Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Beacons not glowing and stuff
Beacons not glowing and stuff
Nov 20 2010, 7:31 pm
By: Jesusfreak  

Nov 20 2010, 7:31 pm Jesusfreak Post #1



I was working a little on my civilization map, and I noticed that the beacons I was placing didn't have the glowy part, and some of the ones I placed earlier were static (that is, the glow wasn't fluctuating like it was supposed to, it just sat there). I also noticed that some of the queens I had placed were moving like zerg air is supposed to (flapping wings and all), but some were static, just like sprites. And on some of my beacons, the zerglings that were supposed to be burrowed didn't appear burrowed (I checked the unit properties, it says they were burrowed).



Why is it doing this? It's probably worth noting that I'm almost to the unit limit (I've already had to scrap a lot of decorative units and I keep having to skimp further), however, I'm not using very many sprites so far. Have I hit some sort of hidden image limit or something?

(And while I'm here, I may as well ask: Is there a way to increase or get around the location limit? I'm dangerously close to the limit, already have plans for recycling locations, and I'm still going to need more.)



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Nov 20 2010, 8:46 pm l)ark_ssj9kevin Post #2

Just here for the activity... well not really

man you must be making a really big map.

You've reached the sprite limit (not unit limit, which is higher), making weird stuff happen in animations.
You're partially correct: units have sprites, but so do doodads and projectiles (like valkyire's rockets) have sprites.



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Nov 20 2010, 8:54 pm Jesusfreak Post #3



It's pretty much my improved version of Civilization World =/. It shouldn't be overwhelming the editor like this.

Do beacons take up more than one sprite or something? I don't have any doodads yet, and I only have about 110 sprites (compared to roughly 1600 units), but I have nearly twice as many beacons as the map where I got the concept from (140 resource beacons compared to roughly 90, and I haven't counted all the extra advances and wonders I've come up with).


EDIT: The graphical problem seems to have went away as mysteriously as it came, but I could still use help with locations. Do you want me to post the map, or is it not safe (as in, someone would steal it)?



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Nov 20 2010, 9:42 pm sraw531 Post #4



I dont understand why you would want to be near the unit max if units are buildable ingame. That means that ccmu happens so early.

in regards to locations, you could reuse locations or try to be more efficient with them. I know I had a project that I scrapped early because it required somewhere along the lines of 280 locations just for one feature, and I needed at least 50 locations for a second feature, and thats not even counting all the locations on the map that I would use. :crazy:




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Nov 20 2010, 9:49 pm Jesusfreak Post #5



Yeah, I've already got a location-reuse system built in. It's also my unit max buffer:

The game starts in the ice age. There's land bridges near the poles (represented by masses of the big protoss crystal building things). You can cross them by going onto the terran beacons.
These glaciers all melt (are removed, as well as the terran beacons) a few minutes into the game, freeing up a significant amount of units. The locations that the crossing triggers moved are moved to the area where you research advances, since the advance beacon locations won't be needed until the players actually get there (I'll make it so the game won't let you go to iron age until this happens, just in case).

The locations where you choose your civilization will probably be moved over to the special unit buying area, and the markers for the civilizations recycled too.

However, this probably won't be enough. I still need a lot of locations for when I create the stormy waters (which will prevent people from crossing the ocean in stone age canoes and such).



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Nov 21 2010, 10:42 am NudeRaider Post #6

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

You probably have a lot of burning (protoss) buildings which caused you to hit the image limit (3000 afaik) before you hit the unit limit (1700).




Nov 21 2010, 2:39 pm Jesusfreak Post #7



I don't have any burning protoss buildings. Or burning terran buildings, for that matter...



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Nov 21 2010, 9:06 pm samsizzle Post #8



I have the zergling burrow bug a lot, and it always fixes it for me if you just select the bugged units, press enter, and close the dialogue. I've never heard of the other bugs you talked about tho. What you could also do is just select the bugged units, delete them and then undo the delete so you sort of refresh them.



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Nov 21 2010, 11:00 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/starcraft/Map_limits
sprite limit is 2500
image limit is 5000
burning pylons use up 8 images each. Doodads and sprites will only pre-load 499 (leaving you 2001 in game). Not sure what happened, but I'm glad it's solved.

