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    posted a message on [Solved] Increasing Upgrade costs by percentages

    All hail math! For a multiplicative real increase(I.e. percentage) each time you purchase an upgrade, simply set an effect, have it multiply by an integer, then copy paste the effect and change it to divide by an integer. The two Integers, when divided, should equal the Percentage Total you want. Multiply by 5, divide by 4 for a for a 125% total percentage. This will increase the cost of the upgrade by 25% each level.

    We'll call the topic solved, but feel free to weigh in on the other stuff.

    Posted in: Data
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    posted a message on Auto-train units
    Quote from Krystof74: Go

    To be frank, I don't think I will add this kind of control.

    It's simply my opinion, but as a low APM player, I know it's hard to keep track of what's going on at home while you're protecting an expansion. Often times I will come back to have a stockpile of resources and absolutely no army. So I like the idea. But on the same note, If I come back to find I don't have the resources to tech up but I have a pile of marines that still can't stim, it's equally imba for a novice player.

    But if this map is for training purposes, I think a solution you could look at is to have a "Piggy Bank" variable that is the amount of resources that the autocast can't use. This variable can be increased by a certain amount over time. This allows a player to have enough resources to do things they need as they near the mid game mark. But, it also has a side effect of weening a character off relying on the computer to pick up their slack.

    Posted in: Data
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    posted a message on [Solved] Increasing Upgrade costs by percentages
    Quote from DrSuperEvil: Go

    Probably simpler to do with XML mode.

    That, sir, is a beautiful statement. If I hadn't found a workaround of simply multiplying by 12 and then dividing by 10 to get a 20% increase... Which I still haven't tested...

    But if that doesn't work, I will probably fiddle around in xml. At least there the upgrades shouldn't go from 1 to 10-19 to 2 to 20-29....

    I got sidetracked fiddling with some math to do with a UI power that I may never even bother to implement. And I came back to ask a question about something completely irrelevant.

    I don't know, is it more impolite to spam more threads or to ask side questions within topics? I'll ask, and if it's suggested, I'll remove it from here and add another topic(or research it the hard way.) I want the ability to upgrade my zerglings into swarmlings or raptors. But it's imperative to keep the raptors from having the ability to simply walk in a straight line across the myriad of cliffs. How hard would it be to remove that movement type from them? Would it be easier to copy my zergling and give them the jump attack and actor for the raptor (And of course give them the ever important 2 damage bump)? Or would the fact that they are in attack waves keep them "In Check", movement wise?

    Okay, so I have a plethora of questions, but regarding ravagers... Would the Campaign AI that is sending attack waves and doing NOTHING else be smart enough to use their abilities, or do I need to make them autocast it? And balance wise, would it be better for an upgrade to

    A)Turn a percentage of roaches from a wave into ravagers?

    B)Treat the ravagers as a new unit type with it's own upgrades (damage/health and amount per wave)?

    C)Completely trade in the roaches for ravagers as that unit's Unique upgrade (keeping all previous upgrade levels and per wave levels)?

    Posted in: Data
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    posted a message on Absolutely Confused regarding Research, Upgrades and Requirements. Halp

    @Vailreth

    For anyone who has seen my post on this topic, this is very close to what I want to do. However, I'm more interested a percentage increase to the cost in minerals each time. Specifically 20%. Is there any way to simply Floor(mineral cost*realVariable) or some other workaround I'm not seeing clearly?

    Wait a second.... What if I have the upgrade multiply the cost by 120 and the very next value divide the cost by 100? Testing in progress.

    EDIT: Going to test this^ with 10 and 12, because MATH.

    Posted in: Data
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    posted a message on [Solved] Increasing Upgrade costs by percentages

    Sweet mother of god, it won't let me simply multiply the cost each time. I would have to add it manually for every level of every upgrade. Maybe I can change the cost in the same trigger that sets my variable...

    I hope so. 50+ times 8 unit types times 2 upgrades per unit type... *Bangs head on table*

    EDIT: It seems that's a no go. I'm either going to have to completely revamp my economy to let me multiply the upgrade by an integer every time, doubling the cost as opposed to a slow climb, or settle in for 4-6 hours setting all the upgrade levels by hand. FML.

