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Tandem StarCraft - Page 8

Forum Index > BW General
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skronch
Profile Blog Joined December 2008
United States2717 Posts
October 05 2009 19:06 GMT
#141
this sounds so sick, i need to find some people to play it with me
Falling
Profile Blog Joined June 2009
Canada11450 Posts
October 05 2009 19:18 GMT
#142
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.)
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
oBlade
Profile Blog Joined December 2008
United States5955 Posts
Last Edited: 2009-10-05 20:13:13
October 05 2009 20:10 GMT
#143
The curious situation with the early game civilian micro is that everybody can block everyone else's buildings really easily. The civilian can delay Zerg expos, Terran walls, and Protoss simcities. This isn't a complaint, but an observation - I actually think it's really cool. I thought it was worth nothing anyway in case someone does find justifiable issue with it.

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?
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 05 2009 20:42 GMT
#144
Upgrades like speed/range MIGHT stay but +1's don't.

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
Profile Blog Joined May 2009
United States415 Posts
October 05 2009 20:43 GMT
#145
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?
The number of years it takes for the Internet to move past anything is way, way over 9000.
cakemanofdoom
Profile Joined September 2009
336 Posts
Last Edited: 2009-10-05 22:29:56
October 05 2009 22:29 GMT
#146
What's wrong with forcing people to redevelop another race's tech? Considering how economic harassment is so important, getting grunts far before upgrades make a huge difference should be easy. Besides, they are basically free units, so they don't have to be super-powerful. Un-upgraded units still have their uses, anyways.
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
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-05 23:08:49
October 05 2009 23:02 GMT
#147
lol...

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
TL+ Member
mrmin123 *
Profile Blog Joined January 2004
Korea (South)2971 Posts
October 05 2009 23:26 GMT
#148
Doesn't the Dark Archon's mind control ability give you upgrades? If so, maybe you can have the receiving player have a DA and the enemy unit spawn somewhere in some corner, and have the DA automatically mind control it. And maybe make transferred units go to a Rescuable player so if the receiving player's partner's opponent is the same race as he is, they don't get the upgrades automatically (enemy has +1 weapons, you're at +0, but you mind control so all your guys all of a sudden have +1). That would make it easy to see what units were transferred or built by someone.
Translator태양은 묘지위에 붉게 떠오르고 / 한낮에 찌는 더위는 나의 시련 일찌라!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-05 23:43:00
October 05 2009 23:41 GMT
#149
Mmmm my method is close, but not the same

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
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
Last Edited: 2009-10-06 00:03:37
October 06 2009 00:01 GMT
#150
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.
Moderator
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 06 2009 00:18 GMT
#151
I just made a location in the middle where the units spawn at first

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
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
October 06 2009 00:20 GMT
#152
ok that works too
Moderator
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
October 06 2009 01:43 GMT
#153
Is it possible to make those triggers user selectable? I really think the player should control when to use the received units.
What does not kill you makes you stronger.
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
October 06 2009 01:46 GMT
#154
I don't. I don't at all.
Moderator
leomon
Profile Joined December 2008
Canada169 Posts
October 06 2009 01:49 GMT
#155
Wow, this sounds so sick, i wanna try it out w/ a friend.
Radians
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 02:06:23
October 06 2009 01:59 GMT
#156
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?
TL+ Member
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
Last Edited: 2009-10-06 02:10:47
October 06 2009 02:09 GMT
#157
I'm at work now. I may be able to sneak a game or two in 1 hour.
What does not kill you makes you stronger.
oBlade
Profile Blog Joined December 2008
United States5955 Posts
October 06 2009 02:10 GMT
#158
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
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
October 06 2009 02:16 GMT
#159
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.
What does not kill you makes you stronger.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 02:38:06
October 06 2009 02:22 GMT
#160
He is saying he doesn't know how to implement it, not that he disagrees

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
TL+ Member
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