Staredit Network

Staredit Network -> UMS Production -> Monopoly
Report, edit, etc...Posted by DevliN on 2005-03-05 at 21:28:15
QUOTE
Now, are you going to use seperate movements for each player or are you going to have one main area.
Also, are you going to use a grid or a location system??

The movement triggers will be the same for all the players. And we're having the comuter move the players for them (and to ensure they don't cheat they will all be permanently burrowed units. We aren't using a grid system.

QUOTE
What is the point of having a topic if you don't need anyone's input?

I meant that we're open to suggestions for other features, like ways to do the trading system or auctions. We know how to do mostly everything on this map (and to be frank, we had a topic already talking about dice rolling methods found here). Based on this quote written under "Maps in Production," I can post a topic on an upcoming map if I wish:
QUOTE
You can make a thread about your map and share with others screenshots, previews, sounds and other such things while getting feedback.


Wolf, unfortunately we aren't having the famed Monopoly pieces (mostly because we're too lazy to prevent players from leaving the tile). But if we decide to add them at some point, I'll post it here.


EDIT:
I just finished the randomized dice triggers. Now I'll get to work on the player turns and movement triggers biggrin.gif .
Report, edit, etc...Posted by D_Scypher on 2005-03-08 at 13:31:12
Update: DevliN has got the random dice triggers working, and some of the movement triggers too. The unit and location placement seems done also. DevliN has handed it over to me, and I've fixed the terrain, which I guess is 99% done, but now for some reason whenever I try to test the map it crashes StarCraft. huh.gif


But now, what we may need from you guys is StarCraft-themed names for Monopoly property. We're not going to leave the original names the same (Reading Railroad? Psh, c'mon...) but we're not gonna come up with them all ourselves, either... Heh.

So for anyone who wants to help, all you need to do is think of location names related to StarCraft. We're thinking most of the properties would be on Earth, Aiur, Tarsonis, and maybe Char. If you want me to list the original Monopoly names I can, but I don't think it would make much of a difference.
Report, edit, etc...Posted by Xeno on 2005-03-08 at 15:13:30
Make a list of all the real Monopoly properties and put beside them the StarCraft names that people make up. I guess it will just make the whole process a little easier. Plus, who buys planets? Let's just stick to locations.

I'll just throw out some names...

Mar Sara
New Gettysburg Space Port
Tarsonis Orbital
Report, edit, etc...Posted by arglebosters on 2005-03-08 at 15:17:11
You should have the different monopolys related i.e. the final should all be on char or some other important spot. I was thinking for the final two the Overmind's cliff and something else on char. Mabey the first two could be UED capital (it isn't important) and Earth's main city. I'm sure other people will give names as I can't think of any right now blushing.gif. I'll try again tomoro.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-08 at 16:02:22
Mediterranean Avenue - Chau Sara
Baltic Avenue - Mar Sara
Reading Railroad - Char
Pennsylvania Railroad - Aiur
B & Q Railroad - Earth
Short Line Railroad - Korhal IV
Oriental Avenue - Antiga Prime
Vermont Avenue - Tarsonis
Connecticut Avenue - Brontes
St. Charles Place - Braken
States Avenue - Gyras
Virginia Avenue - Reynif II
St. James Place - Nidhogg III
Tennessee Avenue - Zz'gash
New York Avenue - Tyrador IX
Kentucky Avenue - Dylar IV
Indiana Avenue - Gantris VI
Illinois Avenue - Eldersthine
Alantic Avenue - J'larre
Ventnor Avenue - New Trinidad
Marvin Gardens - Uilel IV
Pacific Avenue - Umoja
North Carolina Avenue - Moria
Pennsylvania Avenue - Braxis
Park Place - Shakuras
Boardwalk - Zerus
Jail - UED Detention Camp
Electric Company - Kel-Morian Combine
Water Works - UED Shipyards

Hope some of these ideas help. The reason why they're all planets is because I think it would be neat to have a Monopoly game for galactic domination (players taking planets, instead of properties)
Report, edit, etc...Posted by arglebosters on 2005-03-08 at 16:12:39
Lol...
How long did it take you do do that... PAIN!!! blushing.gif
Report, edit, etc...Posted by D_Scypher on 2005-03-08 at 16:58:28
QUOTE(Xenomaniac @ Mar 8 2005, 12:13 PM)
Plus, who buys planets? Let's just stick to locations.

