Hmm, very odd, I couldn't seem to get it to crash either. I don't know what happened.
xthetenth
They're probably working on it as we speak.
The bar not disappearing has been seen before, but that crash is very odd. I'll see if I can test it out in the next few days.
They really need to do the 'in range' check at the end of the ability as well...
[quote]Maybe. They'd need to move those towers up further forward with them, then. I thought of that.[/quote] Why not leave some out there to fight over? It would make for an interesting choice if you're given a variety of points that all give you a different bonus. Is the added income worth having a lower war level than your opponent? Gold would make a good strategic objective, because it would really reward good strategy to gain more income.
[quote]I've noticed that the target pane stays on somebody even after they teleport. Maybe it's buggy.[/quote] No, you're still considered to be targeting them. If it didn't, I'd question the sanity of their implementation of teleportation, because it'd kill their demi just to spawn a new one elsewhere. Transferring all the stats would be a nightmare and for no reason.
And read this first: http://demigod.kryofx.com/ We really have enough bugs to go around, we don't need the same ones again on different threads. It makes the fixing process much faster.
[quote]I find this kind of a silly problem to have... :/ There must be more versions than the Swedish one of windows where you find unicode character sin the folder structure..[/quote] There are. It's just something that they probably forgot to implement, seeing as they're all running US english windows, and they didn't have anything point this out. It'll probably be in the next build.
[quote]Yup. If you look at the specs, an 8500 is about half of a 8600, which itself is about a third of an 8800, in both shaders and overall fillrate.[/quote] That's terrifyingly bad value. [quote]My god people. STOP POSTING THE ENTIRE DXDIAG.[/quote] This. It's very annoying. You can cut it off after where it says what video card you have unless the devs want something else. You also only need the parts themselves if you're trying to say it's working well.
I haven't seen this one either. Do you remember who you were playing as and what skills you had? It may be an odd combination thing. Were you in the menu when you paused? If so, that's probably rarish, and I'll see if I can make it crash. [e digicons]:grin:[/e]
[quote]Not sure if the ATI x0 issues people are experiencing presently are bugs or if that's going to be a hard requirement.[/quote] That's one of those things that's fluctuating between bug and 'we don't want to implement that' currently. I wouldn't buy the game if I didn't have that.
[quote]It will make your team get giants 1 wave sooner, so if you crash before 20 minutes that'sit.[/quote] Also, try not having that captured so both teams get giants at the same time, but I think this really is time based because it will crash out of game if he wins fast enough.
Just unimplemented art assets, nothing to worry about. EDIT: Sweet! I just figured out how to edit even if the button doesn't show up!
I think you can play it with less. Sorceresss has a P4 computer with a 6800 GT 512 MB, and 2 GB of ram, IIRC and runs it just fine on low settings (not sure on the resolution but I think it was minimum). If you have an ATI X800 or lower, don't try.
[quote]That wouldn't be fun.[/quote] QFT. [quote]Maybe he's not supposed to be good against the Rook, you know?[/quote] Games that are decided on team composition before you start to play are annoying. There should be a way to do well with any demi against any other demi, otherwise 1v1 won't be fun, and it could be fun, and it would be a shame if it weren't.
[quote]However, this would create the problem where you go to select a unit, it moves, and you get the ground, causing you to stop attacking and walk there.[/quote] Not a probelm for assassins, and I think generals will use a more group oriented approach to selection and orders, so this may not even be an issue.
[quote]They are linked to the flag which is also linked to the portals [/quote] And in later releases they should be linked to strategic points in combat sections of the maps. [e digicons]:grin:[/e]
[quote]really? That's odd that you'd et people activate so many times.[/quote] It's part of making customers feel like customers. If a person just happens to have quite a lot of computers or forget to activate a lot when formatting or having problems or trying to free up some space, should they not be able to play?
What I meant was that the only reflection of the collectors edition on your price is that it's a heavier box to ship, but you've already paid this.
[quote]I don't believe the death breaks immersion. If anything its more realistic because in death you can't do crap! .[/quote] I want to pull out a book. That is not being immersed. Reality is not necessarily immersive. This game progresses too quickly for spending 40 seconds watching the ebb and flow to be worthwhile. You can be caught up and ready to go in under ten seconds, and there needs to be something to do. You should be able to review your build and take a careful look at yo
I'm sold already, I love it, I'm just trying to come up with something to refine the internal workings. It is true that there is a fair amount of complexity, and making that complexity appear simple but deep is key to making it work properly.
I think it's mostly the mines and creep kills. Gold seems to be more determined by sucess on a strategic level and xp on a tactical level. Once I can remove the italics from seems, I'll be happy.
I think that broadening stun into various effects that remove individual elements of control would be the best way to go. Reserve true stun for a very few very powerful abilities. Otherwise, remove mobility for a while but leave attack, remove abilities but leave the rest, but give the player something to do other than sit there and watch. Allow some form of counterattack or even just the ability to run away.
Do you have a foregn version of windows with non-ascii characters in key directories (including your user name)? That's the first, most likely problem.
[quote] Elements of horrible Lag occure only when the shop UI appears. This is the same for all overlay menus, from character leveling, shops, to status menu. The game is reduced to half quality, and becomes sluggish until the menu closes. [/quote] I think this one is being fixed, and the rest should work better once proper internet connectivity is established.