Orosaki wrote:a couple of ideas i had
I sort of hesitate to have variable speed armies, because then you have no idea if enemy armies can reach you or not in the next turn, and it just creates a bigger snowball. I suppose it could work as an entirely optional thing though, but we'll see.
Units passively training other units might be a good idea.
As for new weapons, they would be interesting, but they may result in bogging down play to check weapon types, unless they all had unique sprites, which may get impractical with several races requiring their own versions of weapons.
Siege weapons would be interesting, but I'd probably be more inclined to go with something like the lords of the Realm 2 system, where an attacking army can spend an extra turn or two before they attack a village to construct siege weapons.
I would probably make monster dens something that spawns in the wild, because if they only were created when a village was lost to monsters with that one specific monster pillage setting, very few players would ever see them.
Katar wrote:I really do like the monster den idea. Maybe have it so once a monster den is created the random spawns no longer occur but the den spawns them more aggressively/larger? I would like to see some more humanoid monster races though if it were possible. Animal vore never really did much for me, but that's just a personal preference.
Well, more humanoid monster races are where the planned bandits come in. (Granted, their behavior will be slightly different than monsters)
Winny wrote:Just an idea, don't know if its been floated around. Was wondering about ways to create a connection more to the characters and the player character, while we do have some fluff about what happens to characters on the field we don't really have responses from the characters themselves.
Above a character maybe we could have like a small speech bubble containing small sentences from the character. Such as the situation at the time, fighting, maybe some race against race dialog or vore dialog, taunting prey, pleading prey, ectect.
Or maybe have another smaller chat window off to the side with the name of the character and what they are saying at any given time.
Obviously this could branch off into different things. X character has X personality so will say Y in V situation, and simply build on that. Bring more character to the units in the game and such.
Sounds good, but I think it would be tricky to fit much text in a small window near the character, I might just incorporate it into the combat log.
Unfortunate wrote:Yo! Aurilika!
Let me show you how serious about the sword idea I am...
SomeSwords.png
Feel free to use them. I did my best to mimic the default look of the weapons GreenSlime made (You do a good job BTW...!), and I've added both a blue and a gold version: So you can have a certain skin for each race; ie. the Cats, Humans and Lamia use the gold one, and the Dogs, Wolves and Bunnies use the blue one? Your pick.
I can make more for the other races gradually: The ones with the unique themed weapons... but that's only if you all confirm nobody else is going to do it... I'm a slow worker.
Those look good. I'll stick the systems for them in the to-do list. Somewhere higher up because there's a lot in there.
Turbotowns wrote:Can there be a function, that like for end of battle, if one side is human controlled(or choose to be human controlled during battle with cheats), after one side is dead(if the surviving side is human controlled), the "fight" can continue and we can end it whenever afterwards(like maybe change the skip battle button the "END" battle). The purpose would be(after it's implemented) sexy times between our units, or well, some good old fashioned cannibalism(which we can already do with surrendering, if the "manually end each turn" is selected, but it suddenly ends once the last enemy is absorbed, or if auto-surrender is on, just don't eat the last surrendered enemy until you want to end it).
And with that, being able to "enter battle" with our armies, when there isn't an opponent, for those two purposes(and naturally, if it's in a city, the garrison joins).
Oh yeah... The AI knows how to build the new buildings right?
And we should be able to see/use the empire button during our allies turn as well(and view the armies like we'd be able to during an all AI game).
So you'd prefer having it handled that way than the feed option in the army screen you suggested before? I'm not quite how all the lewd stuff will be handled yet, there was talk about making it after battle, but like many things, it's sort of fluctuating around and hard to keep track of.
They do build the new buildings. They may not build them in exactly the most efficient manner, but if they have spare money they'll definitely buy all the buildings they think are useful.
I don't really see the advantage of being able to check that when it's not your turn, but I'll go ahead and stick it in because it's fast to do.
Anesthetic wrote:Pardon if the topic has been broached before, but has magic/support type units ever been considered?
Like units who can shrink or slow enemies for easier devourment, or cast support type upgrades on allies, maybe stuff like barrier to prevent enemies from going a direction, or even just fun little tweaks like Hammer Space Pred?
Magic will be coming somewhat soon, within the next couple of major patches. Shrink, support spells and barriers are part of the spec, but slow currently isn't, but that would certainly fit.