lightvic

New Member
Aug 30, 2022
3
0
Ohhh, I think I get it. You mean that either character can knock up guaranteed in one shot?
That should be simple enough, if that's what you mean.
My communication skills are worse than I thought.
What I tried to say is just like theses:
I'm not sure what lightvic meant, but I am curious if this is actually possible.
Of course I know it's not realistic, but the idea of allowing pregnancy to be "overwritten" does sound pretty fun.
It's been a while since I played this game, but if I remember correctly, there are a total of 9 girls who can get pregnant, right?
I wonder if it's possible to modify the game so that the win condition becomes one side (either the player character or the futa) managing to impregnate all 9 girls, and only then the match would end

English is not my first language, I use ChatGPT to translate and hope theunknownthird understands what I mean
Overwritten is the point! I think it does add more fun to the game.
 
Jul 9, 2017
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800
I'm not sure what lightvic meant, but I am curious if this is actually possible.
Of course I know it's not realistic, but the idea of allowing pregnancy to be "overwritten" does sound pretty fun.
Overwritten is the point! I think it does add more fun to the game.
Right, right. I think this is a case that I'm presupposing things being out of reach simply because I saw under the hood already.

I can't get something like that to work with my rudimentary skills, I'm afraid. That would require messing with Enums that store who the father (in that way, but also variable ownership) of an impregnation point is and I just don't have that know how. (Presumably would require changing the minigame end conditions too.)
It would also require rewriting the checks for when impregnation can happen, which will likely lead to bugs when we open the doors for a behaviour that has been otherwise off limits until now.
And it would also require tweaking the futa opponent's selection process to also go after already claimed girls, and that is an entire black box of its own I haven't peered into.

Half the minigame logic would need to be rewritten and I have no debugging tools to make playtesting something like that remotely bearable.
 

f95guest389

Member
Jul 27, 2018
169
303
Right, right. I think this is a case that I'm presupposing things being out of reach simply because I saw under the hood already.

I can't get something like that to work with my rudimentary skills, I'm afraid. That would require messing with Enums that store who the father (in that way, but also variable ownership) of an impregnation point is and I just don't have that know how. (Presumably would require changing the minigame end conditions too.)
It would also require rewriting the checks for when impregnation can happen, which will likely lead to bugs when we open the doors for a behaviour that has been otherwise off limits until now.
And it would also require tweaking the futa opponent's selection process to also go after already claimed girls, and that is an entire black box of its own I haven't peered into.

Half the minigame logic would need to be rewritten and I have no debugging tools to make playtesting something like that remotely bearable.
Eyeballed it as well thinking of something similar, the logic isn't impossible to get done.
The major hurdles:
1. The logic that happens when a character gets impregnated would need to be changed to allow for it to be overwritten by either the MC or futa, without counting as an extra impregnation.
2. Instead of at 9 characters getting impregnated being the ending, the game would need to check if all the women are impregnated by MC or futa as the end condition.
3. Futa's character selection choice would need to be modified so that they'd still go after characters who are impregnated, but not by her.

Playtesting it wouldn't be too bad, if one had a save ready to play the minigame immediately available or removed the check gating the minigame from being playable from the start for debugging purposes.
Most annoying hurdles with how things had appeared to had been setup would be adjusting character selection choice & making sure the impregnation overwriting doesn't just let the futa or MC impregnate the same woman 9 times to reach the end condition.
 
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Jul 9, 2017
201
800
Playtesting it wouldn't be too bad, if one had a save ready to play the minigame immediately available or removed the check gating the minigame from being playable from the start for debugging purposes.
Most annoying hurdles with how things had appeared to had been setup would be adjusting character selection choice & making sure the impregnation overwriting doesn't just let the futa or MC impregnate the same woman 9 times to reach the end condition.
Personally, even with a save file ready, I think it would be quite bad. Without having access to live values of all relevant variables, these changes could have ramifications that cause weird shit™ that could be undecipherable.
During my tinkering, I removed a single line that had to do with modifying the bar value when the Impregnation() function is ran. That caused every girl at spawn to become the same model and for the player to be unable to interact with them, freezing up if you tried. Why did that happen at that time when that line is read during impregnation? I cannot fathom a guess.
 

TheBrandHammer

New Member
Feb 27, 2020
5
6
Hey fellow tribe enjoyers

I have my own contribution to make to modding/hacking of the breeding minigame after I saw the other versions here. I've made the capture the flag version people were talking about, where no bars are locked and it is possible to swing it back the other way to create a sort of tug of war scenario.



So to follow in theunkownthird's steps (big thanks for getting this started btw) and explain what changed:
  • Working from the modified version, I have essentially made it an 'equal version', no one has an advantage over the other in terms of bonuses. Both side use the same calculations, with the same progression steps
  • There is no longer a lock on the odds bar, it can be swung back by either parties irregardless of where it is on the track, with the person currently in the lead being more likely to get a instant fertilization by the background calculations if they decided to go for another round.
  • Only when the odds bar on right is in either of the ends is a girl considered claimed by the respective person. If a girl was previously claimed by you and the other party shoots their load, the bar will shift again and the game will consider them to be unclaimed again.
    • The game still ends when all of the girls are considered to be claimed by someone, regardless of the score. (So the girls don't need to all be claimed by the same person before the game ends)
  • There is a base 10% chance of instant impregnation. As theunkownthird explained, the bar on the right is meant to represent your chances of claiming not your progress, thus also behind the scenes the calculations happening favor the one who already interacted with the girl in the first place. Meaning that now if you want to claim a girl back the odds are really against your counter-fertilization shots and you will sit there spamming Z/Enter for a long time to get that bar back up. To sort of remedie this I introduced the base 10% of the bar flipping sides(might up this further in a next version)
  • The Futa will move to any girl that is not claimed by them and not currently being used by the shota.
Some quick thoughts from my side on the current state of the game:
Comperatively, Its really slow now due to odds being stacked against you when the other party is in the lead, if you want to counter-claim a girl you need to go quite a few rounds until the odds are good enough for you to score an instant 100%. This combined with the Futa not having any form of inteligent AI, which leads to them just decreasing one of your claims by 15%, then moving to a different girl and losing the advantage they just created, can mean you have to spend a while until every girl is claimed properly. I think this is probably why the game was designed in the way it was (Which I think was already really well done), to prevent the game from dragging on and losing the tension/urgency it had.
Also it becomes really difficult to spot who is claimed and who isn't, as usually everyone will be seriously overflowing with cum towards the end. So unless you know the character sprites and their positions by heart then its a guessing game.

There are a few more ideas and bugs I need to clear out, but I have run out of time for today and already wanted to get a version out to see what others thought and if there are potentially more ideas to incorporate. I would've loved to spend a little longer on modifying the game as I think I can solve the slowness issue by either changing the calculations to speed things up a bit and make lucky shots more common. Or I could change the progression bar to be based on the cum is already in there (how many times either side interacted) and do a chance roll based on those odds. Or putting a timer on the game, so the urgency aspect is retained from the original.

A few bugs I already noticed:
  • There is an extra cursur appearing on the minigame itself in the middle of the actionbar
  • After a while the BGM cuts out
  • The icon in filemanager is gone
I will upload a fixed version later, but since I have not interacted with these system I have no clue why they are suddenly acting. Feel free to let me know if you encountered any more! Also i'm not guaranteeing anything regading stability or other unforseen bugs.

So yeah let me know what you think and if you have other ideas!
 
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