    Please, somebody come up with a great idea to help me out.

    Posted in: Data
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    posted a message on Monthly Galaxy Excercise #11- Hazard Maps

    Personally, I like the thought of a flooded installation map with low standing water that could be traversed, but would be electrified at random intervals with no warning, doing decent, but non-fatal damage. Make it a back way into the enemies base, so it's a risk whether you can get there in one piece.

    Posted in: Triggers
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    posted a message on [Solved] Increasing Upgrade costs by percentages

    For my project, I need a way to increase the stats of different units. The increase will always be the same percentage, multiplicatively.

    I set up a new research ability. I set up a new upgrade to test it out. I linked them with my building and set up the command card. Button 1 cost/effect, etc.

    But 10 upgrades with increased costs were all linked to the same upgrade. So when I went in game to test, it did not start at the first cost I had set up, and purchasing left it on the same cost. What's more, it did not affect the unit (zergling) that it was supposed to. It was designed to multiply the zerglings health by 1.1 per level and the weapon damage of claws by 1.1 per level. And zergling WAS set in the affected unit array.

    Basically, what I'm asking, is does anyone know a way to set up a research with increased costs each time it is purchased? And instead of fooling with upgrades for 7-8 different units, can I just have a trigger that detects the upgrade and changes a variable controlling a BUFF being applied to the different units, since it would be a lot easier and is already set up for other purposes in my triggers?

    Simplest way I can say it is have an upgrade that costs 20% more each time it's bought and a trigger to increase intMyVariable by 1 each time I buy it?

    EDIT: After a hot shower and scrolling through 20 old posts, I may have found what I need. By simply setting one upgrade with an effect that increases it's own cost by a percentage each time it's purchased, and then setting a trigger that detects each time my research (unit) uses the research (ability), I can add one to a global variable that will increase the number of buffs that are added to the correct units upon creation.

    (I know that sounds like a dumb workaround, but the units I need upgraded are an ally players, not the users. And it makes more sense IMO that upgrades shouldn't instantly affect units on the other side of the map.)

    I will fool around with that as I am able and let you know.

    Posted in: Data
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    posted a message on pick all units in region?

    Hear that? That's the sound of me kicking myself. Repeatedly.

    Thanks for the help. Now I need to go make a thread in data about upgrades and another here about detecting those upgrades.

    Posted in: Triggers
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    posted a message on Monthly Galaxy Excercise #11- Hazard Maps

    It's been a while since anyone has posted an exercise, so I thought I'd throw out an idea. Lava Hazards have been done, in campaign and coop maps. But what other hazards can you throw at players?

    A high speed train that damages units it collides with? Toxic Fog patches that roll in or are put off by local flora and fauna that must be destroyed to pass?

    Apart from specialized maps, revamp existing or create your own ladder map. I think it would be an awesome twist to see a ladder style map where you have to fight the map as much as you do the enemy player(s).

    Posted in: Triggers
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    posted a message on pick all units in region?

    So, I'm using a pick each unit in unit group action and setting it to pick each unit in a region. However, in testing, I'm getting an error about a group loop error trying to perform actions without a pick each unit in unit group begin loop.

    Trigger

    http://imgur.com/a/T7HTQ

    The highlighted "Level 1" In the table view is a Region Value. I thought it was perhaps because I was trying to run multiple instances of the same Pick each action with different regions and altered "Set variable" actions, but even with just the first "Pick and Do" action in the trigger, I get the same error. Thoughts?

    Posted in: Triggers
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    posted a message on Auto-train units
    Quote from Krystof74: Go

    But what i wanted (and have now) is a bit different : it is a structure, with a queue, which produce the units and release them as soon as they are ready.

    I'm assuming you're going to use triggers to control the auto casting a bit. This could actually wreck a new player who suddenly has 24 scvs on a 16 saturation command center, or never has enough minerals to upgrade his army of auto trained marines. If I'm understanding the concept correctly.

    Posted in: Data
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