So, work through it. Like I said, it'll need some adjustment based on what ScenarioInfo / SessionGetScenarioInfo return, but the data needed is definitely accessible somehow. Comment out the last block, and see if it's being caused by the way it's getting ScenarioInfo. If you don't want it to crash every time there's an error, put the whole thing it in a function and pcall it:[code="c++"]local ok, msg = pcall(functionname) if not ok then &
miriyaka
[quote who="awuffleablehedgie" reply="41" id="2941667"]I would make it map-dependent. Something like 350 gold per "potential" treb. [/quote] I was going to post that you can't do that, but that might not actually be true. The trick is that CitadelUpgrades.lua is used by all three lua states, so whatever method you use would have to be safe in both user and sim (skipping ruleinit), and produce the same results. As far as I know, by the time the file is imported in eit
[quote who="awuffleablehedgie" reply="28" id="2940878"]1v1 games typically last quite awhile, so Currency is bound to pay for itself over the course of the game. But the opportunity cost and short-term sacrifice decision is more significant than it is in 2v2, which is in turn more significant than it is in 3v3 where it is meaningless. I do think that tying up the currency improvement should be tied up to gold flags, which at least provides the other team the opportunity to sabotag
It works in an RTS because not getting it is a viable, sometimes even favorable choice. This is because 1) it takes significant time to pay off, and that time and opportunity cost can often cost you the game if your opponent knows you're econ-rushing and pressures you with more resources invested in units, and 2) it only affects you, so the time-to-payoff is absolute and it doesn't give immediate, significant benefit to your allies. Most RTSes also tie investment in resourc
Uh, in addition to Ooze, which is really effective and easily compensated for with some minor regen, UB has Post-Mortem. Which still slaughters all creeps in a large area in seconds with a handful of autoattacks. And since creeps now give reduced bounty and xp, the loss of kill credit in non-UberFix games is now totally meaningless. So yes, your changes boost UB absolutely massively in every way. [quote who="LORD-ORION" reply="21" id="2940526"]You absolutely must hav
You aren't getting it. There is no 'choice' with getting ANY gold upgrades, because they WILL pay for themselves in a very reasonable amount of time, while massively boosting your teammates' income. Getting Gold I or Priests isn't a choice - you get Gold I, and then you make back enough to afford Priests again in a matter of minutes, and/or one of your teammates just buys Priests outright. XP upgrades make sense. Gold upgrades do not, because they
[quote who="Running_Lukas" reply="13" id="2940074"]I think you may as well increase gold income by the citadel for free with 10 increments, 1 for each war rank.[/quote] I agree, the upgrades are somewhat superfluous (as upgrades) if they pay for themselves in If you're wo
I agree with hedgie, this hurts no- or low-AOE demigods a lot more. The ones that have to attack creeps directly are screwed now, and most of those aren't actually the best at killing other demigods. Doubling creep stats would reverse the equation, making AOE still useful, but not insanely overpowered vs creeps compared to good autoattack damage and regeneration/armor/survivability. There are simply not enough good AOE items at the low levels to justify a change that c
Double basic creep stats rather than doubling their number. This won't affect MetaImpact balance at all (they still die either way), while keeping the performance impact low. Maps like Brothers and Ziggurat already run poorly for plenty of people with current creep numbers, and maps like Cataract don't even have enough lane space to allow that many creeps to clash in a line. Don't know if I agree with removing all xp/gold for higher-level creeps - I'd make
To be clear, it's not Post-Mortem that causes lag, only Plague itself. PM works fine, although you won't get kill credit for anything that dies to PM blasts unless the game has the UberFix running.
It never existed, at least not in Demigod 1.2 or later. That's why there's no fix for it. Maybe it existed in a much earlier version, but there is no possible/residual code path through which The UberFix does make the structure damage upgrades properly apply to Trebuchets as well as forts and towers, however, and it adds a preventative me
http://forums.demigodthegame.com/399399
I think Demigod and other MOBAs are much more suited to console play than RTSes, and there are a bunch of RTSes with playable console ports. I definitely don't see a problem with making a console port of a potential Demigod sequel, so long as the basic gameplay isn't compromised. There are plenty of ways to make the interface usable on pad, even if (as with most types of games) you can't reach the same level of competitive play with one.
