Monday, April 23, 2012

Generals units

turning on cheats and hitting alt-F2 will bring up the spawn menu and allow you to spawn the 3 units mentioned to be the basic units available to generals.



They are awsome.



i reccomend anyone who has the beta check it out, and for those of you who don't i'll put up pictures later.



The Minotaur captain is essentially a minotaur, but with really neat gold armour and helmet that is really quite distinctive, and a big shogun style flag on his back (the colour of which is your player colour). he uses a very large long sword (a claybore or something) and attacks really slowly.



the Siege archer has an ornate chinese style cannon for a face, and its arms are essentially loading mechanisms for cannonballs. it has extreemly low health, about as low as a standard mino, but packs an amazing punch, with a articular penchant for destroying towers.



the High priest has a bigger, fancier chair, and some silver armour, as well as a big fancy silver headress...that's about it.



you will notice, fooling around with these units, the poignant lack of any effectiveway to control them. i assume that generals will have a revised interface with a greater emphasis on command and control.



EDIT: pics :)



Minotaur Captain:

Image



Siege Archer:

Image



High Priest:

Image|||I tried to find all the info I could about Generals.



General Generals|||I want them to release the bastards. You can see from the vids the devs are currently playing with every General except the Queen of Thorns.|||She's in one of the vids, I just cant find the one with her in it!!|||Kyrein|||lol|||And slightly homosexual?|||Kyrein|||Tesla|||PheonixIV

Beta 1B released

As per topic title, Beta 1B is now available via Impulse.|||noob.|||******* FAIL NO WATERFALL MAP!!!!!!!!!!!|||wtf Dead? hasn't 1B been out for ages now?|||its 1.c but we new what he was talking about and its teh fail. No regulas and no waterfall map. However atlantis was very win|||It is 1B. The very first beta was 1, the next (with the new map and Uncle) was 1A, and this one is 1B.|||and thats why it says 1C in the center top?|||From only playing like half an hour, I can already say the changes are great!

Definantly in the right direction.



Items are kinda...nutso ATM, but hey, they havnt been balanced yet. Starting attack speeds have been adjusted which gives the game a much faster feel. Centralized Item Shop. Crumbling towers (But not forts yet!), and the new map looks amazing.|||Gnats3|||Yarlen|||Love the changes. The new maps awesome!!



Also like how you can increase the units upgrade, the flag capture speed, etc in the options menu.





Only we all miss regus... :(|||Reaver|||i like the changes so far, though im kinda sad that there is no regulas, the Atlantis map is very win though.|||They fixed the slowdown too. At least for me.|||the minion number is better but we still need more.

Slow down also fixed for me



Also, note do not change your resolution in game, it tends to crash it|||Overall, I'm happy as HELL with the update.

-Waterfall was working fine for the most part, so I dont see a need in playing on it anymore for now. (When we start balancing, we'll go nuts)



-Regulus was...pretty much free gold if the AI played him before and extreamly annoying if a player played him, so I'm all in for him getting worked on before coming back. (And...honestly. How long would Reg last with the OP items atm?)



-The items are amazing. Extreamly OP atm, but hey! We got tons of items! They arnt balanced yet but they definantly gave us a taste of what they want items to do and the role they will have.



-Towers Crumbling is nice. Watching them sink into the ground was not.



-The new map is amazing. Neutral creep portals FTW!



-Mine works fantastic for me now. Which is great! It was a fun map but playing it was like pulling teeth. I noticed the AI doesnt stroke off on Mine as much anymore either.



It brought it's share of bugs and exploits, but overall, definantly in the right direction!

Huttah!|||Teseer|||whew, i was so busy i completely missed out on the last update.



While this game still has a very long journey ahead of it before i would consider it something i'm happy i spent money on, this update is a massive step in the right direction.



I miss regulus, but am very glad he will be getting some major overhauling (he really needed it).



as for the rest; Torchbearer is my basolute favourite atm, (even though a rook tends to kill me in about 3 hits when hes 2 levels below me) the mix of high risk, pklenty of complexity and depth in abilities and enough variety to play differently through every playthrough. I think the Torchbearer is currently an example of what every other DG should be striving for in terms of level of depth and enjoyment.



Rook on the other hand is my less than favourite, i'm not sure if its just me, or if it's him but we don't like each other. he just rather lacks depth in my eyes and his abilites overall seem rather lackluster (although the new setup is a vast improvement over his previous one)



The Ub is sort of like the rook to me, although his skills are more interesting, he still seems pretty much like a basic, lackluster tank. His abilities are kind of neat, but i don't really see the passive ones come into play and i'm not sure if its just because i'm not looking hard enough or what. His actual skills also seem sort of meh, aside from the acid spit. I like the idea of Ooze draining HP and i think he should play into that concept more.



the albedo also seems a bit too high on some things. the back of the rook is so lusterous that it seems almost metallic, and i find myself drawn to the light enemating from the UBs *** in an uncomfortable way :oops: ...





Stacking and getting 'stuck' also seem to be serious issues. more than once i have gone for the potion in a dead demigods body only to find myself mysteriously stuck after his body sinks away, or find myself stacked with ione or more grunt in/under me. At these times i am either very happy that i have a warp item or very irritated that i have to simply wait until i die. This laso seems to happen alot with the grunts themselves when in a large melee, they will get stuck on one anotehr and simply be eternally running on the spot, unable to move even when the grunts their stuck on die.



This getting stuck seems very pervasive throughout the game.



i would also like to see the attack animations smoothed out (i think these may even be part of what contributes to getting stuck). Its very nice to see a rook swing his normal melee attack and whack his way through enemies. It is not nice to see his hand go halfway through the motion before mysteriously shifting instantly to a different position (along with his entire body), or see him pull a 180 spin through mid swing. These animation flubs seem to effect every single moving unit and especially make themselves visible when moving after attacking. giving an attack order also seems to consistantly cancel the current attack, even if the order was on the unit already targetted.



Overall, the Items are above awsome and i like almost all of them (although they are wickedly unbalanced). the concept of short range teleports is one that particularly appeals to me, especially as a method of dodging rookroll.|||I beat a full team of UBs on Atlantis solo with the TB :twisted:|||Kyrein|||5 Unclean Beasts versus my Torch Bearer.



I won.|||Oh cool thanks. [color=black]+1[/color]



EDIT: LOL EPIC FAIL.|||Vid-szhite|||Mooilo|||guess who else uses Google Chrome...

The stardock forums suck.

