As sarcastic as the op sounds, I love to play my UB this way. I go for speed and HP, then MP, armor and weapon damage. Either way most of the time people are running from me while I am running at them. I don't buy the swiift anklet tho.
ProximityFixed
All towers, including Rook's towers, are able to attack angels.
So far everyone says that angels are an effective counter to the Heart of Life. I don't know if this makes a point about angels being useless or the Heart of Life being over useful. Angels need to spawn in groups of 4, or at least 3. What you pay for is not what you get when it comes to the things.
I love the idea of showing your team's status, the mana espicially.
If you need to share gold amongst players you can currently buy and drop an item for them to sell at the shop. The conversion is not 100%, but it has been more than enough for my teams to buy giants when we were a few gold short.
So I'm feeling like Demigod will be my game for a long, long time, and I've been thinking about what a modding community would need to keep the game going for even longer. What I need to know are the investments required to begin making maps. What programs would be needed? What are the criteria for a map to be used by the game?
Its because of those people who take hours to connect to anyone. I've been connected to two of the three players in the game, and after five to ten minutes the third person still hasn't connected at all. Though usually when I kick someone I crash to the desktop, so I end up just leaving the connection attempt and find something else.
What gets me is Im wondering where Oak's Favor Points went.
There is an item that gives this ability to anyone. There's a cool down, obviously, and it takes an item slot. The only fix that wouldn't alter the ENTIRE game would be to make the closest point between the center circle and the bases over 60 (whatever the unit of distance in the game is.. yards?) apart.
I don't personally know the answer to your question, but I need to chime in and say useage caps are horrible and I wouldn't tolerate that at all.
So yea... take a look at this link. I can provide a screen shot to support it as well. Its really a wtf moment. http://pantheon.demigodthegame.com/game/386385/player/34715/ Yea I know I suck.
The AI, oh the AI. I know LUA well enough and I've done AI tweaks before but I lack the time to do it all by myself. What it needs to do is assess risk better. Humans are doing it, but it seems that it is only working off of what is happening in the very moment, which causes it to get easily confused. Why teleport when you can run? Why wait until you are killable in 3 hits to retreat? Why ignore enemy towers? I could go on. But overall, the AI is not horrible. It t
I do agree that the level 15 version is pratically useless.
They need to have the basic stances that all RTS games have had since the beginning of time: Return Fire Hold Position Attack on Sight
I've seen an Erebus Ai teleport less distance than his bat swarm. He was still in the range of my fireball.
It seems like it would turn the game into a half-hearted attempt at grinding up in level past the other team. It all boils down in my mind to be way too WoWish and I have to disagree. The team that is loosing lost because they made mistakes early on that they couldn't make up for. I really don't want to be so negative, yet I feel that if these changes were introduced it would defeat the purpose of getting better. The fact that you do not have a safety net and will loose if you g
So I have 4 games in a row today that were against two Rook players. They turtled the map with towers and managed to out creep us and managed to keep up a heavy push. I assume they had the help of Hearts of Life, as they never seemed to run out of mana. I know that TB with Ice Nova will help against this, but I like to mix up who I am playing and often times I get paired with the same DG. So assuming I am not playing TB, what can I do to beat this slow moving glacier of towers f
Every melee character has a stun or interrupt move. Use them wisely and you won't have this problem. Some even work at a range! The citadel upgrades are simple, because this game wasn't meant to be Civ4. Taking out TB is pretty easy if you manage your HP and get him to be greedy. ANY demigod is nearly impossible to kill if they're hiding in a towered lane. TB can deal more damage per second because of his abilities, at the cost of mana and
The last 3 skirmishes I've tried to get into have resulted in the other 3 players leaving the game. This is pretty unusual. It seems to be fixed by a restart, but I've just gotten the screen flickering bug to go away and now this. I don't want to have to restart every game. Anyone have any ideas whats going on? My firewall is off. What gets me is that this happened just a few hours ago and continues to happen.
So basically what you said is, and please don't take this as being rude, "I don't want to stop Regulus from attacking my towers because he can do it from futher away than the rest of us." Well ok then. I don't like how the Rook can heal off my towers. Thats an advantage. I don't like to TB can rip a tower apart in about 11 seconds. I don't like how UB can destroy a tower just as quick. It's not fair that generals have minions that follow them so they aren't targeted righ
The game type will decide this too. Obviously on Slaughter you need to worry more about health boosting items than citadel upgrades, where as on Fortress the building upgrades are essential to victory. The other DGs make an important factor here too. If you know know you are up against TB getting Priests will just feed him. If you are facing Erebus the same rule applies. If your enemy is spamming a Heart of Life then angels will drive him nuts. Now it will change with every matc
SMELLS like BACON!!!
Is anyone else getting the problem with teammates or enemies faced with an actual challenge dropping out? I say rage quit, even with the connection issues, as it tends to happen either at the first death or after a few deaths in a row. Its really bringing me down.
As many have complained before, the AI is really unable to stand up against a player or itself in terms of a hard AI vs another. This is especially true for a team game with a human player on one or both sides. The AI does not seem to be able to form a proper strategy on its own, and plays more of a reactionary and defensive game, than being aggressive. As AI code is so difficult to write and play test, I think a few player given orders might be useful. If we could offer them in