EricW.

EricW.

Joined Member # 3138714
0 Posts 21 Replies 48 Reputation

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.

51 Replies 23,710 Views

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.

17 Replies 35,772 Views

[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

22 Replies 109,303 Views
Reply to 1B Lobby in Demigod Ideas

Yep, another lobby revision is already complete internally. It's much prettier and functionally better!

4 Replies 1,125 Views

[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?

20 Replies 3,445 Views
Reply to nda in Demigod

Yep, feel free to upload and post away!

5 Replies 3,638 Views

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.

20 Replies 3,445 Views
Reply to Great job! in Demigod

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

24 Replies 10,925 Views

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!

7 Replies 3,274 Views

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

9 Replies 5,856 Views

[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

58 Replies 140,226 Views