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Re: Vore War V30G

PostPosted: Tue Sep 15, 2020 9:26 pm
by Aurilika
DigestionArousal wrote:One bug, one maybe bug, one request, and two unreasonable requests

Bug: The Lizard's Crown setting doesn't seem to save to the uniform, I think it's being considered a body part?

Maybe Bug: Using the cheat menu to replace a race, village happiness goes down because the new race is considered not the main race, Current and future City and Army names use the old race name list instead of the new race name list (don't know how that would work with "non-playable" races).

Requests: A new racial trait that's Killer Knowledge (+1 to all stats per 4 non-vore kills) but for vore kills/digestions/absorptions

Unreasonable request 1: A system for players to create classes/sub-races for easier army creation/management
-I want to set the same auto-level setup to a chosen group of units instead of just one unit or every unit of the same race
-I want to set up multiple starting stat min/max sets for a race and choose one when I recruit a soldier

Unreasonable request 2: Empire starts for some of the less monstrous monster/mercenary races
-Goblins, Kobolds, Succubi, Vipers, and Fairies to name a few
-Alternatively, make the race replace cheat not cause happiness loss

I acknowledge that these requests are kinda ridiculous

Thank you for updating/maintaining this pretty cool game


Okay, Hats can now opt to be saved with the uniform (it was kind of an oversight that they weren't before)

That stuff with the cheat window is not really fixable without a significant overhaul, because empires are tied to a race behind the scenes, and changing that race would cause lots of issues, so it basically just tries to mask it. You should be able to build cathedrals to remove the happiness penalty though (I know that's not the best solutio -- Ah, I should have made it just automatically build cathedrals when you use that cheat... Well, I'll stick that in the next patch.).

Went ahead and stuck that alternate trait in.

It's possible part of one of those unreasonable requests might make it in at some point.

bahamut24 wrote:i dont know if this mentioned but i notice while play around in tactical mode: i gave resurrect spell to enemy by using unit editor, it never used resurrect spell for whole battle
how to encourage enemy to use the spell?

other thing i notice, when i assinged traits in content menu and saved, for some reason it triggered "III" (unit is sick) forced add without me including it, i have been trying remove it but it wouldnt be removed at all unless i cleaned off traits


I fixed a bug with resurrection for this patch where they weren't using it correctly (or at all), so that should be fixed.

Strange, I'll mess around and see if I can figure out what's causing that.

30H released, some more fixes and minor features and a new minor monster race by HarryS

30H:
Added the essence aborption trait - it's the vore equivalent of the killer knowledge trait - every 4 digestions the unit gets +1 to all stats.
Added the Raptor monster race, they are visually similiar to the compy, although they do possess oral vore capabilities, unlike the compy. They are considered an add on race to the compy spawner, and if enabled, the armies will be half compy, half raptor.
Villages should now always properly update their colors when captured. There were situations where they would retain their old colors until the display refreshed.
Some minor sprite updates for the sharks and the dark swallowers.
Can now set the odds for auto-surrender, allowing more flexibility than either 0% or 100%.
The 'clear status effects' cheat now removes the surrendered flag.
Digestion converstion / rebirth now clears the surrendered flag, if it was enabled.
Fixed a bug that prevented the AI from using the resurrect spell correctly. (Sometimes this would cause battles to get stuck -- To be clear it was accidentally impossible for the AI to use it before due to this bug, so AI armies with a resurrect book will be significantly stronger than they were before)
Fixed issue where the specialty spells (ones tied to traits) were pickable as innate spells but not usable. Now they function properly as innate spells (though may be rather powerful as non single cast spells)
If Auto-regurgitate friendly units is off, units that are converted / rebirthed by digestion will no longer automatically pop out.
Removed the special accessory slot from the saved uniforms (it was part of the character for a lot of races and not really a clothing item, so it didn't really make sense to save.)
Added the ability to save hats and Accessories as part of a uniform. You check whether they're saved or not when saved. If not saved, it will be randomly generated.

Re: Vore War V30H

PostPosted: Wed Sep 16, 2020 3:57 pm
by Pegadygor
A minor bug (?) report, if I may?
(I don't know if this is known and not fixable or has slipped through the net so far)

When a pred uses tailvore, the descriptive text is based on the prey's gender it seems.

E.g. "Female slurps up Male with his tail" or "Male slurps up Herm with their tail"

Re: Vore War V30H

PostPosted: Wed Sep 16, 2020 6:19 pm
by YaBoi42069
Some suggestions, all changes to the cheat options, to make life a little easier

Add the ability to convert an army on the strategic map to the control of any other empire, like the "Switch Side" command, but for an entire army.

The ability to add traits by army, instead of just empire and individual

And an unreasonable request, making it easier to edit the special events that grant units etc., either through a custom menu or just making the files easier to access. Not sure how this game is coded, so this may be impossible, but one can dream.

I love this game, and thank you for putting as much work into as you have!