Seriously, who the hell requires a reason for editing? How irritating and pointless. Additionally, I tried to find a place to complain about this, and there was none. Even if here the forum feedback is rarely used it does exist and PMing TAC or TCC can produce some results.|||/BulletMagnet thinks you're not looking in the right spot.



i once went looking for a feedback section, and found one too! not that i need it.



if you don't want to give a reason for editing, just type gibberish in; it's not like they'll really care.|||I dislike them too, but it's a lot more talk about Demigod, so I grit through it.



I'd love if they were just simpler like other forums. I noticed that a LOT of posts arnt shown when you go into the subforums. Plus posts seem to take quite a while to appear as a new post.|||I've always disliked forums with white backgrounds. Dark color schemes are so much easier on the eyes.|||I dislike their forums too. This place is way better.|||without a doubt though; the drama, and religious threads are better here.|||the stardock forums have always been worse. Why they just didnt continue to use these forums I have no idea.|||I concur with all of the above. I checked out the SD forums and just, no.|||instead of just using phpbb or any other good stock forum software they decided to code their own bad forums... thats about as clever as building your own input devices.|||You think they're bad now... Compared to how they were few years ago they're positively perfect...|||TheBigOne|||hey! i'm making my own input devices, AND i'm being paid to do so.





/BulletMagnet strongly suspects someone here means HIDs.|||I think Stardock isn't payed by anyone to make their own forums though :P|||There's another reason I post here all the time too...anyone can guess as to what it is, really..|||Vid-szhite|||Gnats3|||Vid-szhite

Beta 2 Thursday

Neruz tells me Beta 2 is coming out Thursday, and a brief glance over the giant wad of new Demigod journals that have been released in the last weeks seems to confirm this.|||Beta please.|||very awesome, hope its true.|||Delayed.|||Until next year.|||http://www.demigodthegame.com/journals.asp



"So that is what we're working on fixing between now and Thursday's release of BETA 2."|||Yes, we know.|||it will be this Thursday, they said before Christmas break and I think my sister gets out of school this week...|||I got out of school last month.|||I havn't been at uni for like, two months... No, maybe longer?|||well you guys are lazy slobs who... someone else finish this for me.|||Are so much better than you.|||well it's Thursday naow...|||Not where GPG is...|||Kyrein|||The simple fact that it took me less than a second to think of typing that proves it.|||still doesnt prove anything.



Some minds have a 0-60 time thats quite low but if they cant go past 60 whats the the point?|||smith appears to have degenerated into incoherant babble.|||I'm updating. I'M UPDATING!1 :D|||FunkyKong|||And I'm spent. Extracting.|||Hmm.



Lots of icky UI things, like the password for logging in being visible. Also, the selection screen for the demigods having overlapping boxes and such. Not actually got in game, because the damn thing crashed. On a menu.|||Read this before playing

Download is at 60%, can't wait =D|||Oak, at first glance and after playing as him a half dozen times, appears to be a bad ***.|||Oak is pretty cool. Invincibility shield + spells that hurt enemies and help allies + berserk on death + minions.

Blue's Clue

It's gone now, but...



http://www.picoodle.com/getcode.php?url ... ack=&mode=



When I clicked on it, it said it found a clue..













P.S. Yes, Im horrible at filehosting. :oops:|||Hey just because I was spamming last night, that doesn't make it ok for everyone to spam.|||Vid-szhite|||Image



I fixed your image link.|||FunkyKong|||wut?|||----|||It's something Stardock has going on. You find the dog you win something I think.

http://forums.demigodthegame.com/332907|||Hah, cute.

Wow, the Finger of God shouldn't be targetable...

Anyways, I was playing a sandbox game to check out the Citadel's death animation, and I noticed that my units were attacking this little orb on the ground where the Citadel was called the Finger of God. You should probably make it untargetable, because it's invincible.



Here's a pic of the chaos:



http://i198.photobucket.com/albums/aa8/Mooilo/DisableFinger.jpg|||lol at pic.



I had the same thing, when we attacked the citadel, suddenly the "finger of God" tooltip popped up|||That's a shitload of creeps.

Your system configuration and any bugs you have

Make sure all your drivers are upto date before posting in this thread.



Just to give the devs something to work with, post your system, motherboard, gpu, cpu, ram, etc, and any bugs or glitches you may have.



This is just an attempt by me to centralize all the information I can.



My system



Intel Core2Duo E6400 @ 3.2 GHZ

2 gigs or mushkin ddr2-800

ATI 2900XT

Asus P5B deluxe



Bugs come across so far



Only a few behavioral bugs of the rook and torchbearer(rook doesnt do much on front lines as if waiting for boulder to recharge and a torchbearer got stuck in the healing crystal)



NEW-Some consumables (specifically the teleport one that recharges) change into a red and black box when recharging|||Processor(s): 1 AMD Opteron 280 (2.4ghz dual core)



RAM: 2 GB DDR ECC 400mhz (running at 333mhz)



GPU: Sapphire Radeon X800 XT 256mb (550mhz clock)



Mobo: Tiger K8W



OS: Windows XP 64-bit Edition (running from EIDE internal drive (C:))



latest ati drivers (released 8/20/08) have been installed.



This system runs FA and World in Conflict with little to no lag. (graphics not usually set to highest, but most things pretty high)





First Attempt: Slightly laggy video intro... OK, concerned but we hit ESC and are treated to the menu. Considering the video being a bit sluggish we decide to go to Video options and drop the settings down a bit. We click on the "Options" menu, choose "Video" and find that the game has set everything to highest presets. Not unusual... We move the mouse over to the drop down list and.....



FROZEN... not just demigod... the whole PC... can't Alt+tab, can't hit the windows key, CTRL+ALT DELETE doesn't work... Not even my GE keyboard's built in POWER button.



2 minutes later...



Hard Shut Down.



Reboot.



Second Attempt: We make into the settings menu and back out without incident. Everything is now set to "Low Fidelity" or whatever. Fine, I came for testing and gameplay, not for flashy stuff.



Now... into the Multiplayer... LAN... no games to be seen... Ok, its 1am EST. Click "Host". type "test" into the text field and...



FROZEN



5 minutes later (we're more hopeful this time)...



Hard Shut Down.



Third Attempt: See Second Attempt, didn't get to typing in the text field this time.|||stupid smileys interfering with my embedded parentheses... damn them!|||@sturmadler



At this stage with no real optimizations present in the build, my best guess is that your 256Mb video card/processor might be overwhelmed loading all the textures. I would be surprised if it led to a hard lock, but without having access to that video card I cannot say. I will check with our IT guys to see if we still have one in storage somewhere.



