Necro ftl.
DeadMG
Simple. Go for his core planets, take out his ship producing facilities, and lose a couple of your outer planets in exchange. Build hangar defences and Phase Inhibitors so there is no escape from your bomber spam. Planetary shields and suchlike are also good. In this situation your goal is not to protect the planet but simply hold his units there while you crush his frigate factories. Alternatively, instead of building capital ships, build light, fast frigates to counte
tbh, as Kryo said, a pre-order is a declaration that you WILL buy the game, and SD have lost out when you go back on that.
[quote quoting="post"] "lightening bolt"[/quote] Spelling fail.
Interesting.
He already said that he doesn't want to cancel for reasons relating to Demigod, in the OP, stop bashing him for flaming the game.
A lot of them had to be removed due to certain exploits, it's far from the final number of items in the game. Beta 1 had many more.
[quote who="Wagnard" reply="8" id="1900702"] Anyway this is beta so I sure hope this does not represent final gameplay. Imo. Beta 1 was more fun.[/quote] Of course it doesn't. This isn't even the balancing pass.
Any skill on any Demigod can suffer from this, but I especially noticed it on Snipe and Hammer smash. They either display when you're not mousing over, or not when you are, or both.
I think that Stasis Mines should be given either a delay time or a snap to grid system. This means if you lay 20 stasis mines on one spot, they delay so that the enemy DG actually walks into them all at once, or gridded so they all go off at once because they're placed on the exact same spot. As it is, it's almost impossible to hit an enemy DG with multiple mines at once.
It most certainly was not unit targeted, but due to fast spell speed and high AoE, it was very hard to miss. It could however be done. I think that the damage nerf to be much more in line with the other Demigod's nuking skills means that it should now be a tradeoff, accuracy (it's not really a big hit) against AoE.
My mana continued to flash as if regenerating, even while dead.
Range rings do not appear (or disappear) properly. I noticed it especially on Regulus.
Here, there is no bonus for investing in level 3. You even lay "Stasis Mine 2"
As in topic title. When the Torchbearer fires his fireball at an opponent running away, even if he was in range when the cast was finished, the spell can miss. Most annoying.
Level 1 = 1x100 Level 2 = 2x200 Level 3 = 3x300 This sounds very good to me, however level 3 and level 2 both do 150 damage instead of their tooltipped damage.
In the first screenshot, the thing in the bottom corner is not a Demigod or creep we have yet to play with.
Necro ftl?
I think that Beta 2 will have code on it's plate. Spelt out of sausages, with eggs filling in the gaps.
1 repair bay, 1 phase inhibitor, 1 planetary shield, 17 guass cannons. Bring it on biatches.
Imprecise controls is one thing, unresponsive is unforgivable.
[quote quoting="post"] 800 euro's for an single core+ integrated videocard, 1gb ram, no upgrade oppurtunities, not including screen:P? [/quote] Unless someone except Intel makes shitty integrated? Oh, ATi X200? Rofl, that thing's not even DirectX 9b. It's a four year old card which was bottom of the heap [i]at the time[/i].
No, Kryo specifically asked us to keep them separate.
He stated in the OP he's running Intel Integrated, which means that there's no way in hell he's running the game. As for LUA, Demigod is massively comprised of LUA, like the preceding game (in technical terms anyway) Supreme Commander. We have a largeish modding community already and modding Demigod has proven to be extremely similar already.