So after reading the manual, it said that on Hard/Nightmare, the only difference is in gold gained and hitpoints.
Well, after playing through the singleplayer tournament a few times now both under Normal and Hard, I noticed that on Hard the AI gets a lot more experience too. In fact, I was trouncing them and then suddenly my entire team gets wiped out and I see them being 6 levels higher than me (and 8 than the rest of my team) and eventually after an hour of battling, it was simply impossible to beat them because they were all level 20, while I was the highest with 16 on my team. They also had no problems tearing through my team's almost fully upgraded forces while their citadel was still level 4 and didn't even have priests. In fact, they regenerated faster than all my team's damage combined could deal to them and they still killed all of us while we were standing at the base health crystal.
So I got rather annoyed at that and went through the files to see what the deal is. I found it in dgdata.zip/lua/game.lua.
The AI on hard in fact gets 1.5 times the gold AND experience (not hp!) than the human player and his team. On nightmare 2x as much for both. Not exactly what the manual stated.
So I then went on to change that to a smaller boost and put the file back into the dgdata.zip at store level (uncompressed). Well, problem is now the game won't run because of an MD5 mismatch... So I reverted to my backup and created a lua folder both in the main game folder and under bindata with the game.lua, but the game refuses to acknowledge its there.
So how can I mod this game for an actually enjoyable gaming experience?
As AI doesn't get smarter as you improve difficulty I suggest you to stay in normal difficulty.
well me and my friend have beaten 2 Nightmares in 2on2 without huge problems. I fear, that for Coop games AI is way to weak
First of all, thanks for the replies
Don't get me wrong, I already beat the game on Hard Tournament with 3 demigods, its just rather frustrating at times, especially the case above.
The reason I play on Hard is because on Normal, I get 1.5x the experience, so its really lopsided in my favor. An optimum solution would be to mod the game for no bonuses either way, or a slight bonus for the AI team, but not as vast as they currently are.
I just wish the game would actually allow me to mod it.
Here, I made this post during the beta, but it still applies.
http://www.gamereplays.org/community/index.php?showtopic=412581
Note: You will have to revert the change (rename the folder and zip file back) to play online.
lol on "normal" the game is to easy, on hard the AI starts cheating....funny ^^
just wanted to say thanks to you sorian (love sorian AI for supcom btw ) and i was wondering if you are in the progress of making some nice mods for demigod?
oh and for anyone who's wondering the solution sorian provided works perfectly ive modded a bit myself
Thanks for your suggestion Sorian, trying it now.
Oh, and karma point of course.
Yay, karma.
I will mod the heck out of this game as soon as they release the modding patch. Modding, at moment, is pretty much pointless. Anyone running a mod will be unable to play with someone else online (not sure about lan + hamachi).
Could you please explain exactly what you have to do to modify those values? The location of the file would be very helpful.
Hello EveryoneI want to know where are these parameter and Functions:1.Increase Torch Bearer's Fire ball damage.2.How to Increase Maximum health gained by Level up.3.Q : Can I add new Items?If yes,how can I?4.Q : How can I Edit Different Items?I've already edited Starting gold-Maximum Level cap and enabled Modding.Please Help.
1) \units\heroes\HEMA01\HEMA01_Abilities.lua
2) \lua\common\BuffDefBaseStats.lua
3) Yes. Add the the item to one of the files located here: lua\common\Items and also add it to one of the shops localted here: units\ug\b\ugbshop##
4) You can find the items where I said above and edit them to your liking.
HTH
OK.
1.Where can i edit the damage of normal attack(Torch Bearer)?and different heros?
2.How can i prevent the AI reach levels uper than 20?
PLEASE!Somebody help!
Will somebody answer or not?
Here is Asia and clock is 12:15
First read this: http://www.gamereplays.org/community/index.php?showtopic=523946
Then take a look at the files and do some footwork.
If you have never used lua before I am sure someone can point to a good resource somewhere.
No!I have already used them but i found the affects of abilitys in another place: lua\common\items
I've already prepared Demigod for modding and i moded :Torch Bearer's Spells - Item affects - maximum level cap - starting gold and ...
But I sometimes cannot find .lua files with WinGrep.
I only cannot find which file to edit Torch Beare's normal Attacks and dunno how to prevent AI reach level 21.
12:32 pm
I'm spamming this solution into a couple of threads that popped up when I was looking for how to make Hard singleplayer tournaments less hard.