Posting a map on SEN will make it more safe than ever, as we'll have a record of your original map. If it does get stolen, consider it as a compliment. Very few people play sc1 anymore. You don't have anything to worry about.

http://www.staredit.net/?p=oldwiki&s=29
will show you about mobile grids, and for bonus points, you can import the article into the wiki :P. This is the most efficient way to recycle locations, or place new locations somewhere. If you just use ~40 locations for whatever effects are time dependent, you can get away without using a large number of center/create every trigger run.



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Nov 22 2010, 1:19 am Jesusfreak Post #10



Well, none of my locations are time dependent, if I understand what you mean correctly...

However, as I said a couple posts ago, the graphical problem seems to have solved itself. I post the map anyway...


I was able to save myself a lot of units by giving the AI player aldarises instead of groups of zerglings and hydras (although I'll probably want to put in a few extra hydras for anti-air), which I used since the players probably wouldn't be using them (you can't create them ingame) and they didn't need to respawn. Now I'm primarily worried about locations.

I have a few of the triggers in, but not many. You could technically run the map, choose a civ, and start killing stuff, but nothing past the stone age is triggered in (if I even got that far, it was a while back when I did the first triggers) and I haven't triggered in the land acquisition system (although you'll get minerals for your starting beacon... I think).
Most of the units are named, but their stats are unmodified thus far (I just wanted to be able to remember what was what).

I've placed most of the stuff except for the treacherous waters, and I was also planning on putting in an interface where a player could build older units if he wanted to (ie, someone wants to build chariots [broodlings] instead of horsemen [ultralisks] since they're having trouble fitting the ultralisks through a chokepoint or something). The treacherous waters are necessary, especially for the Mayaman (long island between the two big continents).


If you've played Civilization World before, this map is very similar. I'm adding a ton of stuff though. Namely:

1.) Making it so that boats can't go across big oceans. You can have transports in the stone age, but don't expect to get past anything but small rivers and such.
2.) Creating a territory limit based on governments.
3.) I'm hoping to make the AI player much tougher. In the original Civilization maps, I could take an entire continent with iron-age zerglings with ease. I don't want this to be the case. To accomplish this, my current idea is to give the AI player the unused upgrade that controls building armor, which will make it's sunken colonies significantly stronger (not sure if this will be enough yet). I also have plans to implement AI civilizations (distinguished from the regular expansion spots by having hatcheries) that will spawn units and try to attack the player every now and then. If I find it necessary, I may implement a period of resistance for when a player captures a territory that involves the territory spawning units (probably warriors for stone-iron, medieval infantry for medieval, musketmen for imperial, riflemen for industrial, guerrillas in late industrial to modern, dunno what yet after that).
4.) A system of "culture," which is steadily brought in by certain buildings (shrines, temples, cathedrals, etc) and wonders. These culture points are used to buy special units.
5.) I'm adding in new advances, units, and wonders, removing some old ones, and adding in new governments.
6.) If I somehow have enough locations, I'll implement "goody huts," which, just like in the real civilization games, give you some sort of benefit (or spawn barbarians) if you bring a unit to them.
7.) I also have some natural landmarks as well as some pre-built shrines, but I can't remember what the landmarks do...
8.) The game starts out in an ice age, complete with land bridges that you can cross. These melt early on in the game (the locations of the crossing points are moved to the advances, which the players can't reach until after this happens).
9.) I'm planning on implementing a system where farms are destroyed earlier or later based on how close they are to the polar regions. Not sure if I'll carry this out or not. Also, some areas will have better agricultural potential than others.
10.) Oh, yeah, and I'm not using an earth map. Obstensily, this is because I'm more creative and like inventing my own worlds, but the real reason is that I can't draw an accurate earth :).
11.) I MIGHT decide to put in an advance trading system. I may decide against this since it'd be a tad unfair to the isolationist civilizations, such as the Kalt and the Mayaman.
12.) I could have sworn there was something else, but I can't remember what it was... I'll edit later if I remember...

I also was originally planning to create an area for colonization of another planet (with all the extra space up in the advances/interfaces area), but this doesn't look very likely at this point (not enough locations).

Attachments:
Civ Project.scx
Hits: 2 Size: 213.94kb



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