Yeah, in my map the greatest praise were the spell cards. I had like 100+ spell cards, and lots players love playing the different spell cards. I think a big problem was I didn't really have too many overpowered spell cards. And most players had no clue what the spell cards do. I probably need a better description and buff some of the spells..but no big deal. No one is playing my map now so I don't have to fix it up anymore. :)
Volia! The secret is out! Lets see some more unit-attachment units.
Okay, I've decided to unlock this map for now. Its unlocked for the NA servers, so anyone who wants to download it, go ahead! Feel free to do whatever you like with the map, even make it playable! For the longest time, Mobile fortress was also unlocked, but I don't think anyone bothered with it...hehe
at the moment, the release date is probably: never. :)
What happened was I keep getting new wicked ideas and then I stop to make a new map. I've made several 'small' maps now, each taking 2-3 weeks or so to make.
But the sad part is, once I make a new map, I am totally UNABLE to play them! Due to the popularity system, no one joins my map after I host it. And if I clamor in the chat channels, I might get 1 or 2 people after hours of spamming. Not worth it.. so after each map I make, I get less and less desire to make maps.
Anyways, Starcruisers was originally a 3vs3 map. But after my experience with b.net -2.0, I decided to forgo the idea of a player vs player gameplay. I've decided to make a co-op game where I can play it solo. Then I got a new idea on making all shots colliding projectiles and players can actively dodge them. The problem is each starcruiser moves very slowly and is so large, players can't actively dodge shots.
So I made yet another new map! It was called Death-car Roundabout where players drive a little car around that shoots projectiles in all directions. And players dodge shots from other cars while trying to kill them with your shots. Dunno if its fun or not since I can't play it multiplyer .. due to b.net -2.0. And after a week, Death-car Roundabout still has zero hours played!
But the good news is, Death-cars gameplay has evolved into a mecha type game. Players choose and place weapons into slots. And it'll be a co-op game like Special Forces. Players defend against a bunch of zergs while try to upgrade their mechs strong enough to go out and kill the zerg infestations. The mechs use the same attachment triggers that is used in starcruisers, so they actually do look like giant mechs (tho kinda retarded looking imo.:P) And the mechs use colliding projectiles and the zerg Bosses will do also. So players have to actively dodge Boss attacks. That's the current project right now... tho this time around I won't be finishing a map. My plan is just to make enough to play it around and stop.
Anyways, back to Starcruisers. The testing version is released to the NA servers, and to my surprised it accumlated 45 minutes of play! And even one bookmark! The testing version let the player shoot some target dummies. And it even includes two very cool cinematic intros. I may eventually go back to add to it, but right now that project is on hold while I work on the smaller projects. After the mech project, I have yet another very cool idea on a defense map. Its so cool I can't wait to start on it, but I want to see where this mech project is going first.
Long story short, starcruisers probably won't ever be finished.
Okay, I looked into this further. Your problem is (Attacking Unit). There is no such thing as (Attacking Unit) in the event you used.
Try using:
if
(Damaging Unit) == Hero [(Damaging Player)]
instead of your Attacking Unit condition. And 1 <= (Damaging Player <= 4 is fine. Don't think it matters if you exclude player 0 or not since hero[0] has no unit, that condition will never come true.
This map is very similar to a map I made. Both maps have similar criticisms, players seem to think its just about drawing a random array of units and spawning them in a random order.
These card maps are about luck of the draw and creating a good hand before using them all at once. Just like any other card games, the strategy comes from holding cards till you have a bunch of good cards. Then spawning them all at once in succession. But lots critics think there's no strategy and its all about spawning random units into a tug of war field.
Its really fun once you get the hang of it. Its very rewarding to draw a 'good' card and holding it till you have a full hand. Then playing all the good cards one after another and overpowering the enemy. That's the real fun in any tug of war map, overpowering the enemy with a good combo of units. In this case, cards.
Before you use Hero array, you have to make sure the index doesn't get too big. So you need a new condition, Owner of (Attacking Unit) <= 4. That way if the owner of attacking unit is 13,14, or 15, you won't get an array out of bound error. Just stick the new condition right next to your random number is under 20 condition.
Hmm, you could try making a new ability to give to your unit and set the ability autocast condition. In this case, put a tag on your supply depot to be 'hover' (as example). Then the ability autocasts when a 'hover' unit is in range.
Now under triggers, whenever the ability is executed, do your thing... that's one way to check if a unit comes into range of another.
You can try making a region, then have a periodic event: every 1 second, move that region to your unit. Then check for conditions within that region. If there's no unit of certain type within that region, fire off your trigger.
