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Tandem StarCraft - Page 18

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3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 19 2010 00:26 GMT
#341
On February 19 2010 06:39 oberon wrote:
Show nested quote +
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Oracle
Profile Blog Joined May 2007
Canada411 Posts
February 19 2010 00:37 GMT
#342
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).


the problem with this is that there is no continuity

which is why u can do this with workers and lurkers and use hero units for the rest

and holding cells are a terrible idea because you can do that all behind the scenes without any physical units
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 19 2010 00:40 GMT
#343
On February 19 2010 08:33 Excel Excel wrote:
OMG, I already gave a solution that allows transfer only once WITHOUT USING HEROES, and it was ignored.

Simply put: for every unit transferred to P2, add 1 to P2's death count for the corresponding hero and give a regular unit. Next time he loses that unit, decrement both the hero and regular death counts and do not transfer.

For units without heroes just use the death counts of Alan Turret/Duke Turret/Jump Gate/Khaydarin Crystal Formation/Psi Disrupter/Power Generator/Cerebrate/Ion Cannon/Overmind/whatever.

ding ding ding winnar
Sorry nobody understood the first time ><
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 19 2010 00:41 GMT
#344
On February 19 2010 09:37 Koltz wrote:
Show nested quote +
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).


the problem with this is that there is no continuity

which is why u can do this with workers and lurkers and use hero units for the rest

and holding cells are a terrible idea because you can do that all behind the scenes without any physical units

Except hero units are better than normal units, as has been discussed. And it really IS a big issue, especially with marines.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 00:43 GMT
#345
On February 19 2010 09:37 Koltz wrote:
Show nested quote +
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).

the problem with this is that there is no continuity

What does that even mean? Please, your posts are getting frustrating.
LEGEND!! LEGEND!!
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-19 01:00:19
February 19 2010 00:48 GMT
#346
On February 19 2010 09:43 Chef wrote:
Show nested quote +
On February 19 2010 09:37 Koltz wrote:
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).

the problem with this is that there is no continuity

What does that even mean? Please, your posts are getting frustrating.


Refer to this post which i made before that comment (hence you should understand)
http://www.staredit.net/211916/

The other method is as taylor swift stated, extremely easy. Just keep a DC counter of whats already been transferred. However, there would be no tracking on the exact units which deserve to be reborn and which do not. Whats more, you must always break the threshold of "debt" prior to transferring units.


The transfer of units is discontinuous
Ergo,
Player A loses a unit X, Player B gains X
Player B produces more units of the same type of X, we will call it Y
Player B loses Y, player A doesn't gain Y until the debt has been paid
Player B loses X, player A gains X

A continuous transfer would be:
Player A loses a unit X, Player B gains X
Player B produces more units of the same type of X, we will call it Y
Player B loses Y, player A gains Y
Player B loses X, player A does not gain X

And whoever said hero units cannot double as the original unit:
I've heard that heros attack faster, and that they have the upgrades of normal units
But it still seems its the best way, and reborn units that are 'slightly' stronger ie. having a 1/8th less cooldown doesn't seem so bad
http://www.staredit.net/wiki/Unit_Speeds
http://www.staredit.net/wiki/Heroes
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-19 01:02:42
February 19 2010 00:56 GMT
#347
Ahhh... Yeah, I remember now... It's hard to keep all this in my head at once. SC map making is so dumb... :@

In laymen's terms, if cross position players are the same race, one player losing 10 zealots will mean his ally has to kill 11 for 1 zealot to transfer again.

If there were such a thing as kill count, it would work perfectly... unfortunately it's only death counts. LOL BLIZZARD T.T

I did think about this already, which makes it all the more embarrassing lol... Since we're not all on the same page the whole time, it's hard to just reject an idea and forget about it since it gets brought up again and you suddenly have to reanalyse it.

It would still make the map better, I believe, but players would have to make sure they're not the same race as their cross position counterpart, or ruin the spirit of the game. Not positive it's worth it to bother.

