Staredit Network

Staredit Network -> UMS Assistance -> Staredit "MAX" Limits...breakable?
Report, edit, etc...Posted by -BW-Map_God on 2005-01-01 at 15:24:58
I noticed you can change the max limits for the Starcraft Editor in Starforge(well a good number of them, not locations sad.gif ). Anyways just wondered if anyone knows if maps still work when you change them to over the max? I haven't gotten a chance to test it yet and figured someone has tried it by now. Would be quite useful if you can give yourself more strings/triggers/sprites/excetra cool1.gif .


So anyone know if it works? Or does it just cause your maps to crash at start blink.gif .
Report, edit, etc...Posted by Lisk on 2005-01-01 at 17:48:02
it doesnt work 'well' so better not change it
Report, edit, etc...Posted by -BW-Map_God on 2005-01-01 at 18:42:01
Unless I was desperate to finish a map that had max'ed something to soon? My real interest in changing it would be either to make more strings for storyline on something or else more locations because 255 is never enough locations bleh...too bad locations max isn't changeable.
Report, edit, etc...Posted by Urmom(U) on 2005-01-01 at 19:23:33
if you need more than 255 locations your just wasting a lot of locations, its not that you need more.
Report, edit, etc...Posted by -BW-Map_God on 2005-01-01 at 23:29:34
Nope, when you have a civilization style map it takes 255 locations more would be nice to add more tech :-). For example Civilization World....we have 11 locations for side selection, 8 for player related triggers, tons for territory locations and for upgrades/wonders/age advancements, critter spawns, locations for donating resources to allies, locations for picking government, wonder specific locations, locations to upgrade people's units, sea trade lane locations, excetra, excetra. Not to mention anywhere counts as the 255th location sad.gif . Keep in might territory locations take up about 80 spots.

EDIT: It's on a 256 by 256 Map.
Report, edit, etc...Posted by MapUnprotector on 2005-01-02 at 00:35:43
You could save a lot of locations by preplacing say burrowed units and then centering location on them, or for selection type thing center it constantly on the selector and when the selector, with location centered on it, moves towards a unit to be picked.
Report, edit, etc...Posted by -BW-Map_God on 2005-01-02 at 09:59:28
Um....this is a civilization map.... I guess you haven't played that genre before? Anyways every unit is used for the most part and the very few "special" units that aren't used don't burrow. More units would just cause the unit max to be hit at the start which would be very annoying to everyone playing. Territory locations are used every 5 minutes and needed during that time too if a territory is taken/lost during that period. Centering locations on units near anything would not help. It might help on an rpg or something but not this sort of map. Besides I don't have any locations left to have follow selectors around and everyone gets a new one for each age(so they can always research/tech stuff from the previous age) so it wouldn't work with everyone running around with multiple selectors.
Report, edit, etc...Posted by Navilin on 2005-01-02 at 16:07:55
Well, there is no way to have more then 255 locations (That includes anywhere). You can change the unit limit, sprite and trigger limit.
Report, edit, etc...Posted by Turin on 2005-01-02 at 16:18:51
You could overlap locations. And instead of saying bring(p1,1,men,locationz) you could say bring(p1,1,men,locationx) bring(p1,1,men,locationy).
Report, edit, etc...Posted by Deathknight on 2005-01-02 at 16:43:00
QUOTE
Nope, when you have a civilization style map it takes 255 locations more would be nice to add more tech :-). For example Civilization World....we have 11 locations for side selection, 8 for player related triggers, tons for territory locations and for upgrades/wonders/age advancements, critter spawns, locations for donating resources to allies, locations for picking government, wonder specific locations, locations to upgrade people's units, sea trade lane locations, excetra, excetra. Not to mention anywhere counts as the 255th location  . Keep in might territory locations take up about 80 spots.


