Really love this project, I'm a total civilization fan. If you need some help just ask (I'm not good at terraining tought).
I think you can reconsider the space portion of the game. Another possibility is to have small planets (you can reduce the size of the buildings if you want), and almost all the fights via "space". You can use the ground units only for planets attack/defense, for example if someone wanna conquer some planet, he drops all his units on the planet, and they fight automatically against the defenses. Each planet will be like a "City", with a Main base, and X spots for extra buildings, and some can have special resources (like the planet has one Vespene Gas, they gain extra income in that planet, or they have an ancient relic, they gain extra development).
That way you can't have two kinds of unit (defense/siege) and space units. The space units fight everywhere but cannot assault or defend planets. The other units stay on your planet, or go in a transport (you'll need to defend it with space units) and drops them in the opossing planet for starting a siege. You can do a single point in the planet where you can start an assault, for easier defensive units or estructures position.
Just an idea. Good luck with your project!
About the players losing the game, I think the easier way is they "surrender" to the player that defeated them, they ally with him, and can play the game helping him. They'll have income and development reduced for example. Civilization games second to last position is always based on the "approval rating", so he can still try to be second in the game.
I think you can only know wich player casted it with Remove Behavior (Player).
If the units are controlled by the same player you are out of luck probably. Try another approach, but I don't really know what you wanna do.
You can do it by triggers and variables. The skill that puts the buff, does nothing but activating a trigger, that trigger uses a variable and keeps the buff on the target. You can use that variable for knowing the caster, the target, do whatever you want. And you can stop applying the buff whenever you want, with more control over it. But I'll need more info on what you want...
You can do a loop without and every X seconds add the unit to the building.
While
Conditions
<some game is running condition>
Actions
Wait 30 seconds (or whatever)
Order Unit - Build Whatever
I don't exactly remember if for building something is with the order unit, I think so. If not search how to build something by triggers.
If you don't need to see a building bar, you can do it without building, just spawn the unit every X seconds, like:
While
Conditions
<some game is running condition>
Actions
Wait 30 seconds (or whatever)
Create Unit - Unit Name at unit position (barracks or whatever) with default facing
Well, popularity sucks, but we already know that. For me is also pretty boring, I can't play many maps because in the fourth page you don't find enough people joining the games. Only way is to play with friends, but you don't always have 4-5 friends online willing to play custom. Blizzard is aware of this, probably a change to the system will come with the next patch hopefully (or the one after).
If you wanna help me with Xel'naga Relics I'll be grateful. I need to test it intensely, and I think has potential to be a good game, probably not a Top-20 game, but doesn't matter. I only want people can see my map on the list and try it once :)
1 The effect from the weapon accepts Validators if I remember well.
2 Probably you'll need to use a global boolean. This Is Running = false. In that trigger first do an If (This Is Running = false), then inside put This Is Running to true, do all your code, and at the end, put again This Is Running as false (you can also wait a few seconds before setting it to false again.
I fixed and added some stuff to the map, so I'll like to test it again with 5+ people at 19:00 GMT+2. If someone wanna play just add me(FrodoBolson.687), or tell me your nick.
A simple command attack to a point in the other side must work. Try to increase the vision range of your units.
If that doesn't work, you can do periodic checks, but I don't know if will lag or something with many units.
Try to do an event like Unit Enters/Leaves Range Of Unit, I never used it and I don't have the editor here, so I can't check how it works. But you can try to use it to trigger when an enemy units is at 15 range (you'll need to search the best number) and attack it.
0
Really love this project, I'm a total civilization fan. If you need some help just ask (I'm not good at terraining tought).
I think you can reconsider the space portion of the game. Another possibility is to have small planets (you can reduce the size of the buildings if you want), and almost all the fights via "space". You can use the ground units only for planets attack/defense, for example if someone wanna conquer some planet, he drops all his units on the planet, and they fight automatically against the defenses. Each planet will be like a "City", with a Main base, and X spots for extra buildings, and some can have special resources (like the planet has one Vespene Gas, they gain extra income in that planet, or they have an ancient relic, they gain extra development).
