https://forums.joeuser.com/331876
Here is how it works, for those that do not know. The game executable is hardcoded to recognize the md5 hash of the zip file that has all of the lua files in it. change any lua file or anything at all with that zip file and the hash changes and the game will not start. So far, you can trick the game into loading custom files by renaming the zip and creating a folder called dgdata.zip and loading all of the lua files (changed or not) into the folder. I am not sure how this is going to work with Impulse, however, or how long this will continue to work at all. If Impulse is set to check the hash and is not fooled by simple folder slight of hand, then modding is screwed. Is Demigod moddable? ATM, yes, with a little slight of hand. But, for how much longer? I'm with Col. Jessep. Once I play a game for a while I start to get more enjoyment modding it than I do playing it. Modding Demigod is easy, but if they setup their anti-cheating system to prevent it then they are going back on their previous statement of: "we are not going to prevent modding, we are just not going to actively support it".
http://forums.gaspowered.com/viewtopic.php?p=525834
Oops, there's modding gone out the window. As stated in the topic, that's a big deal. It's also a huge surprise. Virtually all of Supreme Commander's current userbase plays mods regularly or exclusively, and we know that the system was set up to allow a massive range of mods. Why are you actively limiting the fun we can have with your game? It's not like we can use these mods in an official match anyway, because it'll just desync.
http://forums.gaspowered.com/viewtopic.php?t=34206
Ah well, that is what mods are for, and I guess we can always hope.
http://forums.demigodthegame.com/336580
So much for RTS/RPG. Not that I object to the Assassin gameplay, I find it rather fun, but I do also enjoy me a good RTS. I didn't want Supreme Commander again (partly because I already have the game ) but this is ridiculous. But that's not even the real issue here, the real issue here is that we haven't had the gameplay phase yet, and as such I am extremely unhappy that the devs are no longer prepared to change the Generals.
Is this true? I had high hopes for Demigod, but more and more key features are turning into pure hype and no substance at every turn.There's a difference between a slow game, and a strategy game. Mainly, the second one makes me absolutely furious. Locked down General gameplay, before our gameplay beta? What the hell is going on? I was very happy with SupCom and FA, Stardock had a good rep and I enjoyed SoaSE, and as such my instinct was to disbelieve this, but these are reputable people. The beta doesn't work as advertised if you lock down the gameplay before we beta test it. I want a refund, it doesn't work.
I've only been popping my head up once in a while to see how this game is doing. Didn't know Scathis left (fired?) GPG. Anyone know where he is now?
Scathis (God bless his soul) left GPG with a couple of other GPG employees (all on good terms with GPG) to work on their own start-up.
if you're interested; go to uberent.com to see their 'watch this space'. their blogs are pretty damn insightful though.
The problem is a that General can still hold their own even without their minions, and the minions on their own (or with creep, unless creep strength is set to high) do virtually nothing; they can't cap flags and their damage to enemy demigods (compared with the damage they end up taking) is pitiful also. And let's not get started on tower damage; only the siege archer type minions do anything at all against them. Standard type minions are just fodder if you send them out (General specific minions are a slightly different story usually).
Rather than buying minions at fixed cost for one time use, as I've said before (and will keep saying, god dammit) I'd rather keep the idol system and introduce unit veterancy for keeping your minions alive. That way you don't end up completely wasting your gold but you still get rewarded for meing skillful enough to keep your troops alive.
Congratulations, you are wrong!
The "DotA Fans" surely can't be satisfied if the game continues in its current direction, because it will be sorely lacking in most of the areas that "DotA fans" most appreciate.
Unfortunately, there's a good chance it'll be lacking in the areas you "RTS Fans" love, too. Tough break.
Notice that I use both "fan" terms in quotations because I would guess the 90% of the time they aren't mutually exclusive and you just use those terms to be prejudicial against people who espouse views different than your own.
Cheers.
If general gameplay really is set, I demand a name change for generals.
I think "medic" or "nurse" will be most suitable.
(snip) Notice that I use both "fan" terms in quotations because I would guess the 90% of the time they aren't mutually exclusive and you just use those terms to be prejudicial against people who espouse views different than your own.
Of coarse I do!
I suppose I can take comfort knowing they are going down with me
In all seriousness though, I don't need nor want a full blown RTS game. I just want to see the Generals shifted in that direction a bit more, and minions with the Idol system as is does not come close. I think they've got the ARPG elements down solid, I want to see that same perfection for the Generals realized.
I'm not really concerned with what sort of "genre" features they build upon at this point, I just want to see the game have more depth and play skill / quick thinking involved. I've played ARPGs and RTS with far more depth, micro, skill, and strategy involved than the game in its current incarnation.
Any game is modable. Take Wolfestein 3D, people started adding new monsters hacking the executable.
Honestly I don't think the judging is being done by the actual game build we've got to play. Objectively, I know the beta as is would make a pretty shocking release candidate, even without the connectivity issues, and that in itself hasn't got me worried about the final quality of the product. I've always seen the potential for improvement in there and a fairly sturdy foundation to build on for a bright and shiny future because of the early beta policy giving pleanty of voice to the flaws before they're too late to fix.
