Have done this. It works fine, and didn't seem overpowered at all, especially given the short duration. Keep in mind that this is a L15 ability, at the end of a tree that nobody maxes out due to diminishing returns. By the time you get it, Demigods are solidly dominating creeps with both abilities and AA anyway. Might be a bit powerful when combined with more-useful Yetis, however.
miriyaka
It is possible, but as Exx pointed out, it would likely require some significant changes to the UI to make it usable. Actually switching control is as simple as one command: SetFocusArmy(num), however, it requires cheats to be enabled, and will probably spam 'so and so is cheating' every time you issue an order. It will also likely not update your UI to reflect the new demigod, and may have a session-long destructive effect on the UI, requiring you to restart for it to work proper
Oculus does not need an interrupt, he simply needs all of his broken/useless skills (everything BL-related, Sacrifice, lightning proc) buffed to usability. He's already a multi-target damage machine; adding an interrupt to one of his abilities would necessarily make him excessively powerful. Regulus should have a guaranteed interrupt on snipe when he has Deadeye. Same with Impedance Bolt. This would make these abilities much more worthwhile, and give him a long-range
I don't know why this would happen, unless someone is manually extracting a mod into an additional folder, e.g. /mods/FavorMod/FavorMod instead of just /mods/FavorMod If this is the case, and the mod_info.lua is found in the inner folder inside the first one, the solution is as simple as pulling the inner folder out into the /mods folder and deleting the empty folder. If they're named the same, you'll have to rename the outer folder to something else befo
Yeah, the GIMP plugins are all executables for some reason. I assume there will be a Win7 compatible version sooner or later, if it isn't already out there somewhere.
Sorry man, nobody's going to play a mod without at least: 1) Mod manager support, so it doesn't require a second copy of Demigod and can be used in multiplayer 2) A full list of changes so they know why they would want to play it as well as how to play it 3) Compatibility with at least UI mods, if not other sim mods I'm guessing you probably don't even know what exactly you've changed, because that's the nature of randomly editing files inside
Pretty much any image editor that has a DDS plugin available can edit icons and textures. GIMP's DDS plugin seems to work fine with Demigod and Supreme Commander as long as you save in the right compression format (DXT5 I believe?).
I'd really prefer that the potions not be distinguishable by the enemy team at all, otherwise that skill tree becomes totally useless again (as it can't be used to self-farm, and enemies will always avoid them). It's already easy enough to know when an Erebus opponent has the ability, and to watch where he dies. I've experimented with emitters in other games, and have been able to achieve things like this (essentially a floating sprite over a mesh), but I have no experience at a
I can't stress enough how much easier mass-editing like this is when you're doing a scale mod. I've helped people with scale mods in FA and SC2, and the guys that insist on hand-editing every single value take 10 times as long and do 20 times as much work as the ones who use iterative hooks like this (sometimes with a few conditional exceptions that make certain types of things a bit larger or smaller - very easy to add), plus their changes aren't compatible with other mods. That'
This can likely all be done in two files: Blueprints.lua and globalInit.lua. Hooking ModBlueprints in Blueprints.lua will let you make batch changes to all unit, projectile, and emitter blueprints to make them proportionally smaller. Hooking globalInit.lua will let you iterate _G.Characters (the global table containing all character blueprints) after they've all been loaded, again making the same proportional changes to all of them. First you have to kno
Cool. I'm thinking now that it's impossible to do a custom mesh without having it appear for both teams, so what I'll probably need to do is create an emitter that just spawns one single unmoving bitmap of a red X right in the middle of the potion or something like that. Do you think that's doable?
Posting a list of the fixes I've done so far for 1.04, mostly so I don't forget what to put in the first post. Not listing the things I haven't finished yet, as mentioned in the last post. Unclean Beast Ooze Suicide Ooze is now completely incapable of causing suicides. Unclean Beast will be left with one hitpoint in any situation where Ooze damage occurs in the same tick (but just after) any other damage event. <span style="f
I'm just riding out a burnout. I'll start working on it again in a few days. Current to-do list: 1) Shoulder weapon fix 2) Absorption re-write 3) Cooldown display bug No clue if I'll ever be able to solve 3. I've logged a bunch of the places where it's calculating cooldown, and it's always correct. I don't know what's going on. Absorption re-write is simple enough, I just have to take the time to do it. Shoul
Is there a way to lock in a capture goal for an initially-owned portal until it's completed? Possibly even ignoring the health sensor? Initially-owned is very important in this case - we don't ever want this behaviour with an enemy portal, or even a neutral portal, just the portals the team starts with.
Oh, the shoulder ToL. Right. Yeah, that makes sense. I thought everyone was talking about the summoned ToLs.
[quote who="Peppe" reply="315" id="2845229"]Miriyaka, Do you know if rook towers can be filtered out of the GetThreatAtPosition function? Format is this: local testEnemies = self.Brain:GetThreatAtPosition( self.Agent.Position, 0, 'Structures', 'Enemy' ). I think it is an engine function cause i can't find it in the LUA.[/quote] Crap. Probably not. Wait, yes. Use that ModBlueprints hook to zero our their blueprint Threat l
Oh whoops, I obviously just copy-pasted those lines without checking too carefully.
I think GPG pretty much financed Demigod themselves, or at least in large part. So I don't think Stardock took a huge hit on DG, but obviously both companies would have benefited financially from a more stable release.
I went ahead and converted this to a ForgeUnit hook - only took about 15 minutes. I didn't get around to testing it, because I don't have a copy of your item files with the updated FavorModData stuff. http://pastebin.com/7mNMk1KV If you run into problems, let me know.
Also, I get the idea you don't know how table references work. When you change something in a table-- not the table reference variable itself-- that change is reflected by ALL references of that table. That's why you're having to 'reset' data.Amount at the end of DealDamage, and is one of the main reasons you want to use a per-unit method rather than a global method whenever you're changing something like damagedata. For example, if I create a table like so: [code="c++"]My
Ok. The way you had it before, it wouldn't have stacked damage. But with the crit-add method, it should. Where is it doing 15% ability damage though?
I'm confused about what the Duelist_Set_Aura is supposed to do. Is it supposed to double damage when the target is below 15% health? Otherwise do a 15% chance to increase by 50%? And yeah, that method is how GPG's code does criticals, because it adds multiple bonuses together properly.
Pastebin what you've got. It's still not a great idea to replace DealDamage (like where you're changing the ACTUAL data.Amount instead of copying it) when it's much safer to hook DoTakeDamage and do the same thing with a per-unit copy of data. Also, like I said, every unit's OnTakeDamage already has code to deal with float text color etc. All you have to do is set data.IsCrit = true in DoTakeDamage, if it's an ability crit.
Well dang, I just looked at some of your achievement item code, and have you actually thoroughly tested the buffs and abilities you have that modify absorption? The absorption system is totally broken, and the method you're using looks like it should be overwriting Groffling, although it looks like you're skipping any unit that has Bramble Shield. I was on the fence about doing a total rewrite of absorption in the UberFix, but if you're using some absorption stuff, I'll
Other than DealDamage and BuffAffects, are you doing any other checks for buffs? The ones in BuffAffects aren't a performance issue since they won't be happening nearly as often, but I just figured I'd ask. Also, I might have just thought of a way to modify post-mortem ability damage, but I'd probably have to add some support code to the UberFix. It won't be perfect, because waaaaaay too many of GPG's abilities use direct DealDamage calls, even though plenty of others use