This post is a continuation form my last post about the mod'ing community we're trying to build. One of the main focuses we've been discussing is aspects of mods that could be incorperated into an "overhaul" mod for other mods to build off off. Basicly we'd like to to spend the time and effort laying down the foundations so that higher quality mods can be build from our base. First step for this, and for the community on whole is building a "wish list" of mods that we'd liek to see in the future for Demigods.
This is being done through a wiki that we have set up on the dgmod.com website. The wiki will work in two ways; firstly it will help to list out all thos emods that developers might be interested in making. secondly it also helps to organize who is currently working on the mod so other mod'ers can contact them and help out.
Reason for this post is both to inform those about this new wiki and also to ask for contribution to it. You can contribute in a few ways:
Posting
Simplest way to contribute mods you'd liek to see would be to post them below with a link and a short description about what the mod would entale. As mods are posted we'll add them to the wiki so that a others know about them.
Wiki
most obvious way would be to go to the wiki page directly, sign up and edit the page directly, adding in the mods that u want. To do this visit the page here:
Mod Wish List
and sign up in the upper right hand corner.
(for those what are trying to edit the page, sorry i wrote the whole thing in html... it might change later if malard can do a better job so for now try to bare with it)
Channel
Another way would be to visit the channel and chat to us directly. The channel is:
Server: irc.stardock.com
Channel: #dgmodding
with the SDk right around the corner, this is the time to get these mods organized so they can be made quick, right and (most importantly) well. if you have a mod in mind and would like some imput or even just a few pointers come and join us on the channel, we'd really enjoy the chat
gw guys +1
im just going to list some ideas(i have no idea if they are possible since i know nothing about modding):
other controversial modifications:
I did this today actually. When we release our dgdata.zip, there'll be an option to stop the camera resetting on death. Leaving the intro camera as it is though since it doesn't really matter.
I was going to look into doing this, but it's not really needed... The bar is pretty clear as it is, and as most casts won't last over like 1.5 secs, it's not really very long of a time to look at.
Skill names have been added onto the bar though.
Unfortunatly you cant bind directly to control keys, (ctrl, shift, alt)
What they did to make CTRL work as a select only demigod's is a hack that is hard wired. Every other key you can bind a control to already
Thank you so much for taking the time to do it.
Generally I dont have something special, im more interested in the new game modes player will try to make.
But I do have one wish, I would like to see a new demigod and a new map the community made just to see wheres the limit. if thats not possible than its ok, I just want to know whats possible and whats not.
Keep up the good work
I like many of StAcK3D_ActR's "noncontroversial" suggestions, like in-game clock, health bars, and better spell/item descriptions. I would add:
1. Mini-map: allow a left-click on the mini-map to take the camera to that place on the game map.
2. Move the chat box toward the bottom of the screen as oppose to the left side. Also make it shorter in height but longer in width (that is, more rectangular and "flatter") so that it does not obscure the screen as much.
3. Would really like to see some serious improvements to Demigod AI.
Unfortunatly this is a lose lose fix, how can I determine if you ment to click on the mini map, or ment to snipe someone who happened to be behind the minimap at the time.
The entire UI is basically designed to be non interactive, it can be removed but then it opens another can of worms
is it possible to add another UI layer with interactive buttons? Selectable Icons for allied demigods and minions?
So that you can select your minions and cast spells on yourself and allied DGs. If this is possible you could just create an invisible button that goes over your own DG portrait too.
You're organizing this quite well.
Double Tapping for Skills Mod:
Another Question:Almost all the requested mods seem like reasonable UI requests. Do you think Stardock will allow them in Pantheon games?
oops double post.
I'm working on a UI mod, which shows your team mates health, observers (if i get it working) will have both teams health visible, sort of like a tv view where you can see what is going on, whats being cast by whom at any one time etc.
A couple of mods capture the flag and bombing run will also show in the UI who has the flag/ball, will have some screenies soon.
With regards to double tap, will look into it, at the moment all the buttons are tied into single onclick events, how about Ctrl+click on a spell to self action?
no one would complain if you posted a few screenshots of some of the things you are working on
well if u just want a nibble here are afew i've been sending back and forth as we try to fix bugs and such
(first on here is a pic of the ball from the Bombing Run Mode)
(Here is the 3Ds of the first map i'll be building)
(other map i wa splaying around with)
i was trying to get another pic but this map just doesn't want to go into the game right now. if i have any luck i'll post another pic soon
well it kind of looks like the map to work... but its a bit big
For anyone interested, if you check out the svn repo and follow the instructions on dgmod.com you can try them now, we are pretty 'open source' and able to test stuff hot off the presses
Here's just 2 of the things I've actually got working lol. >.<
fantastic
In-game clock added.
Cody900, great work!
Would it also be possible to include a smallish war rank statistic (similar to the "Experience to level a: b/c") into the UI?
I think it would be quite useful because it's so annoying to use tab and then calculate when you finally get to warrank X (to get catapults etc.).
Right, here's what I got:
If you have any ideas of how to better lay them out then do lemme know, I didn't really know where to put it.
Nice one Cody, thanks.
fantastic work guys, its looking really amazing!
i have afew changes that you may like(although it does look like shit cos i suck at paint):
making this stuff movable would be TOTALLYFRICKENPWNAGE if its possible aswell
CosMoe: Chirmaya had a better idea for the layout and I think it looks much nicer now:
Since it seems like we have the UI mods covered:Balance Tweaks - 1. Switch the Experience and Fortitude flags on Cataract 2. Reduce the cap radius on gold mine flags by 2 3. Flag locks should trigger 3 second immunity to prevent immediate relocks4. Level 2 and 3 Currency effects increased 25% each 5. Lower radius on Home crystal regen by 5 on Crucible and Exile6. Increase baseline tower damage 20% against minionsExperimental Balance Mods1. Refurbish basic item pricing* - each base effect costs 500g. Each additional level of effect costs 500g. Each additional effect costs 500g. Each item slot saved by combining two or more effects in one item costs 500g. *excludes trinkets, artifacts, and consumablesAlternatively - lower price on all items which cost more than 2000g by 33% 2. All beneficial and negative spell effects should proc stacking immunity the same way stuns do. 3. Any citadel upgrades from this post4. Minions who cost gold to summon (20g per unit per summon is fine) and/or pay out when killed (50% of cost) Misc. 1. Impose optional time limit on Slaughter and Domination modes2. Increase the radius of Cloak of Night by 1 (finicky pathfinding on some maps and gaps)
All looking good so far
There are many great features available to you once you register, including:
Sign in or Create Account