That's actually what I said. I said most of the properties would probably be on Earth, Aiur, etc.

QUOTE(Voyager7456. @ Mar 8 2005, 01:02 PM)
Hope some of these ideas help. The reason why they're all planets is because I think it would be neat to have a Monopoly game for galactic domination (players taking planets, instead of properties)

Wow, thanks a lot. Where did you get all those planet names? I had the same idea of Monopoly on a galactic scale at first, but I didn't think there were enough planets for all 30-some properties.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-08 at 17:00:19
I got the planet names from SCLegacy's Planet Index

http://www.sclegacy.com/encyclopedia/planet_index.php

There's also Location names if you decide to do locations instead. smile.gif
Report, edit, etc...Posted by 007Torrasque on 2005-03-08 at 17:47:27
off topic::
Voyager, you have to much time on your hands smile.gif

On Topic:
Are you going to use the same price in the game as on the board game?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-08 at 18:39:37
This map sounds like some censored.gif ing hard shit.. lol, If you need any testing. Holla!..
Report, edit, etc...Posted by D_Scypher on 2005-03-08 at 19:05:51
QUOTE(007Torrasque @ Mar 8 2005, 02:47 PM)
Are you going to use the same price in the game as on the board game?
[right][snapback]160685[/snapback][/right]


Yep. The board game is just about perfectly balanced, so we're doing our best to keep all the rules exactly the same in the StarCraft vers.
Report, edit, etc...Posted by Battleaxe3 on 2005-03-08 at 20:59:11
This wouldnt happen to be the way your doing your dice rolling is it?
(Note: Player 8 was changed to the color blue to show better on the minimap)
Report, edit, etc...Posted by DevliN on 2005-03-08 at 22:25:14
QUOTE
This map sounds like some  ing hard shit.. lol, If you need any testing. Holla!..

I would have let you test it without you even having to ask. biggrin.gif

QUOTE
This wouldnt happen to be the way your doing your dice rolling is it?

Nope, nothing like it. But we did use randomized switches.
Report, edit, etc...Posted by axblader on 2005-03-08 at 22:44:33
holy crap, i didnt even understand that file.

of course it helps if you name things. and of course you can understand ur own maps.

the dice system is that hard...infact it cn be ez, if you do it right.

i dotn have time now but il post a bisic idea.

when you roll a certain number, you add a death same as the number. then the second dice you add again. also you need another set of deaths(i think only 1 is needed) if you get 2, its a double, if you get a 4, it can be a double, but it will determine it if the second death is the same,ex: if you roll 2 and 4, the deaths will be 2+4=6 another one to check(4), it will go to the double option, but the second one is 4 so then itll look liek this:

CODE

Condition:

blah blah
if current player has suffered exactly 6 deaths of "marine" (death 1)
if current player has suffered exactly 3 deaths of "ghost" (death 2)

Action:
reset the deaths to 0?

do what ever you do.
preserve trigger.

simple isnt it?


might be a few bugs, i dunno. tis way you dont have to get all, er, i belive 36 combos? i mgith be wrong...

EDIT: im really good at this stuff, i can help if you want. the turns thingy is ez. when your turn is done, you give it to the next player. you can use a timer, and if they are newbs and dotn do anything, itll go the the next dude.

when lets say, they move, you set the tiemr to 1, so when it reaches 0, it goes.

i use deaths, since they can be used for all players, not only one.


im good at this stuff because im making a complicated Civ game with only 2 comps and only 9 locations on the playing field.(starting points)

i think the minigames will be a nice addition, though from my experience, it can be a pain. you have to make sure everything is worknig right.

you can use my organizing system i posted in the "staredt related" forums.

hope this will help. if you need an example map, i can try to give you one.
Report, edit, etc...Posted by DevliN on 2005-03-08 at 22:48:06
With switches, there are only 14 triggers total. Or at least that is how it is the way I did it.

