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Staredit Network -> UMS Assistance -> Starcraft Population Caps
Report, edit, etc...Posted by Arconna on 2005-03-31 at 23:52:48
My friend and I have started editing a "use map settings" map due to balance problems and what not and I was wondering if there is a way at all to change a maps maximum unit capacity. The biggest problem with this map is that after a certain point, players can actually block out other players by spawning units until the cap is filled and I thought that a few years back there was a way to edit that, but I don't know.

Thanks,
Arconna
Report, edit, etc...Posted by Elvang on 2005-03-31 at 23:54:23
I had a mass map on my old comp that seemed to have no pop cap, but when I asked people how to change the cap they said it couldn't be done mellow.gif

EDIT: I think he means like when(for example) on the mass attack map Halo: War of the Races, when the covenant start getting reavers they quickly cause the map to say cannot create more units, which is such a pain....
Report, edit, etc...Posted by Red2Blue on 2005-03-31 at 23:57:17
There are a many ways to create a cap,
Many ways to create a cap,
Many differnt types of caps,
So many that it would be impossible for me to expain them all with the broad problem you are having.



Please explain further your problem or post the map.





Furthermore, why not increase the cost of the units to reduce its chances of being created? Or possibly slowing down the spawn rate of the unit..

No... still to broad...
Report, edit, etc...Posted by chuiu on 2005-04-01 at 01:04:40
Quality > Quantity.
Report, edit, etc...Posted by Arconna on 2005-04-01 at 02:10:48
QUOTE(Red2Blue @ Mar 31 2005, 09:57 PM)
There are a many ways to create a cap,
Many ways to create a cap,
Many differnt types of caps,
So many that it would be impossible for me to expain them all with the broad problem you are having.
Please explain further your problem or post the map.
Furthermore,  why not increase the cost of the units to reduce its chances of being created?  Or possibly slowing down the spawn rate of the unit..
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Well I attached the map, should be the correct version. I forget who made the original and whether or not this is the version we've edited for balance issues, which still are issues particularly with reavers which are far too powerful and near impossible to counter.
Anyway, the problem I'm having is that after players have made 200 probes or scv's (usually we play with 4 people, so that is 800 units thus far), build a basic set of buildings (usually you aim to build one type of unit like Terran infantry or protoss ground or something like that), the map can cap out really quick to the point where you'll get warnings that say "cannot create units" over and over when you try to spawn new units. A marine when you bring it to the circle spawns 12 marines on the track and basically the whole point of the map is to fight your way to the opposing side and you go back and forth throwing units out there. Sometimes we get maybe 200 units running on that track killing eachother and the map fills up really fast. So what I'm wondering is if there is some way to make that map cap larger, or take away that cap, I'm not talking the 200 cap that players are given, but the actual map cap that includes units, beacons, etc etc, all those terrain things that count towards the 1600 or whatever number that equals the cap. It becomes an issue in the map because players who just don't want to deal with a tough opponent will just flood the spawns with units until the map caps and then basically it ends there because you can't build anything else.

Anywho, any help would be greatly appreciated.
Report, edit, etc...Posted by Ultimo on 2005-04-01 at 02:18:22
Would it be possible to cap the units one person could spawn? That would prevent flooding the map with useless units and allow more units to be made.
Report, edit, etc...Posted by Red2Blue on 2005-04-01 at 04:20:47
I see, so its this kind of map, a tug and war... yea...

I can see your problem,

First off, theres a whole lot of preset units... (due to the mineral fields).

This starting number (around 800 preset units) reduces the amount of units that you can create. Preset units contribute to the amount of units that you can create during the game.

Try reducing the amount of mineral fields, or decreasing the cost of the units you build.


You can create a reduce the flow of units in this scenario by doing two things,


Firstly, reducing the amount of units created per unit sent to the "circle"

It creates alot of units per unit you create... Try reducing this number to a small amount, around 2-5 units per circle movement.



Secondly, you can create a "cap" which is the limit of units you can bring to the middle path. This is a bit more time consuming and is not recommended...

Say you wanted to limit each player's units in the middle path to 100 units, you would have to put "player brings at most 99 units to 'middle path'" in each and every single condition for each of the create unit by moving to circle triggers. Thats around 50 triggers or more in this case.

This would restrict the amount of units they could send to the field. The obvious glitch would be:

you have 99 units in the middle path, and you create a unit which gives out 5 units, which would increase your 100 cap to 104. Though it is minor, this is one of the easier fixes that you can create.




Then again.... Quality>Quantity... as Chuiu has said...

Theres no point to have 100 units in the middle when you could have 20 quality units.


Hope that helps.
Report, edit, etc...Posted by Arconna on 2005-04-01 at 13:01:44
QUOTE(Red2Blue @ Apr 1 2005, 02:20 AM)
I see, so its this kind of map, a tug and war... yea...

I can see your problem,

First off, theres a whole lot of preset units... (due to the mineral fields).

