Staredit Network

Staredit Network -> UMS Production -> Risk
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-08 at 16:51:28
One way I like to do map-wide selections is to have those perma-burrowed units you mentioned earlier, and then use recall on the mini-map where those units are. Have 2 perma-burrowed units at each country, and set one with invincability, so it won't be recalled away.

Then when the count of burrowed units in the whole field is less than its normal number (meaning a unit has been recalled away), cycle through each burrowed unit stack in the field with a 1x1 location to find the one(s) that have less than 2, restoring their stacks until the number of burrowed units in the field has been restored.

This won't work to well if you have burrowed close enough to each other to recall multiple, though.
Report, edit, etc...Posted by Fortune on 2005-04-08 at 17:10:37
I never said anything about islands.

I just stated that I thought the fact he didn't place Antartica in the map was the best deicison.
Report, edit, etc...Posted by Heimdal on 2005-04-08 at 17:12:37
That's a nice idea...but:
The burrowed units would have to belong to the player recalling them, right? What's stopping them from unburrowing them?

I'm probably going to be using sets of corsairs to do the country selection. Any suggestions on detecing adjacent countries?

I'm thinking that I'll use several different burrowable units for adjacency markers. Each country in a small area (probably about 1 continent) will get a different unit, and that unit will also be placed under the start location of all the countries it touches. Then when the player selects the country to attack from and the country to attack, I'll determine which sub-area they are in and make sure that both countries are in the same sub-area and have the same unit in them. The sub-areas will need to overlap a bit, of course. The one thing that might be difficult is the alaska-kamchatka connection.
Report, edit, etc...Posted by axblader on 2005-04-08 at 17:49:16
how many players in your game?

im jsut asking, cause you could have a comp per player, or you can use 9,10 and 11. i dunno if the share vison with player X works on them...


cant you do what Tux said? except with a computer. you haev a lnig and the computer has a ling. you have a 1x1 location continuisly spweeping across the map, each centering on a computer's ling, when ti detects the computer's ling but no player's ling, it'll know something has happened, then do whatever action you need.

cant you diable burrowing by disabling it? the resarch page....you cant burrow, but can you unburrow?

but then. if it isnt reasearched, theyll jsut all unburrrow...dang.

or you can use archons, with 2 hightemplar merging, then set the build time to like 1 million...(You can use eggs...).

but it there a reason you want burrow units? cause you cant build on them anyways....just use a mineral, they are about them same size...
Report, edit, etc...Posted by Dumtard on 2005-04-08 at 19:21:50
QUOTE(Heimdal @ Apr 8 2005, 08:34 AM)
The only thing I'm not really sure about how to do is ensuring that two countries are next to each other when someone wants to attack.  One of my goals in this map is to not have to make a trigger specifically for each territory.  Everything else I'm pretty sure I can make a general case for.
[right][snapback]182974[/snapback][/right]


Have a burrowed unit in centre of each area and have a location on it. Have a bigger location on the corsair your using to select which country to attack. Then when burrowed unit no longer in the location on corsair move corsair to burrowed units location. Therefore the corsair can not get close enough to the area to attack besides the ones beside it.
Report, edit, etc...Posted by Heimdal on 2005-04-08 at 22:39:52
I don't really understand what you guys are saying...

I've already decided on a selection system and it sounds a lot easier than what you're suggesting. Thanks for the thoughts though.

This will be a 8-player game.
Report, edit, etc...Posted by Dumtard on 2005-04-08 at 22:44:54
I understand you have a selection system but earlier you said that you are not sure how to keep the player attacking the territory beside them and not across the map. So I suggested Having a burrowed unit in centre of each area and have a location on it. Have a bigger location on the corsair your using to select which country to attack. Then when burrowed unit no longer in the location on corsair move corsair to burrowed units location. Therefore the corsair can not get close enough to the area to attack besides the ones beside it.
Report, edit, etc...Posted by FaZ- on 2005-04-08 at 23:27:04
QUOTE(Dumtard @ Apr 8 2005, 09:44 PM)
I understand you have a selection system but earlier you said that you are not sure how to keep the player attacking the territory beside them and not across the map. So I suggested Having a burrowed unit in centre of each area and have a location on it. Have a bigger location on the corsair your using to select which country to attack. Then when burrowed unit no longer in the location on corsair move corsair to burrowed units location. Therefore the corsair can not get close enough to the area to attack besides the ones beside it.
[right][snapback]183435[/snapback][/right]


I'll simplify for you Heimdal. Put a corsair on each territory with a location centered on that territory. Allow the player to go only far enough to cast d-web on connected countries.

This wouldn't work because some countries are very close and yet cannot attack each other. Dumtard indeed. tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-09 at 00:57:59
QUOTE
The burrowed units would have to belong to the player recalling them, right? What's stopping them from unburrowing them?

Bolt answered that question before. Just make them for a comp as burrowed, then give them to the players (who don't have burrowed researched themselves). One way to distinguish areas is to have the burrow stacks in differing amounts, where when a stack is recalled, the number of units recalled away represents the country that number is for.

But meh, I take it you've already made up your mind about what you plan to do.
Report, edit, etc...Posted by Heimdal on 2005-04-09 at 04:10:13
That would still require one trigger per country, right? I have a method that wiil allow me to not make triggers territory-specific.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-09 at 04:18:30
Well I only suggested the multiple unit stacks if you wanted areas to be distinguishable.

Otherwise, you could just make all areas with the same # of stacked burrowed units, and as long as you know how many of them there are, you could treat them without specific triggers.

