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Staredit Network -> UMS Assistance -> Giving Upgrades/Technologies Suggestions/Help
Report, edit, etc...Posted by Drakiel on 2004-11-07 at 23:52:49
I've thought of this map some time ago, but never knew this was possible. I thought each player's settings stayed forever.

There are Five Unique Ghost-type units.
Terran Ghost
Sarah Kerrigan
Samir Duran
Aleksi Stukov
Infested Duran

I'm thinking of making a map involving ghosts (ghosts only because... They look like snipers, they have vision/energy/ability upgrades, etc)

I want there to be 6 human players, 3 on each team.

Is there anyway that all ghosts will start off with NO upgrades, etc, and each ghost has the same ability to advance (through triggers)?
As in... all being the same?

I don't know if HEROES can LOSE abilities when removed from upgrades, or if they're innate.

THanks!!!
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-08 at 00:26:56
Heros can not have unreasearched upgrades. You can remove their abilities by setting the techs to "disbaled". There is no way to have a hero ghost that can't cloak, but then later cloak.
Report, edit, etc...Posted by Thels on 2004-11-08 at 09:42:07
If cloaking is what you want, there's a special trick. Just disable cloaking for the players, but research it for at least one computer or neutral player.

When players receive the cloaking upgrade, create a hero ghost for the computer or neutral player and make it cloaked. Then give the cloaked unit to the active players. Make sure to keep setting their energy to 100% with triggers.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-08 at 10:17:49
Oh, right. I know that. It works for siege mode on tanks and burrowing in Zerg too.
Report, edit, etc...Posted by Thels on 2004-11-08 at 10:23:37
Yes. But it's kind of silly to do it for Siege Mode, since you can just create the sieged unit, even when siege mode is disabled.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-08 at 10:27:20
I also believe creating a luker automatically researches Burrowing, but I'm not sure.
Report, edit, etc...Posted by SA_Max71 on 2004-11-08 at 10:42:36
QUOTE(Thels @ Nov 8 2004, 07:23 AM)
Yes. But it's kind of silly to do it for Siege Mode, since you can just create the sieged unit, even when siege mode is disabled.
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QUOTE(DT_Battlekruser @ Nov 8 2004, 07:27 AM)
I also believe creating a luker automatically researches Burrowing, but I'm not sure.
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Ya, siege tank automatical has researched siege mode and a lurker knows how to burrow, but in both cases they can be disabled using scmdraft 2... I don't know if it can be done in starforge. Heck, you can make a player need to research the archon meld if you wanted to wink.gif . I know something similar has been said to this but...

IF you create a unit for player 12 and then give it to a human, assuming player 12 doesn't have any upgrades researed, then that unit won't have any upgrades researed.
Report, edit, etc...Posted by Thels on 2004-11-08 at 11:00:31
QUOTE(SA_Max71 @ Nov 8 2004, 11:42 AM)
Ya, siege tank automatical has researched siege mode and a lurker knows how to burrow, but in both cases they can be disabled using scmdraft 2... I don't know if it can be done in starforge. Heck, you can make a player need to research the archon meld if you wanted to wink.gif . I know something similar has been said to this but...


This is not entirely correct. Archon Meld can be disabled, but requiring research is not possible (unless you make a mod).

Giving any unit from 1 player to another indeed gives all the attached upgrade as well, but only if they are enabled for the receiving player. Since the Cloak/Burrow trick only works with the ability researched for the original player, this happens automatically, but you can make it not happen:

First, create the unit for a neutral player who has the ability researched. Then give the unit to another neutral player who has the ability disabled. Then give it to an active player. The active player will no longer receive the upgrade.

As for Siege Mode, if the original player didn't have Siege Mode researched, the receiving player won't receive it either.

QUOTE(SA_Max71 @ Nov 8 2004, 11:42 AM)
IF you create a unit for player 12 and then give it to a human, assuming player 12 doesn't have any upgrades researed, then that unit won't have any upgrades researed.


