[quote who="awuffleablehedgie" reply="234" id="2919508"]Few things: 1- Regulus' maim-check will also work on his pots (if he uses a health pot he won't snare himself), or using a Universal Gadget on an allied demigod? Both of those situations shouldn't result in a maim, but they do in vanilla demigod, IIRC 2- Question: As I read the patch notes, spit's DoT effect can no longer be dodged. Why did you change that? [/quote] 1. I didn't
miriyaka
One number in a readme that nobody will read that tells everyone to go to this URL anyway isn't a big enough deal to warrant a re-release. Edit: While updating the OP to reflect the trebuchet/citadel upgrade changes, I realized that High and Low tower strength settings also do not affect trebuchet damage. This will be fixed in the next version.
Must have mixed up the readme updates when I branched 1.04 off. Oh well, doesn't really matter. I'll probably be releasing another version with the Plague fix and some more mod support changes in a week or two anyway.
Just a heads up, the new UberFix release might break a few things in the latest version of FavorMod, or vice versa. Namely the BuffAffects.lua changes. I added a new hookable function for the Health buffaffect, that allows mods to make non-destructive dynamic changes to Health buffs without overriding the original function, but I assume you're probably overriding others as well. If you're actually interested, I can expand this into a more comprehensive system that
New version up. Did not test the last few changes very extensively. In fact, I think I forgot to test the Oak Soul Power icons at all, but that should be pretty straightforward. As long as it's taken me to release this version, it's probably best to just push it out and deal with the issues later. Hey, it almost sounds like I work for a major game publisher. Let me know if I missed something in the fix list as well. I did not keep any cen
[quote who="OMG_pacov" reply="224" id="2918615"]Well - if you get a chance and want to dump out another rc or whatnot, I'll be around some tonight for testing methinks - and I can probably get some folks to join me (if testing is needed). Otherwise, whenever you get around to it. Thanks![/quote] Didn't get any time to work on it today, sorry. [quote who="Ptarth" reply="225" id="2918943"]However, there are already 6 of them, so I'm not sure what you want
[quote who="Ptarth" reply="221" id="2918306"]You can use the icons if you were worried about the permissions. They aren't perfect, but they aren't horrible.[/quote] Thanks. They're more than good enough, especially since they're only used at about 1/4 size. In fact, do you recall which font or process you used to make them? I may as well do a set for Soul Power as well.
Sorry, I kind of used my allotment of Demigod modding time and energy on Compost and the weapon stat issues mostly to avoid having to work on Plague. The test version I have now should be releasable as well, and fixes up a few more minor issues. I'm not going to bother fixing the red cooldown overlay flicker while dead, since it's really really minor and will have a fairly complex solution, so that pretty much leaves Plague, which will probably take too much trial and er
After seeing how existing mods handled added icons, I made a UIUtil.UIFile hook in the UberFix that returns mod texture paths from an absolute path. This lets mods include their own buff, ability, etc icons without using relative paths, as well as override existing icons just by including a texture within the same path in their mod folder. e.g. including a file: /mods/mymod/textures/ui/common/abilities/icons/mymod_icon.dds ..will allow a buff or ability to use i
[quote who="LORD-ORION" reply="212" id="2914555"]Wyrmskin handguards ranged proc rate is incorrect (probably a brain fart on the person plugging in the stats)[/quote] Not really something that will ever be noticeable, but I'll change it anyway. [quote who="LORD-ORION" reply="213" id="2914885"]What is the difference between DamageRating and DamageBonus?[/quote] Look at GetBaseDamage in /lua/sim/Weapon.lua:[code="c++"]local damage = (self.unit.Sync.Dam
Whoops, found one intentional duplicate ArmyBonus: Morale applies the same bonus up to 6 times, and is the only ArmyBonus I can see whose buffs have 'ALWAYS' stacking. Added a new parameter to AddArmyBonus that tells it to allow stacking and updated the Morale OnStartAbility functions to specify this. Modders take note - if you want to stack ArmyBonuses, make sure you do so in moderation, and add a third 'true' parameter to your AddArmyBonus calls to support the
And the hits keep coming: the game's ArmyBonus system has absolutely no duplicate tracking, meaning that calling AddArmyBonus twice for the same ArmyBonus will insert two entries into the AIBrain's ArmyBonusData table, and RemoveArmyBonus only removes one per call. This is important, because Compost calls AddArmyBonus potentially many, many, many times as the Compost level goes up and down, without ever calling any removes. This means that after about 15-20 minutes
Just looked at Compost, and it uses a pretty similar method, except that CompostRank is 0-2 instead of 1-3 like SoulPowerRank. Given the presence of the sixth level of Compost, combined with how sloppily this function is put together, I'd say the 0-2 is a mistake and/or unintended. From what I'm seeing, there's nothing in the function that explicitly removes the level 5 buff and/or armybonus, although both should be replaced by the level 4 version long before all buffs
