Indeed, we're currently far along as far as unit dynamics and such. What we're eventually going to struggle with is dialogs and some more complex trigger stuff. If anyone's interested in helping make a Diplomacy-Like map during the preamble to WW1 send me a PM. Our team is pretty well organized so it shouldn't be too hard to get someone caught up.
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Jun 27, 2011Posted in: Triggers
No I want what I said in my in post not what the guy under me said. I am making a diplomacy type map and I want all the points (at which I will label cities) to also spawn different types of cities. Different types being small, medium, or large. So for say 30 points i placed on the map and labelled as such, I want to spawn a large city, the same for medium and small city points.
Jun 27, 2011Veta20 posted a message on [Release, Libary] Dyanmic Dialog Listboxes/DropdownsPosted in: Trigger Libraries & Scripts
Jun 26, 2011Posted in: Triggers
I've been struggling with this and I just can figure out what would be the best system to use. For a map I am making I have laid out a variety of points at which I would like to spawn certain unit types, say for 30 different points I would like to spawn building X. for another 30 I would like to spawn building Y and for another 30 I would like to spawn building Z. I've tried messing around with variable/arrays but I really don't have a grasp of them yet.
Could anyone help me figure out a way to do this other than making 90 triggers or actions for each individual point?
Jun 20, 2011Posted in: Triggers
Hey there SC2Mapster,
I have a question pertaining to diplomacy type triggers. It's a bit complicated so bear with me. For certain [invincible] buildings (representing large medium or small cities) I would like there to be a circular region of a particular radius (dependent on city tier) such that when an enemy unit enters this region a group of "garrison" units spawn in the region to defend the city. If you are sieging an enemy city, it would be captured [the building would be given to you] once all enemy units (excluding the city itself and factory/resource structures) have been vanquished from the city-region. After a city is captured any enemy player that enters the city-region would then retrigger the garrisons to spawn, but this time for you.
However, if you enter an enemy city-region, trigger its garrison spawn, and then leave the city region (before capturing the city) - then the spawned garrison units will be removed. If there are no enemy units present at a given city-region any garrison units in that region should disappear. There is also the issue of garrison units being moved out of a city-region (to avoid their removal) and I am not sure if this could be addressed by simply creating a trigger that removes a garrison unit when it is not within proximity of a city.
This next bit is less of a priority (since I'm sure I could figure it out myself once the above is addressed). But I would also like for certain buildings [industry buildings] in the city-region to also be given to the conquering player, from the conquered player.
Edit: Basically whenever a city-region is entered by an enemy, I would like a defensive garrison to spawn. And when all of the defensive units or any other units the player being attacked in the location are gone, the city is lost/captured. In order to distinguish between a city that has yet to spawn its garrisons and once that has lost all its garrisons I was thinking of making the city be burning or have less HP (if that's detectable) or something along those lines whenever its under siege. It would only be capturable when under siege.
I know this is a bit complicated but I am really devoted to my current project and well, short of learning galaxy code I've tried everything. In StarCraft 1 I accomplished the above with individual regions and triggers for each city, as well as switches. Since this proves to be a much more ambitious undertaking (roughly 200 cities) I am hoping this can be accomplished in a much less tedious and time consuming manner.
Thanks you for any advice or input!
Jun 19, 2011Veta20 posted a message on Summer Project - Map Script to Library Conversion ToolPosted in: Third Party Tools
I would find this very useful for learning from other maps and reverse engineering triggers to better understand them.
Please do this!
Jun 18, 2011Posted in: Data
Thanks zelda, could you elaborate a little bit more on the first method though. How do I make another map into a dependency and plug it into my map?
Say I am working on a diplomacy map and I have another WW2 themed map with units and such I'd like to use. Could I turn the WW2 map into a dependency and not dramatically increase the size of my map? If such a dependency dramatically increases the size of my map could I just strip the WW2 map file I have to its bare bones to avoid such a problem?
Sorry if I need a bit more explanation I am still new the StarCraft 2 and its editor.
Thanks again though!
Jun 18, 2011Posted in: Project Workplace
My name is Veta and I'm interested in transferring over one of the greatest Brood War diplos to StarCraft II. If you're familiar with the game in question it needs no explanation but if not I'd be happy to elaborate here or even show you on StarCraft 1 (I have CD keys if you need). Blood & Iron: Europe 1870 was a strategy diplo, a special sort of diplo.
The gist of the map is that the game takes place roughly right before the Franco-Prussian War, during the Age of Rifles, as a consequence Germany is unified and is one of 7 playable nations (Britain, France, Italy, Germany, Ottoman Empire, Russia). Although I'm sure Spain could be added for an even 8. During this time period the nations of Europe have already standardized and phased out their many different types of regiments. As a consequence the game follows a very simple dynamic of unit variety: -Riflemen (Ghosts) are your bread and butter -Cavalry are shock troop Zealots (this was achieved through the use of shields on StarCraft 1) -Artillery are Siege Tanks -Some custom/new unit could be allocated to be a Machine Gun (instead of the Marine)
Essentially you have a bit of a triangle balance wherein Riflemen>Cavalry>Artillery>Riflemen. Machine Guns would be a sort of fortification or support troop but should by no means be a necessary or massable unit. Bunkers are the fortification used on StarCraft but frankly a better system could probably be devised on StarCraft 2 to represent trenches or garrisons.