That way you can't have two kinds of unit (defense/siege) and space units. The space units fight everywhere but cannot assault or defend planets. The other units stay on your planet, or go in a transport (you'll need to defend it with space units) and drops them in the opossing planet for starting a siege. You can do a single point in the planet where you can start an assault, for easier defensive units or estructures position.
Just an idea. Good luck with your project!
About the players losing the game, I think the easier way is they "surrender" to the player that defeated them, they ally with him, and can play the game helping him. They'll have income and development reduced for example. Civilization games second to last position is always based on the "approval rating", so he can still try to be second in the game.
0
@godakuma: Go
You need to create it, you can create all the variables you want, with the name you want.
Right click on the left side panel and do New -> Variable. Rename it to that, and check the type is correct (dialog I think is what you need).
Then it will appear in the menu...
0
@KillerGymSox: Go
Ok, so you have a trigger that does what you want, but wanna do it every 30 seconds?
Just use a while, that keeps repeating the code inside it until the conditions doesn't match.
That will keep doing the Actions infininitely until the condition doesn't match. In my example until there isn't any player active.
0
@godakuma: Go
You wanna a global variable?
Is easy to do, just create the variable outside the action.
If not, I don't really get what you need to do.
0
@LinkD: Go
I think you can only know wich player casted it with Remove Behavior (Player).
If the units are controlled by the same player you are out of luck probably. Try another approach, but I don't really know what you wanna do.
You can do it by triggers and variables. The skill that puts the buff, does nothing but activating a trigger, that trigger uses a variable and keeps the buff on the target. You can use that variable for knowing the caster, the target, do whatever you want. And you can stop applying the buff whenever you want, with more control over it. But I'll need more info on what you want...
0
You can do a loop without and every X seconds add the unit to the building.
While
Conditions
<some game is running condition>
Actions
Wait 30 seconds (or whatever)
Order Unit - Build Whatever
I don't exactly remember if for building something is with the order unit, I think so. If not search how to build something by triggers.
If you don't need to see a building bar, you can do it without building, just spawn the unit every X seconds, like:
While
Conditions
<some game is running condition>
Actions
Wait 30 seconds (or whatever)
Create Unit - Unit Name at unit position (barracks or whatever) with default facing
0
@RodrigoAlves: Go
If they're the same number of featured maps by players, doesn't really matter that Blizzard features one of their maps.
0
@kusoksna: Go
Well, popularity sucks, but we already know that. For me is also pretty boring, I can't play many maps because in the fourth page you don't find enough people joining the games. Only way is to play with friends, but you don't always have 4-5 friends online willing to play custom. Blizzard is aware of this, probably a change to the system will come with the next patch hopefully (or the one after).
If you wanna help me with Xel'naga Relics I'll be grateful. I need to test it intensely, and I think has potential to be a good game, probably not a Top-20 game, but doesn't matter. I only want people can see my map on the list and try it once :)
0
1 The effect from the weapon accepts Validators if I remember well.
2 Probably you'll need to use a global boolean. This Is Running = false. In that trigger first do an If (This Is Running = false), then inside put This Is Running to true, do all your code, and at the end, put again This Is Running as false (you can also wait a few seconds before setting it to false again.
0
FrodoBolson.687 | EU
Need to test Xel'naga Relics, and will help to test any map if I'm online.
0
I fixed and added some stuff to the map, so I'll like to test it again with 5+ people at 19:00 GMT+2. If someone wanna play just add me(FrodoBolson.687), or tell me your nick.
0
@Huesy: Go
Probably has nothing to do with the Unit or Weapon. Sounds more like the order Attack.
You can do a custom Attack order probably, where do you check first if the unit is in range, then order Attack.
0
I wanna create an effect that only happens 20% of the time when a skill is used.
How can I do that only with data? Or I'll need to use triggers?
0
@Flirer: Go
A simple command attack to a point in the other side must work. Try to increase the vision range of your units.
If that doesn't work, you can do periodic checks, but I don't know if will lag or something with many units.
Try to do an event like Unit Enters/Leaves Range Of Unit, I never used it and I don't have the editor here, so I can't check how it works. But you can try to use it to trigger when an enemy units is at 15 range (you'll need to search the best number) and attack it.
0
@fr0d0b0ls0n: Go
My last bump.
If nobody knows how to do it, I'll make special code for each of those units >.<