Good Morning, Check out this thread, it may save you some time. http://forums.demigodthegame.com/364517
Ptarth
So, much of this debate seems to center on people's beliefs and people's beliefs on other people's beliefs. That is to say. Player A believes his connection to other players is good. Player B believes that Player A has a connection that isn't good enough. To make any headway, I would suggest finding some tools that would measure bandwith. Demigods has relatively large demands for bandwith. Not only does it need fast connections, it needs reliable connections and lots o
For my vote, I'd suggest: Balance all of the items to be equally powerful Set all favor costs to be the same This way you can try out items with different strategies, and not merely save up until you can afford the best ones. It also doesn't penalize the newbies for having lows amounts of favor. I'd furthermore suggest that the blood of the fallen should cost 0 favor points. It would give newbies a good starting item to give them a solid starting
It was suggested in the previous thread that the checksum for the dgdata.zip file is in the demigod executable. Furthermore it is visible and editable with a hexeditor. Supposibly one might extract all of the dgdata.zip files into your main demigods install and then create a dummy dgdata.zip that contains nothing. You should then be able to edit your files and have the mods show up. This, of course, will not be compatible with other players without similar files. It probably wil
Coupon Code: DEMI-DMWP-KIFS-UMKV Coupon Code: DEMI-YHUX-GRNF-KUPH
Why not combine skirmish and Patheon? Have each player choose a side: Light or Dark (i.e., pantheon). When players choose to play, have them join a queue of players waiting to play (i.e., skirmish). When N players want to play, take them, divide them into two automatched teams. After the game, the winners get X points added to each of their respective sides. The important parts would be to get rid of the side specific teams and adding autobalancing teams.
Good Morning, I justed downloaded the last update and now Ready to Play always starts up on my machine on boot, even when I do not have run on startup enabled.
[quote who="CosMoe" reply="70" id="2398215"]Queen of Thorns closed/open mode bug: QoT has a slightly decreased attack speed in closed mode. When going from closed to open mode the decreased attack speed stays (until level up). You would "kill two birds with one stone" if you would simply remove this effect because it would be a very small buff for QoT who really needs it. Her dps with level 20 would go from 271dps to 280dps; in comparison the other Demigod dps at level 2
I believe that a good vision would be useful for helping to figure out what enhancements should be made to the Queen of Thorns. There are many good suggestions listed in the previous posts, but they lack a coherent theme. Most of the posters agree on her weak spots and her strong spots, but disagree on how her abilities should be changed because they don’t have a good idea of what they want her to be. <p class="MsoNor
Did you ever post that guide Malard999?
So, while not exactly relevant I have a story about people who would really benefit from this technology. I have some coworkers who aren't exactly computer people (they use macs, I don't think it is a coincidence). When they create a file, save a file, or really do anything with a file, they save the file to the desktop. I'm sure that everyone is familiar with messy desktops, so this isn't a big deal so far. Here is the hilarious part. They always do this, for virtually everything, fu
Finished updating Oak's text. I got an entire 2 opinions on the Soul Power Buff, so I'll defer to them for the moment and use version #1. I really don't like the text, it seems rather long and hard to figure out. I preferred version #3. There is a minor issue with the Soul Power Buff, on how the buff name is updated. Rank 1 Soul Power gives access to the following Buffs Soul Power 1 +20 Weapon Damage Soul Power 2 +40 Weapon Damage Soul Po
If I'm not mistaken, people are arguing that Oak should be the best demigod? If Lord Erebus is the only demigod that the Oak has a problem with, shouldn't we be looking into ways of nerfing the overpowered Oak (or buffing the other non-Erebus demigods)?
I was having issues figuring out which table was correct, so I redid them myself based on in game testing: This is the table for the complete buff from Soul Power , which includes base buff and everything. Spirits No Soul Power <td style="width: 48
So, I'm working on the Oak and I have a preference question for folks. His Soul Power Ability is currently: "Oak's determination to his cause grows, increasing Weapon Damage by 20. Also, Oak gains additional Weapon Damage based on the number of spirits he has." This is obviously insufficient. The question is, what should I change it to. I have a couple of possible solutions. First, here is a table of the result of the buffs. <table bo
Regulus is done. [code="c++"] ABILITY_HGSA01_000="Regulus' bolts are rigged with tracking devices that allow him and his allies to see the enemies he struck for [GetDuration] seconds. Snipe will also implant a tracking device." ABILITY_HGSA01_0000="Sniper's Scope I" ABILITY_HGSA01_0001="Sniper's Scope II" ABILITY_HGSA01_0002="Sniper's Scope III" ABILITY_HGSA01_0003="Deadeye" ABILITY_HGSA01_0004="Regulus has a [GetChance]% chance of stopp
Finally got around to doing the next batch up of upgrades. Here are the changes, if anyone wants any changes, post them. [code="c++"] ABILITY_HEPA01_0000="Inner Beast I" ABILITY_HEPA01_0001="Unclean Beast taps into its latent power, increasing Attack Speed by [GetAttackSpeedBuff]% and Movement Speed by [GetMoveSpeedBuff]%." ABILITY_HEPA01_0002="Inner Beast II" ABILITY_HEPA01_0004="Inner Beast III" ABILITY_HEPA01_0006="Venom Spit" ABILITY
The stats on the spreadsheet aren't up to date with 1.19.
They changed the priest experience and gold values in 1.12. The correct values are: Unit Exp. value Bounty value Soldier 33 4 Archer 33 8 Priest 20 15 Angel 20 25 Catapultasaurus 50<
Lord Erebus is indeed really, really powerful. ese-ASH I think you'd be surprised at exactly how many abilites can be avoided. My hint is: Not as many as you currently think. The problem with converting everything back to health is that evasion depends upon your current level of armor. If you look at my chart with the rainbow colored lines, you'll notice that the lines get further apart as armor increases. This means that evasion is dependent upon armor and
I'm a little uncertain about the revamp of the question. How many hours do people have to spend on gaming per week? If we look at the forum dwellers, the answer is around 19 hours per day, give or take a few. How about rewording it to ask not about the number of hours, but the number of games per week you'd want to play? Although that would be confounded with games Demigods versus games of Europa Universalis. In the end, I guess hours is still better than games, althou
I have the same issue. And I have self-referent pictures. A recent patch fixed this problem for me.
A reoccurring fallacy in online gaming is the effect of reductions, specifically in the form of damage mitigation. I first came across this phenomenon in the World of Warcraft, and have striven since to help spread an accurate understanding on this mechanic. At its heart, the question is: What does 5% damage reduction really do? <!--[i
[quote who="Obscenitor" reply="4" id="2383518"]I just uploaded a QoT replay... It's a 40 minute long 1v1 against Wipuliwo with zero kills. [/quote] So, I watched the video and had some thoughts. Very nice defensive work with the QoT. Your phases are spot on. The mulching was very good. As I see it, the strategy was to avoid dying and focus on creeping. I believe you accompolished this very well. The build was focusing on survival wi
It is common knowledge that QoT builds focusing on Shamblers and Sedna builds focusing on Yeti's are rather bad, whereas Lord Erebus builds focusing on Night Walkers re pretty good. Why is this? The following should provide some insight. First, let's look at Shamblers and related skills. I'm ignoring Mulch which is very good, because it doesn't help the shamblers themselves become better. Shambler Base Health 675 Damage 30 Shot Delay = 1 Ra