Yes, but it needs Cloak/Burrow researched in order to do this trick.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-08 at 15:30:35
I think this trick was made possible by Blizzard because of Mind Control.
If you mind control an Overlord wtih researched Transportation, it doesn't drop the units immediately, it keeps them in and you have Transportation upgrade researched smile.gif

If you mind control a ghost with cloaking ability then you get the cloaking ability researched?
Report, edit, etc...Posted by Thels on 2004-11-08 at 15:33:01
Yes, unless it was disabled for you. But the ghost will still stay cloaked until you run out of minerals (no decloak button).

The thing about the overlord makes me wonder. What if you MC a stuffed overlord with Ventral Sacs disabled?
Report, edit, etc...Posted by MidnightGladius on 2004-11-08 at 16:55:01
QUOTE(Thels @ Nov 8 2004, 03:33 PM)
The thing about the overlord makes me wonder. What if you MC a stuffed overlord with Ventral Sacs disabled?
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Interesting indeed. I've seen this on a UMS map called Siege Of Gondor Adv2, where you can MC normal units but not heroes (it just gives the heroes back to the original player). I once saw a player MC an Overlord carrying heroes. The player got all the units, but he said, "there's no unload button". Furthermore, the original controller couldn't get his units back due to a flawed trigger that moves them back to base and then reverts them back. Eventually, both players left.

Funny, isn't it?

On another account, my friend once said that if you did this, it would say, "Invalid Target." I'm not so sure about this one, so my advice is to just make a blank scenario and try it out.
Report, edit, etc...Posted by SA_Max71 on 2004-11-08 at 22:43:32
QUOTE(Thels @ Nov 8 2004, 12:33 PM)
Yes, unless it was disabled for you. But the ghost will still stay cloaked until you run out of minerals (no decloak button).

The thing about the overlord makes me wonder. What if you MC a stuffed overlord with Ventral Sacs disabled?
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I played a map (I think it was one of my own custom maps) and I mc ed a overlord with a bunch of units in it. I had disabled the ability for the ventral sacs for my player (player 1). Dispite this, I got the units inside the overlord, the overlord it's self, and I was able to unload the units.

Thel: I don't know if you have used scmdraft 2, but parhaps you should try it out.
Report, edit, etc...Posted by Thels on 2004-11-09 at 12:54:49
QUOTE(SA_Max71 @ Nov 8 2004, 11:43 PM)
Thel: I don't know if you have used scmdraft 2, but parhaps you should try it out.


I happen to be one of the Beta-Testers smile.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-11-09 at 16:02:18
QUOTE(MidnightGladius @ Nov 8 2004, 04:55 PM)
Interesting indeed. I've seen this on a UMS map called Siege Of Gondor Adv2, where you can MC normal units but not heroes (it just gives the heroes back to the original player). I once saw a player MC an Overlord carrying heroes. The player got all the units, but he said, "there's no unload button". Furthermore, the original controller couldn't get his units back due to a flawed trigger that moves them back to base and then reverts them back. Eventually, both players left.

Funny, isn't it?

On another account, my friend once said that if you did this, it would say, "Invalid Target." I'm not so sure about this one, so my advice is to just make a blank scenario and try it out.
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You don't need an unload button to unload units.
You just click on the unit. w00t.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-09 at 16:28:30
Reminds me. In my experience, you don't have to have something disabled. You just have it not researched and give it to the player. Since it isn't being mced but it was like that before given to the player, it doesn't keep the ability (atleast in my tests) but it sems to stay that way, so I have been able to have a permenantly sieged tank and have hero tanks be able to siege and unsiege. I don't know if that works with ghosts, but I know it certainly works for tanks in my maps.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-10 at 16:05:54
I'm currently messing around with Lurker's in a map of mine, and if i enable burrowed state for One Computer, then give it to another Computer (disabled burrowed) it can unburrow them but not reburrow them.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-10 at 18:26:48
Computer will always disobey those rules. It will unsiege and uncloak and stuff even when disabled. I didn't know it would still lose that ability though after reverting to normal. Is there some way to reverse that...I doubt there is, but I figured I'd ask.
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