Actually, the plan is to make this game as complicated as possible. The game is already pretty complex. Half the people probably wouldn't even know how to move the ship, and other half wouldn't know how to upgrade modules. So they'll just be flying around with a empty ship thinking its stupid, hehe. :)
Since the game is already pretty complex, the idea is to make the game as complicated as possible. In the end, players will need to read a 1000 page manual and take a college course, Starcruisers 101, to play the map. That's how complicated the game will be! There's a few more ideas to the map that wasn't mentioned. Like Research, Fighter controls, fleet control, prestige, artifacts, neutral creeps, sector command (where the top player of each team gets to decide how the entire cpu forces will act), etc.. And the other races will play differently too, the zerg and protoss will play totally differently. Zerg will focus on biological 'theme' and the protoss will focus on the 'ai robot' theme. Overdoing it is the motto here.
Yeah, that's a good idea. Maybe they'll be a fighter formations will get added in..dunno.
--
I don't know how many ships are possible. Probably not many, I would think.. 100 starcruisers would definitely lag the game down.
At the moment, there's some commander abilities planned. The engine boost was one. Others would be stuffs like focus weapon fire, focus shield strength to a side of the ship, a small 5 sec buff called brace for impact that reduces damage by 50%. And there's energy management where players can overload modules. Overloading damages the sub-system of a module, and if you watch the video carefully, you can actually see the enemy attack causing sub-system damage (the electric arcs and fires and the red texts). And the player can launch shuttles to pick up 'stuffs'. And players can warp also. Some of the abilities are tied to the modules. To use shield abilities, the player must have a shield reactor. And to launch nukes, the player must have a missile silo. And there's special objects on the map call Red Energy. Players can pick them up and use them - they can be used to supercharge the cruiser or as a weapon to create black holes on the map. Players can send repair crew to different modules so they'll want to priortizing the repairs as well.
There's a few other abilities like hacking enemy modules, and anti-hacking. Launching marine dropships, constructing space bases, launching fighters to attack a far away point, launching point defense drones to shoot down missiles, launching scouts to map reveal..
Each fighter is just a single unit. The trigger place 5 units a time in formation and order them to move to target location. Simple and they aren't really in formation, they just appears so. That's why once combat begins, each unit split up and never go back into formation again.. However, it definitely looks very cool to watch 10 squardons of fighters all flying in a V formation toward their enemy. And the squardrons in front breaks up into dogfights row after row until there's a huge dog fight everywhere..
I'm going to add missiles to each fighter too, so right before they engage, each fighter will launch a long range missile first before each fighter gets in range for their dog fights. There's so much I want to add to the map...its actually kinda depressing because there's so much to do, it feels like the map will never get finished. :)
hehe, yeah. The 'scarcasm' was the main reason I wanted to make the video, thought it would be kinda funny. :) And the starships turned out pretty awesome too. That real inspiration was actually the video of the zealot dancing on Ultralisk. After watching that, I decided to go all out and do tons of attachments to the terrran buildings to make it look like a flying ship. Originally, the modules were just bland buildings.
yeah, making them look more like a real starship ... i don't know. That's a tough cookie to swallow, maybe someone can do it. But for now, its something to think about. These are 1st generation starcruisers, and the future versions might look completely different. They weren't really meant to look like a real spaceship, its obvious that they are made up of starcraft building so players can see, ah its a missile turret. Or ah, its a bunker. But a future version might make it less obvious..
The squadron of fighters is pretty tricky. It was actually implemented in the old version, where they will launch and travel in a squadron of 5. Once combat starts, they do split up though. But for the protoss fighters, they might stay in formation while in combat, so that terran and protoss fighters will look different. The zerg fighters move in swarm formation.
2016 update news:
notice there's no mention of waiting for the next update to happen in 2016. After working on the skycruiser update, I realized this project isn't going on how I first envisioned. It just wouldn't work the way it is. (ie, 3rd person camera view) This whole project actually looks better as a top-down like the original starcruisers. so there'll be no more updates with a 3rd person ship game.
latest video:
This project was formally known as Mobile Battle Fortress. Each space vessel has been changed to look more like star ships, hence the name change. Its been a while since this project was updated, and here's a new video to reflect the new change. All the other gameplay elements will remain the same. Each star ship is made up of modules that upgrade into weapons. The starship is powered by reactor modules and moved by engine modules. Everything requires power, so the idea is to manuever your vulnerable reactors and engines away from enemy fire. There's a lot of different class of star ships.
