| 10-14-2002, 11:19 PM | #1 |
Guest | Is there any way to increase the amount of units that may enter a goldmine at a time? I want to do this so as to make a map where the resource income works WC2 style where you can pump more workers to increase the income rate. Any way this can be done? |
| 10-14-2002, 11:38 PM | #2 |
Guest | It is impossible unless you make multiple goldmines. |
| 10-15-2002, 12:00 AM | #3 |
Actually, it IS possible, I've done it myself. All it involves is simple .SLK editing. 8) Of course, as of v1.03, this can only be done for single-player maps and not over BNet, because you will have to send a modified .MPQ with your map 1. BACK UP YOUR war3patch.mpq FILE... MAKE A COPY OF IT AND RENAME THE COPY TO war3patch.origMPQ 2. Use WinMPQ to open war3patch.mpq and extract Units\AbilityData.slk 3. Open up the extracted .SLK using Excel 4. Scroll down to the row with "Gold Mine" in Column D (this should be row 169) 5. Then scroll over to Columns U and V 6. Column U, as the comment says, is the seconds a peon stays in the mine 7. Column V, again as the comment says, is the amount of peons allowed in the mine at any one time I set Column U to 5 and Column V to 6. This seems just about right for that WC2 feel. Also, to make it feel even MORE like WC2, you can edit the amount of gold each peon brings back per trip. 1. Scroll down to Row 172 (Column D should read "Harvest") 2. Sctoll over to Column U and V again 3. Column U is the amount of lumber per trip and Column V is the amount of gold per trip 4. Set them both to 100 Now, to put the modified .SLK back into your .MPQ, do the following: 1. Open up WinMPQ and open your war3patch.mpq 2. Click the Add button 3. Browse and find your edited AbilityData.slk 4. When the dialog box titled "Folder name..." pops up, type "Units\" (without the quotes) and hit OK. If you want your old settings back, or you want to play over BNet or a LAN, rename your modified war3patch.mpq to war3patch.MODmpq and rename your war3patch.ORIGmpq to war3patch.mpq Voila! BTW, yes, I am working on a WC2 TC, but still can't get the food cap to raise to 200 :( |
| 10-15-2002, 12:26 AM | #4 |
Guest | Aww man did ya have teh go all technalalogicical on me? |
| 10-15-2002, 02:57 PM | #5 |
Sorry man, that's just my nature :ggani: |
| 10-15-2002, 04:43 PM | #6 |
Guest | Thanks element for the detailed information. I think I may have a solution to the foodcap problem, although it would be a clumsy one. Set all unit food in the unit editor to zero. Then use triggers to calculate food used/food avail and display it using a simple leaderboard. Also Im interested to know how do you plan on doing Sea units ? Replace shallow water with the deep water texture ? Or is there a way to define a sea movement type? |
| 10-15-2002, 10:02 PM | #7 |
Vatie, I thought about that solution to the Food Cap, but I decided I didn't like it. I guess I have to wait for a patch to fix it or just ignore it I have also been thinking about the Ship problem, and about swapping the deep and shallow water textures. Perhaps this could be solved using Zepir's program for custom pathing... BTW, any modellers out there who want to hook me up with Church and Stables models, it would be greatly appreciated :ggani: |
| 10-15-2002, 11:29 PM | #8 |
Guest | About food .... 90 is actually quite alot when all the units only cost 1 food each. The only real problem is upkeep :( Im curious as to how far you have progressed with your wc2 mod ... and if you have anything near presentable I would like to see it :) Here is a link that may or may not help you in your search for 3d building models ... http://www.3dsite.com/n/sites/3dsite...ket-index.html Hope it helps. |
| 10-16-2002, 12:18 AM | #9 |
I've already "fixed" the Upkeep problem with triggers: Events: -Player - Player 1 (Red)'s Gold upkeep rate becomes Equal to 0.00 -Player - Player 1 (Red)'s Gold upkeep rate becomes Equal to 30.00 -Player - Player 1 (Red)'s Gold upkeep rate becomes Equal to 60.00 Actions: -Player - Set Player 1 (Red) Gold upkeep rate to GoldRate GoldRate is a variable of type Real that is initialized to 0, and that stores the gold upkeep rate. This is useful for when the player builds a Keep or Castle and therefore should get more gold. Basically, this trigger says that if you enter No Upkeep (0 rate), Low Upkeep (30 rate), or High Upkeep (60) rate, then reset it back to whatever rate is in the GoldRate variable. GoldRate is changed in two other triggers, one for building a Keep (this sets GoldRate to -10), and one for building a Castle (this sets GoldRate to -20). Right now, I'm working on the custom tech tree for the Humans and Orcs. The 1.03 Patch should make this way easy now (was having difficulty making a custom Town Hall upgrade to a custom Keep etc.). And that is pretty much the extent of the "mod" so far. EDIT: I've finished my Gold Upkeep Rate triggers, and decided to post them here in this thread... should they go in the trigger repository? Or are they not groundbreaking enough? emote_confused A little explanation before I get started, I found out the hard way that buildings still count as buildings until after their final decay animation. This made it very hard to change the Gold Upkeep Rate when they died depending on what buildings were left, so I created two variables, numkeeps and numcastles, both Integers. I incremented these variables when their respective units were built and decremeneted them when their respective units were killed. Also, some things in the initialization trigger have been left out because they have nothing to do with the Gold Upkeep Rate. I am also aware that some