Search found 17 matches
- Wed May 05, 2010 9:39 am
- Forum: General Discussion
- Topic: Unit Attack Range
- Replies: 6
- Views: 1234
Re: Unit Attack Range
Thanks pyro for the answer. Tried these four (range, velocity, inertia, gravity) factors and they are exactly what affect actual range. I tried to find fomula to determine actual range with the knowledge of basic physics but I coundn't. So I changed my stratergy just to measure them for all units. A...
- Tue May 04, 2010 11:52 am
- Forum: General Discussion
- Topic: Unit Attack Range
- Replies: 6
- Views: 1234
Re: Unit Attack Range
Yes, almost flat map (used starting point of level 4), but yea there can be negative revise even on flat map to non-magical projectile. I will test it later.
Thanks for head up.
Thanks for head up.
- Tue May 04, 2010 7:46 am
- Forum: General Discussion
- Topic: Unit Attack Range
- Replies: 6
- Views: 1234
Unit Attack Range
This might be FAQ, but I couldn't find post or article written about this. So just giving me a pointer to it might be enough. I'm inspecting Unit parameters then find that dwarf and dwarf hero has same Maximum Range in Attacks of Monster tag. Dwarf hero must have longer range than normal dwarf so I ...
- Mon May 03, 2010 3:35 pm
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
Tested on the other units, Stygian Knight, Bowman (both arrow and knife), and Trow (punch and kick). Now I'm pretty sure my fomula is correct. Simplified fomula will be following: Average Attack Speed = (attack frames * ticks per frame) + (19 + ( RT - RTED * kills) * 30) (ticks). RT means Recovery T...
- Sun May 02, 2010 6:53 am
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
I had some experimentation to test these matters. I've done just for warrior. Fomula must be following; whole ticks = starting ticks + attack ticks + recovery ticks starting ticks = randomly 1 or 2 ticks, frame is also randomly chosen from Moving sequence attack ticks = total attack frames * ticks p...
- Sat May 01, 2010 7:45 pm
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
Thanks for pointer vinylrake it has useful informations for my original purpose but it seems it does not say anything new or certain about attack speed. I think when recovery time hits 0 or -0.1 the collection is literally playing at full speed, back to back, with no 'recovery time' between repetiti...
- Sat May 01, 2010 9:16 am
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
So I got back to 1st question. How can I calculate attack speed?
- Sat May 01, 2010 6:20 am
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
Thanks reply Graydon, it helps but can I ask some more? I understand that I need to access Collections, and actual attack speed will be Transition Period (TP) / 30 + RT - RTED * kills (up to 5) (seconds). Warrior starts with recovery time of 1.0, and has an experience delta of 0.1. 0 Kills = Recover...
- Fri Apr 30, 2010 4:00 pm
- Forum: General Discussion
- Topic: Unit Attack Speed
- Replies: 40
- Views: 5424
Re: Unit Attack Speed
Reusing the thread. I'm looking forward to calculate unit attack speed / maximum speed of ordinary units we use in multiplay games, but can't figure out. Can anyone help me out? I run Fear and take a look at its maunual (newest one) and now see; Recover Time (RT) and Animation Rate (AR) have somethi...
- Sat Nov 21, 2009 12:26 pm
- Forum: General Discussion
- Topic: Mazz VI v3 status?
- Replies: 21
- Views: 3386
Re: Mazz VI v3 status?
bump!
- Sun May 03, 2009 12:33 pm
- Forum: General Discussion
- Topic: Myth II 1.7 Public Beta
- Replies: 48
- Views: 10457
- Sun May 03, 2009 11:53 am
- Forum: General Discussion
- Topic: Myth II 1.7 Public Beta
- Replies: 48
- Views: 10457
- Sun May 03, 2009 11:35 am
- Forum: General Discussion
- Topic: Myth II 1.7 Public Beta
- Replies: 48
- Views: 10457
Some screen resolution with 16:9 aspect ratio fucks up like following when I use window mode for lobby and non-window for game. (Desktop can be seen at bottom of screen.) http://fama.thyme.jp/myth/img/picture_1_resized.jpg full size I've got advise from Godzfire not to use window mode for lobby, and...
- Sun Mar 23, 2008 4:09 am
- Forum: General Discussion
- Topic: myth 1.7
- Replies: 25
- Views: 5929
Same bug happened to us today. Film is available.
http://fama.thyme.jp/uploads/inventory_ ... 55mins.zip
About 55mins, electromancer leveled and inventory disappered, and them Muse (name with smily) yelled it.
http://fama.thyme.jp/uploads/inventory_ ... 55mins.zip
About 55mins, electromancer leveled and inventory disappered, and them Muse (name with smily) yelled it.
- Wed Mar 12, 2008 1:42 pm
- Forum: General Discussion
- Topic: myth 1.7
- Replies: 25
- Views: 5929
Re: My 1.7 wishlist
c) Fix inventory bug. On mazz game, inventory item disappears in some situation. I'm not sure what is condition but, i) when inventory is full or nearly full and ii) when consume some item, it happens. I suspect inventory item list resorting program has some bug. Any particular item? No. It happene...