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Posted: Wed May 03, 2006 6:53 am
by Lugas
So if the limit is 400 units... not including invisible units that appear via scripting is that how you stop Mazz 5 from crashing or not doing anything?

Posted: Wed May 03, 2006 7:08 am
by William Wallet
Guest wrote:So if the limit is 400 units... not including invisible units that appear via scripting is that how you stop Mazz 5 from crashing or not doing anything?
Yes.

Posted: Wed May 03, 2006 8:38 am
by Viktor
Well, in order to play one's maps online (as opposed to lan) one has to make them popular enough so that people actually download them! And that's too much effort if you ask me :)

Posted: Wed May 03, 2006 3:20 pm
by Graydon
Quitter.

Posted: Thu May 11, 2006 11:08 am
by Point
check it with the latest version of myth... the last version reduced the number of unit types per map the latest build corrects that at least on my maps random units no longer disappear. (at least in loathing yet to see with 10 players online)

Posted: Fri May 19, 2006 10:15 am
by Point
well let me restate that last post ... random units no longer fail to load. no myth log problems.. but even when i only have 64 units on the map some will disapear at start up even though they are still present ... they show up again at games end when celebration animation starts... ie when they move again.

I started a new string on that topic... big map big problems...

Posted: Fri May 19, 2006 1:18 pm
by William Wallet
Sounds about right... 400 visible monsters sure enough, but I think that the 'other' ones are still there, Myth just doesn't display them. I don't know if they become visible as the others die... I don't think they do? I haven't messed with that kind of thing since 2001 when I first opened Loathing.

Then there's the monster pallette... I can't remember anymore but I think that it displays at least one monster from each type in the pallette, when there's over 400. Hence you might have warriors not appearing, so that some Alric can show up or whatever.

Fuck it's late.