- Servo|||GPG-Servo|||QX6700@3,2Gh + GTX 280 = orgasmic :)|||Intel P4 2.8Ghz (hyper-threading)

2048MB RAM

X800 with 256MB



It runs with 2-3 FPS + this is how it looks:



Image



Does Demigod use Pixel Shader 3?|||Yes, Demigod is SM3|||so... if demigod uses Pixel Shader 3, and the X800 architecture supports Pixel Shader 2...



Is it time to go buy that 8x version of the 3850?|||over a week and no answer...



am I the only one who PAID for the game and is thus far unable to play?|||You're not the only one. Impulse doesn't let me download the game, so I haven't even been able to install it yet... :(|||replaced X800 with HIS 3850, went back to XP-32 (damn MS for their lack of support!), and installed a fresh Western Digital Hard-disk.



Runs Demigod MAXED out. Beautiful.



Runs Crysis at 1280 x 1024 Medium settings never dips below 30fps. (can push some of the settings to High if I don't overdo it).



$200 card extends life of $1600 PC by another year = win.|||4000x2

1 gb ram

6100 LE





The lag is horrible. I still play it since I love your game so much, but damn... most of the time I don't even the models, only the blue circles moving, while the models are stills in a walking position at the other side of the field. Another: when I use a skill on a Demigod I will repeatly just get an invalid target error. The targetting is really bad, but like I said the game is great!|||X3210 Xeon Quad Core

EVGA 780I MB

PNY 8800 GTX



I cannot get past the light vs. Dark screen after the launch countdown windows pops up demigod has stopped working then I send in my crash report to GPG.



Beta 1 no issue cannot play beta 2 at all frustrating!!!

The Torchbearer

Anyone thinks hes a bit lame right now. 2 of his ice spells seems worthless and his fire spells are too close ranged. Also he got a sword and he doesnt use it. I mean come on, stab someone with it.|||Well that's tough. All alone he can be an easy target and a bit underpowered, especially early on. But the same is said of the Rook. problem is when you start making 2 man teams suddenly those weaknesses disappear.



I think it makes the most sense to balance from the stand point of teamplay over solo play. Because if you boost away his weaknesses in solo spots, he'll become overpowered with teamwork. Right now the Rook and TB compliment each other almost perfectly. TB can stun, slow, debuff/buff and wipe out scores of minions will giving the rook the chance to close the distance and put the hurt on someone. Meanwhile the rook can act as a very effective bodyguard for the fragile TB.



I know a lot of people complain about how costly/useless the ice storm is. But I still find it very effective after I've leveled up a bit and purchased mana boosting items. Level 4 ice storm is BRUTAL, and lvl 2-3 can still knock out a whole squad of minions, which is great for knocking out those damn priests keeping the Generals going.



I think his fireball is good as is. It's already a great finishing move, give it too much range and he starts treading on Regulus turf. Mind you I'm not saying he's perfect or doesn't need some tweaks, it's just I think he's underrated currently. Also, the Generals are badly in need of having their direct combat abilities reduced, I think once that happens we'll get a better idea on where Assassin balance stands.



I'm all for the stabbing though 8)

Beta 2 More Epic

I have to say, Beta 2 feels alot more Epic now, turn the spawns up to the max, playing as Oak there's spirits flying all over the place, minotaur armies charging all over the map, vampire things rolling everywhere, explosions and SFX left right and center.



I have to give Kudos to GPG, Beta 1 felt distinctly lacking in the epic factor, Beta 2 is definitely heading in the right direction with ludicrou numbers of units everywhere and massive world-shaking explosions going off almost constantly, and then Giant start spawning :D|||Yeah, and apparently there is a bug so that the portals don't spawn extra units unless you upgrade them at the citadel, when really they are supposed to have a few priest and catawhatevers and etc. as soon as you reach the right war rank (like in Beta 1). There will be a ton of units if that is actually a bug and if they fix it :shock:|||I wasn't in beta 1 but I'm in beta 2 and I'm loving it already :D|||Beta 2 is WAY BETTER than Beta 1. The backstories are better, the sounds and gfx are better, and the abilities are more fun to use. Regulus especially has gotten a fantastic buff.



Basically, in the first incarnation, to be of any use he needed a pair of gloves that gave AoE to his attacks. His abilities were totally useless. To get any good they needed to be upgraded 3 times, and if you pumped all that into Stats instead, he was way better. That was no fun. He was removed from the rest of the beta as far as I can tell.



Now he's back, and awesome. His Angelic Fury is now a toggle ability that gives AoE to his attacks. Just what the doctor ordered, and now he gets to use his wings all the time. His mine upgrades now make him lay many mines at once, and he can throw them a good distance, so minefields are way easier to set up and it just looks badass. Mark of the Betrayer is a great new ability. You hit someone with a spell that damages them if they use a spell, and they also get slowed.



Battles are also way more epic. There are now two announcers: one that announces things when Evil does something, and another for Good. The Good announcer no longer sounds like a forced, campy "God" voice. Death sequences are way cooler. Minions are way more numerous and the game in general was much more fast-paced.



OAK LOOKS FRUCKING COOL. ALLCAPS IS NECESSARY. When you think of the name Oak, you think of a tree, so I was totally not expecting this badass. If the devs said they were going for Future Fantasy with Demigod, they nailed it with this guy.|||Really enjoying beta 2, although i do have a few gripes.



1 is that it feels much more closed in, like i don't have as much freedom with camera movement, although this could just be me.



2 is that trying to manage all your units as a general is irking to all hell, the UI just doesn't give enough options for easy management of a group of units. And they tend to run off and get themselves killed immediately after being spawned because you didn't group select them quickly enough.



they also seem to have a problem that it is too difficult to discern your units (and even yourself) in a large melee, which is not only annoying but also dangerous since i often can't tell how many minions i have left, or even where my demigod is.



So far i've tried a few games as Oak, TB, Erebus, and Regulus. This taught me that i really suck as anyone who isn't TB. But i do really like the changes to Regulus in making mines usefull, among other things.



I wonder, though, how prevalent kill sniping will be as regulus, considering the massive range of Snipe. just wait until a friendly demigod has almost killed an enemy one, then snipe the kill and yay, more favour points for you.



I also really like the changes to TB, especially in giving ice rain and fireball a 4th teir, giving frost and fire nova a weaker first tier and making ring of fire somewhat less useless.



I really like vampire lord so far, while i find his special minions to be near to useless (near enough that i don't bother drag selecting frantically to keep the rapidly spawning nightwalkers in formation) his abilities are very good, especially swarm of bats.



Oak was rather tricky to play as, since his default mana is so poor, but i found once you have that amazing last stand ability, you can just suicide yourself against the enemy defenses again and again until you've pushed far enough to steal a base portal flag (seige archers reccomended). His spirits are also weak as hell, but with that ability that makes you stronger based on the amount you have i find it rather easy to plant a flag and just keep sending the spirits to the healing crystal so they can't get killed and reap the benefits of being as strong as an assassin.



