: What's wrong with them? The projectile limit is pretty
: high. When playing the fiend, I killed nearly 700
: spiders, thrall and skeletons, all of whom leave a lot
: of death projectiles, before there was a problem. I
: don't thing half a dozen units dying and leaving half
: a dozen projectiles each will cause the engine any
: grief.
The issue is the number of *kinds* of projectiles, not the number of projectiles themselves. Myth can only define a certain number of projectile types before crashing. Believe me, I've been burned many, many times when I was creating some unit with an amazing attack consisting of 15 types of projectiles promoting into each other, and then I dropped it on a map and it wouldn't load. An ordinary Myth 2 map, too. A lot of them come very close to the limit as is.
I admit I'm probably erring on the side of caution here; there's probably room for 1 or 2 death projectiles each. But isn't it just easier to have none, so we don't go one over the limit and then force someone to lose a projectile, thereby crippling their carefully-designed super-cool special dying effect?
--SiliconDream