Vore War V21A

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Re: Vore War V16E

Postby Absentia » Thu Jan 03, 2019 2:25 pm

lich1993 wrote:ok here's a bit of a stupid question and i mean really stupid,i can't seem to figure out how to play this game can someone help me ?

Have you tried doing the tutorial?
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Re: Vore War V16E

Postby SilhouettiShine » Thu Jan 03, 2019 3:28 pm

player1 wrote:Are slimes broken in this game? i swear im on my fifth game and everytime the slimes are my final opponent.

Not only Slimes, but Wolves are my final opponent (in Legacy)! :lol:
I mean, lowering their health increases their stats so much that even in low health is really dangerous to fight against! 8O
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Re: Vore War V16E

Postby player1 » Thu Jan 03, 2019 4:09 pm

SilhouettiShine wrote:
player1 wrote:Are slimes broken in this game? i swear im on my fifth game and everytime the slimes are my final opponent.

Not only Slimes, but Wolves are my final opponent (in Legacy)! :lol:
I mean, lowering their health increases their stats so much that even in low health is really dangerous to fight against! 8O


Strange, wolves are always among the first species conquered, cats with their pounce and slimes are the most dangerous. Imps are an easy ride as a player with their pack stomach perk but slimes can just engulf any and everything on early games
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Re: Vore War V16E

Postby GramzonTheDragon » Thu Jan 03, 2019 4:35 pm

The race traits aren't very big on balance. Though if slimes are op it might have something to do with an insanely high base stomach of 20. allowing even low levels to get 2 people stomached is really strong. as it lets more enemy fighters get taken out of the fight if not killed outright more easily. and requires less investment to keep a high capacity. But last time i bothered to run tests slimes were weak due to getting gulped really easily, so maybe a balance change happened between then and now. I don't play with them pretty much ever as i really hate the concept of liquid creatures.
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Re: Vore War V16E

Postby CoinToast » Thu Jan 03, 2019 4:57 pm

Personally, I find the slimes and the foxes to be the 2 most powerful races in the meta now.

The foxes are simply hard to hit (I suspect the shown hit chance doesn't reflect that), and that only increases with damage. The ration of superiority over baseline is such that you need a level 2-3 army to consistently defeat a level 1 fox army.

The slimes have effectively twice the hp as other races. This makes them hard to defeat if your race isn't particularly good at eating others (why yes I tried a game as bunnies and appeared next to both, funny that...).

In comparison wolves aren't that bad.

Also I have been thinking in more suggestions for our dear overworked OP. Could you make the advanced weapons more costly? Like, costlier than 2 fully armed but not armored units? As it is using them first is a no-brainer, thus making the regular weapons part of the defeat spiral if it comes to that.

Another 2 ideas I've had are teachers and smiths. Having a town with a smith would make weapons cheaper, while a teacher could be any unit picked for the task. A teacher having traits would increase the odds of troops from that town acquiring those traits, the higher the level of the teacher the better. And a teacher could even help inproving the xp gains in training.
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Re: Vore War V16E

Postby Aurilika » Thu Jan 03, 2019 6:04 pm

xmarkx wrote:Really like the direction this game is heading

Thank you.
Persona59523 wrote:sup, like how your game is coming along. However, the only way to see how the game play is though a youtuber named jonny ost and they can't show some things,( aka tits and cocks) due to youtube's rules. I was wondering if you could make this a boswer game if possible since the only computer I have is a laptop computer which can't run some programs due to limitations of the computer.

I can look into it to see if it is at all feasible, but I want to ask, the reason you can't run applications is due to some sort of software lock? Does it still let you play unity based web games?

Manchura wrote:why not have species traits that all of a species have, and then random traits that spawn with individual units, for example:
slime has gelatinous body as a species trait, but you but a unit and it has a random trait of nimble, which increases dodge chance and movement speed
or such a concept, so it does not feel like certain traits are far better then other and can screw over you or overpower your forces by having

That's basically what I've got planned. The current race traits will still be there, but there's a pool of random traits that it picks from when you recruit a unit.

player1 wrote:are slimes broken in this game? i swear im on my fifth game and everytime the slimes are my final opponent.

