Hello, My apologies for the lack of updates but I didn't realize there was anymore interest in this mod until I checked the forums today after a few months hiatus. Here is an updated link for version 1.2 of the Equilibrium mod. This mod includes all resizing tweaks for the graphics and also includes a few select changes from Peppes AI Skirmish mod to improve AI. The specific changes to AI from Peppes mod include more cautious behavior around enemy
Blackthorn77
Thank you Drumstix, I will go ahead and correct that once I have amassed enough changes to justify another release, and if there is interest in the mod.
I might have overdone it with the nerf but it was the only way I could make it more reasonable with my meager .lua knowledge. I tried adding in a time limit but the problem lies with the way the skill is designed, it requires user imput for it to cancel the effect. It would require a bigger rework to give it a time limit (which is what I really wanted to do in the first place). The best thing I could come up with was removing the invulnerability/invisibility
FYI, I forgot to change the UID code for Equilibrium Lite 1.1 which will cause a conflict with Equilibrium 1.1. The download file for Equilibrium Lite is now updated with its own UID code as of now. Sorry for the inconvenience.
I have successfully removed LE´s invincibility via mistform in my mod. Gkrit, your welcome to include it in your mod as well, I am pretty sure I documented all the changes that need to be made. If not, you can compare code to determine the exact changes needed to be made. In my mod, the mana cost was slightly reduced, his evasion was raised to something like 40% to take into account he loses the ability to autoattack while in mistform, or use any other
VERSION 1.1 & 1.1 LITE Now available in original post! The following changes are included in version 1.1. New Equilibrium LITE 1.1 which removes all the graphics modifications for the people that prefer to keep the graphics in their original form. </st
Ok Izuz, without offending you, I want to address each of your points with an explanation of my reasoning behind the changes. In general, your focusing on certain points and ignoring the big picture or intentions of my mod. The mod wasn´t made to satisfy everyone because that would be impossible. The mod isn´t for everyone. Some people just want fast, twitchy games. Vanilla is already fine for those people to a large extent. 
@ Lifekatana Its understandable that you feel that way, not everyone holds the same opinion as myself. Your welcome to not try out the mod, and if it really is something alot of people feel strongly about I have no problem reverting that change in particular. Actually, I can make two different versions. One with resizing, one without. That way, people can choose which version they prefer and only try that one. You should atleast t
@ Izuz, Of all the changes I made, I thought the resizing would be a positive change for most users lol. I hated how Rook blotted out the sun practically. The damn thing would hide three demigods behind its back. I´m sorry Izuz, but unless I get alot of support for that change I am leaving it as is for now. I like the smaller size of Rook, makes things more visible. At first it looks alittle weird, but once you get used to it, you
@ Zechio I tried to reproduce your effects to no avail. With DA I took Mards hammer favor item for +40 weapon damage, Gauntlets of Brutality for +25 weapon damage and Slayers Wraps for +20 weapon damage, and Banded Armor for some staying power. Took me to about end of lvl 7 or beginning of lvl 8 to get enough gold for all of that. This was on normal settings versus 1 AI. My skill setup was maxing precision, 1-2 points in demon speed, 1 po
@ Ptarth or Anyone else that is knowledgable in Lua What I would really like help with is a problem I think I have diagnosed correctly but I do not know how to correct because of my basic knowledge of lua. Many have commented on the Rook AIs stupidness, especially while trying to flee from a demigod. Well one of his problems, i´ve already remedied to some extent, the fact that he couldn´t attack while moving. The problem with him stutte
@ Ptarth Thanks for checking into that, actually if you check the lua you will see that the first attack is both the structure attack and the regular attack lumped into one, I will paste the code to illustrate what I mean and highlight in red the pertinent fields:: I think that means they got lazy and lumped them together which is unfortunate. This renders Rook unable to attack and move at the same time which is kind of stupid if you ask me and handicaps R
Hello all and a happy new year! Here is my humble mod for your playing pleasure. I´ve worked on it for approximately two weeks although I had alot of these ideas earlier and I did make a previous modification of the game before mod support was enabled by editting the dg.data file. I hope some of you enjoy the changes, if not, your welcome to make suggestions. I do not promise following all or even most of them, but if it sounds reasonable or ther
Not sure if this is against forum policy, but here is a link to a reply I posted in the AI frustrations post. Just want to make sure people that are interested in this topic don´t miss this information if the other post gets bumped off the first page of topics. My post is near the bottom of the 2nd page and it details a temporary work around to improving the Rook attempts at fleeing a losing battle with
How to improve the Rook AI to make it more competitive enclosed!! I agree with the posters here, while programming an AI that can provide a challenge to a player WITHOUT cheating might be very difficult without relying on cheats, providing an AI that is competent shoul