Yes. There is. I think. Its easier to show you than to explain I think. Run Demigods using the following command line. (change it to reflect your path if it is different) "C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe" /skipintro /aiwindow Grab my WIP version of the AI Mod. Run a skirmish game with the console enabled and the logging window visible. On the left side of the screen is
Ptarth
So, miriyaka, how do you feel about the very very very very interesting problem of getting the AI testing code working again? With a very small amount of work on my part I can get access to global goals and pathing information. However demigod specific goals aren't working correctly. I mean, wouldn't it be awesome to have AI wars where you design your AI (without any cheats) and watch it fight another AI. Good
I haven't looked at it, but if the favor items are all greyed out, that means there is a syntax error in the code you added.
The AI code for Demigods is arguably the most interesting, I'm surprised that no one has gotten into it after Peppe. Anyway, here are some things I've seen watching the Global goal settings. Global goal settings influence demigod AI behaviors. There are individual demigod goal setting, but I haven't gotten it to display correctly yet. Capturing the enemy's portal flags are goals that stay around 40 to 65. To give you an idea of what that means, most other goals are around 12. Defendin
You are going to have to add checks in the items to check for wearing the goggles. You are also going to have to do the same in the goggles. Fortunately because the goggles are favor items you don't have to worry about removing the buff when you remove the items. I think the Poisoned Blood Potion code in the Uberfix has the basics of what you are looking for (combine with COmposts effect on Mulch).
What did you do to modify the behavior pacov? In the previous version the AI would fixate on capturing the opponents portal flags and it was difficult for it to switch to another behavior (like recapturing its own flags). I spent some time browsing the changes that pacov made while I'm avoiding work for a bit. (the version I compared it to one was I had been tinkering with a few months back, but I don't think I made that many changes). First off, I'm pretty sure # is another c
Yes. Although v1.02 is still compatible.
Ah the joys of a syntactic- and punctuation-light society. As Exxcentric stated it is not very clear what you are trying to ask. However, assuming that my understanding of your questions are correct, then the answer is yes. All of the issues you inquired about are modifiable. Also, as suggested by Exxcentric, your best place to start would be to read everything in the modding forum. You should probably take notes about which posts were informative. Many of the more difficult ones will
In the patches there are changes in the executable and in the dgdata.zip. Given this it seems very likely that you'd need separate installs upgraded to each specific version. I'll send the address I have the message.
I might have an address. I just don't want to post it on the board in case UhelligGudn is feeling antisocial (or wants to avoid spam). I'll try getting on Ventrilo tonight sometime and send it to you if you are around. (PM isn't working).
Well, according to Member Numbers, most of you are "new". I was mostly complaining about OMG_Splitshadow, either he has a bad sense or humor or... Well I blame
Just an update making sure everyone knows we aren't dead. We've been really busy with non-Demigod related things, but we are still around. As a side note, most of the current activity is taking place on the Google Code site.
Really? People still don't know there is a modding forum on the forum?
The activation during Mist is a trivial side effect. Hedgie's main concern is that it can be used to remove Sedna's Silence effect from the user.
So, I haven't done much with adding new items as much as changing existing items. However, I believe that Exxcentric has what you need: http://forums.demigodthegame.com/376116
As long as you like stick figure maps I could help you out. You are better off finding someone with artistic talent.
Jongalt26 - was there another Oak in game?
It happens about 19 minutes in. The other Oak had Spirit Ward IV at that time which gives 10 spirits. It is very likely that there is a relationship there. If someone could run a test game with a friend under the following circumstances, that would be great. Circumstances: Starting level 15. Oak 2 levels up spirit ward IV and kills creeps to get 10 spirits. Oak 1 then picks up spirit ward I and kills creeps to max spirits. Count spi
Some very interesting work. Some thoughts: Change the colors of the shield buff you give creeps. (See the LoPQoT mod for an example, its really simple) Reduce the number of shields active, just boost health. Reduce the number of creeps on the map at a time. There is too much going on which drains away system resources when most of the time all the creeps are doing is walking towards your base. Minions in the Creep wave display their contro
If you deal the death blow you also get gold and xp. IIRC there is also something about having to have dealt the damage in the last X units of time.
Plague does award XP and gold. It just doesn't deal very much damage and it deals it over a long period of time.
Interesting. Thanks for the info. I also think I got you setup on the Google Code UberFix project. Changing Steering.Category to 'Hero' may be more useful than you think. I haven't explored a lot with it yet, but it does change a lot of unit movement behaviors. Its on the list of things I should look into, but right now I haven't seen any undesired side effects.
I've been meaning to setup the cvs and whatnot on it. Hedgie was getting somewhere with his own setup, but I'm not sure where he has gotten. If you want to do that, you are welcome to start it ;). Also, do you need/want more access to the google code site? If so send me or hedgie your account name and we can set you up. I've not updated any of the files for compatible hooking. I've been working on the qot mod and trying to reorganize the bugs. So if you want to start, do so an
[quote who="miriyaka" reply="44" id="2647500"]That Yeti stuff all sounds fine and good, but it would be really irritating if not impossible to implement from a code standpoint, nevermind balance: 1) Buff doubling is almost totally impossible. You'd have to re-write the main buff code completely just to allow for that one unit. Plus, I'm doubtful of the balance / gameplay value of buff doubling for one unit. [/quote] You can also just add an additio
Automulch should still allow you to keep cross lane farming. Assuming Mulch 1 you get 250 damage and have 2 shamblers each will do 125 to nearby targets. That's enough to get xp/kill credit for units up to 500 hp. You can also suicide a shambler to then have the other shambler do a full 250 damage (sufficient to get 1000 hp units). Shield IV I haven't linked the shields together yet. I think I can do it, I just ha