But so far the beta's not felt very interactive yet. Beta one was the bear basics and we were told as it started that work on beta 2 was already under way and just to give tech feedback. Fine, cool, seems reasonable. Things tick along, we get a few extra versions of beta 1 that bring the gameplay more up to date and can give a little feed back on the assassins but are still told the beta 2 is ticking along behind the scenes and that's what the real gameplay feedback should be on. Information on what was in beta 2 was pretty much non existant until right before it's release.
Now beta 2's out and been through various incarnations, it was a jump from the beta 1xs and fun but there's plenty of issues and debates. We're told it's not the balance beta yet so no balance feedback please. Ok, gameplay feedback it is. The assassins have had a fair bit of love, getting whisked away one version where we're told the devs have "a plan" and returned transformed the next, it never felt like any of the beta players had had a hand in any part of "the plan". Honestly the new skillsets have been good it's just things were done behind the scenes from start to finish and it feels more like proof-reading the final product rather than helping drum up good ideas.
The citadel upgrades and warscore were a little better, they were still unveiled from under a cloth practically finished but we were told about them in advance and given enough information while the next stage was being worked on to give some feedback. The generals were a big gripe though, we were only given the vaguest of information in advance, the majority of what we knew prior to their unveiling was actually gleaned from posted screenshots. They weren't liked. To me it seems biggest concensus about the game so far is that the players want a pretty big change. Modding too has been asked about for a long time, if more quietly.
Now hearing that the dev's are happy with generals and no big changes are on the cards cements the feeling that we're just proof reading the final product again. But as I said, the game we have isn't good enough to be treated like it's final yet, especially with untouched potential shouting in people faces. Maybe beta 3's another amazing leap up but we know next to nothing of it and we've certainly had little say in it if generals have bearly changed. It's like you're starting to wall paper over the cracks in the plaster we've been told to warn you about and we can't scream loud enough.
There's many an experienced (sometimes remoseful) dev who've tried to hammer home the importance fixing things before you build on them further, before they get so hard to fix it's just unviable.
I'm loathe to second guess the reasons why development is forging ahead without smoothing the underlying systems or taking time for feedback but I want to at least air my thoughts.
The officially stated release time is looming now and it's been alluded to that stardock will push back release as far as is needed to. That's awesome, really. But a half-way approach of "try really hard to finish it on time lads, but we'll keep working if it's not done" will inevitably lead to imperfections being put into place and hooked up so they're that much harder to undo if try to fix them, because everyone wants the game as finished as possible by the deadline then they can go back to fix bits and taking longer about it (aside from the ones that are irreversible).
Setting a new, still firm, date as new problems arise at least means people can plan to fix what they have time to and work around/drop what they don't. "Fairly happy" sounds like uncertainty about if there's time to improve them, unless it's trying to treat us with kid gloves untill we're more resigned about them not changing.
I'll stop now before I get slapped. Sorry
[Edit] Wall'o'text needs better proof reading
Pretty much.
Ok a couple of random thiongs to point out:
Something about a bad metaphor, a 3/4 bedroom house (what the F is .75 of a bedroom house!) and 1000 owners, called a TIMESHARE FROM HELL!!!!
As for the guy saying this is all "DotA" fans that want DG to be a clone, learn to A) read and B ) know what dota is and isn't. Increasing the strategic depth of a game to make it more like a RTS is leaning away from dota not towards it, as DG is now it's more DotA like than I thought it was going to be, or for that matter, many dissenters want it to be.
Frogboy, that quote make me very sad because we arn't judeging the game as a final release, we are judgeing it as a beta (to use the awful metaphor) we're looking at the house, looking at the walls shape, behind the sawdust, and ignoring the noise and going "This isn't what we ordered, this isn't what you showed us". And it makes me sad on two parts, first it make me sad that the devs and other people controlling this game don't think this is a major part of their community saying "these are our worries", and part two that you don't see that we are looking through the beta, we read those "this beta does not represent its final product watermarks", but we are adding "but show what we are currently planning" which considering we pre-ordered the game is reasonable.
All of this, evreything, all these arguments, all these accusations and, "I want my pre order back"s can be fixed by simply talking with us, it's something you've been known to do as a company, you have a good rep for it (GPG as well, at least partially). We bought the pre order because we wanted to be involved. We have people here who are posting ideas (really good ideas, with back up, support, documenttation, examples and more) and people who are saying modding should be in the game because it's good, it's proven to be good, and hindering it is a bad idea. Listen to what your community says, and talk to your community, we're here because we want to be, because we want something good to happen.
Have all the people that are convinced modding is a requirement for RTS success never heard of Starcraft?
Frogboy addressed the concerns early in the thread - it's beta.
For the uninformed that means anything - absolutely anything - could change between now and release. The final version of the game might have Regulus shooting bunnies from his crossbow.
