Bad news...
Bad news...
Sounds more like Rev starting school. Saying it's final is just so he can avoid the temptation of working on it, and maybe come back to it on vacation times or the next summer.
Read the loading screen carefully. It's stopped development because I am physically incapable of adding more code. I had to remove DR's Choice because otherwise the map script was too big, by a small margin.
Btw, what's with the trigger error notification anyways?
Trigger error shit is there for debugging purposes. It could get annoying but doesn't mean anything.
A couple bugfixes. The previous version was literally at the brink of being too large and adding a couple lines set it off.
wow... have you considered mailing blizzard about it? im sure a map that popular could get them to change their minds
on the plus side, now the wiki can catch up
wait, will removing night sequence make enough space for more?
because thats no real loss either
https://i44.tinypic.com/25ov1gw.jpg
All rise for the SC2Mafia National Anthem.
https://www.youtube.com/watch?v=0yDrtNEr_5M
Does Tutorial do anything? I've never see it used, and I doubt there's a host out there using it to introduce new players.
Night Sequence gives you a lot more information to work with as well.
However, it sucks to see the map being done for now. I can only hope in HotS they bump up the file size limit sort of like how they did with WC3 maps,
How does night sequence give your more info to work with? I mean I haven't used it in a log time but there isn't a single time with death descriptions that I am unsure what role killed the person.
We can def cut tutorial out. A couple of days ago, people were trolling hard and, along with 6 min days, 3 min nights and 2 min defenses and voting (separately!), tutorial was enabled. I have 2.3k points and over 105 victories and this was my FIRST time seeing the tutorial. I was mystified when it first happened then I realized it was a tutorial. lol
Who can we email about raising the script size limit?
Blizzard. I consider it to be a bug for several reasons.
Also, the tutorial takes up no space.
Tutorial is awesome! So people should be patient. I think all hosts should add it to their setup no matter how mant times they have watched it to keep it on. Also it really doesn't matter if there are no new players in the game, its interesting to see. Oh and watch out for the nigger!
How much room do the useless preset modes take up?
DR's Choice and Classic are very small. Custom is tiny. Clue and F11 are small. Mafia and Save Slot are medium-small.
Honestly, I'd keep Mafia, Custom, Save Slot, and Classic, the rest, no one ever uses.
FMIII: Citizen | FMIV: Vigilante | FMV: Bus Driver | FMVII: Godfather | FMVI: Sinner | FMVIII: Lookout | FM IX: Citizen/Proletariat | FMX: Veteran/Survivor/Framer | FMXI: Mafioso | FMXII: Coroner | FMXIII: Bus Driver | FMXIV: Vigilante | FMXV: Student
Yeah, there are some options on there many people ignore. Such as night sequence... I hate that, text is much better.
I also have a good suggestion... If roles are using most of the script spaces, why not rotating then with every new update? For example, let's say you want to insert into Mafia two new roles: Bomber and Sapper. To put then in game, you simply have to remove two other roles (let's say those roles will be Janitor and Coroner). Though some people may not like it, it would certainly be an good update that will keep Mafia community alive.
If you were to accept my rotation suggestion what roles would you like to rotate out in the next update?
From Town the good candidates for rotation would be: Lookout, Citizen, Coroner, Veteran and Spy.
From Mafia i would rotate out Janitor or Framer, in place of a new advanced Mafia role.
From Neutral the possible rotation candidates would be Witch or Survivor.
Also another good idea would be to remove Mason Leader, and allow masons by themselves to recruit citizens or kill cultists. This will CERTAINLY save up a space for a new role.
The problem is I can't just easily take out a role and throw one in. Each role is sewn into the game and can only be removed through permanently ripping it out or simply disabling the ability to pick it. The former ruins the prospect of rotating roles and the latter will run into the script limit.
I don't know what you could do...
Maybe a Mafia II?
All of these suggestions are useless. The problem or idea must not be to remove something from an already awesome game!
The problem is that Blizzard wants to implement the Market Place soon, so they are forcing the maps to a very small size, to let there be space for later projects (for earning money). So as soon as the market place is released they will remove the limit probably and allow good maps for payment to become as large as they want. DR can then expand and work on this as much as he wants to and can decide about earning money with the map.
the problem is that the Marketplace won't be released before D3 is out, as the whole payment and e-charge system will also be used for the D3 Auction house, which will be available even before the Marketplace. So this can take ages from now on and probably DR is not interested in updating it any further then![]()
https://i44.tinypic.com/25ov1gw.jpg
All rise for the SC2Mafia National Anthem.
https://www.youtube.com/watch?v=0yDrtNEr_5M
A glimmer of hope DOES exists.
It hides in the Blizzard's newest installation of SC2 - Heart of the Swarm.
I'm pretty sure that the expansion will come up with buffed Galaxy Editor, which should have a bigger script size limit. If we can keep alive our current Mafia community long enough, we will surely be praised with our effort.
Of course that doesn't mean that you should give up with your current petition! Keep signing it, and eventually Blizzard may notice our activity around Battle.net.
I have to agree, that some of the roles seem like they could be combined or removed entirely. Dect / Invest is basically the same role, is it not? Sheriff is a more powerful version of those two, and Lookout gives a different spin on those 3. As much as Coroner is loved by certain people, I think it could be removed. It's useless, unless there's a Janitor, with max cleanings. Then what? You've wasted a night discovering that someone was a Doc. I guess if roles were not revealed in lynch, or mafia were smart and framed, jan'd, and got town to lynch. Then I could see coroner being useful, to find out if the person who died was lying, or the people who put him up were... Still, it only gives her 3 discovers, since that's the max jan can hide ( last I checked ).
I also hate to say it, as much as I love the role, but cult could be removed... There's a very low player base that will play games with cult, despite the role being severely underpowered by default, and on par with other neutrals when you make them 0 night convert, and able to convert killing roles. ( I've seen them win once, witch win once, sk more than i can count, mafia / town more than them, and arson never. Exe / Jester I kinda don't count cuz the goals are easy. ) I dunno, I think the only way to get cult to have a chance is include them in randoms and hope they pop and are good, with no masons against them...
Mafia 2 could be a good idea. Split up roles that have similar purpose between both maps. Like have Vet in 1 map, and Vigi in the other. Dect / Invest. Doc / make coroner able to heal the dead? ( 1 per 3 days or something ) Or maybe find evidence that would lead the coroner to who attacked the victim. So that more or less both maps play the same, but the variance of roles will make people want to play both.
It also might be worth it to look into how Sotis is keeping under the code limit. They have how many heroes per side? And 3 item shops? Combining items, scripts to run for mobs, and LB? It jsut seems a lot more complex than mafia... I understand each role in mafia has everything written out for them, but so does sotis, as far as abilities..
Mason leader could be removed that would save up some space and give the masons a democracy type voteing like cult with power to recruit and still kill cult.
The space is mainly from adding support for each role, not necessarily the role itself. Splitting them up would be a permanent process as they are not modular.
Also, SotIS is mostly data-driven, rather than trigger-driven. Mafia is more like its own game, using absolutely no data.
Honestly i agree with divemaster, taking out mason leader and just giving masons democracy like the cult would ultimately make masons better and more willing for people to be cits/masons
FMIII: Citizen | FMIV: Vigilante | FMV: Bus Driver | FMVII: Godfather | FMVI: Sinner | FMVIII: Lookout | FM IX: Citizen/Proletariat | FMX: Veteran/Survivor/Framer | FMXI: Mafioso | FMXII: Coroner | FMXIII: Bus Driver | FMXIV: Vigilante | FMXV: Student
Lol, Detective/Investigator are not that similar whatsoever. One figures out what the role is(more or less) while the other figures out who he visited.
Lookout is more akin to Detective than Invest is.
Sheriff can't find certain evil chars in some setups and can be fooled by Framers.
@Coronor bit: you are wrong. He can find who people target to catch someone in a lie, for example, someone who claims being healed but you know they are not.
Cult with 0 convert is hilariously OP. They are balanced, and strong for a neutral role.
I've tried cult with a 0 convert many times. It hasn't won yet. So I plan to keep a 0 night setup until cult has the same chance to win as SK, which I see win about 1/3 times it's in a game, if not a little less, maybe 1/5... That's still a lot better than the 0/30 games I've seen cult win, or the 1/30 I've seen witch, and 0/30 for Arson. Where town wins about 2/3 and Mafia is about the same, depending on trolls and the like. ( again not counting Jester and Exe, considering they're easy wins, and I also don't put cult in to always get a spawn, it's only under randoms )
I would like to know if the final strength numbers are anything to go on. In my setups, town + mafia are about 18 str each, depending which roles spawn. Mafia never gets more strength than Town though. I've seen 20/15 in some of my games ( all roles are random ). As for all neutrals, they're all about 5-7 strength.
How can Coroner find who people are targeting? I think I've only gotten the coroner role once, and I died n1.
Also... Can't Invest be fooled by framers as well..? And so Dect is more or less, a less powerful Lookout, or a Lookout in reverse. Lookout can see who visited their target, Dect sees who someone visits...