Ptarth Ptarth

UberFix v1.02

UberFix v1.02

UberFix


The UberFix is a compilation of bugfixes for Demigods version 1.2. The patches incorporated into the mod
are listed below along with the creator of the patch.


Download:

v1.02

Installer format: www.box.net (Recommended Download)

filesize: 334,609 bytes

MD5 Checksum: 5322667e9be4dbd0fc9cb44823a6dc81

Source Code: www.box.net


Old Versions


 

v1.01

Installer format: www.box.net

filesize: 322,544 bytes (Downloaded 223 times)

Source Code: www.box.net

 

v1.00

Downloaded 178 times 

zip format:  16.5 KB  v1.00 Mediafire  v1.00 Box.net  

exe format: 301.2KB v1.00 Box.net  

 


Currently Included Patches

Uberfix 1.02 

  1. Lord Erebus Poisoned Blood Potion Fix by Ptarth
    • Poisoned Blood Potions can no longer be used by Lord Erebus to farm himself. He and his teammates treat his Poisoned Blood Potions as regular potions now.
  2. Oculus Electrocution Fix by Ptarth
    • Health and Mana regeneration are now correctly stopped.
  3. Torch Bearer Projectile slowdown Fix by Ptarth
    • Toch Bearer's fireballs and fireblasts now correctly accelerate to maximum speed when their target moves a great distance. This includes his Fireball Ability.
  4. Unclean Beast Ooze Suicide Fix by Ptarth
    • Ooze now correctly ends when the Unclean Beast is low on Health.
  5. Oculus Sacrifice Fix by Ptarth
    • Sacrifice now will heal allied units.
  6. Unclean Beast Post Mortem Plague Conflict Fix by Exxcentric
    • Plague I and II no longer remove the Post Mortem death effect.
  7. Rook Move Attack Fix by Ptarth
    • Rook now attacks while moving correctly.

UberFix 1.01

  1. Lord Erebus Mist Form Fix by Ptarth
    • updated to end when mana drops below 125.
  2. ZikFix (Zikurat Tower Fix) by mrappard
    • The Dark side towers on Zikurat while playing Conquest now spawn correctly, instead of at warscore 6.
  3. Orb of Veiled Storms Fix by Ptarth (bug reported by awuffleablehedgie)
    • The Orb of Veiled Storms now deals ArmorImmune damage like every other demigod ability and weapon ability (except for the Doomspite Grips and Girdle of Giants, which have a cleave attack).

UberFix 1.00

  1. Minion +hp Fix by Ptarth
    • Minions summoned by Demigods Generals [Sedna, Lord Erebus, Oak, Queen of Thorns, Oculus] with +minion hp items now have the correct health
  2. Oculus Brain Storm Fix by Ptarth
    • Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility
    • Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text
  3. Queen of Thorns Attack Animation Glitch Fix by Ptarth
    • Reduced the lifetime of the QoT's root attack animation to make the animation look better.
    • This is only a cosmetic change.
  4. Oculus Lightning Ball Summons Fix by Ptarth
    • Lightning Balls will no longer summon in map void space.
  5. Oculus Lightning Blast Fix by Ptarth
    • Lightning Blast now occurs at the origin of the target instead of the origin of the unit that procs the effect.
  6. Missing Oculus Shield Effect Fix by Ptarth
    • Oculus now has a visible Shield effect.
  7. Heart of Life and Wings of the Seraphim Healing ends effect Fix by Ptarth (awuffleablehedgie provided starter code)
    • The Heart of Life and Wings of Seraphim no longer stop their regeneration effects when the user is healed.
  8. Parasite Egg and Sludge Slinger Partial Fix by Ptarth
    • Changed the Parasite Egg and Sludge Slinger so they can be used, although it isn't perfect.

