bman654

bman654

Joined Member # 2370823
0 Posts 0 Replies 22,776 Reputation

[quote who="BoogieBac" reply="142" id="2722768"] I wish arrows keys could be used to pan the cameraShift+arrow keys to pan, Ctrl+arrow keys to rotate Just implemented last Wedensday, so appologies for lack of formal documentation on that one. [/quote] What do unmodified arrow keys do? If they do nothing, then can you map them to map panning? Because I don't know about you, but I cannot easily SHIFT+arrow with my left hand while my right ha

145 Replies 293,213 Views

In the tactical battles screenshot, are there little blue bars beneath the red health bars on the creature icons? If so...they are pratically invisible. Could you maybe lighten up the blue so they are easier to see without eye strain? Otherwise...looks GREAT!

84 Replies 152,648 Views

[quote who="Stmorpheus" reply="12" id="2706251"] the thing is, i am not sure how they could make 2 tiles fight and it look exciting. this way atleast i can clearly see what is happening. if i had 10 on 10, i don't think i would be able to see much of whats going on. what if the unit had the ability to summon up another unit. would they have all 10 summon a single unit? not sure what could be done about this. [/quote] The Fantasy Wars games did an exce

13 Replies 53,380 Views

I know some bugs have been mentioned (and fixed?) that were of the sort that could overheat your video card because the game was not using any fps limits. So yes it is certainly possible for the game to cause hardware problems or bluescreening. [quote who="Hrothgar" reply="34" id="2673715"] Elemental shouldn't be capable of bluescreening the game, and it's certainly not capable of causing your system to take an hour to reboot or continue to experience difficu

104 Replies 169,398 Views

Looks cool. The only problem I see is this is being done via c++ code. Which implies if a modder wanted to change the placement algorithm or monster selection process they'd be SOL? Or does the code get translated into a scripting language version when moved out of the prototype tree?

80 Replies 301,029 Views

that's the first I've heard of a crash. The incompatibility I was referring to just meant that the rollover info would not appear when hovering mouse over an ally if you had the rollover ally mod enabled. If get the crash again, post the demigod.log file.

76 Replies 274,310 Views

[quote who="synnworld" reply="28" id="2468908"] Do you seriously want to see me stay at base and spam spikes over the entire field. [/quote] Yes. Yes I do. I also want to extend your shield range so you can still shield me. And since you'll be standing at the mana crystal anyway, it would be quite nice if the cooldowns on your skills were reduced to allow a statisfactory amount of spamming.

30 Replies 58,956 Views

[quote who="Peppe" reply="16" id="2468997"] If i had to guess. Maybe remove fog of war? Take that off and its not a super advantage, but can be a tactical advantage. Its not going to desynch the game. [/quote] I'd call that "illicit information". Based on what zechio has said, I'm expecting something more than that...like being able to switch favor items or respect your skills or something.

19 Replies 46,782 Views

Question: If you find out a rival kingdom has successfully married off a daughter to the first born son of some other kingdom, will you be able arrange an accident for that first-born son, thus opening up the succession to whomever marries the next son in the line?

104 Replies 355,394 Views

The blueprints are normal lua code that just looks a little weird because there are some lua metatables defined so that when a blueprint is read in, a function gets called, so: CharacterBlueprint { bunchofkeyvaluepairs } actually calls a function (CharacterMeta.__call() in this case). It seems kind of a pointless abstraction and could just as easily have been written in a less-obfuscating: CharacterBlueprint({ bunchofkeyvaluepairs}). These metatables are def

8 Replies 35,079 Views

my best advice is pick some small(!!!) mod you want to make then get started! when you see something confusing pull out trusty ol' google. If you can't figure out what to google, then goto one of the lua tutorial sites you've found and read enough to understand what question you are wanting to ask.

9 Replies 2,112 Views

ok finally uploaded 1.2.3 which makes the health/mana/name text bigger and also makes the health text turn red when low. Also switched from updating every frame to updating every sim beat, which should reduce the lag that some of you have noticed.

76 Replies 274,310 Views

you can't do anything that actually causes a change to the game rules (reduce cooldown, insta-gib etc) because even if you bypass the check that everyone has the mod installed, it would cause a desync. I'm assuming zechio was testing some way to get information you should not have since things like that won't cause a desync. Theoretically, such illicit information is not available to the UI but you never know...

19 Replies 46,782 Views

Lordi17 - I found a bug in the code that would occur if the right minion died which would cause most of the behaviour you noticed. Am fixing it now. spector_0_0 - That one is strange. Does it occur even if you have the mod disabled? I've noticed bugs in the main game - it especially gets upset if you sell a totem while it is on cooldown - but not if you rclick the totem from your inventory instead of from your ability bar. Anyway I'll see if I can repeat it sin

43 Replies 149,252 Views