The order doesn't matter too much (and larger projects often have multiple people working on all of them at the same time), but as a basic rule of thumb, go Terrain>Data Editing>Triggers.
QFT
There are certain work-arounds to not being able to reference a certain data object, like creating the variables, and then referencing the variables instead of the objects, and once you have the objects created you set the variables, which takes up a lot of variables space. This allows for easy customization, because if you want to change the unit/spell/whatever you can just modify the variable instead of finding each and every object.
@Keyeszx: Go
I kind of just randomly build things as they catch my attention, which is probably why I don't have more than one map released. At least I'm having fun.
Why don't you take a look at the Wiki for some guides about force effects? You'd get this done much faster, then you have the knowledge on how to do it in the future.
Vexal, you may wish to overlook some of your original terms here, because why would anyone want to take a current project that requires the original authors consent to any upgrade of the map, and you deny them the simple joy of publishing the map under their own name, because you'd be the one publishing it. All they get in return is their name on a loading screen, which you may think is reasonable, but I know I sure don't. This is just a suggestion, because it is your map after all.
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QFT
There are certain work-arounds to not being able to reference a certain data object, like creating the variables, and then referencing the variables instead of the objects, and once you have the objects created you set the variables, which takes up a lot of variables space. This allows for easy customization, because if you want to change the unit/spell/whatever you can just modify the variable instead of finding each and every object.
I think you pretty much covered the subject. =P
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"Time is the best teacher, but unfortunately, it kills all of it's students."
Pumpkin orange.
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@KerenskyLI: Go
That's pretty cool. How much would a puzzle of similar size cost?
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Haha, that's well made.
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@rakuenso: Go Player score -> Vespene collection rate
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As in, you're paying?
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@grenegg: Go
But what's the actual game? What's the goal/How do you win?
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Definitely not what I'm trying to say.
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@Vexal: Go
You're not going to be part of the developmental process from here on out. Besides accepting the ideas/publishing.
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@Keyeszx: Go
I kind of just randomly build things as they catch my attention, which is probably why I don't have more than one map released. At least I'm having fun.
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As far as I know, that is just a re-created UI, with custom dialogs, and not the actual one. Since you can access all of the same information.
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QFT.
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@ceedric: Go
Why don't you take a look at the Wiki for some guides about force effects? You'd get this done much faster, then you have the knowledge on how to do it in the future.
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@Vexal: Go
Vexal, you may wish to overlook some of your original terms here, because why would anyone want to take a current project that requires the original authors consent to any upgrade of the map, and you deny them the simple joy of publishing the map under their own name, because you'd be the one publishing it. All they get in return is their name on a loading screen, which you may think is reasonable, but I know I sure don't. This is just a suggestion, because it is your map after all.
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@o3210: Go
I can haz?