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[General] Upgrade Undead Haunted Gold Mines

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Level 28
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Sep 26, 2009
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I would do it by making the "Blighted Gold Mine Ability" ability have two levels - level 1 is the standard gold mine ability, while level 2 has space for 6 acolytes.

Then make an upgrade. This upgrade does nothing and is used by no one. Then make 2 triggers: One fires when unit "finishes research" - then pick all blighted gold mines of that player and set the level of their "Blighted Gold Mine Ability" to level 2.

Second trigger fires whenever a Blighted Gold Mine has been constructed (dunno which event gets that exactly) and check if the research for the player owning that gold mine has been finished. If yes, set the level of the gold mine ability to level 2.


I can't guarantee it will work, but it's the only idea I got.
 
Level 2
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I havent made the last trigger yet, because the single trigger should work with the starting haunted gold mine.

But it doesnt work - why?
 
Level 28
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Sep 26, 2009
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2,520
Try this instead:
  • Trigger
    • Events
      • Unit - A unit Finishes research
    • Conditions
      • (Researched tech-type) Equal to Improved Gold Harvesting
    • Actions
      • ...actions that increase the ability's level to 2
I believe upgrades are when building is changed into different one (e.g. Town Hall upgrades into Keep)
 
Level 2
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I have tried to make a working trigger but no luck... :(


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I also tried to make a building upgrade to haunted gold mine. The upgrade works expect it reset the amount of gold inside the haunted gold mine...
 
Level 2
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I have disbanded making a gold upgrade for Haunted Gold Mine

Instead I have tried to make a trigger, which gives extra money if you own a certain amount of Infested Granary. I selected Infested Granary as an example of building.

Variable:
Variable Name: Structures
Variable Type: Unit Group
Unselected Array
Initial Value: Empty Unit Group (Default)

  • Infested Granary
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set Structures = (Units owned by (Picked player) of type Infected Granary)
          • Unit Group - Pick every unit in Structures and do (Actions)
            • Loop - Actions
              • Player - Add 5 to (Picked player) Current gold
      • Custom script: call DestroyGroup(udg_Structures)
BUT... it gives money without having built a Infested Granary.

What is wrong with the trigger?
 
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