Orosaki wrote:
Who says a fetish game can't be a full fledged game in it's own right. Plenty of vore mods xist for fully fledged games.
This one perfectly could, but that is not its primary purpose I believe.
Orosaki wrote:
Who says a fetish game can't be a full fledged game in it's own right. Plenty of vore mods xist for fully fledged games.
GreenSlime wrote:Yup, pretty much. Also please don't remove training, it's useful ;~;
EDIT: by the way, the new sprites are going strong - though the part that left (bellies) is the most important and difficult one.
Ger-Fox wrote:hmm i wonders when we someday have alot different versions. i mean town and unit pics. so we can CHOOSE between them^^ like : i choose the new cat form but keep the old vixen one. then i keep the vixen town but take new cat town.
GreenSlime wrote:Again, it all turns into moddability question and from what Aurilika said Unity doesn't do it especially well.
Netjak wrote:Regardless though, just wanted to chime in an express my adoration of what this little game has become
Themastermushroom wrote: I have an idea, in the city of each race, you can build two type of build to powerup the troops, one is the classic blacksmith and the another is the research laboratory.
CoinToast wrote:I love what you have been doing with this game, mister or miss Aurilika.
Some suggestions, because giving you work is a way of saying we love you: Maybe you can program the AI to form a firing line, or any other formation during the tactical phases? Those strategies seem to give me a minor advantage during combat.
Of course, the big balancing problem is the unavoidable fact that once you outproduce your foe it quickly becomes a matter of numbers to win any battle, imperium of man style. Solutions to that could involve logistics of some form (like gold caravans), but that could increase the complexity of what's first and foremost a fetiche game (not that I'd mind a wargame made out of this engine). Another solution could be resting periods between invasions, in which a city becomes invulnerable for 3 turns after a sucessful or failed attempt.
On battle it would be nice being able to lock characters out of "ai finishes the turn" mode, so that you can use your prized troops against the enemy and let the grunts do whatever. Or have a "stand your ground" mode, so that they do not move automatically and hold a line. Or a passive mode, so that they are marked to skip their turn. Or a "runaway" mode, so that they flee as far as they can.
Another idea would be to be able to lock which troops can devour enemies. Maybe these unit AI modes can be set the same way clothes can be set, so you could change a single troop or set all troops to behave in this fashion.
Yet another idea could be to be able to lock-unlock vore for a gender, if for example someone can have male enemies but no male preds.
Also, are you interested in some perlin/fractal noise? I could make some and post it here, if you'd like.
Another (last one I swear) idea could be to have boats. They would be like armies except faster, unable to get out of water and can only be made in cities bordering the sea. The troop transfer mechanics could be applied as the boarding action, although unlike regular armies the boats should be able to make armies on their own.
Orosaki wrote:I'm just surprised lamias aren't in the game yet.
CoinToast wrote:This one perfectly could, but that is not its primary purpose I believe.
Aurilika wrote:In the last few patches, I switched the strategic map generator from pure random to open simplex noise, but I'm wondering what else you were thinking it should be applied to? Tactical maps are probably the only other place that it would make sense to use it.
Aurilika wrote:Orosaki wrote:I'm just surprised lamias aren't in the game yet.
Yeah, sorry, I've got the sprites I just haven't put them in yet. There's also the question of whether they'd be a playable race or just a race available to hire / neutral monsters.
Turbotowns wrote:Themastermushroom wrote:-snip-
Nice ideas, though I'm just gonna go ahead and mildly make fun of this one part...
"...so they can move by two squares in one turn..."
In BOTH modes, they can move THREE squares AT LEAST(in regards to tactical) in one turn. XD
Unless you mean each "move" point would equal 2 spaces, in which you could have just said their movement was doubled.
Unless they can't turn during the second space? Like if you decide to move one square down it moves you a SECOND square down without being able to change direction OR just move the one square? If so, that would actually be highly interesting, it'd be great for making great distance(like running away, something bunnies are especially good at. XD), but tight maneuvers around troops... not so much.
CoinToast wrote:The strategic map, but in a way that allow the existence of islands/continents, narrow passes, mountain ranges, forests and so on. I guess it would make more sense with boats than without them, but as it is the terrain still feels mostly random, without a clear advantage besides how stretched or separated your initial cities start.
While perlin/open simplex noise is easy to implement, fractal noise makes for better-looking results and its only a matter of iteratively adding the noise while making it smaller (less stretched on the plane) and less intense (smaller values on height) on each iteration.