Man I really need to replay risk again. I forgot all the rules.
Report, edit, etc...Posted by Puni(F) on 2005-04-09 at 10:14:48
Wow, Looks cool so far, Hurry up and complete it, Also are you looking off a globe or something?
Report, edit, etc...Posted by Dumtard on 2005-04-09 at 11:37:54
QUOTE(FaZ- @ Apr 8 2005, 10:27 PM)
This wouldn't work because some countries are very close and yet cannot attack each other. Dumtard indeed.  tongue.gif
[right][snapback]183480[/snapback][/right]


That is correct but all you need then is a small location so it can't move or can only move very little.
Report, edit, etc...Posted by DevliN on 2005-04-09 at 13:04:12
Hmm after reading all the replies, I just have a few comments:
I think your method of using Corsairs is a little too complicated. Bolt's idea about using the Dropships seems to be the most efficient when you're able to chooe how many armies to attack with and such. Also, when you lose an army (and have only 2 as opposed to 3 in a territory), you can easilly adjust this by making less units in the Dropship.

The Dropship idea would also make attacking easier. When you bring exactly 0 Dropships to Japan and you bring at least 1 ownership marker (like the burrowed units the start location) to Japan, and then you have one Dropship at a bordering territory you don't own, attack.

The main issue with this is that you'd need a bunch of trigger to regulate where a Dropship can unload based on location-specific triggers. All you'd have to do is make it so that when a Dropship unloads a unit without being on the territory's start location, then the unit just reloads into the Dropship. If a player unloads on a start location of a territory next to their territory, the attack commenses. If they unload on Alaska from Western Europe, nothing will happen. Its all mainly based on the absense of a dropship from a territory. Theother majo issue is that people can try to move out more than one Dropship at a time. In that case, on the country itself there could be something that triggers the creation of a dropship at the territory. For example, you could use Flag Beacons to choose where you want to attack from and then that Dropship is created above it with the corresponding amount of armies you could attack with.

Oh and if it hasn't been suggested yet, it would be nice to have a Leaderboard displaying how many territories everyone owns.
Report, edit, etc...Posted by Heimdal on 2005-04-09 at 13:16:00
Dropships are rather slow...and some of the islands don't really have enough room to unload anything. I will be providing mechanisms to select how many armies to attack with. Like I said before, one of my main goals is to not have to make any trigger that only applies to one territory.

I will probably cycle the leaderboard through countries owned, cards, and player order. Maybe get some other statistics in there too like armies lost and killed.
Report, edit, etc...Posted by axblader on 2005-04-10 at 02:25:26
use grids? like in metal marines, choose where you wanna attack! but make it so that you can move over your range. though that'll require mass ammounts of units...
do center locations work on extended players?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-10 at 04:27:33
QUOTE(Heimdal @ Apr 9 2005, 12:16 PM)
Dropships are rather slow...and some of the islands don't really have enough room to unload anything.  I will be providing mechanisms to select how many armies to attack with.  Like I said before, one of my main goals is to not have to make any trigger that only applies to one territory.

I will probably cycle the leaderboard through countries owned, cards, and player order.  Maybe get some other statistics in there too like armies lost and killed.
[right][snapback]183855[/snapback][/right]


Don't forget you can still use resources. And Or the Minimap to display alot of these. Toggleing leaderboards can be annoying.

I wouldn't have a leaderboard for player order. Maybe just have a unit bar on the side of the map indicateing player order. Wouldn't you just use the standard player order?
Report, edit, etc...Posted by JohnnyHazardous on 2005-04-10 at 11:59:57
Wow this looks nice compared to all those other Risk games. This is going to be great even though I suck at Risk. I try to practice at least though.
Report, edit, etc...Posted by Heimdal on 2005-04-10 at 12:02:25
Well, with randomized start locations there's no guarantee about who comes next in the players' view. The player order also plays a big part in strategy in the game. I could show player order on the side of the map...but people would have to understand what it's for, and it would require 8 triggers to switch it up (I want the current player always on top).

Do you mean switching leaderboards are annoying to make, or annoying for the players? I'll probably just use death counter for timing...constantly increment it, and when it hits certain values I'll show the correct leaderboard, and then when it gets to its highest value set it back to 0. This would only require one trigger for each leaderboard + one for resetting and one for incrementing. As for switching player ordering, I'd do something similar - start player 1 with 8 custom score, player 2 with 7, etc...then increment all of them every turn and if any is 9, set it back to 0. That would take 3 triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-10 at 13:39:05
With random start locations would the order still be
Red > Blue > Teal > Purple > Orange > Brown > White > Yellow?

And to display them along the side you wouldn't need many triggers. Its nice find effective ways of doing things and not doing much work but when your sarcrafising feautres because of the amount of triggering it takes then you have gone too far.

I ment i find viewing switching leaderboards annoying. Maybe its because it seems like no one ever uses a time that is appealing to me.

PS should only be one trigger for the side of the map display of trigger order.

Whenever a player declairs the end of his turn then move his unit aside, move each other one up 1 slot then move that unit to the bottom.
Report, edit, etc...Posted by Fortune on 2005-04-10 at 13:49:46
Heimdal—take as long as you possibly can to make sure the map is as best and as fun as it can be. There's no sense in rushing him everyone.
Report, edit, etc...Posted by Heimdal on 2005-04-10 at 20:12:27
The order would be different. Player 1 will always be first but player 1 will not always be red or the person that was in the top slot in the lobby. Besides, not everyone knows the color order =P.

I think I'll stick with a leaderboard thing...but I agree, the main problem with switching leaderboards is making the timing right. I think I'm going to make it just fast enough so that you can read all of it. That way if you miss it you don't have to wait forever to see it again.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-10 at 20:17:23
One clever way someone found to display numbers in a map was using control. You can get up to 6 different numbers between the three races.
Next Page (4)