 

Current Buglist (Todo list: Verified and replicatable)

  1. Rook Shoulder weapons having target locking issues
    • I thought I had something to fix it. However, I'm having problems replicating the effect to test it.
  2. Fix the skill queue.
    •  Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.
    • AbilityTask.lua has the functions related to this. There are many interesting things in it.
    • After finishing a command the demigod reverts to an attack/move order if previously moving towards a target
  3. AA targeting issues
    • Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target without attacking
    • This may be linked to the Rook Shoulder weapon problem or the command queue
    • (http://forums.demigodthegame.com/356419)
    • Demon Assassin stops auto-attack after warp strike. It should continue to attack the locked target... this would be natural.
  4. Rollover Data Error on flag tooltip while being captured behind fog of war.
  5. Demigods do not resume auto-attack immediately or change targets after using an ability.
  6. UB Post Mortem damage does not count as UB damage for the purpose of awarding gold.
  7. Move order is canceled when using effects (http://forums.demigodthegame.com/356694). The move order is turned into an auto-attack order.
  8. Inaccurate health bar on zoom in (http://forums.demigodthegame.com/356347)
  9. Language for engine messages (xxx has left, xxx has joined...) in game lobby uses the hosts language setting (this should be the users language setting): my russian is a bit rusty!
  10. Torchbearer respawns in Ice mode by default. This should be the last used mode (Fire/Ice)! Same for QoT.
  11. Queuing to grab a potion and then being Foul Grasped while picking up the potion and then UB getting Shadow Swaps allows you to pick up the potion instantly as long as you have contiguous line of sight. I've been able to do this roughly 25 in-game yards away.
  12. When a demigod switches primary weapon the window information doesn't update properly (mainly a QoT issue)
    1. This is a visual glitch, the weapon does change, but the window does not update correctly.
  13. Oculus cannot autoattack directly beneath him

Bugs Requiring Research List (requires verification and a reliable replication method)

  1. Light/Dark capping all flags creates "Invalid Game State" error (http://forums.demigodthegame.com/362132)
    1. This happens enough to know that there is an issue, but without a way to replicate it reliably it is beyond me to fix
  2. Torch Bearer's stat progression for PermaFrost Movement Debuff is 3%/10%/15%. It should probably be 5%/10%/15%
  3. "War Score" display at each teams' citadel is incorrect.
    • It shows the average of the two teams' warscore, it really should show just yours.
    • The citadels look to upgrade correctly.
  4. Minions still get stuck in citadels
    • Need a map person to look into hedgie's proposed fix idea
  5. Oculus's Ball Lightnings attack animation sometimes sticks with permanent bolt from minion to target.
  6. Oculus's Chain Lightning effect sticks until his or target's death if target teleports during cast.
  7. Oculus sometimes becomes unresponsive after using Blast Off.
  8. Sedna's Silence debuff never expires under certain circumstances.
  9. Oculus moves very slowly when selected with Ball Lightnings.
  10. Pathing issues on Prison
  11. Selling Monk idols sometimes destroy summoning button
    • To replicate: Summon Monks, Sell Monks (while idol is recharging), Buy a different type of idol (siege archer or warrior, possibly any other item too), Buy new Monk Idol. I can't replicate this any more for some reason.

Current Unfixable Errors (Can't do list)

  1. Sedna's low quality Silence effect causes speakers to silence
    1. Unfixable since we can't access and change the sound files
    2. Setting sound quality to medium fixes this for most people.
  2. Ping times periodically spike in-game (despite sufficient upload bandwidth).
    1. This is not handleable within lua
  3. Multi-game achievements fail to record progress properly.
    1. This is controlled by Impulse
  4. Overlay friend chat buttons constantly reappear.
    1. Controlled by Impulse
  5. Game result stats include players who joined and left lobby before match start.
    1. Controlled by Impulse?
  6. demigods.exe is looking for version 1.20.211 but is version 1.20.214 with the last patch
    1. GPG compiles the exe
  7. warning: 00:03:04: Granny: FileReading (c:\Work\forge\main\code\src\libs\granny\granny_file_info.cpp(152): File has run-time type tag of 0x8000002d, which doesn't match this version of Granny (0x80000026).  Automatic conversion will be attempted.)
    info: 00:03:04: Total Material Count: 24 Total Mesh Count: 24
    info: 00:03:05: Can't find texture "/env/common/layers/none_normal.dds" -- trying fallback.
    1. Internal and Granny related, all GPG accessible only
  8. Oculus Stun Animation does not loop fluidly
    1. The animations are scripted in Granny which we don't have access to.
  9. Demon Assassin's movie on the character select screen was filmed using the wrong skin.
    1. The movie was made using Granny and Bink, we don't have access to Granny
  10. Assorted replay playback issues
  11. Game result stats include players who joined and left lobby before match start.

