This is definitely not an error or an omission; beam weapons in FA, SC2, and Demigod all work this way - if they have a radius, all they do is radius damage. It follows that because of this, you wouldn't want them to use a specific damage radius multiplier, and instead do their full damage to all targets within splash range. Just to hammer this home again - in no way are the towers capable of doing REDUCED damage to ANYTHING with these upgrades. Their damage and radius only
miriyaka
Resurrecting this thread, because I keep seeing people say it's fixed in the Uberfix, and when I tell them there is no such fix (and there isn't), they ask me why: Because as far as I can tell, the problem isn't real. The proof is in this post . Now maybe everyone isn't crazy, and this was actually a real thing in an older version of demigod - I don't have the lua from any versions pri
Posting about the non-existent 'tower damage fix' that people keep asking me about. There is no tower damage fix, because there is no tower damage problem. Proof: Towers use beam weapons, which, when using a damage radius, do not do separate damage amounts to the target they 'hit' and targets within splash range, they do only splash damage centered at the point of impact. In addition, they do not use the SplashMult variable that the DamageSplash buff affect set
Just noticed that TB's Frost Nova slow doesn't account for the duration of the freeze; all levels are 5s, even though the freeze time increases by 1s with each level, AND the slow visual effects buff increases by 2-3s per level. This means that Frost Nova III has an effective slow duration of 2s, even though the visual effect lasts for an additional 5s. In case there's any doubt as to what these visual effects buffs were for, the bu
That's because Dizzying Force is a -50% slow, where the arrows are only -10%.
[quote who="miriyaka" reply="43" id="2833244"]Actually, with respect to portal flags, we really need to have them treat pre-owned portals differently than center-map portals. I haven't looked at this chunk of the code for this purpose; does it already do this?[/quote] Actually, one caveat with this, that the more experienced players can probably weigh in on - and that is that once one team or the other has giants, the center-map portals are pretty important too.
Yeah, I didn't exactly have any intentions of doing a release myself, but pacov has been pretty insistent. I have my doubts that it'll actually see much use at this point, but it was worth a try. At least it gives me a reason to try to keep my lua skills sharp. v0v
If you can implement flag gank teleports (is there actually a 'ping' or other sim-side event for an enemy demigod stepping on a flag?), definitely weight them by enemy vs friendly numbers; only teleport into an even fight, unless of course it's a portal flag (they seem to handle portal flags just fine right now). In the case of no friendlies, only teleport if there's one enemy demigod visible, and it's injured or notably lower level (like 20-30% lower). Actually, with respect to
I'd vote for going best-available unless the majority of generals (including human) on their team already has that specific idol, then going for the next down. This way a 3-general team might end up with two bishops and a high priest, a 2-general team will do one of each. I realize this isn't flawlessly optimal for some kind of Sedna / other general mix where they're splitting healers with each other, but that's a pretty specific scenario that might not be easy to make the AI re
Make sure you're using Demigod version 1.3, and also that you don't have multiple versions of the Skirmish AI Mod enabled in the mod manager. I don't think any other released mods should conflict with it, so I'm not sure what else could cause that. Peppe, do you mean the Sync transit delay? In other words, if it tries to announce two things within like 2-3 ticks, the first one is overwritten? That shouldn't be happening, at least according to how the lua handles it -
[quote who="OMG_pacov" reply="29" id="2832619"]we also need to think through what do to about the building firepower upgrade. It's generally useless because of the existing bug (fixed by uberfix). BUT - because none of us MP experienced folks have bothered to develop a strategy, I really don't know when would be a good time to get the upgrade - what viable strategy is there in upgrading the towers, etc. [/quote] Uberfix does absolutely nothing with building upgrades o
Linked. Thanks.