Lastly Naval Units and battles were very simplified. At this time Iron Clads were becoming prevalent and there was a serious standardization of navies. In StarCraft 1 this was represented by a single battleship unit and dropships. In StarCraft 2 I'm sure this could be represented with a Battleship unit and a Destroyer unit, as well as transports, the naval sieging of cities should be very limited however (unlike that WW2 diplo).
Some mechanics that made this map great: -Cities spawn partisan infantry (basically static infantry defense) whenever they are undersiege. Cities are not assimilated until these rebel infantry are quelled. As the game progresses so does the strength of these partisans. -Different Cities have different values (this is done by either making them worth more strategically or by placing a resource near them) -Resources are capturable special buildings that represent either a Coal Mine, Iron Mine or Oil Rig. This could easily be simplified by ascribing different values to Cities. -You can industrialize each city you own by building a factory, which represents industry. (Industry is limited by your number of cities and is expensive enough that it is an investment) -The years progress as the game progresses, allowing year based diplomacy. -You can strike up alliances, defense pacts, secret alliances or what have you with other nations. -War is announced when it is declared via triggers, if you begin losing a war you can surrender and pay reparations which subtract income and give it to the winner. You can also negotiate a cease fire wherein certain terms are met (surrender of cities or otherwise) -As empires expand the minimap is updated to show how these empires grow -The Naval aspect of the game is built around Overseas trade. There are 7 overseas trades on the map (1 for each player). Navies battle over these trades during war or they can leverage them for what have you. Navies are expensive enough that they can detract from your army strength should you invest too heavily in them. -You can buy Rights of Passage to pass through the neutral nations -A detailed scoreboard system depicting the year, income, industry, city count, kills and deaths (and perhaps military might in SC2) -As the game progresses and so too does your technology (through upgrades) the neutral nation's strength also progresses accordingly. -Lastly each nation generally had the same units at its disposal. No spawns or wars were triggered. Certain nations did have hero versions or special versions of units. For example, the Germans had elite riflemen that spawned with 800 hp vs the 750 for regular riflemen. I can get into more detail with this but essentially some nations received slightly better (5-10%) versions of different troops, but not enough to detract from the strategic value of their other types of troops.
The one thing to emphasize about this map that made it truly great however is that units were high HP and low damage relatively. This meant that microing and troop management had less importance than say the general maneuvering of your troops, troop makeup, and actual strategy (where you allocate troops & resources). The game didn't have a huge learning curve and, like I said I'd be happy to elaborate, play a game, or show the map to anyone interested in this project.
Here's what we have so far:
Jun 18, 2011Posted in: Data
I'm having problems figuring out how to copy a unit (and other units) efficiently from one map to another, all while keeping their actors and links.
Is there an intuitive simple way to do this, how do I even going about doing this?
What I have tried: copy pasting the unit object into another map's unit data, then copy pasting all of its associated actors into the other maps data. Some of the actors reappeared on the unit after this but some did not and I have no idea how to reattach said actors. (I'm a total noob when it comes to the data editor).
Jun 18, 2011Posted in: Team Recruitment
We are currently working on recreating the classic map Blood & Iron: Europe 1870 from Brood War. We are working to create a map that conveys the expansionist nature of European Empires of this time, as well as the modernization and industrialization of Europe during. The cornerstone of the map will be to emulate the preamble to World War 1. We've got a capable team together already but it would be that much more helpful if we had more people on the team.
The actual gameplay will be very strategy oriented: units will have relatively high HP to DPS. Units will also regenerate when out of combat, so in essence you will not be punished for your strategic mistakes if you catch them fast enough. What will distinguish this diplomacy map from other, besides it being empire centric, will be that defending will be easier than attacking. But a properly coordinated attack will be very effective regardless.
This is the thread/outline for said project (includes old screens): http://diplomunion.com/showthread.php?9765-Blood-amp-Iron-Europe-1870
What we need/could use: -Someone proficient in dialogs -Someone proficient in triggering or galaxy code
So anyhow, if I've piqued your interest shoot me a PM and we can hopefully work something out.
Jun 18, 2011Posted in: Team Recruitment
We're currently working on some serious macroscopic level terraining for our current project. It's going to be a strategic map with diplo elements (sort of like a slow paced risk) . Feel free to take a look at this and shoot me a PM if you're interested: http://diplomunion.com/showthread.php?9765-Blood-amp-Iron-Europe-1870
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