Current Nonbugs (Feature List)

  1. Mana/Health loss on item drop (http://forums.demigodthegame.com/360939)
    • Working as intended I believe
  2. Oak's Shield can be interrupted
    • This is most likely a lag effect
  3. Scroll of Restoration doesn't cure stuns
    • The scroll only affects debuffs, not stuns

 Bugs Fixed by Previous Official Patches (SD & GPG fixed it list)(not complete, just ones that come up)

  1. Match ending while dead results in "wind" effect persisting until game is closed.
  2. Sound looping issue (http://forums.demigodthegame.com/356935).

Current Potential Additions to the BugFix (Addition list)
    1. SkillInfoMod
    2. AIMod by Peppe


Current Semi-Active Project Members

Ptarth - guy who does stuff

awuffleablehedgie - guy who finds bugs

UhelligGudn - new guy with lots of energy


Plea to Community

If we want Stardock and Gas Powered Games to increase their support of Demigods, we need to demonstrate our commitment and our willingness to support it. If we want to accomplish anything worthwhile to demonstrate our commitment, we need to work together. If you have time, please consider helping out. Every little bit helps.

1,096,207 views 519 replies +12 Loading…
Reply #376 Top

Do we really need to retranslate it all? How I understand it, you just need to remove the variable in strings_db?

And is this "hookable" or not? 

---

On a side note, PS3 takes foreverrrrr to install to. I installed it once but got locked out of root for some reason. Will be spending most of tonight optimizing performance and setting up Jira and also setting up permission/user levels and port forwarding. There won't be any personal information on this so don't try :P 

Luckily, I'm not too worried opening my ports to the world since Sony has several DRM restrictions in place to minimize using Linux to hack Sony. They still don't know how to read the Sony filesystem and it's also unmountable. There's also a lot of other stuff in the way. Even if they do get sudo access, I'm not too worried: it's only a PS3 and I can reformat it if I need to. 

I'm thinking of hosting SVN on here as well, or whatever else. We have 10 GB to play with and all dedicated to uberfix so... I can host common files, executables, new versions, etc. Does anyone going to need SSH access? I can open up and create an ssh account for people I trust... 

Reply #377 Top

 

re: Russian Forces of Light control the Map Fix

So, only two strings in the file were altered (to fix the problem). Both were mistranslated. Only one of these strings effected game stability, but I fixed both. These strings are flag_0000 and flag_0001. The translations I used were based on google's translation, but matched the Cyrllic letter patterns in the other strings.

I don't know how many of the other strings are incorrect. My Russian is nonexistent. ;)

I've uploaded the file, I'd appreciate it if it could be tested to confirm it works.

I've updated my previous post to point to the download.

According to Irek, the Russian version does not actually contain very many Russian language sound files. Additionally, anything that was added post-release seems to be only English. That includes all of the Demon Assassin and Oculus text.

So, to fix it there are a couple of ways.

