In my map, I have two dependencies, which I am sure has something to do with it. Players can construct a wide range of units in an instant, for only a mineral cost with no population cost.
The problem is, although in the editor (and testing offline) the firebat, predator and heavy (taurean marine) all have everything right, when it comes to online play it's another matter.... I recently added a Left 2 Die dependency on top of the campaign dependency, there were no issues like this prior to this.
They had a build time, mineral cost, vespene cost, requirements, and population cost as I presume is related to the Left 2 Die mod I am using as a dependency. I am using both the campaign, and an online version of the Left 2 Die mod map, as dependencies. So in the dependency window it lists the map itself (mod), wings of liberty (campaign), and Left 2 Die (mod). I need campaign and Left 2 Die to allow the players to use campaign and Left 2 Die units.
I tried to think of a way around this problem, and created a technology with in theory reduces the mineral and vespene cost, as well as reducing the build time and so on.
Anyway, oddly, the tech upgrade granted at the start of the game fixes the requirement and build time issues, which is great. It however refuses to fix the mineral and vespene cost issues; and I can see no way in the upgrade slots to reduce the population cost at all. The editor unit cost tabs tells me the firebat, etc, cost X minerals, and 0 vespene... in game the cost is X minerals + Left 2 Die mineral cost and vespene.
I made two mods that only contains a single unit each.
A mod for the a arbiter (data and assets)
A mod for another Mothership - not to replace but to add a second type (data and assets)
I also made a mod that contains several changes and additions for regular units (only data)
This mod has dependencies linking the other two.
Now I have a map with links to all three mods
There are some triggers included in this map.
Sometimes the Arbiter and its Tribunal are not available.
Sometimes the 2nd Mothership is not available.
Sometimes the upgrades does not effect the Arbiter.
Sometimes the upgrades does not effect the 2nd Mothership.
Sometimes the effects of the upgrades for one of the additional units are doubled!
Only after building a predator also produced a spectre for no reason... I reassigned the ability in the (as I had made it) barracks - train, slots.
So I reassigned firebat, predator, etc, and it's fine; everything is working! I think the dependencies allocate things for specific training slots that already exist, in which case all one needs to do is pick one that was not used. Not sure about you though, Jan. Perhaps you can try similar thinking; of creating new ability/behaviour slots rather than relying on default ones which may conflict? Or just duplicating them.
[...] I think the dependencies allocate things for specific training slots that already exist, in which case all one needs to do is pick one that was not used. [...]
This nasty trap of the editor was known to me: If you look into the xml files you will encounter XML-attributes like index="1" But this was not the reason for my problems. So your tip does not help me.
But I found a solutionn after I found another solution for another problem of mine ( Beam was not visible: Beam Help ) The answer to most questions is very simple. The editor is spooky! In my case, I have copied all data into one mod and deleted the entries in the other two. Voila! No problems anymore - at least in this topic. It seems, the game can not handle multiple inheritances from non-Blizzard mods. Even if the inheritances are simple and in only one direction, it drops entries.
Hello everyone,
In my map, I have two dependencies, which I am sure has something to do with it. Players can construct a wide range of units in an instant, for only a mineral cost with no population cost.
The problem is, although in the editor (and testing offline) the firebat, predator and heavy (taurean marine) all have everything right, when it comes to online play it's another matter.... I recently added a Left 2 Die dependency on top of the campaign dependency, there were no issues like this prior to this.
They had a build time, mineral cost, vespene cost, requirements, and population cost as I presume is related to the Left 2 Die mod I am using as a dependency. I am using both the campaign, and an online version of the Left 2 Die mod map, as dependencies. So in the dependency window it lists the map itself (mod), wings of liberty (campaign), and Left 2 Die (mod). I need campaign and Left 2 Die to allow the players to use campaign and Left 2 Die units.
I tried to think of a way around this problem, and created a technology with in theory reduces the mineral and vespene cost, as well as reducing the build time and so on.
Anyway, oddly, the tech upgrade granted at the start of the game fixes the requirement and build time issues, which is great. It however refuses to fix the mineral and vespene cost issues; and I can see no way in the upgrade slots to reduce the population cost at all. The editor unit cost tabs tells me the firebat, etc, cost X minerals, and 0 vespene... in game the cost is X minerals + Left 2 Die mineral cost and vespene.
I'm stumped. Any help would be great.
Put the L2D dependency at the bottom of the list
Thanks for the quick reply!
Unfortunately this does not do anything.
The order is (top to bottom):
Liberty (Mod) Liberty (Campaign) Left 2 Die (Mod)
I also changed it to be Campaign then Mod and then Left 2 Die, which also didn't work. :(
@nodgene: Go
I have a very similar problem ...
Sometimes the Arbiter and its Tribunal are not available.
Sometimes the 2nd Mothership is not available.
Sometimes the upgrades does not effect the Arbiter.
Sometimes the upgrades does not effect the 2nd Mothership.
Sometimes the effects of the upgrades for one of the additional units are doubled!
@JanChris: Go
So, we both need a solution :D
Just use custom units.
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
ACTUALLY. I found a work around!
Only after building a predator also produced a spectre for no reason... I reassigned the ability in the (as I had made it) barracks - train, slots.
So I reassigned firebat, predator, etc, and it's fine; everything is working! I think the dependencies allocate things for specific training slots that already exist, in which case all one needs to do is pick one that was not used. Not sure about you though, Jan. Perhaps you can try similar thinking; of creating new ability/behaviour slots rather than relying on default ones which may conflict? Or just duplicating them.
@nodgene: Go
This nasty trap of the editor was known to me: If you look into the xml files you will encounter XML-attributes like index="1" But this was not the reason for my problems. So your tip does not help me.
But I found a solutionn after I found another solution for another problem of mine ( Beam was not visible: Beam Help ) The answer to most questions is very simple. The editor is spooky! In my case, I have copied all data into one mod and deleted the entries in the other two. Voila! No problems anymore - at least in this topic. It seems, the game can not handle multiple inheritances from non-Blizzard mods. Even if the inheritances are simple and in only one direction, it drops entries.
Well, now we're both happy :D