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nottud

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nottud last won the day on July 20 2018

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  • How do logs sleep? They slumber.
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  1. This makes propagating maps naturally impossible. This due to a bug a long time back used to be a thing and it effectively killed map propagation. People would join my game and play and then want to host it themselves and could not. It was so awful it killed my motive to make RMS completely for a while. I actually spent some.time and wrote a utility to repair this bug sort of but sadly it was client side so never really resolved the problem. Please reconsider this idea and change it so this is not the case. There are better ways of achieving the same thing: E.g. allow propagation but it appears in a separate folder of "received maps" say so there is no conflict. Memory wise I would not worry about - maps are text files so barely take up anything. People can always delete maps in that folder if they are worried. Icons wise similar. Worst case a basic UI could be added to manage them ingame rather than explorer to allow easy removal of maps if they want.
  2. On multiplayer if too many sounds play at once the game glitches out and stops playing sounds of certain types. Over time this causes many sounds to go missing until the game is restarted. This carries between games. This is a request to investigate and fix the bug. An easy way to reproduce is to cast chicken storm god power in multiplayer which usually triggers it. Also just large battles will also do it.
  3. Meant to specify preferable it be per player - end result is effectively a super powerful modify protounit replacement. On that note native support to set a value for modify protounit rather than only add or subtract would be nice. There's an overflow and underflow hack I found which allows effectively setting a value but it would be nice to be able to remove it.
  4. A small number of properties for a unit can be changed via modify protounit trigger and some techs but otherwise unit modifications are not possible. It would be nice to expand to provide full API for editing all unit properties listed in there (Other than critical ones such as object name, unit type) which would include: * Adding/Modifying/Removing properties such as obstruction radius, bounty factor, turn rate, decay time. * Adding or removing the many supported flags. * Adding/Modifying/Removing action types. E.g. Change the attack on some special attacks, or the radius or splash attacks, Add or remove regen persistent actions, even silly things like have minotaurs gore units across the map etc. * Other property changes such as changing what units can be trained, changing what techs can be researched, allowing other units to carry relics, etc. The possibilities this would provide for scenario designers for custom games is enormous! Maybe the simplest way to enable it would be to allow an xml fragment to be accepted for a unit id/name and it overrides the protounit data with the provided fragment but there are probably neater ways.
  5. A very large number of maps use god powers that are modified with triggers to have a completely different effect to what the game originally had them do. However it is difficult to convey a powers function when you cannot change it's icon to another texture. This is to allow a trigger to set the icon for a displayed god power slot to a new one via triggers. Note if the larger feature request of allowing lobby transfer and immediate play somehow makes it in then this may become obsolete.
  6. This is a very highly requested feature from many scenario designers who want to precisely position objects. There is now a working unit teleport but it doesn't always work such as when a unit is moving. More importantly it currently generates network traffic and acts delayed making it unusable for more than a very small number of objects at any given time. Please add a no nonsense set unit XYZ position command does what it says on the tin without delays or network traffic.
  7. Add a special text area trigger effect and conditions that can be inserted into a scenario allowing blocks of code to be dropped in for more advanced effects. Currently only a single line text editor is available as an option for triggers only allowing one line of code at a time which makes using custom code in triggers very difficult.
  8. Some custom trigger packs such as conditional, y triggers, target protounit, etc. rely on the order of effects/conditions. There is currently no way to reorder them other then cloning and deleting which gets unmanageable when the count is large.
  9. Version 1.0.1

    12 downloads

    Bring on a new take on the escape genre with dynamic hunters. Rather than having a fixed 2 hunters that nobody wants to be, bring on dynamic hunters! Everyone begins the game as a runner in a free for all mode. Find a relic hidden randomly on the map to become the hunter. Once the hunter kill the others or if you are feeling a little weak find the relic again to level up and in time become godly and OP. Watch out however as another player getting the relic will take the power off you and become the hunter instead! Find the relic, get powerful, and crush your opponents before it is too late... Features: Power transfer system meaning no matter how far behind you are, there is always a chance to recover. Level saving - when you become the hunter again you maintain your previous level so the game maintains progression Beefed up timeshift system - timeshifting is extremely fast however it costs wood to use which must be gathered from the forest Random utility god powers - obtained by collecting 12 food from goats scattered around.
  10. Playing tonight from now for any interested.
  11. Cool - any good way to organise gaming sessions? Maybe via a discord or something? I am in the UK and tend to play in the evening which is ahead of most people. EDIT: Ah I see there is a discord channel - will use that. ?
  12. Have a look here - wrote a quick guide: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,29516,,10
  13. Hi Everyone, Just got into playing some Age of Mythology again as and found this site from @StrangeStrike 's YouTube videos (Great to see you playing my RMS maps - I should definitely bring you up to date on what I have!). Looks pretty cool! Will have to look into arranging some game sessions and maybe get back into some more map making (And any new utilities I think of). Bit behind on things community wise atm so if there is anything I should know or do let me know. Look forward to hearing from everyone!
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