Normal 0 Does this take precedence over or is it complementary with Star Dock’s official Issue/Bug list ? <span style="font-size: s
Ptarth
SkillInfoMod Update 1 Progress Report Finished the first draft of edits to the Torch Bearer's abilities and the actual strings. Selected hardcoded buff strings. Drafted community to help proof read and check for personal tests. Current Torch Bearer's Text Strings Given the feedback above I thought I'd run the draft
Ah, I take it then your account on the trac site is gunblob? I who that was.
I was curious how the demigods rank up against each other as they level, so I put together the following series of charts. Some Notes: This does not include any abilities, items, etc. The use of any of these will change things dramatically. This doesn't make this set of charts useless, it just puts things in perspective. Some demigods are good at certain things, others are not. Knowing your strengths allows you to focus on them and knowing your weaknesses allows
I'm a fellow QoT player, and I can appreciate where CosMoe is coming from. How about something along the lines of: According to the Pantheon statistics the QoT wins between 9% and 20% less than other demigods (depending on game types being considered). What sort of measures and feedback can the community provide to help GPG and Stardock evaluate if she is indeed underpowered? If she is found to be underpowered, what sort of information, be it suggestions, game play stats, or simulatio
This was fixed already. The thread should be closed, or at least allowed to die a peaceful death.
I played him in a 3v3 conquest on cataract. On my side we had me as QoT, a 'no-mine' regulus, and a yeti sedna. On their side they had Frogboy as Oak, a good spit UB, and a minion Erebus. Unsurprisingly we lost, but we were able to drag the game out for a while. Frogboy's Oak isn't bad, I'd be okay with him on my team.
Oops. How about: Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of he himself and his allies.
Some updates if anyone is curious. 1. The above shield code is glitched some how, when I was adjusting things earlier I broke it and I'm not sure what went wrong. 2. I've looked into the keybinding files. There are a bunch of them. I'm not grokking them. Fun times.
Good Morning, I've started work on the SkillInfoMod. A mod that tries to pretty up the description strings for skills, eventually items and citadel upgrades, basically all the descriptive text. Indepth information is currently being kept updated at the Demigod Community Mod site: http://trac.dgmod.com:8080/wiki/SkillInfoMod . At this point in time, the process is relatively straightforward, it is just going to take time to fix
As an addendum to this, is it just me or did the preview option disappear? Or am I confused, and there never was a preview option? Also, do you think Stardock would add a code ="lua" formatting style?
Good Morning, In the spirit of doing more modding as a community, I thought I'd share my recent problem to get feedback and provide some lua examples to those unfamiliar with the demigods lua code. Task : One of the things I've been working on is to find a way to allow the QoT to automatically self-target her shield when she needs to (i.e., when running away). The theory can then be extended for use on the Oak's shield, Sedna's he
Good Morning, I've been trying to catch a couple of you folks on the IRC channel for quite some time now, but without much success. Can you guys post an approximate schedule of when you might be around? Some things I think would be helpful for the modding development. Similar to ntropy's idea, it would be nice to develop a complete wiki on the lua code used. Comments on the structure, where things are located, what it does, etc. I know that many o
So, I've been looking at AbilityTask.lua as ntropy suggested, and it is very interesting. It inspired me to try some other things, which eventually lead me in a full circle back to the item code for the sludge slinger and the parasite egg. What I found was unexpected, the fix to part of the problem, I think. All you have to do is add "IgnoreFacing = true," to the item code, and the "stuck while in range but not facing the target problem" is eliminated. Now, my initial intuitio
On the GPG forums a developer commented that they were aware of the issue and the fix, and that to finish the fix a new animation was needed. Thus, as I understand it, GPG is current making a new animation for it, and that is the hold up.
The Sludge Slinger and Parasite Egg already are cast while moving. The reason we don't notice this is because of the targetting problems. The potential fix I proposed that does fix the targetting problems removes this, my failure was to allow for the usage of cast while moving and not have the targetting errors.
Normal 0 These seem to be the questions that were not precisely addressed in Frogboy's post. If the only new maps we can expect are from the mo
So, looking into this, it seems that if your demigod is not facing the target, you will enter a permanent waiting for target stage. If at some point your target travels into your path, then you will execute the ability. This seems to be caused by the demigod needing to face a target to use an ability on the target. This conflicts with the CanCastWhileMoving tag, while prevent the ability from interupting the current move action. Looking into the lua I tried a few things.
You are welcome. However, someone should independently verify that what I did actually does what I claim. It is easy enough to write all sorts of claims about these things. I'd also cut GPG some slack on this one. Sure it is an error, but it is rather difficult to notice. Plus, I'd hate for people to come after me with pitchforks for some of the horrible code that I've written, goodness knows I deserve it though. Oh, and I checked, that ptarth guy is really, really han
So, I have to admit, I'm a bit puzzled about why everyone is so upset about this one. Sure it is annoying and should be fixed, however if the bug is caused by people intentionally, then they were going to quit anyway. The only difference between them quitting or creating an invalid gamestate is how the game is recorded in your stats. Do your stats matter that much? Really? Does your enjoyment of a game really depend on how someone records it? I used to play a l
So, Lord Erebus also has the same minion summoning with less life issue that Sedna, Oak, and the Queen of Thorns has. However, because his units summon in the middle of combat and typically have access to life regeneration, this has not been noticed. This has further been complicated because when Lord Erebus possesses the conversion aura, his units are given full health when created. The combination of these three things has lead to the incorrect belief that Lord Erebus does
Can someone verify for me if they have the same Queen of Thorns visual effect issue? I'd like to know if it is just my video card, or if it is universal. Thanks. pt
Apparently, when the Sigil buff was created, the developer used the Hauberk of Life item as a model. Part of the copied code was not replaced, and this caused the overwriting error. To fix the problem with the Sigil of Life: Edit the Consumable Items file: \lua\common\Items\Consumable_Items.lua Change line 1274 from: BuffType = 'CHEST040MINIONHEALTH', to:
The lua suggests that the Compost Bonuses are: Shambler damage bonus 4/6/8/10/12/14 Shambler health bonus 60/120/180/240/300/360 Uproot 20/40/60/80/100/120 I also believe that compost degrades 1 kill count every 7 seconds. However, testing suggests that something isn't quite right. The display indicating compost level doesn't seem to update at the same rate of hp changing on Shamblers. This should be
I believe he is saying that having control over all of the flags on a map triggers the invalid gamestate bug. He then states that his other friends who play also experience this, and that they have chosen to create plans to win without capturing all of the map flags. Lastly, he requests that this be fixed so that his playing record is recorded. I would suggest that his opponents are triggering the invalid gamestate bug after realizing that they are losing very badly. To Andrei