The 'saving' happens every time a demigod shops. It isn't a specific thing, really, it just does the one with the most gold currently. So that would be pretty spammy. Doesn't the AI say who bought the upgrade now? Pretty sure it has some identifier attached to it. If it's not their nickname, just change it to that (brain.Nickname). Edit: I'm kind of confused as to how ShouldSave works right now. What's the intended pa
New attempt at treb priority function (CUpgradeStructure01): http://pastebin.com/rvQbUwTx (new link, posted the wrong one) Takes into account your forts in all decisions; less than 2 friendly forts and it will always be zero. In the case of Trebs vs Catapults, it starts at 15 priority and multiplies by number of forts. 4 forts, and this should end up above most item priorities. In the case of trebs vs enemy trebs, it takes
The AI attempts to match the enemy team's creep upgrades. If your team had priests first, the enemy team is gonna buy them ASAP. Same with angels. This is just to keep the creep situation from being utterly and completely one-sided. In addition, if one team has higher WS and has cats+, and the enemy team doesn't have high enough WS for cats of their own, they will attempt one or two levels of creep armor or damage upgrades. This should work just fine now th
Fixed a big-ass QoT bug that wasn't listed in Outstanding Issues. I'll put out a new version in a day or so; gonna try to take a whack at one or two of the other ones first. I'd like to keep at least a few days between releases anyway.
Cripes, already problems. I forgot to change the UID reference in game.lua to match the mod's new UID, which resulted in Oculus' Ball Lightning breaking horribly. Re-packaging the mod with this fixed, and a new UID. Same link. It had one download previously, so whomever downloaded it, you'll have to re-download. Sorry. Changed the log warning I had for this into an error stop, so I won't miss it in the future.
Huh, that syntax worked in FA. Try this: http://pastebin.com/SGK6iYZ2
Whoops, I just found a bug with the code I added to prevent the display of enemy gold - namely that it errors out when an observer mouses over any demigod. Replace line 265 in HUD_rollover with the following, which gives observers a pass: [code="c++"]if GetFocusArmy() To be clear, this should be replacing:[code="c++"]if IsAlly(unit:GetArmy(), GetFocusArmy()) then[/code] Sorry abo
I just noticed that Ball Lightning can produce Spirits and Night Walkers upon death within an aura. Given their disposable nature, and the fact that they're not 'real' minions, I'm not sure that this is intended. As it could be construed as a balance change, I'd like to get some other opinions on it. Currently, even with the fixes, Ball Lightning are not a particularly strong choice for Oculus. This issue causes them to actively disadvantage him against Erebus or Oak
Welp. It's FlagOwner, not FlagUnit. FlagUnit is the class that flags belong to. My bad.
[quote who="Peppe" reply="7" id="2832340"] FlagUnit returns nil in that context. [/quote] Huh.. it.. shouldn't. I'll take a look at the .26 code, and see what's going on. [quote who="Peppe" reply="7" id="2832340"]On the monks, I'm not very familiar with LUA. Would you just add something to the target unit's table to indicate i have assigned priest to it don't assign another?[/quote] Yeah, just something like 'unit.HasHealer = healer', wh
I also just noticed that your Rook blueprint override is clearing out two of the UberFix changes to Rook. Remove the HRook_unit.bp, and add this into a mod_units.bp in the mod's root folder: http://pastebin.com/LxzCGk4u Also, you'll want his Poisoned Arrows ability to compensate for the reduced ROF - right now it's not worth taking, as it will not activate often enough. Doubled activation chance should be ample - put this in an
Peppe: Just set a class var on any unit that has a monk attached, with a handle to that monk. Then check for that when assigning healers, and make sure you check whether or not the healer is dead. That'll insure nobody gets more than one. If the unit receiving the healer dies, the class var will be cleared upon his respawn, allowing him to receive another healer when a general summons one. If you want to get all fancy, you can even add an OnKilled callback to the uni
Huh. It's a function in AIBrain, that should be returning all brains allied with the provided brain. I've used it before, not sure why it wouldn't be working now, but your fix looks fine. It'll put the unit's army/gold in twice if the table is pre-loaded with it, probably, but that doesn't really matter.