Hey does anyone know if it is possible that a trigger can work on a Mac but not a PC? D_Scypher says the roll trigger doesn't work for him whereas it works perfectly on my computer.
Report, edit, etc...Posted by D_Scypher on 2005-03-09 at 01:22:41
Update: w00t! Dice rolls work, moving from property to property works, and I'm pretty sure Pass Go & Collect $200 works too. Right now DevliN is implementing the Trading system. There are only a few more basic functions to put in place (Chance and Community Chest card randomizers, and buying Property) and there's a chance some playtesting can begin. So... keep watching! wink.gif
Report, edit, etc...Posted by DevliN on 2005-03-09 at 09:46:05
Allrighty I'm done with the Trading system. but there may be a few kinks in it that I will have to adjust. I can start the Chance and Community Chest spaces soon, but I'd like to start all the property triggers first (because there are so many of them). We'll need to do these triggers per property:
- Purchase Property
- Purchase House(s)
- Purchase Hotel
- Property Rent
- Property Rent (All Properties, and no houses)
- Property Rent (1 House)
- Property Rent (2 Houses)
- Property Rent (3 Houses)
- Property Rent (4 Houses)
- Property Rent (Hotel)
- Auction Property
- Trade Property (The decision to trade it, not the actually trading process)
- Sell Property (Back to the bank)
- Property Info
- Display Property Price

I think that's all of them, but 18 triggers over and over is gonna suck. I think thats about 500 triggers total. Good stuff.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-09 at 15:17:40
I wanna help test, so bad... show me! show me! show me! biggrin.gif:D:D
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-09 at 15:27:24
Trigger
Players:
¤ Monopoly Players
Conditions:
¤ Current player brings at most 3 Houses to location Property1
¤ Current player is buying a house for Property1
Actions:
¤ Create 1 House at Property1
¤ Subtract 500 minerals for current player
¤ Preserve Trigger

QUOTE
- Purchase House
- Purchase House 2
- Purchase House 3
- Purchase House 4


Couldn't you do something like this? It would save a few triggers.

Report, edit, etc...Posted by Snipe on 2005-03-09 at 16:17:20
i can't wait fro momoply yeaaaa its gunna be crazzzzy
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-09 at 16:25:23
snipe, go to the corner
Report, edit, etc...Posted by FaZ- on 2005-03-09 at 16:41:53
QUOTE(DevliN @ Mar 9 2005, 09:46 AM)
Allrighty I'm done with the Trading system. but there may be a few kinks in it that I will have to adjust. I can start the Chance and Community Chest spaces soon, but I'd like to start all the property triggers first (because there are so many of them). We'll need to do these triggers per property:
- Purchase Property
- Purchase House
- Purchase House 2
- Purchase House 3
- Purchase House 4
- Purchase Hotel
- Property Rent
- Property Rent (All Properties, and no houses)
- Property Rent (1 House)
- Property Rent (2 Houses)
- Property Rent (3 Houses)
- Property Rent (4 Houses)
- Property Rent (Hotel)
- Auction Property
- Trade Property (The decision to trade it, not the actually trading process)
- Sell Property (Back to the bank)
- Property Info
- Display Property Price

I think that's all of them, but 18 triggers over and over is gonna suck. I think thats about 500 triggers total. Good stuff.
[right][snapback]161171[/snapback][/right]


Don't forget about morgaging property. Also, is the trade system going to be a basic property for money kind of thing, or will players be able to select what they want to put on the table and wait to see what the opponent offers? I think the latter way, while more complex, would really add to the game. Also, as for the plantets to property relation I think that Shakuras should be Park Place and Aiur should be boardwalk. Those are after all the two most well known planets related to StarCraft. Earth should be Meditteranean Avenue and Mars should be Baltic, showing that that is where we started. Those are just my opinions however. The map sounds good so far anyway, can't wait to test it. Keep working!
Report, edit, etc...Posted by axblader on 2005-03-09 at 18:51:07
erg! god it's called use a more efficient system. no you dont need 18 per property.

you can have a location center on your dude. im supposing that for each property square theres a unit representing the name. so liek this

CODE

Conditions:

players turn

Action:

center "player on current player"
presearve trigger.


