Posted: Fri Mar 23, 2007 6:01 am
multiplayer bots? multiplayer bots would probably be easier to make than you'd think, and in fact, they're in most of the maps. ever notice the scenery, the deer, the birds flying around? those can be considered bots, because they're computer controlled and running thier own programed ambience scripts. if you wanted to make multiplayer bots you'd have to go through all of the maps you wanted and script all of the bots to react in certain ways and if you wanted a bot activated or not. it would be very tricky and time consuming, and if people suddenly disappear, i'm sure you can figure out how to do it.BBQ wrote:The best addition to Myth II would be multiplayer bots.
One of my worries is that eventually we'll run out of players for multiplayer games. Who will I play FFAs against then?! I've thought about making some single player maps that would simulate an online game but my mapmaking skills aren't up to snuff.
good ideasBaak wrote:
(3) Multi-select active plugins on either side with "move all" left/right buttons.
(4) PLUS, a pulldown list in "plugins..." for custom active plugin combination presets (e.g. WWII units + Map XYZ as a preset you could select with pulldown). As many pulldown items as you want each containing up to eight plugins (we've used 6 before). This would probably save OoH hosts 22 minutes and 97 mouse clicks every night.
(5) Only game-play related one I can think of off-hand: shift-clicking a unit's path can pick up an object during the trip if the shift-click is on an object. In other words, you could have a heron pick up a root en route (cough) to an ultimate destination without having to move him again after he picks up the root.
(7) Semi-transparent graphic of inventory/items unit is carrying right over the unit's head (stacking upwards) - can be universally toggled on/off.
your number 2,
would be a wasted features, one of the things i look back on most about myth was how all of the colors were always changing, random and every new game meant you had to check and see who was which color again, because it could have changed and you could be fooled :OBaak wrote:(2) Local team color settings: Option to set your own custom colors for other teams (up to 16 teams) so you can always see the enemy the same way and there are no advantages for dark green, black, etc. There would also NEVER be any floyning because you would be picking the other players colors the way you want to see them! Smile (I just thought of this the other night!)