Myth II: adding resource gathering, base building

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Re: Myth II: adding resource gathering, base building

Post by Jon God »

If you could make attacks take _ ammo to attack, you could make Myth have RTS elements. Well, that and ammo based on artifact selected.
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Re: Myth II: adding resource gathering, base building

Post by MindBrain »

Jon God wrote:If you could make attacks take _ ammo to attack, you could make Myth have RTS elements. Well, that and ammo based on artifact selected.
I guess if you could hack it like that. I'm not a programmer so I don't know the technical details. I just love the Myth environment and think "how would it be better? Hey how about build some stuff and harvest the resources. Oh look at all the ready made Myth buildings you could use. Oh look at the maps with rivers and trees. Take the peasant unit and add an axe."
If a few additions were made to the engine I think it could go a long way; Placing 3d objects, rotatable in 8 directions. And "resource" areas that can be painted into existing maps (like the map height file) There wouldn't be a paint for "trees" because you just click the tree to go chop it....but for say rocks, riversides (for gold), water...I hear the posts about using scripting to do the economy thing but I guess the point is about making it easy to build the maps.

I figured I'd just post about it and if the devs thought of it like this someone might experiment with it, and maybe it wouldn't be so difficult to do. Maybe even make a single player test, use it as a base for some survival mode type game where you battle waves of enemies.
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Re: Myth II: adding resource gathering, base building

Post by Jon God »

MindBrain wrote:
Jon God wrote:If you could make attacks take _ ammo to attack, you could make Myth have RTS elements. Well, that and ammo based on artifact selected.
I guess if you could hack it like that. I'm not a programmer so I don't know the technical details. I just love the Myth environment and think "how would it be better? Hey how about build some stuff and harvest the resources. Oh look at all the ready made Myth buildings you could use. Oh look at the maps with rivers and trees. Take the peasant unit and add an axe."
If a few additions were made to the engine I think it could go a long way; Placing 3d objects, rotatable in 8 directions. And "resource" areas that can be painted into existing maps (like the map height file) There wouldn't be a paint for "trees" because you just click the tree to go chop it....but for say rocks, riversides (for gold), water...I hear the posts about using scripting to do the economy thing but I guess the point is about making it easy to build the maps.

I figured I'd just post about it and if the devs thought of it like this someone might experiment with it, and maybe it wouldn't be so difficult to do. Maybe even make a single player test, use it as a base for some survival mode type game where you battle waves of enemies.
Just basic RTS elements could be added at current, but it would be very limited. I think really, you could fake a lot of what you mentioned with the 2 changes I said.
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Re: Myth II 1.7.2 Final

Post by Omicron »

vinylrake wrote:but hey, not to be a hater, if abyone DOES create a non-real-time strategy resource building map/campaign for Myth could your next project be to convert Myth to play a pac-man like game? I've really been missing pac-man lately and I am really used to playing myth so combining the two would be really awesome i think.

Hahah, reading this made me logging onto this forum worth the time.

:lol:
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Re: Myth II: adding resource gathering, base building

Post by MindBrain »

Jon God wrote:Just basic RTS elements could be added at current, but it would be very limited. I think really, you could fake a lot of what you mentioned with the 2 changes I said.
Well how do you think it could work? Could there be a "Conjuror" unit that can spawn different units requiring different resources? Can objects be made where a "gatherer" unit "attacks" it, brings it to the conjuror unit, and then automatically goes back to get more. Can the amounts of all these be tracked like a number? Could there be 3 different resources?

Someone said there was a plugin already experimenting with this, but he didn't give a name, anyone know what it is?
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Re: Myth II: adding resource gathering, base building

Post by Jon God »

MindBrain wrote:
Jon God wrote:Just basic RTS elements could be added at current, but it would be very limited. I think really, you could fake a lot of what you mentioned with the 2 changes I said.
Well how do you think it could work? Could there be a "Conjuror" unit that can spawn different units requiring different resources? Can objects be made where a "gatherer" unit "attacks" it, brings it to the conjuror unit, and then automatically goes back to get more. Can the amounts of all these be tracked like a number? Could there be 3 different resources?

Someone said there was a plugin already experimenting with this, but he didn't give a name, anyone know what it is?
Yeah, but it would be limited to 1 resource, but you get the general idea. you could make a tree, you 'attack' it drops wood, you take it to another monster, and that monster spawns units, or something.

As I said, without certain things, it's pretty limited. You couldn't even have things cost more than 1 resource.
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Re: Myth II: adding resource gathering, base building

Post by Pyro »

With some fancy scripting you can set something up to use more than one resource type if need be. Scripting would also be able to keep track of your total resources of course.
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Re: Myth II: adding resource gathering, base building

Post by Jon God »

Pyro wrote:With some fancy scripting you can set something up to use more than one resource type if need be. Scripting would also be able to keep track of your total resources of course.
Aye, I suppose I don't really know the limit if you are really welling to try anything with scripting, I don't know how it would be done offhand, though.
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Re: Myth II: adding resource gathering, base building

Post by Road »

I was working working on a project that uses some resource materials but most are in the form of units collecting materials and designing items for other units to use and other units collecting ore as mana building power to create other items.

I made a map a long time ago (C.O.M.A.) that has a building that makes units based on mana which was just a show of new 1.7 power.

