What people fail to realize is the whiners on this forum only comprise maybe 5% (probably lower) of the people who purchased the game. Why should GPG/Stardock even deal with such a vitriol minority?
-Sorian-
See my reply to another modder here: http://www.gamereplays.org/community/index.php?s=&showtopic=522371&view=findpost&p=6281177
Looks like someone conceded before the desync.
The tooltip is fine. This item grants you a temporary 50% boost to your max health and, just like every other max health buff in the game, it also adds that boost to your current health. This is pretty much the way max health boosts have worked in every other game I have played.
[quote who="Neilo" reply="22" id="2332169"]At first to me it seemed that everyone on the opposing side was conceeding. Thats the way it went, they conceeded one after another and then i was taken to the victory screen. My teammates though all saw and heard "a player has left the game" and to them it was as if i had rage quit. the game continued for them but i was as if i had won the game. Then my net died altogether. A normal concede by the opposing team from
He clarifies it here https://forums.stardock.com/359540/get;2307224: [quote who="Frogboy"]Now, from there, things get a little murky. I've made many journals on the issue with lots of different ideas. The tricky part is what can we do that won't split the MP community up? Things like arranged teams and the like are great on paper but they do very little for casual players. I've been pushing for "random teams" for custom games. That's a bit more doable but I'm not sure ho
I added in Unclean Beast during the beta before he was officially a part of the game. It is not that difficult.
Cheating enabled plus blingbling?
I was digging in Demigods lua code and found a few interesting functions that were not there before 3.1 (at least not that I noticed). AddNeuralNetworkData() GetNeuralNetworkData() CreateNeuralNetworkType() SetNeuralNetworkData() SetNeuralNetworkLearningRate() TeachNeuralNetwork() GetNeuralNetworkResult() DumpNeuralNetworkData() Currently it does not appear these functions are used. Are there any plans to upgrade the AI t
[quote who="StAcK3D_ActR" reply="19" id="2287258"] Yeah that's what I mean. Mark of the betrayer alone is going to cap you most of the time. Any 2 slows will basically bring you to the cap, boots or not. this spell goes over the 33% slow because this spell doesnt actually "stack". There is a 2/3 Slow cap for stacking! The problem you are facing got nothing to do with stacking, individual slows can still lower your speed more then 33% if they alone provide the
Move speed does counter slows. If you have a base speed of 6 and get a 10% move speed increase and a DG hits you with a 33% slow you would now have a movement speed of 4.62. If you did not have that 10% boost you would be reduced to 4.02. The only time there would be no difference is if you had so many slows stacked on you that you would be brought down to the slow cap with or without the movement buffs.
Again, not a dev, but since the devs don't seem to want to clarify this and since this fix was based off of mine, here it goes. The slow multiplier cap is 66% of the Demigods base speed. So a Demigod with a base move speed of 6 would have a slow cap of 3.96. If that Demigod were to buy the boots of speed (10% speed increase) they would have a move rate of 6.6, but would still have a slow cap of 3.96. Hope this helps.
What about pantheon matches? I don't see them listed under Games In Progress so they probably are not counted under Current Games.
Conceding is not based on majority vote. My post from another thread: If a person leaves the game it automatically adds a vote to concede for that player, so you will get the message that the leaver is requesting a concede (even though they quit, not conceded). All players on a team must click concede to end the game. AIs are not counted. If you are the last person to hit concede you should not see the "player has requested to concede" message. If all p
Not a dev, but I hope I can help clear some things after reading the code. If a person leaves the game it automatically adds a vote to concede for that player, so you will get the message that the leaver is requesting a concede (even though they quit, not conceded). All players on a team must click concede to end the game. AIs are not counted. If you are the last person to hit concede you should not see the "player has requested to concede" message. If all play
Hopefully the availability of mods starts to put pressure on GPG/SD to add mod support to the game.
This mod makes it so when you sell an idol the minions that are attached to it die. Get it here: http://www.gamereplays.org/community/index.php?showtopic=498722
Search the forum for [REL], that should find all of the mods. Health and Mana text toggle is over here: http://www.gamereplays.org/community/index.php?showtopic=409290
Updated for 1.01.135 You are now reminded to use /allowmismatch if you have this mod installed and try to login to impulse. A games allowmismatch status is displayed in the tooltip when you hover over a game. Note: this will be "unknown" unless the games host has the Mod Manager installed. Same link as the first post.
1) Is there a way in lua to determine whether the user has the allowmismatch flag set? 2) Is there a way to determine whether a game in the join list has the allowmismatch flag set? If there isn't is there any way support for this cpuld be added in a patch. I want to try and make it easier for people using my Mod Manager to play with other people over Impulse.
[quote who="InfiniteVengeance" reply="11" id="2236260"] Also, according to the code movement rate debuffs are added together (ie 2 5% debuffs affecting a unit with a move rate of 6 would now have a move rate of 5.4). See now that's strange. Aren't they *supposed* to be multiplicative? You can easily get negative movespeed if this is true. Regulus mines + mark does it with one hero. Maxed mark of betrayer slows movement by 60% and wyrmskin is 15, ma
MoveMult() is in lua\sim\buffaffects.lua GetMaxSpeed() is in lua\sim\forgeunit.lua If their intention was to make it so no one debuff can reduce a players speed by more than 33%, they sort of succeeded. Otherwise, this is a bug and they need to change it so: local minSpeed = unit:GetMaxSpeed() * 0.66 is local minSpeed = unit:GetBlueprint().Physics.MaxSpeed * 0.66 Also, according to the code movement rate debuffs are
Ignores the cap completely.
Ok, assuming I am reading this all right, I have found the issue. There is indeed a 33% movement speed reduction cap, but they got it wrong. function MoveMult( unit, buffName ) local moveSpeed = BuffCalculate(unit, buffName, 'MoveMult', unit:GetBlueprint().Physics.MaxSpeed) local itemSlowCap = unit.MoveSlowCap if moveSpeed moveSpee
Sent you mine.