In the Larva basic morph ability you can add additional spawned units to the zergling morph so that it will spawn a desired number of zerglings from a single egg.
However the cost is calculated so that it will be "Amount of Zerglings x 25" minerals. Now ok fine, but I want to have this upgrade for Zerg which will give each Zergling egg additional Zerglings without the cost going up. The Data Editor won't take decimal values with mineral/vespene costs so I can't just drop the individual cost so it would add up to 50 minerals without making the cost 10 minerals and spawning 5 Zerglings, which I think is a bit too much Zerglings for a single egg.
I could make an alternative Zergling spawn command for hatcheries etc. so that there would be a spawn option for 2 Zerglings and a spawn option for 5 Zerglings but I just want to know if I can get this to work some other way.
Any workaround or solution for this? Just to note, this is a MOD not a MAP so I can't really use triggers to accomplish this.
PS. There is also the supply problem similar to the mineral cost problem but apparently that can be decided with decimals because 2 Zerglings only take 1 supply.
the supply for the unit is found in the stats tab, this is the last bx in there. just write there "-x", x baing the number of supplies per unit (for zergling it's -0.5) so just change that via the upgrade to -0.333333 or something, as many 3's as you want to keep the bugginess to a minimum.
as for the price problem, that cant be solved. the game only recognizes integers as a viable price (gas or minerals) and thus having the price of 3 units to add up to 50 is not mathmatically possible.
however, you could duplicate the zergling, having it this way:
zergling 1: costs 20 minerals
zergling 2: costs 10 minerals
now, go to the larva morph ability, and in the units created, add 2 of zergling 1, and 1 of zergling 2.
of course you will need to apply the usual upgrades for those duplicates (armor and weapon).
the supply for the unit is found in the stats tab, this is the last bx in there. just write there "-x", x baing the number of supplies per unit (for zergling it's -0.5) so just change that via the upgrade to -0.333333 or something, as many 3's as you want to keep the bugginess to a minimum.
as for the price problem, that cant be solved. the game only recognizes integers as a viable price (gas or minerals) and thus having the price of 3 units to add up to 50 is not mathmatically possible. however, you could duplicate the zergling, having it this way:
zergling 1: costs 20 minerals
zergling 2: costs 10 minerals now, go to the larva morph ability, and in the units created, add 2 of zergling 1, and 1 of zergling 2.
of course you will need to apply the usual upgrades for those duplicates (armor and weapon).
Can you make them cost nothing? You still will need to make a different zergling type, and you most likely will need a different spawn ability for each upgrade, which sucks, but oh well.
Zergling 1:
Cost X
Supply Y
Zergling 2:
Cost 0
Suppy 0
Now for each of those spawn abilities you just add the additional number of Zergling 2s that you want in there. This way neither your supply or cost are affected but your numbers can grow.
This is why I don't get why so many games have resource production/costs in increments of 5 or 10... just not that many ways to divide.
Anyway, here's what you do:
1. In Abilities, edit the Larva's morph ability so morphing zerglings costs 50 minerals.
2. In Units, change the cost of a zergling to 0.
3. Now no matter how many zerglings you have, you still only pay 50 minerals.
The only problem (I think) is now if you cancel the zerglings you don't get any minerals back.
Alternately, you could use 48 instead of 50, which will divide more ways.
Problem:
In the Larva basic morph ability you can add additional spawned units to the zergling morph so that it will spawn a desired number of zerglings from a single egg.
However the cost is calculated so that it will be "Amount of Zerglings x 25" minerals. Now ok fine, but I want to have this upgrade for Zerg which will give each Zergling egg additional Zerglings without the cost going up. The Data Editor won't take decimal values with mineral/vespene costs so I can't just drop the individual cost so it would add up to 50 minerals without making the cost 10 minerals and spawning 5 Zerglings, which I think is a bit too much Zerglings for a single egg.
I could make an alternative Zergling spawn command for hatcheries etc. so that there would be a spawn option for 2 Zerglings and a spawn option for 5 Zerglings but I just want to know if I can get this to work some other way.
Any workaround or solution for this? Just to note, this is a MOD not a MAP so I can't really use triggers to accomplish this.
PS. There is also the supply problem similar to the mineral cost problem but apparently that can be decided with decimals because 2 Zerglings only take 1 supply.
the supply for the unit is found in the stats tab, this is the last bx in there. just write there "-x", x baing the number of supplies per unit (for zergling it's -0.5) so just change that via the upgrade to -0.333333 or something, as many 3's as you want to keep the bugginess to a minimum.
as for the price problem, that cant be solved. the game only recognizes integers as a viable price (gas or minerals) and thus having the price of 3 units to add up to 50 is not mathmatically possible. however, you could duplicate the zergling, having it this way:
of course you will need to apply the usual upgrades for those duplicates (armor and weapon).
Can you make them cost nothing? You still will need to make a different zergling type, and you most likely will need a different spawn ability for each upgrade, which sucks, but oh well.
Zergling 1: Cost X Supply Y
Zergling 2: Cost 0 Suppy 0
Now for each of those spawn abilities you just add the additional number of Zergling 2s that you want in there. This way neither your supply or cost are affected but your numbers can grow.
This is why I don't get why so many games have resource production/costs in increments of 5 or 10... just not that many ways to divide.
Anyway, here's what you do:
1. In Abilities, edit the Larva's morph ability so morphing zerglings costs 50 minerals.
2. In Units, change the cost of a zergling to 0.
3. Now no matter how many zerglings you have, you still only pay 50 minerals.
The only problem (I think) is now if you cancel the zerglings you don't get any minerals back.
Alternately, you could use 48 instead of 50, which will divide more ways.