The new maps are neat, except Ziggurat is spelled incorrectly and rather buggy (spawn minions can sometimes walk across the lane gaps and attack normally) and the scenery is a bit lackluster. Prison seems like a cool and hectic 1v1 or 2v2 map and i like it so far. Leviathan seems to have lost the trebuchet at the main base flag but otherwise seems identical. I miss Mine.



The new announcers are not to my liking, not that the old ones were any good, but the hissing voice whenever someone kills someone else is cheesy and annoying. and the female voice that gives minor updates is so quiet that you can hardly ever discern what she is saying it just sounds like a little vpice whispering nothing into your ear the entire time you play (i've got all sounds to max).



Overall much better than beta 1 but still a ways to go.|||Backstories:

-Oak is pretty good, it explains his weird name and abilities.

-Regulus is fine but something more would cool. The different naming was a nice touch.

-Rook is meh, the whole Mard Heldenhammer makes me think of warhammer or some norse LOTR guy. Not a walking castle.

-Unclean beast is quite good, the book gives that little extra mystery.

-Torchbearer is pretty bad, it makes him a tragic hero, instead of the first story that made him some badass antimessiah.

-Lord Erebus, I don't like his name as I think he could have got a lot better ones. But his story is sublime: The killing girl part was a bit meh but the poetry: awesome. It's prolly no surprise he is my favorite so far.|||The AI does not upgrade its minions, its getting a little annoying, I can walk over the AI by essentially just getting more of them and or better ones.



But beta 2 is still epic fun even if it isnt ballanced.



BTW what happened to Regulus awesome ability of growing wings and just making a giant knockback effect with them? And why does him growing wings now give him area of effect and more damage?|||smith|||Might preorder it then so i can own you all ( not really ) but if it is like you say im in!!!! 8)|||My main gripe is that you can't properly control your minions as a general- I'd like to see a full on order system for them like we have in SupCom. It's understandable not to have it for Demigods, as you have to micro them a lot anyway, but I think it is necessary for controllable minions.|||smith|||Corrosive|||Some of the tooltips are pretty neat too. "Demigods start with pants made of gold." is my favorite :D|||Teseer|||smith|||Gold is definitely individual. I've had situations where I had under 1000 gold but my allies bought extra giants or something.|||I think the only team source of gold you get is from the citidel and gold mines from flags. Individual is killing another player or killing grunts.|||Definitely more epic. I'm liking the Generals a lot, and the sniping range on Regulus is nasty!



Gold is not shared. So far the biggest challenge for me is figuring out how to best use the limited funds early on. Is it better to grab cheap items or upgrade the citadel? As a General I'm pretty sure the best option is to buy some minions straight off.|||Buying some Monks can be nice; they heal 10% of your health every 5 seconds, have decent health, and do a little damage.|||do you have to apply to get into beta 2? or something... or is it a open beta?|||You need to preorder the game and everyone that was already in beta 1 gets beta 2 too.|||from any specifik page/site/company?, or is it wherever



also i think that generals and assasins should be pretty different in playstyle|||Vimes is random|||You have to preorder from Stardock to get into the beta.

Generals

Generals are far too much like assassins in my opinion except for the fact that they can have their own personal minions.



Something has to be done to make them less like assassins, post your ideas on how to do this hear.



First thing that jumps to my mind is more passive abilities, more auras.|||1) Weaken Generals in direct combat (health, damage, and abilities)

2) Allow Generals to make more creeps

3) Give Generals passive/aura/buff spells.|||Gnats3|||ppipp|||It would be nice to have Generals actually have an RTS interface (something like Supcom's one) so they can properly control their minions. Because yeah, atm the only real difference between an Assassin and a General is that some minions occasionally spawn near Generals.|||minions are also awkward, do they auto attack or do you have to give them orders?|||They auto-attack, they're also so weak and numerous that it's usually a complete waste of time to try ordering them.|||was hoping they did otherwise i've been wasting my money...



but there needs to be a lot more importance on auras and hanging back just behind the front lines, more influence on grunts and minions and less on combat.|||to let Generals stay within eye-shot of the front, but not in it, maybe what auras they do have should have their ranges buffed.



the problem is though, do we want to make Generals kiting-only units or not?|||That's also the problem : all the generals got the same units.



Will be nice to have differents types for each : for the Oak, strong close combats units, for the dracula-like (sorry didnt play enough to remember his name) more hit & run units, ...



Like aurora - mantis differences :)



The first time I've tried the new beta, I choose the Oak, and first thing I've tried was to "right clic" a spawn gate to take control.. Hmmm nothing... Stay close to gain control ? ... "nothing".. Ok, great, it's just a assassin with a ressurect spell. Dissapointed.|||Ze_PilOt|||I think he means controlling the units that come out of the gate so they aren't just cannonfodder but can actually make a difference.|||Lifekatana|||Thats what I said...|||I meant controlling production, not actually controlling the units.|||Same difference.|||No, I wanted to take control of the units spawning at the gate (by taking it - like a flag. Seems logical ?). That's the point of being general, no ?

And be able to change production or control more gates with a upgrade...|||That was really how I wanted the game :



- Assassin working on the field, killing stuffs

- General in base, working on the citadel, defenses, and minions



So generals and assassins can work together but differently, with a true RTS feeling..|||I think the biggest issue is that we don't "BUILD" units.



In every RTS, we know that time is important. We often trade time for a more powerful unit, or trade power for faster completion of several weak units.



In chat, we often speak of this game ender, and another would jump into the conversation saying "you deserve to lose if you let them build a [insert game ender]!!!11!1!!!".



If demigod fail to make time an important property for generals, it will simply never be a RTS.|||well put.



after all, the genre is real-time strategy.|||I prefer fake-time strategy though :p|||Ze_PilOt|||I don't think they ever billed this game as an RTS. Having expectations for that time component is not necessary for DG to succeed as a game. We all know it's been described as an RPG/RTS hybrid with inspiration taken from DOTA on the action RPG side, and Generals being the RTS element. Just because we don't have that same time concern does not mean its void of RTS elements, and I don't know what is meant by the"real-time strategy" comment. There is nothing turned based about this game.



Having said that, if they did want to add such a time component, the only way I see it making sense is through unit micro and base upgrading. Ze_Pilot described his ideal vision of Generals as being able to take control of their sides portal(s) and thus command the minions that pour out, while also focusing on defending and upgrading their base. I agree with this. As fun as Generals are in their current form, this would be much more enjoyable. Their role would be much better defined and differentiated from Assassins, and it puts the general in a position of having to decide whether to split his attention in multiple areas or focus in one spot.



