I'm unfortantly with Blackthorn on the rook thing I used to say that Rook has a passive ability ROOK'S GIANT ASS Make any small Demigod invisible when Rook is close by. I used to argue that it was one of his best abilities as it made ganking easier.
mrappard
zechio finally got me to understand what import actually does so you should see his post here. But basically instead of changing the size of things you can assign them new shaders or new textures. So if you want your minions to look different then you can assign them new meshes, shaders and textures. In this example their glowing regulus'
C:\Program Files (x86)\Stardock Games\Demigod\bindata\characters\sniper folder
http://67.55.41.251/Demigod/FavormodSniperX.rar Is the link I was working on. If you use the Favor Commando Idol the one that looks like the Siege Archer 2 Icon it will not summon anything. But if you but the file marked, "THESE GO IN bindata Char" in the characters directory outside of the Mod folder it summon guys like the image above.
Having a problem with adding new Models/Textures/Demigods to the game. I can make new Blueprint files easily but if I change the table Display = { Character = 'NEW VALUE', IconName = '/units/grunts/garcher01/garcher01_icon.dds', LoopingAtta
Creates new tabs in the item store to allow you to place your own new items with out worrying about the layout. http://67.55.41.251/Demigod/ItemsTree.zip
1.)Will fill in later. 2.) I used the DDS plugin from Nvida http://developer.nvidia.com/object/photoshop_dds_plugins.html To make your Icons 3.) It uses a tree. The easiest way to do it would be to make a button that hides the old tree and makes your new tree visible. That way you don't have to rewrite their code. Here is a beta thing for the item shop. It creates
http://67.55.41.251/Demigod/Favormod.zip With new Icon for the top 8 rows
Unfortantly no it's more complicated then that. Getting the Scmap files and Gr2 file to load is a bit more of a pain.
It replaces Cataract
Yes that is what happen and original question has been modified.
Title basically says it all. Link for reference. http://pantheon.demigodthegame.com/game/1126011/player/38918/
Because demigod maps /bindata and dgdata.zip to the same location Lua placed in /bindata still run at load up. So if you want to load lua at start up you can just place you LUA in the map directory or the heroes directory and it will load it in. Delete it if you want to play online as it prevent games from syncing.
I'm slowly determining that making new Maps for Demigods may be impossible in a modding enviroment. The mod manger doesn't appear to load mods in the lobby screen. From my test it looks like even modding the scenerio files of a already created file won't allow new scmap files to be loaded due to the way demigod handles mod (I.E. it loads the SCMAP file before running the Hookscript. Which makes even replacing the old map with a new map impossible. The SDK does not appear to be a
There are problem with the AI pathing and the fact that the lobby is blocked. The pathing is a complicated issues but may be solvable in the near future. The lobby block is something we have a solution for but it causes error if the other person doesn't have the mod installed (I.E. games won't start if a person plays against a person that doesn't have the mod installed.) Still waiting on stardock for a proper SDK
On Conquest some of the towers (The ones closest to the base) on the dark side don't pop out of the ground until warscore 4 . This mod simply makes it so both light and dark start with the same number of towers. You can see what I'm talking about if you turn off fog of war and compare the light and dark side and the begining of the game on Zikurat.
Sorry gives a invalid game thingy not worth telling anyone about.
Basically they simply ignore the pathing data and treat the entire map as a open plane to walk on.
Huzzah. Although I need to test it online.
Now for AI pathing. For Player the pathing is defined in the SCMAP file as height map. If everyone is playing Assasin I have no problem. The problem is the pathing for minions is controled via a series of markers. Usually referened with this code. ['LandPN92'] = { ['hint'] = BOOLEAN( true ),
Okay sorry let me explain what I know. Basically Portal release grunt along a predetermined path called a CHAIN. The chain is made up of a sequence of points with lua code that looks like this ['PATH1_N_5'] = { ['color'] = STRING( 'ff800080' ), ['type'] = STRING( 'Blank Marker' ), &nbs
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I can't pull the UV but this may help a little http://67.55.41.251/Demigod/Queen.3DS
GPG AI script is extremly frustrating to deal with (Refer to SupCom for more info.) They do pathing in a extremly odd way which is making it difficult to get the map out.
I'm sorry to say right now alot of us are busy with our own stuff. Nearly all the number you want are in these two files. Simply edit them and make your own mod. \units\heroes\HEPA01\HEPA01_Abilities.lua \units\heroes\HEPA01\HEPA01_unit.bp The first control abilities the second controls his base stats. I would suggest just making it yourself and testing it.