Turbotowns wrote:Erm... the village spawning is kinda... a huge mess. XD everyone's villages are all over the place! (At least if you try to have ALL the races active at once. XD )
Yeah, having 7 races has sort of brought that to the front again. If you play on larger maps or have more villages it helps, but I will eventually want to probably redesign the village spawner. I'll also try to get your map editor in the next version as a backup option.
Turbotowns wrote:Oh yeah, there IS the whole issue of a village spawning on a water/forest/mountain tile and starting DED, imbalancing any massive games.
The only time that should really happen is if the map isn't big enough to properly fit the villages, I guess my blocking of too small maps isn't on a high enough threshold yet. I should probably also just go ahead and make them overwrite more terrain as well.
SilhouettiShine wrote:Oh, this bug is still irritates me, even the first release of Vore War Remastered, and no one pays attention to this aside from me.
Anyways, this is a bug when an AI controlled race leaps over a forest.
I thought I'd corrected all the AI movement issues. I'll definitely get this fixed for the next version.
Turbotowns wrote:Just gotta say, LOVE the dark green slime color PERFECTION!
Thank you, did you notice that most of the slimes have the same hair color as their bodies but a small few have a different hair color, as you said.
Turbotowns wrote:Now, on the subject of mixed units, wouldn't it make sense to be able to recruit units of your allies races? I think it'd be pretty fuck'n cool to go in with a hybrid army of Slimes, Cats, and Bunnies VS. an army of Dogs, Foxes, of Wolves.(And since you'll never confront them, no chance of desertion.)
And, of course: allies retreating to an ally's village if it's closer and replenish their army there.
Yeah, I'll probably add that in the next version.