I've never heard that heros attack faster, but that they only have the upgrades of normal units
Setting their HP and attack values to normal would fix the problem

No, I don't think that's fair to say. Lots of times there's reasons you wouldn't get upgrades in a game. The only hero BroodWar units have is the Dark Templar, since they were technically in the original game too. That means no medics, dropships, shuttles, dark archons etc etc etc. Plus High Templar come with energy and storm and hallu upgrades, which is expensive and time costly to upgrade. At many timings in the game also, units will not have upgrades like range and speed... speed vults with mines transfering means early game undedicated vult harass becomes bad since you're giving your ally's opponent the chance to have mines and speed really early in the game. Actually transferring hero units is a bad idea thru and thru.
LEGEND!! LEGEND!!
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-19 01:10:01
February 19 2010 01:03 GMT
#348
Yeah sorry i mistyped that, i do that a lot. I had the continuous/discontinuous examples switched at the start ;x

It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

sure early game you can have some repercussions, like making vultures without ujpgrades then suiciding to give to ally, but then wtf do you have for yourself?

but generally people will get those upgrades. people dont make templars without researching storm. why think that the receiver should have to spend minerals on storm to use it? either way i sort of like the idea of having slightly stronger reborn units

as for the units that don't have heros, using the debt system for those is a possible solution.
and i don't believe workers should transfer over either

the best thing about heros is that they dont consume supply
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-19 01:17:54
February 19 2010 01:17 GMT
#349
On February 19 2010 09:56 Chef wrote:
Ahhh... Yeah, I remember now... It's hard to keep all this in my head at once. SC map making is so dumb... :@



Don't you mean complicated and requiring thinking? lol.

p.s. If this is taken as offensive it was not meant to be offensive.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 17:55 GMT
#350
It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

frogmelter has already made a map that fixes that. The unit gets created on an island in the middle for the player who lost it, then given control to his ally's opponent and moved to the civilian so that it comes with whatever upgrades were already researched.
LEGEND!! LEGEND!!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 19 2010 20:09 GMT
#351
On February 19 2010 09:26 3FFA wrote:
Show nested quote +
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
oberon
Profile Joined May 2009
United States1320 Posts
February 19 2010 21:32 GMT
#352
On February 20 2010 05:09 3FFA wrote:
Show nested quote +
On February 19 2010 09:26 3FFA wrote:
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?


No one knows what "monkey no see monkey no do =(" means, so everyone is ignoring your further requests for free tech support.

--oberon
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 21:32 GMT
#353
Ask a friend who is good with computers you visit you :S There's no reason the file wouldn't work.
LEGEND!! LEGEND!!
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 19 2010 23:10 GMT
#354
If there were such a thing as kill count, it would work perfectly...


There is a kill count (and a "least kills" condition), you just can't change it. Perhaps combine with the debt system to improve synergy?
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-19 23:13:54
February 19 2010 23:12 GMT
#355
On February 20 2010 02:55 Chef wrote:
Show nested quote +
It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

frogmelter has already made a map that fixes that. The unit gets created on an island in the middle for the player who lost it, then given control to his ally's opponent and moved to the civilian so that it comes with whatever upgrades were already researched.


Doesn't this have the problem of giving a player free tech if he just doesn't research anything and waits on his ass for speeded vultures/cracklings/arbiters with stasis to transfer?

EDIT> Damn, double post, I meant to edit my previous one. Sorry!
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 20 2010 18:19 GMT
#356
On February 20 2010 06:32 oberon wrote:
Show nested quote +
On February 20 2010 05:09 3FFA wrote:
On February 19 2010 09:26 3FFA wrote:
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?


No one knows what "monkey no see monkey no do =(" means, so everyone is ignoring your further requests for free tech support.

--oberon


I don't see it in the map list when I follow those steps. Also, it would've been sufficient and more polite to say "what does that mean?"
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 20 2010 20:21 GMT
#357
Are you sure you have Brood War installed and not just the original SC?
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-21 21:37:40
February 21 2010 21:33 GMT
#358
On February 21 2010 05:21 Excel Excel wrote:
Are you sure you have Brood War installed and not just the original SC?

Yes I can run both and can use all the maps for broodwar. I use the battle chest version where I don't even need to put the disc into my cpu to run it after the 1st installation.

Like chef said, there shouldn't be any reason for this not to work. O wait... the staredit doesn't work from the battle chest version. Could this be causing this?
edit: edited for clarification of meaning.
edit: realized something that may be causing this.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Fulgrim
Profile Blog Joined July 2009
United States560 Posts
February 22 2010 01:08 GMT
#359
Awesome idea, can't wait to try it! Would a 3vs3 version of this be possible?
One does not simply walk into mordor
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 22 2010 16:32 GMT
#360
A 3vs3 version would probably require a lot more room.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
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