1. Editing the game is normally done via the bindata/mods folder. However, those mods are not loaded for the singleplayer tournament games. They take their instructions from the unmodded dgdata.zip.
2. Editing dgdata.zip leads to the game not running. This is because the game checks to make sure it's got the dgdata.zip that it's expecting. This check did not exist in the beta version of the game, which explains posts like this that you might see.
3. Therefore, you need to change that check after you edit the files. See Peppe's excellent thread on the subject. Don't be put off by the hex editor aspect; this is doable by anyone.
There's a load of things you could edit. Unfortunately, Peppe's AI Skirmish mod is the only one I've found that has a tournament version and the download link is broken. So adding in AI fixes etc. has to be done manually, if you want them. Just copy the files from the mod's hook folder into your renamed dgdata.zip (remember to make sure they're in the correct folder/sub-folder).
The key thing though, if like me you found Normal tournaments too easy and Hard ones too difficult, is to modify 2 files in that renamed dgdata.zip..
lua/ui/sp/TournamentUtilities.lua. This is the one that sets the difficulty levels of the AI units on each side. As you may have noted from singleplayer skirmish, the difference in difficulty (in terms of intelligence) isn't huge there, but in tournies the difference between the difficulties is massive. That's because the unit difficulty is, in tournies, also used to assign XP & gold multipliers (see game.lua). Note that these multipliers also apply to you, so unfortunately it's not possible to just give the bonuses to all AIs, friend & foe, and not also give it to yourself. This effectively leads to you using higher difficulty AI for the enemy team than yours to try to give their side a bonus.
The defaults are as below (where 1 is easy and 4 is nightmare). Note that in Normal you & your AI were getting Hard bonuses, whereas the enemy AI was getting Normal bonuses (i.e. none). It's the reversal of this position that makes the difference between Normal (where your buddies will win even if you do nothing) and Hard so stark.
I've added suggested changes, based on almost zero testing, in square brackets after the actual numbers:
# Set difficulty for each slot based on rules # On Easy -> Player team mates are nightmare; Enemy are easy # On Normal -> Player team mates are hard; Enemy are normal # On Hard -> Player team mates are normal; Enemy are hard # On Nightmare -> Player team mates are normal; Enemy are nightmare if tournamentHistory.Difficulty == 'Easy' then for demigodName,demigodData in playerTeam do demigodData.Difficulty = 4[3] end for demigodName,demigodData in enemyTeam do demigodData.Difficulty = 1[2] end elseif tournamentHistory.Difficulty == 'Normal' then for demigodName,demigodData in playerTeam do demigodData.Difficulty = 3[3] end for demigodName,demigodData in enemyTeam do demigodData.Difficulty = 2[3] end elseif tournamentHistory.Difficulty == 'Hard' then for demigodName,demigodData in playerTeam do demigodData.Difficulty = 2[3] end for demigodName,demigodData in enemyTeam do demigodData.Difficulty = 3[4] end elseif tournamentHistory.Difficulty == 'Nightmare' then for demigodName,demigodData in playerTeam do demigodData.Difficulty = 2[2] end for demigodName,demigodData in enemyTeam do demigodData.Difficulty = 4[4]
lua/game.lua. This is the one where the modifiers are applied. The important ones are the earnt gold, the earnt XP and the starting gold multipliers. Remember, these multipliers will apply to you as well, which sucks as it's therefore not possible to beef up your own AI without also beefing you up.
As before, suggested values based on almost no testing are in square brackets. There aren't actually any values for the Normal multipliers, but I've added in what the game will be using. I also removed the limit on the favour items.
# Difficuly handicaps for the three different AI difficulty levels DifficultyHandicaps = { # Easy { GoldMultiplier = 0.75[0.75], ExpMultiplier = 0.75[0.75], StartingGold = 0.5[0.75], MinPoints = 0[450], # MinPoints and MaxPoints is the range of points the AI is allowed to spend on an achievement item MaxPoints = 150[10000], }, # Normal { GoldMultiplier = 1.0[0.75], ExpMultiplier = 1.0[0.75], StartingGold = 1.0[0.75], MinPoints = 150[450], MaxPoints = 300[10000], }, # Hard { GoldMultiplier = 1.5[1.0], ExpMultiplier = 1.5[1.0], StartingGold = 2.0[1.0], MinPoints = 300[450], MaxPoints = 450[10000], }, # Nightmare { GoldMultiplier = 2.0[1.5], ExpMultiplier = 2.0[1.5], StartingGold = 4.0[1.5], MinPoints = 450, MaxPoints = 10000,
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