READ BEFORE POSTING
Okay, I'm gonna try and keep this simple.
I came up with this idea were you replaced the main biulding of a race, except it looks exactly the same, and appears to have the exact same functions, except for one button. This button would be labeled something like... "Play as Zoobargithan Race" for example (Zoobargithan is just a lame example I came up with off the top of my head). And when you click that button, the let's say Nexus morphed into the main biulding of the "4th race", and from there on things fall into place. And as for the other button the Nexus would have "Warp in Probe"... When you click that, the Nexus would just morph into another Nexus, but without the "Play as other race" button, so that you would have to stick with the Protoss.
Think it could work?
I had a pretty similar idea of having
all races start with the same building or sth that could let you select which race to play for by morphing that building into the selected race's building which would
then have a build worker button.
Ermac's idea looks very interesting, this would add a lot to the gameplay, and I mean it. I think this could even become a 'standard' mod over bnet, it being so versatile. It would need to be a TC though, which means lotsa work, but the concept is great.
The problem is i suck at memgrafting too much to have tried it out ;P
But i think everyone had similar ideas, like Voyager's Field Command Mod had choosing different builders for factions..
If we could get morphs working right for buildings, this'd be a great idea to implement. I don't think it would be too hard to implement...you'd have to use up a couple of building slots or mess with the exe to get around the way things are placed on melee(UMS would work fine), but it's not impossible. You do have 1 major thing to worry about: shared supply. Since we only have 3 different supply counts to use(this isn't changed easily...or at all for all I know), you'd have to make a 4th race use one of the 3 existing ones.
QUOTE(DiscipleOfAdun @ Nov 18 2006, 06:48 PM)
If we could get morphs working right for buildings, this'd be a great idea to implement. I don't think it would be too hard to implement...you'd have to use up a couple of building slots or mess with the exe to get around the way things are placed on melee(UMS would work fine), but it's not impossible. You do have 1 major thing to worry about: shared supply. Since we only have 3 different supply counts to use(this isn't changed easily...or at all for all I know), you'd have to make a 4th race use one of the 3 existing ones.
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Wouldn't it be possible to make a game template to place that building? Also a timer that gives the starting minerals after some time (in which the players gotta choose their race.)
And the supply is not a big problem, well only if the supply was protoss psi, then protoss would use up their own supply on mind control, but that still could be logical.
I don't think a timer is necessary, unless you want to give the players only a few seconds to make their choice. A "Player X commands at least 1 of BuildingForRace1" condition should work just fine, I think. Speaking of the game template...a wild thought has just passed my head - couldn't you use the custom score for supply?
You wouldn't need to, really, as long as you disabled Mind Control or did what I did in Ex Machina: find a way of having all races share one supply. I sort of made a fourth race in that.
Clever idea, though. We could harness the unused buildings and heroes as units. I like it. Except that DoA's right: building morphs don't work right. I've tried and tried, but they never seem to function properly...
I was doing something like this my self in my mod, it isnt implimented yet. But zerg will choose to morph their hatchery into 1 of 2 different buildings. 1 a copy of the hatchery (the starting building cant do anything but morph), 2 infested commandcenter. And since you start with workers you could just give them both different types of buildings IE the infested building set, and the Normal zerg. Then all you would have to do is set the requirements for the buildings to the hatchery or the CC. It does work cause I did it.
Though keep in mind the CC wont be able to fly, cause if you make it can it will spread permanent creep while in flight, which is well NOT GOOD.
Damn... So biulding morphs don't work? At all?
Would the idea work if... I made... A Drone morph into the biulding for the 4th race? So like, a unit to biulding morph? Because, I could change the game templates and figure it out from there.
That would probably work: Give the player 1 drone that morphs into any of 4 buildings, depending on which one you choose.
Are you sure building morphs don't work? Hmm, I think I'll get out my customized starcraft.exe with no requirements on anything and try it out with a custom iscript for a building.
If I run it in a debugger, I can set breakpoints on the action functions and change it to any arbitrary action when it gets called. lol
I'll do this and see if I can get a building to morph into another.
I was planning something similar for a future mod, and I think the best way to go is to do the one drone that morphs into different starting buildings. That way no messing with EXE requirements is necessary.
Perhaps the building could have two units to build, such as a drone and a probe. If they build the probe, then edit the .got template to create a new building if they build probe. Would that work?
Unfortunately no, because there would be no way to determine where the building is placed.