That was one of the things I tried, which resulted in a endless loop cycle when I tried to run a game. I remember seeing an image with a huge rook in it, but they didn't provide any details. It also could of been photoshopped.
Ptarth
I've been playing around with skinning different demigods, and I realized that my life would be a lot easier if I could increase the size of the demigods that I was skinning. Being able to see the effects of a skin without getting a magnifying glass out would be very useful. I've looked into various things, but I haven't found out how to do it. Anyone know? Also, do you have to do anything special with altering the bp's of units? I keep getting failures to load when I've attempted to
So, it might be a little late and my faitgue might be making me sensitive, but I sense a certain amount of patronizing here. I appologize if that's not the case. If it is the case, well I expected better. In the .lua auras are created by applying a buff (or debuff) to all appropriate targets within a certain distance, which is checked at a certain time intervals. The mechanics for positive effects (e.g., like Healing Wind), and the code for negative effects (e.g., Frost Aura) are very
Level 1 minions and rank 1 idols do ~25 dps. With a life steal aura of 10% they would gain regeneration of 2.5 hp per hit. That's not really going to make a difference. The bigger gain would be other demigods. Low level demigods do ~150-250 damage, which is 15-25 health per hit. That isn't a trivial amount. I have to say I'm against the lifesteal aura. Lord Erebus doesn't gain his equivalent one until level ~15. Here's a rundown of the aura effects. Torcher Bearer: +at
re:mod[quote who="morpheas768" reply="7" id="2457989"] If you don't mind me asking, what are you trying to change? I may be able to help more constructively. I want to be able to mess with the lobby options. add very low exp rate, towers with very high damage, very strong creeps etc etc Stuff like that. but everything about the lobby options is pre-launch game, and thus i can use the mod manager. I need to be able to mess with the dgdata.zip file to change the options.<br
I'd suggest reinstalling. I've not had either of these issues. I can freely change demigods in skirmish and it is also stable.
Attempting to fix the coloration problems. Trial one revealed that the specTeam.dds was causing more problems than I had thought. The following is a revision of the above with a different wing pattern, darker skin, and darker eyes. Notice that the highlights on the hair are off the chart. The skin tone is better, but the hair is really bad and t
Yeah. Something a little less red and more brown for the skin tone. Yeah. Something a little darker would be good I think to. The base eyes for the QoT are red. They annoy me ;). The demigods.exe does a hash check on the dgdata.zip, so unless you change the hash check it will never load. I've changed the hash and it does work, however it is far easier to just make a mod now that we have access to the modding functions. If you don't mind me asking, what are you trying t
I run Demigods on a laptop. Even with my not integrated graphics card, demigods runs better on low settings. So I do most of my work in low graphics. Everything will most likely look awesome with high graphics, so I mostly ignore them. The glow comes from the QueenSpecTeam.dds I haven't gotten around to editing. As you can see glows don't show up in low settings, so I tend to forget about them. Multitoned flowers are things I'm going to be looking into, mostly what I need righ
QoT Skin Project Release #1 & 2: Updated 12/30/09 Installation Instructions Backup your original Demigod Skins For the QoT and current skins those files are ..\Stardock Games\Demigod\bindata\characters\Queen\queen_albedo.dds ..\Stardock Games\Demigod\bindata\characters\Queen\flower_Albedo.dds Create
So, I just found this out so I thought I would pass it along. If all the dds files are present you can freely change them and reload the map using the console to have the changes appear. If you are missing a file however, that file will not be (re)loaded. You will have to restart the game after placing the file in the appropriate directory. Also, if you are missing a *SpecTeam file, it is assumed to be all alpha channeled which makes the entire object team colored.