I really like Pyros idea of using script for keeping track of different mats... I was wondering if that was possible.

One issue I ran into is building not being able to "pick up" items since they cant move (Iv been trying to avoid using any scripting).

Current project Im toying with involves a HQ building that can create other buildings that are used to create different unit types and perhaps even upgrade the buildings for other unit types but that just involves mana.

If other people are working on similar projects Id love to hear about them.
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Re: Myth II: adding resource gathering, base building

Post by MindBrain »

Pyro wrote:With some fancy scripting you can set something up to use more than one resource type if need be. Scripting would also be able to keep track of your total resources of course.
I've been thinking more about the Conjuror/Resurrecter unit. What if the resources were body parts and objects like bottles, busted swords, wood from trees etc . So using ghols to collect stuff, 1 part body to make a thrall, make it so 2 body parts and a piece of wood to make an archer, 2 part body 1 part metal to make a brigand, 2 parts body and 2 part metal to make a warrior, 2 part body 2 part bottles to make a dorf, etc

So the ghols collect the stuff and hand it over to the Conjuror unit (item disappears) but the amounts for each item are recorded. Use the T key to bring up the unit list and pick the unit. Each spawn drains the mana but makes the unit instantly. Mana refills in 5 - 15 seconds or something.

I think this would be pretty cool, as the unit could simply be added to existing maps. The unit could be strong but quite slow to move. And cost like 18 points or something.

Uh well I wonder if this is any easier to do...
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Re: Myth II: adding resource gathering, base building

Post by Pyro »

One way to go about doing what you mentioned is the following:

A script removes certain projects from the unit that receives them after the gathering unit passes it. Each time the script takes a body part projectile, it adds a value of one to some data container in the script that serves only to hold that value. The same thing is done for different projectile types so that each type has their own value. So for example a Conjuror picked up 4 body part projs, 2 wooden projs, and a metal proj. The script then has 3 containers with values 4, 2, and 1.

The Conjuror uses Inventory to switch to the artifact that allows it to summon the unit of your choice. Press T and click the ground. The attack creates a projectile that you can't see. A script looking for this type of projectile finds it and tests to see if the player has enough points of resource types it requires to summon the chosen unit. If it does, the script tells a behind-the-scenes unit to make an attack that will promote to the unit you had chosen to make. If you don't have enough, you can set the script to make a message appear to state something like "Not enough body parts." or "You require more metal."

That last part could even be handled differently where the Cunjuror only needs to press T and not click the ground. Then instead of some invisible unit creating the unit, the script adds an artifact charge to the Conjuror and makes it summon the chosen unit.

Keep in mind this would require scripting and therefore you can't just add a Conjuror unit to a map and have it work without the script for it. The 1.7.0 update added projectile to unit promotion as well as the Math map action (which got enhanced in 1.7.1). Both of these would be needed to do what I just explained. Though you could avoid using proj to unit promotion and just have invisible respawnable units used for new units.
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Re: Myth II: adding resource gathering, base building

Post by MindBrain »

Pyro wrote: That last part could even be handled differently where the Cunjuror only needs to press T and not click the ground. Then instead of some invisible unit creating the unit, the script adds an artifact charge to the Conjuror and makes it summon the chosen unit.

Keep in mind this would require scripting and therefore you can't just add a Conjuror unit to a map and have it work without the script for it. The 1.7.0 update added projectile to unit promotion as well as the Math map action (which got enhanced in 1.7.1). Both of these would be needed to do what I just explained. Though you could avoid using proj to unit promotion and just have invisible respawnable units used for new units.
I think the least number of clicks required the better. This would also apply to how the ghols do the harvesting. It would be best if you only had to click the object to harvest, the ghols runs and grabs it, and automatically returns it to the Conjuror. It would be even better if the ghol automatically returned to the area to grab another of the same object and returned again, or if no more in the area just stop.

So for building the units it would be best to press one key, see the menu list, and one more key to select the unit and spawn it.

If you had to use the inventory key to select the unit, then press T to spawn, that would be 2nd best, but still ok. Then I guess it would be easy to spawn lots of one type of unit in a row..
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Re: Myth II: adding resource gathering, base building

Post by Pyro »

Yeah that is possible to do. I was just giving a rough explanation on how it is possible. Using scripting you can have the ghol units function on their own so that they grab an item and return it to their base or unit that receives supplies. Once the area is out of materials the ghols would just stop until the player gave them new orders. As for the Conjuror, you can have it set up so you only have to press I for Inventory and then pick the number of the unit you wish to spawn. A script will then reset it to the default 0 after triggering a unit spawn. Or the script can be set up to just keep making that unit type as long as the player has resources to make them until the player switches inventory to default 0.
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Re: Myth II: adding resource gathering, base building

Post by oogaBooga »

The coinage of the term "rtt" is a laughable attempt to unnecessarily split strategy gamEs into even slimmer pie slices in a neglected genre anyways. The quintessnce of being pointlessly anal.
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Re: Myth II: adding resource gathering, base building

Post by Jon God »

oogaBooga wrote:The coinage of the term "rtt" is a laughable attempt to unnecessarily split strategy gamEs into even slimmer pie slices in a neglected genre anyways. The quintessnce of being pointlessly anal.
Out of curiosity, would you put DOOM (as a First Person shooter) in the same genre as Mirror's Edge?
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