I'de recommend an x-fi sound card. Better sound and games run faster. Assuming the ram isn't like 2 gigs of 10 year old ram...that computer will probably fall asleep playing demigod even at max. Crysis is still the top game for requirements...and an $800 computer from newegg can run that at max. Oh, also. If you can, get either a SSD or a veloci-raptor 10krpm HD. That will have a massive impact on load times.
zechio
You can create new demigods, but it would be a fairly large amount of work...however, what he meant was that he wants a new area, where mods for the Demigod game can be uploaded to, and also start including some with the patches for DG.
Sounds good...and I still haven't heard from you or Sorian on the mod issue I PMed each of you about, and have no idea what to do with it.
If I had to guess, I would say that what is happening is the standard fireball is calling the function, which will then activate the new ability for the crit fireball. However, because the new ability was not the 1 that called the function, the critfrom is false...therefore no crit. Then, you are removing the new fireball ability at the end. Try either making it a buff which would stay on, or make it a full ability and find a better way to activate it. However, I think the bes
[quote who="Legolan" reply="70" id="2471761"]Ok, thank you. Are both of these mods compatible? [/quote] NP. They should be, BMAN is always trying to work out any incompatabilities. Download em both, enable them and run an AI game. If you have a problem, disable one and continue...no harm done:)
It's from a different mod: http://forums.demigodthegame.com/369526
I think I've got this one figured out. It appears that it does actually affect citadel priests ( they just heal about 1/10 that of minion priests. ) The mod actually changes the buffaffects.lua, so anything with MaxHealthPercent in the affects section will be changed by this. So far, I think this is only priests, but there might be others. The formula for the amount healed is: 100 + ( 25xLevelxMaxHealthPercent ), with MaxHealthPercent being the number from the buff blu
lua/game.lua Here is the main functions: function CalculateArmorDamage(damage, armor) return damage - (damage * CalculateArmorMitigation(armor)) end function CalculateArmorMitigation(armorVal) local rate = GameData.ArmorMitigationRate local armorRate = (armorVal or 0) * rate local armorMit = armorRate / (1 + armorRate) return armorMit end</p
You may wanna check the formatting of your OP. Neither page 1 or 2 will load on IE ( The problem is usually caused by using wordpad, then copy/pasting into these forums. ) Since it is both pages, I would guess it's the OP, but it could still be someone elses post. In which case, you would need a mod to fix it. I think this is part of the problem with the lack of posts.
[quote who="Trigeminal" reply="7" id="2469464"]I'm not sure it is possible but for casters such as TB or Reg, is it possible to give "spells" such as fire and snipe a dmg+bonus dmgxlvl in the lua. If it is this could help them maintain relevance in later levels when hp stacking is heavier, but prevent them from being overpowered early-mid game. [/quote] Oh, that gave me an interesting idea. If you did this, to be fair, every spell would need to be affected by lev
[quote who="bman654" reply="29" id="2469240"] Quoting synnworld, reply 28 Do you seriously want to see me stay at base and spam spikes over the entire field. Yes. Yes I do. I also want to extend your shield range so you can still shield me. And since you'll be standing at the mana crystal anyway, it would be quite nice if the cooldowns on your skills were reduced to allow a statisfactory amount of spamming. [/quot
Well, I can tell you I did mess around with making thorns cover the entire arena....and ran into a major problem. It seems, after the size got about double normal, the spikes stopped going out further, but the damage continued. Worse, it became 0 cooldown, and 0 mana when this happened. Never did figure out what happened. I can't think of a way without seriously rewriting spikes to make it stop when they hit something, other than possibly making all of the spikes stop at the same radi
[quote who="gkrit" reply="11" id="2469017"]OMG IT WORKS!!!it was the comma. and the only thing i was missing from the code was this line... Buff.ApplyBuff(unit, 'HDemonWarpStrikeBuff01', unit) i was trying to refernece the buff some other way lol. for everyone!! lol [/quote] NP...we've all done these things:) I know while working on my skill that had to count and change based on number of enemies around, I had a nightmare of a time
The only problem I can see with the posted code is in the end of the buffblueprint: }, Icon = '/DGDemonAssassin/DA_WarpStrike', }, The ending ) must not have a , Removing this should allow the skills to load up. ( I was able to test that much. However, due to problems with my laptop I can't test that the skill is actually firing. ) <p class="
Try looking into the lua/ui/game/HUD_xp.lua file, and see how the xp bar checks level. Sorry I can't give any kind of specific help, DG has stopped working on my laptop, and I can't test any of the code ive got atm.
np, we arent born knowing everything about everything. Gotta learn some time:) Next time you run into a curious file extension, try entering it into google. Google knows:)
[quote who="cha0selemental" reply="7" id="2466009"]I think the download link is borked, because the file extension is nothing I or my computer have ever seen before. [/quote] It should be .7z ( it comes from 7-zip, a very nice archive program I would recommend everyone use. 7-zip.org )
[quote who="pacov" reply="12" id="2464115"]I was dreading the second I saw your initial and follow up post. I know you are trying to help, but what's going to happen now is that some people are going to do some digging to see what they can find out. I was already suspicious when we learned we could see our opponents gold. This thread will lead to suspicion that people are using mods that give them an unfair advantage. And because this post is so vag
[quote who="Faceless_Wanderer" reply="17" id="2464118"]I love the increased creep waves, makes the game feel like more of a battle. I tried the Quite Insane Mod with the Skirmish AI mod active, and after awhile the AI seemed to shut off for most of the AI demigods in play, only TB kept up. It may have to do with the increased level cap in the Quite Insane Mod. This is a bit sad because the Skirmish AI mod does make the game much more intense when combined with this mod here. [/quote]
[quote who="bman654" reply="9" id="2463459"]you can't do anything that actually causes a change to the game rules (reduce cooldown, insta-gib etc) because even if you bypass the check that everyone has the mod installed, it would cause a desync. I'm assuming zechio was testing some way to get information you should not have since things like that won't cause a desync. Theoretically, such illicit information is not available to the UI but you never know... [/quote]</
[quote who="XaviorsFist" reply="5" id="2462906"]Good work![/quote] Thanks:) I have the next version mostly complete, just dont have the time to make the last few finishing touches. ( Gotta get ready for my flight tommorrow ). The next version will be the first step towards a balanced skill.
[quote who="pacov" reply="2" id="2463113"]methinks this has something to do with being able to view other player's info?[/quote] No, its worse than that actually. I don't want to say what it is, as someone else would probably beable to figure it out from there and make it for themselves. It would seriously imbalance multiplayer. No response from frogboy or sorian yet.
[quote who="Aroddo" reply="8" id="2462695"]Get a MacBook. Normal for office work and all the regular stuff. Pro for Games and movie editing. bloody expensive but well worth the money and OS-X is just sweet.[/quote] I strongly disagree. I own a almost 1 YO macbook pro and a 3 YO toshiba. I prefer the toshiba for everything I do, gaming, text, video, music, web, programming, etc. ( If you don't care about a mac vs pc comparison,
[quote who="nomilarac" reply="16" id="2462656"] Quoting Lebriar, reply 13Hi nomilarac, you're second suggestion is indeed how you change the number of times Warp Area can hit a target. All you have to do is change the number on the following line. The number you enter is the maximum number of times a target can be hit by Warp Area: if attackedUnits[v] and attackedUnits[v] >= 2 then I released a mod last night which does this and it works
Got one going, and confirmed my fears. Mod will remain unposted until this is fixed:(