I was thinking that you could have a bilding you could enhance by adding a givven set of addons. But I dont know how addons really work, nor if you ccna have multiple addons on a single building.
You can only have one official addon to a building but there are workarounds. Just look at the map I posted on the first page. There I build 4 structures as addons. Addons are usually just an autoplacement build with the offset being determined by the addon unit. If the addon matches the structure that built it, then it automatically prevents building other addons.
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been working on something that may work for terrans, self assembling structures that are delivered via orbital drops. the attached map has a marine that can call down a bunker and if you use the resource cheat a command center, the bunker is finished but i am still tweaking the art for the command center.
yes it could be seen that way. but does not create a completed functional structure. so silly of me for forgetting that it exists in a way already. been too long since ive played the Campaign i guess or something.
EDIT:
i just had a thought, combined with my drop the sacrifice unit build could be an interesting mechanic for a new race or possibly the Zerg.
Had an idea. Why not have a building built on a giant robot walker. Basically the robot walker can have unit producing structures or defense structures such as turrets and shield generators or other stuff. To create the walker your worker create a glyph on the ground and the walker is sent in like a drop pod or something with more walkers available if the tech is on a walker that's alive.
Also why not make it so instead of sending the resources into the cc, nexus, hatch they go straight to the building being built. So you want to make a barracks. You get an scv to start and it won't go until you bring minerals to the building where each bit adds to the progress until you reach whatever the price of the building. Of course mining would have to be less minerals or buildings would need to be a little more expensive.
With the first idea the problem is aligning the units onto each other. Voidcraft attempts to do this using triggers but it is still a messy work around. On a side note, you have been playing as the Hierachy again in Universe At War havent you?
Problem with the second idea is counting exactly how many go into the structure without using alot of buffs and Unit Compare Resource Harvesters validators. Rest could be done with counter buffs and a very finely calibrated enabling of the Buildable ability using a similar method to the sacrifice build.
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This is a difficult task to do with only data. You can create any number of build methods, but many need triggers to back them up. Making buildings through dialogs is a good example.
One method of building I've always liked is using a movable unit (I used Colossus a while back for this) as an energy source. It works great as a form of maintenance, where you need support workers to keep a building functioning. Similarly, it could work for buildings that require higher energy outputs. So if a building needs to be placed in an area with 7 power, you need seven workers (I think you can stack like that? If not, the multiple power levels can still be used in other ways).
I have a main structure that spawns "nodes" around itself and can only build on those. Nothing too fancy, but different. I could even expand on it and make all other structures add more nodes to any empty areas around them. Much like the zerg expands creep from tumors/hives.
The node spawner checks for pathable areas, so if a cliff or some other obstruction is in the way, it will not place a node there. However this check for pathing reduces the overall number of nodes available right now. I could make it keep checking areas until a certain number of nodes are spawned.
Tried to think of a unique way of building(I have an idea about using charges, somehow...) but I went for a modification to the Protoss.
Nexus is now the main power source for the Protoss. Power Source is upgradable(start at lvl 1 & finish at lvl 5), and buildings each have a power level requirement to be built. The upgrade costs minerals and shields.
I did not try to balance the costs or anything.
My other option with suggestion from DrSuperEvil was doing a multi-level Behavior ability as the upgrade, but from what I understand, I would have had to use a veterancy? I dunno, I took a quick look around and found a video tutorial on levelable passive abilities, but I just can't watch a tutorial. I'd rather read.
I overhauled my idea top to bottom twice and almost went a third time, but since it was working pretty decently already and (read the above paragraph), I just worked around some issues and got it done.
The first version was vastly different than what is here, though the very basics are still there.
Very original way of building. I think that you should be able to build pylons to increase the power range though. Could possibly work like a network of power beams to the original Nexus that created the pylon.
Had some difficulties in the animations, lucky enough to come across the solution by random clicks.
The OP Star Cannon (u all know I tend to make thing OP) and Powerbuilding Armory
Building a Star Cannon requires 5 Siege Tanks to be sacrificed using to Sacrifice ability of the Tanks.
By powerbuilding, you can get an Armory for FREE and in 15 seconds. Requires a Star Cannon in 5 range to provide weaponary
I was thinking that you could have a bilding you could enhance by adding a givven set of addons. But I dont know how addons really work, nor if you ccna have multiple addons on a single building.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
You can only have one official addon to a building but there are workarounds. Just look at the map I posted on the first page. There I build 4 structures as addons. Addons are usually just an autoplacement build with the offset being determined by the addon unit. If the addon matches the structure that built it, then it automatically prevents building other addons.
