Lulz, I asked the same question. Check it out, there is a little community made tool and an official respose: http://forums.gaspowered.com/viewtopic.php?t=36103
Colonel_Jessep
Player from Europe here, patch didnt fix/improve my connection problem. Instead of 'Colonel_Jessep is not connected to anybody yet' it says 'trying to establish connection' or something like that. Well, maybe when the proxies go up. Good luck guys, GL Stardock, hope you can fix it for all of us soon. *sniff*
[quote]One thing I would like to see a map do is some elevation changes.... Dunno if that is possible with the engine though. I didn't follow DG much till it actually came out.[/quote]From what I've seen in the beta 1A editor it might be possible in theory but it would probably lead to all kinds of problems. Units might get stuck, Demigods, trebuches and ranged units might keep firing into the hills or over the edge of the map, creeps and minions might get stuck in mid-air and the AI, well, l
[quote]...but surely it would have been better to email privately about this serious flaw, rather than posting it for the world to see ?[/quote]That was my approach. On the other hand, it was the the first file I opened to check for future modding projects so I guess many modders are already aware of the problem and probably a good bunch of the active beta testers and players too. [quote]Computer Security 101: Shit gets fixed faster if you make it public.[/quote]True but I was assure
Several reasons can lead to desyncs, three come to mind at once: - the installation of one player is corrupted - he is using a sim mod and forgot to disable it before logging on - the data sent from the player was corrupted So if he didnt use a mod and the game installation is not broken it's most likely a data error. The player who desynced can try to reinstall the game but I doubt that is the problem. To tell the truth, I can't even begin to narrow it
All it needs to give us modding support is a second desktop shortcut and ONE single line added to the GameDataPath.lua. This system works great, it's extremely powerful and with an additonal hash check for ranked games pretty much impossible to beat for cheaters. In SupCom we are using this method to mount mods that can't be handled anymore by the build-in mod manager because they are going too deep into the game (additional factions, massive remodeling of the game, additional AIs, ne
If a game desyncs you should quit and make a new game, thats why this window keeps popping up. A desync means you and the other players are not playing with the same set of data anymore. EG in one version of the game player A died, in another version he didnt. There is no way to recover the game as far as I know, even removing or replacing the player with a desync isnt going to solve the problem. There is only one choice: host a new game.
Thank for the update, you guys have been busy! I hope my friends and I can set up a successful game on Impulse now. If not we might at least know more about the problem. Good night, cya tomorrow!
[quote]People tend to assume that mod tools ensure the longevity of any game, but in fact that may not only be wrong, but having too many mods available may actually have the opposite effect. Food for thought.[/quote]While your Psychology 101 prof will certainly approve, let me point you to the beta and SupCom. We had modding in the beta, it was not supported, it worked anyway. There are already mods that improve Demigod , due to lacking mod support you can only use them offli
[quote]so other than misc stat changes modding here will be somewhat difficult if you really want to add "new" stuff.[/quote]I take it you havent modded for SupCom or tested the map editor that came with beta 1A? The 3D meshes for maps are not that complex, it will be much harder to get certein effects into the map. Smaller changes like placement of portals, shops, flags and the way the creeps take are easy to change. Lighting, time of day, additional eyecandy... it doesnt take that muc
[quote]Dunno why you'd want to remove something that can actually decide a battle by separating good players from bad.[/quote]Good game design helps the player and doesn't add obstacles without need. Most players will adept to these obstacles after a while and then your 'advantage' is gone. But we should never just accept something that is inconvenient because it makes it harder for new players to keep up or in this case to get the hell out of Dodge in time. Winning should be about ma
You describe the situation perfectly AZ, thank you.
I like Spookys idea. [e digicons]k1[/e] Several times I had to adjust and scroll the map to teleport back home to heal and buy items. Happens pretty often, maybe once or twice per game. If you have a little health left and death is not imminent it's only a small annoyance. However it happens every so often that you use a teleport scroll to get out of harms way. If that happens split seconds needed to adjust the map can become a very, very long time! I know the engine of
The first thing I do after a fresh Windows install is to turn off all the animations, rounded corners... to get max performance. However, the Demigod theme looks so nice that I have no choice but to use it. Great job, I love the idea, thank you!
Maybe certain speed enhancing items could give more HP for tanks instead of speed? A Rook optimized for speed really looks a little bit ridiculous... [e digicons]|-)[/e]
I agree. It would be nice to be able to pause/resume the game quickly in singleplayer.
Yup, happened to me too. And I missed Sedna once with a snipe IIRC.
I'm just here to say that I love the birds! First time I saw them, I stopped playing and watched them for a short while. :D It's a very nice detail and it shows how much love you guys put into this game!
First let me say that it might make sense to place options like the victory condition and allowing favor items in the main lobby . In many games the options like creep spawn rate and starting levels wont be touched by the players. And the other gameplay modi might be used more often too. ;) Back to the game modus Fortress: The fortresses in the middle should be moved back a little bit in my opinion. This would allow the
[quote]I tried your workaround and it didnt work[/quote]Oh, sorry to hear that. I hope they find a fix for your problem soon.
I had the same problem after I changed my password here in 'My Account'. Impulse kept telling me my username or password were wrong. The new beta update was a no-show but logging in here on the forum worked fine. I tested this on 2 seperate PCs (Intel Core2Duo and an old AMD 1800+, one with Windows XP SP3, one with SP2; IE7 on both, also Opera and Firefox; Flash 10, Java updated not long ago). Workaround: I changed my password back to the old one and now the Demigod Beta 2B sh
No, please leave sandbox in Frogboy! It's great for testing items and it is very useful in SupCom.
I added your idea to the first post Heavenfall, some variety will keep the gameplay interesting. [e digicons]k1[/e] @ polarstar: in early game a portal spawns 6 Minotaurs or so. With upgrades and increasing war rank you will get more Minotaurs, Archers , 3 healers, 3 Catapultisauri and 2 Giants. Decreasing the number of enemy Minotaurs wouldnt do much but you could have a flag which decreases the number of Monks, Catas and Giants by one. Idea added. [e digicons]k1[
Thanks for the Karma, I'm glad you like my ideas so far. The names are based on Northern and Greek mythology and random standard fantasy stuff and are placeholders. They can be replaced with more fitting names. It was just to demonstrate how a 'flag' could be improved to fit better into the role playing aspect of the game. @ Trigeminal: please add your ideas too, the more the better!
Demigod is a great game and a lot of fun to play. The engine works great and I hope multiplayer will be even more fun once the netcode is polished. However some things don't feel right at the moment. For a game based on mythology and role playing I would expect more than flags that buff a few stats. The Demigod beta reminds me too much of a math problem and a good demigod build is too much about crunching numbers. Especially the flags could be more interesting in function and appea