miriyaka

miriyaka

Joined Member # 3401066
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Yeah, how useful are troop upgrades for countering higher WR creeps anyway? This is something that probably never happens in any 'real' game due to the costs involved, and I never tested it specifically when I did all of those citadel upgrade functions. If one or two levels of troop defense/attack aren't going to help priests and angels vs cats+, maybe it's better to just omit them and have the AI spend that money on something that might actually help, like structure upgrades.

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How would you determine which items the AI should be buying and dropping? Way too complicated. Better to have the AI buying the best possible combination of items for itself so it's as competitive as possible, and it's a lot easier to refine item priorities than it is to guess at what the AI's teammates 'need'.

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Also, it looks like death penalty is almost totally disabled right now. Even on Draconic death penalty, a Nightmare AI with 20 team deaths at level 20 will not buy I, but once I is bought, it will also immediately buy all other levels, because they actually have lower minimums. If you haven't played against nightmare AIs with a level or two of Graveyard, you might not realize how effective it is for them - it really helps them keep pressure on, even when they're losing. If

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Just use a PriorityFunction to put Ashkandor at higher priority if IsAssassin(unit)? Sure, they might shop between 16k and 18k, but maybe half the time at most. Only Nightmare will be affording it anyway under normal conditions (not high gold). It feels like item exceptions (other than the starting cap) will be something that will make it that much more difficult to tweak item priorities in the future, without providing that much more benefit. Looked a

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[quote who="OMG_pacov" reply="193" id="2838317"]So - how much of a pain in the ass would it be to change ai logic some based on its level (eg, if its normal it purchases this cit upgrade... if its nightmare, it purchases this)?[/quote] Extremely trivial, in fact I think I already have at least one function (currency) doing just that. I'm starting to talk out my ass here, and should probably look at what Peppe actually has in the mod right now, but I did add a difficult mult func

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Oh, and if a FavorMod ability causes the sticky effects thing, it means he probably just copied code from Chain Lightning. The functional code for each demigod/item's ability is unique, so the UberFix wouldn't help or hurt a FavorMod item that works similarly to CL. Exxentric is more than welcome to copy the changes I made to CL for his item if he'd like it to be stick-proof. The details of what I changed are in this thread, and the google code issue. <

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[quote who="Ptarth" reply="70" id="2838310"] There wasn't enough testing done on Oculus. This is a balance issue. It may be justified. [/quote] Pretty much, yeah. My motivation for bringing it forward isn't balance, but as it would make a useless ability usable, it will affect balance in some way. As Pacov brought up, there are already several existing 'balance' changes, some pretty significant. The Erebus potion change affects

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Falls behind what in level? The enemy team? Right now (if Peppe is using that xp priorityfunction I posted), if the AI stays lower level longer, it will be far more likely to get Exp 1 and 2. But no comparisons are done to the enemy team, and it uses the team average level when deciding on the upgrade's priority, not its own (for obvious reasons). However, there is also a time cutoff, after which it will not buy Exp 2+ at all. The low-XP game setting doubles the

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Basically, arguing that I would be overpowered at 6 radius is fallacious as all hell, because the higher levels are comparatively even more powerful vs the things you keep bringing up: flag holding, minions, etc. Nevermind that my argument isn't that it's 'underpowered' at I, but 'wrong'. Totally unusable, cannot have been intended, tested properly, etc. A completely different ability than II+.

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The purpose of doing this isn't to make Oculus Tier 1 or any such nonsense. The purpose of doing it is because 3 radius is: 1) Out of line with every other level, and therefore every other AoE ability in the game. No other AoE varies in radius between its levels, nevermind so radically. Several of them vary in damage, however; if damage were 'out of line', e.g. 150 instead of 200, I would not raise an eyebrow at that - that would be an obvious, understandable balance

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Peppe, do you have spending caps on items for AI with open item slots? If so, is it a percent, or a hard cap? Most of the cause of early artifact buying has always been that the AI preferred the most expensive item it can afford, but I thought that was mostly taken care of in this version, until the AI has filled its slots - then it's just a matter of setting the right priorities for the right artifacts / expensive normal items. Edit: Solution to the FS1 '