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
Thats sad to hear. I can't check atm fbut i will get to see. Can you have addons have another addons?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
1 official addon max per building. Not sure about addons of addons.
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
Pretty easy to do with the Behavior - Modification - Rate Multiplier Array field of buffs. Presuming you cannot do it directly with Build effects.
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
Just came up with a new way to build
I don't bother to post a map. Just set the range of Probe's Build ability to 500
That's what the Protoss should be able to do
been working on something that may work for terrans, self assembling structures that are delivered via orbital drops. the attached map has a marine that can call down a bunker and if you use the resource cheat a command center, the bunker is finished but i am still tweaking the art for the command center.
In short you have expanded on the orbital depot.
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
@DrSuperEvil: Go
yes it could be seen that way. but does not create a completed functional structure. so silly of me for forgetting that it exists in a way already. been too long since ive played the Campaign i guess or something. EDIT: i just had a thought, combined with my drop the sacrifice unit build could be an interesting mechanic for a new race or possibly the Zerg.
Had an idea. Why not have a building built on a giant robot walker. Basically the robot walker can have unit producing structures or defense structures such as turrets and shield generators or other stuff. To create the walker your worker create a glyph on the ground and the walker is sent in like a drop pod or something with more walkers available if the tech is on a walker that's alive.
Also why not make it so instead of sending the resources into the cc, nexus, hatch they go straight to the building being built. So you want to make a barracks. You get an scv to start and it won't go until you bring minerals to the building where each bit adds to the progress until you reach whatever the price of the building. Of course mining would have to be less minerals or buildings would need to be a little more expensive.
With the first idea the problem is aligning the units onto each other. Voidcraft attempts to do this using triggers but it is still a messy work around. On a side note, you have been playing as the Hierachy again in Universe At War havent you?
Problem with the second idea is counting exactly how many go into the structure without using alot of buffs and Unit Compare Resource Harvesters validators. Rest could be done with counter buffs and a very finely calibrated enabling of the Buildable ability using a similar method to the sacrifice build.
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
This is a difficult task to do with only data. You can create any number of build methods, but many need triggers to back them up. Making buildings through dialogs is a good example.
One method of building I've always liked is using a movable unit (I used Colossus a while back for this) as an energy source. It works great as a form of maintenance, where you need support workers to keep a building functioning. Similarly, it could work for buildings that require higher energy outputs. So if a building needs to be placed in an area with 7 power, you need seven workers (I think you can stack like that? If not, the multiple power levels can still be used in other ways).
Mess around with it, it's fun! :)
I have a main structure that spawns "nodes" around itself and can only build on those. Nothing too fancy, but different. I could even expand on it and make all other structures add more nodes to any empty areas around them. Much like the zerg expands creep from tumors/hives.
The node spawner checks for pathable areas, so if a cliff or some other obstruction is in the way, it will not place a node there. However this check for pathing reduces the overall number of nodes available right now. I could make it keep checking areas until a certain number of nodes are spawned.
@currydevil: Go Something similar was also on my to do list
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
Tried to think of a unique way of building(I have an idea about using charges, somehow...) but I went for a modification to the Protoss.
Nexus is now the main power source for the Protoss. Power Source is upgradable(start at lvl 1 & finish at lvl 5), and buildings each have a power level requirement to be built. The upgrade costs minerals and shields.
I did not try to balance the costs or anything.
My other option with suggestion from DrSuperEvil was doing a multi-level Behavior ability as the upgrade, but from what I understand, I would have had to use a veterancy? I dunno, I took a quick look around and found a video tutorial on levelable passive abilities, but I just can't watch a tutorial. I'd rather read.
I overhauled my idea top to bottom twice and almost went a third time, but since it was working pretty decently already and (read the above paragraph), I just worked around some issues and got it done.
The first version was vastly different than what is here, though the very basics are still there.
Hope you enjoy.
@BorgDragon: Go
Very original way of building. I think that you should be able to build pylons to increase the power range though. Could possibly work like a network of power beams to the original Nexus that created the pylon.
@ScorpSCII: Go
Look at the community project, there is a power network system for that.
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
@ScorpSCII: Go
I specifically avoided a power network like that because of the Community Project.