[quote who="Trigeminal" reply="24" id="2254407"] I thik he knows this, what he wants to know is would this be possible.[/quote] I guess my statement could be read ambiguously. You cannot make a UI mod to see the enemy's data. You only have access to certain data, and the enemy's mana is not part of that data (unless GPG changes/changed the data to include that).
Chirmaya
[quote]Does that mean we can also see the enemy's mana via the LUA code?[/quote] The UI does not have access to enemy mana data.
User interface (UI) mods would work fine like that, since the UI only has access to certain preset data. If people tried to alter other things (in the simulation side), there would be a desync right off the bat between the players, so you don't really need to worry about people using mods to cheat. The only advantage is that some people will use ones that give them the information that they need, though that is kinda' what we want to be able to do.
Good job on this, bman! [quote who="InfiniteVengeance" reply="5" id="2253542"]Nice work. Next up - show items mod.[/quote] Something like this? I really do hope that they disable needing to use that mismatch command line soon so that we can get UI mods running a lot more mainstream.
Awesome! I totally cannot wait for this one. Just going to look forward to some gameplay videos now, and then keep saving up some money since I can only now run Supreme Commander 1 decently =P
So it will be like Neverwinter Nights where the 'turns' just go by with time, and you can pause it? That seems fair. Perhaps people could just mod in a hotseat mode where you can use only instant-resolve and auto-resolve when fighting against players. Sure, it doesn't match up to LAN, but it would be a nice option for those with only one computer. At least I think =P Well, I'll just have to wait and see how it turns out ^_^ Thanks for the info, Hadberz!
If that is the case, couldn't it just swap the current player when it auto-detects the end of the turn to make hotseat work fine?
So essentially both people take a turn at the same time? I find it hard to see how a turn-based game could even possibly work if you take turns at the same time, with Unit 1 on Tile A moving to attack Unit 2 on Tile B, but Unit B trying to move to Tile C. Or does it detect an end of a turn? Or is it timed? Super confused here.
I don't know Corporate Machine, so how does its turn system differ from a normal 'this person goes, and then this person goes'?
On a side note, I have actually made a mod that allows me to win by clicking a button (only works against CPUs) just to mess around, and it works ^_^ It wouldn't be hard to mod it to continuously run games, win, run more games, etc. Perhaps they will make custom games not affect your rankings?
Okay, I have just updated my mod from the beta times to work with the current version of Demigod. While mods do not work online through Impulse yet, it can't hurt to get a few things thrown around that people can hopefully enjoy on lan/Hamachi/GameRanger or singleplayer. <img src="http://i185.photobucket.com/albums/x101/Chirmaya/th_rollover_items04.jpg" alt="" width="159" height
Would you be able to eventually make it apply UI changes to things like the Join Game section an' such, or can you only do mod loading when you start a game or some such? Not that it would be useful at all right now, but if Demigod eventually supports mods online, it would be nice to be able to run some mods that alter the menus through the mod manager.
Iron to food! Nom nom nom. I am all for Camp 3, at least in-so-far as I can tell. When it comes to the management side of a game, I do like control, but I am really not good at the complex sides of games. For example, in Empire: Total War, when I take about 8-10 countries, need to have armies here and there fighting this side and that, do all of the negotiations, and things like that, I pretty much just start a new game so that things are simple again. Camp #1 (sounds like it) would kill me,
Looking real good! I hope to get some time over the weekend to update and release some of my beta mods so that people can at least use them over GameRanger.
Thank ya! I spent around 8 hours on Monday (yay, holiday!) totally reprogramming the thing so that I can actually detect how many optional moves a player has left. This is the small bit that made me not able to get checkmating implemented >.> I think that I am pretty close, so I hope to finish the functionality of the UI next weekend. After that comes making ideas for what the pieces do on the 3D map ^_^
Loved the info! Are you planning on releasing small tutorial videos for the tools along with the documentation?
Well, hotseat is local multiplayer as compared to online multiplayer. I would assume that they are only referring to the online multiplayer as there wouldn't be a reason for them to host non-online games. What I am wondering is if the save files for the (online) multiplayer games will still be stored on your own machines, or if they will also be stored on SD's servers.
My vote is for the enabling of UI mods for online play.
Awesomeness! Loved it!
I am pretty sure that you don't. All that you get are the projectile effects on the location that they hit. I really did want the game to show damage like that as well, but all that you see (if I remember correctly) will be some trailing smoke when the ship is physically damaged.
I was messing around with a 4-legged animation, and I couldn't think of how I could get it to look natural, so I started crawling around on my hands and knees to see how I moved, and then I made my model do it. I feel that it turned out decently ^_^ http://chirmaya.no-ip.org/files/tv_walk02.avi (You'll need it to watch it on loop.) It would be nice -- a
As far as I can tell, forced moving is now working perfectly. Now I am thinking of how I can possibly do checkmate detection seeing as a lot of the code takes place upon trying to move instead of before a move is initiated >.< Oh, the giant flaws that you come across when you just start randomly programming things instead of plotting out how the whole thing will work. But whatever, maybe I can come up with a way to do that. Until then, I shall let my brain juices get back to their solid
The sound files are moddable, but you wouldn't be able to play with it online (at least while modding is not yet supported), I am pretty sure. I have done some looking into the sound files during the beta (here, http://forums.gaspowered.com/viewtopic.php?t=32090 ), and now I plan on seeing how modding sound files works in the retail version after work today.
I think that this issue is due to Stardock and/or GPG removing some of the language features since the European release of Demigod is about to go out. Perhaps that is because Atari gets some special rights to the game in a certain language, but that is a random guess. I think that I read that the retail EU release is May 22 or something, so hopefully once they game is out, Impulse will get back to supporting all languages. Now, if not, we are going to end up having to make a library o
No luck with the Russian version >_