_Grotest_

Member
Aug 5, 2018
412
873
257
On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.
Hm, it's bad enough the AI barely uses spies and they don't even pose any threat so giving them more tricks can definitely spice up the gameplay. I think 1st option makes sense the most since Hippiians are horny bunch so I doubt they would bother to kidnap men. Maybe instead of ransom make chance depend on enemy spy level or class(bonus points to sneaky classes like thief and assassin).
 

InstaPrincess

Member
Apr 24, 2023
299
1,513
276
All nine possible heroines must be in the harem, they all must have had sex with Baroque at least 10 times, and the harem must have at least three mob girls. At least, that's what I'm reading here.

---

On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.

1) As described above, enemies can kidnap girls stationed in border forts. It'd serve porn objectives, but gameplay wise it serves as an incentive to keep all the girls away from the frontline, and use them only when you're going on the offensive. I'm not comfortable with this option.

2) Both females and males can be kidnapped. Since you can't leave your borders undefended, and everyone is at risk of being kidnapped, then there's not much difference in who gets stationed on the frontlines. This option, however, would incentivize a more aggressive gameplay; even if you don't care for the chastity of your girls, you'd still have to attack or make aggresive espionage plays to recover your male commanders.

3) Same as point 1, but spies ask for a ransom before taking the girls to prison. If you pay the ransom, girl stays safely at home. If you can't, she's kidnapped. With this option there's less risk for girls stationed in the frontlines, but it's still easier to just keep them away.

4) Same as point 2, but spies ask for a ransom, like in point 3. This way, you can leave your border forts properly defended with both male and females, and you'd have a chance to prevent the kidnappings so long as you are careful with your finances; if a kidnapper makes a move while your coffers are empty, too bad. This is the option I'm currently leaning for.

5) Forget about kidnappings. Dont't change anything.

So, that's it. Anyone want to share a thought?
I am a huge fan of the idea in general for that mod. And even a successful kidnapping only means that you need to get them back at some point. It won't affect romances, so it's less pressing to react immediately. I love the element of danger it adds, but it'd all depend on frequency and success rate. If it happens all the time, it'd quickly feel cheap.

Both option 2 and 4 would be good for me. I doubt I'd use the ransom option but wouldn't mind it being available.
 
  • Like
Reactions: Kintty

KilljoyTRV

Active Member
Game Developer
Oct 24, 2018
707
613
278
All nine possible heroines must be in the harem, they all must have had sex with Baroque at least 10 times, and the harem must have at least three mob girls. At least, that's what I'm reading here.

---

On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.

1) As described above, enemies can kidnap girls stationed in border forts. It'd serve porn objectives, but gameplay wise it serves as an incentive to keep all the girls away from the frontline, and use them only when you're going on the offensive. I'm not comfortable with this option.

2) Both females and males can be kidnapped. Since you can't leave your borders undefended, and everyone is at risk of being kidnapped, then there's not much difference in who gets stationed on the frontlines. This option, however, would incentivize a more aggressive gameplay; even if you don't care for the chastity of your girls, you'd still have to attack or make aggresive espionage plays to recover your male commanders.

3) Same as point 1, but spies ask for a ransom before taking the girls to prison. If you pay the ransom, girl stays safely at home. If you can't, she's kidnapped. With this option there's less risk for girls stationed in the frontlines, but it's still easier to just keep them away.

4) Same as point 2, but spies ask for a ransom, like in point 3. This way, you can leave your border forts properly defended with both male and females, and you'd have a chance to prevent the kidnappings so long as you are careful with your finances; if a kidnapper makes a move while your coffers are empty, too bad. This is the option I'm currently leaning for.

5) Forget about kidnappings. Dont't change anything.

So, that's it. Anyone want to share a thought?
My thought would be this: implement it so that it works like the prison: If you have a turret, the chance lowers, for each level. If you have a lvl 3 Turret the chance would be 10%, lvl 2 would be 30%, lvl 1 would be 50% and no turret is 80% success rates.
 
  • Like
Reactions: Kintty

Butterflyfreer

New Member
Feb 15, 2020
12
9
188
All nine possible heroines must be in the harem, they all must have had sex with Baroque at least 10 times, and the harem must have at least three mob girls. At least, that's what I'm reading here.

---

On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.

1) As described above, enemies can kidnap girls stationed in border forts. It'd serve porn objectives, but gameplay wise it serves as an incentive to keep all the girls away from the frontline, and use them only when you're going on the offensive. I'm not comfortable with this option.

2) Both females and males can be kidnapped. Since you can't leave your borders undefended, and everyone is at risk of being kidnapped, then there's not much difference in who gets stationed on the frontlines. This option, however, would incentivize a more aggressive gameplay; even if you don't care for the chastity of your girls, you'd still have to attack or make aggresive espionage plays to recover your male commanders.

