BAH !! Thats just one of Myths many little limitations, most of which have been increased since 1.5, that almost every mapmaker runs into unless theyve talked to other scriptOrs or found out for themselves that a MAXIMUM of 400 units can be visible at any one time, any more than this and Myth will randomly remove excess units as neccessary to get to or below that 400 unit mark.U r right about things not working out the way they should. I modded 'If I had a Trow' once so it had a load of wights, deer and satchels in a loooooooooooooong line cuz I wanted 2 c a big explosion. I make it in Loathing, fire up Myth II and what happens? half my wights don't appear in game and it doesn't work.
Well, scripting may be easier in this other game you mention, but I can almost guarantee it cant do nearly as much as Loathing/Myths scripting can do. Ususally the only thing limiting what can be done with Myths script is ones own imagination.I think Fear works fine as it is but Loathing 1.5.1 should be less buggy, less crashy and less EVIL. There should be a choice of simple or hard scripting. Simple u could just type in a trigger 'Baron is killed' and then the reults 'Mission A complete or enemy's spawn and attack'. Like I said before, if any of u ever played Timesplitters or Timesplitters 2, they have a very simple scripting system that works fine. Solo maps suck cuz of the way units are limited to 10 enemy spawn points and no allies but the basic scripting is a really nice system
Once you get used to it and learn the ins and outs and various little "cant do's", its actually fairly simple to script things in Myth, even if a bit more time consuming, unless youre trying to get really complicated, then things can get a bit more difficult, but thats to be expected. ;o)
As lank said, I highly doubt the scripting for Myth will be changed anytime sOOn if ever other than to mb add another option or 3 to the MAs we mapmakers can make use of, which is fine by me as I am totally happy with how script is done in Myth. ;o)[/color]