Balance for 10 heroes isn't exactly groundbreaking though when you look at DotA, HoN, LoL and all the other DotA-clones, they balance just as well with having many, many more heroes.
Cody900
https://www.stardock.com/products/readytoplay/downloads.asp Ready to Play Download Ready to Play will be available for a public download in the Fall of 2009. I think Frogboy posted pre-maturely. >:
You don't need a graphics card. If you want good framerates you're going to have to get another computer, but you cna still run the game. Your drivers are all mega old is the problem. Download and run: http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en And you'll also want: http://support.dell.com/support/downloads/format.aspx?c=us&cs=RC956904&l=en&s=hied&deviceid=3268&libid=27&am
[quote who="_Golgoth_" reply="10" id="2370969"] Haha I like the crystal palace as a base This looks awesome. Just maybe make the panels a bit smaller [/quote] Lol, that's actually a buff, since in Bombing Run you can only damage the citadel with the ball and nothing else, that's a real nice effect Malard added, a "shield".
Although it's not a solution, why not just use the keyboard to move? If you use WASD to move the camera, then you have easy access to 1 - 4 for skills...
[quote who="AmaZinG_HerO_DN" reply="4" id="2370242"]An art of denfense mod would be fun, huge armys of creeps spawned at you in waves with no enemy demi gods, could be a blast =][/quote] Gonna make a Survival mode at some point, just that coding in for more than 2 teams or a single team is a massive overhaul, so we need to wait for 1.19/1.20 and after we do loads of other stuff before getting into that, but it'll come. :P
[quote who="Xanith69" reply="5" id="2370034"]wow nice how many people are in these projects? i would love to try and help (not very good but i can learn fast )[/quote] www.dgmod.com #dgmodding on irc.stardock.com Come idle. :D
[quote]1. Impose optional time limit on Slaughter and Domination modes[/quote] Just did the basics for this, just need to add it into Dominate game mode, and then implement a Draw system, since atm a draw on slaughter shows a loss for both sides. Sleep time now though. :P
[quote who="Remiel" reply="27" id="2368978"]^ I agree with not changing too many balance issues with mods, but leaving that instead to the developers. It can easily divide the community too much. 3 game options I'd really like to see. 1. Kill goes to highest % damage inflicted on that demigod (since it was last at 100% health) instead of last hit. Assist goes to others who helped. Last hit sniping becomes irrelevant. [/quote] No other same
CosMoe: Chirmaya had a better idea for the layout and I think it looks much nicer now: [img]http://img269.imageshack.us/img269/5483/dg9l.jpg[/img]
[quote who="CosMoe" reply="20" id="2366556"]Cody900, great work! Would it also be possible to include a smallish war rank statistic (similar to the "Experience to level a: b/c") into the UI? I think it would be quite useful because it's so annoying to use tab and then calculate when you finally get to warrank X (to get catapults etc.).[/quote] Right, here's what I got: [img]http://img199.imageshack.us/img199/5344/dg8cy.jpg[/img] If you have any id
[img]http://img4.imageshack.us/img4/5260/dg7.jpg[/img] In-game clock added.
Here's just 2 of the things I've actually got working lol. >. [img]http://img233.imageshack.us/img233/6650/dg1h.jpg[/img] [img]http://img233.imageshack.us/img233/6582/dg2.jpg[/img]
Happens on every skill cast for all chars as well.
[quote who="StAcK3D_ActR" reply="2" id="2364553"] allow option to stop camera moving at start of game and on death(also no black screening when dead, you can look at items) [/quote] I did this today actually. When we release our dgdata.zip, there'll be an option to stop the camera resetting on death. Leaving the intro camera as it is though since it doesn't really matter. [quote who="StAcK3D_ActR"]show time in millisecs of your own casting abilities [/quote]
The animation is buggy, the problem isn't eliminated with that code, but that's just what the standard would be. Changing the transition times from 0.2 to 0.1 (same as frost) helps it somewhat, but it doesn't eliminate the problem. It's a balancing issue really, changing up the animation times and attack speeds to make it work properly. Play around with the numbers see if you get anything good.
All the LUA is in dgdata.zip in your Demigod folder. Just follow these steps: http://www.gamereplays.org/community/index.php?s=ce19ec1577207bb297ad99d874581380&showtopic=523946
This can be made already. If someone can make the maps.
Well, replace. Need to highlight lines 179/80/81 then do a paste.
You left some out mrappard, the transition line is commented out, and it's named as AttackRangedMoving, so, the full code is like this: Line 179 - line 203 [quote] ANIM_START_MOVING = { Duration = 0.2, TargetState = 'AttackRangedMove', CopyClocks = true, }, }, }, AttackRangedMove = {  
If you can model and texture that well, help Scottish get his maps made dude. :P
That's what I was getting with the fire animation as well Scufo, maybe it is bugged or something. None of the speeds were altered though, strange. You can try changing the AttackRangedMoved Transitions to: ANIM_DONE = { Duration = 0.1, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', }, ANIM_INTERRUPT = { Duration = 0.1, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', }, ANIM_STOP_MOVING = { Duration = 0.1, TargetState = 'AttackRanged', CopyClocks
They're completely identical. >.> If you got the first or seocnd one I linked then yeah they would be different, cause I was editing the durations and attack anims just as I went for testing, and forgot to make a clean one, which I then did.
[quote who="obbeskrutt" reply="83" id="2322096"]You can end a slaughter gamemode by destroying the enemy citadel. Though I doubt this will ever occur in a real match, the game-mechanics does allow the citadel to fall, and though that trigger the match to end (declaring the owner of the fallen citadel as defeated). Just ran a test versus a few bots (lvl20, max income etcetc), and they were able to crack my citadel. I didn't think it was possible, as if some mechanic prevented t
It exists? Well why did they never finish TB, mmm. He already fires nearly twice as slow as frost, I don't know why you can't chase with him. That anim seems to bug a bit with me, the animation gets interrupted sometimes. Thanks though, updated original post with the fire animation.