Favormod offers over 60 new items (including 15 new summon-ables - Towers and Units), both achievement and standard shop items. All achievement( favor) items are each only 1 point to make it accessible to all. And all new units have been re-skinned. Several set items with unique effects have also been added. All items have their own unique icon and several new casting, buff and spell effects have been added.
Favormod also offers a wide range of abilities that are not available in vanilla Demigod. For more information pls watch the video at the bottom of this Post.
For instructions on how to install mods see here:
http://forums.demigodthegame.com/369780
[Mod] Favormod - Revision - V2.3.3 - Yet More Bugfixes
http://www.mediafire.com/?zab21obvwkdj2ct
NOTE: it it highly RECOMMENDED that you use FAVORMOD with both Uberfix AND Enhanced AI -- these are all packaged in the auto installer below.
Or you can install Pacovs Community Mod Pack (includes this version of favormod) here - Self Installer:
RECOMMENDED DOWNLOAD - UPDATED daily, pls make sure version numbers match though.
http://www.box.net/shared/qf7lhj1zjl
Note:
_____________________________________________________________________________________________
EDIT: This video does not accurately reflect the current version of favormod, it is missing most of the skins, new effects and spells as well as about 15 items.
WATCH in 720p
FavorMod 2.0D Video:
Ok. The way you had it before, it wouldn't have stacked damage. But with the crit-add method, it should. Where is it doing 15% ability damage though?
Also, I get the idea you don't know how table references work. When you change something in a table-- not the table reference variable itself-- that change is reflected by ALL references of that table. That's why you're having to 'reset' data.Amount at the end of DealDamage, and is one of the main reasons you want to use a per-unit method rather than a global method whenever you're changing something like damagedata.
For example, if I create a table like so:
And then create a reference to it:
And then set tableRef[1] to 2, that is also changing MyTable[1] to 2.
This is because any variable that holds any table isn't holding a copy of it, but is referencing the same place in memory where the original table is. This is why you'll see a ton of table.copy use in GPG's code, like at the end of DealDamage, where it's creating a totally new table in memory that's a shallow copy of the original (i.e. no subtables would be copied) and then passing that to each unit's OnDamage.
Now, if I set tableRef = nil, that does NOT destroy any other references to the table. Even setting MyTable = nil would not destroy that table as long as tableRef still refers to that table. So long as any variable holds a reference to that table, lua will keep that table alive in memory.
I went ahead and converted this to a ForgeUnit hook - only took about 15 minutes. I didn't get around to testing it, because I don't have a copy of your item files with the updated FavorModData stuff. http://pastebin.com/7mNMk1KV
If you run into problems, let me know.
Ok all up and working now .
All went exceptionally well. tooltip had to be changed to self:GetPos() --> took me ages to work that out, but everything else was spot on ! Awesome
Oh whoops, I obviously just copy-pasted those lines without checking too carefully.
Yere i figured
TY so much mithy!
+1 more karma
how about a release
going to do some testing after work tonight and I could throw it into the mix.
i am already uploading
All new icons as well, replaced a few i didnt like, and finished the remainder
lol been going for 20 hours straight on this bad boy
http://www.mediafire.com/?hoa1zv0zrcf5bna
NB can you let me know when you have added it to your installer?
Edit : First change for next version
All set item buff tooltips (Revenge, Sorrow, etc) will be updated to make clear that these buffs are from the set. Currently their ambiguous.
Also i kinda miss the giant armadillos so i am going to make a new change to that unit (and it needs a small buff in later levels):
at lvl 8 they will grow into Great Armadilloes.
These will have slightly increased fire rate, larger size, new skin, and their ability -->freeze structures timer will be increased.
will let you know. will add after work
kk np , naughty boy playing on the forums at work
Ok new idea:
Flagmine (consumable will be removed)
This will be replaced with Sticky Crossbow: Range 75
Sticky crossbow slows capture rate of flags by x3 for 15 seconds and applies a flagmine to the flag.
Cost 3700
its compiled and uploaded - looks like you forgot to increment the version info in the mod_info file though. Just fyi.
i will reupload a new version (with incremented version) with a few changes (couple tooltips) and an item fix
That ok? or you want me to leave it for a bit
nah - knock yourself out - post an updated version and I'll repackage.
k working on last fix for my flagmine change then i will post up
Hey - I like the golem's now. I think its pretty well balanced and fairly useful. We'll have to do some play tests and see if its OP, but I think we have a decent balance here.
good, i think that it was a good balance decision as well
have you tried blood soaked wand yet (i shifted 1000 --> 500 mana
k cant get flag mine to work how i want it.
Here is new release
http://www.mediafire.com/?7svbrwax1ud2ttf
will have this version added to my mod and uploaded in a couple minutes
will post when added.
kk
new version of my installer and a standalone favor mod exe are both up. Same links as before.
Mega shamblers seem to have issues attacking demigods, I didn't save the replay but they stood around doing nothing when they should of been auto attacking, even issuing attack commands didn't get an attack responce. Another note on the shamblers, it says in the tool tip that they are a strong ranged attacker. There attack range is basically melee distance and has no projectile can this be modified?
I would also like to see an attack buff on this unit. Say like 35-40 base damage.
cow - give the golums a shot next time you play. I thinks its reasonbly powered and scales well... will die a bit early mid, but late game when its giving the life steal... very nice stack with narmoths - and it has a good amt of damge/hp ratio.
no, but i will soon. That's really the type of item I'd have to try in an all human game to see how much of a bonus it is.
You NEED to nerf that item that gives 2x spell damage 20% of the time. Its way too strong. Try 10% proc rate and 1.5x damage... even that might be too strong, but its a good move in the right direction.
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