Risk type trigger help

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cccpman1

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I have been working on a LOTR Risk for at least 4 weeks, having started over (totally over) 3 times now I am more then ready for this to be the final version. My goal was to mvoe away from the standard risk, i never liked things like towers, the small ammount of units you can use, the "empires" idea, etc.

Thus I have a list of problems, help on any of them would be great ( i will just update thread, I have tried to do everything on my own but I require help... after 4 days being stuck on a simple trigger I figure it is best for the map)

1) When the game starts you select your race from a dialog. By then the game has already distributed barracks and units to each circle of power... I request either the code or some good ideas on how i can order all units of a type to change into another unit of type. I thought i could do something where the conditions are != buidling do blah, else do blah but i dont know what to put where... i just cant find the right commands to do what im wanting. I want to replace all barracks with a race specific barracks based on player selection. Anyways, if you dont get teh problem or want more info please do ask, i will be more then happy to provide more information

2) The horrible unit balance- The first couple versions were great, they ran faster then any risk, had a larger map, had many many more units... which is the problem. I find it impossible to balance my units, after 54 playtests on the first map alone to correct this I was nowhere. Now im sure there are many many things about balancing units, the main idea behind most is the time it takes... but I am in need of more help then this. Because this is a risk game everything must have a value, the values are small, so far everything is below 50 gold. I have tried to use long complicated formula to balance a units speed, attack, cooldown, health, regeneration, etc but have had no luck. I am now thinking about having every unit take a default base of everything (base 1 gold) and the only thing that changes after unit value is the health... but then again the game would slow down to a crawl. If you could provide some ideas on the subject I would be more then happy to try them because it would only take a couple of playtests rather then 54 shots in the dark

3) Multi-board - I have heard so much about the multiboard, and what I have heard is good stuff. However I have always wonderd about being able to display private multiboard stats and public ones. Each player perhaps has a rating of their armys value, their income, perhaps a forcast of where they will be in a couple turns if it keeps it up, and then public ones being Total income, kills, etc. Of course these are long time goals, and this is the last on the list so far for good reason. I have figured out how to manage an income leaderboard and thats all that is required but if i stop there what kind of mapmaker will i be heh... Is it possible to show a differnt multiboard for each player, have them rotate for every player at the same time between stats, and then go to the public multiboard (or leaderboard) or are private boards a myth? A link to a multiboard tutorial other then the following (which is for global only i think http://www.thehelper.net/forums/showthread.php?t=11545) would be great

Sorry for the rather long post, I know this is alot to ask for, I have done a few hours of searches but I cant solve these problems. If i missed something please msg me via pm or better yet post a link here so it will help anybody else who gets stuck
 
1.
Code:
Unit Group - Pick every unit in (Units owned by "Player" of type "something") and do (Actions)
    Loop - Actions
        Unit - Replace (Picked unit) with "something else" using The new unit's default life and mana
 
AceHart, that worked great... I couldnt have asked for anything better!

another question
4) Is it possible to display text in a dialog box... without the use of a button. For example I wanted players to choose race at start, I have all of the races working now but I dont know how i would provide information about the race (i was thinking click on teh race, the next dialog takes you to a screen with a back button, a select, and a description). Since im pretty sure it is impossible, any ideas on how I could get the information to the user?
 
im not so sure, I wanted to keep it to dialog only but they are missing the text area heh. If it comes down to it i could switch everything over to the tavern idea but im going to keep it at where it is (maybe test how much text can go into a button... or change the title to where its really long if possible... hmm some new ideas after hearing yours)
 
Sick for a while but better now, and in need of some more help

Now that I have it where race is selected at start via dialog box I realized that i have messed up everything dealing with transfering circle of power ownership. The old trigger was this

erebor
Events
Unit - A unit enters erebor <gen>
Conditions
((Units in erebor <gen> owned by (Owner of Barracks 0085 <gen>)) is empty) Equal to True
Actions
Unit - Change ownership of Barracks 0085 <gen> to (Owner of (Triggering unit)) and Change color

As you see it simply changes owner ship of barracks to that of the triggering unit, however i can no longer say transfer ownership of set unit (barracks ####) because the barracks changes into another building when the player selects race. Perhaps somebody out there knows of a way to transfer the nearest building? If not perhaps you have a workaround, I have thought about making a barracks appear/disappear depending on what race controls the COP but im not sure how i would do this or if it would work (also speed is a great problem, and not getting things misplaced where it would mess up the map or get players units stuck)



The above is the most important problem, without solution I have no way of getting the map working x_x. Now there are 61 barracks/circles of power so the more dynamic the solution the better

