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Staredit Network -> UMS Assistance -> I'm gonna guess this is a retarded question...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-04-30 at 20:15:40
Is there any way to reset what a player has researched during a game? This would help me tremenously if possible, but I can't seem to find any way to do it.

I'm not talking about completely removing a researchable, just resetting it to being unresearched after a certain point.

Thanks in advance.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-30 at 20:53:03
Nope you can't sorry.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-04-30 at 21:37:35
Alright, thanks anyway.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-01 at 06:45:22
I guess you mean having Siege Tank researched, and then having it so that you can make it so they can do it again? Right?

Unable to actually do that with the editor, nor in-game, the closest is stopping them from actually learning it for a while, or doing triggers to make the units they want and such, but no other way.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-01 at 08:30:22
Yes, but not Siege Tanks specifically. ( Don't know whether or not that particular one has any significance, not exactly an expect map maker)

The idea I have is kinda like a never-ending stream of melee games. Where you can switch races/positions in game and have all the mineral/geysers on the map to be remade/restored to full. But of course, with the researched tech from previous rounds, this eliminates any possibly of it being a legitimate game after the first round. sad.gif

Too bad for me that I don't think of these things until I run into them...Which of course happened to be after I was done with the map.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-01 at 09:24:33
It was a nice idea, and one that many people have hoped to do, likely your best option would be to include blocks that stop people learning certain spells and such, till another time, maybe having limits set to them, on the resource side.

This would have to be done in a linear fashion, but would enable you to have upgrades done, and some not, so the final games you could upgrade and use everything.

To work simply edit the gas cost, not so its really low for each different class, but that you have high levels, and so can still gather gas, but you have a new minimum at each level, which is kept by the triggers, and although previous units will have cheaper gas, if the minerals are kept to a good level it won't be a problem.
Report, edit, etc...Posted by Pinecone on 2004-05-01 at 09:43:17
You can add a 3rd party area in the map which will offer the same amount of cash for each upgrade. lmagine a spot in the top right, where players move a civilian to a beacon which will 'offer' the research for a unit. If you research, then you can switch all default units to the hero version of that unit. The problem is that heros have all researches and abilities on deafult, so you should fix the price accordingly. For this map, a new 'Round' will resualt in all the hero units reverting back to defaults. That way, the player will have to buy the research again.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-01 at 09:54:36
That would result in changes to the HP and energy amounts of all the units replaced.
Templars would gain an attack.
Some units don't have hero counterparts. (ex. Medics, workers)
All units would become de-hotkeyed.

Oh well, that's the best idea in the thread anyway.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-01 at 14:39:43
Well, i prefered mine, more triggers needed, but follows the Empire Earth approach, though maybe if you have a wide enough range of upgrades, you could have different teams, and gather Gas and so some would have access to more, or different ones, because of the minimum and maximum levels of gas needed for each one...
Report, edit, etc...Posted by dashrike on 2004-05-01 at 14:56:47
You might be able to make it where if they do a certain thing, then they are able to build the tanks etc, and then actually research it later. Just have a trigger create a tank when they fulfill a certain criteria...
Report, edit, etc...Posted by Pinecone on 2004-05-01 at 16:42:50
QUOTE(Mini Moose 2707 @ May 1 2004, 08:54 AM)
That would result in changes to the HP and energy amounts of all the units replaced.
Templars would gain an attack.
Some units don't have hero counterparts. (ex. Medics, workers)
All units would become de-hotkeyed.

Oh well, that's the best idea in the thread anyway.

If you think about it, 'melee' and 'non-stop' is what Elite wanted. Melee, meaning default play would resualt in no-heros required. If you want non'stop, thats Use Map Settings. Use map settings is modifying unit hit points, therefore the hit points and energy amount can be changed. As l said before, you would have to pay for all of the abilities and researches in 1. Templars would gain an attack... didnt think about that. Units with non-hero counterparts are also a problem, thats where mods come in. De-hotkeying dosnt make sense. Once you purchase an upgrade, you center location on all units effected and change it to the hero.
And thank you for saying it's the best idea. lts an attempt at the impossbile/
Report, edit, etc...Posted by Mr.Camo on 2004-05-01 at 16:58:45
That confused me a little. But anyway I'm with Bolt on this one.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-01 at 17:32:31
Even though he only said one thing, thats just poor spam there, but i agree with Pinecone on this one.
Report, edit, etc...Posted by MindArchon on 2004-05-02 at 20:29:23
De-Hotkeyed makes sense.

What if you have a group of units that weren't upgraded, and you hotkeyed them to 1.

Then you purchased the upgrade, all the units would be replaced, and de-hotkeyed
Report, edit, etc...Posted by Pinecone on 2004-05-02 at 21:03:30
l was thinking the hot-key was refering to the hotkeys of a barracks units [Press M for marine]. lm pretty sure it wouldnt be so much of a big deal since all your units will stronger, faster, and more powerful.
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