  • The first is to edit the strings_db.lua and just remove the function. However, the string was still completely wrong. Instead of saying "The Forces of Light Control the Map" it says "Cooldown times reduced by [GetCooldownBonus]% for the controlling team. Grants controlling team members access to the Celerity Battle Standard." (at least in Russian).
  • The second was to just replace the strings_db.lua file with an English one. It works for a quick fix, but obviously isn't a great solution, hence why I presented it along with my initial findings and then started working on fixing the other part.
  • The third is to edit the lua that calls the on screen presentation of the message avoiding the call to the faulty string.
  • There are more, but I'm sure you get the idea.

I'm not sure if I could hook it or not. I don't think I can hook a file that is not within the /bindatadirectly. However I think I can change where the game looks for the localization file.

However, it isn't an elegant or an appropriate fix. I could hook everything, but it is unnecessary. The files should be replaced because they are incorrect. If the updated file is correct then it can be used without any incompatibilities with anything. Furthermore it is actually more stable that the current version. That being the case, I believe the file should be completely different from the UberFix.

I'd like to thank Irek for being instrumental in facilitating the documentation of the Forces of Light bug. His continued belief and active posting in the forums was one of the leading causes to why I believed the bug did exist. This was in spite of the stance by active forumers and Stardock. It was only with his help and testing efforts that the bug was able to be tracked down and solved. I really appreciate his assistance in this matter. His help in this matter is doubly appreciated because he stayed up all night and was still willing to put up with my efforts and attempts to solve this issue.
Thanks Irek. Sorry your credit was lost in my previous revisions. I got caught up in describing the behavior and didn't realize it.
Reply #378 Top

So we are getting the hosting setup.

  • Awuffleablehedgie is setting his PS3 up for UberFix hosting.
  • I have also started a project on Google Code.
    • If you'd like higher levels of access to the Google Code site, please contact me with the gmail account you want me to grant access.
Reply #379 Top

Reminders:

  • Add Fix Map Control Logic to Buglist
  • Add nonranked game mod to Todo list
  • Add SkillInfoMod remake to Todo list
  • Add Fix Oculus Ball Lighting Tooltip to Todo list
  • Add Fix Oculus Blast Off Tooltip to Todo list
Reply #380 Top

Ptarth, while you are working on Occ, the targeting issue I mentioned at reply # 351 is worse than I thought.

1.  Oculus will sometimes auto-attack any available target in range, even if you are explicitly selecting a target in range.  So I target Erebus, Oculus attacks the monk next to him.  This is repeatable when multiple targets exist and completely negates any range/kiting advantage cow is supposed to have.  They should have taken the attack pathing code for Regulus and copied it, rather than whatever they did to reinvent a square wheel on this one...

2.  Manually switching targets for auto-attack appears to reset the attack cd.  Select target, attack procs, select new target halfway through cd and cd resets, meaning next attack takes 150% as long to proc.  I haven't tested this one, so it might be in my head only, but see if you see what I'm saying...

 

 

Reply #381 Top

Re: Ke5trel on Oculus

1. Oculus randomizes target for autoattack

Do you have any specific way to replicate this? I've been watching his attack and I haven't seen it.

2. Oculus resets attack when switching targets

I believe this is the desired behavior. It is also Engine based, and I don't think I have access to anything to change it. As far as the engine goes, you start an attack, the target disappears, so it restarts the attack. Part of this I believe comes from how they designed the engine to work for Supreme Commander, which primarily deals with projectile weapons. If your target suddenly dies before your attack hits, you don't suddenly return to a state before you've fired your weapon. You have already committed, so you continue your attack. Additionally, you should be able to switch targets at the 50% mark an infinite number of times leading to an attack that is always about to happen, but never does.