Want to know a good reason why they might have deliberately tried to disable modding right now? Because it's a beta and they don't want error reports from idiots who've modified the code and submitted error reports from the modified version of the game.
Regardless, there's countless examples of games that didn't support modding at all that were tinkered with by the community to make it possible. Save the panic for when there's a firm release date and they're confirming they're deliberately crippling the ability to mod the game.
Not quite sure what you mean with the Starcraft reference. It did have modding...
Starcraft had modding, but it never saw widespread use. Starcraft also had massive" user map settings" potential with its legendary map editor.
This is the expected response from a dev/pub 'renowned' for its customer interaction? I want to keep the faith, I really do, but more and more my suspicions get promoted to concerns. Alas, such is life. There's no excuse, in my opinion, for no modding support in this day and age, even if said support is only simple balance-scripting or map-making. It's all well and good expecting to be the next Starcraft, and it's nice to have high expectations, but it increasingly seems like they expect high rewards, not high quality product. And one sure fire way to help with having a good product is letting the player change it, and listening to their feedback. So far, we seem to be getting vague answers of indifference and passive-aggressive remarks. Others have articulated the flaws with the idol system much better than I can, so it seems redundant to repeat the sentiments. What I will say is that I think the UI is currently not supportive of minions in any decent manner. Any thing I do with the minions feels like I'm stepping outside of normal expectations, and not an intuitive command of a general. As for the numbers, it's more squad leader than general at the moment, and not a crack squad, to boot.
I believe they stated that modding would not be a part of the release game, as an online component anyways.
A lot of people seem to be under the impressiong that developers can do an infinite amount of things in a finite amount of time. Speaking as a game developer, this is far from the truth. Saying "anything can change" in two months is pretty naive. Gameplay-wise, most likely the only things that will change will be small tweakables - small variables that affect things like spell damage, radius, etc. UI will hopefully get some fixing too. Animations and new characters will probably not get changed, as those are very expensive and time consuming. New character abilities are unlikely to get added, unless they're a reskin of another ability.
I don't care what other people say - when a Beta is this close to release and it's still in this state, it's very often a bad sign. Normally, by this point in a Beta, it's just fine tuning, critical-bug squishing, and balancing. Generally speaking, by this point, the project becomes feature locked and asset locked.
Stardock boasts that they do things differently. Brad also keeps saying how much Sins xpac sucks right now and it's close to release and how the original Sins followed the same path and became successful. I'm pretty skeptical of this and I think Sins was a bit of a isolated case. I don't think Demigod's going to flop, but I don't think it'll be the game many hope it to be.
mod support isn't a big deal to bring in; it was, afterall, a primary feature of the Moho Engine. i might remind everyone that DG runs off a direct descendant of the Moho Engine.
no modding is purely a political decision; not a technical one.
In this case yes, but in others, not necessarily.
Since demigod uses the supcom engine, which is has tons of lua scripting in it, it's very highly moddable. If a game didn't have the mod tools from the get go, modding wouldn't be a political decision, it would be a technical one. That isn't to say it still can't be done, you just need to be much more determined to do so without tools and will likely need to reverse engineer some things.
I might also point out that you misinterpreted what I said. I said that anything can change between now and release. I didn't mention two months because that may not be when the game is actually released.
As per this post by Frogboy the release date could be pushed back if they chose to do so. Like to include my patented bunny-crossbow!
But you plainly stated you don't care what anyone else says, which presumably includes the people in charge of making the darn thing.
Modding can certainly help a game that lacks longevity of its own but I think you'll find most games that end up with good modding communities are those based on solid foundations - the original game itself. And the original game is what most people are going to be forking out their cash for. The sales may still dribble in with mod support but I don't think there's near as much money in that as people seem to think there is.
I was referring to the changes that may take place in the timespan between now and release.
Yeah, I think that'd be a healthy choice. At present, I think the game has too many challenges to overcome in such a short period before release; to do so may break their gamer's bill of rights, which this game is basically the vanguard for.
My comment on "I don't care what anyone else says" was based on if the release date stays solid. If it moves around, then of course big changes can go in. The number 1 excuse us dev's give regarding beta quality is "it's just a beta guys!" Truthfully, both sides know that that Beta will likely not change significantly codewise, thus only small tweaking can happen.
The main reason you don't do code change late in the project, is that it can cause all sorts of "knocks-ons". These are bugs that get introduced inadvertently by a supposedly harmless code change. It often invalidates a lot of QA work and requires tons of QA re-passes.
As far as modding is concerned, we already know the game uses an engine that's highly moddable. Let's just focus on the game itself first before moving on to the extraneous stuff
Have you looked at warcraft 3 lately? At least half of all games played through that are mods, if not more. Just look at any of the default channles, no one has ranks anymore 1 out of like 4 people actually have a special icon.
Starcraft has great UMS maps. I personally remember playing Team Micro Arena and Micro tourney quite a bit Noobs loved their dumb RPG and defence maps as well lol
Don't forget that the whole DoTA concept started from SC in Aeon of Strife maps.
There are many great features available to you once you register, including:
Sign in or Create Account