[quote]That and your graphics card is the cheapest of the cheap with a technical support for DX10 and such but really can run nothing.[/quote] Not that that's applicable for Demigod, but it is a good thing to keep in mind.
DatonKallandor
[quote who="OrleanKnight" reply="14" id="1987389"]And you're point? ^^ Even without Shadows and Anti-Aliasing, it's killing my system.[/quote] That is the point. Shadows and Anti-aliasing doesn't have anything to do with your many-units-problem. You could have a quintuple SLI of the best cards on the market and it wouldn't make a difference. It's a 100% pure CPU issue - and only upgrading that will fix it.
[quote]I think it would be easier to solve the idle demigods by introducing an attack move, that way we won't need 2-3 more buttons on the UI.[/quote] Alt-Rightclick. Already in, but no graphical confirmation.
[quote] Upgrades? YES PLZ Long recipes so knowing them all is a lot of memorizing work? HELL NO[/quote] Abso-fragging-lutely. The upgrade screen mockup someone did pre-beta 2 was perfect.
That's the cpu useage of all units Orlean - they all have pathfinding routines running and many ranged projectiles are fully modelled.
Demigod in it's current form is more optimized than some games coming out in their, supposedly, finished form nowadays. They can still optimize it further, but they're already ahead of the curve.
Giving Generals access to unique favor minions would be interesting. You only have one slot - do you want angels, giants, something new, etc. It'd also radically differentiate the same Demigod played by different people.
You are aware that their whole "Diablo 3 colourscheme more contrast" arguement was bullshit right? It's been proven repeatedly that you can have contrast as well as a traditional Diablo look at the same time. And let's not forget their incredibly wrong statement that "you can't do dynamic light circles in 3D". The real reason for the Diablo 3 look, and one they've already admitted in interviews, is that they want to go lower than M rated.
They'll spawn on their once that bug is fixed. Seriously, the whole "change towers" "break stalemates" thing needs to wait until the army spawning and War Rank have been overhauled/fixed.
Why would you need Catapultasaurii? The Siege Gunners already outrange Towers and kill them fast as well. I'd rather have some Giants for Generals.
Why the hell would you play 1v1? It's a team game. There's not a single 1v1 recommended map.
The catapultasaurii not spawning on their own is a bug.
http://www.demigodthegame.com/images/screenshots/Rook_bowling_with_towers.jpg vs http://www.starcraft2portal.com/store/blogs/media/starcraft2_06.jpg [e digicons]:\[/e] In any case, this topic is semi-moot until we get some actual General UI functionality in, atleast in my eyes. PS.: Yes, there was a Starship Troopers game, two in fact. An RTT that was heavily based on the book and an FPS that was movie based but jacked up the action by an order of magni
That'd actually make more sense since the Torchbearer has a lot of group-buff auras.
I doubt the engine even supports multi-level maps. Most RTS engines have a hard time dealing with anything that isn't basically flat with different elevation settings.
[quote]Also, if I completely dominate my opponent in every way, and am twice as skilled as him shouldn't I win the game? It just feels like skill doesn't factor into this game much at this point. Don't get me wrong, it helps, but I dislike the idea that if you face an opponent you know you can't beat you just upgrade your creeps. Followed by constantly running away, gradually taking flags from your enemy as he runs from one crisis to another. Let alone the fact that at this point in the game
I think VoIP is on the to-do list.
Well, 5 Unclean Beast vs 5 Oak isn't exactly a representative game. Oak's are Generals, while the Unclean Beast is one of the most single-target focused Assassins.
These aren't cosmetic achievements, like in Left4Dead. Demigod's Achievements (a horrible choice of word) are actually meta-game levelling of Demigods.
[quote quoting="post"]Also, if I completely dominate my opponent in every way, and am twice as skilled as him shouldn't I win the game?[/quote] Here's a radical idea - maybe you're not as skilled as you think you are. I find it interesting that you lost and based on that one game you already claim there's a huge issue.
[quote who="PossiblyImpossible" reply="7" id="1985696"]My original point still stands: in the current direction the game seems to be headed, it will not have enough depth as a competitive game, nor will it be particularly entertaining to watch. Certainly not anywhere close to the level of DotA.[/quote] Quiet the opposite. Simply by being a newer game, with better graphics and cleaner design already makes it more entertaining to watch. See CS 1.6 vs CSS - the hardcore players wan
Adding a level based component to spells would help with the scaling problems. Something akin to "fireball 1 200 + 50 per level", "fireball 2 400 + 100 per level".
Then you haven't played actual players - the AI doesn't use skills tactically.
Couldn't have said it better DeadMG. Making Snipe do weapon damage + skill level based damage + range based damage would probably solve that.
It might simply be easier to interrupt the spell casting in progress if the target teleports - but if the spell is already on the way, and the target teleports the spell will follow. That should cut down the telekill, but still leave room for well executed assassinations (see snipe for the ultimate example of that).