There's absolutely no reason to copy the entire AI mod just to make minor tweaks, because the AI mods adds exactly zero files - it does nothing but modify existing files, which you can hook normally and add only your own changes. You can also include multiple mods in a zip file just fine, and have one require the other. So you could include an AI tweak mod that requires and thus auto-enables the main mod, or vice versa. Although there's really no reason to split mods up un
miriyaka
You'd be correct: they're at the bottom of My Documents\My Games\Gas Powered Games\Demigod\game.prefs in a table called active_mods, keyed by UID.
This is also now completely incompatible with the UberFix, and will overwrite all of the UberFix's changes and break most if not all of its UI support additions.
[quote]t's not hard... just copy paste the enchanced AI into your mod and modify the various AIblueprint lua files.[/quote] No, actually, don't do this. You can just hook the AIBlueprint files in your mod, insure that it has a higher UID, and its AI blueprints will take precedence. You can even modify AIBlueprints completely non-destructively with little or no effort. [quote]Really, people are lazy, and invalid gamestates are a pain to sort out when
I do not like the idea of only making the UberFix installable through a third party program, sorry. That will not happen. I'll happily support this program, but will not require it.
Nah, don't worry about it. I'll put out something in another few days that should be more or less release-quality. Since the Rook issues might not show up even once in 20+ full length games, I'm just gonna leave the fix in as it is, and ask people to post if they see the broadcast message (even if they don't have a log, though that would be preferable).
Just confirmed that the trebs are now receiving damage bonus from structure damage upgrades. ROLLOVER DATA ERROR issue is still present, cannot seem to find a workaround for it. I'll try one more thing for the next release. All that I really need tested at this point is the Rook shoulder weapon thing. I also noticed tonight that it tends to be able to fire at targets that are behind the FoW, which it should not be able to do. I'm not sure how/w
[quote]- Tower Strength Upgrade Reduces Trebuchet Damage The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units. Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage. This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not). Here's what I found.
[quote]When i first suggested that a speed boost should be put on angelic fury I ment it should be as LO put it "when it is enabled" I don't like the idea of giving him base speed as much. I think cow said reg should end around 7.0 speed. Thats fine just up the % on angelic fury to make up the difference of not having a base speed increase. Extending the time on maim could better bring the kite results some seem to be looking for by boosting reg's base speed. Considering the slow o
If you upgrade Summon Shamblers or Horn of the Yeti in normal Demigod, minions that are already summoned from a previous level of the skill do not receive the new buffs. Entourage actually upgrades the units that are already summoned. This behavior is normalized now, where all summon skills (except Ball Lightning, which summon a totally different unit at each level) properly buff minions that were already summoned at the time of upgrade. e.g. if you have Shamblers III and
The test mod already has that. If you don't want to get Fury, you don't get the serious speed boost. 6.3 base is initially only 5% faster, and it's only with this plus Fury IV that you get anywhere near the speed boost that you get from Anklet. Quit theorycrafting and try it out.
It means I have to repackage a release from my WIP files, change all the UIDs and text, remove console print messages, etc. This is why I don't do tons of rapid-fire releases. When I'm not confident in the method I've used for a fix, then I'll go through the effort, but this one is pretty solid now, and I've tested pretty much every conceivable scenario with it.
I don't know how you could possibly argue against a base speed boost for DA. That one's a given. As for Reg, as I've already mentioned, I wouldn't be opposed to a heavier boost to Maim (and Mark slow duration) instead of significantly higher speed, but trying to make Reg tougher or more damaging will probably upset a whole lot more than adjusting his speed / snares, and doesn't fit with the character design at all. If you think speed is a problem too, then what does that
Like I said, nothing new except the cooldown fix-fix, which now has all possible outcomes covered.
That's fine in theory, but do you actually have an FTP server available for this purpose, and bandwidth to burn on it?
That would be my take as well, but I'm not an 'experienced online player' so my opinion doesn't hold much weight. Thus, if the Sedna thing proves to be a real concern, it can be addressed after this more pressing concern (Reg being a total free kill) is taken care of.
Still waiting on some feedback on that 1.04 RC1 before I do a real release. I haven't added any other fixes, only patched the cooldown fix, but I need some more intensive testing on the Rook shoulder weapon issue (including at least one log from a game with a confirmed broadcast message) before I think about releasing this. The only other issue I'd like some feedback on is the chasing ranged demigod stutter reduction fix. I've done plenty of specific testing on it, and I k
I understood what you said just fine, and I said if we're boosting level I of a skill that's already way, way too frontloaded, then that boost is going straight into his base speed instead so as to not make that skill level any more amazingly necessary than it already is. Nevermind that taking a second level of Fury by level 10ish (when Snipe starts to get frustratingly useless) for a little more speed and damage is not the worst decision you could make by any means. I still thi
If you can find a way to read downloads from a Google Code project page, that'd be a very convenient and safe way for mod authors to update their mods individually, without having to rely on a moderator to approve each update. Either have it look at each mod project's download page for a specific label, or use a central project for the mod manager and give each mod author contributor rights to the project so they can upload files, labeled for their project.
He's posting without trying it out. I clearly stated that I played a bunch of games with this, and the speed increase was noticeable early on with only one or two points in Fury, but that it actually wasn't terribly effective later on (some of that may be due to the excessive amount of gold that Nightmare AIs get, but w/e). If we're going to give 5% to level I of fury, we may as well just boost his base speed higher, because everyone's gonna take one point in it sooner rather th
Reposting the link in case people are scrolling past it: ----------------------------------------------------------------------------------------- http://code.google.com/p/nubletsupreme/downloads/detail?name=CRP_0.1.zip ----------------------------------------------------------------------------------------- Regulus: - Snipe now always applies Impedance Bolt and Deadeye stun when
Give an example? I'm serious. I'm not dead-set on any of this, nor am I (or anyone else) implying that it's new and brilliant. These are really simple changes, but they're all that's being offered. Reg needs something, and I don't know what it is, and apparently nor does anyone else. If anyone really thinks an interrupt on Mark will make Reg anything more than extremely annoying (while still being incredibly easy to kill), I can add that in too. But plent
Here's a test release to play around with. http://code.google.com/p/nubletsupreme/downloads/detail?name=CRP_0.1.zip Regulus: - Snipe now always applies Impedance Bolt and Deadeye stun when those abilities are present - Base speed increased to 6.3 - Angelic Fury adds +3% speed per level (including Vengeance), up to +15% Demon Assassin: - Base speed increased to 6.3
You've done nothing but shoot down everything everyone suggests for every demigod, without really offering any alternatives. Care to step up to the plate? For what it's worth, I've played about a dozen AI-mod nightmare games with Reg on this setup, and I'm still getting stomped, using mines+snipe+fury+mark and staff of renewal. Snipe still becomes entirely pointless past about level 12-15 because everyone's got 5k+ health, and they're running/porting (and/
[quote who="awuffleablehedgie" reply="187" id="2883084"]UB only hits 6.9[/quote]It does actually calc speed as a full floating point, even though the UI only displays one digit. Not that .03 speed is all that meaningful, but still.