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Staredit Network -> Ideas -> Making Deck of 52 in SC
Report, edit, etc...Posted by StarEditron 4000 on 2005-03-27 at 14:47:40
Now, I don't have 52 units to spare (i don't think), and that probably isn't the best way anyway, but how should I go about making the deck of 52? I'm thinking of integrating all the missions with them, so you can only get em while on a certain mission (similar to the aces) but there may be other ways. Help appreciated.

To more detail, I need a system that will allow the player to find and capture 52 NK Fugitives. The Aces will have separate units, though I could use the same unit for every other card and just make the triggers designate the actual card.

So, what i need is a system on how to capture 1 "card", and I can adapt that to the rest of em!

Edit Reason: Spelling errors
Report, edit, etc...Posted by in_a_biskit on 2005-03-29 at 07:29:19
If your problem is simply to find a way to represent 52 different cards without using 52 different units, you could:
  • use lots of strings to tell the player what they have
  • use one unit, in different colours (which you can do using rescuable units) and with different hit-points
  • represent the 52 cards in a 4x13 grid, the spaces of which you fill according to which cards a player has.
That's all I can think of right now.
Report, edit, etc...Posted by SA_Max71 on 2005-03-29 at 11:07:09
Odd had a really good idea for this.

QUOTE(TheOddAngel @ Feb 13 2005, 07:01 PM)
You should have units named after game Cards

Example:

a BLACK Aldaris = King Of Spades
a BROWN Aldaris = King Of Clubs
a Black Kerigran = Queen Of Spades...

Ect...

All you would need is 13 units and then 4 unused players for the colors and you could easily do a card map... That would be coolest...
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Do you understand Odd's post?
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-29 at 11:25:46
It's still a ton simpler to use 52 units though tongue.gif
Report, edit, etc...Posted by SA_Max71 on 2005-04-01 at 09:56:37
Ya, that's true, but then you have to use about 36 more strings so you can rename the units. Plus, you have to remember which unit is which card.

...


Ok, on second thought, I think odd's system is better.
Report, edit, etc...Posted by Carlsagan43 on 2005-04-15 at 17:00:29
I used 13 units and four players to describe all 52 cards in my hearts map


QUOTE
It's still a ton simpler to use 52 units though


you have got to be kidding. Not only would you have to do 4x more triggering for your cards you would have to do 4x renaming. PLus its easier to remember which is which when you are the player. Plus, the four owners of the cards can be the computers of players in the game. No players wasted, no units wasted, and far less work to do makes using 4x13 the best combo for cards
Report, edit, etc...Posted by MapUnprotector on 2005-04-16 at 12:48:58
I agree with using 13 units. And really in a deck of cards you have 13 different cards, its just that their SUITS are different, which would be represented by a different color. Using 52 different units for each card would be like using numbers all the way up to 52 in a deck of cards. It makes it overly complicated.

I also like in a biskit's idea. Using a grid and filling them to represent which card.
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