That won't work. The whole point of this setup is that there's only one building in the whole map, and it's owned by Player 1, but everyone needs to be able to use it to train units and buy upgrades. And that's only doable with shared spending.
I tried implementing the trigger. It works pretty much the same as the one I was already using, by ensuring that everyone always has the same amount of minerals.
I can still buy a Zealot for 10 minerals, when each player has 5 minerals though.
What I am trying to achieve is the situation you would have in the original StarCraft when you played Team Melee. Two human beings who for the purposes of the game are one and the same player.
Shared vision, control and spending goes a long way towards this, but sadly each player still has their own pool of resources. I'm trying to merge the two pools, which was why my initial idea was to simply let player 2 earn nothing, and just display player 1's resources for him.
In your example above with 5 players sharing 10 minerals, I would not care who had the 10 minerals - they could all have 2, or one could have 10 - doesn't matter to me. What matters are the two following things:
1. They can only afford 1 of a unit that costs 10 minerals.
2. All of their mineral displays say "10", to show that they have 10 minerals on their "team".
Right now it seems like I can get either of those to be true, but only one at a time. I can either have minerals displayed correctly, as if all players share one big resource pool, but then spending will be weird and they can sometimes build more things than they should be able to afford. Or I can have spending work correctly, but when the 5-man team has 10 minerals total, each individual player will only see "2" in his mineral display.
Thanks. I used your second suggestion and it seems to work well. However I still have a bit of a problem. With shared resources and spending for players 1 and 2, whenever both players have 20+ minerals, I am able to build units that cost 40 minerals, and it'll just take 20 from each player. That's basically what I'm trying to avoid. Is there any way to achieve that?
@Mille25: Go
That won't work. The whole point of this setup is that there's only one building in the whole map, and it's owned by Player 1, but everyone needs to be able to use it to train units and buy upgrades. And that's only doable with shared spending.
@Mille25: Go
I tried implementing the trigger. It works pretty much the same as the one I was already using, by ensuring that everyone always has the same amount of minerals.
I can still buy a Zealot for 10 minerals, when each player has 5 minerals though.
Bump. Still haven't found a solution to this =/
@Mille25: Go
Exactly. And all players should be able to see how much is in the pool.
@Mille25: Go
What I am trying to achieve is the situation you would have in the original StarCraft when you played Team Melee. Two human beings who for the purposes of the game are one and the same player.
Shared vision, control and spending goes a long way towards this, but sadly each player still has their own pool of resources. I'm trying to merge the two pools, which was why my initial idea was to simply let player 2 earn nothing, and just display player 1's resources for him.
In your example above with 5 players sharing 10 minerals, I would not care who had the 10 minerals - they could all have 2, or one could have 10 - doesn't matter to me. What matters are the two following things:
1. They can only afford 1 of a unit that costs 10 minerals.
2. All of their mineral displays say "10", to show that they have 10 minerals on their "team".
Right now it seems like I can get either of those to be true, but only one at a time. I can either have minerals displayed correctly, as if all players share one big resource pool, but then spending will be weird and they can sometimes build more things than they should be able to afford. Or I can have spending work correctly, but when the 5-man team has 10 minerals total, each individual player will only see "2" in his mineral display.
@Mille25: Go
Thanks. I used your second suggestion and it seems to work well. However I still have a bit of a problem. With shared resources and spending for players 1 and 2, whenever both players have 20+ minerals, I am able to build units that cost 40 minerals, and it'll just take 20 from each player. That's basically what I'm trying to avoid. Is there any way to achieve that?
Is there any way to make Player 2 have Player 1's resources displayed in their resource box, instead of their own?
Example:
Player 2 has 0 minerals
Player 1 has 50 minerals
Both players' displayed mineral number is 50.
This is basically to make shared vision, control and spending behave in a way that makes more sense.