just received it
drakeblood
yes, is a must
if the copy is different you should not even be able to join, just to begin with...
From Impulse you can see the list of matches that are currently running, would be a great idea (mostly for tournaments) to be able to join them in "Spectator Mode"... this means that the server will forward to the spectator all the packets for display what is running on (in this way there will not even be load on the players so no lag caused by spectators). Of course, with such design, you will need an impulse server(s) that will forward the packets to the spectators but well, i hope
I noticed that on the matches display is showed also the running matches and the "Join" button is available. Would be great then to be able to REJOIN a match where you got the DC (during beta happened a lot of times to disconnect just for some lag-timeouts or network errors). Shouldnt be difficult... the AI ingame still keeps the NAME of the player so basically when doing the REJOIN it should only check the name if was same (or also the ID of Impulse) and if same, allow to rejoin the
Our network configuration is builded as this: the town have a WAN and from outside it have a single IP (the service is called FastWeb, is greatly diffused in Italy and every town (main town) is a WAN with his IP). Inside instead, is like an huge LAN where everyone have an internal IP. Today i was at my friends home, we both have our DemiGod registration and we already played without problems (at my home i have a different ISP and i'm outside of the WAN). So, i just plugged to
Tonight me and a random guy tried to play online being behind the same router (we have different impulse accounts and different keys, we both preordered)... well... we was never able to join the same host together. The NAT Traversal would stuck on resolve us. Weird is that, instead, we could join successfully (at the same time) two different hosts and play without issues (of course not together). Also can't make one of the two host and the other one join. The joining one will always r
I think is right. The skill states that "stuns" the target.
New one, got it during the falling of the citadel. Vista64, Q6600, 6gb ram, 8800GT [code="c++"] EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x10096e3a attempted to write memory at 0x00000000 Program : C:\Program Files (x86)\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: TickCounter::QuerySystemTick + 300394 bytes ((Unknown)(0) + 0 bytes) Last 100 lines
And when i saw the topic i was hoping for a new chapter of "Age of Empire" with futuristic setting XD Well... Whatever... for Universe's age i think we need ask to Liara T'Soni x'D
As said in the title. Vista64, Q6600, 6gb ram, 8800GT [code="c++"] Unhandled exception: out of memory Program : C:\Program Files (x86)\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: unavailable. Last 100 lines of log... A full record of the log is stored in the Demigodlog.txt file info: ImplCVPInterface::OnPlayerDataUpdated info: I
Doing ALT+TAB when in Lobby (as Host) ends with a game freeze and FATAL ERROR. Sadly i dont know wich fatal error is because the screen locks up and cant see the dialog with the error. Vista64, Q6600, 6gb ram, 8800GT
[quote who="Vundarbread" reply="3" id="2074530"] Fireball is a different matter. Unlike Rain of Ice and Hammer Slam, Fireball is targeted on a unit. When the cast completes, a projectile is created, the target is set to the unit targeted, and away it goes. I suspect the tricks that break Snipe's targeting would break Fireball's targeting. Fireball is faster cast than Snipe and has less of a tell that it's happening. Abilities and items with a cast time can be stopped. A well-t
A chunk from the log of my last match, errors in lua code. [code="c++"] info: KILL VO : [KillHero_hqueen] info: Setting audio parameter 'LEVEL' to value '17.000000' warning: hepa01 can't use ability HEPA01VenomSpit04 because of \000{ Disabled=true } warning: Error running /lua/sim/tasks/AbilityTask.lua script in CScriptObject at 1b5ef670: ...dock games\demigod\dgdata.zip\lua\sim\scripttask.lua(74): ScriptTask.TaskTick called. Did you forget to add TaskName to yo
I noticed it basically everytime i play (both vs players and vs cpu) that when there is the animation of the fortress collapsing everything goes at 1fps. Game is played in high quality but with AA disabled. The game, elsewhere, runs supersmooth. This issue applies only to Beta3, in Beta2 was all 100% fine. on Vista64, Q6600, 6gb ram, 8800GT log (was a 1vs2... cpu oppenents): [code="c++"]info: KILL VO : [KillHero_hsedna] info: Setting audio p
It actually applies to everything, the sort of the cast is decided not at a certain animation point but at the begin of the casting. I mentioned about it in my post about TB and his Fireball range but actually it applies to everything and is kinda lame (imho), no worth to escape and force a "kamikaze" tactics against the caster to try to kill him before the cast ends.
[quote who="Arisal" reply="11" id="2073397"] Being able to dodge a spell should be skillful and rewarding not discouraging if stuff like this stays the way it is.[/quote] I quote fully... as the hammer should do the damage when hitting the ground (and not before) the fireball too should have a maximum range because if, during the last 0.1sec of my teleport (or warpstone), the TB starts cast the fireball actually i get hitted even if i'm on the other side of the map. With
In every game exists a "cast range" AND a "max target range" (for when, during the casting, the target moves away from the cast range). I think, for the max target rangevalue, 2x of the cast-range would be fine.... having it infinite, like now, is kinda lame (also you miss the fact that fireball have higher dmg than snipe, you cant compare them. Oh, and you miss also all the cheesy spells of TB too).
If you remove this then remains only Snipe... and is good only when the opponent is at 20% hp and running away... and, for example, TB never runs away because he can AoE freeze and nuke (except if he is low mana but that is easily solved with equip)
Here we are... this during a 2vs2 OS: Vista64 Q6600, 6gb ram, 8800GT, P5N-T Deluxe Funny part is that after the error, i did ALT+TAB and i was then again able to play and fully online even with the OutOfMemory dialog open... this for around 30sec before the total crash. [code="c++"] EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x100966fa attempted to write memory at 0x00000000 Progra
I noticed during a match VS Torchbearer that the Fireball attack can follow up at any range. Basically even if i Warp far away the fireball, if the casting have been already begun, will follow to anywhere in the map. This makes the torchbearer (and all his AoE skill that have more range than the attacks of Regulus, except for Snipe) the strongest range attack Demigod of the game. I think, at least for fireball, there should be an "abort" of casting or a loss of target (by the fireball
Vista64 here
8800GT SLI XFX Alpha Dog Edition (640mhz) Motherboard is the Asus P5N-T Deluxe with bios revision 1303
Remaining for a while (i think 2 hours at least) in lobby (as host) i get OUT OF MEMORY OS: Vista64 PC: Q6600, 6gb ram, 8800GT (not SLI anymore) Log: [code="c++"] EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x100966fa attempted to write memory at 0x00000000 Program : C:\Program Files (x86)\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: &
My setup is: Vista64 Ultimate, Q6600, Asus P5N-T Deluxe, 6gb ram, 8800GT SLI. Usual resolution is 1920x1080 in full details and antialiasing x4