[quote who="OMG_pacov" reply="268" id="2928239"]So in the base game, though - the debuff removal is not present. Is that correct?[/quote] Yes, the ability was completely broken without Mental Agility in the base game.
Brain Storm is fixed in 2-3 ways by the Uberfix, including the debuff removal and effects without Mental Agility. Mental Agility should only add a cooldown bonus, and that's how it works in the UberFix. This has been present since 1.02. The flag bonus bug was a result of the fix for infinite armybonus stacking that I added in 1.04 which only allowed one of each armybonus to be present at any given time. The original valor flag bug was different, and was a result
Hopefully Stardock is taking note of the strong trend in requests emerging here: - Better connectivity - Better matchmaking and ladder systems - More/better maps and/or the ability for the community to make maps - More (ongoing) attention to balance - Mod auto-downloading These five have been mentioned by almost everyone that's commented so far, and for good reason. Many of these are the most important elements of a MOBA, and the reaso
I would highly recommend using the optioning method detailed in BuffAffects.lua (in the ModHealthDamageData comments) if you want to keep using hard overrides, because I cannot guarantee that I won't change something else significant in BuffAffects in a future UberFix release, and the whole point of non-destructive modding is to avoid having to change your mod every time someone else changes theirs. Again, if you have any questions about how to make some of your overrides non-dest
[quote who="OMG_pacov" reply="116" id="2923617"]But what sort of connectivity are games like starcraft 2 and LoL using then. Not peer to peer? Are they client server?[/quote] Nearly all true RTS games are P2P, for the reasons outlined. It handles greater numbers of active objects much more gracefully than client-server. I don't know about LoL - it could very well be client-server, since it's not an RTS. Monday Night Combat and a few other hybrid MOBA/FPS game
The ignoredPlayers list looks to be properly keyed and referenced with all lowercase values now. It should work fine.
[quote who="OMG_pacov" reply="113" id="2923504"]Now, I don't know a substantial amount about game engines and network code, but is it even possible to revamp something like the supcom engine to a stable client server model?[/quote] In a nutshell, no. I'm not aware of any retail game that has ever made the transition from P2P to client-server, or vice versa, and for good reason. 100% of the UI and sim interaction depends on the P2P model, even in a single-player s
As long as that fix works, it's fine. I'll update the OP when I get a chance.
Er, like I said, I can't test it at all right now. It may work fine, but I can't verify that. I just didn't mark it as a release candidate because I didn't want to have to compile a new version from WIP files if everything worked fine.
1.05 changelog: Minion and Reinforcement Base Armor Not Applied Until Armor Is Buffed Units with a blueprint base armor value (most idol summons and heavy reinforcement units) will now correctly have this armor value applied. Previously, this value only took effect once the unit was affected by some other armor buff, remaining if that armor buff was removed. Regulus Maims Allies When Using Universal Gadget The previous fix for
[quote who="Charvel1" reply="107" id="2923022"]All these pages and not one mention of a dressing room for Demigods. It would be a side-game where you can have them try on different outfits and hats, have them pose for screenshots, act out different emotes, etc. Then as an addon you could have them build their own houses, apartments, condos. The amount of items and upgrades available to them are directly related to how well they do in the main part of the game. During the fighting part, they e
[quote who="OMG_pacov" reply="29" id="2922823"]What sounds easier - convincing SD to install a full balance mod into a base game or adding 2 new items (or just updating 2 existing favor items)? With that in mind, hopefully my comments are a bit more clear (along with the OP for that matter). [/quote] Neither is more or less 'easy', given that any patch will have to go through internal balance evaluation and extensive QA testing. The issue isn't that one is more diffi