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Unit trading in single-player?

Posted: Mon Nov 13, 2006 11:25 am
by Khadrelt
Would it be possible to somehow impliment unit trading in single-player levels? I think it would be an interesting turn to be able to at least partially select your own force in single-player maps.

Posted: Mon Nov 13, 2006 4:52 pm
by Myrd
It's been considered but there are some fundamental problems that make it more difficult to implement. For example, single player has no planning time, it just starts. It's certainly not impossible, but it would require quite substantial changes to some of the internal mechanics of Myth.

Posted: Mon Nov 13, 2006 5:35 pm
by A-Red
Myrd wrote:It's certainly not impossible, but it would require quite substantial changes to some of the internal mechanics of Myth.
Or very, very heavy scripting--maybe.

I think it would be possible to do a much more limited version of unit trading, however, whereby (for instance) if the player is taunting 3 Warriors, they disappear and two Bowmen appear in their place--or taunt 2 Bowmen to get a Dwarf. You couldn't give alternative options, unfortunately--If the player taunts 3 Warriors, you won't know whether they want 2 Bowmen or 2 Zerks in return, so you'll only be able to give them one of those options.

Posted: Mon Nov 13, 2006 5:59 pm
by AblitERateOR
thats a nasty hacky way around it tho lol

Posted: Mon Nov 13, 2006 6:13 pm
by Khadrelt
What about single-player levels played in multiplayer mode? Would it be as difficult to allow planning time and unit trading for that as it would regular single-player levels? What's the difference in the maps that makes it so planning time isn't an option?

Posted: Tue Nov 14, 2006 3:33 am
by Graydon
Only problem with a multiplayer solo is there is no way to guarantee which team # you start with, so even if you everyone joins up before hand (to ensure you're all on the same team), you might start as the enemy and be hooped.

Not sure of other limitations... game length for one would be an issue probably... And the fact that you need a gametype... Myrd, any more light to shed?

Posted: Tue Nov 14, 2006 6:29 am
by Eddaweaver
Take a look at the MythWarrior plugin.

Posted: Tue Nov 14, 2006 10:54 am
by A-Red
Graydon wrote:Only problem with a multiplayer solo is there is no way to guarantee which team # you start with, so even if you everyone joins up before hand (to ensure you're all on the same team), you might start as the enemy and be hooped.

Not sure of other limitations... game length for one would be an issue probably... And the fact that you need a gametype... Myrd, any more light to shed?
More importantly, if you were playing alone the enemy wouldn't show up at all. They could only be played by another player.

Posted: Tue Nov 14, 2006 11:12 am
by The Elfoid
ROTD used this to exchange herons for zerks.

Posted: Tue Nov 14, 2006 11:45 am
by Khadrelt
A-Red wrote:
Graydon wrote:Only problem with a multiplayer solo is there is no way to guarantee which team # you start with, so even if you everyone joins up before hand (to ensure you're all on the same team), you might start as the enemy and be hooped.

Not sure of other limitations... game length for one would be an issue probably... And the fact that you need a gametype... Myrd, any more light to shed?
More importantly, if you were playing alone the enemy wouldn't show up at all. They could only be played by another player.
I meant playing the single-player maps in coop mode. Naturally changing the single-player maps to multiplayer wouldn't work.

Posted: Tue Nov 14, 2006 1:14 pm
by A-Red
Khadrelt wrote:I meant playing the single-player maps in coop mode. Naturally changing the single-player maps to multiplayer wouldn't work.
But single-player and multi-player maps are programmed to behave differently--and single-player maps in coop mode are treated the same as single-player maps in solo for the most part. There's no way to get true unit-trading in a map that isn't designated as multiplayer, without substantially changing the programming of the whole game.

Posted: Tue Nov 14, 2006 4:36 pm
by Lugas
What about a multiplayer map that is scripted, has only one starting point (and therefore everyone would have to be on the same team) and the only game type available is Body Count? I honestly don't see any reason why you would want a Single Player map that has Unit Trading; plugins like Requiem where you start with a big army and then taunt them to get rid of them work fine (if you're a good scripter). Implementing Unit Trading would be mighty difficult in Coop Mode, and even more difficult in Solo Mode. Also, I sense that it could interfere with maps that are not built to have them...

Posted: Tue Nov 14, 2006 5:54 pm
by vinylrake
Lugas wrote:...Implementing Unit Trading would be mighty difficult in Coop Mode, and even more difficult in Solo Mode. Also, I sense that it could interfere with maps that are not built to have them...
I am sure it is not the simplest scripting, but as mentioned earlier, MythWarrior is scripted to allow unit selection in a solo/coop map. If I remember correctly there is a set time limit (30s or so) in which the captain can choose one of three(? I forget the #) units to round out the basic units that can't be traded.