Staredit Network

Staredit Network -> UMS Assistance -> Unit making
Report, edit, etc...Posted by Heegu on 2006-10-18 at 22:07:08
How can i prevent from people to make let's say a firebat? I mean like the green building meter stays at '0' all the time and the unit train/build will never finish. Civilization v. classic had this (But it was protected).
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-19 at 02:44:34
Set the build time to 4368 in X-Tra or around 65535 in StarForge --It won't make build time infinite, but it would take about 72 minutes to build. But I don't see what's the problem removing the firebat after being built or disabling the ability to build one.
Report, edit, etc...Posted by Heegu on 2006-10-19 at 08:10:55
I mean.. Like when you have enough tech(or something) you can make that unit. But if you don't the building meter goes to 0 all the time. And i don't want units to cost gas to prevent from making. (Like most civilization etc. maps do)
Report, edit, etc...Posted by KABOOM on 2006-10-19 at 10:32:38
dont have tech = remove unit and payback
have tech = keep unit

pretty simple
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-19 at 10:40:29
QUOTE(KABOOM @ Oct 19 2006, 07:32 AM)
dont have tech = remove unit and payback
have tech = keep unit

pretty simple
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The only problem with that: if you lose the tech, you lose the army of units, most likely resulting in costing you the game.

I suggest a gas level up build system like in Hypercraft, where after certain requirements are met, your gas will increase, and a gas decrease when they fail to meet.
Report, edit, etc...Posted by Mp)7-7 on 2006-10-19 at 11:26:16
About the gas question, just make them cost minerals and 0 gas, I dont know how to get the unit to stay at supply 0 though. I would do what Golden said and have there build time set to a very high amount. It would look like it never moved then have trigger set to 1 when they have whatever you want!
Report, edit, etc...Posted by fritfrat(U) on 2006-10-19 at 13:53:59
I feel bad posting this, since I really don't feel like testing it, but I remember a question similar to this before. It was by using move unit or some trigger that it prevented it from building. So ya, it's possible through triggers, and I'd recommend trigger viewer on a map that has done it before to see if you can find out how to do it if you can't figure how by just testing around with some triggers.
Report, edit, etc...Posted by Knx. on 2006-10-21 at 10:12:38
You can do It with deathcounters also.

Idk if its possible, but with building you can set for example a nexus to never finish, if conditions are met create a nexus for currentplayer, else remove nexus for currentplayer; create probe for currentplayer; >> "make probe build a nexus at nexus" <<; remove probe for currentplayer

If its possible >> "make probe build a nexus at nexus" <<
then its done tongue.gif
Report, edit, etc...Posted by Heegu on 2006-10-21 at 11:42:11
Thanks all for the ideas.. I'll try those and think what is the best way.
Report, edit, etc...Posted by Laser_Dude on 2006-10-23 at 18:10:05
Actually, an EUD action probably could have done this.

Have you played it recently?
Report, edit, etc...Posted by Azu on 2006-10-23 at 18:14:56
[color=gold]The only problem with that: if you lose the tech, you lose the army of units, most likely resulting in costing you the game.
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[/quote]

This would encourage people to try not to lose their tech
Report, edit, etc...Posted by fritfrat(U) on 2006-10-23 at 18:20:39
Azu, you don't want to change gameplay based on lack of feeling like how to figure out how to do something...

Trigger viewer works on protected maps, I'd recommend opening it up.
Report, edit, etc...Posted by PCFredZ on 2006-10-23 at 20:06:01
Set a death count after the tech is created and allow the unit to exist when the death count is set.
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