miriyaka

miriyaka

Joined Member # 3401066
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There is no direct way to do what you're trying to do, as the ability blueprints are not meant to be modified mid-game (as that would affect every demigod using that ability regardless of which team they're on, and would not be reflected in the UI). There are several workarounds you can use, from directly overriding the function that the ability calls in OnStartAbility, or non-destructively by hooking OnStartAbility and passing the original call a copy of the ability blueprint

1 Replies 2,888 Views

[quote who="LORD-ORION" reply="441" id="2979590"]The new hard should be 1/2 way in AI cheating between the current hard and nightmare?[/quote] Hard is +50% cheating, Nightmare is +100% cheating. The only exception is in starting gold, where Hard gets +100%, and Nightmare gets +300%. +75% everything would make it almost as good as nightmare, and leave little difference between the two. If you don't find Hard challenging, then you should always be playing on Nightmare, r

458 Replies 1,463,499 Views

GPG own the intellectual property rights, and would likely be contracted by Stardock to do work on the game if Stardock were willing to fund a patch (as with all previous patches), but GPG are not directly responsible for the game's support. They're not the publisher, they're the developer. That said, the relationship between the two companies has always been a little weird, because GPG mostly self-funded the game, and Stardock entered the equation just prior to rele

12 Replies 11,679 Views

GPG has nothing to do with Demigod anymore. Stardock has the publication rights to the game, and is (at least financially) responsible for any further support. They're well aware of the Uberfix and the AI mod; that has nothing to do with why they're not patching the game. As they're not running a charity, the only reason they would put further money into the game is if it would produce further sales. Since it's unlikely that doing anything whatsoever

12 Replies 11,679 Views

It's not that simple. As doggu says, this has recently been discussed at length both in this thread and others, so please do a bit of reading before posting the same 'oh gosh why can't they just cram uberfix into game!!!!!' thing over and over.

269 Replies 812,726 Views

Rook's Trebuchet is in no way comparable to Ground Spikes. It's more comparable to a very slow, very long-range, mana-free Uproot. I would expect a properly boosted Uproot to be able to drop towers much more quickly than the shoulder trebuchet, with good safety, albeit at some mana cost and low risk (and not as quickly as a Ground Spikes rushdown).

27 Replies 16,040 Views

[quote who="OMG__IN1" reply="21" id="2974320"] (2) Demolishing mid with GS is QoT's forte and probably the most important reason to pick her[/quote] I'm not disputing this at all. However, this role should be filled by an improved Uproot, rather than GS, which is easily the single most versatile, powerful, and mana-efficient ability in the game. It's also horribly imbalanced against groups of structures, forts, and the citadel, issues that a properly-balanced U

27 Replies 16,040 Views

[quote who="Plaguewraith" reply="430" id="2974134"]You (and Miriyaka I think) talked about a way to increase the speed the AI calculates actions. But it was not considered to be handy because it could slow the game down. But have you ever tried to do that? Maybe the AI could improve by that. I've seen the AI stuck while getting attacked at that is not the way it should be.[/quote] There is no way to do this without re-writing huge swaths of code, so it's not a simple matter of

458 Replies 1,463,499 Views

[quote who="OMG_pacov" reply="422" id="2973649"]there's a syntax error in the function. I'll debug it a little later tonight if I don't hear from you - thx... debugger is complaining about not having an end statement where it wants one.[/quote] Yes, for some reason I tried to put a statement after a 'return', which you can't do. Fixed: http://pastebin.com/EHxp2qt1 Ran this through a standalone interpreter

458 Replies 1,463,499 Views

I'm not disagreeing with an Uproot boost. I think it needs a significant boost. But not while Ground Spikes allows a level 10 QoT to take out an upgraded tower in 10-15 seconds with 2 casts and a Shield. Is there some risk if an enemy DG is nearby? Maybe, but not terribly much if you're paying attention and/or using/carrying a Totem. And if there isn't an enemy DG nearby, that's a very dead tower.

27 Replies 16,040 Views

I need to figure out a reliable way to determine when the flag in question is on your side of the map, or the enemy's side, otherwise you're right that they'll just lock any portal/valor flag they come across. I'll try to work on that sometime in the next few days.

458 Replies 1,463,499 Views

[quote who="OMG_pacov" reply="416" id="2973352"]The current logic for locking flags requires (if I'm remembering right) an enemy in the area. The AI has no concept currently of locking and leaving, per se. [/quote] It's definitely possible to make a new flag lock action on only the CapturePoint goalset that instead determines whether or not the flag being checked is an 'enemy' flag, allowing a lock only then (also based on specific WarRank conditions), and doing some k

458 Replies 1,463,499 Views

15 range is not unsafe. 15 range is 'I have to take one tower hit'. Big deal, especially if you also have Shield, with which you can take several hits and tank for your minions while they annihilate the tower. Nothing else in the game can claim a fraction of the structure and Citadel-destroying power that Ground Spikes has, with the exception of flat-out cheese like Spirit rushes. Nobody complains about this because QoT is fairly mediocre in every other regar

