I'm having the same problem. Saw Fences for the first time and thought it looked interesting, tried to download it and did the File not Found thing. I also am using a laptop with Vista Home Premium.
FlamingDemon
[quote]Maybe if a dev sees a post of two of mine or my posting name then they will realize that broken favor is a huge issue that should not be neglected for other issues. [/quote] Tbh, I think it should be massivly neglected until the connectivity is sorted :P
[quote who="MrPipe" reply="3" id="2167450"]continue your work. You can rest when gamebreaking issues are fixed. [/quote] All work and no play makes coders tired and make mistakes, causing them to miss problems, add new ones, and all in all make things take even longer.
I've noticed myself that I ended up with more then 2 or a certain type of minion when I've sold a lower level idol to get a higher one, so I think the problem is the game doesn't check\desummon minions from a different level idol of the same type when you summon new ones from it. Uh, I'm pretty tired so my if that sentance didn't make any sense then try buying a level 1 Minotaur idol, summoning them, selling it and buying a level 2 idol and summoning again, should end up with two level 1 Mino
Plus bubbling beakers and puffs of smoke when you add chemicals together, mad scientist style, is definitely the way to go. [e digicons]:grin:[/e]
I'm not certain if this is what you're looking for but these might be along the right lines: http://www.mwsoftware.com/dragon/desc.html http://www.q-lead.com/qmol
Whether or not that is the real or sole reason why they did it, the idea that art direction, such as the scale of the Demigods relative to the grunts and each other, should be designed with an eye to gameplay first and aesthetics second I think is releveant to the thread.
In the description at least armour refers only to 'weapon damage'.
[quote who="ViViDGear" reply="1" id="1985965"] - switsching to the second row with "tab"key[/quote] That it doesn't do that atm catches me out every time [e digicons]X|[/e] [e digicons]:P[/e]
I think a good analogy is to look at how Blizzard decided upon the colour scheme for Diablo III. Originally they were going to go for a darker palette, but they discovered that with more colour its easier to tell what's going on due to the contrast and by adopting a crisper look. Graphical assets should communincate information well first, and look good second, imo, and atm I don't feel the Demigods are distinct enough from everything else to achieve that.
[quote who="Frog100" reply="22" id="1986241"] Last hitting is not a flaw, I don't get this whole "I hate last hitting" thing. What would the alternative be? [/quote] Minimising overkill. Lets say that you d 50 damage. You have the choice to hit a grunt on 10 health and a grunt on 100 health, if there isn't last hitting then, as a general rule, the better choice would be to hit the grunt with 100 health yet, because you know your grunts who do say 5 damage each will
If you can dominate the opponent Demigods you both gain more gold to upgrade the citadel with, while also stopping them from gaining much gold to upgrade their citadel with, and it allows you to focus your Demigods attacks and abilities on the enemy creeps, helping your creeps defeat the opposing creeps.
[quote who="bayani919" reply="2" id="1979098"]fail your essay over a beta.. lol.. when is this thing really gonna come out.. last time i checked here it was nov [/quote] Then you're really not checking very well as in this very post it says almost certainly Thursday, and the latest journal, linked to on the front page of the website, says: "So that is what we're working on fixing between now and Thursday's release of BETA 2."
[quote who="OrleanKnight" reply="12" id="1978363"] Quoting FlamingDemon, reply 6 I'm not saying that we need last hitting in Demigod, for one it pretty much requires having a permanent health bar on top off all the grunts, which with the amount of them there are would just be incredibly cluttered. The option to turn Health Bars on all grunts and targets on the field is already in the game. Pressing the ~ buttom on the far left of your keyboard, beanth the ESC key allows you to cycl
[quote who="OrleanKnight" reply="4" id="1978131"] Demigod and DotA are two different games, and DotA fans need to understand it's not going to become more like DotA despite their desire to see it that way. The biggest argument I've seen is this Last Hitting nonsense, which doesn't make any sense in Demigod. For starters, your Grunts, not Creeps, arn't just a complete midness Zerg. They are an ever present source of income and power for both teams while at the same time being the measure
I replayed through the Quake3 singleplayer, to get some practice in for when Quake Live is about, and because I find it great fun to blast through when I've nothing new to play.
Does the Star Wars expanded universe count? [e digicons];P[/e]
The one thing I do love about Garena is the replays\live matches.
And lack of crippling DRM like that is why we all [e digicons] :inlove::inlove::inlove::inlove:
[quote who="Zoologist03" reply="1" id="1930007"]I was surprised to see that turnaround so quickly. I thought conservatives prided themselves in not being as batshit insane and dickish as the liberals but in just a short amount of time they've hopped the fence to Assholesburg. Politics: turning people into douches since the beginning of human civilization. ~Zoo[/quote] The ironic thing is liberals pride themselves on not being as batshit in
Wisdom is not a well defined concept, and so is generally decided by a post-hoc decisions calling a range of actions 'wise' and then saying thats what wisdom is. However as it lacks a strict definition what actions you define as wise can easily be argued to be unwise by others, as they're applying a different definition of wisdom, and neither of them are wrong as there is no firm consesus on what wisdom is. Edit: Wow, didn't realise this topic was so old; figured it was on the fron
Haha, thats awesome. Def needs to be fixed of course, but looks great fun untill then.
Just to clarify I wasn't meaning to imply that suspending evade\capture abilities while stunned was more illogical or nonsensical then keeping them active, just that it seems a bit fruitless to debate the merits of either method in terms of which is most logical as they're fairly unashamed game mechanics. I feel it should come down purely to which is best in terms of game balance. I worry it would make stun too effective if it overuled capturing and evade; and make evade pretty useless relati
Capturing a flag merely by standing in its radius hardly makes sense or is logical. How is the Demigod making it spin or exerting control over it? Its pretty obviously a game mechanic so I think anyone who comes to it can adapt to it either way. I say use whichever method is more balanced. Personally I feel if stun took away evade\the ability to capture it would overpower the ability, as well as severly reducing the use of evade in comparison to armour value. But if it turned out it made the
Similar to how the Rook used to create the cracked ground overlay off the edge of the terrain so the air looked cracked, when you cast ring of fire near the edge the part of the circle that goes off the screen has the smouldered ground overlay that appears when the ring of fire finishes hanging off the edge in thin air.