Probably best done using Catalog triggers although Modify Player effects can also do the same modifications as upgrades. The downside of these methods is that due to the game engine using them too often results in lag accumulation.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
One must also consider the case of the player cancelling the buildings, or losing some due to combat.
If one upgrades the cost of the building the instant the foundation is placed then cancelling construction might refund more minerals than the building cost to place. Games like rise of nations were built with this mechanic in mind, StarCraft II less so.
Thanks for your input. It seems to be a complicated and problematic endeavour in the SC2 editor, so I will try to find another design solution instead!
For example, the first Barracks a player can build costs 100 minerals.
As soon as one Barracks is under construction or completed, the next Barracks that player is trying to build will cost 150 minerals.
As soon as two Barracks are under construction or completed, the next Barracks that player is trying to build will cost 200 minerals...
Any idea how to make this? Is it even possible?
Probably best done using Catalog triggers although Modify Player effects can also do the same modifications as upgrades. The downside of these methods is that due to the game engine using them too often results in lag accumulation.
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
One must also consider the case of the player cancelling the buildings, or losing some due to combat.
If one upgrades the cost of the building the instant the foundation is placed then cancelling construction might refund more minerals than the building cost to place. Games like rise of nations were built with this mechanic in mind, StarCraft II less so.
Thanks for your input. It seems to be a complicated and problematic endeavour in the SC2 editor, so I will try to find another design solution instead!