Staredit Network > Forums > SC1 Map Production > Topic: New Civilization Map
New Civilization Map
Jul 26 2008, 12:46 am
By: BaneOfRome  

Jan 22 2009, 1:09 am BaneOfRome Post #21



Right about now, the trigger for the Eldar Brain is as follows (as long as "code" can be substituted for "trigger" I do believe this should answer the question).

Conditions :
Current Player brings at least 1 Researched to "Elder Brain Flag".
Actions :
Give 5 [men] owned by Non Allied Victory Players at "Faerun" to Player 1.
Display for current player : Five beings across Faerun have defected to your cause.
Wait for 90000 milliseconds.
Preserve trigger.

Notes :
The location Elder Brain Flag is simply a small square for a flag (Researched).
Player 7 (computer who owns the non-brainwashable units) is allied victory to everyone.
This is only the trigger for Player 1. Each player has their own trigger.

Hopefully I answered the question this time...



None.

Jan 22 2009, 1:19 am Biophysicist Post #22



Erm. I'm almost sure that that would give the five leftmost units. Or something. At any rate, it probably won't be random.

Btw, waits are not reccomended, especially if you have hyper triggers (which you should). Use death count timers instead.

EDIT: Uhm, why are you using a flag for the condition? Use a Death Counter to store information like that.

Also, why not just run the trigger for All Players and use Current Player in your Give action?



None.

Jan 22 2009, 1:23 am BaneOfRome Post #23



I've actually worked it out so it is completely random. I did some tests with my friend for that specific reason and I got units join my side from all over the map.
And about hypertriggers... Where do you get them?

Edit : The flag is put there by yet another trigger (the one that is used to actually buy the wonder) and it works so I decided just to keep it until I finished the map and could fool around with it a bit more then put out an updated version. I could do it now but I'm desperate to get this map out as soon as possible.
Edit : Once again, the trigger works so I decided not to fix it until the first version is finished.



None.

Jan 22 2009, 1:28 am Biophysicist Post #24



Really? That picks random units? Good to know.

Hyper triggers are easy. Add four copies of the following trigger for either All Players or some computer player:
Conditions:
Always
Actions:
Wait 0
<61 more Wait 0 commands>
Preserve Trigger
Comment: "Hyper" (or something)

That makes all your map's triggers go a lot faster. Don't ask why, it just does.

Btw, hyper triggers glitch normal Waits, so you'll need to use Death Count waits.



None.

Jan 22 2009, 1:30 am BaneOfRome Post #25



So just put 4 copies of that trigger in the All Players? No downloading?

Edit : Hate to sound like a noob mapper but this is my first big map. Could you please explain deathcount timers?



None.

Jan 22 2009, 1:32 am Biophysicist Post #26



Yup. It's really easy. Just make sure to fix your Waits in your other triggers.

EDIT: Do you know what a death count is? You need to understand them before you learn death count waits.
Nvrmind, FTS has a link. Understanding DCs is still a good idea, tho.



None.

Jan 22 2009, 1:33 am ForTheSwarm Post #27



Quote from BaneOfRome
So just put 4 copies of that trigger in the All Players? No downloading?

Pick a player without any other waits in their triggers.

Death count timers



None.

Jan 22 2009, 1:39 am BaneOfRome Post #28



Quick question before I go do all of this.
Hyper triggers do not effect the Wait triggers in the mission briefing correct? It would be a bit odd if they did.



None.

Jan 22 2009, 1:44 am Biophysicist Post #29



No, they don't.

Also, does P7 have any waits? If not, put your hyper triggers as owned by player 7 and it shouldn't give you any problems. If he does, does P8 have any triggers that use waits? If not, put them for P8 instead. I'm not sure about this, though.



None.

Jan 22 2009, 1:55 am BaneOfRome Post #30



Death Count timers epicly confuse me. I can't figure out how to fit them into my web of other triggers. And the hyper triggers are arleady taken care of. Those were the easy part :ermm:



None.

Jan 22 2009, 4:03 am Vi3t-X Post #31



http://www.staredit.net/?p=wiki



None.

Dec 19 2009, 10:46 pm BaneOfRome Post #32



After such a long time, it would not be surprising if no one cared about this project anymore. This post is for the people that still do care.

During my absence from map making, I have decided to take this map in a completely new direction. The map now captures more of the feel of D&D along with other minor changes.

Races :
Races were changed drastically from what they were. Each race now is geared towards a certain strategy that coordinates with their nature in D&D. For example, the Kobolds have been turned into a horde team that gets screwed over with weak units, but gets multiple units for every one built. This will force the player to use zerg rush tactics in order to win.
This also inadvertantly resulted in difficulty levels. In a few of my previous posts, I had mentioned that the humans (with no unique units) were a team more suited to an intermediate or expert player. All teams now have a relative difficulty level to make this map just a bit harder. I could go on about the other race strategies, but I think you get the idea.

Other Things :
Being a Civilization based map, I decided to put in some of the more prominent features of the actual Firaxis game. Most players remember the infamous source of horse. You are not a real gamer if you did not at least chuckle the first time you saw that. Throughout the map, I added a total of 8 sources of horses which can be captured like cities. These are key if you plan on building Cavalry or Banebreak Riders (Orcs) (Drow players get an advantage here as their Drider unit (unique Cavalry) does not require a source of horse) (Warforged also get this advantage for their Charger).
Another Civilization aspect that was incorporated was the Tribal Villages. Just like in the actual Civ, you can use some of your troops to plunder the villages for a bit of money. The balancing of these villages also is set to reflect the concept that the amount received really only helps in the early stages of the games. I may also include an increase to the amount based on the current age you are in, but I have not decided yet.

Things Removed That May Be Put Back In :
For this first release, there will be no Hyper Triggers. This will definately be put in in a later release, as the amount of locations that I had to use to compensate for the lack of death counts is staggering. Which brings me to the next removed item. I had thought that the threat of a demonic army coming into play during the middle of the game could be interesting, but then I ran out of locations. So you probably will not see any demonic crusades this time around.

I think this is all I needed to say. Just like all the other times, questions will be answered promptly blah, blah, blah.

Post has been edited 1 time(s), last time on Dec 19 2009, 10:51 pm by BaneOfRome.



None.

Dec 21 2009, 6:36 am PearS Post #33



why remove hypers? They are a must for this kinda map i think. It makes it look like the unique unit is actually coming out of a building instead of seeing a marine pop out, stand there, and then turn into a zergling or whatever.



None.

Dec 21 2009, 8:22 pm BaneOfRome Post #34



You can actually disregard most of my last post. Right after writing it, I got so pissed off at myself that I forced myself to sit down and understand death counts. This then freed up some locations which then put some of my scrapped ideas back in, including hyper triggers.

So...
Hyper Triggers? Hell yes.
Demonic Crusade? Absolutely.
Mage/Cleric spells that pop up next to a mage/cleric when bought? Damn right.

Expect a playable release on Saturday (give or take a day or two).



None.

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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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