Re: Vore War V30H

PostPosted: Thu Sep 17, 2020 5:07 am
by Estee
Being able to edit custom events and perhaps even lines for vore and digestion would certainly be a good addition, if doing so would not be a pain in the ass to program in.

Re: Vore War V30H

PostPosted: Thu Sep 17, 2020 7:47 am
by MaleficMustelid
The ability to cheat temporary status effects to a given unit or side would be nice.

Re: Vore War V30H

PostPosted: Sun Sep 20, 2020 11:32 pm
by vgove
is there a cheat mode were you put yourself at a large advantage?

Re: Vore War V30H

PostPosted: Mon Sep 21, 2020 3:06 am
by tigersebel
vgove wrote:is there a cheat mode were you put yourself at a large advantage?


You can give your race some cheat traits. this would put you on a large advantage. you can add and remove traits in a menu.

Re: Vore War V30H

PostPosted: Mon Sep 21, 2020 10:13 pm
by Aurilika
Pegadygor wrote:A minor bug (?) report, if I may?
(I don't know if this is known and not fixable or has slipped through the net so far)

When a pred uses tailvore, the descriptive text is based on the prey's gender it seems.

E.g. "Female slurps up Male with his tail" or "Male slurps up Herm with their tail"


Ah, will get that corrected.
YaBoi42069 wrote:Some suggestions, all changes to the cheat options, to make life a little easier

Add the ability to convert an army on the strategic map to the control of any other empire, like the "Switch Side" command, but for an entire army.

The ability to add traits by army, instead of just empire and individual

And an unreasonable request, making it easier to edit the special events that grant units etc., either through a custom menu or just making the files easier to access. Not sure how this game is coded, so this may be impossible, but one can dream.

I love this game, and thank you for putting as much work into as you have!


Those first two could work. Modifying the built-in events is extremely unlikely to happen. Right now those are directly in the code to allow them to do those sorts of things, so the only way to change them is to use unity to rebuild the project after you modify that file in the source. It would be a lot of work to make those easily user editable.

Estee wrote:Being able to edit custom events and perhaps even lines for vore and digestion would certainly be a good addition, if doing so would not be a pain in the ass to program in.


The lines would be an easier mark, and I had sort of planned to revisit those after I finished setting up the custom bit for UH, but that was enough work and there was enough minor issues that I didn't really want to tackle it.

MaleficMustelid wrote:The ability to cheat temporary status effects to a given unit or side would be nice.

That would be a bit more to set up (because it would involve duration / effect strength), but I might attempt it.

vgove wrote:is there a cheat mode were you put yourself at a large advantage?

Yeah, there's several different ways you could do it. You could give your race extra cheats, you could start with extra villages, or just cheat in gold. You could also level up units or modify their stats to make them consume enemy troops with ease.

Re: Vore War V30H

PostPosted: Tue Sep 22, 2020 6:37 am
by Aces
Aurilika wrote:Modifying the built-in events is extremely unlikely to happen. Right now those are directly in the code to allow them to do those sorts of things, so the only way to change them is to use unity to rebuild the project after you modify that file in the source. It would be a lot of work to make those easily user editable.


I've not coded in Unity for ages but if you were to hypothetically do this I'd have an events trigger that prompts the game to look at either a .lua, .config, or an .xml file to decide what it should do next. Those would be easily edited without having to rebuild the project.

Still sounds like a lot of work for a niche feature, though.

Re: Vore War V30H

PostPosted: Tue Sep 22, 2020 6:37 pm
by deg21
it would be neat if you could capture surrendered units so that they could boost your money gain or something
instead of just killing/eating them.
love the game tho

Re: Vore War V29B

PostPosted: Tue Sep 22, 2020 7:51 pm
by ObsidianSnake
deg21 wrote:it would be neat if you could capture surrendered units so that they could boost your money gain or something
instead of just killing/eating them.

I and others think that would be neat, too. From several pages back:
ObsidianSnake, on Jun 06, 2020 3:15 pm wrote:
nekusar wrote:Allow the capture of surrendered units for later eating or gifting to allies

I was going to suggest something like this. Additional possibilities: selling the captured units, conscripting them, harmlessly releasing them into a town for the garrison or if you're playing nice or as a prey race. This could create an enormous impact on gameplay when auto-surrender is on. I could see it being a major departure from the current experience. Whether that change is good or bad depends on the tastes of the player.

A possible complication: would the AI use it? That may not be a trivial update.

Re: Vore War V30H

PostPosted: Fri Sep 25, 2020 10:43 am
by deg21
A possible complication: would the AI use it? That may not be a trivial update.

fair point. would still be neat to have

Re: Vore War V30H

PostPosted: Sat Oct 03, 2020 5:15 am
by faceclock2200
Super minor, but when InfiniteAssimilate is added to one of the test-box trait lists (rather than being added directly) it always adds regular Assimilate as well, because the string 'Assimilate' is part of the string 'InfiniteAssimilate' and I assume (without having looked at your code) those fields work by text parser. The simplest solution would be renaming InfiniteAssimilate.

