[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
bman654
is it better than Kickass?
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!
I'm paying your salary so get back to work!
[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
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
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?
ChaosConcepts is working on UFO2:Extraterrestrials: http://www.ufo2extraterrestrials.com/ The first one (after it was modded) was probably the closest any recent game has come to the beloved XCOM of auld lang syne.
@Peppe - will fix. @xclavex - I was hoping for a crash that included the lua stack since that's all I'm modding. Sounds like for whatever reason it is just not working for you. I don't really know why.
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.
The game engine does not expose any methods that allow this to be done.
[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.
[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.
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?
Janook - that's the Rollover Ally Mod. I believe the explanation is that not all item abilities have the correct icon assigned to them in the game.
to answer the OP. It should be fairly easy to do. Go for it!
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
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.
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.
Well that is pretty annoying. Is there a way to build a UI-only "exploit detector mod" that will detect if the other person is using this exploit?
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...
these are sim mods right? If they are, you should probably mention everyone has to have the mod installed since most people would think they were just UI mods.
ok 0.6 is uploaded. fixes all known bugs. Adds support for special minions for everyone except the vampire minions. Added right-click on health indicator to center the camera on that minion.
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
It could be done but it is ALOT more work to add that feature than it is to ask the users to check for new versions. :)