This starting number (around 800 preset units) reduces the amount of units that you can create.  Preset units contribute to the amount of units that you can create during the game.

Try reducing the amount of mineral fields, or decreasing the cost of the units you build.
You can create a reduce the flow of units in this scenario by doing two things,
Firstly,  reducing the amount of units created per unit sent to the "circle"

It creates alot of units per unit you create...  Try reducing this number to a small amount, around 2-5 units per circle movement.
Secondly, you can create a "cap" which is the limit of units you can bring to the middle path.  This is a bit more time consuming and is not recommended...

Say you wanted to limit each player's units in the middle path to 100 units,  you would have to put "player brings at most 99 units to 'middle path'" in each and every single condition for each of the create unit by moving to circle triggers.  Thats around 50 triggers or more in this case.

This would restrict the amount of units they could send to the field.  The obvious glitch would be:

you have 99 units in the middle path, and you create a unit which gives out 5 units, which would increase your 100 cap to 104.  Though it is minor, this is one of the easier fixes that you can create.
Then again....    Quality>Quantity... as Chuiu has said...

Theres no point to have 100 units in the middle when you could have 20 quality units.
Hope that helps.
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A bit, I edited the map and removed the 3rd players on the teams and all of the little doodads that went with that player, so hopefully that cut out about 200 from the map cap. I think the issue here is that usually 20 quality units aren't easy to obtain, quality being high upgrades of armor and attack. In the first few minutes of the game there's almost always about 60 units or so that have been spawned by one of the tames going down the track and you have to respond quickly which doesn't leave a lot of time to do a lot of upgrading. I dunno, I'm trying to figure out ways to cut the units out of the map. I think a possibility will be that I"ll have to change all the triggers to spawn less units so the cap doesn't fill so easily.
Thanks guys.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-01 at 14:32:21
He doesn't exactly mean quality as in stronger units. although that may be the case some times. Its quite a simple concept, just decrease your numbers don't try to appeal to the newbs thinkg 'WOW THATS A BIG BATTLE' and think more about balance and ratio.

For an example if you want your players to be receaving 4 times as much units at the end of the game than they do at the start it wouldn't be a good idea to have them start out with 60 men.

Oh yeah because no one said it yet. The Max amount of units in Starcraft is 1700, you cannot change this value. With the max being 1700 and you have 4 players that leaves over 400 units per player. Far more than anyone can really manage you can only hotkey 120 units. 400 is almost to much to even observe
Report, edit, etc...Posted by Arconna on 2005-04-01 at 15:44:56
QUOTE((U)Bolt_Head @ Apr 1 2005, 12:32 PM)
He doesn't exactly mean quality as in stronger units.  although that may be the case some times.  Its quite a simple concept, just decrease your numbers don't try to appeal to the newbs thinkg 'WOW THATS A BIG BATTLE'  and think more about balance and ratio. 

For an example if you want your players to be receaving 4 times as much units at the end of the game than they do at the start it wouldn't be a good idea to have them start out with 60 men.

Oh yeah because no one said it yet.  The Max amount of units in Starcraft is 1700, you cannot change this value.  With the max being 1700 and you have 4 players that leaves over 400 units per player.  Far more than anyone can really manage you can only hotkey 120 units.  400 is almost to much to even observe
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I see what you mean. Actually, hotkeying in this map is almost useless when it comes to actually spawning units because they automatically go to the end due to a trigger, so usually when playing it comes down to who can get the most gatherers to get the most minerals to get the most upgrades. I've seen a lot of players who do what you said by just filling up with non-upgraded units that are pretty much useless. I've had 1 squad of zealots at 30/30 take out almost 150 marines at 3/3 before. I'm still working on editing the map though, but since I removed that third player it seems like the unit cap isn't much of a problem, at least not yet. Hopefully it stays that way. That and I lowered the reaver spawn from 8 to 3 most because of balance issues. There really isn't any sort of counter to reavers in this game and having 8 with upgrades is impossible. However they are still effective with 3. They do a significant amount of damage when they aren't very upgraded and they really take out quite a number of units who are upgraded rather high. So I think that balanced them out really well. I also did some changes that hopefully someone who isn't very good can exploit that allows SCVs to be used where you bring an SCV to the spawn and it creates 8 broodlings with health 150 and armor 30 that do 1 damage and 0 bonus. I took into account that people might try to spawn them right off in the beginning and try to win that way, so I created a trigger that kills any broodlings that get to a certain part of the track automatically. They are basically last line defence now, which I think is pretty cool to have.
I was thinking of a way to make the zerg spawns more useful in the map. Not sure how i could do it but I thought that maybe there could be a trigger that if you say brought 4 or 5 SCVs or 4 or 5 marines or something like that to a certain area in the base that you would recieve an upgrade in the number that spawn at once for the zerg and you could do that up to a max of say 6 or 8 to keep things fair, probably should do marines since they are more expensive. Any ideas how I could do such a trigger where it has a max and what not?
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