WARNING: This will not work online through Impulse. You can use GameRanger or Hamachi to make use of this.
Also, since this mods gameplay, all players in the game must have this mod installed.
Created for version: 1.00.0114
Features:
Are you sick of trying to Pounce on a fleeing enemy only to have your Sedna sit there doing nothing? Sick of being cursed by your team-mates for not healing even though you tried? Ever want to break your keyboard when Erebus fails to use his bite? This mod fixes these problems. Skills should always fire correctly when using this mod. Enjoy
Download link: Savefile
INSTALLATION INSTRUCTIONS
1) You must have Sorian's Mod Manager setup in order to use this mod. More info on this here: http://www.gamereplays.org/community/index.php?showtopic=408370
2) Once you have the Mod Manager setup, extract the folder "SkillsNotWorkingFix" (including the folder itself) into your 'mods' folder in your dgdata.zip folder.eg. C:\Program Files (x86)\Stardock Games\Demigod\dgdata.zip\mods\SkillsNotWorkingFix
3) Startup Demigod.
4) Enable the mod in the Mod Manager.
5) Play singleplayer or a lan game, as mods do not work through Impulse as of yet.
Enable mods then! Give the tools needed by the mod community. That's all.
If you spend any amount of time coding you'll realise that more often than not your big problems are caused by the tiniest of things (Oh, i missed a semi colon)
Most of the reports on the forums (mine included) dealt with chain skills or the interaction between moving and hitting skills. I bet GPG had trouble tracking this down because they were looking into the parts of the code that would have been responsible for that kind of a bug. Getting sent down the wrong path can be a real time-killer when you're trying to debug something.
On another note, this explains why sometimes there was a pause between issuing an order and seeing it get carried out ... my target was running around and my Demigod was waiting to turn towards them.
yes your typical bat swarm + bite was probably against a moving target and so the bite would probably get caught by the bug alot.
Also the most common complaint was that it would happen just when you were about to kill the target...ie the target had decided to run away which usually involves some direction changes.
I can't tell you how frustrating it is to work on a bug for an extended period of time, to have someone look over your shoulder and point out where the problem is. Having a fresh pair of eyes is invaluable.
wow it actually works.
NICE!
OMFG. Froggy, over here please!
Ahh yes, this is the Bman from Titan Quest fame if I'm right. This guy is a modder extrodinaire. Nice work man, hope the devs implement the fix in their own patch soon.
Koz
...I love you.
I know you bman since ufo:ET
+1 karma for my appreciation on your work even on Demigod. I expect this simple fix to be incorporated in the next DG release within one week...(possibly with a mod manager and working replays that should have *never* been left out in the first place).
anyone confirmed this actually works?
well thats one person... anyone else?
Good job Bman, hopefully the devs will take a look at this and implement a formal patch ASAP. Cheers!
nice work!
Feel free to volunteer as the second person!
well, if it weren't lan only I would!
sweet the only other thing that really fustrates me is placing towers or flag close to edge of walkway or if you have a lot of other DGs/creeps around it can take several trys just to get a placement.
Well, I do understand how programming works, and have to say I have the same level of disgust with GPG over this bug. When posting in the Demigod technical support forums about this bug we are either ignored or told to tell GPG about it. Well I'm sorry if the tech support forums are the wrong place to try to get in touch with the people responsible for fixing this game. Neither GPG or SD (yes, I know, not their problem, but they are the only ones dealing with the community) has said they are fixing the problem, acknowledged the problem, or even admit that they do or don't know about it.
So with the amount of feedback we're getting from the people who matter on this issue, you can't blame the people who are very frustrated with this bug for feeling the way they do about a member of the community fixing the real biggest problem in this game. As far as I care people with connection issues can get weeded out, but the game should frickin play right.
http://forums.demigodthegame.com/353102/page/2/#replies reply #27. GPG acknowledges they are working on it but having trouble even reproducing it...something about button mashing. It was this post that prompted me to go find the problem since I knew it was somehow related to turning and moving targets.
bman > allSimply awesome.Now GPG/Stardock just put this in a form of a patch
Yet a *player* was able to DECOMPILE the game files to figure out the problem and fix it before the company itself. And the company has ACCESS TO THE SOURCE CODE. Very sad. And if they have been working 90 hour weeks at GPG like they have been at SD, then that is even sadder.
GPG just got completely schooled by one of their own customers. What noobs.
And when you write thousands of lines of code, you may know what it's all supposed to do but they all sorta just merge into each other and you tend to not see the errors. So fresh programming eyes are almost always better at finding programming bugs than the same eyes that wrote the code. It's just how it is, not the companies fault.
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