Awesome. It's these kind of replies from fellow fans of the board game that I was hoping for.
Of course it'll be with expansion. I'll possibly try to get those SC1 unit models in there too. I'll call on you when I need testers. Did you think the game was balanced? I especially thought Spider Mines were too good.
You might remember me years ago from releasing the very first "unit tester" map that actually had a nice amount of features. Anyways, I've been working tirelessly on implementing what I feel is my favorite board game of all time - Starcraft: the Board Game - into Starcraft 2 as a custom map.
This is actually a huge project, because the game itself has lots of rules, options and strategic elements. My goals are to make your 1st and your 50th experience equally enjoyable, all the while playing a game that has an explaining duration of at least 30 minutes when played as a board game in the real world. If, while playing my game, you are lost in what to do, I have not done my job well. But that's for later, when I'm testing my game.
Whoever is interested, I attempted to make this last year but scrapped that version and retried, this time with a lot more structure to the triggers. 700 actual hours already have been poured into this hobby, and I'm about 30% done.
I won't be updating this thread though. For more updates, please visit my devblog at www.starcraftboardgame.com!
doesn't work. The upgrade check does. Giving a player the upgrade lights up the tooltip requirement, but giving the unit AllowMove behavior does not do anything.
It's very annoying considering the requirement Hatchery Spawn Mutant Larva (CountBehavior(QueenSpawnLarva,CompleteOnlyAtUnit) > 0) does work.
All I need, is for the actor to set tint color only when the unit owner is player 2.
Something like
Event: UnitBirth.UnitID
Condition: Validate Player {Validator}
Action: SetTintColor 255,128,0
I don't know what event is best used, I assume UnitBirth. But then there's no proper validator type that validates who the owner is. I think. Hell, I don't even know if the "Validate Player" condition does what I think it does.
If anyone could help, that'd be awesome. I am open to work arounds.
An ability that has the 'Best Unit' flag will cause it to pick the best unit with that ability from your selection to execute the ability (once). Let's say I have 3 Marines and 1 Firebat all with the same ability. Using the unit value Subgroup Priority I can set it so that the unit with the highest priority will be in front of the selection (with unit portrait etc), while you would have the press tab to cycle through the other unit types. Right now, having my 3 Marines and 1 Firebat selected, with Marines having the highest priority, using the ability will cause a marine to execute it. The second time I execute it, a Firebat is doing it. The third time is a Marine. What I gather is the game recognizes both unit types as 'equal' when it comes to the best unit, and will just randomly select a unit from the selection to execute the ability. I want to know, does anyone know at what value the 'Best Unit' flag is looking at to determine the best unit?
Let's say we have a warpgate and a zealot "on" the warpgate. You can't see the zealot, but it is definitely selectable. How can I make the cursor completely ignore the warpgate, as if it never existed, and just happily select the zealot with a mouse click? The warpgate is not only unselectable, but the mouse cursor doesn't even acknowledge its existence.
0
@minq1: Go
Awesome. It's these kind of replies from fellow fans of the board game that I was hoping for.
Of course it'll be with expansion. I'll possibly try to get those SC1 unit models in there too. I'll call on you when I need testers. Did you think the game was balanced? I especially thought Spider Mines were too good.
0
Hey guys,
You might remember me years ago from releasing the very first "unit tester" map that actually had a nice amount of features. Anyways, I've been working tirelessly on implementing what I feel is my favorite board game of all time - Starcraft: the Board Game - into Starcraft 2 as a custom map.
This is actually a huge project, because the game itself has lots of rules, options and strategic elements. My goals are to make your 1st and your 50th experience equally enjoyable, all the while playing a game that has an explaining duration of at least 30 minutes when played as a board game in the real world. If, while playing my game, you are lost in what to do, I have not done my job well. But that's for later, when I'm testing my game.
Whoever is interested, I attempted to make this last year but scrapped that version and retried, this time with a lot more structure to the triggers. 700 actual hours already have been poured into this hobby, and I'm about 30% done.
I won't be updating this thread though. For more updates, please visit my devblog at www.starcraftboardgame.com!
0
Does anyone know what the issue could be?
0
CountUpgrade(upgrade34,CompleteOnly) && CountBehavior(AllowMove,CompleteOnlyAtUnit) >= 1
doesn't work. The upgrade check does. Giving a player the upgrade lights up the tooltip requirement, but giving the unit AllowMove behavior does not do anything.
It's very annoying considering the requirement Hatchery Spawn Mutant Larva (CountBehavior(QueenSpawnLarva,CompleteOnlyAtUnit) > 0) does work.
0
An ability must only be allowed if the specific unit has a behavior.
So if a trigger were to add a behavior to a unit, that unit ability is usable. Other units still cannot use the ability.
Greather Than Count Behavior [behavior] Completed (at unit?) Constant 0
does not work. All units will have the ability usable if I give one unit the behavior. Using "Completed at unit" doesn't seem to do anything at all.
What do?
0
All I need, is for the actor to set tint color only when the unit owner is player 2.
Something like
Event: UnitBirth.UnitID Condition: Validate Player {Validator} Action: SetTintColor 255,128,0
I don't know what event is best used, I assume UnitBirth. But then there's no proper validator type that validates who the owner is. I think. Hell, I don't even know if the "Validate Player" condition does what I think it does.
If anyone could help, that'd be awesome. I am open to work arounds.
0
Hey guys,
I made a video on my plans.
I'm looking for experienced mappers that are interested. For more information on the game, http://www.fantasyflightgames.com/edge_minisite.asp?eidm=7&enmi=StarCraft http://boardgamegeek.com/boardgame/38796/starcraft-the-board-game-brood-war-expansion http://www.fantasyflightgames.com/ffg_content/StarCraft/StarCraft_rules.pdf
This game is really fun, I hope to find a few who perhaps have even played the game themselves. PM me on SC2Mapster if interested. Thanks.
0
@Titen42: Go
Thanks, I can work with this!
0
Hey guys,
An ability that has the 'Best Unit' flag will cause it to pick the best unit with that ability from your selection to execute the ability (once). Let's say I have 3 Marines and 1 Firebat all with the same ability. Using the unit value Subgroup Priority I can set it so that the unit with the highest priority will be in front of the selection (with unit portrait etc), while you would have the press tab to cycle through the other unit types. Right now, having my 3 Marines and 1 Firebat selected, with Marines having the highest priority, using the ability will cause a marine to execute it. The second time I execute it, a Firebat is doing it. The third time is a Marine. What I gather is the game recognizes both unit types as 'equal' when it comes to the best unit, and will just randomly select a unit from the selection to execute the ability. I want to know, does anyone know at what value the 'Best Unit' flag is looking at to determine the best unit?
0
The lack of a starcraft MMO would be my wish.
0
@ihatethisregistration: Go
Thanks, but over time I figured out I -thought- I had the no cursor flag enabled.. but didn't. Silly me.
0
Let's say we have a warpgate and a zealot "on" the warpgate. You can't see the zealot, but it is definitely selectable. How can I make the cursor completely ignore the warpgate, as if it never existed, and just happily select the zealot with a mouse click? The warpgate is not only unselectable, but the mouse cursor doesn't even acknowledge its existence.
0
I think that's only possible with Galaxy Scripting.
Don't know for sure, but seems likely.
0
Goes with all forms of 'combine multiple'.
0
Done. I only changed stuff in the action definition Roach Missile. See the comments for more information.