Reply #382 Top

Re: Ke5trel on Oculus

1. Oculus randomizes target for autoattack

Do you have any specific way to replicate this? I've been watching his attack and I haven't seen it.
End of quote

Good question, I'll try to narrow it down a bit this week.  I've seen it most when two creep waves meet and fight, opp DG is in the mix, and Occ fires at every other baddie rather than targeted DG.  If you want something which is probably related that can be easily replicated -

1.  Occ targets opponent DG from outside Auto-attack range

2.  Occ moves to achieve range of target DG

3.  Occ will auto-attack enemy units encountered on way to range of target DG.  No other DG does this AFAIK

and

4.  Occ will sometimes achieve range of target DG and continue to attack random enemy units

Re: #2 -

Good answer, thank you.  Unfortunately that makes manually tagging creeps more trouble than it's worth, but w/e 

Reply #383 Top

re: Ke5trel on Oculus autoattack Issue #1

  • I still can't reproduce it. The only idea I have is that it is an online only issue? I'm not sure. Can you replicate it and send me a short replay? Thanks

 

re:Ke5trel on Oculus Autoattack Issue #2

Well, tagging creeps is worth it, just do it proactively. You just need to do 25% damage to each reinforcement prior to its death to get gold for killing it. So just hit each reinforcement once and switch targets. Once you hit them all let Oculus autoattack at his leisure. (I'm sure you know this, but I'm including it for the at home viewers)

Reply #384 Top

LAWLZ XD

Ptarth deleted my posts! Oh Noes! 8O

:grin:

"Successful Troll is Successful"

Reply #385 Top

Quoting Ptarth, reply 383
re: Ke5trel on Oculus autoattack Issue #1


I still can't reproduce it. The only idea I have is that it is an online only issue? I'm not sure. Can you replicate it and send me a short replay? Thanks

re:Ke5trel on Oculus Autoattack Issue #2

Well, tagging creeps is worth it, just do it proactively. You just need to do 25% damage to each reinforcement prior to its death to get gold for killing it. So just hit each reinforcement once and switch targets. Once you hit them all let Oculus autoattack at his leisure. (I'm sure you know this, but I'm including it for the at home viewers)
End of Ptarth's quote

I'll see if I can replicate and send you a replay.  I see it consistently in kiting, it's just hard to determine which part of the kite triggers it. 

Re: tagging - manually attacking each creep, given the engine limitations you've laid out, is most cost-effective if you can switch targets immediately after last attack procs.  If you switch targets any later in the cd then you force the cd to reset, which means your DPS drops and you aren't farming much more efficiently than you would be without attacking at all.  

Cheers

Reply #386 Top

Ke5trel: does it happen after using an ability? Because this happens with every Demigod sometimes. When you execute an ability, your Demigod ignores any attack order you give him. You have to make a normal move order and then you can order him to attack again.

Reply #387 Top

I spent probably over 10 hours this past weekend fighting Linux :sigh: Not having root priviledges, installation issues left and right, not being able to mount my drives... ugh. Anyway, I have JiRA built on my computer now but I have to figure out how to connect to my encrypted wifi through a command line interface :P 

I'll work on getting SSH and FTP setup to it and then migrating bugs over and setting up access-control before I expose the IP address and ports. 

You know if maybe we could get a small sub-forum for this? It would help with discussion about bugs without derailing the whole thread and we leave this stickied thread for release-announcements. 

Reply #388 Top

Quoting Spooky__, reply 386
Ke5trel: does it happen after using an ability? Because this happens with every Demigod sometimes. When you execute an ability, your Demigod ignores any attack order you give him. You have to make a normal move order and then you can order him to attack again.
End of Spooky__'s quote

Spooky - no I'm familiar with the ability freeze bug and the random target issue is something else.  It happens when no abilities are in play, and the easiest way to repro at least one part of it is to have Occ move through a group of enemies on the way to a selected out-of-range target.  Occ will attack the non-selected enemies on the way.  I can't think of another DG that does this, and my theory is that it has something to do with the bigger issue of attacking non-selected units rather than selected ones.  

TL;DR Occ can't kite. 