things I have used two actions to do could be done with one action, but I would rather have an extra action and a cleaner looking trigger than one less action with a cluttered trigger. WC2 Initialization -Events: -----Map initialization -Actions: -----Set numkeeps = (Number of units in (Units of type Keep )) -----Set numcastles = (Number of units in (Units of type Castle )) -----If (numkeeps Greater than 0) then do (Set GoldRate = -10) -----If (numcastles Greater than 0) then do (Set GoldRate = -20) -----Player - Set Player 1 (Red) Gold upkeep rate to GoldRate Keep Built -Events: -----Unit - A unit owned by Player 1 (Red) Finishes an upgrade -Conditions: -----(Unit-type) of (Triggering unit)) Equal to Keep -Actions -----Set numkeeps = (numkeeps + 1) -----If (numcastles Equal to 0) then do (Set GoldRate = -10) else do (Do nothing) -----Player - Set Player 1 (Red) Gold upkeep rate to GoldRate Castle Built -Events: -----Unit - A unit owned by Player 1 (Red) Finishes an upgrade -Conditions: -----(Unit-type) of (Triggering unit)) Equal to Castle -Actions -----Set numcastles = (numcastles + 1) -----Set GoldRate = -20 -----Player - Set Player 1 (Red) Gold upkeep rate to GoldRate Keep Dies -Events: -----Units - A unit owned by Player 1 (Red) Dies -Conditions: -----(Unit-type of (Dying unit)) Equal to Keep -Actions: -----Set numkeeps = (numkeeps - 1) -----If ((numkeeps Equal to 0) and (numcastles Equal to 0)) then do (Set GoldRate = 0) else do (Do nothing) -----Player - Set Player 1 (Red) Gold upkeep rate to GoldRate Castle Dies -Events: -----Units - A unit owned by Player 1 (Red) Dies -Conditions: -----(Unit-type of (Dying unit)) Equal to Castle -Actions: -----Set numcastles = (numcastles - 1) -----If ((numkeeps Greater than 0) and (numcastles Equal to 0)) then do (Set GoldRate = -10) else do (Do nothing) -----If ((numkeeps Equal to 0) and (numcastles Equal to 0)) then do (Set GoldRate = 0) else do (Do nothing) -----Player - Set Player 1 (Red) Gold upkeep rate to GoldRate What's interesting to note is that the unit that is built by the "Unit - A unit owned by Player 1 (Red) Finishes an upgrade" event is referenced as the Triggering unit. Took me a little while and some test triggers to figure it out ![]() |
| 10-16-2002, 05:58 PM | #10 |
bump (cuz editting a post doesn't bump :gsmile:) |
| 10-16-2002, 06:47 PM | #11 |
Guest | hmm... I think i have tried something like that .... but the game kept on setting it back to low upkeep or high upkeep whenever you make an additional unit .... and then u have to keep on setting it back to no upkeep which causes alot of upkeep notifications :( Or am i just doing it wrong? btw low upkeep = 40 and high = 70 hehe |
| 10-16-2002, 09:00 PM | #12 |
Actually Low Upkeep IS 30... this means that it takes 30% away as upkeep (30% of 10 is 3, hence you keep 7 gold) and High Upkeep IS 60 (60% of 10 is 6, hence you keep 4 gold). And you notice that when a new level of upkeep happens, it doesn't just set the upkeep to 0 (No Upkeep), it sets the upkeep rate to GoldRate (which, depending on your structures, is 0, -10, or -20). You ARE right about the bunch of upkeep notifications. That is why I edited UI/FrameDef/GlobalStrings.fdf I replaced the sections that read "No Upkeep", "Low Upkeep", and "High Upkeep", with just a space. I also edited the upkeep chime wav (can't remember the path) and made it blank (just using Window's built in Sound Recorder program). That way, the player doesn't even know that Upkeep Rate changes are still going on in the background. Here are the fields in GlobalStrings.fdf that need to be changed (use notepad to edit the file): Code:
UPKEEP_NONE " ", UPKEEP_LOW " ", UPKEEP_HIGH " ", EDIT: I'm not sure, but I think you may be able to use MPQ2K to inplant this file into your map. If you can't you have to put it into your .MPQ, which means no net-play :( |
| 10-16-2002, 10:14 PM | #13 |
Guest | hehe sorry was reading it all the wrong way ... thought you were referring to the food levels of upkeep. I like the way you have solved it, wouldnt have thought of it. now if only someone can up the food cap I will worship that dude. btw ... if you need someone to the simple (emphasis on simple) boring work like editing all unit stats/prices to war2 values and replacing sounds id be willing. I want to see this war2 mod happen! |
| 10-16-2002, 10:24 PM | #14 |
Actually, I have done most of the menial work you mention while working on the Tech Trees... I havn't done the unit sounds part, but I've got the prices, HP, build time (actually, I couldn't just put in the build times from WC2, because they were measured in something other than seconds... I did develop a forumla for converting though, so it's all good ). I think getting boats to work will be the hardest problem in getting this mod going. Other than that, (and the damn food limit) it's all gold :D |
| 10-17-2002, 06:56 AM | #15 |
The First part of the boats can be fixed by simply setting them to ground units, using shallow water, and not having any ramps from ground level to water. The Second part: getting models for everything besides the battleship and Juggernaugt is harder, so you're on your own there! The Third part is making a transport. It would have the zepplin as a base, but you would have to find some way to keep IT in the water and UNLOAD on land. Your on your own there too. So this wasn't much help, sue me! I just wanted to feel important! PS: WHen my cinematics map is done at the end of the week, download it. You'll LOVE it! -The Great and Immortal Lord Imperialist Insaniteus- ----------------------Ah, to remember the days of 100 Ogre Magi assaults.... |