3) Same as point 1, but spies ask for a ransom before taking the girls to prison. If you pay the ransom, girl stays safely at home. If you can't, she's kidnapped. With this option there's less risk for girls stationed in the frontlines, but it's still easier to just keep them away.

4) Same as point 2, but spies ask for a ransom, like in point 3. This way, you can leave your border forts properly defended with both male and females, and you'd have a chance to prevent the kidnappings so long as you are careful with your finances; if a kidnapper makes a move while your coffers are empty, too bad. This is the option I'm currently leaning for.

5) Forget about kidnappings. Dont't change anything.

So, that's it. Anyone want to share a thought?
Awesome idea, I was trying to get a kidnapping mechanic to work but got stuck. I think option 1 is the best. The game is really easy once you understand the mechanics so anything that plays on the difficulty a bit is a welcome change. If you are working it into the spying mechanic then you may be able to play around with that doSpyRate variable to control how often Hippia makes a kidnapping attempt. Also, I think the prison level plays into the success chance of spying so that may be a way of protecting the fort.
 
  • Like
Reactions: Kintty

derBhaal

Newbie
Apr 18, 2020
65
65
136
All nine possible heroines must be in the harem, they all must have had sex with Baroque at least 10 times, and the harem must have at least three mob girls. At least, that's what I'm reading here.

---

On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.

1) As described above, enemies can kidnap girls stationed in border forts. It'd serve porn objectives, but gameplay wise it serves as an incentive to keep all the girls away from the frontline, and use them only when you're going on the offensive. I'm not comfortable with this option.

2) Both females and males can be kidnapped. Since you can't leave your borders undefended, and everyone is at risk of being kidnapped, then there's not much difference in who gets stationed on the frontlines. This option, however, would incentivize a more aggressive gameplay; even if you don't care for the chastity of your girls, you'd still have to attack or make aggresive espionage plays to recover your male commanders.

3) Same as point 1, but spies ask for a ransom before taking the girls to prison. If you pay the ransom, girl stays safely at home. If you can't, she's kidnapped. With this option there's less risk for girls stationed in the frontlines, but it's still easier to just keep them away.

4) Same as point 2, but spies ask for a ransom, like in point 3. This way, you can leave your border forts properly defended with both male and females, and you'd have a chance to prevent the kidnappings so long as you are careful with your finances; if a kidnapper makes a move while your coffers are empty, too bad. This is the option I'm currently leaning for.

5) Forget about kidnappings. Dont't change anything.

So, that's it. Anyone want to share a thought?
I also really like the idea! I prefer either 1 or 3, but maybe put the ransom variant behind a switch, the player can turn on or off. Or make it dependend on the difficuilty setting (as well as the success rate). I also like the ideas about prison or other buildings influencing the success rate.
 
  • Like
Reactions: Kintty

An0nM4n

Member
Dec 29, 2019
228
93
151
On the topic of the slowly but surely progressing slutty mod, I have a question for those interested, and I'd like an opinion if possible.

So, it bothers me that Hippia only really got my girls when I deliberately gave them away, and I've been trying to think of ways to correct that. And the only way I figured out how to do so is... kidnapping. Specifically, a spy action that lets enemies kidnap one of your commanders stationed in a border fort. I've already figured out how to do it and succesfully tested it, so that's not a problem. However, my issue is that this would be an entirely new mechanic, and it'd have a big enough impact to actually change gameplay. And therein lie my doubts.

Imagine, your lvl 90 overpowered mage girl rendered utterly powerless by a lvl1 zombie goblin climbing up her window and tying her up with some rope to take her back to be raped. Might sound fun on paper, but while playing it could be quite frustrating.

I thought up a few scenarios, and I'd be thankful for any feedback.

1) As described above, enemies can kidnap girls stationed in border forts. It'd serve porn objectives, but gameplay wise it serves as an incentive to keep all the girls away from the frontline, and use them only when you're going on the offensive. I'm not comfortable with this option.

2) Both females and males can be kidnapped. Since you can't leave your borders undefended, and everyone is at risk of being kidnapped, then there's not much difference in who gets stationed on the frontlines. This option, however, would incentivize a more aggressive gameplay; even if you don't care for the chastity of your girls, you'd still have to attack or make aggresive espionage plays to recover your male commanders.

3) Same as point 1, but spies ask for a ransom before taking the girls to prison. If you pay the ransom, girl stays safely at home. If you can't, she's kidnapped. With this option there's less risk for girls stationed in the frontlines, but it's still easier to just keep them away.

