I think its just frogboy failing here, his reasoning is okay to the point that you obviously shouldn't be able to mod ranked games or those in that persistent universe, but the conclusion to allow mods for singleplayer only is flawed as it doesn't take the existence of custom games into account. I believe this statement makes clear that they, unlike SupCom, won't allow UI modding in Demigod for ranked games and I think thats good. And yes there is an
TheBigOne
just wanted to say that this is possible already, then I realized you mean the tower on his shoulder not the one he raises. I think it would be too strong as well.
I think/hope some skills will keep ignoring armor though.
he doesn't wants to get the point back, just that he can cast skills on a lower level than he could so he spends less mana on that skill. I can see a point in it, but I don't like it very much, overkilling is the price you have to pay for stronger spells. (I could imagine a rather Expansive Item which allows you to reskill though, but could li
Demigod won't be a truly epic game if we don't end up with some unintended game mechanics / gameplay bugs which improve the game so don't polish it too much. *hints at strafe jump in quake , stacking/sliding workers in starcraft. What I mean is that each unintended behaviour should be evaluated before being removed just because it isn't in the design docs.
lprometheus, he hasn't released it yet, so you have to break into his house I guess.
very nice work jls17, liked your replay manager in supcom as well. Demigod has so much potential for awesome 3rd-party tools/mods/maps with so many programmers/modders from supcom around here.
I think I wrote something like that before and I totally agree. I think there should be both active items/consumables which give temporal stun immunity and passive items which give either a chance of not getting stunned or reducing the length of a stun. something like: Shield of Sturdiness : you gain stun immunity, mana cost for activation 1000, mana drain per second 200, stops working once you deactivate it or you don't have mana left
if we get an option to surrender (all of your team must do it) the problem mentioned by Innociv (winning team not finishing the game to harvest achievements) is solved.
there is already all that stuff captured in a .csv located in the /bin folder, so I guess we will get many statistics at the end of an game.
double post :/
Regarding Map Size : the Waterfallmap is a map with the Size 512x512 (10 Kilometers in Supreme Commander I think) but only uses about 160x200 for the actual playing field the rest is void. As the Supreme Commander Engine supports maps up to the size of 4096x4096, which is 64 times bigger than 512x512 and about 550 times bigger than the size of the actual used map size for the level, there is plenty of room for bigger maps. I doubt we will get a 4096x4096 map but surely bigger maps tha
I don't think that new or average players are necessarily whining when they complain about imbalances and I hesitate to distinguish between "perceived" and "actual" balance. for them it is "actual" balance as well as it happens in their games. (I am not speaking about whining because they just don't know how to counter it, but knowing it and lacking the skill to pull it off.) Things which can be balanced for top players can be horribly broken for average joe in the same time, t
its hard come up with something entirely new nowadays and as long as it isn't a bland copy of a succesful game (which Demigod surely won't be) just to make money it is okay, I mean Blizzard itself is known for taking the best elements of other games and combining them to an awesome game with lots of polishing. I also think its just fair of them to say "hey Demigod has been influenced by Dota, Footmen Frenzy, Battlefield, RTS games and RPG games."
15^2 distinguishes between Rook vs Torchbearer and Torchbearer vs Rook, but they are the same matchup from a neutral point of view. Well I guess I wasn't all clear what I meant with "unique Matchup", I consider it unique from the neutral point of view while of course for the players there is a difference between rook vs torchbearer and torchbearer vs rook and that would be indeed 225 matchups. Gabberkooij, there is no reasonable way to mathematically solve even less to simulate it
I think the following is quite interesting, especially for those who say that Demigod needs 358585894190140489 Demigods to be varied. Okay so lets assume there are 15 Demigods which is about the number I expect to see, with 9 Demigods already confirmed (assuming Vampire Lord and Oak aren't the same Demigod) . Case I : One versus One. Number of Matchups in total : 15+14+13+12+11+10+9+8+7+6+5+4+3+2+1 = 120 or more simply written ((15+1)
Timmyfred, as I said the advantage is mainly psychological, also my comment was only about that one point you mentioned. Furthermore your "additional info for random players is unfair approach" assumes that Demigod will have a perfect balance were every random mix of 5 demigods will be as good as a picked and balanced Demigod Team. I would be very surprised if Demigod will end up that perfectly balanced.
timmy, so the advantage is that I have to know all 14 matchups vs sedna and you have to know all 14 matchups with sedna vs other heroes - I don't see the advantage there. (14 is just a random number). also I don't see why there should be any difference between custom- and auto-matches. Your view is inconsistent on that point.
effectively you are eliminating random from competitive game then... as a side note : random players are usually the most unbiased players when it comes to balancing and also lead to innovation in playstyles
because you have the disadvantage of getting a random demigod. Its a long tradition in RTS that you get something as reward for that : your opponent doesn't know what you are until he scouts you, supcom failed badly at this and as a result nobody played random.
RapierX, why do you want to destroy the advantage random players have :(
hopefully, you are well aware that general concepts is nothing which can be legally protected, so things like "hey I build a car, nobody is allowed to build a car but me" just don't work. Blizzard itself is a very big and very good copycat, in fact every art is mainly copying, be it games, paintings, sculptures, movies, music, stage plays.
TheKop in Dota there is only 1 type of different hero. Their is no general type hero in dota who builds his own army (an army not 1-4 minions) and barracks.
I am not sure but that stuff in the upper right looks like the fog of war.
maybe you get money over time for each "strategic" point your team controls - at least as main source of income, can't imagine it is all demigod spells like Queen of thorns Greed.