Netjak wrote:Different races actually having large differences in their capabilities/gameplay beyond a +1 here and a -1 there is in my opinion one of the best game mechanics you can implement. That being said though, if lamias can organize into mercenary bands, they would likely be capable of creating tribes/villages too, but that shouldn't necessarily change the suggested mechanic where one lamia took up three army slots, it might just all be a bit difficult to balance properly.
Turbotowns wrote:With so many races and quite a few people behind them, a kind of "credits" or something to show who designed each race would be kinda cool(and would help keep track of all the different "race designers").
Aurilika wrote:CoinToast wrote:The strategic map, but in a way that allow the existence of islands/continents, narrow passes, mountain ranges, forests and so on. I guess it would make more sense with boats than without them, but as it is the terrain still feels mostly random, without a clear advantage besides how stretched or separated your initial cities start.
While perlin/open simplex noise is easy to implement, fractal noise makes for better-looking results and its only a matter of iteratively adding the noise while making it smaller (less stretched on the plane) and less intense (smaller values on height) on each iteration.
I'll make a note to revisit that and look into fractal noise after the current batch of changes.Netjak wrote:Different races actually having large differences in their capabilities/gameplay beyond a +1 here and a -1 there is in my opinion one of the best game mechanics you can implement. That being said though, if lamias can organize into mercenary bands, they would likely be capable of creating tribes/villages too, but that shouldn't necessarily change the suggested mechanic where one lamia took up three army slots, it might just all be a bit difficult to balance properly.
That is planned, but it's down the list a little bit, I'll probably solicit ideas on it when it gets closer.Turbotowns wrote:With so many races and quite a few people behind them, a kind of "credits" or something to show who designed each race would be kinda cool(and would help keep track of all the different "race designers").
There is one in game in the help menu, maybe it should be moved to a more obvious place, or did you mean putting it on the forum as well, or cloning it to a file?
Turbotowns wrote:For a race idea, how about orcs? The males look akin to the ones from WoW, while the girls are cute pig-girls.
Themastermushroom wrote:Turbotowns wrote:For a race idea, how about orcs? The males look akin to the ones from WoW, while the girls are cute pig-girls.
And we add the idea of the race of the mermaids and tritons (it isn't already rejecter or taken), thinks this race can swim inside the lakes or another place where other troops can't.
Netjak wrote:Themastermushroom wrote:Turbotowns wrote:For a race idea, how about orcs? The males look akin to the ones from WoW, while the girls are cute pig-girls.
And we add the idea of the race of the mermaids and tritons (it isn't already rejecter or taken), thinks this race can swim inside the lakes or another place where other troops can't.
Or rather, other races should also be able to traverse the water, and potentially capture the mermaids/tritons towns, but take penalties to speed and possibly combat effectiveness in water, just as the mermaids/tritons would on land.
Turbotowns wrote:Netjak wrote:Themastermushroom wrote:And we add the idea of the race of the mermaids and tritons (it isn't already rejecter or taken), thinks this race can swim inside the lakes or another place where other troops can't.
Or rather, other races should also be able to traverse the water, and potentially capture the mermaids/tritons towns, but take penalties to speed and possibly combat effectiveness in water, just as the mermaids/tritons would on land.
Maybe we could have deep water(would NEED a boat for land races to traverse through) tiles, and shallows(what you described, gives land units penalties, but doesn't prevent them move moving through it).
AND having more aquatic races than JUST the scylla WOULD balance it out once race traits come in(as they would no longer be the ONLY water race).
Dragonvorelover135 wrote:I was thinking about the possibility of neutral factions that could play a role as POI-based locations they act like passive AI but if you can manage to take over their home you can hire their race as warriors.
I like the nice touch with the differently colored water, and the way you used forests for the corners to make all 8 paths approximately the same length.Okzero wrote:Circle is a 8 faction map (feel free to change factions around) that allows the factions to all meet up at the middle and fight while having to go through a long stretch to get to their enemy.
Ger-Fox wrote:for races ideas i would like to see :
Okzero wrote:Alright, I'm back again with my newest creation, a circle.
Now I've been thinking of other maps ideas but recently I've been having a bit of creative stump. I then popped this out and so far this is my proudest piece I've created and probably will be for a while.
Circle is a 8 faction map (feel free to change factions around) that allows the factions to all meet up at the middle and fight while having to go through a long stretch to get to their enemy.
Here it is, my proudest piece to date.
http://www.mediafire.com/file/rha1bp3ba ... e.map/file
Feel free to edit the map to your own desires.