i should be able to change spirits so that they cannot attack structures if you guys would like
Exxcentric
kk np :). @hedgie: lol i am still willing to balance this a bit more but no longer play enough games to get a feel for what needs changing. Post away in the favormod thread and i will see what i can do :). Tweaks take no time at all to institute so if you can come up with a big list of changes you would like to see i would be more than willing to do some work on it.
i am intrigued. let me know what you would like changed :)
ahahahahah this is classic! still fascinates me that ppl are still complaining about this. Your community is sorry had to have a laugh. note to pacov -- you might want to lock both threads about this
ty for your feedback macten (+1) umm venom stone has been an issue of contention for a while. I am considering putting a damage hardcap on the item so it limits the total amount of damage that can be caused by it. Again TY.
well i agree to a certain point, the problem with these emitters are they are smoke like effects (the highest resource draining). If you want to remove them and replace them with a single emitter that doesnt use a smoke like effect that could work i suppose but it would require more effort. Personally for something as negligable as plague i dont see why it needs a effect anyway as it does so little damage and the vast majority of that damage is to
"Or go for a compromise, strip it off of the low graphics settings. That way it still is present for medium & high" just a note: this is not graphics setting, this is the size of the unit being buffed. Grunts = small demigods = medium to large Rook, Towers, and giants = Huge I think that if you have any animation for this it is going to cause the same sim problem regardless of what the buff effect is as it is the
^^ at above post I am pretty sure that this is due to the smoke effect of the animation (it is a pretty sophisticated animation) that gets applied to up to (IIRC) 30 units at a time. Plague01 = { # unclean beast plague ability debuff Small = { # high, med, low &nb
Issue: UB spit's DOT is dodgeable after spending quite a bit of time with abilities, this would NOT be an oversight as all other abilities are set to not be evadable and so would have to be specifically programed to be different.
"There's no real drawback to that, I guess. Do normal-sized ability icons work as buff icons?" yes just use the same icon as the ability as the icon for the buff and it will work fine
Had another think about this: pretty sure fire and ice is a passive (--> quiet) why not just add a dummy buff that gives the player an icon with the disclaimer in in (ie adds the fire an ice buff icon to the buff bar and gives info there). simple fix, better than changing the original tooltip and gives the player a visual representation of what is going on.
wouldnt the easiest fix for fire and ice be to update the tooltip of top lvl fireball to have a disclaimer on the bottom: Does 1100 damage. Upon obtaining fire and ice this ability will do 1350 damage. (not sure of numbers but you get what i mean)
^^ at above post sorry if i repeat myself got 3 phone calls while i was writing it
i think what mithy is trying to say is not what you think he is saying (confused yet???) basically mithy is saying that: 1. if your downloading 1 mod then you will prbly be trying alot of them out and will prbly grab lots at the same time. It is likely that you wont be reading the mod blurb. This is likely to cause problems with exclusivity. 2. he is not having a go at you for using these mods in yours (in
Also [quote] Also, I wouldn't be afraid to make an exclusive version of the mod. Just the other day It took Pacov and crew 5+ games just to get the basic enhanced AI mod to work in a game. [/quote] This is not due to the mods themselves. As far as i can tell (i believe i have had this discussion before somewhere else and infact i might have created a thread on it) this is due to a corruption of the mods during installing. To get into the
Hey mate, [quote] simply look at the favor mod post by eccentric about his time spent, and that is my feeling for this mod as well [/quote] This has nothing to do with how it is written (destructive/non-destructive), the time consumpution come pretty much purely from adding new features to the game: Adding effects (HUGELY TIME CONSUMING - but very interesting and fun once you get the hang of it -- took me over 24 hours to g
lol i dont think i will be writing new builds for ai unless i get some help from the community in deciding what are actually "SOLID" builds (there have been a significant number of new shop and favor items added so this will alter both shop order, demigod skill selection and favor item selection - not a simple change). The AI is weak enough using the items from the base game (using well proven, sophisticated builds) and it has taken ALOT of work between pacov, cow, mithy and peppe to
VI. QoT. QoTists are similar to Sednaists, but usually a bit more excentric . Maybe it's even the same type, I don't know. Let's just say, dedicated QoTs and Sednas are hugely different from the rest of the crowd. We should also mention their towering intellect, blah-blah-blah... E. g.: LORD-ORION. Hang on, but i play LE! exxcentric != eccentric (name vs word)  
i dont think anyone was having a go at your setting, just discussing strategies :)
QoT has no easy means of reaching enemy territory, she needs to demolish mid methodically first, and that process starts to be possible only at levels 10+, unless you are very gallant and love feeding enemy DGs -- Filthy Rich or not i disagree, on filthy rich + high XP, you can spec out a build that is set ONLY to do this very quickly and easily. Under normal settings i would have to agree but with this setup the meta is significantly changed.</
I would have said QOT with Bracelet of Rage and Crit hit/attack speed. Ground spike + 5-6 crits and an uproot bring it down VERY rapidly providing it hasnt upgraded (still at first level). I have done this in an AI game, you can run through the towers with shield and bring the citadel down before they can even teleport in to defend it
ty, i didnt want to sound conceded, just a bit frustrated with life atm :). I understand that you and the rest of the OMG boys play it a bit, as well as some of the European players, just things are getting tight and after several discussions with ppl in lobbys over the last few days (all of which i got kicked for having too high a ping) i got a bit frustrated. Anyway, I am sure i will be around till the end of the month at least, so you will prbly see at least one m
BUMP - PLS Read OP :) thanks Exxcentric
ty, it wasnt much to brag about, i had to climb down a damn drainage system (rainwater) and hand shovel out 150m of blocked pipe with a damn hand trowel (it filled up with sand during the floods and was causing problems). Not fun :( -- i think i would have preferred the tourney tbh lol
I think this could be very useful if it were to be proven and taken up by the community -- no need to have to go the forums to get new versions, just boot this before starting demigod. I think the biggest problem will be getting ppl to download off an unknown FTP server. Does anyone think that there is a chance that we will be able to get stardock/GPG to dedicate a small amount of space on one of their servers for this to connect to? Ie. Mods are uploaded to Pub