I guess you could use switches/death count/some other way of keeping track of levels then make a different subtract kill value depending which switch/counter is set (uses a ton more triggers though unfortunately) Sort of like this:
| Trigger |
null
| Conditions: |
¤ Kill score is at least 100
|
| ¤ Switch whatever (drone) is set |
| Actions: |
¤ Subtract 100 kill score
|
¤ add 1 gas
|
¤ add 3 minerals
|
| ¤ preserve trigger |
and have a bunch more for every level (like when it gets to critters it would be like this:
| Trigger |
null
| Conditions: |
¤ Kill score is at least 10
|
| ¤ Switch whatever2 (critter 1) is set |
| Actions: |
¤ subtract 10 kill score
|
¤ add 1 gas
|
¤ add 3 minerals
|
| ¤ preserve trigger |
(it might be different then 10 for critters, I'm not sure)
Theres probably a way easier way that I'm not thinking of right now, but it should work...
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this is going to take a lot then.. well sorta
but man i hate these problems errr......