Malard999

Malard999

Joined Member # 3575959
0 Posts 1 Replies 5,841 Reputation

[quote who="Fuzzy Logic" reply="16" id="2362430"]To enable cheat codes while in game, press shift+enter and type "I am a noob"[/quote] Its alt+f4 you need to press

19 Replies 4,539 Views

You could pull the sound out of the .fsb files? the fmod library is free to use for non commercial use, so you could write your own player, or download one of the many that already exist.

5 Replies 4,907 Views

Couple of things, i like these ideas but in the lobby you removed the launch game option, which could prove tricky actually playing :) Pantheon stats, i've been looking at this for the past couple of days, unfortunatly the only way to get sockets available via LUA would be through a C library, unfortunatly unlike in Supreme Commander, Demigod has a more restricted subset of the core global functions exposed, one of those missing crucially is loadlib.

31 Replies 78,283 Views

this is actually doable, the minimap ping system goes along way to demonstrating how this could be achieved, there is plenty of internal functions for drawing elements directly into 3d space via LUA so its something we could do in a reasonable amount of time.

7 Replies 32,639 Views

Hi, I've been looking at this code also, and i think its a major undertaking, anyone interesting modding should join us on IRC, #dgmodding (irc.stardock.com) where i am writing up documentation on how to setup the development enviroment properly (where to find missing assets for the debugger etc) With regards to teams, in lobbyBase.lua basically teams are divided based on the notion that any team position id > 5 is on team 2.

22 Replies 81,928 Views

this map is an awesome idea, however i believe there is a technical limitation in that moving geometry isnt supported, there is no example of this in any of the existing maps, only texture motion, for example water/lava is shown. i also hate to think how the collision model would handle this.

60 Replies 210,288 Views

I like the idea Stardock, its a good proposal! This forum needs a bit of work however, the submit post fields are massive and clipped by the site design!

1 Replies 6,982 Views

one might presume that there is a chicken and egg situation with some of the 1.2 features, i'm told (via irc) that the modding part is sorted and they are happy with it, so i guess its the replay stuff holding it up.

30 Replies 89,274 Views

[quote who="posidenii" reply="4" id="2358128"] Quoting Malard999, reply 3I think a better idea would be to have a scroll which you can cast onto a tower to restore N health, that way it acts as both this 'halt damage' but also as a way to quickly buff your towers back up to full strength. That already exsist in-game. Its called a universal gadget.[/quote] I will be honest, i never thought to try a Gadget on a tower... [quote who="pseudom

13 Replies 2,116 Views

The problem with this idea which in its basic form has some merit, is that unless your in a premade team, or a consensual team, anyone can go spending the warscore points. Lets take a classic example that already happens when a new player opts to spent their gold on priests or other cit upgrades before getting currency 1, the overwhelming tactical decision would be to invest in this first as over time you get the best return for investment. Citadel upgrades cost

8 Replies 2,211 Views

what is the tactical benefit to delaying damage to the tower?, surely any god that continues to attack a tower once an enemy god that turns up is likely to be off his marbles, unless its almost dead in which case all your doing is belaying the inevitable? I think a better idea would be to have a scroll which you can cast onto a tower to restore N health, that way it acts as both this 'halt damage' but also as a way to quickly buff your towers back up to full strength.</

13 Replies 2,116 Views

In lieu of the 1.2 patch which brings official modding support to Demigod i've setup a irc channel on the stardock irc server, irc.stardock.com #dgmodding Anyone interested in modding, or would like to find out more please join and ask for advice or offer it :)

0 Replies 3,290 Views

i think the massive multiplayer issues knocked the wind out of stardock at launch and set them quite off track with what they had planned. Possibly also fixing this blew whatever budget was available (both in money and time) to do other features. That said, modding support should open this up some more, unfortunatly unless stardock takes an active approach in managing mods and making some official, which can be played in a multiplayer context and easily, i.e host automa

15 Replies 7,846 Views

most of these ideas add little strategic or balance value to the game, Wall spikes (point 1) read the citadel upgrades, one line of upgrades already does this. The Lightening is already AoE, no need to add a fire varient when armor/resistance is not type based. An ice tower would add a strategic benefit, but as towers are built by the map at the start, a map maker would just need to script this. Burning oil, from whe

2 Replies 1,063 Views

dont be so negative, i've been working on new game modes, hopefully should be enjoyable change from the standard diet

9 Replies 6,731 Views

i like this, but it would also be nice to have a shuffle teams option, then the ability for teams to disguise themselves as random players (what generally tends to happen) could be partially negated.

55 Replies 119,020 Views

I started plugging around the LUA scripts and found this mode that got dropped before release. After playing it, in its current form it immediatly becomes clear why it got dropped, however i'm thinking of polishing it off and redoing the tower placement on a couple of maps and trying it again, a few things it lacks is a proper game end, it abruptly finishes when the 5th flag is cap

4 Replies 1,475 Views

Hi All, I've been digging around the LUA and reading the hardcoded strings in the demigod.exe and this is what i've found, sorry if this is covered elsewhere but I could'nt find where... First things first, despite a script existing that should allow you to easily switch between custom lua packages it doesnt seem to work, 'RetailDataPath.lua' that exists in the bin directory doesnt seem to get called, or is ignored, there is a near identical copy of this file in

0 Replies 3,564 Views