Search found 159 matches
- Sat Jun 24, 2017 12:12 pm
- Forum: General Discussion
- Topic: Magma The Fallen Levels Bug Report
- Replies: 3
- Views: 3665
Magma The Fallen Levels Bug Report
Searched through the forums, couldn't find any mention of this elsewhere. Issue: Launching "A Vivid Thrashing" from the Magma TFL Multipack results in instant Crash To Desktop Tested on: Two different Windows 10 machines Running Myth 1.8.1 Relevant part of myth log: Starting mesh "A V...
- Sat Jun 07, 2014 7:59 pm
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
I appreciate the input. Thankfully, I do everything you mention already, so it seems my practices are sound, which is nice. No need to go about a massive refactoring =P. I think I'm doing most of the stuff as efficiently as possible. I have tons of mungers to reuse whole platoons with just changed o...
- Fri Jun 06, 2014 3:01 pm
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
Ah! I was using the wrong term. I didn't hit the projectiles limit, now your comment about the attacks makes more sense. I meant the OBJECT limit. I was using the wrong term.
- Fri Jun 06, 2014 12:55 am
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
Oh I wasn't trying to say mazz cleared the map at all, of course wherever the fighting currently IS there is litter everywhere, but look away for a moment to the other side of the map - lots of blood, no corpses. I'm talking later into mazz when the battle has been going for hours, ya know? The mino...
- Thu Jun 05, 2014 10:52 pm
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
I agree about the small-unit tactics stuff. But I, perhaps fueled with a bit of nostalgia, still see myth as somewhat cinematic. I remember the first time I saw the battle across the river with alric, fighting three fronts pushing across all simultaneously - it was awesome. I'm striving to create a ...
- Thu Jun 05, 2014 9:21 pm
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
Your It's a 20 minute alteration. :wink: threw me. The only major inconvenience is projectile limits, and like I said somewhere before, a bio-degrader just seems so anti-myth. The litter of corpses and arrows and giblets need to stay, whenever they can, imho. I also would benefit from a unit limit i...
- Thu Jun 05, 2014 6:50 pm
- Forum: General Discussion
- Topic: [Poll] Raising the Limit on Active Units
- Replies: 64
- Views: 35721
Re: [Poll] Raising the Limit on Active Units
I had a thought - assuming the whole "30 minute alteration" thing wasn't a joke. I am a mapmaker and a player, and I happen to be working on a map series that would be one of the creations benefiting from the lifted limits - if someone with access could patch whatever files it takes for th...
- Wed Feb 12, 2014 12:39 am
- Forum: Map Making Support
- Topic: Oak Misorder Solutions?
- Replies: 2
- Views: 2112
Re: Oak Misorder Solutions?
Got it. Thought I would ask before I threw something together in python.
Thanks!
Thanks!
- Wed Feb 12, 2014 12:16 am
- Forum: Map Making Support
- Topic: Oak Misorder Solutions?
- Replies: 2
- Views: 2112
Oak Misorder Solutions?
Importing some sprites into oak, but the game I'm ripping from organizes their bmps in a different order - 0 degrees, 90 degrees, 180 degrees, 270 degrees, then all the 45 degree angles. Anybody ever encountered this? I'm trying to think of a good way to go about this so I don't have to rename them ...
- Wed Feb 12, 2014 12:10 am
- Forum: Map Making Support
- Topic: AI netgame teams
- Replies: 23
- Views: 9192
Re: AI netgame teams
I did use -1 in my first attempts. And yeah, it has a bunch of limitations. It works fine for, say, fetch that fuck with anybody that gets near their little hill or something. But it doesn't even begin to fit the bill for a true AI team, replete with the ability to capture flags etc. And yes, custom...
- Wed Feb 12, 2014 12:00 am
- Forum: Map Making Support
- Topic: Artifact Attack Override?
- Replies: 8
- Views: 3317
Re: Artifact Attack Override?
Thanks Pyro. I actually moved away from the artifact attack override for now because it is actually more user friendly to use the "emergency spell" of evasculate with a double click, rather than having to change inventory stuff and THEN ctrl click the targetted spell. It didn't fit with ho...
- Tue Feb 11, 2014 11:53 pm
- Forum: Map Making Support
- Topic: Bug Report(?): Collection Reference Mismatch
- Replies: 4
- Views: 2520
Re: Bug Report(?): Collection Reference Mismatch
Well so far it only occurs when I'm testing the plug out of my local folder while I'm working on it. I am yet to see it happen when it is a built plugin. I'll let you know if that happens, but if it doesn't I don't know if it is a bug worth batting an eye at it. Easy enough to just build the plug wh...
- Tue Feb 11, 2014 10:28 pm
- Forum: Map Making Support
- Topic: AI netgame teams
- Replies: 23
- Views: 9192
Re: AI netgame teams
I played around with similar things, but it never seemed to work. I tried "Unit Control -- Team Index to Detach {1}" but that didn't seem to do anything? What map action are you suggesting that would move the unit from team0 to team1? I want to try it, but it won't create a team in the F7 ...
- Tue Feb 11, 2014 11:03 am
- Forum: Map Making Support
- Topic: AI netgame teams
- Replies: 23
- Views: 9192
Re: AI netgame teams
Although I'd still be stuck with no f7, or teams/flags/scores displaying? If I can't match netgame play "reasonably" close enough, it would fail in my main goal. As of now, there are only 2 ways to "play netgames" with the AI. Option 1 is the only real option: make it a SOLO map...
- Mon Feb 10, 2014 7:29 pm
- Forum: Map Making Support
- Topic: AI netgame teams
- Replies: 23
- Views: 9192
Re: AI netgame teams
JG, I was shown Wabe in the Gimble years ago when I first started looking into this project. And, jason, he's right - that's a good place to look at the very basics of setting up multiplayer myth. My only complaint is how mind-numbingly simple it is. The "AI" is only intelligent in the mos...