Staredit Network > Forums > SC1 Map Showcase > Topic: Monopoly 1.04
Monopoly 1.04
Jun 12 2009, 7:04 am
By: fritfrat  

Jun 12 2009, 7:04 am fritfrat Post #1



Hey all,
It's done. Finally. Special thanks to many people.. first off, to DevliN, for starting the map years ago. In the end, the amount of work he did wasn't too significant, but having a great terrain to look at definitely helped motivate get started on a project that mainly is coding. Secondly, to killer_sss, for great support and testing. Third, to SI, since without SCMDraft this would have never been possible. Next, for Norm making his map, which definitely motivated me heavily to get in a lot of work into this near the very end. And most importantly, to everyone who helped me test and contributed in some way, and helping me not go insane from the work on it :).


Here's the description that is up on the DLDB and nibbits..


The board game Monopoly copied exactly onto Starcraft; completed 6/12/2009 with 1915 triggers. Recommended 3-4 players.
Turn by turn controls occur in the center of the map using a civilian, and trading/mortgaging/houses are done out of inventories for each player. Full games can usually completed in about an hour.

A full list of features:
Rolling, moving around the board, doubles, etc.
Purchasing property, paying rent, collecting rent
Paying and collecting rent with houses and hotels
Cost display for purchasing, display of dice rolls
Build and sell houses
Auctions
Railroads/utilities exact rent.
Chance/community chest
Trade
Jail
Mortgaging
Tax/interest on trading mortgaged properties.
Bankruptcy


And finally, from my map production thread's many classifications of to-do's, there were many things put in the "add in later release" sections. Many of these will never see the light of day, but just in case, here they are.

Originally considered, but probably won't be added:
Multiple tokens to choose from. Location issues.
Ability to freeze the roller from your area so you have time to build houses. Not needed.
Revert all trades since the beginning of bankruptcy. The amount of time to accomplish is just absolutely astronomical, so even though I would say that this is an important part of the game.. I just don't see it happening.
Auctioning for remaining houses in the game. Also important, also painful.
Starcraft twists. It's much easier to discuss trades with the property names people are familiar with.

To be added in a later release:
A more comprehensive Income Tax system to make it so you start to pay less again as you become incredibly poor.
Sound effects.


Here's a couple screenshots of my last test game..
Failed to get ImageSize ( http://img20.imageshack.us/img20/3050/scscrnshot061209011921.th.png )

Failed to get ImageSize ( http://img20.imageshack.us/img20/586/scscrnshot061209020136.th.png )

And a link to the map production thread, for old times' sake.
http://www.staredit.net/topic/2905/

DLDB download:
http://www.staredit.net/files/1419/
Nibbits download:
http://nibbits.com/sc/maps/view/125844/

Please post any bugs you may see. Thanks, and enjoy.



EDIT: Given that this post was last edited almost 10 years ago on July 30th, 2009, I am not going to edit any of the text above for nostalgia purposes. A user posted back in September 2018 asking me to add a force-player-to-move feature, though I did not even see the message until April of this year since I don't visit SEN very often anymore. It ended up being far more challenging and involved than expected, but I was able to go back and add the feature that was requested. I also fixed a few bugs, such as chance/community chest not working for some games. The new version is Monopoly 1.04, which I have uploaded to the database in the link below. Happy playing!

http://www.staredit.net/sc1db/file/4406/

Attachments:
Monopoly 1.01.scx
Hits: 44 Size: 191.12kb

Post has been edited 8 time(s), last time on Jun 26 2019, 10:52 pm by fritfrat.



None.

Jun 12 2009, 7:23 pm Vi3t-X Post #2



Quote
The board game Monopoly copied exactly onto Starcraft; compelted 6/12/2009 with 1915 triggers. Recommended 3-4 players.




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Jun 15 2009, 7:31 pm Queen-Gambit Post #3



Thanks for completing this map. I play this everyday. What better way to play monopoly than with SC units and friends. Good Terrain and good job with those triggers. I can only imagine how difficult it was; I bet it was really hard going over the list of triggers trying to fix minor problems.



None.

Jun 15 2009, 11:58 pm fritfrat Post #4



You get pretty good at it after a while :P Most of the systems were pretty isolated from each other, and for the ones that aren't, I would just do ctrl+f searches for all the conditions and why they were set/not set when supposed to be, etc. The main issue was that it was so time consuming to test again and again.