0
@Clord: Go
Yeah, in my map the greatest praise were the spell cards. I had like 100+ spell cards, and lots players love playing the different spell cards. I think a big problem was I didn't really have too many overpowered spell cards. And most players had no clue what the spell cards do. I probably need a better description and buff some of the spells..but no big deal. No one is playing my map now so I don't have to fix it up anymore. :)
0
@progammer: Go
http://forums.sc2mapster.com/resources/tutorials/928-trigger-attaching-unit-to-each-other/
Volia! The secret is out! Lets see some more unit-attachment units.
Okay, I've decided to unlock this map for now. Its unlocked for the NA servers, so anyone who wants to download it, go ahead! Feel free to do whatever you like with the map, even make it playable! For the longest time, Mobile fortress was also unlocked, but I don't think anyone bothered with it...hehe
0
@zZBlackhawkxZz: Go
at the moment, the release date is probably: never. :)
What happened was I keep getting new wicked ideas and then I stop to make a new map. I've made several 'small' maps now, each taking 2-3 weeks or so to make.
But the sad part is, once I make a new map, I am totally UNABLE to play them! Due to the popularity system, no one joins my map after I host it. And if I clamor in the chat channels, I might get 1 or 2 people after hours of spamming. Not worth it.. so after each map I make, I get less and less desire to make maps.
Anyways, Starcruisers was originally a 3vs3 map. But after my experience with b.net -2.0, I decided to forgo the idea of a player vs player gameplay. I've decided to make a co-op game where I can play it solo. Then I got a new idea on making all shots colliding projectiles and players can actively dodge them. The problem is each starcruiser moves very slowly and is so large, players can't actively dodge shots.
So I made yet another new map! It was called Death-car Roundabout where players drive a little car around that shoots projectiles in all directions. And players dodge shots from other cars while trying to kill them with your shots. Dunno if its fun or not since I can't play it multiplyer .. due to b.net -2.0. And after a week, Death-car Roundabout still has zero hours played!
But the good news is, Death-cars gameplay has evolved into a mecha type game. Players choose and place weapons into slots. And it'll be a co-op game like Special Forces. Players defend against a bunch of zergs while try to upgrade their mechs strong enough to go out and kill the zerg infestations. The mechs use the same attachment triggers that is used in starcruisers, so they actually do look like giant mechs (tho kinda retarded looking imo.:P) And the mechs use colliding projectiles and the zerg Bosses will do also. So players have to actively dodge Boss attacks. That's the current project right now... tho this time around I won't be finishing a map. My plan is just to make enough to play it around and stop.
Anyways, back to Starcruisers. The testing version is released to the NA servers, and to my surprised it accumlated 45 minutes of play! And even one bookmark! The testing version let the player shoot some target dummies. And it even includes two very cool cinematic intros. I may eventually go back to add to it, but right now that project is on hold while I work on the smaller projects. After the mech project, I have yet another very cool idea on a defense map. Its so cool I can't wait to start on it, but I want to see where this mech project is going first.
Long story short, starcruisers probably won't ever be finished.
0
Okay, I looked into this further. Your problem is (Attacking Unit). There is no such thing as (Attacking Unit) in the event you used.
Try using: if (Damaging Unit) == Hero [(Damaging Player)]
instead of your Attacking Unit condition. And 1 <= (Damaging Player <= 4 is fine. Don't think it matters if you exclude player 0 or not since hero[0] has no unit, that condition will never come true.
0
@admielke: Go
It should be (Damaging Player) not (Triggering Player):
(Damaging player) <= 4
0
This map is very similar to a map I made. Both maps have similar criticisms, players seem to think its just about drawing a random array of units and spawning them in a random order.
These card maps are about luck of the draw and creating a good hand before using them all at once. Just like any other card games, the strategy comes from holding cards till you have a bunch of good cards. Then spawning them all at once in succession. But lots critics think there's no strategy and its all about spawning random units into a tug of war field.
Its really fun once you get the hang of it. Its very rewarding to draw a 'good' card and holding it till you have a full hand. Then playing all the good cards one after another and overpowering the enemy. That's the real fun in any tug of war map, overpowering the enemy with a good combo of units. In this case, cards.
0
@admielke: Go
Before you use Hero array, you have to make sure the index doesn't get too big. So you need a new condition, Owner of (Attacking Unit) <= 4. That way if the owner of attacking unit is 13,14, or 15, you won't get an array out of bound error. Just stick the new condition right next to your random number is under 20 condition.
0
@Anarcy: Go
Hmm, you could try making a new ability to give to your unit and set the ability autocast condition. In this case, put a tag on your supply depot to be 'hover' (as example). Then the ability autocasts when a 'hover' unit is in range.
Now under triggers, whenever the ability is executed, do your thing... that's one way to check if a unit comes into range of another.
0
@Anarcy: Go
You can try making a region, then have a periodic event: every 1 second, move that region to your unit. Then check for conditions within that region. If there's no unit of certain type within that region, fire off your trigger.
