: 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.
>Way to go Pyro!
: ***********************************
: 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.
>OogaBooga and I are very good at making new attacks and working with fear.
: 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.
>If more than one player wants to use the same collection than it might be worth making a collection change that could suite 2-4 players (like the shade) otherwise we could use LPG to make the unit look unique.
: 3.) There are no limits on number of attacks the unit can
: have, so go crazy.
>Actually units are restricted to 4 attacks plus any artifacts that replace attacks. Attacks can be based on distance, mana, size of opponent or time. Each unit can have 2 primary and 2 secondary like:
Primary 1: fireball (units 30 feet to 90 feet away)
Primary 2: power axe (close combat)
Secondary 1: Freeze (mana 90 out off 100) lasts a minute
Secondary 2: stun (mana 10 out of 100) lasts a few seconds
Artifact: heal self (obj and 100 mana cost)replaces secondary if artifact is owned.
or..
Primary 1: distance 60-90= magic missles
Primary 2: distance 20-59= fire ball
Primary 3: distance 0-2 = sword swing
Secondary: Heal (or what ever)
: 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.
> The object tag can be used to balance units... good point about "immunities" and I think that an actual total immune should count as a power...Iv worked with a lot of Role Playing Game systems and I could actually work out a point system for powers and abilities.
: 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.
>Yeah, the original idea was that these units are like gods or fallen lord like. Super powered units.
: 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.
>1) We can balance the healing thing, low mana recharge or requires an object to heal, if body parts are the only "small object" it would be a good way of having units that require "small objects" to pick up and heal.. a good undead effect.
>2) Good point, if the map can play Capture the balls or what ever a unit with this ability would have a strong advantage...but its not to different than having a teleporting unit unless you fix it up in script that when the teleporting unit is on ground that it cant walk on it teleports back to a designated place (just like Heroes of co-0p).
: 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.
>Yeah and if you dont know how to do that let someone else make them for you.
: 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.
>Notes:
>Incresng or decreasing mana with a projectile (an attack) requires scripting and isnt easy in an asylum type of set up unless its reflexive.
>Do not alow any artifact to be "reflexive" as it tends to crash PC sometimes.
>with over 6 units and only 4 lightning/teleport effects and due to the fact that each unit will be placed on each team the "teleport" effects should be put out. It will just complicate it way to much mb...unless you know a way around all of the teleporting units to appear..dont know..