4) Same as point 2, but spies ask for a ransom, like in point 3. This way, you can leave your border forts properly defended with both male and females, and you'd have a chance to prevent the kidnappings so long as you are careful with your finances; if a kidnapper makes a move while your coffers are empty, too bad. This is the option I'm currently leaning for.

5) Forget about kidnappings. Dont't change anything.

So, that's it. Anyone want to share a thought?
How would that work with troop sizes? Would the army of the kidnapped general just disappear like they would be if they were captured on a failed spy action?

I know the AI doesn't do it as often, but gameplay-wise it means it's always possible to lose since if you frontline Ares you instantly lose, or you could instantly lose your important generals for combat while also disincentivizing raising army size for costs.

Most of this likely won't come up during actual gameplay, but the fact that you can just lose units randomly is not great imo.

I do like the concept, but there isn't really a way to counter spy actions since npcs can't fail spy actions like the player can.
 

KSEN2006

Active Member
Apr 20, 2021
704
113
143
1. What mods are available now?
2. Does anyone have a full savegame they could share? It seems like mine is bugged because I can't find my way to Lake Tower and left down island.
3. Are there any cheat games? (If I can't fix the problem in question 2, I'm tired of starting over.)
 

KilljoyTRV

Active Member
Game Developer
Oct 24, 2018
707
613
278
1. What mods are available now?
2. Does anyone have a full savegame they could share? It seems like mine is bugged because I can't find my way to Lake Tower and left down island.
3. Are there any cheat games? (If I can't fix the problem in question 2, I'm tired of starting over.)
You have to have someone search the areas adjacent to them to discover the path
 

Kintty

Newbie
Mar 25, 2021
74
145
156
Hm, it's bad enough the AI barely uses spies and they don't even pose any threat so giving them more tricks can definitely spice up the gameplay. I think 1st option makes sense the most since Hippiians are horny bunch so I doubt they would bother to kidnap men. Maybe instead of ransom make chance depend on enemy spy level or class(bonus points to sneaky classes like thief and assassin).
Spying rate can be changed. So much so it's possible to make it tear down your walls through sheer volume of spies thrown at them lol. I'll take class and unit level into consideration, but God knows how I'd balance that.
My thought would be this: implement it so that it works like the prison: If you have a turret, the chance lowers, for each level. If you have a lvl 3 Turret the chance would be 10%, lvl 2 would be 30%, lvl 1 would be 50% and no turret is 80% success rates.
I like this idea. Prisons are cheap, but lvl3 towers are actually pretty expensive, and not all locations can build one. It sounds like a good way to keep kidnappings in check without trivializing them.
I also really like the idea! I prefer either 1 or 3, but maybe put the ransom variant behind a switch, the player can turn on or off. Or make it dependend on the difficuilty setting (as well as the success rate). I also like the ideas about prison or other buildings influencing the success rate.
The switch idea is something I want to try, but don't really know how. Something that can easily be turned on and off in the game setting or something...
How would that work with troop sizes? Would the army of the kidnapped general just disappear like they would be if they were captured on a failed spy action?

I know the AI doesn't do it as often, but gameplay-wise it means it's always possible to lose since if you frontline Ares you instantly lose, or you could instantly lose your important generals for combat while also disincentivizing raising army size for costs.

Most of this likely won't come up during actual gameplay, but the fact that you can just lose units randomly is not great imo.

I do like the concept, but there isn't really a way to counter spy actions since npcs can't fail spy actions like the player can.
Army size is reduced to zero for kidnapped commanders, even if you rescue them shortly after. Making it so army size is preserved is... technically possible, I guess, but currently a pretty low priority. I know that restoring army size would greatly reduce frustration, so I'll keep it in mind.

And yes, the fact that your could randomly lose an important unit could be the cause of great frustration. Excluding Ares from being kidnapped isn't difficult, but as for everyone else, well... that's why I'm asking for thoughts and suggestions.

Curent factors being considered to balance the success of kidnappings are: level and class of the kidnapper, level of the kidnapped and tower level. I'm still not sure I'll use all of those, and even less sure how I'll balance them.

If kidnapping succeeds then the last resort is paying the ransom, the size of which would probably be affected by level of the kidnapped and... either total days elapsed in game, or number of forts under player control. Still haven't decided which. The ransom would also serve as a way to use some of the absurd ammounts of money you accumulate in the late game. But, once again, I dread the task of balancing that.
1. What mods are available now?
There's my mod, which you can find a few pages back, and there's Setcheck64's Darker than Black, a difficulty mod. Setcheck also has another mod, but it's function has basically been subsumed in my mod. Those are the ones I know of.
 
  • Like
Reactions: alplayer7
3.30 star(s) 45 Votes