At no point do I want traditional RTS concepts such as building introduced to this game. I think it would ruin the design. Commanding minions and base upgrading should be the extent of the RTS element.|||the thing with commanding minions is once you are able to you will hold back behind your line of towers and so is your opponent so something like the following has to be done



There are multiple paths on each map correct, if the generals could influence which paths the minions took it would work.|||smith

[REL] Unofficial Beta 2A UI Quickfix v2

Let me know if there are any bugs or anything else you want added!



Changes:

- Rounds the roll-over HP values to non-decimal numbers.

- Allows you to tab back and forth from the username and password fields in the Log In screen, although there is a small graphical bug.

- Allows you to tab back and forth from the gamename and password fields in the Host Game screen, although there is a small graphical bug.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.





1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod

2. Extract dgdata.zip to a folder called dgdata.

3. Rename dgdata.zip to something else. eg. dgdata2.zip

4. Rename the dgdata folder to dgdata.zip.

5. Copy HUD_rollover.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\game\HUD_rollover.lua

6. Copy MPLogin.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\MPLogin\MPLogin.lua

7. Copy DIALOG_hostgame.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\dialogs\DIALOG_hostgame.lua

8. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Download



Thanks to Plavski for helping me test!

Demigod Techincal Specs

I am highly interested pre-ordering Demigod and playing the beta. My only concern is i have an AMD Turion 64 x2 tl-60 2.0 GHz processor, when the minimum specs on the Demigod website say at least a 2.4GHz processor, and the recommended is a 3.0 GHz. If i do buy and play the beta, will my pc run it correctly or just lag up and die? the rest of my laptop specs are as followed : HP Pavilion dv2700 Notebook PC ; Windows Vista 64-bit Home Premium ; AMD Turion 64 x2 tl-60 2.0 GHz processor; 4GB of DDR2 RAM. I don't know if any of that helps. I really appricate it. Thanks in advance. ^^|||Oh great. Yes, we really do need more information. Specifically, give the year of your laptop's release. Also, quote your graphics solution.



For a comparable test, download the Supreme Commander demo and give it a whiz in the first maybe ten minutes of play. Then give yourself a few extra FPS. Then you've got about Demigod's performance.

[WIP] Strategy Mod

Overview

This mod is designed to give players an alternative single-player option for Demigod. The gameplay will be somewhat akin to Mount&Blade and Medieval 2: Total War. You will begin the game at the character creation screen, setting up your skills and stats that will be a large influence on how well your character does all different things in the game. Once in the game, you will be in control of your main character and whatever troops he gets to command. The movement will take place in the overland map, where you will have towns, castles, and many other structures that you can take over from rival factions. Battles will take place in a separate map where you can control your main character that your troops against whatever enemy you are facing.



Not much work has been done yet since I am working on the overland map portion right now, but look forward to more updates! Here is what I have so far:



Screenshots

The option from the Single Player screen.

Image



Choose New or Continue.

Image



This is the clean character screen.

Image



The Choices on the left will bring up pop-up menus.

Image



The Stats and Skills on the right allow you to allocate your points.

Image|||Sounds like fun. I would definitely play a mod like this.|||So like a Demigod RPG? Sounds good.|||Awesome!|||sounds like a lot of fun (and work for you^^)|||So far I have added an overland screen where you can move your leader unit (currently a Minotaur) around. If you right-click on an allied leader or structure (currently there is a 'Mill' structure), you will go up to your target, and then the conversation menu will open. I don't have it working on enemies right now, but I am going to have to re-work the whole ally/team system eventually >.< I have the callbacks an' such working so that you can get addition units (just stored in your character's data) from the Mill by clicking on a button, so that is working nicely.



My next project thingie will be to get a way to go to the battlefield map. I am still pondering on if I should wait to make use of a save feature that will hopefully go into the game, or if I should have the battlefield on the same map as the overland map. I think that it would be much cleaner for them to be separate maps, so I sure have my work cut out for me =P See you in a million years!



Screenshots

The current overland screen.

Image



The conversation menu.

Image|||Techubus

release date

Does Demigod have a set release date yet?|||Why did you come back?



Oh, and I believe it is sometime in February.|||I had a revelation and decided to turn over a new leaf.





p.s.

When I left I never said I wouldn't come back, I only said that I would be leaving (and I left for a few weeks). During that time I collated.|||April.|||xgmx|||Legion Darrath|||smith

This is a beta

And there is not nearly enough discussion happening here. I implore you to write more topics about how you feel about the game so far.|||Thing is, the online's dead. You don't get many players, it's a horrible place to be. When things like chat and such are implemented, I'll play it more.|||The networking problems make it difficult to find games, and many people prefer to post at the official Stardock forums.|||The "official" forums stole all the thunder. Damn shame really, that bright white layout makes my eyes bleed. We were pretty much pushed by the mods and devs here to take the discussion to Stardock, so no surprise on the activity level. I do give props to stardock though, ugly forum aside, they are very active in the discussions over there.



The online portion is still in its infancy. I don't even bother waiting for people to join my games, I just load 'em up with AI players. When I do see games I'll click on them but most the time I can't connect, presumably because the game is already in progress, but who knows.



It's no big deal to me, the devs are well aware and have stated a lot of work still needs to be done on the network side of things.|||I can't read the official forums, the whiteness is physically painful and the people on them are mentally painful.|||I really hate the stardock forums :S

Even quoting manually is a pain in the *** and if you quote the op you get "quoting post" instead of actually saying the name of the person that posted it -_-|||I cant stomach the stardock forums either which is why I want more discussion here...|||The way they handle links is really annoying. The CMS we have at work uses the same system so I usually add liks in the source code later. Why cant they just buy a decent forum software like vBulletin or at least use phpBB...



As far as the beta is concerend, Id love to discuss it here but I doubt the devs read it. And I havent played much lately...|||I'm all for attempting to revive the discussions here. I do think the devs, at least those in the GPG camp, read this forum. Perhaps we could try and make a push on the official forum to attract some of the RTS enthusiasts over here.



I think this forum could serve as a good platform to voice our opinion on the RTS aspect of the game and Generals in particular. Right now my fear is that our voices are being drowned out by the pre-existing Stardock and Dota fans who seem focused on the action-rpg elements to the near exclusion of the RTS side.



