Jan 19, 2012The final 1.2 version has gone liveAs always, you can get my mods in Pacov's excellent community mod compilation package.
What does this mod do?
The MOBA mod enables the meta game that is unrealized in Demigod. Mainly Priest and Angel reinforcements, and outrageous citadel upgrade costs.Change Explanations (or you can skip right to section 6 for the change list)1) The Priest and Angel problem: Fielding these units early is a disaster, mainly because they provide an unprecedented gold income to the enemy team. They also provide the enemy with more XP per creep wave then your own XP Citadel upgrade can compensate for.Priest Wave: +45 Gold, + 60XPIn a dead even game on Cataract, there are 33 waves between WaRank 3 and WaRank 8That yields 2970 Potential GoldThat Yields 3960 Potential XPAngel Wave: +50 Gold, +40 XPIn a dead even game on Cataract, there are 14 waves between WarRank 6 and WarRank 8That Yields 1400 Potential GoldThat Yields 1120 Potential XPYou pay 1800 gold for the privilege of giving your enemy a 61% Gold increase per wave over 5 minotaurs and 2 archers.You pay 3600 gold for the privilege of increasing this amount by 77%Is it any wonder that nobody in their right mind fields Priests or Angels throughout the game?Solution implemented in MOBAPriestBounty: 10 each (down from 15)XP: 10 each (down from 20)AngelBounty: 25 each (down from 50)XP: 15 each (down from 20)
2) The gold production problemOriginally in this game, gold production was +4 per citadel upgrade level, and this scaled properly to the upgrade costs. Eventually it was decided that this yielded too much gold through the game. So now it is +4, +2, +2 throwing the benefit of the level 2 and level 3 upgrades right out the window.It would have been better if the gold scale would have been balanced to remain in a linear cost vs payoff.Solution implemented in MOBA: Gold yields +3 production per upgrade level to smooth out gold production in a more linear fashion throughout the course of a game.3) The citadel cost problemMost of the time, the cost of citadel upgrades is rarely worth it over equipment, and you must save for Catapultsauri and Giants. Generally spaking, in any given game you will see the same 2 upgrades before war rank 8, Fortified Structure 1, and Gold Production 1. Occassionally you will also see XP1.Soluton implemented in MOBA: The cost of citadel upgrades looks more like the cost of items.Note: Combining cheaper gold production upgrade costs with the +3 gold production yields a smoother gold scale climb.4) Creep BehaviorMost units simply shoot at the 1st thing they see until it is dead. Or Worse, angels will kamikazi against demgiods. Behavior can be improved.Now, priests and catapultasauri that reach enemy towers will concentrate their fire on the towers (every little bit accumulates), rather than pointlessly engage units protected by said towers, doing ineffective damage.Now priests and catapulsauri that see demigods in range will open fire on the demigods. Running across the skirmish line once the creeps engage each other is far more dangerous now. Angels with their mobility will be able to target and dive bomb cataputasauri, they will also target priests if catapultasauri have not been fielded yet. 5) Putting it all together summary-Priests and Angels can be fielded early without penalty because of their low bounty and XP. As a result, you'll need to use XP and Gold citadel upgrades to compensate for missing XP and Gold from full waves at the end of the game.-You'll notice that early priests empower Assassins more in the meta game. All assassins have some sort of meta hit (ability to one shot a small unit) and Priests at WR3 weaken the advantage of Idol priests that generals have.-Citadel Upgrades are cheaper now, but this does not mean you need or can afford all of them when they become available. You'll have more decisions to make on how to save or spend your gold.