Nah, the fix will probably come with the next build. We're still in beta, so they can move relatively quickly. Also, SD isn't most publishers, they actually budget for post-release support.
xthetenth
I think fog of war and in range mechanics are going to get a lot of work in subsequent builds, there's a lot of issues.
Oh, very nice. good job.
True. However it may not be his computer at fault, and there are some issues with loading causing lag right now. I think the preloading isn't complete and preemptive loading isn't done yet. I wouldn't have thought of it if it weren't causing problems for other people.
[quote who="kryo" reply="3" id="1868975"]Ring of fire does do more than intended, but is going to be changed in the next update anyway.[/quote] This change is going to make it similar to fire rain. It'll do AoE at range, and fire rain is going away to make room for a toggle back to ice mode. Forget where that came out, I think it's in this forum. The reason for this current bug is that the 'ring' is made from 12 or so individual damage causing entities. If you are over
Meh. If you really don't want your opponent to know what you're playing as, learn them all and pick random. It's not that big a deal if they're all balanced properly.
[quote]L2 Romance language. EVERYTHING HAS A GENDER. [/quote] Let's just get over the fact that we can't properly express that maps are intrinsically female in English. [e digicons]:grin:[/e]
Okay, will do. Just so you know attack type isn't all that important, it's just artillery does double damage to buildings. That's it for damage types.
Excellent. Glad to see I could help. You put a lot more work than I did into it trying to get them ingame. I appreciate that kind of work.
I think it's a bandwidth issue on the lan or somebody's hard drive being slow. Were you playing on a physical lan or on Hamachi? It may also have been a slow hard drive loading information too slowly. I'm not sure which.
[quote]if we're posting 10+ suggestions scattered about in a single topic.[/quote] Or posting 10+ topics on a single suggestion. [e digicons]:P[/e]
Currently the only damage type is that siege weapons do double damage to buildings, which makes sense and works well. Let's leave it that way. Everything else is at 1.00000. So you are mistaken on that count. However, they have a commented out section which may contain types they're thinking about. Here they are, bear in mind they aren't implemented and there's no note about what they're there for. They may be an old version from before they abandoned the idea: <span style="font-size:
Should work fine. Bootcamp is windows, after all, I don't think there's any reason to doubt it'd work, but it may not. It all depends on if windows from bootcamp has directx support, which I think it does.
That's awesome. Tilde FTW!
I'd presume anything that is actually chanelled would show a bar. The oddballs like the rains I'm not sure about though.
Yep, pretty much. Demigod beta just fell on me like a ton of bricks, so I'm out of it for a few more days. Oh, and essays. I'm ready to get enough stuff in for a public beta, it'll just be very bare bones.
[quote]Heck, I paid less than that in January to build a machine with a Lian-Li chassis (easily avoided expense, but I'm picky) and an 8800GT (back before the price cuts). One could build a machine with the same specs for almost half what I paid now.[/quote] Oh, I paid 1300 for it that November, back when the 8800 GT was a super premium part and going for way way more. I was running out of time on my evga step-up. The other stuff was probably a bit more, too. Got a sweet deal on an NZ
We've seen this before, but it's nice to have a screenie proving you can do it to anywhere on the map, we didn't have those. Thanks.
It looks like it attempted to read the wrong location in RAM. That's odd, usually 0x00000000 wouldn't go to something that's activated after boot, I wonder why demigod thought it belonged to it. Probably an error with an incrementer or overflow. I still don't know what would cause it. Has it recurred?
Looking at the tree isn't just for beginners. It's a good time for vets to think about what defeated them and whether their current build is appropriate, and think about whether they should change it. Also, for those of us who don't have what level every skill they have is currently at memorized, it lets you double check what level your abilities are so you can plan your next few levels.
[quote]Cosmetics are the least important part of a game [/quote] And they eat RAM. You can fit a lot units into the RAM instead of making them more different looking.
The towers are more a way to slow down the overrunning team so a momentary imbalance doesn't become a victorious slaughter than a means of permanent defense.
Hmm, we've noticed this before with the Rook's abilities, but this is new. Good find.
[quote]Less micro = less competitive.[/quote] Less macro = less fun IMO. The two aren't mutually exclusive. Many games with great potential for micro have terrible potential for strategy. This shouldn't be the case, because it is perfectly possible for a game to have very good micro and macro. However, most games on the market lean towards one extreme, and I don't see why that should be. It is not particularly unreasonable to expect a game to offer enogh strategic depth and micro pote
This is what I've got: - Minotaurs: 4 Xp 8 Gold 200 HP 7 Spawns - Archers: 4 Xp 17 Gold 150 HP 3 Spawns - Priests: 15 Xp 66 Gold 400 HP 2 Spawns - Catas: 15 Xp 165 Gold 400 Hp&nbs