I don't mean to brag but...well, actually I do. SupCom players are generally a cut above the rest, especially when it comes to discussions on strategy and balance. This may be the best place to see that our concerns and ideas get heard. What do you guys think?|||Just start the discussion when the update is out, either today or next week again. Nothing to talk much about except I want TB to stab someone with his sword.|||Techubus|||Looks like that update is out. Don't know how I missed it till today, downloading now..



Checking the patch notes, lot of interesting changes. Level cap lowered to 20, XP req raised per level. New high level skills. Some interesting changes to Generals, and the QoT is out! 8)|||But is the online actually multiplayer now instead of single player with smarter enemies?|||I can't even login anymore :(

Frogboy posted there were 2 reasons



#1 some people with an illegal copy of XP has problems with some of the validation functions but they are working that out (yay)



#2 the email address tied to my demigod install is different from the email bound to my account. (mailed the sales department as advised)



I hope I'm one of the people that don't suffer from #1 :p|||Rofl at number 1. Microsoft could sue them for fixing that.|||Microsoft actually encourages piracy.|||Lol, I don't think even Microsoft would pursue such a frivolous lawsuit.



It is a funny bug though, and even funnier that the devs have no qualms about fixing it :) MS does encourage it though. I can't remember the last OS I payed for. Yet I don't pirate games..|||they certainly prefer a home user who has a nongenuine windows over a linux or apple user who bears the potential risk of carrying that OS over in the enterprise he works for.

Why Can't GPG ever make an announced Beta release Date?

Just wondering we get in the Journals these supposed or suggested dates why do we never make that day. Just Curious|||Software in general never gets released on time.|||Nah, the games industry is a lot worse at it than regular software companies. Hell I've received commercial software months early than expected.|||Usually the cause is a critical bug being discovered close to the planned release, but there are other reasons as well.|||HorseRadish|||at least they are consistent|||Short answer. Fans aren't the only ones who demand dates. Publishers do too. And they aren't compelled to hold the information until their prerequisites are locked down. For better or worse, we still feel compelled to be honest with our customers/fans/publishers.



From my perspective I would rather be late than dishonest, but unfortunately we are only judged by the former.



Only very wealthy developers can avoid the date question. It is impossible to be late if you never publically commit to a date. What is the release date for Starcraft 2? Diablo 3? WoW X3? Any of their betas? Does not knowing anger you? More than knowing and being dissapointed?



- Servo|||Thank's Servo but I think it's safe to say the majority of us knew this. HorseRadish is just being impatient, I think.



What we would really like to hear more about are the Generals and the potential conflict between modding and anti-cheating :wink:



In any event I wont ever judge you guys for missing a date, or not giving one. It's always better to under promise and over deliver (or promise nothing and deliver :) ).|||it's good to see some feedback from the developer, even if it doesn't answer all the questions.





for the record; it's really a trade off between late and dishonest. i can accept that there's always politics going on behind the closed doors of a dev. house, and more-so between devs. and pubs. i can also accept that engineering a complicated product takes time, and there's always unforeseen hurdles that crop up at the most inconvenient of times.



but, trust only ever extends so far. it's a question of if the trust extends long enough until release day.

MyColors breaks Windows 7

Apparently, Demigod beta testers get a nice Demigod theme for their desktop. On the other hand, it breaks Windows 7. :)|||They'll fix it in a patch ;)|||Well, windows 7 is still in beta. It's not like it's breaking Vista or XP. :roll:

[REL] Beta 2D Username and Password Storage

This is a small mod to make logging in faster.





*** WARNING ***

This will store your username and or password to your userprefs file. If you do not want to take the security risk of storing your password in a non-encrypted file, you can choose to install the mod that simply remember your username.



Username-only Storage

Username and Password Storage



Changes:

- When you click on Login, it will save your username and password to your prefs file.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.





1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy MPLogin.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\MPLogin\MPLogin.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.|||excellent.



i presume you've advertised this on the SD forums too?|||Yupyup!|||Thank you for this... can't believe it wasn't built into the beta to begin with.|||You know, gpg should hire you >.>

Why, Scathis?

Why were we abandoned? :(



Also, I wonder if we should be hating on Tyo or Frogboy -.-|||Don't be a hater Isisk. Gets you no where. All we can hope is that they listen and take the game a bit back to the direction originally intended.|||The game isn't that bad. Generals are disappointing but I think we'll just have to do what we can with what we have.|||I dont mind the generals IF we can play custom games with mods online. Why not try a few variations and maybe we can make a successful gameplay mod like Phantom.



I wonder if the decision was made because they already had to delay the release or because the they think the DotA fans will like it better that way. And why go through all the trouble with an extremely early beta when you are not listening to the suggestions of the testers.



IMO beta 2 was too much about fancy items and flags and not enough about the Demigods. There should be more unique skills to choose from and not more boring citadell upgrades. Whats more fun: hitting another Demigod with a ******* huge hammer and bowling with rocks or increasing your gold income by 2 per tick?|||Scathis sent me a short PM, saying "I had to go"



Perhaps it was less of a choice than we had at first expected?|||Scathis now works for Uber Entertainment, a small game development company that seems to have been created by former Gas Powered Games employees.|||isik|||Gnats3|||Ertwyu

No strategy to generals

As said on the tin. You spawn the max number of the toughest minion, and you gangbang your opponent. There's no strategy here. There's no minion economy. You just stay next to the health crystal while it's cooling down and spawn the lot, then, when they're dead, run away. Yes, it's a great feeling to watch your army CHAERG, but there's no intelligence to it.|||Indeed.|||Yes... there is certainly less skill involved without skills than assasins.|||Alright, I think I have some ideas for this but I'll put it here before posting at the Stardock forums.



Right now, I think we can all agree that Generals need some work. Generals typically summon all their units while at the health crystal, then go into battle with one big mass of units, including the General him/herself. This essentially makes them an "Assassin with pets". They play basically the same as an Assassin, except their damage decreases over time as their minions die.



When Demigod was first advertised, it was said that the Assassins were like RPG characters and the Generals were like RTS commanders. Currently, the Assassin Demigods are meeting this goal pretty well, and are generally fun to use if you don't worry about the current balance issues. However, Generals are nowhere near this goal.



I think a major part of the problem is that there is nothing that minions can do that they can't do greatly better with the General helping out. You can't raid with them because they can't kill many towers and there isn't anything to raid anyway; you can't capture flags without the General; you can't take out enemy Demigods with them; you can't do too much to cripple the enemy creep support since there are so many creeps and the enemy Demigod can come quickly and kill your minions. You basically need the General nearby to do anything, and there is no reason to split the minions and the General up anyway. This means that you will almost always have the minions and the General together in one big group, as we see occuring now.



