Staredit Network

Staredit Network -> Concepts -> New spell and unit system
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-18 at 08:26:32
Advantages:
1 Works quickly
2 Uses up 1 unit (2 for protoss)
3 Does not cause lag
Disadvantages:
1 Requires that you use a resource.
2 Requires an upgrade to be sacrificed (any players with this trigger will have to give up a certain upgrade or spell.

In this system, you have units that upgrade. Each upgrade costs a certain amount of the resource. Also, a player is given deaths of a unit. Here is an example: (Player 1 starts off with 100 Gas and 95 deaths of an unused unit) The time for each upgrade should be set to about 4000 to prevent problems during lag.
Players:
-Player 1
Conditions:
-Player 1 accumulates exactly 95 Vespene Gas
-Player 1 has suffered at least 95 deaths of 'unused unit'.
Actions:
-Remove 1 '(building that upgraded)' at 'UnitSpawn' for Player 1.
-Create 1 '(building that upgraded)' at 'Unitspawn' for player 1.
-Create # 'unit' for Player 1 at (wherever you want)
-Modify resources for Player 1: Add # of vespene gas. (you need to find this out by yourself by seeing how much of a refund you get in order to know how much to add for a player so that the player will have the same amount they started with. If they don't, the system will screw up)
-Set Deaths for Player 1 Subtract 95 deaths of 'unused unit'.
-Preserve trigger
Report, edit, etc...Posted by PCFredZ on 2004-09-20 at 21:04:58
i think the other existing systems work a lot better... -.-
Report, edit, etc...Posted by Lisk on 2004-09-21 at 14:41:38
your system cannot be binned right? so it isnt too good. reavers>all w00t.gif
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-25 at 14:36:51
I used this system in one of my betas called Warrior Arena. It works almost instantly and is quite useful. It has never given me the unplaceable message.
Report, edit, etc...Posted by PCFredZ on 2004-09-26 at 10:19:31
each upgrade building has a maximum of 3 upgrades... the Building Unit system works just as well but could offer more choices... in fact, why not modify the Building Unit system to use your "Used Vespene" detection system?
Report, edit, etc...Posted by .Coko[CK] on 2004-09-26 at 13:27:57
My way of working it is to have it so for each gas you give the player for the next upgrade, you add to a Death counter, so even though their gas may rise and fall, you Death counter will always show the true amounts, and using simple maths to work up the effect of each upgrade, you can work with that.
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-26 at 15:33:10
Wow, I never thought of using death conters. Now I can use gas and have my system all in one map. Thx Coko. There is one problem. I need to have a fall in gas to trigger the change. And there is no condition " 'Player 1' is researching 'Siege Mode' ".
Next Page (1)