There is a built in randomness on most damage in the game that accounts for this discrepancy. It is a small amount, but will still result in what you're seeing. It is intentional.
EricW.
There is also an incredibly rare issue with Google Desktop preventing the game from running. If you have it installed, try uninstalling it and see if that works.
[quote who="Wagnard" reply="11" id="1995430"]No no no. this is not true. higher sim speed is faster. lower sim speed is slower only if you hit -1 or less. If you see a sim speed of +7 it mean you could speed up the game 7x (note that im not talking about FPS here but game execution) IT was like that in supcom and it is still like that for demigod. For proof, start a fresh game and look at the sim speed. On my 4 cores, im at +10
This option was mostly used for gameplay testing - it won't be in the release version of the game.
Yep, another lobby revision is already complete internally. It's much prettier and functionally better!
This is great to hear! :)
For defense, Citadels have Towers of Light or Archer Towers placed nearby on almost every map. Also, the Citadel increases in health as it grows - so later in the game it won't be as easy to destroy.
[quote who="BulletMagnet" reply="8" id="1915330"]will we see this back-ported to SupCom for the dubiously expected next patch?[/quote] No. Demigod has vastly different pathing requirements than Supreme Commander - the new pathing system is tailored specifically for Demigod and wouldn't work for Supreme Commander. [quote who="cheeop" reply="11" id="1915583"]Eric, I'm looking forward to this. Can you tell us when we'll see the new pathing?
Good catch! It's fixed internally.
What kryo didn't say is that our new pathing system is epic, epic win. I don't want to spoil the fun, but it's some of the most fluid and organic looking pathing I've ever seen in a game of this scale.
I can't say much other than: we're looking into it. That doesn't mean it's guaranteed.
Balance really comes on at the latest stages of the game. We've been making sure that the Demigods are relatively balanced vs. each other for the beta (and for internal playtesting), but gameplay balance still hasn't really begun. We're wrapping up tuning (making sure that everything is working the way we want it to) and will soon begin the balance phase. Expect to see some pretty big changes during the the next beta(s), that's when the game will really get a feelin
Most of us have been so busy working on the game that we haven't had time to make journals. Don't worry, there are more coming!
The announcer voice-over work is placeholder. It's actually a GPG employee, but I won't tell you who [e digicons]B)[/e]
Yep, that screenshot was from a while before the beta started. We increased the size and scale of the minotaurs with two goals in mind: Unit Selection. It was very hard to select an individual soldier when there were dozens and dozens of them running around the screen. Performance. Reducing the total number of units on screen is really beneficial for performance. Although some of the game's epic scale was los
Thanks for bringing this up, there are changes coming that will make this a non-issue.
This is an issue we're aware of -- I agree that it's too difficult to tell who is who. We'll be making some changes that'll make it a bit easier to tell who is enemy/friendly.
Hello!
Nice list!
[quote]I don't believe him.According to Scathis the game was already fun when some colored boxes walked over the screen and Stardock employees told in IRC that Demigod never crashed for them, so how could the beta 1 be no fun then?[/quote] You misinterpreted what he said. The purpose of the beta (and all betas) is to stress test the stability of the game, and not to demonstrate 'fun factor'. That doesn't mean you can't have fun while playing it, it just means that it's not our primary