So, for this to truely be like an RTS, you need to split your forces up. Being able to attack on mulitple fronts is one of the advantages that should belong to Generals. Currently, however, this is not worthwhile. We need to somehow make it so that units can accomplish stuff on their own.



My idea has several parts. First, we weaken the General substantially. The General himself should not be able to take on an Assassin in direct combat without creep support. Having significantly less health would solve this problem, and would also help out elsewhere.



Having significantly less health forces the General to be more defensive. His minions all die if he dies, so he needs to be careful. He can't charge with his entire army without being careful, since a smart Assassin or team of Assassins can take him out and thus kill his army. He would need to stick around the towers on his side of the base, where he can take on enemy units and Demigods with the support of the towers. He would be able to venture out occastionally to finish off a weakened Demigod or kill creeps, but he would not be as adventurous as an Assassin.



This would put the emphasis on the minions, since they are the only ones who can do any significant offense for the General. Buffing the units themselves might not be necessary; to be honest, I'm not sure. But if the General is in his base, there needs to be a way to get the units to the battle where they can fight. The answer is: barracks.



I know, there is some question of whether we really want buildings in Demigod. And I agree, I don't want my General to be building an industrial complex with powergens, factories, and mass fabricators either. However, being able to build 2-3 barracks buildings would be great. The Generals can spend some mana or gold to set them up when they can get forward on the map, then retreat to safety if necessary. The barracks then builds units (either at a mana/gold cost or just automatically over time). The units are directly controllable, and are sufficient to make some progress in fighting. The ability to make several barracks would allow the General to fight on several fronts; the enemy Assassin can attack one group of enemy but the other would be able to continue destroying stuff. The Assassin could always destroy the barracks, cutting off the troop supplies and costing money for the General.



What does the General do during this time? Give him the ability to build towers at a somewhat-significant cost of either gold or mana. There would have to be a limit to how many he can have constructed at one time, but this would let him be useful in defence. He could even choose to build the towers near his barracks to establish a forward base of sorts.



All of this would give the General a much more RTS-like feel. He is much like a weakened ACU in Supcom; he can help out his units when necessary, and can build a few buildings to build those units, but the units need to do the dirty work.



I probably forgot something here, and there may be flaws in my idea that I haven't thought of yet, but I think this could be a good direction for Generals. What are your thoughts?|||It sounds like Generals aren't going to be majorly changed anymore though :(|||No way. One of the new DG journals says



Beta 1 - engine test

Beta 2 - engine and Internet connectivity test

Beta 3 - gameplay/balance test



Surely Beta 3 can bring signficant changes.



I fully agree with your ideas Gnats3.|||Gnats, your idea is what they intended to do a long time ago. As development progressed, they said in their development diaries that they would make Generals closer to Assassins. The result is what we can see now : assassins with pets.



I think they realized it would be a nightmare to balance and that they had no time to do that, or maybe that Generals would be less popular than Assassins unless they had a real mini game to play (dedicated and varied units and buildings). With so few Demigods, they have to make each choice very popular, and they took the easy way to do so.



Maybe in Demigod 2, or an expansion, they'll come up with something more strategic, yet popular, fun etc. They have no time now I believe.|||DeadMG|||maybe we should get together and mod this in for around release?|||That could be cool :P|||So...the whole rts thing is pretty much dead then?



Thank goodness i didn't preorder.|||Well, technically the RTS is in there, it is just very... diluted.



Though you seem to hate base building (at least I think that was you) so you might not mind so much. It is just that right now you have a mass of units that you run around with instead of the normal RTS gameplay.|||Yeah, I am really not happy. I enjoyed playing the Assassins (Reggy my fav, always) but the Generals have been disappointing. Someone should mention to Frogboy that the game is made for the players, not the developers. In a nice way, of course.|||I have never really play dota much (i think i tried it once a long time ago), is the general in demigod just like dota? Or there was no general in dota? Can someone enlighten me if this game going to be more dota and no supreme commander?|||This situation smells like SupCom all over again; a good solid game with a great concept behind it, but just not pulled off very well.|||Good thing I got a free preorder then >.<|||Really, right now they might as well make the generals more like assasins if they're not going to make them more RTS-like, so that you at least get to use your demigod more.|||It was the MAIN feature of demigod : STR vs Action-RPG. Now it's just a Dota clone with few units. I want my preorder back if they dont change that :||||The problem is that a lot of the non-supcom-fans are fine with it the way it is; it is RTS-y enough for them. Those of us who came from Supcom, on the other hand, expected real RTS and are disappointed.



Assassins are fine, and Generals might have been fine, except they promised RTS and aren't delivering. If it had been "Assassins" and "Assassins who can summon a few bodyguards" from the start, it wouldn't be quite as much of a problem.|||And all you idiots chastized me when I posted months ago about no generals they are assassins with pets|||We didn't have Generals "months ago." If you were chastized before that, well, good. You shouldn't complain before you get the chance to try them out...|||I hope that they make them more RTS like, whatever they do. At least allow us to properly control our little summoned pets.|||Ze_PilOt|||Lets blame scathis for abandoning us :D|||Is this what happens when a games creator leaves mid project?



I find the generals to be fun, but yeah, still way to RTS-lite and too much like assassins. I'm still going to push for the right changes. I don't care how involved Stardock is this is GPG's project first.



But hey if not, I see a very popular mod taking over the custom games :)

[REL] Beta 2D Rollover Mana Display (optional equip display)

Mana display

Image



Mana and equipment display

Image



Changes:

- Adds a mana display to a friendly unit's rollover information if they have mana.

(- Adds a display of a friendly demigod's equipment.)



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy HUD_rollover.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\game\HUD_rollover.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Rollover Mana Display

Rollover Mana and Equipment Display V2|||Added a version with an extra feature.|||Nice work. Hopefully the devs add these features themselves at some point. I'll give this a spin next time I play.|||Fixed the equipment display up since I noticed that it had a few errors on certain items and other thingies. Version 2 is out.

The Intro Voice

Is that the same guy who did the Intro for Total Annihilation? It sounds the same.|||No clue! I think that we will have to wait for a credits section to appear in the game ^_^ I converted the video and recorded the sound of the intro (just because =P):

http://www.youtube.com/watch?v=px0H3R8v83g|||Anybody thinks the intro is lame?|||woepriest|||woepriest|||The intro script definitely needs to be rewritten. I keep telling them that their introduction to the story needs to be changed a little but they never listen :x|||Yeah it is pretty awful. Not to mention a little over the top. I mean I get the concept of the story but like there was some line involving fratricide and I was like :shock:|||Yeah. A lot of 5 dollar words in there the kiddies (let alone the adults) wont understand.|||ChirmayaWrongEmail|||He converted the video file, not recorded it. He probably used BINK tools.|||sorian|||John Patrick Lowrie, the same voice you heard in TA. Good ears. :)



Sorry to hear you hate the intro. We weren't going for Blizzard/EA style, we were going for Lovecraft on a tight budget. We don't consider the intro a marketing piece, but something to set us apart with an epic mood for a player who has already purchased the game.



