Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Kill increments and "Money" Increments
Kill increments and "Money" Increments
Jan 30 2022, 11:03 pm
By: Prankenstein  

Feb 1 2022, 12:13 pm NudeRaider Post #21

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

np. :) Just incase there's another vital tip for how triggers work: Triggers are always checked one after another. First all of P1's triggers are checked, in the order you see in Scmdraft, then all of P2's etc. So if a trigger owned by P8 is pretty high up in the trigger list it will still be run pretty late in the trigger cycle.




Feb 1 2022, 5:27 pm GGmano Post #22

Mr.Pete-Tong


Nice ill try that right away

wow nice feature nude at first i didnt get it cause its easy to show kills.. but here they show death instead of kills so nice and its without euds which is even better.. (i tested it in a test map and i could still host with extended limits which means at least scbw dosent detect euds used)

Im surely gonna use this technique thanks alot nude.

Post has been edited 4 time(s), last time on Feb 1 2022, 8:50 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Feb 1 2022, 8:32 pm Prankenstein Post #23



Quote from GGmano

Nice ill try that right away

wow nice feature nude at first i didnt get it cause its easy to show kills.. but here they show death instead of kills so nice and its without euds which is even better..

Im surely gonna use this technique thanks alot nude.

Some high level necromancy you used on that thread lol



None.

Feb 1 2022, 8:54 pm Prankenstein Post #24



Quote from NudeRaider
np. :) Just incase there's another vital tip for how triggers work: Triggers are always checked one after another. First all of P1's triggers are checked, in the order you see in Scmdraft, then all of P2's etc. So if a trigger owned by P8 is pretty high up in the trigger list it will still be run pretty late in the trigger cycle.

Nice gem of information which is probably the answer to 10 other questions I had somewhere in my head. Vital for sure, appreciated



None.

Mar 13 2022, 6:52 pm Prankenstein Post #25



Just a follow-up on this. The first few versions I was hosting used this "cash" system, and people seemed confused by it. It was one of those things as a host that I had to keeping explaining at the beginning. I jumped into a game Sato was hosting and somehow he already knew about my map and told me the cash system made the game seem "unfinished", and told me there should be a small island with a civilian where people can spend the cash instead of it automatically turning into a selector.

Anyways, I decided to take it a step further and just remove the cash system altogether and made the map work just using ore and gas. Ended up creating an extra island for players to spend the gas. Amazingly, just that one small simplification made the map much more popular and enjoyable.

So I guess the moral of the story is: keep it simple, stupid.



None.

Mar 14 2022, 8:15 am NudeRaider Post #26

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

Am I getting this right?
- Method A (what the player suggested): You always have a selector (civ). When you move the civ to an item to buy it, the cost is subtracted and the civ reset.
- Method B (your implementation): You get a civ every time you reach a certain money threshold. When you move the civ to an item to buy it, the civ is removed.

And the player said method B feels unfinished an unintuitive? I totally disagree. It's standard for many maps.

Then you mentioned an island. Is that the important difference? I agree not having a dedicated area for buying stuff feels odd.

In any case, good to hear that the feedback helped making the map better.



Quote from GGmano
without euds which is even better.. (i tested it in a test map and i could still host with extended limits which means at least scbw dosent detect euds used)
Ah interesting. It's definitely an overflow technique. It's good to know that those are not virtualized in SC:R.

EUD literally means extended unit deaths. So you check deaths of unit IDs much higher that what's actually possible for a real units and end up reading memory that lies beyond the unit death table. But that's not the only way to overflow and read memory tables outside what the condition intends. There's EPDs - extended player deaths - where you give a much higher player number to achieve the same effect. Those are also counted towards EUDs, even if technically they are different.

That's why I would count the technique used for the leaderboard towards EUDs. But if the game makes a difference, maybe we need another term for those.



Quote from Prankenstein
Some high level necromancy you used on that thread lol
Perks of being a dinosaur. ;)

Post has been edited 1 time(s), last time on Mar 14 2022, 7:42 pm by NudeRaider.




Mar 14 2022, 9:23 am Prankenstein Post #27



Quote from NudeRaider
Am I getting this right?
- Method A (what the player suggested): You always have a selector (civ). When you move the civ to an item to buy it, the cost is subtracted and the civ reset.
- Method B (your implementation): You get a civ every time you reach a certain money threshold. When you move the civ to an item to buy it, the civ is removed.

And the player said method B feels unfinished an unintuitive? I totally disagree. It's standard for many maps.

Then you mentioned an island. Is that the important difference? I agree not having a dedicated area for buying stuff feels odd.

There's a bit more to it.

Method A:
- 2 currencies, Ore and Gas.
- Ore is used for upgrades and buying nukes.
- Gas is spent on an island with 5 items (1 item being -500 gas for a unit selector)
- Morphing hydra into a lurker or muta into a guardian costs 25 gas

Method B:
- 3 currencies, Ore, Gas, and Cash
- Ore is used for buying nukes
- Gas is used for upgrades
- 25 Cash is used for morphing lurker or guardian (using an overcomplicated system of centering locations and such)
- 500 cash automatically awards a unit selector


Primarily the reason I went with Method B first is I didn't want to force the player to make decisions between upgrading and making nukes. If they received Gas they would only be able to upgrade with it and vice versa. The downside to this is the confusion the cash system caused and I think players expected there to be more to it than there really was. A couple players complained about losing Cash when they made lurkers because there was no indication that it cost money until afterwards (despite being in the mission briefing).

Method A is in more familiar territory for players and lessens the learning curve. The downside being they must balance their choices when it comes to upgrading and nuking, which could be an upside for players who like that sort of element.

Anyways the difference in reception I've gotten between the two methods is kind of amazing.



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