|
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 =(
|
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
|
Canada7170 Posts
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 ><
|
Canada7170 Posts
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.
|
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.
|
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
|
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.
|
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
|
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.
|
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.
|
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?!?
|
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
|
Ask a friend who is good with computers you visit you :S There's no reason the file wouldn't work.
|
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?
|
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!
|
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?"
|
Are you sure you have Brood War installed and not just the original SC?
|
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.
|
Awesome idea, can't wait to try it! Would a 3vs3 version of this be possible?
|
A 3vs3 version would probably require a lot more room.
|
|
|
|