27 Replies 16,040 Views

Here's a quick, untested prototype of a map-name mining function - stick this in a blank /lua/common/commonutils.lua hook: http://pastebin.com/spRBmsfZ And here's another quick, untested attempt at modifying flag priorities by map - a near-total rewrite of FlagAsset.FindCaptureRewards, which was an unnecessarily long conditional mess: http://pastebin.com/w02uQSeW You might want to sta

458 Replies 1,463,499 Views

[quote who="OMG_pacov" reply="407" id="2973191"]ok... i get the first part... but not the 2nd... or perhaps I'm getting it exactly right and it isn't working? What I'm seeing is ai's casting the lock at pretty damn close to the same time. So, one starts to cast the lock... another starts about .5 to 1 second later (before its actually locked). Is that something that can be corrected? [/quote] New ActionFunction: http://pastebin.co

458 Replies 1,463,499 Views

I don't see how you can justify boosting the hell out of another of her structure-killing abilities while she already has unquestionably the most powerful and effective structure-killing ability in the game. No other ability can cause structures to take over twice as much damage, turning 750 mana into tens of thousands of hitpoints of extra damage from minions, creeps and other demigods in a matter of seconds. Just be aware that you'll never get most people to agree with

27 Replies 16,040 Views

You're still ignoring how insanely, ridiculously, mind-blowingly overpowered Ground Spikes is against structures. You cannot address the problems with Uproot without first fixing this, at the very least by preventing the GS armor buffs from affecting structures (EntityCategory = 'ALLUNITS -STRUCTURE'). So yes, it is very easy to make Uproot overpowered against structures as long as Ground Spikes still is, and you'r

27 Replies 16,040 Views

The AI does the equivalent of clicking the reticle directly on top of you, which is something that a human player can do just as well - the only reason it hits so often is because the boulder has such a large collision sphere. If you're not playing with the UberFix enabled, there's a bug with the ability system that allows the AI's ability use to specifically target your current location at the time of the actual ability fire/hit (like the AI's tracking hammer slam).&n

458 Replies 1,463,499 Views

[quote who="OMG_pacov" reply="396" id="2971952"]the code hits the following error: attempt to call method 'GetPosition' (a nil value)[/quote] Should have been called on initialAgent (the hero unit), rather than agent (a tracking table somewhere in the HeroGOAP mess). My bad. Also, I just realized that the function I gave you won't work universally for both squad and solo attack, so here's a new CalculateWeights for each: <a href="http://pastebin.com/TD6JL

458 Replies 1,463,499 Views

[quote who="OMG_pacov" reply="393" id="2971874"]I'll have to do some more test on the fleeing logic. also, I think I'm going to set the sigil value back to 50%. For some reason, it doesn't always seem to get cast at 45%. Noticed this some time ago when I tried even more aggressive settings (like 35%). [/quote] It's probably being out-weighted by one of the flee actions, depending on what weights they return at what health percentages. Make sure its GoalWeights ar

458 Replies 1,463,499 Views

That's determined by two elements of the BuffBlueprints themselves - Stacks and BuffType. If Stacks is set to 'REPLACE', which you normally want for a permanent buff that increases in power with level (so the newer versions replace the older ones automatically), any existing buffs with the same BuffType will be replaced by the incoming buff. So, your Spine Attack buffs need their own BuffType.

6 Replies 25,112 Views

[quote who="OMG_pacov" reply="384" id="2970726"]also - did some testing about using a war rank check to update values in flagassets. Doesn't work (which I expected after some tests). Test was simply to hit ws 2, change value of xp to like 100, and write a log message. Log message was never written. [/quote] While that should technically be possible to get war score in FlagAsset, it's definitely not the best place to do that, because a flag asset's CaptureReward is only cal

458 Replies 1,463,499 Views

If you're manually adding the buff using ApplyBuff, then it will only affect the unit you're passing to the ApplyBuff call (in this case, 'unit' represents the casting unit). If you added the buff blueprint or buff name to a Buffs table in the ability blueprint, then it would applied automatically to only the target because it's a targeted ability. If it were an instant-cast ability, like Warp Area, any buffs in the ability's Buffs table would be applied

6 Replies 25,112 Views

If skills are greyed out, it means there's a syntax error in your file somewhere that's preventing the entire ability system from initializing. First read this post about enabling and using the error log - it's much more (and unnecessarily) difficult to debug a mod without it: http://forums.demigodthegame.com/399524/page/1/#2812350 Then make sure you're familiar with Lua syntax and are using an

6 Replies 25,112 Views

The map overrides aren't working because the string 'lastscenario' will never equal any of the mapname strings Peppe specified, because uh, they're not the same string. I don't really know what he thought that would do, or what 'lastscenario' is supposed to be, as even taken as a variable name rather than a string, it has no meaning in the context of that file or class. Pull that whole mess out for now, it is doing nothing and can only do nothing.&nbs

458 Replies 1,463,499 Views