Search found 247 matches
- Sat Jan 01, 2011 9:12 am
- Forum: Technical Support
- Topic: Deathmatch Bug?
- Replies: 4
- Views: 946
Deathmatch Bug?
It seems as if not all of my units did respawn, or at least all of the myrkridias appear to vanish after they have been killed once. Maybe you want to check out the recording.
- Sun Dec 19, 2010 5:02 pm
- Forum: General Discussion
- Topic: MYTH total war at TWC forums
- Replies: 236
- Views: 56812
Re: MYTH total war at TWC forums
This looks very interesting, you did a great job.
I am just wondering why they all have white eyes...?
I am just wondering why they all have white eyes...?
- Sat Dec 11, 2010 7:37 pm
- Forum: Map Making Support
- Topic: DDAY 1944 HRes 1.7 Beta released!
- Replies: 67
- Views: 21266
Re: DDAY 1944 HRes 1.7 Beta released!
I really like this plugin, you did a great job! Therefore some feedback... apart from minor issues the following things striked me most: It is annoying that special units like medics and flamethrowers cant kneel nor lie down. I know that this is part of the modular unit idea (each unit can pick up e...
- Tue Nov 02, 2010 3:04 pm
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Re: Bug or Feature? Kill Monster Scripting Problems
If you are interested, I have attached a recording of a regular netgame with a bugged unit count. One team is assigned -3% towards the end of the game.
- Wed Oct 27, 2010 3:51 am
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Re: Bug or Feature? Kill Monster Scripting Problems
It'd be pretty lame to go for a vidmaster and not be able to complete it with 100% due to the script killing your units at the start for the harder difficulty increment. "Delete Monster" and "Kill Monster" are two totally different actions though. Delete Monster should exactly d...
- Tue Oct 26, 2010 1:45 pm
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Re: Bug or Feature? Kill Monster Scripting Problems
Try using the Delete flag, on the same subjects, in a subsequent control action after they've been killed off. Thanks for that hint, I will try it out. I think you are not going to change the game code in any way concerning this, I suppose? is there any chance that the reason the player unit count ...
- Tue Oct 26, 2010 4:36 am
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Re: Bug or Feature? Kill Monster Scripting Problems
That is really strange, I could have sworn it worked differently when I tested it back then... :? Is there any reason why this map action is designed to not reduce the player's unit count like it does now? If not, is there any chance that you will chance it to work like I was expecting it to work? I...
- Sun Oct 24, 2010 2:17 am
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Re: Bug or Feature? Kill Monster Scripting Problems
Can you make and post a test plugin that can reproduce this issue early on? Done. Just start the multiplayer TEST map in this plugin and wait 1-2 seconds after the planning time has expired. All your units except one are getting killed with a script but your counter still stays on 100%. I dont thin...
- Fri Oct 22, 2010 7:18 pm
- Forum: General Discussion
- Topic: Lmoth games NOT saying "Flag captured" in SD
- Replies: 7
- Views: 861
Re: Lmoth games NOT saying "Flag captured" in SD
This might be related to this and the following posts.
- Wed Oct 20, 2010 9:18 am
- Forum: Map Making Support
- Topic: Bug or Feature? Kill Monster Scripting Problems
- Replies: 14
- Views: 2275
Bug or Feature? Kill Monster Scripting Problems
I was playing my old plugin Five Kingdoms recently and recognized that a major scripting bug appeared which i never noticed before. But I am totally sure that I have tested this issue thoroughly when making this plugin and I am totally sure that it has not occured back then. Its too bad that I cant ...
- Mon May 24, 2010 11:36 am
- Forum: Map Making Support
- Topic: DoD Bug With Explosion Limit
- Replies: 10
- Views: 1594
Re: DoD Bug With Explosion Limit
Off-topic:
...it takes about 1 second.Zeph wrote:I wonder how fast a core i7 loads myth...
- Mon May 10, 2010 11:41 am
- Forum: General Discussion
- Topic: Inventory Controllable in Unit Trading Phase
- Replies: 16
- Views: 2514
Inventory Controllable in Unit Trading Phase
Hi, i am just wondering if this is desired or not: During the unit trading phase it is possible to switch a unit's inventory, which means you can change the item the unit is currently "using". I have no idea if it has always been like this, I just think it makes no sense since units are ot...
- Thu Mar 04, 2010 2:11 pm
- Forum: General Discussion
- Topic: Myth II 1.7.1 Final
- Replies: 13
- Views: 9994
Re: Myth II 1.7.1 Final
I posted about a sound/message bug in the 1.7.1 beta. I cant find the thread anymore but you probably might remember it. Now for the bad news: It seems as if this bug is not really gone in the 356 Build. I have experienced at least two times a totally delayed "New Units Received!" sound (b...
- Sun Feb 21, 2010 10:40 am
- Forum: General Discussion
- Topic: Myth II 1.7.1 Final
- Replies: 13
- Views: 9994
Re: Myth II 1.7.1 Final
Oh wow, that are a lot of improvements!
Thank you!5.3 b) All: Fixed the bug that would sometimes cause certain
game sounds to get delayed.
- Mon Feb 15, 2010 1:55 pm
- Forum: General Discussion
- Topic: Myth II 1.7.1 Public Beta #2
- Replies: 36
- Views: 13775
Re: Myth II 1.7.1 Public Beta #2
http://projectmagma.net/~myrd/Myth2_171beta2_test1.zip A few minutes ago I observed a "30 seconds remaining." message only seconds before the game was over. I did not check the recording, but I attached both it and the log.txt in this message. If you view that recording, does it happen? O...