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Asylum Units' Return

Posted By: Pyro (66-90-198-49.dyn.grandecom.net)
Date: 1/9/2004 at 11:59 p.m.

I think its time to bring it back. I remember when I first came to this forum I came to post an easter egg I had found that was not in the Legend and Lore. (If you do a search by author you can see for yourself.) When I posted it there were some posts talking about Asylum Units. Apparently somebody wanted to bring that back from the past. I returned to the forum frequently and joined in with the making of the Asylum Units, but in the end time passed and it became forgotten. I came back to the forum after a long time and decided to be the one to bring it back. I am currently working on my Asylum Unit. Although, I might not have much time to work on this in the incoming weeks (going to start my next semester of college this week) I will not quit on it. I just will take a little longer to finish.

The purpose of this, for the ones who do not know, is to have a powerful unit to play with other people's powerful units in an online Myth II map.

***********************************
Anybody can join, here are some guidelines that will help with the making of the Asylum Units:

1.) Pick only one collection for one Asylum Unit that will be named after you. Which will be placed in a map with other Asylum Units for a fun battle(s). You are not required to make the unit yourself. Somebody can make it for you.

2.) Use standard/regular Myth II collections. This will reduce the size of the plugin at the end. If you would like to use a collection from a third-party plugin or from Myth: TFL ask first, we can make exceptions to this rule. The size of the unit cannot be too small or too big.

3.) There are no limits on number of attacks the unit can have, so go crazy.

4.) The unit cannot be immune to any type of damage unless there is a reason. For example all undead units can be immune to "gas damage" since they do not breath. All magic-users can be immune to "confusion" like the Deceiver, the Summoner, and Alric. Though, every unit can be allowed to be immune to "Stone" type of damage. This is so your mighty unit is not so easily stopped for good.

5.) Your unit must be balanced, but the Asylum unit will be balanced to about the level of a Fallen Lord unit not regular unit type of balance. Asylum units will have more health than regular units as well.

6.) The unit's "Healing fraction" cannot be higher than 0.800; this way no unit can be healed to its max again. The unit will not be allowed to walk in terrain marked as walking or flying implassable.

7.) If you make your own unit do not just modify a regular unit's tags. First duplicate those tags and then edit those new tags. To make things easier for the people working on this follow the same format. For example if your unit will use the warrior collection, the name of the monster tag should be "warrior (Your name here)". This way we can work with the tags faster and we will know what collection it uses as well as who will be the one using this unit.

8.) If you have suggestions on improving these rules you are welcome to share them. These rules are to guide you and make things go faster and easier for the process of making our might Asylum Units. There can be exceptions to these rules, but you must consult us.

****************************************
This is a good format to explain the basics of what you want for your unit, you can always change your mind:
------
Unit's name (Unit's spelling)- Unit collection

Name of attack- type of attack/range- uses mana? or ammo?
Name of attack-...
Name of attack-...
.
.
.

And anything of special interest about this unit.

------
Pyro (Death's Shadow)- Mahir

Death's Grasp- Primary Short Range
Fireball- Primary Long Range- Mana
Instantaneous Combustion- Special Short Range- Mana
Teleportation- Special Long Range- Mana (Requires Scripting)

When this unit dies it leaves behind his magical skull which can be picked up by any unit to receive its power.

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