Turbotowns wrote:Oh right, to confirm, the fairy's are a full on civilized race with their own villages and shit, right? Or just another mercenary race?(I'm sure I'm not the only one to prefer them to be a main/civ race)
Oh, and I can indeed confirm that the monster armies are stuck on my villages, I have the whole replace function on, and they aren't eating my villagers, but they're keeping me from using the villages(like the succubus one, the stupid bastards).
Well, if Green's ideas go as planned, they aren't a strictly playable race, but their units are relatively easy to obtain, and their mechanics are unique.
Okay, I'll check into that.
Jaybeezy wrote:So, three things.
One, I'd just like to say that this game is legitimately fun and enjoyable just as a strategy game without any vore elements to it. Like, you made a vore game that can still be enjoyable without that fetish. That's pretty impressive, and of course the vore mechanic makes it so much better. I don't think any games exist in the world that are quite like this and for this you should feel proud. Also, loving the crazy buildings mod, there's something really satisfying about finally getting "Fortified City" on all of your villages and winding up with 100k+ income. Also further loving the fact that you can control what mercenaries are able to show up in the menu. Don't like how Collectors look? No problem, you don't have to deal with them. Want only succubi as mercenaries? There you go. This game is simple in the right ways and complex in the right ways.
Second thing, can we get a system up where we can share maps with one another? Like if someone makes a great map and wants to share it, can we get some sort of filesharing system set up for that? It could also be useful for just sharing WIP stuff or user-generated content. And I'm not asking this about within the game itself, I mean for us forum users. Like a dropbox or something.
Lastly, is there any way to access/view/edit those vore log messages? Most of them seem to happen while it's autofinishing turns and I don't have time to really read most of the messages. Plus it could be nice to add some or edit some existing ones to a user's preference.
Thank you, glad that you're enjoying it.
People have just posted maps directly to this topic before, and there's also a specific map sharing channel on the discord.
You can pause the game, with p, to give to more time to look at those messages. Currently there's no way to add them, aside from modifying the source, but I may try to add that at some point.
Turbotowns wrote:I remember way back when even bunnies weren't quite yet implemented(fully)(Hah, nostalgic), the map generation kept all of your own villages relatively close but spread out the civs, which I liked! Like, you can visit any other of your villages from your capital in but a few turns, while it took several to reach any of your enemies! The strategic auto Kiiiinda does that with spacious and none(with big enough dimensions), except your own villages are also miles apart. which is NOT very strategically sound, just say'n... ...Errr... Not... trying to sound rude or anything... maybe... give each civilization some land separating each other or something... maybe?
I'll see what I can do, but the generator has changed around since then, because on and off the cities have been relatively intermingled with each other.
Delt wrote:is it possible to disable fleeing?
It is not currently (aside from setting the tactical AI to legacy, but I can't really recommend that). I plan to soon add a couple of options specific to each AI (right now the options I've thought of would be - can flee? what weapons can they use, and can they hire special mercs)
GramzonTheDragon wrote:It would be nice to have. or at least a way to make it so auto completing turns didn't make a player controlled army auto flee, as if you wish to continue combat, you can no longer make the trash units you dont care to micromanage fight without taking the time to.... yknow, micromanage them.
Ah, that sounds like an oversight. I'll certainly make it so that you can control whether your own army can flee or not.
Jaybeezy wrote:So, if you set world generation to be all or mostly water, villages will end up needing land bridges so they are all connected. Problem is, whenever I do this, units treat the land bridge like water, i.e. they can't cross over it. It's as if the land bridge simply puts the texture of the land there but the programming for that tile is still set to be water. Am I doing something wrong? Is it just me?
Also, I made a map with a one-tile-wide river running through it with four bridges for troops to cross. However, the AI keeps putting armies right in the river. It IS just one wide (so it looks like a long narrow river in the updated textures), but technically the army still is sitting on a water tile. My question is, is this SUPPOSED to happen? Like fording a river? (this would make sense so I figured it's probably the case)
That is not supposed to happen, on either issue. I notice that you can manually follow the land bridges by keyboard movement but the pathfinder seems to not know what to do. I'll check into these issues.
Jaybeezy wrote:As an aside, are there any plans to make it possible for armies to make/change things on the strategic map? For instance, could they (for 3 MP) do a "Remove Forest" option to... well, turn the forest tile they're on into a grass tile? Maybe vice versa? Maybe they could, for 1 MP and a certain amount of gold, make an aid station where any army that ends its turn on that tile heals as if they were in a village? Maybe a raze field/plant field option around villages to weaken their income by removing farms or replant a farm that has been razed? Maybe build a bridge for 3 MP and a decent bit of gold? Heck, make a new village for like 50-100K gold?
Basically this would require an ability to change map tiles without being in map editor, and I'd imagine that would be extremely difficult to program, so I'm just asking if that's currently planned, not directly asking for it. I'm just bringing this up because, as jeveasy said, "there is a strong focus on modifying your own experience," and the ability to influence the map itself in such a way would certainly help users modify the experience and allow for even more varied playstyles than there already are.
Various ideas have been floated from time to time, such as roads and village construction/destruction, but I haven't really done much on those fronts yet. Actual terrain modification hadn't been suggested before, the ability to build bridges and clear forests could be interesting, but there's some other things I'd want to tackle first.
Turbotowns wrote:The deal with my Succubus only doing oral vore, was probably because I also gave her pounce, and she uses THAT to vore(and I guess the AI doesn't how the pounce with the other vore types).
Ah, I've fixed that oversight so the AI will now use their normal system of deciding which vore type to use with pounce as well.