Also, Preda, just out of curiosity, how did you give the construction of buildings unlimited range? Because going to the Abilities tab and changing the Range field of the actual build ability didn't seem to change anything for me.
Sweet, been messing around with it, I think this might work. :)
Gave it a different model (Agria Crops) and it's basically hidden since it doesn't show up on the map.
One thing I've been trying to do is make it so that the unit is automatically selected upon map start up because right now I have to hit idle worker to be able to being building. There any way to do this?
So awesome, thanks for the info guys! I'm pretty serious about this so I'm going to be working a lot on this over the next week and you're right, it's going to be A LOT of work haha.
@SouLCarveRR That's a good idea, I was pretty much wanting a whole trade system between all the "cities" (which would be there from scratch, the player would have to create the actual routes between all the cities) so I'm glad this would at least be feasible.
So, let me outline the system/idea first:
(For example.)
Hatchery A is connected to Hatchery B via cargo system.
Hatchery A has a fluctuating supply and demand of certain goods.
Hatchery B also has a fluctuating supply and demand of certain goods.
Hatchery A has goods that Hatchery B needs, and vica versa.
i.e. Hatchery A has a really good meat packing industry around it whilst Hatchery B has a high demand for it.
Question: Is it even possible to have a system like this where two or more separate "cities" operate on the same map yet are dependent on each other?
Furthermore, is it feasible to customize which goods go to which cities etc. (Thinking on a larger scale, 5 or 6 cities all connected, all with separate needs and differing supplies.)
Not sure if I articulated that well enough, but what I mostly want to know is if this is even remotely possible. If so, I will probably spend a lot more time finding everything I can about triggers/whatever-the-hell-else-I-need-to-make-this-work so I can make this happen. Any help in the right direction would be much appreciated! Thanks in advance!
After some searching, I couldn't find anything about this so I hope someone has some answers. :)
Is there a way to allow building except without actually having a worker unit?
For example, I am working on a map that would work out a lot better if the player was allowed to build straight from a set menu while excluding a worker unit. So basically, just a straight up menu, no units, but still able to construct buildings...
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Hey nelsencaleb
the link is broken. =[Also, Preda, just out of curiosity, how did you give the construction of buildings unlimited range? Because going to the Abilities tab and changing the Range field of the actual build ability didn't seem to change anything for me.
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Sweet, been messing around with it, I think this might work. :)
Gave it a different model (Agria Crops) and it's basically hidden since it doesn't show up on the map.
One thing I've been trying to do is make it so that the unit is automatically selected upon map start up because right now I have to hit idle worker to be able to being building. There any way to do this?
0
So awesome, thanks for the info guys! I'm pretty serious about this so I'm going to be working a lot on this over the next week and you're right, it's going to be A LOT of work haha.
@SouLCarveRR That's a good idea, I was pretty much wanting a whole trade system between all the "cities" (which would be there from scratch, the player would have to create the actual routes between all the cities) so I'm glad this would at least be feasible.
Time to get started on this. :)
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Ah, thanks for the suggestions, I didn't even think of that!
I'll definitely give it a try and post back with the results later on today. =]
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Rawr.
So, let me outline the system/idea first: (For example.)
Hatchery A is connected to Hatchery B via cargo system.
Hatchery A has a fluctuating supply and demand of certain goods. Hatchery B also has a fluctuating supply and demand of certain goods.
Hatchery A has goods that Hatchery B needs, and vica versa. i.e. Hatchery A has a really good meat packing industry around it whilst Hatchery B has a high demand for it.
Question: Is it even possible to have a system like this where two or more separate "cities" operate on the same map yet are dependent on each other? Furthermore, is it feasible to customize which goods go to which cities etc. (Thinking on a larger scale, 5 or 6 cities all connected, all with separate needs and differing supplies.)
Not sure if I articulated that well enough, but what I mostly want to know is if this is even remotely possible. If so, I will probably spend a lot more time finding everything I can about triggers/whatever-the-hell-else-I-need-to-make-this-work so I can make this happen. Any help in the right direction would be much appreciated! Thanks in advance!
0
Hey there,
After some searching, I couldn't find anything about this so I hope someone has some answers. :) Is there a way to allow building except without actually having a worker unit?
For example, I am working on a map that would work out a lot better if the player was allowed to build straight from a set menu while excluding a worker unit. So basically, just a straight up menu, no units, but still able to construct buildings...