[quote who="pigeonpigeon" reply="133" id="2629409"]I cringe every time someone says this. Have you ever played a Total War game, or a game with similar combat? At least in single-player, actions per minute has absolutely nothing whatsoever to do with combat. Nothing. There is a really handy feature called "pause" that lets you give as many orders as you want, as often as you want, while taking as long as you want. There is a little bit of micro, but because of the ability to pause it's n
Simsum
I'm thrilled real time is out. Winning because of superior micro/APM is cool & stuff, but I would really, really hate it in an otherwise turn based game. And eh.. I don't know about the rest of you guys, but TB is what I signed up for. That said, tile & turn base combat isn't exactly my fondest wish. Ideally I'd like a distance based WEGO/phase system. Grids, whatever the shape, limits manoeuvrability and tends to make things like facing, reinforcements, flanking &
[quote who="Zoe_E" reply="181" id="2623729"]I don't think anyone suggested quaestor.[/quote] Best suggestion yet, I think. It's a pretty obscure title, that most people probably won't associate with a ton of un-Empire-like things. Even better, I'm pretty sure it's only ever been used by dogmatic, inflexible & highly corrupt authorities. So the associations it does evoke, I think, are the right ones.
I don't really like any of those systems. How about using something closer to a tabletop wargame system instead? My issue with RPG systems is that they're very random. Tabletop RPG stats typically have a range of something like 20, are further modifiable by somewhere between 20-100% of that from stat modifiers, and then modified even further by a random value that typically range from 0-100% of stat range. Don't get me wrong, it's a good thing in games where you want a handful of huma
I like the uncertain info thing, but I think it needs to be taken a bit further. And by a bit, I mean: apply the idea to everything. Turn the stats of all the game elements into variables, have the game settle on the exact numbers during match creation, and display more-or-less accurate representations of the actual values based on relevant player skills. As for the AI itself, I suspect it will probably be a really, really good idea to let it use scripted strategies/counters, at least
[quote who="Ryat" reply="2615" id="2551313"]the majority of the mod is one core so no go on that sorry (the gfx was introduced for the original, we've just kept them in that long) only powerful pirates and dynamic movement are kept seperate as too the pirates they should be changed over by next patch[/quote] Too bad, but thanks for the explanation. I'm really, really looking forward to the next update :) [quote who="Stant123" reply="2616" id="2551349"]Not
[quote who="Stant123" reply="2612" id="2551023"]You could always delete the files for the effects you don't like. That's the easiest way to eliminate them. Of course, you would have to know which ones to delete and doing so could change your checksum and then you won't be able to play online with anyone else using the mod. May I suggest going into the options menu where the effects are and just turning everything off and setting them to low there instead? It will make
First of all: thanks a ton for all of this, all of you. DS But erhm.. I'm currently using the Diplomacy version, and I have a couple of problems with it. Least important is the GFX enhancements. I know they're hugely popular, but weirdo that I am, I thought the battle effects were overdone by Iron Clad already, so is there any way to get rid of yours without disabling the rest of the mod? More importantly, is there any way to disable the sup
4 days later I've found out it's been going on for a full week, that the problem has been known and had a fix pending longer than that, and that there are no known workarounds. ... I wish the company I worked for tolerated a work ethic like that. Still, let's try to be constructive. I'm almost certain that one of the beta patches, back before the proxies went up, let players try to use the host as proxy. If that's still possible, and if it's possi
Hey everyone. I don't know if you're doing maintenance or something, but the proxies are screwed right now (Aug. 1st 2pm GMT). They usually add around 100ms to people's pings. Currently they add about 700ms. No, it's not just me, everyone appears to be affected.
Obscuring player names would be a good idea if it was possible to add players to a "I don't ever want to play with that guy again" list, if no AI ever found its way into pantheom matches for any reason, ever, and if pantheon matches would keep adding players to a match until it's full before launching the game. But wouldn't it be much easier to simply add a pantheon lobby?
Yeah, 2 new DGs and 2 new maps would be a nice start. 20 DGs and 50 maps would be a nice goal. As for a patch, here's a few things I'd like to see addressed: Pathfinding. Getting stuck on corners, stopping to wait for invisible ants to cross the lane, or deciding to walk in the entirely wrong direction, aren't enjoyable features. Can I haz pathfinding that actually works, please? The UI at least needs an option to display health an
You may want to visit an optician... The Nightmare AI is a bit more cauteous than the Easy AI, but otherwise it's just as inept at playing Demigod. The difficulty difference has almost nothing to do with how it plays, it's how much it cheats. Same reason it's no solution to replace dropped players with a Nightmare AI, at least not in 3v3 or smaller games. It generates way, way too much gold.
