Hi guys,
although this is my first post as a user, I visit the workshop from time to time (especially the tutorials...). At the moment I am working on a map, where the player starts out with the Corrupted Night Elves if he chooses "Night Elf" as a race. I have completed all buildings and all units.
At first, I had a problem with the Entangled Goldmine being unable to work with my Corrupted Wisps, but I fixed the problem by creating a custom Entangled Goldmine and custom abilities. Now my custom wisps are able to work in the custom mines without problems. Using the tutorial on new races (which will NOT work properly if used with Night Elves, since it turns your Entangled Goldmine into a new worker...), I was able to replace the starting Tree of Life with my Corrupted Tree of Life, the same goes for the wisps. Now to the problem:
I start in range of a Goldmine, with my Corrupted Tree of Life and 5 wisps, but the Goldmine isn't entangled at start. It works fine for the CPU Night Elves, but they don't get Corrupted starting units anyways. I do not start with the original Entangled Goldmine either, I just have the plain old Goldmine (to be more precise, I DO start with it, but it gets destroyed instantly). The cause is clear: My Trees only support Corrupted Entangled Goldmines, I need to alter the starting conditions for the human player. To the main question:
How to let the Corrupted Elves player start with my custom Entangled Goldmine?
I hope someone could help me with that. Sorry for any grammatical and syntactical errors, I am no native English speaker so please be lenient with me
EDIT:
While testing, a new problem popped up. Every time I evolve my Corrupted Tree of Life to the next level, the Entangled Goldmine reverts to a standart Goldmine and the 5 wisps pop out and stop working. I don't know what to read out of this... I used the "Corrupted Tree of Life" and its other forms from the campaign section and moved them to melee. After that, I did some adjustments to it in order to function properly as a main hall. Should I redo the Tree of Life with the Night Elves version as a basis?
EDIT of EDIT:
Solved my second problem. I was negligent when fixing my first gold mine issues and forgot to add my Corrupted Entangling ability to the second and third tier, rendering them unable to keep up my Corrupted mine.
EDIT(Nr.99):
I guess I should say so before anyone tries out the same:
Adding a If/Then/Else conidition, which replaces the original Entangled Goldmine instantly with custom Entangled Goldmine does not work for me. The original Entangled Goldmine devolves instantly (because my Corrupted Tree of Life doesn't support it), therefore there is no Entangled Goldmine to replace anymore. If I change the order from (first Tree, second Goldmine, third workers) to (first Goldmine, second Tree, third workers), the original Goldmine dies.... maybe I should add the custom Goldmine ability to the original Tree of Life? The original would have 2 goldmine abilites, but I do not care since the player does not get to see the original Tree anyways. I'll try that out
Result: Does not work how I want it to work. Rather than changing the Goldmine on the spot, it generates a second custom Entangled Goldmine on a random location near my tree.
although this is my first post as a user, I visit the workshop from time to time (especially the tutorials...). At the moment I am working on a map, where the player starts out with the Corrupted Night Elves if he chooses "Night Elf" as a race. I have completed all buildings and all units.
At first, I had a problem with the Entangled Goldmine being unable to work with my Corrupted Wisps, but I fixed the problem by creating a custom Entangled Goldmine and custom abilities. Now my custom wisps are able to work in the custom mines without problems. Using the tutorial on new races (which will NOT work properly if used with Night Elves, since it turns your Entangled Goldmine into a new worker...), I was able to replace the starting Tree of Life with my Corrupted Tree of Life, the same goes for the wisps. Now to the problem:
I start in range of a Goldmine, with my Corrupted Tree of Life and 5 wisps, but the Goldmine isn't entangled at start. It works fine for the CPU Night Elves, but they don't get Corrupted starting units anyways. I do not start with the original Entangled Goldmine either, I just have the plain old Goldmine (to be more precise, I DO start with it, but it gets destroyed instantly). The cause is clear: My Trees only support Corrupted Entangled Goldmines, I need to alter the starting conditions for the human player. To the main question:
How to let the Corrupted Elves player start with my custom Entangled Goldmine?
I hope someone could help me with that. Sorry for any grammatical and syntactical errors, I am no native English speaker so please be lenient with me
EDIT:
While testing, a new problem popped up. Every time I evolve my Corrupted Tree of Life to the next level, the Entangled Goldmine reverts to a standart Goldmine and the 5 wisps pop out and stop working. I don't know what to read out of this... I used the "Corrupted Tree of Life" and its other forms from the campaign section and moved them to melee. After that, I did some adjustments to it in order to function properly as a main hall. Should I redo the Tree of Life with the Night Elves version as a basis?
EDIT of EDIT:
Solved my second problem. I was negligent when fixing my first gold mine issues and forgot to add my Corrupted Entangling ability to the second and third tier, rendering them unable to keep up my Corrupted mine.
EDIT(Nr.99):
I guess I should say so before anyone tries out the same:
Adding a If/Then/Else conidition, which replaces the original Entangled Goldmine instantly with custom Entangled Goldmine does not work for me. The original Entangled Goldmine devolves instantly (because my Corrupted Tree of Life doesn't support it), therefore there is no Entangled Goldmine to replace anymore. If I change the order from (first Tree, second Goldmine, third workers) to (first Goldmine, second Tree, third workers), the original Goldmine dies.... maybe I should add the custom Goldmine ability to the original Tree of Life? The original would have 2 goldmine abilites, but I do not care since the player does not get to see the original Tree anyways. I'll try that out
Result: Does not work how I want it to work. Rather than changing the Goldmine on the spot, it generates a second custom Entangled Goldmine on a random location near my tree.
Last edited: