morpheas768: I'm guessing it isn't the Lua that is causing problems. It is understanding the structure of the demigod programming. So, I looked into AdjustEnergy = true as ntropy suggested. I found that only a few things actually have AdjustEnergy on them. Torchbearer's Form switch to ice grants energy regen & has AdjustEnergy = true. Demigods when they levelup have AdjustEnergy = true & AdjustHealth = true. Demigods when they are initialized ha
Ptarth
I've spent some more time looking into things, so I am going to post my findings here. The modding community has a lot of different levels of knowledge, but the knowledge isn't being shared. I'm trying to do my part to solve that. Demigods is based on the same engine as Supreme Commander. That means much of the documentation on Supreme Commander is also valid for Demigods. Back in 1.xx GPG fixed items so that they wouldn't give hp/mana when equiped. This was to solve the probl
What were you doing differently that you couldn't get it to work?
Can you post mod files for the various things you have tried so we can look at them?
What was the structure of your mod? I just replaced the QoT's summon skill and it seemed to work without problems.
Given how everything works, don't you want to overwrite the old Entourage with the new version of Entourage? That way you get to keep all of the support code for entourage (placement in the skill tree, icons, etc). As an addendum, might I suggest simply buffing Entourage before replacing it with a new skill? As I understand the GPG balance process, they would much rather change the value of a skill rather than replace it entirely. That being said, how does a x4 modifier to all the cur
Good Morning, So I went and tested it out. My suggestion works with 1.19. I'm not sure about the requirements for paths in mods. Sorian's TB fix doesn't use any paths and works. However, when I tried the same with this mod it didn't work. It might have something to do with the .bp versus .lua. Anyway, I added the line where I said I did and Shamblers summon fine. This only works for shamblers, no other minions are affected. However, I'd like to point out that while this is a s
eh? That's wierd. It worked when I modded it into 1.18 (or whatever the previous nonhash obsessed version was). Want to send me th emod or tell me what you did?
So, I agree that the QoT wasn't buffed as much (or any) as I would like, however the patch did fix the shambler targetting issues. They now will pursue and engage targets instead of just standing around.
On the bright side, shamblers now have a minimum range and do close to attack targets. On the down side, it is now obvious that they get in each others way and sometimes block each other out. Also the waypoints on Exile for AI movement aren't very good. I was watching Occulus and the Demon Assassin move on it, and they kept zigzagging.
Interesting. I did some testing myself just now, but was unable to replicate. I'll try again when I have more time.
Hmm. I hadn't read about this before. it does sound suspiciously like the targetting problems that occur with the QoT's Shamblers. Essentially the tower locks on to a target, that moves out of range. The tower then waits until the target enters range, and ignores everything else until this happens. IIRC adding another shoulder weapon resets all shoulder weapons as well as typically changing them. This would free the targetting glitch. Likewise when the target dies the targetting glitch should
It does load some mods before the game starts, however I have yet to see the effects of mods loaded before game start do anything. I'm not sure what's going on. If you load up theDemigodLog.txt you can see some of the things going on. I going to try adding echo checks to various locations to see if it does try to work when I get a chance. For WindowsXP the log is located at: C:\Documents and Settings\ My Documents\My Games\Gas Powered Games\Demigod
Hmm. If we can't change the lobby, how would one go about adding new demigods to the playable demigod list? Are we going to be forced to overwrite other demigods?
This issue came back for me with the latest version 0.98[b].230. -------------- Card name: ATI Mobility Radeon HD 3400 Series Manufacturer: ATI Technologies Inc. Chip type: ATI Radeon Graphics Processor (0x95C4)
Normal 0 I'm another one of the relatively 'old timers' who grew up with the same games. I wasn't fortunate enough to work on Total Annihilation, but I was around for its lifetime and was fairly active in keeping up with things. I really like Total Annihilation, I believe it to be one of the greatest games of all time. However, like all fans, I was ann
Most of the changes to the favor items are universally unloved, so like Polynomial, I'm going to comment on the things that I liked. - Improved shamblers to be a bit more capable of pursuit. (hopefully it includes the range fix) - Heroes will re-engage their attack target after performing an ability (This is huge) - Fixes for demigods chasing after old targets at inappropriate times. (Also important) - Fixed TB’s ability to attack while mov
Correct me if I'm wrong, but 1.20 allows for easily accessible modding. 1.20 contains the files for the new demigods. 1.20 won't allow players to access the new demigods. 1.20 allows for easily accessible modding. In conclusion, if you really care about having the new demigods ASAP and unless something has changed, once we have the new demigod files enabling them for use in a mod will be readily achievable. In the worst case scenario, one would ha
Do empirical testing. Start a skirmish game at level 20 with the QoT. Her regular attack is 280, her attack speed is 1.09, her rate is 0.917, her dps is 305.2. In closed form she does have an AOE, it isn't limited to 3 enemies, that is just the number that are within range when she typically attacks.
Yes. There is no change in those stats between open and closed form.
Upon reading your reply I have come to conclude that you are indeed referring to an increase in survivability across all damage, and not specific sources of damage. Your position is based on how damage from all sources affects survivability. Furthermore, I agree with your belief that as a game continues the value of armor typically diminishes. At this point however, I begin to disagree. The reason that armor diminishes is because of the increase in skill damage, not because of the mec
So, I want to start by saying I have the utmost respect for your views and opinions, but I'm not understanding your position in this one. As I understand it, the following is true. 1. Armor does not affect skill damage, it only affects attack damage. 2. Attack damage is mitigated, therefore armor is not diminishing in respect to attack damage. 3. Skill damage is not mitigated, therefore armor is not relevant to skill damage. Additionally, dodge function
I'm curious about the QA and patch creation and release process myself, however it seems that everyone is keeping quiet about it. It would be interesting to know, but I could also see how people who get upset. It's the old truism about liking sausage until you find out what goes in it.
That's the correct formula. Becareful with decimals. The wiki does have misinformation in it.
obscenitor can you please be a bit more specific when you state that armor has dimishing returns? It is misleading to state that without qualification. I direct the interested viewer to the following thread . Additionally, the thread also contains information about dodge calculations.