miriyaka

miriyaka

Joined Member # 3401066
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I'd be happy to help you convert the Uberfix to use hooking wherever possible. My free time is hit-or-miss, but I can do a chunk at a time here and there. Might just want to post on the Google Code wiki which section of the mod you're currently converting / planning to convert, and I'll work around that, and upload my results somewhere.

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Still don't like the 3s debuff immunity. I'd rather see shield increased in HP absorption at level IV than be given something that powerful. Shield is not currently her weakest ability by any means, especially now that GoT is very much worth taking. The extreme item health stacking is mainly what makes it seem so weak at higher levels right now. Addressing that in another mod would give a significant indirect buff to shield IV. [quote who="Ptar

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The block of code at the end of this post can be pasted into any _ShopLayout.lua file to automatically place any items you've added to that shop's blueprint via the merge method shown above, hopefully without overwriting other mods' changes. The table format for auto-item placement is simple: [code="c++"]myItems = { [x] = 'Item_BP_Name', }[/code] ..where 'x' is both the order you want the item added in, and the number of

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When changing existing items only. If you're adding a new item, then you should use a full ItemBlueprint{ ... } structure same as in the original files, just make sure your file hook only contains the blueprints you're adding, in that case, and don't just copy-paste the whole file and tag yours on the end (which I think you were clear about in the first post). Of course, when you're adding an item and you want it to show up in the shop, you have to use a merging format to do tha

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Of course to complicate that, I would argue that a few of the items should probably have their bonuses changed. It seems like there are too many items with minion HP, and not enough with minion armor/regen. It's nowhere near as big a problem as with demigod HP stacking, as the minion-bonused non-artifacts will typically leave the general wearing them at a disadvantage even if their minions are heavily boosted. However, you can still get around 1500hp from non-artifact items,

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Your Shambler changes inspired me to take a whack at Sedna's Yetis. I haven't had time to test it extensively, and my armor amounts are probably excessive, but here's what I've got so far. Strikethrough shows the level IV buff that doesn't get applied in Demigod 1.2 (HotY IV still uses the III buff): Original Yetis 810/1110/1410/ 1710 hp No armor No regen 17/21

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Yeah, I wasn't really criticizing the shambler buff, just pointing out that basically all skills will now be useful in some way, even without what some of us perceive to be an excessive change (debuff immunity). Also, I was under the impression that you had enabled the sixth level of compost in this mod, as that would qualify as 'improving QoT', but I guess you wanted to do it in the Uberfix instead, which is also fine. It's probably possible to do it in both places at once withou

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I looked at the abilities file to clarify, and no, it's not an army bonus anymore - the return damage is from QoT only, and yes, it only works on AA damage. It's still a permanent 15% DR and some token return damage. Would the 35 return damage be overpowered as an army bonus? As you say, it would probably let her minions melt low- to mid-level creepwaves, but it is an L15 skill. When browsing the abilities file, I noticed how prominent some of the comb

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[quote who="LORD-ORION" reply="25" id="2641979"]She is already the easiest DG to kill late game because she needs 2 helms[/quote] I don't think anyone is opposed to reducing mana cost of all higher levels of bramble, nor even to reasonably boosting the HP of III and/or IV. 1450 is a nice buffer against abilities, but does tend to evaporate under level 15+ AA due to the lack of armor application (which cannot be reasonably changed). Again, one of the issues with the debuf

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Did you try searching for that error string? Most warning messages are actually in the lua, not the engine. It's in lua\sim\AI\BrainPlanner.lua, with a similar category check. However, I think this is just for the AI - so this warning shouldn't actually be the cause of the current problem. Have you added ugbdefense02 (or whatever other units you're using as shops) to the checks in SCREEN_shop_tabbed.lua? Honestly, I'm not seeing anywhere else in the

5 Replies 1,855 Views

What did you change to make it clickable? Shop category? Regardless, citadel upgrades are quite a bit different from normal shops. What you're looking for is in lua\sim\tasks\BeginShopTask.lua, line 73. It checks for categories.STRONGHOLD before displaying the citadel shop, otherwise it tries to display the basic store - just expand this check to categories.STRONGHOLD + categories.DEFENSE, or something like that, and see what happens. As for ad

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Haven't looked at the buff code in detail, but if it works at all like the buffs in FA, it should be relatively easy to insure that armor doesn't go negative from a buff. You could likely even do this for creeps only, if you want to keep the possibility of negative armor for demigods. Ground Spikes I agree with hedgehog that implementing Ground Spikes like this is unnecessarily effective against enemy Demigods, and turns it into a mass-eff

51 Replies 138,876 Views

[quote who="miriyaka" reply="12" id="2636010"]So if you needed to create a new subtable within a table, and assign a value to it via a function, this necessitates two steps: EffectTemplates.Buff.Bramble02 = {} EffectTemplates.Buff.Bramble02.Small = MyFunction()[/quote] Upon further thought, there are workarounds to this. For example, an ItemBlueprint contains functioncalls (AbilityBlueprint) whose table parameters also contain functioncalls (BuffBlueprint).&nbsp

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I may as well briefly touch on non-destructive unit/projectile/emitter/beam blueprint merging, since I guess the DG community never got that memo either. The good news is that this is incredibly simple by comparison - you can literally stick all of these types of blueprint merges into one file in your mod, and you can use the same table structure that's found in the original blueprint. For units, just create a file anywhere in your mod folder called something like mod_units.bp.&

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Oh, no, you can. You just can't add new keys to a table that doesn't exist yet. It isn't 'bad' or 'good', it simply won't work if you try to access an element of a non-existent table, and your entire file won't parse. For example: [code="c++"]EffectTemplates.Buff.Bramble02 = { Small = {} }[/code] as you have in your second block of code is just fine. However, you'll get a parse error if 'Bramble02' doesn't exist yet, and you try: [code="c++"]E

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[quote who="Chirmaya" reply="14" id="2633517"]Yeah, that is what I have been battling with. What happens is that it loads the lobby screen, and then after that is done, it does the mod loading. Since the hero data has already been read by the lobby screen, it doesn't use any of the altered functions after the mod loading. I wanted to see if I could RuleInit.lua or globalinit.lua to make Lobby.lua call its Lobby:CreateAvatarPanel function again so that it would reload it or something to that s

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Something like a slightly less neon version of the top-right would be an improvement. A bit more green than the original, but not quite that much. As an aside, is there a post somewhere with good debug mode / cheat info specific to Demigod? I have no idea how to do things like set demigod levels, add abilities, etc from the console. Or, ah, even how to get a console. Is there one? I'm rather used to SCFA, so I know my way around the lua, bu

519 Replies 1,097,778 Views

From the other tutorial thread: [quote who="OMG_Teseer" reply="9" id="2494304"]I read DeadMG's post on 'Hooking' and I didnt quite understand it. Is there anywhere I could find more info on that?[/quote] I realize I'm about five months late with this, but this game has been out for more than a year and I'm seeing a whole lot of unnecessary overriding in literally all of the sim-side mods that I download, which is making almost all mods not play nice with each other. For

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[quote who="Ptarth" reply="438" id="2633372"]Should the Compost Ranks be adjusted so that Rank 1 = Compost Rank 1 The ranks would remain the same as the previous option The difference would be that the kill counter remains at 9 and when the kill counter is zero, the QoT would still have her base rank in Compost[/quote] I don't play QoT (does anyone really, right now?), but this option makes more sense and seems more in-line with the (apparent) original intent.

519 Replies 1,097,778 Views