CODE

Condition:

plyaers turn.
player has no more moves(where he landed)
computer player who owns the property unit brings "new york" to "player" location

Action:

ask if they want to buy(?)

set deaths for current player, 1 for "new york".





dont you guys get it? its like making arrays in programming.


also liek this: if player buys a house, and player brings a house already to that place, creat another house.
player owns 3 houses, make 1 hotel.
...very simple.

though itll be nice to set the death of the unit because itll make it easier to have more options.


oh well, you guys dont seem to listen to me, i guess im too hard to understand! cry.gif
Report, edit, etc...Posted by DevliN on 2005-03-09 at 19:13:10
QUOTE
Couldn't you do something like this? It would save a few triggers.

We plan to. After I posted that, I thought about what I said and realized how many things could be condensed.

QUOTE
Don't forget about morgaging property.

Too late. We decided not to inclde this due to laziness. We didn't want to make more triggers so that each player can mortgage a property but then be the only one who can buy it back later. Instead we're making an option to just sell the property to the bank for a full refund which then puts it back up for grabs.

QUOTE
Also, is the trade system going to be a basic property for money kind of thing, or will players be able to select what they want to put on the table and wait to see what the opponent offers?

They can trade property for property or place property up for auction if they want money in return.

QUOTE
The map sounds good so far anyway, can't wait to test it. Keep working!

And you are also, by far, on my list of testers. biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif

QUOTE
you can have a location center on your dude. im supposing that for each property square theres a unit representing the name.

We have units representing the properties, but we don't have them on the giant properties themselves. And wouldn't this add yet another trigger?

QUOTE
Condition:

plyaers turn.
player has no more moves(where he landed)
computer player who owns the property unit brings "new york" to "player" location

Action:

ask if they want to buy(?)

set deaths for current player, 1 for "new york".

We are doing it that way, and that's only 1 trigger of the 18 I posted, so how is that more efficient? "Purchase property."

QUOTE
if player buys a house, and player brings a house already to that place, creat another house.
player owns 3 houses, make 1 hotel.

Its 4 houses, not 3. And that is what we're doing already. Again, I thought wrong about what I posted up there. I meant to break those up into groups like "Purchase House: -1 House, -2 Houses, etc."

So how is this all more efficient? Instead of 18, we'll have 15:
- Purchase Property
- Purchase House(s)
- Purchase Hotel
- Property Rent
- Property Rent (All Properties, and no houses)
- Property Rent (1 House)
- Property Rent (2 Houses)
- Property Rent (3 Houses)
- Property Rent (4 Houses)
- Property Rent (Hotel)
- Auction Property
- Trade Property (The decision to trade it, not the actually trading process)
- Sell Property (Back to the bank)
- Property Info
- Display Property Price

And with your proposed method of centering a locatin on a unit, that would make it 16. If it really bothers you how we plan to make this map, then why don't you go make your own and stop telling us what to do? We don't appreciate being belittled by "erg! god it's called use a more efficient system," especially when the system isn't more efficient. How about you not try to correct us when you have absolutely no idea how we're doing our trigges in the first place?
Report, edit, etc...Posted by RexyRex on 2005-03-10 at 00:56:37
DevliN, you know me.
Help is right here, but I doubt you'll need it smile.gif.
I'm always up for testing if you and your buddy Scypher is up for it.

Nice to meet you too wink.gif.
Next Page (2)