This is a mod that adds in a single set of boots for example purposes. It contains the following files: SuperBoots\mod_info.lua SuperBoots\hook\lua\common\Items\Boot_Items.lua SuperBoots\hook\lua\sim\AI\AIGlobals.lua SuperBoots\hook\units\ug\b\ugbshop10\UBHShop10_unit.bp SuperBoots\hook\units\ug\b\ugbshop10\UBHShop10_ShopLayout.lua SuperBoots\textures\ui\common\abilities\icons\NewIcons\Boots\BootSuper.dds SuperBoots\textures\ui\common\abilities\icons\NewIcon
Chirmaya
Thanks for the suggestion, Epiphenomenon. Just added the "non-showing of the popup when you are looking at your own Demigod" to the mod!
Thanks for the help, all! I got that small issue with the incorrect images resolved!
Thanks! I'll check out this glove issue out right now.
That is something that I am currently stuck on right now. Since the mods don't activate that early. Well, the game knows what mods you have when you enter the lobby, so maybe I was just setting up the mod incorrectly when I was testing it, or maybe none of the mods are loaded at all then. Me is confused on that point for now. Oh, and pretty much the game auto-detects the Demigods, so if we can get a mod that adds a new demigod to load that new demigod when you enter the lobby, it shou
Not to sound like shamless plugging, but you can look at how I do it for my mod at: http://forums.demigodthegame.com/369526 Pretty much, you create a mod folder that goes into the Demigod's mod folder that stores all of your files in the correct directory structure. Mine has these files: bindata\mods\Rollover Mana and Equipment Display\mod_info.lua bindata\mods\Rollover Mana and Equipment Display\hook\lua\ui
I am not sure on the any of the legalities of it, but as far as I know, modding is more of an open thing where you can take things from here and there in order to learn or do some certain tasks, etc. But unless you are trying to blatantly copy someone's work, I doubt that they are going to have a problem with what you do. You can always ask for their permission if you end up using some of their files, programming, or whatever. Without visions of money or malice, you should be pretty s
(The above image is of v1.3) (The above image is of v1.4) <p
I quite enjoyed this, although I was wondering about this line: We will then conclude with the 2009 customer survey report that was sent out to approximately three million Stardock customers. Are you able to give a rough estimate of how many survey responses you got back of those ~3 million?
It still does not look like what I am after =P Made a quick battle screen mockup to just solidify some things in my head.
Unless I am mistaken, that doesn't include a lot of what I am trying to do, such as the combat and character setup.
Thanks kindly for this! Saves me a lot of time for me lazy arse.
The 'What' This mod aims to bring the D&D combat into an easily manageable form via computer. The 'Why' Seeing as Dungeons & Dragons has never released their Dungeon Builder, I just wanted to try my hand at a small combat sim for it. While a tabletop is great, I tend to get a lot of slowdown in the normal game, such as where my gameplay board isn't big enough for an archer to be out of range, people constantly needing to recalcula
Welcome welcome! You have all joined (a) great company!
[quote quoting="post"]Now, the highlighted parts are ones I have no idea what they do and no idea why they’re there. I will ask about them next week. The rest is pretty straight forward after a bit of experimenting.[/quote] I think that those Color refer to the icon colouring (perhaps a colour that shows through the alpha on the image.) The Hotcolor is likely the colour change for when the image is highlighted or selected. At least I am guessing ^_^
You are just making my weekend, Brad! My plan is also to try out making different games. I think that my first one will try to imitate the Dungeons and Dragons 4.0 battle system (since so much of it is purely tactical and rulebook-based.) This modding system sounds like it is going to be a huge hit with both new and old modders, so I am totally ecstatic over this! I can't wait to hear more!
While reducing clutter of the XML files is good, please do not remove neat features that are working fine. The more options modders have in their control, the better things they can make. I agree with Raven in guessing that the icon colour will colour the icon with what you set it. I am really looking forward to this because it seems that making small mods will simply integrate so well. My main wonder right now is about total conversions (TC's). Do you plan to somehow support TC's in
This is great! You should totally include an "Import Picture" function for when you create your own unit cards, perhaps even with zooming/cropping ^_^
Super-great coolness! Sounds like a lot of hours of work.
I really don't care for the multiplayer aspect unless I am able to lan it up against some AI dudes in mine or a friend's campaign, but then again, I mainly play single player games.
I'll be working on the Draginol DG ^_^
When you change from unpacked to packed as the Queen of Thorns, your displayed character stats work as normal. But when you click to change back to unpacked from packed, it does not update your weapon data. This is because in: \sim\BuffAffect.lua:Line 208 [code="c++"]if wep:IsPrimaryWeapon() then[/code] Whenever this line is called, (aside from before the QoT does her first state change) it continuously returns the packed weapon as being the primary weapon even when sh
Glad to see this section spring up! Now to simply await the 1.20 patch ^_^
Pretty sure that will be 1.2 since that poses the most risky stuff that I am sure they are trying to get just right.
Thanks for the update, Brad; I really can't wait for the upcoming patch. And super congrats on your new job, Sorian! You totally deserve to be there!