Page 8 of 18

Posted: Mon Mar 12, 2007 5:29 pm
by vinylrake
Avatara wrote:I would like to know how hard it would be to implement 2 features I always wanted in myth games. Of course these "features" would be optional when making a game:

1- Make it so you can't see the projectiles anywhere on the map. This always bugged the hell out of me... being able to see the number of pus the enemy's team has taken and ensuing battles anywhere in the map surely looks unrealistic and makes the gameplay worse (for me). Why it works fine for enemy units but not for projectiles?
I agree. Although it's a standard tactic in mything, it always felt a bit lame to me. Of course technically one shouldn't be able to see ANY part of the map unless a unit is nearby - and that should include trees, water, terrain, buildings, projectiles, etc.
Avatara wrote:2- Hide enemy team's army size when pressing F7. Could lead to more interesting matches and ensures people are alert anytime during a game.
That would be an interesting option - many a CTF game would have ended in a tie had the opposing team not known their own troop strength relative to the enemy team strength was 3-1 or better. I definitely take more risks and with different strategies when I have 40% and my enemy is down to 8%.

Posted: Mon Mar 12, 2007 5:39 pm
by The Seeker
vinylrake wrote:technically one shouldn't be able to see ANY part of the map unless a unit is nearby - and that should include trees, water, terrain, buildings, projectiles, etc.
You could rationalize trees, water, terrain, buildings etc by thinking that your forces had a regular map at their disposal...or had previously scouted the area at some time in the past. Seeing projectiles, etc is a little lame.

Posted: Mon Mar 12, 2007 10:31 pm
by Myrd
If it were made an option, most people wouldn't use it cuz it requires more effort to put it on. If it was made required, then some ppl would bitch because they lost their 'strategic advantage' of figuring out where the enemy is.

Posted: Tue Mar 13, 2007 9:47 am
by Avatara
Myrd wrote:If it were made an option, most people wouldn't use it cuz it requires more effort to put it on. If it was made required, then some ppl would bitch because they lost their 'strategic advantage' of figuring out where the enemy is.
Yeahy I agree with you. Just wanted to know for the sake of curiosity if it's an engine limitation or what?

Posted: Tue Mar 13, 2007 11:09 am
by Khadrelt
Along the same lines, I've also found it rather odd that you can hear enemy Trow tromping around clear across the map even though they're well out of hearing range of any of your own units...If a sound is loud enough to carry that far that's one thing, but hearing it when you move the camera over there even though it wasn't loud enough to reach your units is another.

However, although I find these things odd it doesn't necessarily mean I think they should be permanently fixed. It adds another element of strategy in some cases. If it is changed, I don't think it should be required.

But while we're on the subject of things that could be changed, there's one thing that I've always wanted - a total kills count at the end of a single-player campaign. The game keeps track of your heroes and their kills all through the campaign, but when you finally beat The Forge, all you get is the epilogue. Would it be possible to have a final kill screen that shows the total kills for your heroes for the whole game? And maybe the total kills/casualties for the whole campaign?

Posted: Fri Mar 16, 2007 5:49 am
by Archer
Larger mini-maps.

Mid-game join support.

TCP/IP saved favourite servers list.

Longer maximum text length.

Undo/redo support in chat boxes.

Expanded hotkey support for unit groups (chording—maybe command-option-1 being a different group than command-1, say, or command-shift-1). As it stands there are only seven convenient hotkeys available, two of which are meaningfully less convenient than the others. For those not playing with a trackpad, one of the less-convenient and one of the good ones drop away.

Increase how much is rolled out into external support files, allowing stuff like RPG-style unit enhancement to be applied via mods rather than needing to be put into the game itself.

That's what comes to mind off the top of my head that doesn't change the basic game. I'm willing to do what I can to help out with this (offered my services once a few years back, but nothing came of it).

~J

Posted: Fri Mar 16, 2007 7:34 am
by Myrd
Spotlight-like search box on top of plugin selection window, that filters the list so you can quickly find what you want to activate. And yes, I'm allowed to post my own "I'd be cool if Myth had this" things, despite the fact that I've programmed the last couple of updates :P

Posted: Fri Mar 16, 2007 9:00 am
by Archer
Ok, I've got the ultimate Myth improvement here for you:

Rewrite entirely in Haskell.

~J

Posted: Fri Mar 16, 2007 9:44 am
by Gjallarhorn
Or rewrite it in Dungeon Keeper style, so you can go fps with a berserk :)




- edit: or have characters like Lara Croft and Duke Nukem introduced in the game, as superheroes or something xD

Posted: Wed Mar 21, 2007 5:02 pm
by BBQ
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.

Probably not technically feasible right not but it's what I'd love to see most.

Posted: Wed Mar 21, 2007 11:35 pm
by Killswitch
Gjallarhorn wrote: - edit: or have characters like Lara Croft and Duke Nukem introduced in the game, as superheroes or something xD
As you wish => Laura Craft - Tomb Robber

PS - Yes, I know it's spelled wrong - it's called "making it legal"

Posted: Thu Mar 22, 2007 1:48 am
by Baak
(1) Floyn Fix - but even better:

(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! :) (I just thought of this the other night!)

(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.

(6) Doing shift-F7 to keep up player stats is semi-transparent.

(7) Semi-transparent graphic of inventory/items unit is carrying right over the unit's head (stacking upwards) - can be universally toggled on/off.

Posted: Thu Mar 22, 2007 6:01 am
by Gjallarhorn
Killswitch wrote:
Gjallarhorn wrote: - edit: or have characters like Lara Croft and Duke Nukem introduced in the game, as superheroes or something xD
As you wish => Laura Craft - Tomb Robber

PS - Yes, I know it's spelled wrong - it's called "making it legal"
My God you people are crazy :lol: Is there a nude edition available?

Posted: Thu Mar 22, 2007 8:40 am
by vinylrake
Gjallarhorn wrote:
Killswitch wrote:
Gjallarhorn wrote: - edit: or have characters like Lara Croft and Duke Nukem introduced in the game, as superheroes or something xD
As you wish => Laura Craft - Tomb Robber

PS - Yes, I know it's spelled wrong - it's called "making it legal"
My God you people are crazy :lol: Is there a nude edition available?
No but could I interest you in the Dorf Porn 'map'?

Posted: Thu Mar 22, 2007 11:39 am
by Khadrelt
BBQ wrote:I've thought about making some single player maps that would simulate an online game but my mapmaking skills aren't up to snuff.
Have you ever looked at Wabe in the Gimble? http://tain.totalcodex.net/items/show/w ... the-gimble