Yes, they are currently overpowered, I'm going to be doing some balancing in the next patch to try and make things a little more fair.

lich1993 wrote:ok here's a bit of a stupid question and i mean really stupid,i can't seem to figure out how to play this game can someone help me ?

Do you mean actually loading the game or how to play? The tutorial covers a lot of the basic movement and actions.

SilhouettiShine wrote:but Wolves are my final opponent (in Legacy)!
I mean, lowering their health increases their stats so much that even in low health is really dangerous to fight against!

Do you mean the thrill seeker trait that foxes have?

GramzonTheDragon wrote:The race traits aren't very big on balance. Though if slimes are op it might have something to do with an insanely high base stomach of 20. allowing even low levels to get 2 people stomached is really strong. as it lets more enemy fighters get taken out of the fight if not killed outright more easily. and requires less investment to keep a high capacity. But last time i bothered to run tests slimes were weak due to getting gulped really easily, so maybe a balance change happened between then and now. I don't play with them pretty much ever as i really hate the concept of liquid creatures.

They will improve with time. The Lamia have even more base stomach capacity at 25. Slimes trade off for being able to eat more is that they are also vulnerable to being eaten, and take up comparatively little space, but their damage resistance will be reduced in the next patch, and that's a large part of their current power. It's also tricky because their abilities are such that in a low level battle, they are quite strong, but they get weaker in comparison at higher levels.

CoinToast wrote:Personally, I find the slimes and the foxes to be the 2 most powerful races in the meta now.
The foxes are simply hard to hit (I suspect the shown hit chance doesn't reflect that), and that only increases with damage. The ration of superiority over baseline is such that you need a level 2-3 army to consistently defeat a level 1 fox army.
The slimes have effectively twice the hp as other races. This makes them hard to defeat if your race isn't particularly good at eating others (why yes I tried a game as bunnies and appeared next to both, funny that...).
In comparison wolves aren't that bad.
Also I have been thinking in more suggestions for our dear overworked OP. Could you make the advanced weapons more costly? Like, costlier than 2 fully armed but not armored units? As it is using them first is a no-brainer, thus making the regular weapons part of the defeat spiral if it comes to that.
Another 2 ideas I've had are teachers and smiths. Having a town with a smith would make weapons cheaper, while a teacher could be any unit picked for the task. A teacher having traits would increase the odds of troops from that town acquiring those traits, the higher the level of the teacher the better. And a teacher could even help inproving the xp gains in training.

I did build a tool to help with balance, so we'll see how that goes. The chance you see to hit is the chance to hit, they are both taken from the same formula. Well, if you have randomized starting positions turned off, the bunnies will always be near to both the foxes and the slimes because it goes around in race order :gulp:.
Yeah, I'm trying to decide the best way to deal with the equipment. There have been suggestions to make them on par with each other but different, like the light weapons have better accuracy, but the heavy weapons have better damage. There's also the option of having the advanced weapons require some sort of tech requirement like a blacksmith, or maybe you can only manufacture a few per turn. The teacher could be an interesting system.
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Re: Vore War V16E

Postby SilhouettiShine » Thu Jan 03, 2019 6:27 pm

Do you mean the thrill seeker trait that foxes have?

Yeah, foxes. Sorry about that. :lol:
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Re: Vore War V16E

Postby Turbotowns » Thu Jan 03, 2019 8:52 pm

>.>
I'm the Christian-Brony-Voraphile. An acolyte of MaDneSs! And SlimeGirl Connoisseur!

I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Vore War V16E

Postby MarkusFreeman320 » Thu Jan 03, 2019 9:30 pm

On the weapons and equipment front I'd quite like buttons to limit weapon types for certain races when making a strategic game, like the vore toggle button except one for bows and one for melee weapons. That way you could make certain races archers or melee specialists, or block both weapon types and have them a vore based race.

