Ptarth

Ptarth

Joined Last seen Member # 2689812
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Sila Skin Project Release #1: Working on changes the textures for the QoT Focus Mod, I was suddenly inspired to do something awesome. I thus bring you awesome. Sedna's leopard Sila reskinned as Battle Cat from He-Man, Masters of the Universe. This version of the skin is in non-UI mod form, which can only be used if everyone has it, UNLESS yo

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So I've botten some of the things to work in the editor. I have not been able to load a emitter blueprint. Every time I try to do so the editor crashes on me. Is there a trick to it or is it simple not possible with the demigods build we have?

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The last few weeks have been really busy for SD, especially since they were off on Holiday break. Give the guys a couple of weeks leeway to catch up before you start harassing them. Goodness knows the board has been filled with rather nonsupportive threads recently.

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Yep. That did fix it. Thanks. It is relatively simple then to change emitter colors. All you have to do is recolor the direct draw files it draws on. You also have to worry about the Blendmode for transparency. Any ideas on what "RampTexture" does? Any ideas on getting the Emitter editor to do anything? I've been unable to actually do anything besides just show up. Otherwise, it might require editing the blueprint files by hand. I'm not sure what any of it does

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I got the texture working now. The problem is with the RampTexture. I'm not sure exactly what it does, but it is controlling the color appearance of the dds objects. I modified removed everything from the Torch Bearer's fire ring animation except for the outer ring. I then altered the .dds that it references. I'm trying to make nice black flames. After trying a few direct ways, the best I could get was either faint pink flames, transparent flames, or invisible flames. That being the c

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Has anyone done any work with modding the visual effects for things? I'm working on changing and adding visual effects and was wondering if anyone had already done anything with it, so I wouldn't have to duplicate their effort. My first simple effect manipulation didn't work out the way I would have expected, so I'm asking here before I resort to having to figure it out myself. More specifically I'm interested in how files in the \texture\particles\ directories work and intera

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So, I'm trying not to be argumentative here, if I come across that way I appologize. I'm just trying to accurately understand everyone's positions. 1. When the QoT has Ground Spikes, she can kill all of the creeps by herself. She doesn't need minions. When she doesn't have Ground Spikes, the Shamblers do help out, but don't do as good of job. I'm not sure this is supporting the usefulness of Shamblers. 2. Which minion builds are you referring to as being weak to the QoT Shambl

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re: Shambler AOE Shambler's ability to AOE isn't worth much. Against minions and creeps it does do some damage, however it doesn't actually accomplish anything. Vs Creeps The QoT (along with TB,Ooze UB) is best suited to killing off creeps. Ground Spikes alone can usually destroy a creep wave, it that fails she has an AOE autoattack to finish the job. Having Minions that also AOE doesn't change that, except that if you focus on maxing her Shamblers yo

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I'm starting a new post so I don't mess up the table formatting. If every skill point is worth approximately the same value, consider the differences between Morale and the Queen Shambler Specific Buffs. Each level of Morale offers the following +50 Health +0.5 Health per second +2% Attack Speed +50 Armor +4 Weapon Damage Applied to ALL of the minions a general has (QoT & Senda 10, Erebus 16). </ul

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When I modified Entourage & Compost, I wasn't doing quite as randomly as it apparently seems. Compost and Entourage are weak skills. Shamblers are weak minions. I wrote up a s mall essay describing the differences between Night Walkers and Shamblers a while back. I now provide a small essay comparing the Unclean Beast versus a QoT Minion Build. First off, as a base comparison I use an Unclean Beast Ooze/Spit Combo Build. It is r

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Auto-mulch I should be able to scale the damage based on the number of living shamblers. When Mulch Shambler is used, one shambler will be destroyed. All shamblers will produce an AOE Attack. The total damage done by all AOEs combined will be equal to the original damage done by Mulch Shambler. This will reduce the ability to pinpoint sucide bomb shamblers. It will make mulching faster. It will keep the same damage if your shamblers are all in a group. It will allow you to

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Mulch Shambler How do you guys feel about taking the AOE away from the Shambler that is auto-mulched, and instead to focus it on the QoT's current location -or- to have all shamblers produce the AOE effect (Keep the damage the same, but distribute it out among all living shamblers. So that you would have multiple weaker AOEs that do the same damage (approximately))

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Shield I'm not sure where you are getting the idea that I want to shorten shield's life. I've increased lifetime to 60s and increased the amount it absorbs. The additional or replacement boosts would only function to buff it. Shamblers v1.20 Shamblers are weak. I think you'll find these shamblers more of a match, especially with the upgraded skills. I'm not saying that we shouldn't raise the number, I am however suggesting we experience the

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Hmm, well I don't have that much experience looking at the AI code. I actually don't have that much experience with .lua either, but I keep that a secret from the code. I think I can intimidate it that way. The AI code is primarily located in the dgdata.zip file @ lua\sim\AI. There are also some character specific AI function set in units\heroes\ \. Given your description if the Rook is stopping to fire arrows, then if you increase his arrow range up to trebuchet range, he sh

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[quote who="lifekatana" reply="51" id="2496524"]AUtomulch would be GREAT. You gave the standard queen build which I personally consider poop and no I wont disclose my build.[/quote] Didn't you just say yesterday in the General Discussion thread on Buffing the QoT in 30 minutes or less, that you would write a guide about your build?

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(rephrased) The 15% damage reduction from Goddess of thorns should be put on shield instead. I've looked into this. The problem is that shield absorption occurs before damage reduction (which occurs before armor mitigation). This means that there is no effect while the shield is up (it takes full damage) and when it drops the damage reduction goes with it. I could alter the damage code to have damage reduction occur before shield absorption, but then why don't

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Uproot It seems obvious now, but what about matching the cost and aoe damage to the Circle of Fire? So 600/900/1200/1500 damage over 10 seconds for 450/600/700/800 mana. Bramble Shield Reading the other currently active balance QoT thread I was considering the idea of stun and slow immunity while the shield is up. At early levels where shields stay up I can see this being useful. However at higher levels, given the short life of the sh

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Mitigation occurs after the shield absorption effect, so there is no effect of damage mitigation when on the shield buff. However, the damage mitigation effect can be applied to another buff which is simultaneously applied with a shield cast. The end result would be X points of shield absorption after which the damage mitigation will reduce damage until it also is removed.

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[quote]Lemme just ask two questions: 1. Would you be willing to start up a game starting at war rank 10, filty rich game with this mod active and just buy up to cats or giants, waddle over to the my portal and cap it, and then see what happens when I cast Uproot on one of your towers in synch with the creep wave? It will kill everything but the giants, and then the lonely giants are just free gold/exp. It'll only take a minute or so to display so we can end the game afterwards with

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So, I thought more about HorseStrangler's post. First off, would you care to address my previous points about why you think uproot (in 1.20) is so good (especially when compared to similar skills) and about how important killing towers (your examples even demonstrate that tower destruction is the goal)? As it stands now, a QoT could do everything you described (in your Ro

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I'm still thinking about what you wrote, however I do have two minor points. 1. "Demigods is about killing demigods, not about killing towers" I'm not convinced this is completely true. If it were the case then losing towers wouldn't really matter. In my experience losing towers does make a difference, a huge difference. 2. "Uproot is t"he best tower destruction ability" I'd like to compare two Unclean Beast's Spit versus the QoT's Uproot. At max level

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