 

Reply #389 Top

re:morpheas768

I do not have moderation privileges and did not remove your posts. However, I did find them bothersome as per my private request to you to remove them. I am saddened that you believe that all of the work done on the Uberfix is insufficient to encourage respect in posting. I shall not address this further.

re:hedgie on PS3

Sounds good.

re:hedgie on Forums

The google code site has a forum, a bug repository, and a wiki. I'm considering utilizing those resources which would allow us a lot more flexibility in arranging information. I'm sure everyone is aware of how highly I value proper documentation. I am not aware of any other subforums hosted on the Stardock Forums for mods such as this, so I am hesitant to ask them. If they would support us, that would be great. However, I'm not going to impose upon them and demand things from them. The community has already provided a tremendous amount of ill-will towards Stardock that was misplaced. I do not wish to further burden them with such abuse.

Another thing that makes the Google Code site attractive is that it is independent of a particular user. When the dgmodding.com site went down, I lost a decent amount of work that I had contributed. If we use a site that is external to a person, if anyone, including me, decides to leave amidst project with no warning, work can continue with us. It is unfortunate that the site will not directly link to the Forums here, but it does offer other advantages.

re:Oculus Auto Attack

I believe this is identical to a previous bug described by hedgie in the thread regarding the QoT's attack move. His report of her behaviors were identical to yours of Oculus. However, I was unable to duplicate the issue even with his step by step instructions. I'm not sure what is going on.

re:UberFix on Google Code

I'm starting to transfer information over to the site. If anyone wants to help out by moving information, adding bugs, whatever, I'd appreciate it.

Link to Google Code: Uberfix

Reply #390 Top

re:morpheas768

I do not have moderation privileges and did not remove your posts. However, I did find them bothersome as per my private request to you to remove them. I am saddened that you believe that all of the work done on the Uberfix is insufficient to encourage respect in posting. I shall not address this further.
End of quote

Wut? 8O

But....but....but, someone deleted mah postz! :(O Oh Noes! People dont like my presence here, why? What did I do? :|

Oh I know what happened: You liez Ptarth! You deleted mah postz! :grin:

 

Hmm....I think you're serious here. Fine. I will be serious too, but just for a few seconds. I dont disrespect all the work you have done on the Uberfix, however, I find this thread to be very professional and serious, so I'm here to change that a little.

After all, 1 post per day is not like evil-trolling right? I'm just an innocent troll O:)

:troll:

"Successful Troll is Successful"

Reply #391 Top

Haven't really used google code before, is there anyway to color code bugs or such so we could easily distinguish which bugs have been looking into (such as life bars being likely impossible) from those no one has looked into at all?

Reply #392 Top

Sorry I didn't see this before, but yep QoT and Occ, as the ranged generals, have exactly the same targeting issues.  I will be on tomorrow so I'll try to get a quick replay just to repro. 

The QoT has target switching problems, might this be caused by her not having AlwaysRecheckTarget = false. Anyone know how to reproduce the QoT switching targets?
End of quote

Quoting awuffleablehedgie, reply 187
You can reproduce QoT switching target issues by having her pursue a moving target moving  directly away from her then having new targets come within her attack radius in between her attack animations.

Queen is attacking Enemy and is hitting each time

       |  (creeps)

       |       |     

       |      \/

-----(T)

          <--- Enemy        <----Queen

 

Creeps move into range, she will start hitting them, or perhaps alternate

       |  

       |         

       |     (creeps)

-----(T)

 <--- Enemy        <----Queen

 

Creeps are no longer "new" targets and stop being attacked. Tower becomes new target

       |  

       |         

       |    

-----(T)     (creeps)

Enemy     Queen

 

Queen resumes attacking main target

                 |  

                 |         

                 |    

-------------(T)     

Enemy     Queen   (creeps)

 

End of awuffleablehedgie's quote

 

Reply #393 Top

Ptarth: You CAN delete people's posts in your own thread of course. Didnt you know? Just go to impulsedriven.net :P

So.....yeah I'm gonna post here, until Ptarth starts deleting my posts :grin:

Anyway, how are you guys? Any news? ;)

 

"Successful Troll is Successful"