Bethesda is one of the companies we really respect for getting this right. Trailers are for hype, intros are for mood.



- Servo|||GPG-Servo|||Frankly i think it's really setting the lovecraftian mood quite well.



The first time i watched it i was like "What the hell?" but after watching it a couple more times i can appreciate it :D



And HAH, i knew it was the same guy.|||The intro helps to establish the universe the game takes place in, and isn't blatant and stereotypical about it. I like it.|||GPG-Servo|||There is also the part about "since the last time they imposed silence upon the world." It sort of sounds cool but sort of doesn't make a lot of sense.

[REL] Beta 3 Passworded Room Display

Image



Changes:

- Highlights lobbies in red to show that they have passwords.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy Join.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\Join\Join.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Passworded Room Display V2|||Fixed a big bug where when a game was removed from the list, the player data that this UI mod uses was not updated, causing the wrong games to be highlighted. Version 2 is now out.

[REL] Menu-to-Custom-Game Button

Image



Changes:

- Gives the main menu a button that will automatically bring you into the Custom Game menu if your login information is already saved.

- Thanks to 'astonerbum' for the idea!



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy Main.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\Main\Main.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Menu-to-Custom-Game Button

[REL] Beta 3 Rollover Mana Display (optional equip display)

Mana and equipment display

Image



Changes:

- Adds a mana display to a friendly unit's rollover information if they have mana.

(- Adds a display of a friendly demigod's equipment.)



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy HUD_rollover.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\game\HUD_rollover.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Rollover Mana Display

Rollover Mana and Equipment Display|||Oi. I forgot to revert version 2D before installed the latest version :oops:



I can definitely confirm DG does not like it one bit. I'll see if I can fix it without redownloading, probably not.|||What kind of problem is this causing you? Installing, or playing? Need a certain file?|||The installer reported no errors, seemed to go fine. The game would not launch however. I resolved it by running Verify Installation in Impulse which saw a problem and gave me the option to download and reinstall.



I did all that after renaming the file back of coarse.|||Glad to hear that it worked out. I am so hoping for good mod integration with the retail release of the game.|||Hate to be a downer but I don't think you'll get it. Brad (Frogboy) has been pretty open about mod support being a "post launch" consideration.|||Techubus

[REL] Beta 3A AI Player Display

Image



Changes:

- Shows how many AI players are in each game. No display means that there are 0.

- Highlights lobbies in red to show that they have passwords. Left the * symbol in that does the same thing.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy Join.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\Join\Join.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



AI Player Display|||When you can check how many AI players are in there ...

do you have access to who exactly is in the game as well?

Showing the players who are in on mouseover would be awesome.



Good Stuff already though :-)

2v2 Demigod Tournament!

Demigod 2v2 Double Elimination Tournament - 8th March (Sunday) 5: 30 GMT
GR is hosting their first Demigod tournament - one of many to come. If you would like to participate, please post your name here so we know who is coming.....
http://www.gamereplays.org/community/in ... pic=460830
Please follow the link if your interested
Enjoy!
Note: Please post your name in the link provided so registering players is made easier.

Demigod fraps fps

Anyone here use fraps from fraps.com? What do you get for frame per second?



Here's mines for Demigod Beta 2d:



AMD Turion X2 2.20Ghz, 3gb ram, Ati mobility 3650, 1280x800, Anti Alias off, Vsync off



Low fidelity settings: 26 fps average

Medium settings: 20 fps average

High settings: 15 fps average|||Fraps murders your framerate without a quad core dual HDD setup.|||just use the in-game framerate meter instead; it's much better than fraps'.|||BulletMagnet|||He's not recording video while measuring his framerate, knuckleheads, he's using fraps' built in FPS monitor.|||/ on your numpad will probably turn on the in-game framerate meter.|||OS: Windows Vista x64 Basic Home, Service Pack 1

CPU: AMD Athlon 64 X2 Dual Core Processor 4600+, 2.41 GHz

RAM: 4 GB

Video Card: GeForce 8800 Ultra

Sound Card: Sound Blaster X-FI Titanium PCIe



Resolution: Fullscreen 1920x1080 60hz

Maxed visual and audio quality

30-40 fps during the beginning of the game for a few minutes. Didn't test any longer.|||Thanks, The \ worked. The fps I got ingame is similar to the one I see in fraps.|||blitz|||I like to update that with the latest beta 3B, i seem to have gain a 10+ fps in low settings.



Everything the same, no drivers have been updated.



AMD Turion X2 2.20Ghz, 3gb ram, Ati mobility 3650, 1280x800, Anti Alias off, Vsync off, Windows7

Same cataract map. Medium and high settings seems to be the same fps though.



Low fidelity settings: 39 fps average (it was 26 fps average before)

Medium settings: 20 fps average

High settings: 15 fps average

[REL] Beta 3B AI Player Display

Image



Changes:

- Shows how many AI players are in each game. No display means that there are 0.

- Highlights lobbies in red to show that they have passwords. Removed the * symbol that did the same thing.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy Join.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\Join\Join.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



AI Player Display

[REL] Beta 3B Rollover Mana and Equipment Display

Image



Changes:

- Adds a mana display to a friendly unit's rollover information if they have mana.

- Adds a display of a friendly demigod's equipment.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy HUD_rollover.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\game\HUD_rollover.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



Rollover Mana and Equipment Display|||Just wanted to thank you for continuing to update these for each release. You rock! 8)|||Not a problem! Thanks for using it =D

[REL] Beta 3C AI Player Display

Image



Changes:

- Shows how many AI players are in each game. No display means that there are 0.

- Highlights lobbies in red to show that they have passwords. Removed the * symbol that did the same thing.



*Note: This is a User-Interface mod, so it doesn't require anyone else to have it installed.







1. Go to the folder where Demigod is installed. eg. C:\Program Files (x86)\Stardock Games\Demigod



2. Extract dgdata.zip to a folder called dgdata.



3. Rename dgdata.zip to something else. eg. dgdata2.zip



4. Rename the dgdata folder to dgdata.zip.



5. Copy Join.lua over the same file located at:

dgdata.zip(the folder)\lua\ui\menus\Join\Join.lua



6. Now it should work, but remember: Rename the folder to something else and rename the zip file back to the original name before you install any new updates.



AI Player Display