What if there are two different towers that can upgrade to the same tower, and for trigger reasons it absolutely must be the same unit (not an identical clone)? The moment those two source towers have a different initial cost, the cost to upgrade will be different, and you can't compensate for that. Imagine this nested inside a long and tortuous but finely-balanced upgrade tree where those three towers are far away from being either the first tower(s) you build or the final upgrade(s), and it's easy to see (for me anyway) how the cost issue could be a problem.
Also, this assumes that the costs are static, so that you can manually calculate the different and account for it in the permanent values. It also assumes that you'll always buy this second tower exclusively by upgrading it from the first, which may not always be the case - maybe later on you unlock a new cost and time-saving builder that can directly build later tower versions and save you the difference?
If the name of Tercesje's map is any indication, this is intended for a tutorial rather than an actual published map. In this case, you want to keep in mind any of the above possibilities, because people following the tutorial just might want to do something that isn't exactly like the traditional TD model.
this map is actually made follwing a tutorial (from OneTwoSC)
yet he was in that time working with the betaversion of the editor and some things have changed
the problem is that i calculate the return cost based on the unit cost so
the new tower cost = 10
the old tower = 4
i want the upgrade to cost 10 (now the return (for selling) is 50% = 5 => what it should be)
if i make the new tower cost 14, the upgrade will cost 10 but i get back when selling this tower = 7
but in that tuturial everything seemed working as it should so i don't understand....
if i want to get all nrs right it means i will have to do something like
cost of new tower = cost of new tower (10) + cost of old tower (4)
so the upgrade will be : 14 - 4 = 10 like i want it to be
but then since the selling part is cost of unit - 50% = this would be 7
so i would have to do something like
sell value = (cost of new tower (14) - cost of old tower (4)) - 50% = 5
but it just doesn't seem logical that it should be done this way....
Then do like the bunker and have the sell value based on negative costs. Or use the cost of the ability to add the remainder? As most cost values can be negative it is not too hard to balance the books.
In a tutorial i followed it used the Photon Cannon as first shooter
now the upgrade version uses the Pylon as model
however there is an issue with the cost
Whatever i do it gives the total cost in-game as
(Cost of the unit + cost of the ability) - cost of the original unit
does anybody have any idea why ???? i want the upgrade to be independent of the original unit...
Look at the map I submitted for this thread.
http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p16
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
thx for this map... :s but where do i need to look to find where i went wrong ?
Check the cost fields of the units under the Units data type and the cost fields under the Abilities data type
Also what you mean by independent of the original unit?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
in the settings :
Cost of small star tower : 3 Cost of large star shooter : 10
build small star tower : 0 upgrade to large star shooter : 0
ingame : upgrade costs 7 ????
so it seems it does cost of large star shooter - small star tower for the cost of the upgrade ???
This is my map
Tried enabling the Produce flag under the morph ability?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
it is enabled
this is the map with teh error
thx for any help
Silly question but why is this a problem, is it not easy enough to just calculate the difference?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
What if there are two different towers that can upgrade to the same tower, and for trigger reasons it absolutely must be the same unit (not an identical clone)? The moment those two source towers have a different initial cost, the cost to upgrade will be different, and you can't compensate for that. Imagine this nested inside a long and tortuous but finely-balanced upgrade tree where those three towers are far away from being either the first tower(s) you build or the final upgrade(s), and it's easy to see (for me anyway) how the cost issue could be a problem.
Also, this assumes that the costs are static, so that you can manually calculate the different and account for it in the permanent values. It also assumes that you'll always buy this second tower exclusively by upgrading it from the first, which may not always be the case - maybe later on you unlock a new cost and time-saving builder that can directly build later tower versions and save you the difference?
If the name of Tercesje's map is any indication, this is intended for a tutorial rather than an actual published map. In this case, you want to keep in mind any of the above possibilities, because people following the tutorial just might want to do something that isn't exactly like the traditional TD model.
@DrSuperEvil: Go
well,
this map is actually made follwing a tutorial (from OneTwoSC) yet he was in that time working with the betaversion of the editor and some things have changed
the problem is that i calculate the return cost based on the unit cost so the new tower cost = 10 the old tower = 4 i want the upgrade to cost 10 (now the return (for selling) is 50% = 5 => what it should be)
if i make the new tower cost 14, the upgrade will cost 10 but i get back when selling this tower = 7
but in that tuturial everything seemed working as it should so i don't understand....
if i want to get all nrs right it means i will have to do something like cost of new tower = cost of new tower (10) + cost of old tower (4) so the upgrade will be : 14 - 4 = 10 like i want it to be but then since the selling part is cost of unit - 50% = this would be 7 so i would have to do something like sell value = (cost of new tower (14) - cost of old tower (4)) - 50% = 5
but it just doesn't seem logical that it should be done this way....
Then do like the bunker and have the sell value based on negative costs. Or use the cost of the ability to add the remainder? As most cost values can be negative it is not too hard to balance the books.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
well the sell ability is based on the bunker