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Prestige Villaging

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Jun 19, 2004
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I am making a blend of Galactic Civilizations, Travian(.com) and Civ 1 to 4 while trying to improve on many things greatly.
The map will be about building villages, researching technologies, upgrading your buildings and troops, trading with other players and computer controlled villages, achieving culture points, exploring anomalies (caves/mountains/cults/clans/etc.), collecting artifacts and perhaps fighting as well (but i am contemplating ethical reasons for implementing that) among other things.
The game will feature special features for single player (where i assuime it can use game cashes) mostly based on unlocking things and keeping highscores.
You will be capable of customizing very many details in this game, i am doing my best to make sure the least is hardcoded. Settings can in the final version be inserted with a copy/pasteable command code at the beginning of the game. Settings include field size and later, game speed, upgrade/research costs, culture/village ratios (how much culture you need to build a new village), frequency of random events, kind of climate (weather), gravity of random events (varying from ice ages to small bonfires) among other things.
I intend to make a very user friendly interface which i suppose is coming along nicely right now.

I have made the square system much like in CivIV or Travian, i have made a math system that will work with my sort of scientific notation so that you can actually have infinite (or rather 8192 because thats the max size of an array) upgrades. Today i am coming up with formulas to calculate values like production rates, upgrade costs and upkeep costs for small buildings, production fields, bigger buildings and etcetera. After that i will expand the village system so you can build warehouses to store resources that fields produce and from there on i will implement more features.

But i have two questions.

1) Does this trigger make a multiboard only for the player in TempPlayers [1] and does it not crash the game or disconnect players? (i do have custom script at the init trigger: Custom script: set udg_LocalPlayer = GetLocalPlayer())

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions
TempPlayers[1] Equal to LocalPlayer
Then - Actions
Multiboard - Create a multiboard

2) are there maps out there that emulate entirely different game dynamics (like some RPG's out there with different combat/exploration/item systems)... and which?

Tomorrow or some time later when i buy myself a replacement cd-key i can test some things by myself online.

i'll try and keep the map updated as i progress
http://esnips.com/nsdoc/5c97539f-20cc-4c82-94a2-e7fcf21791dd

ps... a note to GUI mappers out there
i only use GUI because i can't do JASS and don't intend to learn it either.
 
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Level 27
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Sep 24, 2006
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Sounds good i think it could turn out as you put fighting in it also but then on a different level then warcraft,dont use the warcraft system just use another system which you can battle units 1vs1 to eachother or something and like 5vs7 or 7vs1 ..

1) No the trigger will just create a leaderboard .. you can specify the trigger by [Leaderboard - Create leaderboard for (player)] that would be easier i think. Also your able to have any player have a another leaderboard so make for p1 another leaderboard and have p2 have a different leaderboard .. enz.

2) I have no idea what ur talking about ;)
 

Dr Super Good

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Level 64
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Jan 18, 2005
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YOU CAN NOT DO JASS AND ARE ATEMPTING A PROJECT LIKE THIS???
/heartattack

Your map will be horriably inefficent and you will probably never make it fully playable.

All maps like H&EII and GoEII and SWAT am and DotA use jass and it would be impossiable to make them without jass.

How can you make such a complex map with only GUI?
I strugle to find room for a single line of GUI when im map making (I never do so I get fully JASS triggers) yet you say you can not JASS yet take on a project that even I think would be difficult with jass?

I strongly recomend you learn jass then continue, not just for your map, but for the people who will play your map.
 
Level 4
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Jun 19, 2004
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47
if you take a look at the map you notice i have already done some reasonably complex things without JASS, except a few custom scripts for local variables. I have also made a math system for which the add/substract/multiply/divide/MultiplyBy10tothepowerX functions work.
 
Level 3
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Aug 15, 2006
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An idea to allow you to implement combat: Have a one unit (given the hero inventory ability to hold items) be a sort of general. Create items (charged that do no effect) with names like "rifleman corps" and things like that. Have a trigger so that if two generals meet (or maybe attack each other), they are teleported to a side "battle" zone. You can have fun with that, making different terrains and stuff. And have units spawned (based on the items in the inventory). You could have your towns sell the items with cooldowns on the restock, to show how it would really be in gathering replacement men. If so many men die on the field (say whatever number the item spawns), remove 1 charge from whatever item. Have the general able to "sound retreat" to get his arse out of there if he gets into trouble.

Other systems could be implimented: Have a large rect center on the general when combat is starting: if a tower or castle or something is inside of the rect owned by player: whoever: then that is added to the battlefield. It would make the game very interesting, while allowing all of it to be done with standard triggers.

Back in the starcraft days I learned another trick (for really complex implimentations). Have a few rects place on the side in some inaccessable spot. Make a random unit unmoveable (I used to use a burrowed zerg gatherer, with burrow not researched, thus trapping it), and placed in the rect. If such an event occurs, move the unit to another rect, this can be used to act as a switch in the game! And it allows really complex stuff, if done correctly, without using jass at all!
 
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