- Joined
- Mar 31, 2012
- Messages
- 169
These questions all relate to the latest patch. Some of these may fall under jass/triggers, and some may be impossible with the current tools. I'm looking for the simplest, most performant methods of achieving the following:
Round 1: 11-4-19
Income multiplier for AI players -- solved!
I want to give AI players a 1.5x multiplier on gold. They should still drain the normal amount of gold from a mine, so I can't use the gold harvesting upgrade or a buffed version of the harvest ability on their workers, as that drains the gold mine faster than I want it to. The income should also apply to unit bounties and item sales, basically like an inverted upkeep system. (You can't increase gold tax above 1.00 in gameplay constants, I've already tried).
Depleted gold mines offer 25% of original yield -- pending testing
Similar to SCBW's vespene geysers, I want gold mines to offer 2.5 gold per return once emptied. Simple to write, but presumably very silly to implement.
Increase lumber amount without increasing tree health
I want trees to have 1.5x or 2x the current lumber amounts, but still die to the same number of attacks from workers, infernals, siege weapons, etc. This would be trivial if you could change their armor type but as far as I know this is impossible.
I'll post more questions as I come up with them. The project I'm working on right now is pretty vast in scale so I'll probably have quite a few.
Round 2: 14-4-19
Increase lumber harvest speed without increasing gold harvest speed
What it says on the tin. A worker that can harvest both resources should mine lumber faster than gold. I need a solution that won't remove the ability to press 'G' (gather) to target both, and preferably without a triggered solution.
Round 1: 11-4-19
Income multiplier for AI players -- solved!
I want to give AI players a 1.5x multiplier on gold. They should still drain the normal amount of gold from a mine, so I can't use the gold harvesting upgrade or a buffed version of the harvest ability on their workers, as that drains the gold mine faster than I want it to. The income should also apply to unit bounties and item sales, basically like an inverted upkeep system. (You can't increase gold tax above 1.00 in gameplay constants, I've already tried).
Depleted gold mines offer 25% of original yield -- pending testing
Similar to SCBW's vespene geysers, I want gold mines to offer 2.5 gold per return once emptied. Simple to write, but presumably very silly to implement.
Increase lumber amount without increasing tree health
I want trees to have 1.5x or 2x the current lumber amounts, but still die to the same number of attacks from workers, infernals, siege weapons, etc. This would be trivial if you could change their armor type but as far as I know this is impossible.
I'll post more questions as I come up with them. The project I'm working on right now is pretty vast in scale so I'll probably have quite a few.
Round 2: 14-4-19
Increase lumber harvest speed without increasing gold harvest speed
What it says on the tin. A worker that can harvest both resources should mine lumber faster than gold. I need a solution that won't remove the ability to press 'G' (gather) to target both, and preferably without a triggered solution.
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