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You can do 650 AoE damage right now if those two demigods are attacking you, or you have the creeps aggroed on you. That damage amount also already rises to a whopping 1100 at radius 6+ at level 4, which will be an even bigger percentage of those demigods' HP, even if they have Nimoth at that point. I'm straight-up scoffin' at the thought of this killing monks. 6 radius doesn't even come close to reaching monks plus two enemy demigods at once. And if BO I will kill monks w

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It's impossible to guess at intent for BO I. Radius is an awful, awful way to balance it, if there was intent behind it. I'm not going to get behind the mana argument, because I'm not trying to justify that it isn't overpowered; if it isn't overpowered now, it won't be with 6 radius, because II isn't at its level, and III isn't at its, and likewise with IV. I'm only talking about bringing it in line with the way all other levels function, not 'rebalancing' it. Re: ki

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Both are in UseItemActions, and I think both can be hooked nicely to handle healer assignment and re-assignment. I'll work in this in my spare time; for now, just change both of the categories.HERO to categories.HERO + categories.ASSASSIN, so it's not dumping healers on generals. You'll also want to modify the WarpMinion method so that it counts healers before it sends them off (just do a table.getn(minions) instead of adding in the loop), because not all teleports are to health

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While I would agree with the general sentiment, 400 damage at barely-melee range is hardly a 'nuke' even at level 1. On top of that, the 'expanded' 6 radius is still considerably smaller than all other AoE abilities at any level - Surge, Rain of Ice, novas, etc all have 10+ radius, secondary effects, and do greater damage than either end of Blast Off I. If the radius is actually small to limit damage output, it would have made far more sense to keep the radius and lower th

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Oh crud, that system also has to have a means to account for teleports. What happens when the owning demigod teleports, does the minion immediately try to re-guard its target? Or is that order canceled? Also, what file/function are you assigning healers in right now? I should probably look at what you've got before I keep offering suggestions.

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Oh, and in looking through the issues on the google code site, I was reminded of the really stupid Oculus Blast Off I radius thing. Despite that no other demigod's level I AE ability has reduced radius, Oc's has the radius halved, giving it one quarter the affect area. It already only does 200 damage, putting it inline with TB's Rain of Ice (only an even smaller radius yet) and way less than Surge or any other level I or even II damage amount and radius. For reference, 3 rad

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What were you opening them with? Using what settings? [quote who="OMG_pacov" reply="48" id="2836621"] If someone knows anything more about these files, or knows the parameters needed to view/edit them, I'd really appreciate the help. I'm a bit out of my element with this kind of thing. I can only help with trial and error testing for you. I could take a shot to see if I can get Sorian at GPG to take a look if that would help, but no guarantees. Not en

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Yes, the UI lua cannot touch any actual units. The engine UI obviously can, as it sends orders you give units to the sim, but lua cannot issue any orders or get handles to any units on the UI side. This is to prevent a whole boatload of exploits (both of the cheating and desyncing variety). Re: tracking healer assignment, this should be very easy. It's just a matter of testing code to find what works. Stick these <a href="http://pa

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There is a file in each of the map directories in Demigod\bindata\maps\ called 'steeringbias.raw'. This appears to be the bitmap that controls traversable land for non-flying units, and could be modified to fix some of the minions-stuck-on-citadel issues (since there doesn't appear to be any other solution for this problem). However, as it's a .raw file, with no header, I have no idea what the parameters of the file are. Through experimentation, I've discovered that it's 2

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I cleaned up the issues on the Google Code site ( http://code.google.com/p/uberfix ) a bit, added/closed a bunch that were fixed in 1.03, and documented most of the things I've fixed since or am working on now. Feel free to comment on anything or post new issues, either on the site or in this thread. That list looks good, pacov. I think the QoT fix needs to be added as well, as that could be considered an exploit

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The most important part is not overriding things you don't need to. You should be starting with blank files, and only adding the functions or variables you need overridden. Some functions can be hooked non-destructively, but you probably won't know or need to know how to do this at first, as long as you're only overriding the functions that you need changed, and not every other one in the file. Read <a href="http://forums.demigodthegame.com/376116/get;263593

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Sounds like the UI is just using the unmodified value for the cooldown stat when the abilities using that cooldown are pending. Might be easy to fix, might be really nasty depending on how that part of the UI is set up. Or, maybe it's on the sim side, but I highly doubt that. I'll take a look in the next day or two.

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