I changed how things were randomally assighned an owner to what is used in the europe risk maps, a giant array that includes COP and Barracks names and i thought maybe i could put this to some use by making the barracks variable the buildings in region rather then a specific barracks but im not sure how to do this or how i would make it work with ownership transfers. Pretty much burned out for today x_x
 
hmm simple salution no?
gfg
Events
Unit - A unit enters circle of power <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in region containingbarrack##1 <gen>) and do (Unit - Change ownership of (Picked unit) to (Triggering player) and Change color)

repeat this 61 times for each barrack :p
 
well i dont think that will work, the problem is that the barracks ### will not be barracks ###, when the player selects race it changes to something like hobbitbarracks ### or entbarracks, humanbarracks, there are many options which causes the trouble and the number is random depending on who selected what when (12 players, 61 barracks, a headache)

The major problem being that i dont know what type of barracks and what # it will be. I havnt tested what you posted but only looked (but im mostly sure it woudlnt work cause it bases itself off the origianal barracks info that changes 10 seconds or less in when player selects race right?)

However, thank you for the fast reply its hard to get good help most places
 
no the place where i put the barrack### is a region u can name in watever you want but i decided to name it barrack###
 
Well that is a great solution!

However every solution adds a problem as im quickly learning with warcraft 3, now the problem would be making the barracks turn to the proper race. Heh, i dont really want you to take something over and then own 2 races so the change would be important. Do you have another simple solution for this (maybe a variable would be needed, if race = # then change barracks to elf or whatever)

I will ponder on this but feel free to give me a leg up again. Thanks for the great solution sqrage , i will put it into action as quickly as i can
 
"if race = ... then replace picked unit with ..."
then change the owner.


Does that mean then that you can have empty regions
but there's still some type of barracks inside?
Who's the owner of that barrack?
 
well im not sure exactly what you are asking aceheart. There will now be a region for every barracks area and a region for every circle of power. The only other regions are to transport units (inside and outside of mountains)

The owner of the barracks will always be set to whoever has the triggering unit, and only if the original owner of barracks has no more units in the circle of powers region. There will always be a unit in every normal non transport region


As for the solution sqrage posted i will be testing it shortly on a couple of barracks to see if it works but i cant be 100% sure (but really close for now)

(its been a good 50 or so hours without sleep so sorry if i seem a little AFK heh)
 
ddd
Events
Unit - A unit owned by Player 1 (Red) Changes owner
Conditions
(Race of Player 1 (Red)) Equal to hobbit
Actions
Unit - Replace (Triggering unit) with a player2barrack using The new unit's max life and mana


hmmm i got that but would only work if the races were assigned and not picked however i think you can set a 10 second time limit to "race picker" or else it goes random then you do

Untitled Trigger 001
Events
Time - Elapsed game time is 11.00 seconds
Conditions
Actions
Set hobbit = hobbit
Set hobbit = hobbit
Set hobbit = hobbit
Set hobbit = hobbit
except dont make all of them hobbit fill it in with your races the action is under "set variable" hmm a moderate or xxconanxx might be able to help you sorry
 
sqrage said:
hmm simple salution no?
gfg
Events
Unit - A unit enters circle of power <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in region containingbarrack##1 <gen>) and do (Unit - Change ownership of (Picked unit) to (Triggering player) and Change color)

repeat this 61 times for each barrack :p

not working for some reason, i suspect its because i have some of the old triggers running and they are somehow messing everything up

As for the help, sqrage you and aceheart have been great. At the very least you provide great ideas, at the most massive timesaving solutions :) Im going to have to take a break for a couple hours or my eyes are going to burn out but i will check back and retry the trigger (sometime i messed up i think, hard to stay awake)
 
k ill probably be sleeping ill check back 2morrow to see if you still have the problem.
 
Uhhh, do you mind summing up what you want? I read through this thread about 3 times already, and I still can't figure out what you want exactly.
 
there isnt really anything needed anymore, looks as though the other two have solved all current needs
 
well not quite



This code didnt work, i cant be 100% sure why but who cares

Code:
FULLTESTING
    Events
        Unit - A unit enters haradwaith <gen>
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in haradwaith barracks <gen>) and do (Actions)
            Loop - Actions
                Unit - Change ownership of (Picked unit) to (Triggering player) and Change color


I ended up with this code which did work


Code:
FULLTESTING Copy
    Events
        Unit - A unit enters haradwaith <gen>
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in haradwaith barracks <gen>) and do (Unit - Change ownership of (Picked unit) to (Triggering player) and Change color)
This code is a hell of a mess to look at cause its just one long line, the code looks close enough to me so i cant be sure whats up with one versus the other. As for adding the code to make sure they cant take the circle while you are on it, i tested around and for some reason... they never could which is another strange problem but helps more then hurts :p. I have the code to correct the problem if it starts up but wont add it if its not needed

I will figure out how exactly to do the barracks change quickly using yours or acehearts code and see if i can get that working as well soon (after the other 61 triggers get changed x_x)
 
Change Triggering Player to Owner of Entering unit. There is no Triggering Player, because Triggering Player is an Event Response.
 
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