Reply #394 Top

re:Google Code

Quoting UhelligGudn, reply 391


Haven't really used google code before, is there anyway to color code bugs or such so we could easily distinguish which bugs have been looking into (such as life bars being likely impossible) from those no one has looked into at all?
End of UhelligGudn's quote

I'm just making up stuff as I go along, but I think we can do something like this. I've added a Progress keyword to each bug report. If you add the label "Progress-[whatever]" it will show up like that in the Progress column. You can then sort by the Progress column.

re: Ranged Attackers switching targets

I made a break through on this. The problem isn't that ranged attackers can't lock onto a target. They do so just fine. The problem has to do with squads. More specifically, it has to do with Generals who have active minions. I was unable to reproduce this because I didn't summon minions. When you select and order around a squad, the behaviors of your units change.  I only did a quick test because I'm at work, but I'm guessing the gist of the problem is:

  • My old leader hypothesis isn't correct.
  • Whenever minions are selected with your general, they take priority
  • When you give an attack order
    • Your Demigod is given a move attack order
    • Your minions are given attack orders
  • I also found some odd behavior in squad movement which I haven't narrowed down yet.

Edit: Updated with more testing

Reply #395 Top

Oh snap.  I think you got it! 

I'm always moving a monk with the DG, so if the monk is the 'leader' then it makes perfect sense that the DG is doing an Attack Move. 

Is there some way when selecting multiple units with cursor drag to have it default to the DG as primary?

 

Reply #396 Top

Can anyone confirm which unit becomes the "leader" if you use the M hotkey or whatever it is to select both your DG and your minions?

Reply #397 Top

So, my previous hypothesis wasn't quite right.

As far as I can tell, having any minion selected will always take presidence over your Demigod (regardless of the method of selection). This causes some interesting behavior which is entirely squad based as far as I can tell. The first is the move/attack order. When you give a selection of Demigod/Minion an attack order, the Demigod receives a move/attack order and the Minions receive an attack order. You can tell what your target is by looking for the red targeting ring. If your target has the ring, then your demigod should correctly attack. If not, the targeting ring should jump around based on your Demigod's current target as he moves around.

The second is that when your Demigod is part of a squad, he moves very awkwardly. You can reliably lockup Demigod movement while having Demigods and minions selected and trying to move around a corner in cataract. You will get stuck on the towers.

 

This might be causing the attacking problem:

Code: c++
  1.     AttackSpecificTargetAllSquads = function(self, target, excludes)
  2.         for k,v in self.SquadNames do
  3.             if not self:CheckSquadExcludes(v, excludes) then
  4.                 continue
  5.             end
  6.             self:AttackTarget( target, v )
  7.             self:AggressiveMoveToLocation( target.Position, v )
  8.         end
  9.     end,
  10.    

Reply #398 Top

Great find, nice to see that it might be fixable in LUA. Doesn't exactly explain the sluggish movement say with Oculus and his Balls, I will take a look tonight if you haven't already done so by then.

As far as I can tell, having any minion selected will always take presidence over your Demigod (regardless of the method of selection). This causes some interesting behavior which is entirely squad based as far as I can tell. The first is the move/attack order. When you give a selection of Demigod/Minion an attack order, the Demigod receives a move/attack order and the Minions receive an attack order. You can tell what your target is by looking for the red targeting ring. If your target has the ring, then your demigod should correctly attack. If not, the targeting ring should jump around based on your Demigod's current target as he moves around.

The second is that when your Demigod is part of a squad, he moves very awkwardly. You can reliably lockup Demigod movement while having Demigods and minions selected and trying to move around a corner in cataract. You will get stuck on the towers.
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Reply #399 Top

The previous code snippet was from platoon.lua. However, changing it and adding LOG statements didn't seem to do anything. I'm not sure if that means the code isn't being run (platoon.lua does load in the log after I change it) or if it is being run, but isn't what is controlling the movements.

Reply #400 Top

I'm really glad you guys are doing all this work.  Thanks again!