I also like the idea of a blacksmith or some other perk needed for advanced weapons, as it feels like the AI constantly have advanced weapons on all the time. And it'd be awesome to have them be light and heavy versions instead of basic and advanced, with the accuracy and damage focus too.
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Re: Vore War V16E

Postby SputnikDX » Fri Jan 04, 2019 12:28 am

Is there any ability to shrink prey before eating them, or if not will there be plans for something like that in the future?
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Re: Vore War V16E

Postby Turbotowns » Fri Jan 04, 2019 1:21 am

It'd be kinda cool if-using the map editor-if we could designate what areas monsters can spawn, so like we could create wyvern valleys, or shark islands, or just plain safe zones where monsters will never spawn(but could still enter and chase you into if they're after you).
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I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Vore War V16E

Postby Polterguest » Fri Jan 04, 2019 9:34 am

Whats the program we need to play the game?
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Re: Vore War V16E

Postby SparkyTheWolf » Fri Jan 04, 2019 11:37 am

Polterguest wrote:Whats the program we need to play the game?

You don't need a program, you can just run it after unpacking the .zip file.
The game is a .exe file so just double-click it and it will run.
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Re: Vore War V16E

Postby Persona59523 » Fri Jan 04, 2019 2:04 pm

the computer i have is a Chromebook Asus which I have for a couple of years.It can run bowser games okay, though I might replace the laptop since it's keyboard stopped working, forcing me to use the touchscreen keyboard
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Re: Vore War V16E

Postby SilhouettiShine » Fri Jan 04, 2019 5:04 pm

Turbotowns wrote:It'd be kinda cool if-using the map editor-if we could designate what areas monsters can spawn, so like we could create wyvern valleys, or shark islands, or just plain safe zones where monsters will never spawn(but could still enter and chase you into if they're after you).


That's the same idea for my Scenario mode idea! :-D
SilhouettiShine wrote:And speaking of Unit stat editor, i was thinking of an idea of like a Scenario mode, where you can use your pre-made map or making a map from the get go, and you can place anything in that said Scenario mode like Unit creation, Stat editor, Village customization, and so many more. However, compared to Strategic and Pure Tactical, you can't edit the Empire settings and the game settings, while the game is playing. But don't worry, it won't overwrite the settings for your own game world for Strategic and Pure Tactical.
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Re: Vore War V16E

Postby player1 » Sat Jan 05, 2019 3:14 am

Mmh. I have been thinking about it but the way the walls work currently makes it worthless to really build. If walls made the enemy unable to get past unless they can punch through with siege equipment it would add some longevity to the games and prevent easy capture because you didn't have enough gold to fill each town with sufficient garrison.
= w= Can you handle the mageness? *hipsways and fingersnaps* =w =
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Re: Vore War V16E

Postby GreenSlime » Sat Jan 05, 2019 9:11 am

There are plans to make walls and other obstacles matter more, especially concerning ranged attacks.

In meantime, more previews.
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Re: Vore War V16E

Postby Turbotowns » Sat Jan 05, 2019 9:29 am

In preparation of the upcoming races, I've expanded my map.
https://mega.nz/#!14VihYyZ!CkeOGQBV1Khc ... jAEBLbqMAM
Turbo7.PNG

There are two more areas for 2 more members of the alliance, as well as 2 more regions to the south. I also opening up the forest valley separating the alliance and the rest of the races. I also put desert and volcanic under some of the race's villages.

Oh yeah, I also gave the other races a LOT more villages.
Last edited by Turbotowns on Sat Jan 05, 2019 9:45 am, edited 1 time in total.
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I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Vore War V16E

Postby Turbotowns » Sat Jan 05, 2019 9:33 am

GreenSlime wrote:There are plans to make walls and other obstacles matter more, especially concerning ranged attacks.

In meantime, more previews.


Cute!


Also, in my pure tactical game that's slimes v slimes, the save(it's in the quicksave slot btw) says the attackers as slimes, but the defenders as dogs.
I'm the Christian-Brony-Voraphile. An acolyte of MaDneSs! And SlimeGirl Connoisseur!

I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Vore War V16E

Postby SparkyTheWolf » Sat Jan 05, 2019 10:50 am

So I turned on the option for Herms to be able to Unbirth as well as use the other vore types, and it seems that all Males can Unbirth now too! XD
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