Manual!

Post by Jeff29p10 »

Thanks for caring. (Un)fortunately I'm stubborn as a mule, and I eventually did manage to find a/the way to make my units reappear in subsequent scenarios. :D
It's quite easy actually, but totally impossible to guess... :roll:

It involves (probably, I didn't try removing parts to see which lines are really important), putting in your CAMPAIGN.TXT:

Code: Select all

VAR $SC_UNIT_XP
VAR $SC_ABILITY1
VAR $SC_ABILITY2
VAR $SC_ABILITY3
VAR $SC_ABILITY4
VAR $SC_ABILITY5
VAR $SC_ABILITY6
VAR HERO_TYPE
VAR SC_CURRENT_MISSION
[FirstMissionName]
[SecondMissionName]
[(and so on)]
Then, very important, you need to create inside your \SCENARIO folder a .BSF file for every scenario, with the exact same name as your scenario .BAM file, containing:

Code: Select all

include "Functions.BSF"
include "tools.BSF"
include "ScenarioTools.BSF"
Then, inside the map editor, use the unit placement tool to place a unit of the type of all your old units, and uncheck their "Fixed" tag ("F"). Then go to the "Carryover" button and click on each of those units (their square will get a blue border).
I also did edit the scenario .BAM file (it's text) and changed the first line to read "POINTS0 5000". I didn't bother trying if it's actually necessary, I bought a wargame, not a puzzle.

All that is quite simple when you know it, but requires >3 days of cryptanalysis if you don't. I really, really don't understand why the devs didn't bother giving that bit of information to the Great Unwashed. :x

Thanks for that link. It might maybe clue me to how I can display mission briefings for every mission. That's the last issue, and some missions will be rather suicidal if the player doesn't have all the information (You think you'll be mopping up some Gretchin, and you see half a dozen Killa Kans trundling towards you...).
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Re: Editor Manual!

Post by toadfather »

Impressive!

From monkeying around in the code, I do know that these variables:

Code: Select all

VAR $SC_UNIT_XP
VAR $SC_ABILITY1
VAR $SC_ABILITY2
VAR $SC_ABILITY3
Are required to carry over the XP and bonus abilities a unit gains during a battle. It seems like there is support in the engine to level a unit up 6 more times, but SR only supports leveling 3 times (so $SC_ABILITY1 - 3 are gained during each new level). I'm not sure if AR $SC_ABILITY4 - 6 are actually ever used.

Anyway, glad to see you're able to keep going. It will be fun to give it a go once it's ready for the wild.
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Re: Editor Manual!

Post by Jeff29p10 »

I'm at scenario #3 and I hit another snag... I can not add additional units to my rooster! If the scenario has old, carried-over units and new ones, it simply won't load (you hit "Select" for the scenario and nothing happens). *facepalm*

To be sure I tried removing those "fixed" new units and the scenario loads, so I'd be tempted to say it's the mix. But, I checked "The Hour of The Wolf" and "Horrors of the Warp" campaigns, and they always have one "Fixed" unit in their subsequent scenarios, so apparently it's not that simple either. :roll:

Jeez, this is truly an exercise in frustration: I'm back at chasing clues and trying out things...

I really understand nobody bothered making campaigns...
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Re: Editor Manual!

Post by pipfromslitherine »

The key thing to know is that Sanctus is very (VERY!) hard to mod. This is mainly because of decisions made by the development team, as it relies on a lot of special globals etc that need to be set up. This is definitely the main reason there are very few user mods compared to other STUB/Archon games.

There is (some) more information on using the editor here:

http://gamewiki.slitherine.com/doku.php ... dding_main

As you say, the Archon docs are much more focused on the scripting and other more techy elements.

The posts by Paul are well worth looking at, although the FoG games only really use a subset of the editor functionality.

Cheers

Pip
follow me on Twitter here
Jeff29p10
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Re: Editor Manual!

Post by Jeff29p10 »

pipfromslitherine wrote: Tue Sep 16, 2025 9:16 pm The key thing to know is that Sanctus is very (VERY!) hard to mod.
Sure, but then again I'm not trying to mod it, I'm just trying to use one of the game's basic features, the editor...
Which is an integral part of the Sanctus Reach game, not some external "use at your own risk" feature...

In the game's manual (Section "2.5 Editor"), the very first line states "Sanctus Reach allows you to create your own campaigns and scenarios.", doesn't it. Some greedy lawyer could make a case about misleading advertising here. :twisted:

pipfromslitherine wrote: Tue Sep 16, 2025 9:16 pm There is (some) more information on using the editor here:
http://gamewiki.slitherine.com/doku.php ... dding_main
Yes, I found that, thanks nevertheless. It contains the only part of an (incomplete) editor manual I've ever seen, and did help me some in the beginning.

But again, I'm not trying to mod (i.e. create new content or change the existing), I just want to use the map editor I paid for. :(

And you've probably seen the editor manual I'm assembling as I try to make my little campaign. It would had taken a dev (or somebody in the know) probably about half an hour to write it. It took me a week (and I'm not finished yet). The difference? They got paid for it, I do pay. :evil:
Short version, I'm not happy with Slitherine, and despite being a wargame fan, I doubt I'll buy another of their products if they are all like that. :evil:


-----------------------

That been said, I managed to discover the secret of adding new, additional units to an ongoing campaign. It simply implies ignoring the supplied "set deployment square for carry-over units" button. Who knows what it's supposed to do, if it actually does something and isn't just a practical joke. :roll:

I'm updating my manual.
Jeff29p10
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Thu Sep 11, 2025 8:29 am

Re: Editor Manual!

Post by Jeff29p10 »

Nope.
Some time it works, some time it doesn't (mostly doesn't). Yesterday I managed to make the transition from mission 2 to mission 3 work, quit the game to back up my (apparently now working) map, and restarted the game: And it didn't work anymore... The same map, nothing changed. :shock:

Better still, the previous transition, from mission 1 to mission 2, doesn't work now either (I always keep a savegame from before killing the last enemy)... Here too, the map hasn't changed. :shock: :(

I've been now trying to find the blocking feature for 2 whole days. In vain.

Sorry, the editor is definitely broken.

You can not make campaigns with it unless you are a JavaScript developer. :cry:
This time I give up for good.
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