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Anti-clump / TFL Gameplay: What is the difference?

Posted: Sat May 17, 2008 2:40 am
by doctor 7
Alright I've scoured the internet looking for an answer and I have come up completely dry. There's not one in the Myth II manual, the Myth II Strategy guide or any online guides that I can find at all. Looking up Anti-clump or TFL Gameplay on Google only yields information about plugins using these features but what they actually do.

So what do either of these options actually do? Is one preferred to the other? How are they different from just not checking either?

Sorry if this seems like a basic question that everyone should know but honestly I can't find any documentation as to what either of these options actually are for.

Posted: Sat May 17, 2008 3:27 am
by Pyro
That's because those two options didn't exist until the 1.4 update. Well it was just one option at first but in the 1.4.1 update it became two. Keep in mind Bungie's last update was 1.3. The vTFL option makes Myth II have the same (or really close) way of playing that Myth TFL had. Certain things that were in TFL weren't in M2 at first. For example did you know that in TFL you could launch dwarf bottles using a fetch's lightning attack? This is known as carpet bombing. In Myth II if you try this, the bottles explode instead of being launched into the air. If you play a normal map with vTFL you will also noticed certain units being replaced. Bowmen are replaced with fir'Bolg Archers from TFL. Some people will tell you that TFL is better than M2. Depends on perspective. But on a difficulty point of view, TFL was better. If harder is considered better that is. Your dwarves were more likely to kill themselves in TFL than in M2. Your arrows were more likely to miss than in M2. Etc.

As for the Anticlump option, it is for maps that are not compatible with vTFL or if you don't want to use vTFL. It makes units keep their personal space intact.

If you really looked everywhere you would have found this one thread I found that explains about those two options and other things :P :

http://www.projectmagma.net/forum/viewtopic.php?t=3062

Posted: Sat May 17, 2008 3:39 am
by doctor 7
Pyro wrote:That's because those two options didn't exist until the 1.4 update. Well it was just one option at first but in the 1.4.1 update it became two. Keep in mind Bungie's last update was 1.3. The vTFL option makes Myth II have the same (or really close) way of playing that Myth TFL had. Certain things that were in TFL weren't in M2 at first. For example did you know that in TFL you could launch dwarf bottles using a fetch's lightning attack? This is known as carpet bombing. In Myth II if you try this, the bottles explode instead of being launched into the air. If you play a normal map with vTFL you will also noticed certain units being replaced. Bowmen are replaced with fir'Bolg Archers from TFL. Some people will tell you that TFL is better than M2. Depends on perspective. But on a difficulty point of view, TFL was better. If harder is considered better that is. Your dwarves were more likely to kill themselves in TFL than in M2. Your arrows were more likely to miss than in M2. Etc.

As for the Anticlump option, it is for maps that are not compatible with vTFL or if you don't want to use vTFL. It makes units keep their personal space intact.

If you really looked everywhere you would have found this one thread I found that explains about those two options and other things :P :

http://www.projectmagma.net/forum/viewtopic.php?t=3062
Thanks for the thread link. It didn't come up when I searched these forums for "clump."

Re: Anti-clump / TFL Gameplay: What is the difference?

Posted: Sat May 17, 2008 11:27 am
by Frumius
doctor 7 wrote:...Anti-clump or TFL Gameplay.... So what do either of these options actually do? Is one preferred to the other? How are they different from just not checking either?
These options are never mentioned. It's a conspiracy, and that one thread link that pyro put up should never have existed at all!

If we let all the new people, or really old returning people who may have forgotten, know about these options and what they really do then we would begin losing to new people in droves and never be able to maintain any kind of illusion of Myth superiority. So we, those players who never left, have agreed that these two uber-sekrit options remain undocumented, undiscussed, undisclosed, undeclared and indefinably deniable.

It may be that I shouldn't have mentioned this. If you never see me again, you'll know what happened.

Posted: Sun May 18, 2008 3:00 am
by Oroboros
Doctor 7, on behalf of Project Magma, you have my sincerest apologies.

We are currently beta-testing Myth 1.7, which includes the Frumius in-game chat simulator. We're running this on the forum for a couple of months.

Frumius was an extremely industrious contributor, until several of his ideas threatened to undermine Magma's power and control over the Myth engine.

We felt awful about what happened to him. Since then his family has been watched over by a concerned group of friends.

Closely watched over.

Until 1.7s release, please enjoy the Frumius-bot's many entertaining (but totally unsubstantiated) jocularities.

Aha ha ha. What a card.

-Oro

(Frumius team: we need to crack where the hell F. hid that fricken AI node. Myrd: you're on Family duty tonight.)

Posted: Sun May 18, 2008 7:47 am
by iron
omg. Oro's channeling Sibrax.

Posted: Mon May 19, 2008 12:42 am
by Baak
Weird - doctor 7 looks a lot like George Clooney.

Posted: Mon May 19, 2008 6:46 pm
by vinylrake
Baak wrote:Weird - doctor 7 looks a lot like George Clooney.
What's weird about that? George Clooney IS a doctor. At least he was.