[quote who="leinadon" reply="12" id="2254062"]If this afternoon i can play 2 games in pantheon 2v2 in a row without disconnections im going to cry of happiness¡¡¡¡¡¡[/quote] Yes, it actually seems to work now. Seems my faith in you guys wasn't misplaced after all :) Finally time to give your team a pad on the back, Brad. And whip GPG into doing something about the myriad nuisance issues in the actual game.
[quote who="Obscenitor" reply="3" id="2254222"] You're putting the cart before the horse. The game needs a bigger playerbase and more balance tweaks to be a sport. We're all talking about a balance tweak here. Also the mechanics of most games make comebacks way more feasible than they are in this one at the moment.[/quote] Seems to me the game is about as balanced as can be already, save perhaps 1v1 matches. Regardless, I don't see how forcing on-the-fly handica
Working fine for me now. Getting 70-80ms to fellow Europeans. Pretty fantastic. Also, whatever fiddly stuff they did to the package sizes in the latest patch seems to have eliminated my need to use the proxies. So, great! Now we can all start bitching about the obviously missing stuff, like lobby ranking & disconnect% info, targetable icons for self & allies, a way to disable - no, make that delete - the Thing That Should Not Have Been, aka AI, actual pathfindin
You guys are suggesting a handicap mechanic. I'm all for that as an option, perhaps even one that's enabled automatically based on relative ladder rank or something (if ranking is affected accordingly). But the whole point of the snowball effect is to avoid drawing out the game, and that's a very good thing. And the "it's a game, not a sport" thing is silly. Demigod is very obviously intended to be both. That a some of you (and I) suck too much to play it as a sport doe
Hard AI wouldn't be any help at all. It's just as suicidal, and it's just as easily fooled. 1 nightmare AI might be OK'ish in 4v4/5v5 games. Not because it's any less retarded, but the amount of gold it generates offsets its idiocy many fold in smaller games. Far better to simply disable the dropped player and give a bonus gold/xp% to his team. Or.. You know.. Have GPG make an AI that can actually play the game :D
That's completely fantastic! Thanks a lot for linking to it :) Alas, it's preeetty bugridden right now. Graphical artefacts, crashing, failure to launch, and no way to examine stuff. But still: fantastic! Been wanting this since day 1 (ok, day 3 maybe, I think that's when I picked up my copy :D)
I think the 'tiny-AoE-dmg' idea sounds appropriate. If the various shield & heal abilities all had that, it would probably be very hard to beat a QoT or Sedna on assists, unless you're a really determined Oak. And they'd get a fair bit of xp/gold from creeps by buffing people.
The only balance problem I have is Oak+a certain item, and that's mostly a problem in 1v1/2v2 games. The stunning stuff is fine with me. The pathfinding in general is atrocious. If I had killed a kitten for every enemy I didn't kill because of the truckloads of suck and fail that is DG pathfinding, there would be a negative number of felines in the world. Annoying doesn't begin to describe it. Connectivity is vastly improved
I should be able to connect to anyone who've portforwarded & stuff, but I'm having a ton of problems connection to people. Like maybe 1 in every 4 or so. Obviously I'm not the only one with problems. Favour still doesn't work right. I don't know how it determined the amount of favour I have or which items I've purchased, but it might be from SP. And my favour doesn't appear to increase. Pathfinding is still screwy. DGs get stuck on curved paths, take less-than-optimal path
How about giving us 50% off on a SD game instead? I don't need another copy of Demigod, but give me 50% off on Elemental and I'll go preorder right away. As for the demo, I think you should offer people the full thing with a trial key good for a week or so. All you have to sell the game on are you and your existing customers. The pirates offer everything else and they don't charge for it, so you need the demo to show people how nice you (and we) are. If I didn't have experienc
Depends. From the screenies, it looks like map control happens on the cloth map, and the actual combat tactics on a square grid. The former could happen on a hex grid, but the latter shouldn't ever take place on a hex grid, for the sake of the player's sanity. Just like there's plenty of good reasons map control oriented wargames (think Panzer General and the like) use hex grids, there's equally many great reasons miniature wargames don't.
I like! Any chance you'll expand on this, Zeusboy?