You're wrong. Trying to guess at soul power level by looking at your damage is not going to be accurate, because many things can affect damage. Actually logging the function perfectly corroborates my description of how it works. Here's an override of the function with nothing changed, and three log messages added, one to each if condition. http://pastebin.com/BiZW2wLk Here's the log output from the two add
What? No, this skill is working fine. I haven't looked at Compost recently, but I don't think the two use the same formula. Soul Power buff level starts at 1 + math.floor(spirits / 3), and has a check for spiritCount > 0. This means the 01 buff is only used at level I of the skill, from 1 to 2 spirits. If you have three spirits and level I, you get the 02 buff. If you have three spirits and III, you get the 04 buff. 9-10 spirits and III g
- Added an extension function to the Health BuffAffect to allow non-destructive modding of healing and ability damage based on any conditions that you can derive from the buff, target, or instigator. - Got the new weapon stat framework going. No more UI hooks needed, and it technically supports any number of primary switchable weapons on a demigod, as well as potential ability modes on demigods other than QoT and TB. It's a lot cleaner under the hood, not that it matte
[quote who="OMG_pacov" reply="195" id="2910933"]Rook shoulder weapon fixes I'm actually pretty confident that the shoulder weapon fix works. I remember trying to test it out many times and did not see the errors as before. [/quote] Here's the thing: I added a broadcast message that should play whenever the weapon gets stuck on a target that it can't hit. Nobody has reported seeing this broadcast once, ever. I myself have played probably ~20 game
I just looked at the plague code myself, and I agree. Every single plagued unit is doing 10-radius area checks for allied units to infect every second. With hundreds of units in play, this exceeds even the number of area checks the AI does by a significant factor. Combined with the small overhead from the buff add/removes and the other checks that it does, it's pretty brutal. This was a very hastily-designed ability. Some notes: - The max plagued units
1.04 RC2 is a perfectly stable release that you're welcome to use in a tournament. I have gotten exactly zero feedback on the two fixes that I have been unable to fully resolve on my own due to lack of data (Rook shoulder weapon fixes, flag FoW fix), so there isn't a whole lot else I can do with it. I'll look into implementing some of these smaller cosmetic fixes, but I'm not really interested in putting out an 'official' front page release that has
[quote]Warp Area Invincible = { Bool = true }, Did we ever discuss if this is a bugged skill?[/quote] This skill does not appear to be bugged in any way. Its targeting is solid, and it is only vulnerable to the same abilities/etc that Orb of Defiance is. Only Oak's L3 shield has true, complete invulnerability. From a balance standpoint, the 'invulnerability' that WA has is already pretty good, and there are only a handful of things that can disrupt it. <
Don't modify your game files directly, that will not let you play in multiplayer with anyone else and may break the game completely if you do something wrong. Here's a mod that adds XP and gold for tower kills: 300 for archer towers 500 for ToLs 1000 for forts http://code.google.com/p/nubletsupreme/downloads/detail?name=TowerRewards.zip Extract directly into your
[quote]I think that if you have any animation for this it is going to cause the same sim problem regardless of what the buff effect is as it is the sheer number of units that get buffed that causes problems[/quote] Yes and no - it will always have some impact, but keep in mind how many emitters are already being played on an average unit. Most demigods have 2-5 going at any given time depending on equipment and buffs, and every action that every unit takes runs at least one emit
[quote]# change how they care about yellow flags. I know that the ai in general could give a rip about yellow flags. Good player usually move to try to recapture them. # And last - its really just a question followed by a suggestion later (and I think we discussed this some time back) - is it possible to change what an ai buys (ITEMS/EQUIPMENT) based on their level or perhaps a % of gold that they have? I know we did the vast majority of our testing with normal ai (and I still t
Emitters are added in the sim code, which has no way of detecting graphics settings. They can be done on a per-army basis without desyncing the game, but you have to be really careful about that, and you'd have to find some way of communicating the graphics settings to the sim. A better solution would be to re-work the emitters themselves to be less performance-intensive, while using slightly brighter colors to still make it clear when a unit has plague. I'm
Back at you, for starting it. My mod-release entropy knows no bounds. Between FA, Demigod, and a few other games, I have about 20 unfinished, unreleased mod projects sitting around that will never be polished enough to make public, and I never would have started a project like this (with intent to release) on my own. It's much easier when someone else gets the ball rolling for me, and I can just contribute. I'm still just running on that inertia with the UberFix - that