Did you set a auto-save backup file folder in the preferences section... I am not sure if there is a default backup folder... I have had several instances in which the editor crashed because of a funky trigger or data error. If you can't find a default folder remember always back up your files unless you love starting from scratch.
To my understanding.
Your trying to set up a requirement node in which the button will not show up when you research it at the building or whatever.
Typically it would look like this:
(Show Folder)
-> Not
> Count Upgrade
(Upgrade Name)
Queued or Better.
Now if this isn't working there could be several reasons. Sometimes when you copy and paste requirement nodes the editor does something funky and an error occurs. It's always best to create new nodes from scratch as opposed to using the copy and paste function. Try to create a brand new node.
There could also be an simple error in your research ability. Check to see if the proper upgrade is set under the upgrade option.
Also make sure the requirement node is under the (SHOW FOLDER) Not the (USE FOLDER)
Now in order to Make an ability require an upgrade you need to create a Use Upgrade requirement node in which typically looks like the following:
The way it works now is that you can only be Terran/zerg/protoss, but you can create your own unique army compositions by choosing units/unit bonuses (like reapers for Dominion having anti light and anti building mode) from the supply depot/pylon/spawning pool.
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units.
My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.
Sounds iInteresting. I am working on a similar mod concept as well. I wouldn't worry to much about people thinking that your mod is a rip-off given the fact that a melee map with campaign units isn't an original concept. Not only that, It is up to you to make your map unique. Even if you borrow concepts unles you have a copy of another modders code you map is going to be unique and reflect your skill level.
I am looking forward to testing out you map and hopefully you can help test the alpha for mines.
Also 18 factions is a little much because a few of them will be redundant gameplay wise if each faction only has variant units.
When developing each faction you should create them with vastly different gameplay styles with units that don't have overlapping roles.
For Example:
- If you have a Terran Faction that can build marauders, do they really need to build warhounds that perform the same role.
- If you Create a Rebel Terran faction and a Dominion Terran faction, you are going to have to do more then simply change out the battle cruiser model.
Perhaps the Terran Dominion is more unit production focused and can pump out tier one units fairly quickly at a lower cost where as the rebel alliance depends on massing its forces from creating mercenary contracts and being reinforced with unique units like Tauren Marine, Spectres, etc.
The build orders should be unique to each individual race.
Did you set a auto-save backup file folder in the preferences section... I am not sure if there is a default backup folder... I have had several instances in which the editor crashed because of a funky trigger or data error. If you can't find a default folder remember always back up your files unless you love starting from scratch.
To my understanding.
Your trying to set up a requirement node in which the button will not show up when you research it at the building or whatever. Typically it would look like this:
(Show Folder) -> Not
> Count Upgrade (Upgrade Name) Queued or Better.Now if this isn't working there could be several reasons. Sometimes when you copy and paste requirement nodes the editor does something funky and an error occurs. It's always best to create new nodes from scratch as opposed to using the copy and paste function. Try to create a brand new node.
There could also be an simple error in your research ability. Check to see if the proper upgrade is set under the upgrade option.
Also make sure the requirement node is under the (SHOW FOLDER) Not the (USE FOLDER)
Now in order to Make an ability require an upgrade you need to create a Use Upgrade requirement node in which typically looks like the following:
(USE FOLDER) -> Count Upgrade (Upgrade Name) Completed
upgrade requirement modes are tedious but pretty simple to implement.
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
It could end that way... if you don't balance things... but thats what alphas and betas are for.
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units. My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.
Sounds iInteresting. I am working on a similar mod concept as well. I wouldn't worry to much about people thinking that your mod is a rip-off given the fact that a melee map with campaign units isn't an original concept. Not only that, It is up to you to make your map unique. Even if you borrow concepts unles you have a copy of another modders code you map is going to be unique and reflect your skill level.
I am looking forward to testing out you map and hopefully you can help test the alpha for mines.
Also 18 factions is a little much because a few of them will be redundant gameplay wise if each faction only has variant units.
When developing each faction you should create them with vastly different gameplay styles with units that don't have overlapping roles.
For Example:
- If you have a Terran Faction that can build marauders, do they really need to build warhounds that perform the same role.
- If you Create a Rebel Terran faction and a Dominion Terran faction, you are going to have to do more then simply change out the battle cruiser model.
Perhaps the Terran Dominion is more unit production focused and can pump out tier one units fairly quickly at a lower cost where as the rebel alliance depends on massing its forces from creating mercenary contracts and being reinforced with unique units like Tauren Marine, Spectres, etc.
The build orders should be unique to each individual race.
Wll Good luck I'll post more a little bit latter