Maximum summon amount on Raise dead, or other idea?

Sajberhippie

New Member
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30
So, I'm creating quite a big map with more focus on strategy than tactics (more macro than micro, so to speak). I'm going to have three playable races; humans and elves, savages (goblinoids as well as giants, harpies and other mean uncivilized creatures), and a race heavily utilizing undead (haven't decided if they will have anything else yet, though I'm leaning towards only undead and necromancers).

I want all three races to have quite different playstyle, and for the undead it's quite easy to see how that could be done: Undead won't BUILD much units, they will RAISE them. This fits perfectly with the rest of the map as resource management will be heavily reduced into just building certain buildings at certain spots (pre-placed foundations that can be captured and upgraded into units), and for the humans, there will be "peasant's homes" that will generate villagers via a locust spell. These villagers will be a primary source of income as they pay taxes periodically.

Using this for the undead would seem easy - replace the "peasant's homes" with "breeding pits" where humans are grown to be slaughtered and raised into undead warriors. Sounds really nice, except for one thing: I don't know how to do this balanced. There is no "maximum creatures summoned" field on Raise Dead AFAIK, and that means that either I have to make the spells have a limited duration, which I don't want for the bulk of the army summoned from static buildings ("necromancer's towers" that replace barracks), or use resources for the creation.

With gold and supplies (replaces lumber) it would seem logical; the spells require expensive materials. However, it looks extremely ugly to place a "Spell costs X gold and Y supplies" field on the spell itself, and it also means that gameplay won't be so different after all. With food it would be much easier without having it looking ugly, but there is a problem with that too: Skeletons don't eat. It just makes no sense at all. Also, I'd prefer every building to have a certain individual limit of number of creatures to raise, thus forcing the player to capture more villages.

The ideal would be something akin to "maximum number of creatures summoned" but I guess that would be extremely hard if not impossible to do in GUI, and at least quite hard in JASS. Especially since I'd like different maximums for different raise spells on the same building (which anyway means I have to use dummy casters due to conflicting order ID's). So that a single Necromancer's Tower might be able to raise 8 zombies, 6 skeletons, 3 ghouls and a single Vampire.

TL;DR: I want to replace barracks with buildings that transform corpses into creatures and have a maximum amount of creatures summoned from a single building at a single time.

So people, any ideas? Sorry for long text.
 

Sajberhippie

New Member
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30
Wonderful! Thanks a lot! Do you people have any suggestion on how to increase the number of different spells available without using dummies (due to above reasons)?

Otherwise I'll just have to use addons, though that is a bit stiff and ugly.
 

Slapshot136

Divide et impera
Reaction score
471
im not sure what you mean by not having to use dummy's but you may want to look into spellbooks
 

Tom Jones

N/A
Reaction score
437
I wouldn't say that it is impossible to make:
Trigger:
  • Test A
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
      • (Unit-type of (Summoning unit)) Equal to *Summoner*
      • (Unit-type of (Triggering unit)) Equal to *The Summon*
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Set Summons = (Number of units in (Units owned by (Triggering player) of type (Unit-type of (Triggering unit))))
      • Custom script: set bj_wantDestroyGroup = true
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Summons Greater than ((Number of units in (Units owned by (Triggering player) of type (Unit-type of (Summoning unit)))) x *Max Number of Summons Per Summoner*)
        • Then - Actions
          • Unit - Remove (Triggering unit) from the game
          • Game - Display to (All players) the text: (Maximum number of units + ((Name of (Triggering unit)) + has been reached.))
        • Else - Actions
 

Sajberhippie

New Member
Reaction score
30
im not sure what you mean by not having to use dummy's but you may want to look into spellbooks

Spellbooks still have the limit of one spell based on the same order per unit. If I have different spells based on Carrion Beetles, only one will be activated regardless which one I click. Thus, I'd need to use dummy abilities and casters.

I wouldn't say that it is impossible to make:
Trigger:
  • Test A
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
      • (Unit-type of (Summoning unit)) Equal to *Summoner*
      • (Unit-type of (Triggering unit)) Equal to *The Summon*
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Set Summons = (Number of units in (Units owned by (Triggering player) of type (Unit-type of (Triggering unit))))
      • Custom script: set bj_wantDestroyGroup = true
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Summons Greater than ((Number of units in (Units owned by (Triggering player) of type (Unit-type of (Summoning unit)))) x *Max Number of Summons Per Summoner*)
        • Then - Actions
          • Unit - Remove (Triggering unit) from the game
          • Game - Display to (All players) the text: (Maximum number of units + ((Name of (Triggering unit)) + has been reached.))
        • Else - Actions

That sets a maximum for the player, not for each unit. I want every Necromancer's Tower to summon up to 8 skeletons, for example.
 
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