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The Seventh God
Posted: Mon Sep 13, 2010 10:07 pm
by ThreeTigerSilverWind
Not sure if anyone has played the Seventh God lately but I am encountering an issue on the Fall of Markon level. After my forces get inside the castle and we help repel the goblin and helot invaders, the camera cuts to the conversation between the the Prince of Markon and the warrior we rescued. Afterwards, the cannons from the west side of the map are supposed to fire against the gates, but these cannons no longer fire and I am left trapped inside the castle and the level cannot progress.
Has anyone encountered this issue? This hadn't happened when I played the plugin several months ago.
Any help is appreciated.
Re: The Seventh God
Posted: Mon Sep 13, 2010 10:16 pm
by Myrd
This is a known issue with Myth II 1.7.1 - the more accurate collision detection code added to fix the invisible wall bug on Fetchball is causing the AI cannons to refuse to attack ground because the engine now (correctly) detects that there is a model obstruction - whereas it wasn't before.
We have a fix for this issue which will be released with Myth II 1.7.2 - in the mean time you should be able to play this using 1.7.0.
Re: The Seventh God
Posted: Tue Sep 14, 2010 12:01 pm
by ThreeTigerSilverWind
Thanks.
Re: The Seventh God
Posted: Sun Sep 26, 2010 12:14 pm
by Gerraldinho
I am having a stange time on "The Open Road". Perhaps a bug? It's been too long since I played this to remember if I'm missing something.
Basically I deliver the dwarves, fight a couple groups of enemies at and near the bridge, then one of my guys talks about how "the disciples will regret coming here". Then... nothing. No enemies come. I have to go find some groups myself and run up to them with a group of soldiers before they even notice. How do I finish the level?
edit: using 1.7.1 as well. I experienced the preciously mentione castle bug so I had to abandon that level.
Re: The Seventh God
Posted: Sun Sep 26, 2010 2:52 pm
by Myrd
Got a film / saved game?
Re: The Seventh God
Posted: Mon Sep 27, 2010 7:14 am
by Gerraldinho
Here's an example save file.
- open road.zip
- open road bugged save file (remove .zip)
- (70.6 KiB) Downloaded 178 times
I added .zip because the forum wouldn't accept it. Just remove the needless extension.
No more enemies coming unless you go hunt them down yourself.
edit: Actually, I did manage to finish the level, but I had to go looking around the map for where the last disciple was hiding (he had an army behind one of the goblin party tents near where the Dwarves are dropped off)
Re: The Seventh God
Posted: Mon Sep 27, 2010 1:37 pm
by ThreeTigerSilverWind
On the Open Road level, if I kill any of the disciples before getting to the bridge, it looks like the scripting gets messed up and the waves do not come. It is very tempting to kill off the units before getting to the bridge, especially the disciples that are progressing up the little winding canyon that is near the bridge, but I've found that this appears to ruin the script. Then I have to hunt down the disciples that are sitting in the corners of the map--as you did.
Re: The Seventh God
Posted: Wed Sep 29, 2010 8:59 am
by Gerraldinho
As
previously reported. "The Four Body Problem" becomes unplayable once the Elven Mage starts zapping.
I remember this being one of my favorite mods, but with every other level being bugged up nowadays, it isn't quite as exciting
Re: The Seventh God
Posted: Fri Oct 01, 2010 9:53 am
by killerking
If you played it so much in the past, could you upload some replays?
I'm really curious how you managed to win certain levels. Ofcourse, I'm also eager to see some epic TSG-failures.
Just upload some random TSG replays!
Re: The Seventh God
Posted: Fri Oct 01, 2010 9:49 pm
by Jon God
Someone should just update TSG and fix all the issues. Be done with it.
Re: The Seventh God
Posted: Fri Oct 01, 2010 10:09 pm
by Baak
Jon God wrote:Someone should just update TSG and fix all the issues. Be done with it.
I've sent a message to Clem asking if it would be all right with him for me to post an update to TSG on the OoH site. I'll let you know whether it's a "go" or not.
Then perhaps those of you who know the issues can determine one way or the other whether or not they
can be fixed, and if so, how involved it is. Even better, actually doing the fixes and then I will put together the final package (likely an update to the existing TSG as an OmniPatch file).
Re: The Seventh God
Posted: Sat Oct 02, 2010 2:21 am
by Jon God
I'll offer to at least look into the issues.
Re: The Seventh God
Posted: Sun Dec 05, 2010 1:08 pm
by WeefBellington
Any update on this? Just reinstalled Myth II to try and play some of my favorite mods, and I'm having trouble with "Dark Horizon", the first level in TSG. The retreat through the portal at the end of the level never happens. Even if I keep the baron alive and kill off all the attackers (yes, I did this on Legendary
) you just end up defending an empty castle with the baron just standing there.
I think I might revert to stock Myth II with patch 1.3 to play TSG for now.
Re: The Seventh God
Posted: Mon Dec 06, 2010 12:26 am
by Myrd
Got a film?
Re: The Seventh God
Posted: Mon Dec 06, 2010 9:35 pm
by WeefBellington
Yes, here's a video. I cheated to win the level since nothing was happening.
On closer inspection, it looks like there's a Berserk spazzing out at the far end of the map. I loaded up the saved game and killed him, and lo and behold, the end of mission triggered. So I guess that was the issue. No idea of this is just a Seventh God bug or if it's related to the Magma patches. I seem to remember this mission being finicky even on 1.3.
It was kind of funny to see me Legionnaires on the wrong side of the river when the hundreds of others spawned