I am still alive, but real life has been busy. Holidays are always busy and then after new years I went on a vacation with the wife. Ptarth, Some of the ai behaviours can be logged or output right to the in game chat. Like when i was testing teleoporting i had a simple chat output of what type of teleport it was doing (flee vs shop). Master goals can be output to chat as well. If i enable them for testing i disable them for releases a
Peppe
Never tried mapping to the mouse buttons but you could try some varations on what they might have named the input if its in there like 'MOUSE4' = 'use_ability_1', 'MOUSE04' = 'use_ability_1', 'MOUSE_4'= 'use_ability_1', etc... Try one at a time and and see if any of them get picked up by the game. Or most mouse software lets you map the mouse buttons to a keyboard key/key combination. So you could map 'Q' to mouse button 4, and u
You can override the keys using the game.prefs file. Game.prefs is in "\My Documents\My Games\Gas Powered Games\Demigod" Search for userkeymap section My qwerty setup is something like this: UserKeyMap = { F1 = 'show_skills', ['1'] =
Mod_info says .18, In the zip file if you check the mod_info.lua file should say .18. If you use the installer on the first screen or two it should say its installing version .18. Once you extract or install it should have overwritten the files, but you can double check in the mod_info.lua file in the skirmish_ai folder. Maybe your browser has cached the download? Try clearing the browser cache.
I've been changing the mod info :P Uploading .18 now i'll tripple check after this upload. .18 up. Links all come up .18 for me. I'm sure there is a bunch of little stuff in this version I was doing a lot of trial and error on various sections. Flag capture action may finally respect towers, as i relized the default method just set weights to 0 when it found a tower. That should cuase it to not
There is an attack action for attacking structures. I gave the goal a minor bump in priority. The action is commented out in my version, so the defualt attack action is used. We can play with the goal to make killing structures higher, so it becomes the main goal more often. In the attack action I believe it is already set to attack the closest one, but we can add conditions to go through with an attack. Like an Ally demigod in the area check.
Does queen need more builds or is this one basically the only viable one? Does the build above need a favor item? One or a short list will work that it randomly selects from. Right now i have a spike + shield build that is the same as the above at level 10. It does not use shamblers, but i can switch that and also up its minion priority and tweak its items a little to match the above. The other build i had in there for queen is full minion +
.17 Up Wyrmskin gloves removed from a few builds. Sedna build updated based on the build posted above. Swaped UB item order a little as it was sometimes waiting for 500 gold or so to buy slayer wraps at start of a game on nightmare. Health switch back to a percent. Should consider flee goal anytime its below 55%. It shouldn't actually flee until its health and damage sensors increase its survival and health desires. The health one
Graveyard should be out in .16. It was for offline testing since i was playing with thier flee chances they were dieing a lot ;P Sedna i believe was taken from the 'duelist' guide if i recall: heal_pounce = { 'HSednaPounce01', # 1 &
[quote who="Nucleus Accumbens" reply="140" id="2474143"]Peppe -- Just finished a single-player game with the new build. Here are the details: 3v3 Cataract. me + 2 Normal AI on my side, 3 Hard AI on other side. The big thing I noticed with this build is that the AI's are teleporting like crazy. This is definitely increasingly their survivavility, but to be honest, it plays a bit odd. It's pretty much guarenteed now that in a fight, once the AI hits
.16 update Shuffled up consumable priorities again. It should be more likely to Health potion and teleport. Probably go sigil if it has cash or cap lock if its poor. This should hopefully make it less predictable that it is going to port out vs use a health potion as it may have one or both. From my observation it will use the health pot before considering fleeing. Found a spot where the teleport distance was short for the teleport to a squad loca
.15 up. Teleport home for health: removed check for enemies, so will use a TP if it gets overwhelmed in a crowd. Teleport home to shop: No action for this before, so the AI would walk home to shop even if it had a TP scroll. Created action similiar logic to TP home, but the AI decides when it really wants to shop. Not triggered often. Teleport to squad target.
Bug Report: I think the team panel is cuasing this error to be logged when an Ally is dead, but you hover over or click their picture in the teampanel: warning: 00:02:00: Error running '/lua/ui/game/gamemain.lua:OnFrame': ...ames\demigod\dgdata.zip\lua\ui\game\hud_rollover.lua(652): attempt to concatenate a nil value stack traceback: ...
I'll tweak with the settings available on towes and see what happens. I thought cataract was improved, what map were you testing on? Lowered mage slayer priority on sedna. I'll test a few times to see if she stops buying it or I might zero out all the artifacts globally and make that selection in each build. UB has two builds at the moment: OOZE + Speed + Stat buffs and SPIT + Speed + OOZE. In both cases the third
Rook is probably difficult to determine what got the kill with the towers on his shoulder always shooting. Remember the goal requires 10 hammer slam kills in one game, so it won't be completed if you get any less than 10. If I was going to try and complete this goal. I would do it offline and setup a skirmish game. Play on Prison as it is a small map. Probably try 3-5 AI against just you as rook. This way your teamates can'
Offline or online? Offline, its pretty easy to achieve any of the goals playing against the AI. For any of the skill goals you just need the killing blow with that skill to get credit. Try opening with hammerslam, fight with basic attacks for a short while. Once they are down to low enough that one hammer slam will kill them boulder roll to stun them and hammer slam to finish.
On a clean install the registry entries are not created until you host one multiplayer game. On my windows 64 bit machine the registry path is: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Stardock\Drengin.net\Demigod\DLC
If you really want to play them i wrote a mod to do it for skirmish mode. http://forums.demigodthegame.com/369721
You are right i had done a format/reinstall and had to redo the installer script, but missed the destination folder. If anyone used the installer on .14 installer up to this post, delete 'Bman Godlike Team Panel' folder and reinstall that mod if you use it and run the latest skirmish installer to get it in the skirmish_ai folder. Sorry for the mix up.
Heh sorry. They are referred to as Heroes in the code, so its hard to switch back to 'Demigods' for the change list cuase i was editing Hero actions and hero goals :P
.14 changes: 12/09/2009 Heroes should respect towers more early. Heroes should value portal flags more at higher warrank. Enemy Towers+heroes nearby in the default AI was only a concern if there were more than two towers (otherwise it was ok to battle near the tower). Now the AI should hang out just outside the tower range early game, but will still attack a tower with a squad as cover. Also it will still chase a near dead hero in
One thing the game could/should do is just log the active mods for each player. So if you cared or thought something was funky you could check the log and see what UI mods they had in addation to whatever common non ui mods were used in the game. Or have it list all the active mods in the game chat on start if people need to know ahead of time. If i had to guess. Maybe remove fog of war? Take that off and its not a super ad
Ok i'll take a look at towers. Right off I see room to increase its fear of towers while attacking other demigods. Default appears to be not to worry about towers while attacking a demigod unless there are more than 2 towers. I am going to try to reduce that to 0 and see if that is good/bad/worse. Its real easy to make the AI super chicken, so I will try to play with its survival and health goals in small chunks to
Thanks all for the feedback/karma ;) I only got to play a game or two in the last week, so not much modding. I found those games to be way more challenging than the base AI, so I am happy with the progress that was made. Anyone have some thoughts on where to focus now? I am pretty happy with the demigod builds, upgrades, and item purchases. I think the AI can always use more builds to a
AIbrain.lua has some globals you might be interested in: self.Score = { BonusPoints = 0, Damage = 0, Gold = 0, Grunts = 0, &nb