Tandem StarCraft - Page 8
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skronch
United States2717 Posts
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Falling
Canada11260 Posts
On October 06 2009 03:37 ShadowDrgn wrote: Why not just give each player all the upgrades of the other races at the start of the game? That doesn't seem like it would cause any major problems. Well, one thing I could see is the one receiving new units could have upgraded units before the one that actually built it. For instance, I build +1 speedlings that get killed, now my allies opponent is fighting +3/+3 cracklings. Chef's idea sounds good, though time consuming. It spaces out the techs and the other players actually have to invest in it (but without requiring the space, time, and resources to build 2-3 separate bases.) | ||
oBlade
United States5259 Posts
On the upgrade situation again: I don't agree with Chef's idea about invincible upgrade buildings being placed somewhere on the map to allow the player to research tech without actually developing his ally's enemy's tech proper. I think this severely interferes with the low money melee style of the map. It gives an advantage to people who are developing the tech of two races (or three via mind control) by giving them access to all the tech at no cost in resources or time. Frankly, I think this will hurt the map. The holy grail solution will be one that ensures players can naturally develop the tech of their off-races while preserving the upgrades of the units acquired by the tandem mechanic. In order for upgrades to be carried over with unit transfer, there would have to be some kind of intermediary unit queue in the center of the map. When Chill loses a crackling, the map will immediately recreate a zergling for him in the unit queue. Because it was created for Chill, it will be a crackling because Chill has those upgrades (I'm not a mapmaker, but this part has to be correct in order for this solution to work). Then, control of the unit is transferred to Chill's ally's enemy and the unit is moved to spawn at his civilian, preserving all the upgrades...? Would this be a functional solution, and is it viable? | ||
Ian Ian Ian
913 Posts
i know that if a cpu unit has for exmaple rines with no range, but then a player that has rine range leaves and the cpu ggets their rines, all cpu rines will now have rine range | ||
jonnyp
United States415 Posts
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cakemanofdoom
336 Posts
On October 06 2009 05:43 jonnyp wrote: is there no easy way to keep track of your ally's opponent's tech tree, so whenever they research a tech you automatically receive it and vice versa? No. There is also no way to use triggers to give someone upgrades. | ||
frogmelter
United States971 Posts
I can easily give players the /exact/ same researches/upgrades as the unit that the player killed It's not really that difficult but it will take some time that I don't have right now [unless someone is willing to teach me my math because I have a quiz tomorrow] I'll work on it when I have time | ||
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mrmin123
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Korea (South)2971 Posts
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frogmelter
United States971 Posts
Fixed some Protoss units... Fixed a few glitches... [Including the one about the civilian dying penalty not working] Any other features you guys want? I will probably not work on it for the rest of today since I do have my quiz, but expect it soon And also, I'm only working on this because I think it's hilarious how excited Chill is for this game And it's awesome how close the mods are to the community | ||
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Chill
Calgary25963 Posts
On October 06 2009 01:57 Chef wrote: You could conceivably make it so that whenever your ally's enemy builds a tech building, an invincible version of it appears for you somewhere out of the way in the middle of the map, that you can purchase the upgrade from without spending time building up the race from a stolen peon. It'd be pretty much the same triggers were using now but with a special location for each building, and not preserved. To get an idea of the work that would mean for whoever is interested, that's 1 trigger for every tech building for every race for every player... Not forgetting a pylon to power the protoss ones (which is kind of an unfair extra supply if you choose protoss as your race). just place one tech building for each race in the middle of the map. Then delete all the ones of the persons actual race (So Z is left with only P and T buildings, for example). Seems easy enough, just 12 triggers. I think you should have to spend money on the upgrades because turtling is too powerful otherwise. | ||
frogmelter
United States971 Posts
The units that spawn are for the same player that lost the unit [Player 3's dead unit will appear there as player 3's] so the upgrades will be perserved Then triggers give the unit over to the player that will get it and teleport it over The upgrades and research should be preserved that way | ||
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Chill
Calgary25963 Posts
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Darth_Ihsahn
Mexico138 Posts
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Chill
Calgary25963 Posts
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leomon
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Canada169 Posts
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frogmelter
United States971 Posts
I can implement it in later versions, but not the one I'm working on now I better not fail my math quiz I am going to need testers in around 10 minutes Anyone free? | ||
Darth_Ihsahn
Mexico138 Posts
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oBlade
United States5259 Posts
On October 06 2009 10:59 frogmelter wrote: Yes it is possible for it to be user selectable I can implement it in later versions, but not the one I'm working on now I better not fail my math quiz I am going to need testers in around 10 minutes Anyone free? I am free for testing | ||
Darth_Ihsahn
Mexico138 Posts
On October 06 2009 10:46 Chill wrote: I don't. I don't at all. Mind explaining why you disagree? You are not forced to use every received piece in bughouse chess, you chose when to do it. | ||
frogmelter
United States971 Posts
Anyways, I am done with the modifcations I have one tester... I need two more Fixed MC glitch Added research transfer Added Upgrades transfer Added color to names Added Panda Bear Guy critter Be back in 30-40 minutes If we have enough testers then, I'll host it | ||
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