Stardock has not returned the patch to us to my knowledge, so it is probably still going through QA.
-Sorian-
@Ptarth: Going to try to reply without quoting your entire post. First off, bear in mind that anything I say here could change without notice based on how testing goes or what Stardock wants. The attacking previous targets thing is both engine and lua side (with some new lua accessors for you modders to make any changes to this behavior). Basically, every ability where you want to go back to attacking your previous target has a new boolean
[quote who="kryo" reply="5" id="2589883"]I'd take those figures with a grain of salt, pending word from someone still with the company. Given the folks at Uber left GPG quite some time ago (before SC2 had a publisher, I think), their figures for SC2 might well just be the development budget at the point they left. There's no knowing whether that included the post-release budget and other expenses or changes since their departures. Further, it's impossible to say what guidelines Squ
I didn't ignore you at all. You said you sent it to Stardock as well which is the only reply I could have given you. Until Stardock decides how they want to approach this problem there is nothing I can do.
Also, make sure to change your mods GUID for each version you release. The GUID is what the game checks to make sure everyone has a particular mod. This, of course, only applies to sim side mods.
Check out my Fire TB AA fix mod for an example of how to create a mod that changes the bp values for a demigod. https://forums.stardock.com/369610
[quote who="morpheas768" reply="6" id="2458852"] at least not early game but that is when queen does ok because of bramble shield its late game imo that queen really strugglees and the +2 gold would help later could you upload both mods so that they can both be playtested? Unfortunately i cant, because The Life Steal is an Aura, and when i tried to add the Gold income to it, it counted as an Aura too, and all allies had +2 gold production LOL. It was like there were Gold
I did not specifically code it for this, but looking at the code again the buffs and other new game options specifc to AI should apply to any AI controlled demigod, including when an AI takes over for a player that leaves.
Also, Demigod lua supports the continue statement.
[quote who="nomilarac" reply="18" id="2454844"]As I already proposed, how about allowing DA to hit the same target multiple times whenever there are less than 4 (lvl1 WArea) or 8 (WArea lvl2) enemy units around? That way it wouldn't be useless against single targets.[/quote] It was originally coded that way and was seriously imbalanced.
Fixed on my side, just have to wait for the next patch rollout. Thanks for posting the mod in the meantime Chirmaya.
[quote who="Colonel_Jessep" reply="6" id="2450121"]It would be useful if maybe the name of the missing/outdated mod could be displayed. And are the Better Boots of Speed balanced? [/quote] It is. When you hover over a game any mods that you are missing have an asterisk(*) next to them. There is even a pop-up window that tells you that if you try to join a game that is using a mod that you don't have.
[quote who="Bobek_XY" reply="15" id="2450761"] I think his movement speed buff needs some sort of other buff. +5% movement speed is strictly inferior to Sedna's Inner Grace. Perhaps a +5 mps which would complement him fairly well (though that might be too big xP). Yeah, it was said before, just +15% is inferior to Sedna and TB, but it would be fine if DA has base mov speed 6.3 - What is his base speed?[/quote] 6.0
[quote] Bugs -The two new demigods have no on death gameplay effect, such as rook deals 100 dmg when he crumbles etc. [/quote] Yes they do. They were both mentioned in another thread. DA gives nearby allies a move speed increase and Occulus leaves an LOS marker for a short time. [quote] -Oculus Blastoff does Not throw smaller units off the map(as stated it should in the tooltip), not reinforcement grunts anyway which is the smallest
It leaves a LOS marker for a short time.
Post: http://forums.demigodthegame.com/369563
It is not persistant between games. Can't move the post, don't have mod access here.
All units within 15 Ogrids of Demon Assassin when he dies get a 15% move speed bonus for 10 seconds.
What this mod does: This mod makes it so clicking on your health or mana bar keeps the text visible after the mouse moves away. Clicking them again will revert the text to normal behavior. This is a UI mod. So, you can use it even if the other players you are playing with do not have it. Please note: I am releasing this mod personally. This mod is not approved, nor is it supported by Stardock or Gas Powered Games. Any problems you encounter by using this mod should be directed
By request, I am making this post here. Until Stardock approves another patch I have made a mod that fixes this issue. Please note: I am releasing this mod personally. This mod is not approved, nor is it supported by Stardock or Gas Powered Games. Any problems you encounter by using this mod should be directed towards me. To use: Navigate to your Demigod/bindata folder and create a new folder cal
Here it is. Not sure why it is missing. Have to ask Stardock. To use: Navigate to your Demigod/bindata folder and create a new folder called Mods, if one does not already exist. Then, unzip the contents of this file to your mods directory. http://sorian-ai-mod.googlecode.com/files/Boots%20of%20better%20speed.zip
I got the problem fixed on my end, just have to have Stardock approve another patch. It was completely 100% my fault and I am sorry. Until Stardock approves another patch I have made a mod that fixes this issue. Please note: I am releasing this mod personally. This mod is not approved, nor is it supported by Stardock or Gas Powered Games. Any problems you encounter by using this mod should be directed towards me. To use: Navigate to your Demigod/bindata folder and crea
That is what I tried. Code-wise, it should work. Since it isn't it has to be something in the animation. I will talk with someone tomorrow that knows more about the animation system side of things to see whats what. Not giving up on this.
Short of adding a new animation, it was all I could try.
As I said, we did not have a new animation for fire TB so I tried to get it working with the animation we had. It was essentially the same fix that one of the community members said they did to fix it. Apparently it did not fix it as I had intended.