-In normal demigod, early Armory and Blacksmith upgrades can be detrimental without priests fielded. Basically if you get pushed back to your tower, an enemy demigod can sit back behind the creep battle, knowing that your creeps will win the fight and thus deny you XP and gold. (because his creep wave will not be moving towards your tower anymore) This cannot happen with priests on the field, the damage and healing they provide is significant enough that they cannot be ignored.6) ChangeList Citadel CostsFortified Structure 1 = 450 (normally 600)Fortified Structure 2 = 1000 (normally 1800)Fortified Structure 3 = 1750 (normally 3000)Fortified Structure 4 = 2500 (normally 4800)Building Firepower 1 = 400 (normally 500)Building Firepower 2 = 750 (normally 1500)Building Firepower 3 = 1500 (normally 2500)Building Firepower 4 = 2000 (normally 3500)Currency 1 = 1000 +3/tick (normally 1800 / +4)Currency 2 = 1750 +3/tick (normally 3000 / +2)Currency 3 = 2500 +3/tick (normally 4200 / +2)Blacksmith 1 = 600 (normally 1200)Blacksmith 2 = 1250 (normally 2400)Blacksmith 3 = 2000 (normally 3000)Blacksmith 4 = 2750 (normally 5400)Armory 1 = 450 (normally 600)Armory 2 = 1000 (normally 1800)Armory 3 = 1750 (normally 3000)Armory 4 = 2500 (normally 4800)Priests = 1000 (normally 1800)Angels = 1750 (normally 3600)Catapultisauri = 2500 (normally 4800)Giants = 3300 (normally 6000)Graveyard 1 = 400 (normally 600)Graveyard 2 = 1000 (normally 1800)Graveyard 3 = 2000 (normally 5400)Experience 1 = 750 (normally 1200)Experience 2 = 1500 (normally 2400)Experience 3 = 2000 (normally 3000)Experience 4 = 2750 (normally 4800)Trebuchet Fort = 2000 (normally 3200)Finger of God = 1000 (normally 4000)Unit ChangesPriestGold: 10 (normally 15) XP: 10 (normally 20)AngelsGold: 25 (normally 50)XP: 15 (normally 20)Behavior ChangesPriestsTarget Priority = Defensive Structures, Demigods, EverythingAngelsTarget Priority = Catapultasauri, Priests, EverythingCatapultasaurusTarget Priority = Defensive Structures, Demigods, Everything
A nice mod and a good explination .
I really like playing that mod. It's nice to get citatel upgrades without doing a "failure", like paying too much for them or even bossting the opponents.
But I wonder if 2000 gold is still too much for one trebuchet in cataract.
No problems at necroing... more feedback would be good because I am working on updating my 2 mods with some things now that the community is alive again.
As for a treb on cataract, it can reach the center flag and your corner towers. This means it is a threat to creeps and rook towers in your territory. Is that worth 2000? Hard to say. But for another 1000 you get the finger of god upgrade after that.
For the next version, I am switching Priests10 xp10 Bounty
Angels15 xp15 Bounty
You will still want priests at WR3You will want angels when you are fighting defensively (pushed to your towers) because their priest/cata targeting makes a significant difference when priests are healing the grunts absorbing tower fire, and because you can accumulate a large swarm of them. They are very time consuming to deal with unless they reach the enemy towers.
Any feedback of your experiences with this mod is appreciated.
how do we enable mods during skirmish games?
You cannot use gameplay altering mods in the single player tournament mode. For skirmish games, you just need to enable them in the Demigod mod manager. Let me know if you don't know how to do that and I can look it up real quick.
Removed link to RC, as the latest version has now gone live
Is anyone still modding?
Maybe
I am trying to convince Ptarth to fix the Unclean Beast plague slowdown issue.
Which means a reason for another version of Uberfix, which leads to a new mod package installer, which means I can fix in a few changes to BalanceMod.
I sent the fixed files to LO last week or so. If anyone else has something that should be addressed give me a heads up. Mind you, I'm not competent like miri was.
Still getting around to it
Good. We are waiting on you.
How do you download this Mod?
And where to donwload it?
Not sure if its included or not, but I reupp'd some files for you over here: http://forums.demigodthegame.com/399399/page/6/#3593942
The last version of the mods I made were included in the final "package". Ver 1.31
Someone bumped this thread and it is causing confusion.
I found TWO versions.
First (old?): https://yadi.sk/d/6Xx0vRbundtcp
Second (newer): https://yadi.sk/d/Do131zYBndtwm
I will keep them on the server as long as possible. But question: what version is better to use?
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