QUOTE(FamDav @ Aug 13 2004, 07:25 PM)
Yeah, but say in a hypothetical situation, the player only had 9 or less minerals?
They wouldn't lose any money, because you cant have decimal minerals.
Yeah, but you'd naturally round up, because you only get dollars in monopoly. I'm pretty sure thats what you had to do in the original monopoly.
Plus, I want to be a jerk and make you lose money even when you have barely any money.
what about using gas a decimals
That would take like a lot more triggers and wouldn't make sense anyway. Have you actually played monopoly?
its totally possible... that sounds like a reeely interesting idea...maybe ill try it if i decide im really that crazy
You could keep a running total of the 10% stuff via a death score. Each time 10 money is added add one to that score. Simple and exact. For properties well the price is set so you just have to update this score when a player buys a property. Simple done whatever.
And the opposite applies, when a player uses 10 money subtract 1 from that score and when a player sells a property well do the opposite as usual.
Of course there are some flaws in this system but there are some in every system.
Well.. i think the complex part would be that there are 36 possible rolls:
1,1
1,2
1,3
etc.
However, using powers of two there is no simple way to get to this point. when making random spawns for a map i had 8 spawns, making it easier, but 36 is not a power of two... so im not sure how that would work. I think it would be dumb to have 12 appear as likely as 7, which is untrue. Is there any way that if a certain combo of sets/clears are made that the die could be rerolled? if so you could perhaps do a 6 trigger series of set/cleared with set being a two and cleared being a one, and quickly adding the 3 to get one die and the other 3 the same way to get the second die... just ideas though...
I didn't even want to touch the 10% with a stick...
It's possible, like using the caculator but... if you have 400 minerals you would lose more than 10%
just to make sure, just make it so you lose $200
be cheap, be lazy LOL
The only time i ever use the 10% is on the first 10, when you of course have 1500 cash and have just landed there. In this case, you could simply take away 150, and otherwise set a switch that turn 1 over. In all future triggers, have turn 1 over be required to be set as a condition
you would have to use some random switches and probably use up every other damn switch and have like 255 locations and man would u have to be pro at using bmp2scm or just really good with starforge
QUOTE
Well.. i think the complex part would be that there are 36 possible rolls:
I explained how to do the dice already
You wouldn't even need 50 locations for the damn map. Also BMP2SCM is
. Don't use it. If you can't make good terrain without it, then don't bother. A monopoly terrain is like the easiest thing ever. My retarded little brother can even do that and he has the mind of a 2 year old.
BTW how does dice have "36 possible rolls"? You only have a 6 sided dice...
Oh and it's basically impossible to use "every damn switch". Counters are better anyway.
I think a distinction should be made. For
a bunch of you people making Monopoly would be impossible because you just don't know how to save time enough to finish the map in less than a decade.
Deathknight, its all about propabilities.
When figuring out the total amount of combinations that can occur from two events, you would multiply the number of outcomes together.
So...6*6=36.
Now, instead of using every combination, you could simply have each die's rolled number added into a death counter, and then you would be left with a number between 2-12, which could be then use that number for movement.
My idea would be to have a death counter which figures your location based on the number of areas on the board. Say there are...100 locations on the monopoly, just a random number. And say you're at go, i.e. 0. and then say you rolled a 12. You would have a trigger that would add 1 death counter to the next one until there was 0 of the 'dice' counter left, which would set the 'move' switch. This would then move your piece to the appropriate space. Of course, when your 'location' counter got over 100, a trigger would activate to subtract 100.
Oh, looking back through the reply's, I'll go look at burbbles explanation.
EDIT: Oh, and when you subtract 100, you would then give the player 200 minerals(DUH).
If you start at 0 and go to 100 you have 101 spaces not 100.
A counter is nice but not needed in general. A good map maker could trigger this map without counters for the movement. Stereo and i worked on such a map way back when and we were able to get the movement system to work just fine without such fancy things such as counters.
Simply put you could use brings to determine where ones piece is. You should have units labeling what board spot is where, so players can know where they are, so that puts in a unit that is in a set location.
how does your terrain look like?
i used isometrical terrain so it looked neat ( before the time i knew you could get square terrain)
Just want to know what tile set you are using, jungle/twilight/etc...?
(its much easier with square terrain....you lucky bastards!)
I've made one on space and one on desert. Not many people have seen the space one..
Uh, I was using 100 spaces as an example of the amount of spaces on the map, which is why I'd use the death counter from 0-99 for 100 spaces.
And yeah, if you were to place units at each property, then your way works perfectly. But if I were to do it, I'd rather have text messages. But elaborate a bit on what you were doing. Would you have the unit actually walk across the actual spaces? Because then the triggers would run as if it lands on every single spot on the board. And even if you had a switched which stopped all these things from running, how would you know when the unit was stopped? With a counter, you'd know exactly where the player is located, making it much easier to work with.
Heh, You don't actually need more than three locations for areas, anyhoo. One for horizontal locations, ones for vertical, and ones for corners. Then just another location for placing houses and hotels over burrowed units.
dont forget a trigger to make sure they r building evenly across their properties!
heh i just think that making all the chance cards would take a long time then making a randomizing trig will be loooong with lots of switches
heres when i tried a monopoly map i put the deed cards along the bottom and u have an observer so u can get info on em by moving ur obs to each one
Ugh this is making me mad so I'll just make a freekin map to get it over with.
have fun c u in a year when its finished
Well, here's a very bad map for movement. Just move the civ in the top right to select your unit, then use the civ in the bottom right to roll the dice. You can tell what number you've landed on from the minerals.
If you want, I could do examples of buying, auction, trade(both money and properties), even house building. Of course, they'd be done on a very small scale because I don't have the time to put in all the different numbers and answers for every property.
Also, wouldn't you need to use a calculator of sorts to figure out how much is to be payed when one lands on a waterworks/electricity space?
oh yea it has to be multiplied by four if u have one of the utilities and multiplied by 10 if u own both more work for maker of monopoly
Ugh need to do it tomorrow. Map night killed me.
omg tahts where every was!!! MAP NIGHT ugh totally forgot