Actually, here are the REAL ammount of locations you need:

Nope, when you have a civilization style map it takes less than 25 locations :-). For example Civilization World....we have 1 location for side selection, 1 for player related triggers, 1 for tons for territory locations and 1 for upgrades/wonders/age advancements, 1 for critter spawns, 1 for locations for donating resources to allies, 1 location for picking government, 1 wonder specific location, 1 location to upgrade people's units, sea trade lane locations(wtf is this?), excetra, excetra.

Now you see, I bet you using less locations would be possible. It all depends on how your system works. If you have a censored.gif ty ass system and need 255 locations, well then your map will probably suck. Note that there isn't a small limit on triggers, therefore triggers are the way to go, more location controll systems in triggers can lower the ammount of locations you actually need.

QUOTE
You can change the unit limit, sprite and trigger limit.

No, no, and no.
Report, edit, etc...Posted by BeeR_KeG on 2005-01-02 at 17:13:39
Sorry to break this to you DK but at least sprite limit can be changed over 1024 and it still works on SC.

On my map I couldn't open it because I used another editor and I put some sprites in. It said in SF I couldn't open the map because there was more than 1024 sprites. I later change the settings to abotu 1100 and it opened fine and saved fine. I go and test it in SC and it ran fine.
Report, edit, etc...Posted by Deathknight on 2005-01-02 at 17:20:48
I just remembered this was "Staredit Limits". Sorry.

But still, the unit limit can only go to 1700. The String limit can be changed, but that will ruin your map, usually making it unplayable. And the trigger limit? What the hell would that be?
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-02 at 23:22:40
Yea. Starorge can set the editor limits for anything up to 65535. however, anything created of the Starcraft limits will be automatically deleted. btw, the sprite limit is 2048. (hardcoded one)
Report, edit, etc...Posted by -BW-Map_God on 2005-01-03 at 02:11:27
um... DK... you musta played an old style civ map... and I did overlap. There are roughly 9 diff types of civ running around...and quite frankly... none of them would work with 1 location for any of the stuff you've described. Not to insult your uber map skills but... its ridiculous to even suggest such a map would only take 25 locations. I've already overlapped some locations and if I looked around could maybe have a few more take on dual roles... but no... civ, WW1, WW2, LOTR, those maps take a heck of alot more locations than 25. If you hosted one of those games and told people it had 25 locations they'd laugh and leave...heck, I'd laugh and leave. Even the CIV map on this site has at least 150-200 locations on it, and the civ map I am talking about has alot more stuff than it.

EDIT: I was tired used triggers numerous times instead of saying locations, fixed now, thanks to Bolt_Head for pointing it out, no more posting in wee hours of morning for me, biggrin.gif .
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-03 at 04:11:06
Are you talking about Triggers or Locations? DK was talking about Locations, and your talking about Triggers.
Report, edit, etc...Posted by Blu on 2005-01-03 at 12:08:40
if only we had a way to make custom sprites into the game...
Report, edit, etc...Posted by Deathknight on 2005-01-03 at 15:57:19
You can, it's called a mod.


-BW-Map_God, Blizzard made a MOVE LOCATION trigger for a reason. To move locations. Heck I bet you I could make a civ map with ONE location, much like Bolt made a bound with one location.
Report, edit, etc...Posted by -BW-Map_God on 2005-01-03 at 20:53:27
Yea but that would require a different unit to center on for every "location" and if you've used all the units already...and it doesn't work when you have locations that have to always be checked. If you have 7 people playing civ and too few locations things get screwy.
Report, edit, etc...Posted by Deathknight on 2005-01-03 at 21:52:03
It would only get screwy if you have a censored.gif ty system. Isn't there beacons that you build beside or something? Beacons are units, you can center on those. Units to be changed, you can center on those. You would probably use 3-5 extra units for "critter spawns". Beacons would be used for your "side selection", "Advancements", "Resource Donations", and "government picking". And I'm sure special buildings(wonders) can be easily centered on.
Report, edit, etc...Posted by Illusion on 2005-01-17 at 12:16:59
From what I was told starforge Combines the total of units,locations,doodads etc into one total amount. All in all yes it doe's work but jonathan said that it was a bad idea to do that and he might change it. jonathan/creator
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