Re: Vore War V30H

PostPosted: Sun Oct 04, 2020 8:40 pm
by Aurilika
deg21 wrote:it would be neat if you could capture surrendered units so that they could boost your money gain or something
instead of just killing/eating them.
love the game tho


Perhaps some day.

faceclock2200 wrote:Super minor, but when InfiniteAssimilate is added to one of the test-box trait lists (rather than being added directly) it always adds regular Assimilate as well, because the string 'Assimilate' is part of the string 'InfiniteAssimilate' and I assume (without having looked at your code) those fields work by text parser. The simplest solution would be renaming InfiniteAssimilate.


Okay, went ahead and just did the easy fix, since I think that's the only conflicting trait.

Version 31 Released. Adds a new race and fixes a number of bugs related to disappearing garrisons (those ended up being severe enough I decided to just release earlier than planned instead of waiting for something else that was under way).

31:
Added the Ants as a main race, they have a unique queen sprite for their leader, and also can summon ants using pheromones to help them out. (The old ants race has been renamed to feral ants)
The cheat to add unit button to army has been replaced by a panel, with that, transferring the army to another empire, and add/removing a specific trait from every unit in the army as options. Also a refresh button (basically a new turn for the army - restores movement, and the usual amount of HP/Magic regen)
Gender was added to the unit info card on the same line as unit type. (Was requested, and this way it doesn't really take up much space)
Renamed InfiniteAssimilate trait to InfiniteAssimilation to avoid a text parsing bug (manually entering traits would grab both that and the regular assimilate trait)
Fixed a bug where dead garrison was being deleted in the wrong way, which could potentially cause unpredictable losses. Also fixed a related bug where cleaned up garrison would sometimes delete more than intended. Also fixed a bug where the garrison would be removed twice when the village changed owners, which would mostly obliterate the population. If you see any more errors where the population falls more than expected, report them and I'll fix them, but I think these three were almost certainly the cause of those.
Cheat Replaced races should now function better. Things like adventurers, and some other things should now be based on the replaced race. This should retroactively affect previous game games.
Added options to the cheat menu to unsurrender any surrendered units on a given side in a tactical battle.
Added an alternate bridge sprite for map creators (lines and dots), that can be used to simulate armies moving on shipping lanes. It also can be used to make diagonal bridges or wide bridges that look slightly more natural than the current bridges.
AI melee units with the biter trait are now more aggressive about trying to vore to take adavantage of their trait.
Fixed a typo in the tail vore text.
Some minor balance adjustments to a few of the main races.

The Vagrant sprites were also revamped, but that didn't manage to make it into the patch notes.

Re: Vore War V31

PostPosted: Mon Oct 05, 2020 7:53 pm
by Aurilika
Had a few issues reported so opted to put out a quick patch to fix them, since the map editor one could result in the loss of work.

V31A:
Fixed an issue with the map editor not working properly when entered through the main menu (the villages connected check was messed up, and it would throw exceptions in certain circumstances.)
Fixed an issue where male lizards would change gender if the 'lizards don't have breasts' toggle was enabled.
Fixed an issue where bridges didn't calculate properly for pathfinding purposes if you ran the map editor from the main menu.
Fixed an issue where the village taken notification was using the same empire for both sides.

Re: Vore War V31A

PostPosted: Mon Oct 05, 2020 11:38 pm
by Manchura
hm.....ill gets flagged in multi trait adding with thrill seeker as the pretext it is pulling from, might be more small words getting flagged in there but I have not looked into that aspect too much yet

Re: Vore War V31A

PostPosted: Wed Oct 07, 2020 4:56 am
by Justaslime
hmmmm...I have a idea about map editer,
——can we make a “Hero Mode”map? not just control a whole race, give one or few units cheat trait and use them to against a lot of enemys and devour them?
If map editer can make custom event happen when "hero's team"arrive some village or Specific location to tell a story to player...this maybe also can let player make them own adventure?not just play random map again and again
can we? hmmm actually it's just a imagine to make map editer more useful and people can upload more own-make map to play ?I have no much skill about game make so...this is just a suggest?

Re: Vore War V31A

PostPosted: Wed Oct 07, 2020 10:12 am
by LamiaAshford
Hello there, I would have a question (not a demand); can we hope one day to get the possibility to have several Leaders per empire?

Re: Vore War V31A

PostPosted: Wed Oct 07, 2020 10:57 am
by hamimobe
Can I disable male vore in this game (so that only females can vore)?
also, i click the vore button, but it doesn't work.

Re: Vore War V31A

PostPosted: Wed Oct 07, 2020 6:31 pm
by LamiaAshford
It probably (probably) doesn't work because you are out of MP (or AP? Don't remember how it is called). You need at least 1 left to perform vore.
I don't think you can disable male vore, but you can just disable male characters, either in the race editor with the override feature, either in the create strategic options (I don't remember where though, but there is not so many options menus after all, there are 5 menus+empire list+map gen options+city/leaders options.).