0
Actually, the plan is to make this game as complicated as possible. The game is already pretty complex. Half the people probably wouldn't even know how to move the ship, and other half wouldn't know how to upgrade modules. So they'll just be flying around with a empty ship thinking its stupid, hehe. :)
Since the game is already pretty complex, the idea is to make the game as complicated as possible. In the end, players will need to read a 1000 page manual and take a college course, Starcruisers 101, to play the map. That's how complicated the game will be! There's a few more ideas to the map that wasn't mentioned. Like Research, Fighter controls, fleet control, prestige, artifacts, neutral creeps, sector command (where the top player of each team gets to decide how the entire cpu forces will act), etc.. And the other races will play differently too, the zerg and protoss will play totally differently. Zerg will focus on biological 'theme' and the protoss will focus on the 'ai robot' theme. Overdoing it is the motto here.
0
@deathkad: Go
Yeah, that's a good idea. Maybe they'll be a fighter formations will get added in..dunno.
--
I don't know how many ships are possible. Probably not many, I would think.. 100 starcruisers would definitely lag the game down.
At the moment, there's some commander abilities planned. The engine boost was one. Others would be stuffs like focus weapon fire, focus shield strength to a side of the ship, a small 5 sec buff called brace for impact that reduces damage by 50%. And there's energy management where players can overload modules. Overloading damages the sub-system of a module, and if you watch the video carefully, you can actually see the enemy attack causing sub-system damage (the electric arcs and fires and the red texts). And the player can launch shuttles to pick up 'stuffs'. And players can warp also. Some of the abilities are tied to the modules. To use shield abilities, the player must have a shield reactor. And to launch nukes, the player must have a missile silo. And there's special objects on the map call Red Energy. Players can pick them up and use them - they can be used to supercharge the cruiser or as a weapon to create black holes on the map. Players can send repair crew to different modules so they'll want to priortizing the repairs as well.
There's a few other abilities like hacking enemy modules, and anti-hacking. Launching marine dropships, constructing space bases, launching fighters to attack a far away point, launching point defense drones to shoot down missiles, launching scouts to map reveal..
0
@deathkad: Go
Each fighter is just a single unit. The trigger place 5 units a time in formation and order them to move to target location. Simple and they aren't really in formation, they just appears so. That's why once combat begins, each unit split up and never go back into formation again.. However, it definitely looks very cool to watch 10 squardons of fighters all flying in a V formation toward their enemy. And the squardrons in front breaks up into dogfights row after row until there's a huge dog fight everywhere..
I'm going to add missiles to each fighter too, so right before they engage, each fighter will launch a long range missile first before each fighter gets in range for their dog fights. There's so much I want to add to the map...its actually kinda depressing because there's so much to do, it feels like the map will never get finished. :)
0
@Ash4meD: Go
hehe, yeah. The 'scarcasm' was the main reason I wanted to make the video, thought it would be kinda funny. :) And the starships turned out pretty awesome too. That real inspiration was actually the video of the zealot dancing on Ultralisk. After watching that, I decided to go all out and do tons of attachments to the terrran buildings to make it look like a flying ship. Originally, the modules were just bland buildings.
0
yeah, making them look more like a real starship ... i don't know. That's a tough cookie to swallow, maybe someone can do it. But for now, its something to think about. These are 1st generation starcruisers, and the future versions might look completely different. They weren't really meant to look like a real spaceship, its obvious that they are made up of starcraft building so players can see, ah its a missile turret. Or ah, its a bunker. But a future version might make it less obvious..
The squadron of fighters is pretty tricky. It was actually implemented in the old version, where they will launch and travel in a squadron of 5. Once combat starts, they do split up though. But for the protoss fighters, they might stay in formation while in combat, so that terran and protoss fighters will look different. The zerg fighters move in swarm formation.
0
2016 update news: notice there's no mention of waiting for the next update to happen in 2016. After working on the skycruiser update, I realized this project isn't going on how I first envisioned. It just wouldn't work the way it is. (ie, 3rd person camera view) This whole project actually looks better as a top-down like the original starcruisers. so there'll be no more updates with a 3rd person ship game.
latest video:
This project was formally known as Mobile Battle Fortress. Each space vessel has been changed to look more like star ships, hence the name change. Its been a while since this project was updated, and here's a new video to reflect the new change. All the other gameplay elements will remain the same. Each star ship is made up of modules that upgrade into weapons. The starship is powered by reactor modules and moved by engine modules. Everything requires power, so the idea is to manuever your vulnerable reactors and engines away from enemy fire. There's a lot of different class of star ships.
Here's a sample video: