Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Force Specific Build Times & Cost
Force Specific Build Times & Cost
Nov 1 2009, 8:31 pm
By: MjrBuzz  

Nov 1 2009, 8:31 pm MjrBuzz Post #1



Hi guys,

My map is at 95% complete and has moved into the beta phase. Now that it is in Beta, I can finally test for game-play feel.

So here are my questions:
Is there anyway to change build times specific to Force? (i.e. Force 1 has normal Unit Build Times and Force 2 has Fast Build)
Is there anyway to change Build Costs for a specific Force? (i.e. Force 1 has normal Unit Build Costs and Force 2 does not require gas)

I want Force1 to have as natural of a game-play as possible and to have Force2 to have different Build properties. I know how to change them for everyone, just not team specific.

Thanks for the help again, I cant wait to share with you my completed project.
MjrBuzz



None.

Nov 1 2009, 8:41 pm Vrael Post #2



The simple answer, is unfortunately, no. Like you said, you can change them for everyone, but not specific forces or players. If you really needed this, you could probably create a really in-depth trigger system based on comparing the amount of minerals you have in each trigger cycle to detect what units are being built, but in a melee-style battle (where people have multiple types of each building and such) this would be probably impossible, especially if players can queue units.

For the "Force 2 does not require gas" thing, you could just constantly set force 2's gas to 10,000 or something.



None.

Nov 1 2009, 9:54 pm MjrBuzz Post #3



Quote from Vrael
The simple answer, is unfortunately, no. Like you said, you can change them for everyone, but not specific forces or players. If you really needed this, you could probably create a really in-depth trigger system based on comparing the amount of minerals you have in each trigger cycle to detect what units are being built, but in a melee-style battle (where people have multiple types of each building and such) this would be probably impossible, especially if players can queue units.
That is what I thought. I really need to think this map through... UMS players really don't like slow build. Since Beta Testing began, I have had at least 20 requests for fast build. I just don't know how it will affect game-play.

Quote from Vrael
For the "Force 2 does not require gas" thing, you could just constantly set force 2's gas to 10,000 or something.
I thought about that, but I don't want force 2 to just have free gas. Some units are gas heavy (templar, ghost, etc) and I don't want an advantage of these units being cheap. It would take away a large part of strategy required in game-play.

I am sad, but not surprised. I have researched and couldn't find anything that showed it possible. I figure it couldn't hurt to post on here before I give up on those systems. Thanks for the answer.

Buzz



None.

Nov 1 2009, 10:26 pm NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I haven't thought this through to the end but I think you could make a system using a "3rd resource" like custom score.
Set Force 2's gas to 10k and then detect the actual gas each trigger loop. If a player has more than 10k add the excess gas to custom score.

If you detect that the player has less then 10k minerals you know he just built a unit. In that case check if his custom score is more than the amount of gas he has less than 10k.
If yes, subtract that amount from custom score.
If not, give all factories to P12 and back immediately to cancel building and give out an error message.

After all checks have been processed set gas back to 10k.
You will need Binary Countoffs and Hyper Triggers to make that work with decent speed.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
Please log in to shout.


Members Online: Zycorax