[quote who="Grahf666" reply="2" id="2181868"] I mainly play as TB, Sedna and Oak. And its not like - "I think Erebus is OP because he always kills me" Anyway Erebus is not so powerfull, but his bite is a joke. It's like having 3 skills in 1. I don't know how you people can say it's alright that Erebus can force an opposing DG to retreat, follow him and easily kill him. And when you want to kill him you need 2 or more DG's but he can easily flee with Bat Swarm(you need great teamwor
WarlokLord
[quote who="comanoodle" reply="10" id="2180320"]FACE PALM On another note, I think that at least the snare ought to be removed from Bite. The snare combined with Bat Swarm makes it impossible to get away if you don't start running very, very early. [/quote] I disagree completely. As an example, Regulus can only be reliably slain (potentially slain) if you can catch him. Eliminating the tiny movement penalty from bite not only is theatrically un-apt b
[quote who="Trigeminal" reply="10" id="2181768"] Quoting mehoo462, reply 7 I would love to go easy on you for these issues as I have with the connection stuff. But unlike the connection issues which was a simple miscalcluation, the fact that Attack-move doesn't work is a BUG, the result of a faulty QA process. And these things are extremely difficult to tolerate with patience. (especially as you stand and vehemently defend your QA) <br
[quote who="Tourresh" reply="8" id="2179411"]If a DG has a skill that you can't imagine not being in any of your builds it's an indication that the skill is overpowered. You should need to actually have to consider getting a skill. There's no reason not to get bite. [/quote] Not quite true. I can`t imagine a Rook player heading out *without* their Hammer Slam... Just because an Erebus player takes Bite everytime, that does not make the skill overpowered. It makes it core
lprometheus, The first thing you can do is not ragequit matches you play in. Dying twice in a row in Demigod within 'X' time hardly means you`ve lost the entire game. And besides, its piss-poor sportsmanship. Erebus NEEDS that Bite to work as it does. The whole point to its rapidity of use is that it is a comparatively weak "big hit" attack that is most effective used quickly, over & over. Not to mention he is a Vampire, and all those attendant mechanics makes se
[quote who="Shirley" reply="12" id="2179551"] How much did it cost to make Demigod ? 1,000,000 Gold and 3500 Favor points [/quote] Heh heh, inevitable I think...
Mech Commander 2 was one of the best games I ever played.
Part of playing the game is remaining aware of the status of your compatriots and your targets. Providing an omnipresent status report on them removes part of the responsibility/activity of the player. Its not that hard. (shrugs shoulders)
Regarding quitting before a match is over, I made the case some time ago that they need to implement a message system that informs you at game end when it is safe to quit... after all result statistics have been properly recorded.
Not sure what caused this, all during attempts to join Custom games... EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x7c911e5a attempted to read memory at 0x00000014 Program : F:\Research 3\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: RtlInitializeCriticalSection + 813 bytes ((Unknown)(0) + 0 bytes) Last 100 lines of log... A full record of the log is stored in the Demigodlog.txt fi
[quote who="wzrd" reply="6" id="2173780"] Quoting WarlokLord, reply 5 So who is incapable of staying on top of the status of what - THREE other characters? I can do that well enough without further tech aids. Yes, let us forsake modern UI because we CAN look at it manually. Something along the lines of what DoWII does in single player, with a picture and health bar on the right side for every hero, would be great
Its been my observation that favour points acquired by players on a losing team are less than the equivalent acquired by those on a winning team. Can a dev. confirm or deny this?
You can send Idol Minions ahead of you to detonate mines... send one at a time into the field to activate them. I still am of the mind Mines should have a delay before they become active. These contact det. packs kind of suck... (grin non-Regulus`ly) I do not however think any kind lifespan would be cool - be the same kind of mistake as having Rook`s Towers last only 'X' period of time.
Remove Parasite Egg , I am compelled to regurgitate. This item singlehandedly obviates/cancels/nullifies the entire General concept. Its cheap and unfun. And I say such even when I get the urge to use it against Sedna`s powerful cohorts. Oh wait - no I don`t, because its cheap... Countless other items can provide a level of army-countering ability not quite so lame as this item.
[quote who="Sheezwack" reply="23" id="2168275"]He is tough in the right hands..... just like any other DG [/quote] Agreed. Been whacked many a time by other Demigod types. Unclean Beast seems to be the scariest of them all... but still I think balanced.
Kind of getting off track here. If the only thing a mapmaker provides is a simple 2D plane upon which characters may stride, his/her effort is by comparison and in the company of current maps like Brothers and Crucible, a failure and not worthy of play. Might be like making an argument that texturemapping a 10,000 polygon character is difficult, therefore only the Maya mesh creation is necessary. These maps are 3-dimensional. The playfield upon which one operates is flat,
[quote who="Hilving" reply="20" id="2173012"] Quoting WarlokLord, reply 17 I don`t need to behold additional readouts in Demigod for things such as Fortress hits, or fellow Demigod status. If I want to know such things, I can ably scroll over across these finite maps and hold my cursor over the characters/assets. Not a big deal (!). For teamwork purposes, you do want to know your fellow Demigod's status (i.e. do they need to be he
I agree with the original poster. There is no reason to severely penalize the losers of a skirmish in the form of current favour point penalties. Favour points should be awarded in a more liberal manner, such that the winners get their bonus for winning, but the losers may still benefit from having played well ... . I believe the formula applied against the losing side right now is too harsh - completely unnecessarily so.
I don`t need to behold additional readouts in Demigod for things such as Fortress hits, or fellow Demigod status. If I want to know such things, I can ably scroll over across these finite maps and hold my cursor over the characters/assets. Not a big deal (!). Such screen clutter would not offset the loss of aesthetics, in my opinion. Novex, yes - interesting ideas. And I`ll trade you PCs, by the way (!).
Thanks for the info. Quite enlightening. I really hope they implement a disable cheats/handicaps toggle so we can play a pure difficulty level, against only superior tactics & teamwork rather than superior numbers. It`d be a great option.
I`ve been thinking about A.I. cheating on high difficulty levels. Made me ponder a problem: if the enemy A.I. cheats, does friendly A.I. cheat as well? Should it? Does it? What is fair? Things like this reinforce my notion that if you can eliminate arbitrary A.I. bonuses from difficulty equations, things would be ideal.
Stardock and GPG do have a responsibility to gurantee a certain baseline multiplayer experience. When you inject user content into the mix, you introduce a variable that can be good or bad. I prefer official filters of some sort - some sort of distinction - between the primary official Demigod experience and an 'other' Demigod experience that may or may not be welcome. If user material is good enough to play, I say let it be adopted officially by the publishers/developers. But always
A fix of the proximity/ability bug would be grand. I can`t count how many times I`ve lost a melee or failed to slay a fleeing foe because my Demigod was too close/in the wrong position to the target when I tried to utilize an ability (causing my character to just stand there...). Favour points ought to be specific to skirmish single, skirmish multi, Pantheon single, and Pantheon multi. That is, no matter what character you pick, seperate favour point records should be kept for each ch
[quote who="a9bejo" reply="21" id="2171308"] I hope next Pantheon is 2v2 god, I hope it's not. Being able to select/interact with minions and allied DGs via UI icons is WAY more important to me than new Demigods. +1 . As is surrender, replay or map creation. [/quote] Why would you need a surrender in Demigod? If you wish to end the game early its easy enough to sacrifice for the
Mine was sent on the 14th of April and I received it today April 27th. Wierd though - my address is correct except for "SLOVAKI" somewhere on the stickers/invoices... heh, no such component of my address! All else is well however.