I think the problem may be the one where you have unicode characters in the directories it wants, because you have the spanish version of windows. If you make a new user with no accents or tildes in the name and make sure to install somewhere without any, you might be fine. It depends on whether you have unicode in the other directories it wants. It's the best thing I can suggest.
xthetenth
Wow, that's insane and incredibly annoying at the same time. I just could've sworn you needed SM3 support for DX9. Odd.
[quote]Tee hee. I like the option of two voice chat keys: one for allies and one for all. Either that, or a single key + modifier (such as shift). The idea of being able to command allied AI by voice chat is awesome, and if this is the case: YES PLEASE.[/quote] Sounds about right. That would be awesome.
[quote]Oh mans. I agree with innociv, and would like to get my grubby little modder's hands all over Demigod when it's done.[/quote] This. Well, once I'm done with sins [e digicons]:P[/e]
$1300 will get you a perfectly good computer to build yourself, especially if you have a monitor. Much more and you're doing a merry jig into the land of decreasing returns. I'll figure out the parts for you if you'd like, just PM me.
[quote]Oh, also: The tooltip active area seems a bit small (For example, I mouse over an item. The tooltip pops up. If I move my mouse at all, the tooltip flickers or goes away). This could be changed.[/quote] It seems to be treating every pixel as its own tooltip active area, because any motion makes it disappear rather than move.
[quote]Well you can make it like everyone gets 1 insta res per game [/quote] That would be interesting, trying to time your instareses.
One thing I think would make the torchbearer more interesting is if we followed your idea for freezing, but made his fire spells do normal damage so there's some synergy. That may be too much self-synergy, but it would be very interesting.
[quote]He does need nerfing, how much I'm not sure. But he needs it.[/quote] Nerf his stun. That will fix him mostly. If he can't stun and hammer slam at extreme range, you can kite him or a ton of other fun things. As it stands, his hammer slam is overpowered, because it's hitting stunned demis squarely . If it's something you have to do just right to get the full damage from a square hit, then the fact that on average, it's less damaging than snipe or a full firey f
[quote]Scroll Up Zoom In. Scroll Down Zoom Out.[/quote] Could we please get a pair of zoom keys like in sins for those of us with laptops? I must say that sins is how to make a game with strategic zoom play on a laptop, and I don't want to need a mouse at all times to play this.
Are you logged in to impulse with the email you gave them as your shipping address?
[quote]I hope the next version of Demigod will support Unicode:D[/quote] That would be excellent.
That is so odd. It'll stay on my screen if I die in the right place for it, but it works right for me, so I don't care. Your issue is much worse. Does it happen every time you are caputring and die?
Wow, that's odd. Put your dxdiag info up, because I don't think it's on the bug roundup, and they need the computer information before they can do much else if they don't know that. Also, try to make it repeat and see what causes it.
I've noticed this too, but I have a high enough resolution screen that I didn't realize the problems that would cause on lower res screens. That definitely needs a fix then.
[quote]So the problem is.. Which way is it suppose to be? [/quote] Exactly. I'd say target what the player clicks. If they target an enemy unit, chase it down. If they click ground, attack ground. I don't think it has a big enough AoE that they intend target ground to be present, though.
[quote]computers can handle more polygons[/quote] and the zoom level lets the player handle more dramatic scale differences. It would work, and I think it'd make the game much more atmospheric. [quote]If the Lord of the Ring, return of the king, had a tiny Citadel, it wouldn't have been epic at all.[/quote] And can you imagine how lame the battle of helms deep would've been if the wall was only 200 feet wide? [e digicons]:P[/e]
[quote]While it's easier to tell the other heroes apart from the units, it is still very hard to instantly discern whether they're an enemy or an ally.[/quote] I've been pushing this idea as a panacea for most differentiation issueds. What about having an icon, trimmed in the team color floating above every demigod's head that can be used to target him, and doesn't shrink with zoom so you can tell where the demis are when zoomed out. Do you have any problems with the coloring of the c
I wonder if there's an easy runtime argument you can append to the shortcut like in some of the battlefield games...
I second this, because it's really hard to know how much money you're making, so it's very hard to maximize your income.
[quote]If you are talking about the cracking that is left normally on the terrain, that's definitely a bug! I wanted to fix this for awhile now, but it required a hefty solution to fix. We should see this fixed in a future beta update.[/quote] I bet that's a nasty bug to fix properly... [e digicons]:S[/e] I can think of about three conditionals and a need to locate an arbitrary best place to put the effect in that fix, and that's a lot for one bug.
[quote]less features and more issues[/quote] What do you expect from a stripped down engine test beta? It has less features to reduce the number of variables and that screws with gameplay, and more issues because it's the first full test of the engine on a variety of computers, and it's not based off a game that's been tested to death, and there's a bunch of people trying it out in short succession, so the number of bug reports is magnified considerably by that.
[quote]Just make sure, if implemented, that the price is high enough that it will make even wealthy players think twice about doing it.[/quote] If it's worth the price of a pair of boots that give you +40% to your attack, for example, I guess it could be an option, but if it were properly balanced I don't see enough people using it to make implementation worthwhile.
[quote]- How about Recipes like in DotA ? You need a few "low" Level items which are primilay weak in its Effects/Attributes, but when you combine them with others and a recipes, you get and Extraordanary Item.[/quote] If they only take certain items, I hate the idea. It cuts down on flexibility, increases the learning curve arbitrarily (memorization =/= skill), and is generally obnoxious. If you mean a number of items of a certain strength, I still prefer being able to pay to have it
[quote]Perhaps there should be an unintrusive box that asks the remaining players whether to vote the leaver down? Sometimes people are disconnected by accident, and people can generally spot a leaver from a crappy-internet-connection victim.[/quote] Adding to this, what should be done about leavers? Give them a loss and a leave? That would take all the motivation to leave away, and let victims of bad internet not be punished unduly.