Another alternative is making the mineral and vespene fields have such a massive starting resource that they'll unlikely run out. Or you could adjust the cost of everything that requires minerals and gas to be less.
I hope this helps.
I already did that but it doesn't feel great :) I agree that the map should be designed in a waythat it ends anyways before these scenarios become a reality.
Side note: there seems to be some hardcoded limits. Even if you buff the amounts and capacity to their maximum integer values, it won't go above 32k.
Add a behavior to the unit that runs a modify unit effect periodically that increases the resources on the unit. See the Resource field on Modify Unit effect.
Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.
Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.
I am most certainly not aiming for that, but the Crap Patrol 2 development has taught me that people are willing to put up hours and hours with your map, if they think they can beat it. There are 4h+ runs in our online leaderboards: http://cp2.shortbit.de/Stats/Inferno
Add a behavior to the unit that runs a modify unit effect periodically that increases the resources on the unit. See the Resource field on Modify Unit effect.
Thanks, I'll try that. Seems like the cleanest solution.
I found the trigger EDHRIANO mentioned yesterday. It works OK with that and doesn't seem to have a major performance impact.
I say the data method is as simple. Just have a Buff with a periodic Modify Unit effect that is validated so if the mineral run low it just tops them up.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi,
I am working on a small map in which a player can build high numbers of workers, but not expand.
How can I make the mineral fields and refinieries never run out of resources?
I already did that but it doesn't feel great :) I agree that the map should be designed in a waythat it ends anyways before these scenarios become a reality.
Side note: there seems to be some hardcoded limits. Even if you buff the amounts and capacity to their maximum integer values, it won't go above 32k.
@BlacKcuD: Go
You can try using triggers, something like this I think.
- Wait X minutes
- Pick each (minerals) at location (X,Y) set resource to (?????)
See attach screenshot for better explanation.
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Add a behavior to the unit that runs a modify unit effect periodically that increases the resources on the unit. See the Resource field on Modify Unit effect.
@EDHRIANO: Go
Why are you turning the trigger on and off?
@ArcaneDurandel: Go
Just set it to 99,000 resources... is anyone really going to play a 10 hour game?
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@Bilxor: Go
Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.
I am most certainly not aiming for that, but the Crap Patrol 2 development has taught me that people are willing to put up hours and hours with your map, if they think they can beat it. There are 4h+ runs in our online leaderboards: http://cp2.shortbit.de/Stats/Inferno
Thanks, I'll try that. Seems like the cleanest solution.
I found the trigger EDHRIANO mentioned yesterday. It works OK with that and doesn't seem to have a major performance impact.
I say the data method is as simple. Just have a Buff with a periodic Modify Unit effect that is validated so if the mineral run low it just tops them up.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg