So I'm trying to get it so that when Player 2 leaves, Player 1 can spend his own money to get Player 2's barracks to build a Player 2 marine. This is basically what happens in melee games, but I can't get it work for mine. I tried setting up a trigger so that when player 2 leaves, the Alliance aspect is changed to "Resource Spending On". This allows Player 1 to use Player 2's barracks, but it still uses Player 2's money. I want to change it so that instead of using the money of the barracks owner, it uses the money of the person who issued the command. But still give the resulting marine to the owner of the barracks.
Thanks for the reply, but I can't find such an alliance aspect. I found Alliance Aspect: Resource Trading, which simply allows player 1 to give player 2 resources with the trading window. I also found Alliance Aspect: Resource Spending, which allows player 1 to spend player 2's resources. This isn't what I want however, as I want player 1 to operate the barracks with his own money.
If you have it set to ally and normal melee triggers are not deleted, it should just do it itself. However, most people delete the melee trigger because it's annoying for end game. If so, set the control of all things controlled by player 2 to player 1, which there is a trigger for. This may change the color, theres a trigger to change this if you wish to do that too.
Hmmm okay. I'll look into the melee trigger. Unfortunately just giving the units to player 1 wont work, because there is also a player 3, who is both their ally. When player 2 leaves, I want either player 1 or 3 to be able to spend their own money to build a player 2 unit. But yeah if I can get the melee trigger to do it I might just go with that.
To give a little more context, I'm making a diplomacy style game with ww1 teams. So if Russia leaves, Britain or France get Russian income (got that part figured out) and can also control Russian units (got that covered too), and they can also build more Russian units (my current problem). One thing I'm concerned about is that even if the melee trigger works, I'm not sure what to do if the game starts without anyone playing Russia. I want the same situation where Britain and France can take over, but since no player ever "left" as Russia, the melee trigger wont cover that.
Anyways that was a bit of a ramble, thanks for the help though!
So I'm trying to get it so that when Player 2 leaves, Player 1 can spend his own money to get Player 2's barracks to build a Player 2 marine. This is basically what happens in melee games, but I can't get it work for mine. I tried setting up a trigger so that when player 2 leaves, the Alliance aspect is changed to "Resource Spending On". This allows Player 1 to use Player 2's barracks, but it still uses Player 2's money. I want to change it so that instead of using the money of the barracks owner, it uses the money of the person who issued the command. But still give the resulting marine to the owner of the barracks.
Any ideas on how to do this?
alliance aspect: shared resources?
Thanks for the reply, but I can't find such an alliance aspect. I found Alliance Aspect: Resource Trading, which simply allows player 1 to give player 2 resources with the trading window. I also found Alliance Aspect: Resource Spending, which allows player 1 to spend player 2's resources. This isn't what I want however, as I want player 1 to operate the barracks with his own money.
If you have it set to ally and normal melee triggers are not deleted, it should just do it itself. However, most people delete the melee trigger because it's annoying for end game. If so, set the control of all things controlled by player 2 to player 1, which there is a trigger for. This may change the color, theres a trigger to change this if you wish to do that too.
Hope this helps.
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Hmmm okay. I'll look into the melee trigger. Unfortunately just giving the units to player 1 wont work, because there is also a player 3, who is both their ally. When player 2 leaves, I want either player 1 or 3 to be able to spend their own money to build a player 2 unit. But yeah if I can get the melee trigger to do it I might just go with that.
To give a little more context, I'm making a diplomacy style game with ww1 teams. So if Russia leaves, Britain or France get Russian income (got that part figured out) and can also control Russian units (got that covered too), and they can also build more Russian units (my current problem). One thing I'm concerned about is that even if the melee trigger works, I'm not sure what to do if the game starts without anyone playing Russia. I want the same situation where Britain and France can take over, but since no player ever "left" as Russia, the melee trigger wont cover that.
Anyways that was a bit of a ramble, thanks for the help though!
There is a trigger action that will use up P2 money, however once P2 resources are running low, it will start taking your cash anyway.
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@Alevice: Go
Can you specify what it is called? That's exactly what I'm looking for but I can't find it.
@wakamajo: Go
"Modify Player Property" action allows you to do that