Re: Mazz VI: Wisdom of the Mancers
Posted: Thu Jun 25, 2009 10:31 pm
Grim posts news on MariusNet.
Fan-base Myth Development Community
https://tain.projectmagma.net/forum/
Paris has also posted news on Mnet, what's your point? Just because you can't instantly post news doesn't mean you can't post news. I'm sure they asked one of the mods if they could move a thread to the news or make a news post out of a message they sent. Just how admins in forums can make threads into a sticky. They don't give the original poster admin powers just to do that, they do it themselves.GodzFire wrote:Grim posts news on MariusNet.
By the way, here is a list of "Next-Gen" Mazz Masters:
- 25 Years Of Mac
- Gholiath
- HMPy
- Mike
- Spa
- Sillek
- Zoso
Chances are what you’re seeing with mana is a technique used to order attacks. For example, if you want a monster to attack in the following order: claw, claw, claw, claw, bite, repeat… you make the claw attack cost 25% mana, the bite cost -100% mana and set the mana regen to 0. You can get real fancy by setting the mana regen to values other than zero, the way Silicon Dream did for the Marilith in Mazz V, but the math required to get the desired results is pretty intense.Archer wrote:Also, from watching the films, I notice you do some deeply strange things with mana on the enemy units; if you've got time sometime, I'd love to hear an explanation of how you set things up under the hood.
~J, who just burned four hours watching Mazz VI films
Yeah, I figured that part out by watching the Soulless (and to a lesser extent the Liches with their fire-something-then-cyclone-a-bunch-repeat cycle); it was a revelation to me, as I'd initially assumed that they were throwing their permanent attack immediately and then charging back up, so I spent a lot of time focusing on avoiding it, whereas it looks like it's every... I don't remember, fourth? Fifth? Well, assuming you weren't sadistic enough to have most of their attacks be permanent.ChrisP wrote:Chances are what you’re seeing with mana is a technique used to order attacks. For example, if you want a monster to attack in the following order: claw, claw, claw, claw, bite, repeat… you make the claw attack cost 25% mana, the bite cost -100% mana and set the mana regen to 0. You can get real fancy by setting the mana regen to values other than zero, the way Silicon Dream did for the Marilith in Mazz V, but the math required to get the desired results is pretty intense.
It absolutely does, thank you very much for the explanation (not least because, while I had deduced the existence of at least four strings with the belief that there was a fifth, I'd had no clue there were so many left unfound; I could well have gone mad trying to use the tiny little viewing area available in films to figure out what the exact chains are.Mazz 6 has nine such strings running in parallel.<snip>
There’s also a tenth string, but it is timed, and doesn’t work like the other nine.
I hope that all makes sense and satisfies your curiosity, Archer
Absolutely. I need sleep now (just came off a very long run in which we exploited the warlock-trigger knowledge to possibly shameful degrees, but it means that I should have a warlock-attack-interval in there somewhere for you), but I should be able to get that to you tom… later today; I need to watch the film anyway.because I have a favor to ask in exchange for the explanation. It’d be a huge help to me if you could watch a film and measure the interval between warlock attacks, down to the exact second, and let me know asap. If the warlock moves, or if player units go out of range or get too close between attacks, you won’t get an accurate reading, and it really has to be exact, so I’d measure a few different warlocks just to be sure.
I could take this measurement myself, but the sum of seconds between warlock attacks is such an important number – it will, in fact, determine what will make the new Mazz tantalizingly winnable, yet cause even the most jaded Mazz pros to curse, pull their hair out, and want to kill someone – that I’d rather you do it. k? Thanks!
I generally go by Durandal, but I don't think I've played on the metaservers since PlayMyth closed; I mostly have a group of friends that I play with connected via IP. We're not that great, so I try to make up for it through study. Many thanks again to whoever posted the 4man film, by the way; being able to check things against that, especially with all of the Holy Vision at the end, has been invaluable to my understanding of the map.GodzFire wrote:I'm very impressed by Archer's knowledge of Mazz, I must say. It's very strange since I don't think I've ever played with him before. Archer what is your Myth name again?
As he mentioned I can probably fulfill Chris's request without it, but I'd love to get my hands on it for general testing and experimentation purposes if you wouldn't mind.Chris I might be able to help with that testing. A long time back, to have a little fun, I edited the Light units so they would take no damage or get stoned. That let me just have some fun and mess around with units. I still have this local, and it might help Archer study the warlocks, since that way he wouldn't need to worry about units dying and losing on any difficulty. Would that help?
Notice where it autolinksArcher wrote:(The auto-linking sorta ends up sending the wrong message there, what with the sentence being about things closing )
Absolutely not. Prior to asking, I confirmed in Fear that the Warlocks should never vary their attack intervals unless interrupted by the events I've already listed in my previous post. And I may tease occasionally, but never to the cruel extent of making someone waste their time. I have a long to-do list, have little time for Myth (any long posts I make are while at work), and am lazy about certain things. This is something important, but I have no old films... and happened to notice you do. I do appreciate you doing this, and hope that answering a few questions is a fair trade. Let me know if there is anything else you're curious about, but understand I am still rusty and trying to re-figure out half this stuff myself.(I must say, I have the distinct feeling you're having a go at me. I'm going to go out on a limb and venture to suggest that maybe the Warlocks regenerate mana based on something that's apparently completely unrelated to them; I'll therefore get completely different times for what appear to be identical Warlocks and go utterly insane. I guess tomorrow I figure out if I'm an untrusting jerk or not )