################################################################################################################# # Entourage I ################################################################################################################# AbilityBlueprint { Name = 'HQueenEntourage01', DisplayName = 'Entourage I', Description = 'Queen of Thorns gains a Life Steal Aura.', AbilityCat
Yeah. The Vampiric effect. Things looked like they should work. You did screw up the effects and the calls, but I think I fixed all of that. Figuring out the rest of what went wrong I've put on my list of things to do. As a side note, why not just give them health regen? Vampiric aura's are really overated anyway, they grant weak health regeneration, but only when you attack. It is a lot of overhead for little gain.
They actually aren't that bad, it would just take some time hacking things together. The lua isn't that bad, you just have to spend some time trying things until you get the hang of it. Morpheas - I looked at your lua and made some changes, but it still hasn't worked. I put it on a backburner while I played with the colors and fixed the minion hp bug. I'll work with it some more when I get some more time.
Another demonstration, because eyecandy is always fun. Team Color seem to be relatively simple. Each unit has some *SpecTeam.dds files. If you decompose them into RGB using gimp (irfanview shows it normally) you can see the different layers in the *_Albedo.dds file. I'm removing the content here because Chirmaya's link is much better.
I'm using the GIMP plugin and am trying to figure out what type of DDS file GPG uses. I believe that GPG uses 8bits for RGB, not sure about alpha. I tried using the default (not sure what compression level, but the files size was 25 meg) and DXT1 (filesize 685k). Both seemed to work fine at low settings. The demigod color tones are all rather neutral toned. So, the goal of my endeavor is to give
Ball Lightning Stats The level 15 upgrade allows them to explode for 400 damage (not modified by armor or evade) at death. Lifespan is 20 seconds, regardless of level. Rate of Attack is 0.7, regardless of level. AOE for attack is 3, regardless of level. <tr style="hei
You can freely edit existing mods while demigod is running and use the console and Ctrl+f10 to reload them (as Derog states). However, if you wish to add a new mod, you'll have to restart demigods.
Currently, minions are not summoned with full health if the demigod controller has +minion hp items. The only exception to this is vampires created by Lord Erebus when he possesses the Conversaion Aura. This bug hasn't been a focus issue because of the relatively low usage of +minion hp items, the difficulty in noticing this when minions are summoned, especially admist combat, and the continuous healing effect that priests (the most prevalent summon) generate. The original t
I've fixed the Minions spawning with incorrectly less than max health when using minion hp buffs bug. ( Link ) error. The link describes the problem and includes a link to a mod that fixes it. Additionally, the OP stickied list should be updated for 1.2. mrappard fixed the Zikurat Tower bug ( Link ) Using Sedna's Silence Ability causes speaker popping when using low fidelty sound
I'm guessing that people won't even notice this. You can see how many people have voiced their concerns in this thread. I'll add it to Kryo's stickied thread, but I'm not sure anyone is checking it anymore. I know that it still hasn't been updated for 1.2.
So Zikurat is identified as map07. The file that specifies the location of objects in the maps seems to be Map##_save.lua. However, the file begins with a huge "Automatically generated code (do not edit) " warning. This being the case, does anyone know what file we should look into? If I would have to guess I would think that that there is a source file that the SDK uses to generate the Map##_save.lua file, and that we don't have access to it. However, this is just a guess. Anyone kno
Okay. I need some volunteers. I went through and made all of the necessary changes to fix this. I believe I did everything to make it work correctly, but if people could verify it, that would be great. Once we get everything verified we then need to bug SD into getting sorian to impliment this. http://www.mediafire.com/file/wgzz5lzdzmj/Minions Summon with Full Health.zip Notes:
To enable the console Open the Game.prefs file (use Notepad or another text editor). For Winddows XP, this file is located in ..\My Documents\My Games\Gas Powered Games\Demigod. Add the following lines to the beginning of the file (above the 'profile = {'): debug = { enable_debug_facilities = true } Save the file. Start Demigods Change video resolution to Windowed Mode F9 opens up the Moho logger The logger works at the main menu and in
Rook's shoulder mounted Tower of Light occasionally target fixes and refuses to fire at other targets when the original target leaves its range. http://forums.demigodthegame.com/366694