Hi there I'm new to map making just made my first map in last few weeks.
It's team 1 vs team 2, each team has 5 human players and 1 npc (think castle fight).
Each player makes buildings, which create units every 30 sec. Change owner of last created unit to npc ally and then order unit to attack move to enemy base.
E.g. players 1-5 builds barracks, which creates footmen, change owner to player6 and retain color, atk move to enemy base.
PROBLEM
Each player has their own research center, where they can upgrade their own unit damage, armor, etc. I have been experimenting with diff ways but cannot make it so that your upgrades only affect your units when they transfer to the npc.
I think this can be solved easily with triggers but specifically the way I want to display upgrades is in the unit damage and armor section, show the little numbers increase from 0 to 1 etc.
Things I have tried:
A) in WE object editor upgrades section, if I set upgraded swords to apply to all units, it seems to do nothing, whether by itself or in combination with other settings.
B) if I set transfer with unit ownership to TRUE, then it applies the upgrade for other player's units that get transferred as well e.g. player 2's swordsmen will benefit from player1's upgraded swords as well. I want separate upgrades where your upgrades only benefit your own transferred units.
C) I tried looking in gameplay constants but I did not see anything related to share ally or global upgrades.
D) I previously had 1 npc for each human player and this way worked (think Survival Chaos) but it was really ugly with 10 extra npcs and I wanted to try combine them.
E) It's not hard to trigger this based on abilities e.g. item attack bonus level 1,2,3 etc and then add a buff showing the upgrade level, but ideally I would like to display the upgrades with the little 0s and 1s next to the sword and armor icon.
F) Currently the units are not being transferred, they stay under original owner but I made the units uncontrollable with ward classification and added an atk move override trigger, if human player tries to order them. The problem with this method is unit lag (if human player 'owns' too many units). The problem with the atk move override trigger is that it is making unit AI behave weirdly for things like autocast spells.
I am all ears for other methods but the main condition I am trying to retain is that it displays with the 0s and 1s in the unit card. However I understand there are more limitations with researches than abilities so if it's impossible I will probably end up going for E).
After solving this problem my next challenge will be getting the bounty to go to the correct player but that is another day e.g. player6 red color swordsman kills a unit, give bounty for killed unit to the original owner (player1)
Thank you for reading and thank you in advance!
It's team 1 vs team 2, each team has 5 human players and 1 npc (think castle fight).
Each player makes buildings, which create units every 30 sec. Change owner of last created unit to npc ally and then order unit to attack move to enemy base.
E.g. players 1-5 builds barracks, which creates footmen, change owner to player6 and retain color, atk move to enemy base.
PROBLEM
Each player has their own research center, where they can upgrade their own unit damage, armor, etc. I have been experimenting with diff ways but cannot make it so that your upgrades only affect your units when they transfer to the npc.
I think this can be solved easily with triggers but specifically the way I want to display upgrades is in the unit damage and armor section, show the little numbers increase from 0 to 1 etc.
Things I have tried:
A) in WE object editor upgrades section, if I set upgraded swords to apply to all units, it seems to do nothing, whether by itself or in combination with other settings.
B) if I set transfer with unit ownership to TRUE, then it applies the upgrade for other player's units that get transferred as well e.g. player 2's swordsmen will benefit from player1's upgraded swords as well. I want separate upgrades where your upgrades only benefit your own transferred units.
C) I tried looking in gameplay constants but I did not see anything related to share ally or global upgrades.
D) I previously had 1 npc for each human player and this way worked (think Survival Chaos) but it was really ugly with 10 extra npcs and I wanted to try combine them.
E) It's not hard to trigger this based on abilities e.g. item attack bonus level 1,2,3 etc and then add a buff showing the upgrade level, but ideally I would like to display the upgrades with the little 0s and 1s next to the sword and armor icon.
F) Currently the units are not being transferred, they stay under original owner but I made the units uncontrollable with ward classification and added an atk move override trigger, if human player tries to order them. The problem with this method is unit lag (if human player 'owns' too many units). The problem with the atk move override trigger is that it is making unit AI behave weirdly for things like autocast spells.
I am all ears for other methods but the main condition I am trying to retain is that it displays with the 0s and 1s in the unit card. However I understand there are more limitations with researches than abilities so if it's impossible I will probably end up going for E).
After solving this problem my next challenge will be getting the bounty to go to the correct player but that is another day e.g. player6 red color swordsman kills a unit, give bounty for killed unit to the original owner (player1)
Thank you for reading and thank you in advance!
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