Also, I acknowledge that there is a bug in the current version if as one person is going bankrupt to another, another player quits. I haven't seen it happen all the way through, but I would guess that the creditor of the one player would get both players' properties instead of them all going to auction based on what I saw. The game usually falls apart on the point of two players being kicked out anyways, and it would need a whole new system to fix it, so I'm a little slow on the edit :P I'm very glad to hear you enjoy it, Queen.



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Jun 16 2009, 1:08 am Hug A Zergling Post #5



Just played it! great work!



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Jun 16 2009, 7:18 am Wormer Post #6



Finally! You've released it! Great!

Okay, I have some suggestions. Don't sure where to post (in production thread or here) though...

1. Monopoly forbids borrowing money from other players. Disable trades with no properties and Get Out of Jail cards.

2. I can't find a hint with the list of costs for all properties :( Make units HP of units near borders to display the property cost.

3. Some people refuse to play with the rules sometimes, ruining the game. Yesterday, I had a game when we blocked all houses and one guy couldn't sell his hotel. He said this is against rules and blocked the game. (By the way, what happens when you have only properties with hotels, you're in debt and there are no houses in bank?) I'm starting to realize there should be a way to ban such people. The simplest solution you can do right now is to allow banning for the host throughout the whole game. Probably you can do the ban system which works only when all other players agreed to ban the selected player. As a further improvement you can have some amount of time for each player. When the player still has some amount of time nobody can ban him. The player's time goes only when it is "his turn" (it is his turn in two more cases: when player starts the trade and when he is to confirm paying 10% or unmortgaging). The player has got about 15 game minutes at start. Each finished turn increases his time by 3-4 game minutes. When his time is over other people can ban him.

4. By the way, the money you have is not a public knowledge. In real games people have to put their money on the table to prevent cheating I guess. As far as the map handles all monetary operations why not to disable the leaderboard at all or make it an option for the host at start.

5. Speaking about options, you can add some twists to choose from at start in later versions. For example an option to play a "fast game", auctioning for the first turn and others.

EDIT: Some guy on battle.net told me that when you put your money trader in the left top corner and hit the chance card some bug happens (don't get what he was talking about though). I had no chance to test this. He also mentioned an overfull of the bid in auction (don't quite sure what will happen if you bid more than 999).

Also, the scout which appears when you buy mortgaged properties attacks denominations =)

EDIT2:
Quote from fritfrat
A more comprehensive Income Tax system to make it so you start to pay less again as you become incredibly poor.
6. By the way, I've read somewhere that you should decide to pay % or 200$ before you count all your properties values. So, probably make players to choose in limited time?

EDIT3:
I've just played 2 times and noticed few things.

7. The bug happened when 2 people (purple and teal) accepted a trade with mortgaged properties, while another player (brown if it matters) was standing on the "go to trade" beacon with his money trader (if I am correct). The purple had to choose what to do with the mortgaged property while brown was already moved to the trade area (his money trader). The brown civilian appeared where % and unmortgage property variants are and we could not finish the trade. Also paths for all players to the trade beacon become blocked (others remained unblocked). After purple chose what to do with the property, we induced brown to leave and everything was OK after he left. Also take into account a variant when two or more players stand on go to trade beacon while the deal is accepted.

8. The inconvenience was when teal owed me (red) 305$. I told him, I'll buy this property from you to clear off the debt, but I could not buy it for 305$ because I only had 304$ (and moreover it won't allow me to place 305$ anyways, only 310$). Probably you should instantly add owed money from the other player to the current one and make gas represent only negative cash which he have already payed for the bankrupted player. Or whatever.

9. One another thing. Basically you can't buy a property by mortgageing itself. Why then can you buy property on auction and then mortgage it to pay off the debt?

Post has been edited 12 time(s), last time on Jun 16 2009, 1:51 pm by Wormer.



Some.

Jun 16 2009, 3:54 pm fritfrat Post #7



Wormer,
I think the biggest thing that this game comes down to is.. it needs an honor system. There is absolutely no way to enforce every rule and to prevent people from being total dicks and messing up your game. When I made Stratego, there were 2 boards; if you map-hacked, you could see what all your opponents pieces were! It's just pointless to do so. When you play, you will get people who will screw you up, and no amount of editing can change this; the fact is, once someone has been in the game for long enough, banning would just send a third of the properties on the map to auction, which would also be stupid. Even if changed to just give everything back to the bank, at that point, you may as well start a new game. I truly think that leaving the banner there all game would cause more harm than good.


1. Must trade something- I'll add that to the to-do list. I don't know why I thought it would be harder than that to make.
2. For hp of properties, I will either add what you suggested or a text block down next to the tutorials if that doesn't pan out.
6. Great idea for having people choose, as well; will definitely be added if I ever get around to adding that income tax system.

4. Money being public.. I like it public :)
5. Good idea, but I know I won't get around to doing stuff like that until a long time from now :(
Also, whoever happens to bid 990 gets that property. The limit has to be somewhere, and bids over that are almost always bad bids. It'll be raised higher.. later ;)
8. That actually is funny, because what you're doing there is not actually buying from him with money but excusing the payment he has to you, which is against the rules :P
9. Very good lawyers x.x No really, it's just how the system is best set up imo, and that's just one downside about it.

7. Wow, great find; enter trade is disabled for that exact reason so they can't enter, but I never thought about exact-same-time scenarios. I'll add in a little "move people away from their trade beacons" trigger to accept trade.

And sigh, I thought that stupid scout-attacking-denominations thing was fixed, lol. Thanks a ton for your comments.. will definitely see some of the smaller things in the next immediate release and some of those bigger suggestions in later releases to come :) And kind of like mini game party's map showcase thread, I'd definitely say here is a good place to post these things.



None.

Jun 16 2009, 4:58 pm Wormer Post #8



Okay, fritfrat.
I mostly agree with you about cheating, but. I could have agreed with your argument that it is kind of silly to send half of the board to auction if I personally haven't been at that game. We were playing for quite a long time (about an hour or 40 minutes) with four players when teal became a dick and just went afk to block the game. I wish I had a chance to make him obey rules. I wish I could at least ban him and send all properties to auction. At least the game could have continued. Instead we just spend our time for nothing, with no conclusion. It was quite frustrating, three people spending their time because of one. My further argumentation is that most likely it wouldn't happen if teal known he could be banned. If he just knew we could ban him he would have agreed with rules. Instead he knew we couldn't continue without him. This is a psychologic factor.

Even if you just make the current banner for the host available throughout the game, the probability that one player becomes a dick is lesser than one of about four players becomes. Of course making a system with time could have been ideal, but I believe a system which simply requires all other players to ban someone is a good tradeoff between amount of work and the result. Just think, what is the other way to completely ruin the game? I cant think of any right now, except of this. And even if there is such a way, it is not so obvious as this one and a dull-witted dick battlenetter probably won't think it up. Yes, a player could always simply leave the game, but comprehension that the game will continue without him will stop ill-wisher from leaving. This is psychology.

About 990 bid, I just asked because haven't known what will happen. I think it is OK right now, because 990 is just enough.

Quote from fritfrat
That actually is funny, because what you're doing there is not actually buying from him with money but excusing the payment he has to you, which is against the rules :P
Oh, really? Haven't known I can't even excuse him... Then OK.

Quote from fritfrat
Wow, great find; enter trade is disabled for that exact reason so they can't enter, but I never thought about exact-same-time scenarios. I'll add in a little "move people away from their trade beacons" trigger to accept trade.
Yup. I know you know all these things but simply a reminder, ensure that the trigger which will move the unit back is "higher" than the one which moves units to the auction.

By the way, about triggers. You have a trigger in the very beginning:
Quote
Trigger("Player 2"){
Conditions:
Switch("Switch82", not set);
Switch("Switch66", not set);
Switch("Switch64", set);
Switch("Switch65", set);
Actions:
Set Switch("Switch2", set);
Set Switch("Switch82", set);
}
I've noticed it does not come up with the general pattern of switches for similar triggers. Shouldn't it be a "Switch63" (I don't know how it is named in the source map)?

May I ask you to give me the source variant of the map? First of all I am interested and want to examine how everything is done. Also, I will have free time soon and probably could implement something. If I get to making changes I promise you not to give the resulting map to anyone before you can see it. The work you made is definitely great, it just requires a little bit more to make it absolutely perfect. Probably you're a bit tired of big changes and I on the other hand feel myself fresh to doing something. Also, you can work on the map independently, I'll make you know when I start doing something. By the way, have you used some kind of version control system like Tortoise SVN or CVS? If you allow me to make changes we could place the map under the version control. This will simplify things a lot. The more having in mind that DevliN could participate too and you won't need to wait 2 days for him to confirm that nothing is done or whatever :-_-:

Post has been edited 1 time(s), last time on Jun 16 2009, 5:03 pm by Wormer.



Some.

Jun 17 2009, 12:19 am killer_sss Post #9



Quote from Wormer
Okay, fritfrat.
I mostly agree with you about cheating, but. I could have agreed with your argument that it is kind of silly to send half of the board to auction if I personally haven't been at that game. We were playing for quite a long time (about an hour or 40 minutes) with four players when teal became a dick and just went afk to block the game. I wish I had a chance to make him obey rules. I wish I could at least ban him and send all properties to auction. At least the game could have continued. Instead we just spend our time for nothing, with no conclusion. It was quite frustrating, three people spending their time because of one. My further argumentation is that most likely it wouldn't happen if teal known he could be banned. If he just knew we could ban him he would have agreed with rules. Instead he knew we couldn't continue without him. This is a psychologic factor.

I'm sorry but i must disagree. Even while playing the real board game i usually play with cousins and they are young and impatient. When one quits the game is over. Auctioning off properties destroys everyones so called plan. They now Must devise a way to gain the properties they wan for various reasons and hopefully prevent their opponents from gaining all that they must to just dominate them.

Even with crappy starts you always have some kind of plan and when this happens the game is over. Yes you could keep playing technically but its not going to be fun at all. If it happens middle game its not bad but when in end stage it pretty much dismantles the fun.

frit sorry i haven't been playing alot lately. I'm starting to get sick of starcraft in general. The income tax has its worst problems in games with 6 players. I'm not sure exactly how it works but i think every time a player passes start it goes up. This is very annoying for that one person that seems to land on everyones property and then pay rent the whole time and when he gets to income tax it takes another huge chunk away. It will take about 50 triggers to fix properly i believe i wrote some stuff down a while ago i just need to find it.



None.

Jun 17 2009, 2:19 am fritfrat Post #10



I already know how to fix income tax. It's actually quite simple; first off, start off each player with 1500 of a death counter, and add to Paid/Get Paid triggers to add and subtract from the death counter alongside the money, and you have a death counter exactly equal to how much money you have. No other triggers besides Paid and Get Paid (they have 8-10 each) actually change how much money you have :)
Then, you just need to add a single action to every single Purchase Property (28), Win Auction (40), Buy House (132), Sell House (132), Mortgage Property (28), and Unmortgage Property (28) trigger in the game; trading properties changes value as well, but this can be done on the receiving end by crystal transfer triggers and through those, some roundabout way for the giving end. Even though it would probably go by really fast, it is still adding an action to like 400 triggers, and yet another silly little system to get around SC's limitations when giving people property x.x
What I would probably do is that you could probably do a lot of Replace Alls by making it instead of "current player commands 1 unit, brings 0 crystals," change it to "current player commands 1 unit, current player brings 0 crystals, player 1 brings 1 crystal: give to current player, change counter for both current player and player 1" and do that for all 6 players; it's like 100 more triggers, but with notepad it'd probably go really quickly.
So ya. Income tax: easy, and next on the chopping block if I ever come back to work on this map again, but that just sounds painful.

Also, I come up with an idea for the banner. After 5 minutes, all the spider mines become invincible, and everyone else gets a unit that can't attack in the ban area (which can be made a little bigger). If they step on top of another player's spider mine, it becomes un-invincible again, for which p1 could then attack and kill. Thoughts?



None.

Jun 17 2009, 4:30 pm Pigy_G Post #11



Great map fritfrat!!



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Jun 17 2009, 6:30 pm killer_sss Post #12



Quote from fritfrat
I already know how to fix income tax. It's actually quite simple; first off, start off each player with 1500 of a death counter, and add to Paid/Get Paid triggers to add and subtract from the death counter alongside the money, and you have a death counter exactly equal to how much money you have. No other triggers besides Paid and Get Paid (they have 8-10 each) actually change how much money you have :)
Then, you just need to add a single action to every single Purchase Property (28), Win Auction (40), Buy House (132), Sell House (132), Mortgage Property (28), and Unmortgage Property (28) trigger in the game; trading properties changes value as well, but this can be done on the receiving end by crystal transfer triggers and through those, some roundabout way for the giving end. Even though it would probably go by really fast, it is still adding an action to like 400 triggers, and yet another silly little system to get around SC's limitations when giving people property x.x
What I would probably do is that you could probably do a lot of Replace Alls by making it instead of "current player commands 1 unit, brings 0 crystals," change it to "current player commands 1 unit, current player brings 0 crystals, player 1 brings 1 crystal: give to current player, change counter for both current player and player 1" and do that for all 6 players; it's like 100 more triggers, but with notepad it'd probably go really quickly.
So ya. Income tax: easy, and next on the chopping block if I ever come back to work on this map again, but that just sounds painful.

Also, I come up with an idea for the banner. After 5 minutes, all the spider mines become invincible, and everyone else gets a unit that can't attack in the ban area (which can be made a little bigger). If they step on top of another player's spider mine, it becomes un-invincible again, for which p1 could then attack and kill. Thoughts?

ban idea is fine. For the triggers for income that is way tooo much.

all you need is to dump current cash into death counter. use 4 locations on map and count how many houses hotels in each location and add up accordingly ( 50-200per house 250-1000 per hotel), and then the printed price for each property (mortgaging doesn't affect the status of income tax). Thats at most 100 triggers but more near 50.



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Jun 17 2009, 11:41 pm fritfrat Post #13



Killer,
Mortgaging doesn't affect value? Where did you read this?

Your system is a lot smarter.. it keeps in mind that it can be counted as you land on it. It requires full triggers per thing instead of just adding actions, but would definitely take less time X.x itd be 110 for the houses/hotels and 28/56 for the properties, depending on if mortgaging affects it. I guess that's really not bad at all.. Should definitely be added for the next release. I'm going out of town again, but I sent the map to wormer to look at... maybe if he gets bored he will do it before I get back on monday. :)




Jul 25 2009, 4:42 am Demented Shaman Post #14



I was playing this with some friends and there's a few "issues"

One issue is that when I was in debt and about to declare bankruptcy to another player, I was able to trade all of my property to a different player before declaring bankruptcy. This allowed me to only give only one property to the person I was in debt to so he essentially got nothing.

Another thing that they wanted was getting 200 or 500 when you land on free parking. This is probably a house rule, but it would be nice to at least have the option that you can set in the beginning.



None.

Jul 25 2009, 7:28 am killer_sss Post #15



Quote from fritfrat
Killer,
Mortgaging doesn't affect value? Where did you read this?

Your system is a lot smarter.. it keeps in mind that it can be counted as you land on it. It requires full triggers per thing instead of just adding actions, but would definitely take less time X.x itd be 110 for the houses/hotels and 28/56 for the properties, depending on if mortgaging affects it. I guess that's really not bad at all.. Should definitely be added for the next release. I'm going out of town again, but I sent the map to wormer to look at... maybe if he gets bored he will do it before I get back on monday. :)

as far as i know it does not. from they way i have always seen finaly score add up its the back of the properties. i play monopoly on my snes sometimes and thats what ive always seen it do so i guess unless theres and official rule that says otherwise i believe its that.



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Jul 28 2009, 12:55 pm Chubacca Post #16



hahaha I downloaded and played this with my clan, I got all 4 railroads in the first 4 turns, it was great. they just kept landing on my railroads, paying me 200 each time. and then i got some hotels on the green properties and knocked out 2 people with the hotels and got most of their properties because I was so rich,

But the free parking doesn't work? Or is it to make a better balanced game with no free money in the middle.

Well if I was to rate this, I had a ton of fun with this game, it was fantastic.
10/10



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Jul 28 2009, 10:49 pm DevliN Post #17

OVERWATCH STATUS GO

The "Free Parking" thing is not an official rule. That space is simply there as a free spot to land on.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jul 28 2009, 10:53 pm Ashamed Post #18

Hear me Raor!!

you could at least make it so you can set it up ^^! because its not in the rules, but who does not play with the money in free parking!



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Jul 28 2009, 11:05 pm Chubacca Post #19



there are also those cards where u put money in the center, no?



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Jul 29 2009, 12:16 am Demented Shaman Post #20



Quote from Ashamed
you could at least make it so you can set it up ^^! because its not in the rules, but who does not play with the money in free parking!
I agree, a lot of people would like to play with those house rules even though it's not an official rule. It should at least be an option that you can choose in the beginning.

Also, please address the problems I posted in my previous post.

And another thing I remember from my previous game is that community cards stopped working after a while for some reason.



None.

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