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MSGTNP

Member
Feb 5, 2020
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390
It is a bit RNG dependent. You also have to breed those positives together. Slight increase to HP, get a goblin with +HP. Breed the new +HP that is hopefully better with the woman, hoping for a Shorstack. Breed Shortstack with Player, hope to get a normal woman. Rinse and repeat. Going for 1 stat (for each line) is more likely to end with absurd ramping of values, though two or three isn't terrible.
After reading posts on here, I feel kinda stupid for wasting shortstacks on the guard posts lol
Is there any benefit for the player to breed captured slaves? The Player themselves have no traits, which is a shame.
 
Jan 6, 2018
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After reading posts on here, I feel kinda stupid for wasting shortstacks on the guard posts lol
Is there any benefit for the player to breed captured slaves? The Player themselves have no traits, which is a shame.
The slaves themselves? Not at this time. Only the Shortstacks because the Player can produce a Woman with the Shortstacks modifiers.

I might make a small script if I can figure it out to give the player traits.

Edit: Just to let people know, the traits and chances are in the character files. If you only wanted to modify things so values are 'positive', just change the values in the general.trait file with a text editor. I'd keep a backup file though.

Edit 2: It is easy to start the game with a Player with any trait. It'll take you 2 files. I've added a small readme to hopefully help if you need it, and tried to comment things if you want to change things. This file only works on a new game, because I was being lazy. The file only gives the Player DeploymentCost: -1, because as of now, there was no way else to get the trait. Not that useful currently, though making Archers and Shortstacks Cost 1 is a benefit. Units (as of now) can't cost 0.
 
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flannan

Engaged Member
Dec 15, 2022
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Is there any benefit for the player to breed captured slaves? The Player themselves have no traits, which is a shame.
Well, that means you will have more slaves. This is good for mass production.
Also, if the captured slave has multiple traits, you can breed her a lot and hope one of the children will have only the trait(s) you want, and lose the negative ones.
 

tggt26248

New Member
Jul 19, 2021
5
1
Am I going crazy? The birthrate and goblin's lack of ability seems to make this unplayable. What am I missing?

All the goblins seem to die within 1-3 waves, births don't come fast enough to repopulate them and they don't heal. I can't place women at the stockade nor the MC. What gives?
 
Jan 6, 2018
62
100
Am I going crazy? The birthrate and goblin's lack of ability seems to make this unplayable. What am I missing?

All the goblins seem to die within 1-3 waves, births don't come fast enough to repopulate them and they don't heal. I can't place women at the stockade nor the MC. What gives?

You should snowball goblins by day 3, focusing on the Bow goblins. Range is safer, if you don't get enough HP and without healing in base. . .


Women and Sisters are considered Slaves, the player is Player, and the Stockade only fits Monsters and Monsume (Goblins and Shortstacks).
 
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Mr.sally

Newbie
May 16, 2022
87
68
Am I going crazy? The birthrate and goblin's lack of ability seems to make this unplayable. What am I missing?

All the goblins seem to die within 1-3 waves, births don't come fast enough to repopulate them and they don't heal. I can't place women at the stockade nor the MC. What gives?

I think best way is to mass breed and try to make sure you don't forget the infantry goblins use them as dead weight so your archers can get them.

end game is ez from that point on


1732234692224.png

don't mind the 1 hp i did not manage well
 

tggt26248

New Member
Jul 19, 2021
5
1
I think best way is to mass breed and try to make sure you don't forget the infantry goblins use them as dead weight so your archers can get them.

end game is ez from that point on


View attachment 4257292

don't mind the 1 hp i did not manage well
How long in your case does it take to get a goblin born and ready for combat? All 4 of mine die in the 1st-3rd waves, not babies are born+grown in that time.
 

Mr.sally

Newbie
May 16, 2022
87
68
How long in your case does it take to get a goblin born and ready for combat? All 4 of mine die in the 1st-3rd waves, not babies are born+grown in that time.

about every wave you get 1 goblin from one female. on ff about 1 min around there

at wave two you should have around 7 to 8 goblins
 
Jan 6, 2018
62
100
How long in your case does it take to get a goblin born and ready for combat? All 4 of mine die in the 1st-3rd waves, not babies are born+grown in that time.
I mean, conception rates might throw it off due to rng, but yeah 1 to ~1.5 if you get lucky. Remember you can pull back goblins from the stockade to help replenish numbers early on. And women do give birth faster with a Goblin in the room.

Also, you can throw ranged units on the top of the tower.
 

flannan

Engaged Member
Dec 15, 2022
2,234
2,199
Am I going crazy? The birthrate and goblin's lack of ability seems to make this unplayable. What am I missing?

All the goblins seem to die within 1-3 waves, births don't come fast enough to repopulate them and they don't heal. I can't place women at the stockade nor the MC. What gives?
1. If you switch on x-ray, you will see that a goblin's job is done long before the woman gives birth. As soon as you see an embryo in her womb, you can move the goblin to the next woman.
2. You will need to juggle goblins between defense and breeding at first. Note that in the first wave, deploying all goblins at once will significantly reduce losses.
3. Your short-term plan is to get 4 archer goblins and 2 melee goblins for each side. Hopefully, archers will kill off enough enemies to reduce losses to a manageable number.
4. Your medium-term plan is to capture women with positive stat modifiers, and breed her with her children a lot. Due to the way genetics works in this game, it will result in a goblin having her stat modifier multiplied by the number of generations from the start of the program.
You want attack for archer goblins, and HP for melee goblins. You do not want her to have 2 stat modifiers, because it turns breeding into lottery.
5. Your long-term plan is to wait for a shortstack to be born from your breeding programs. Shortstack has that huge stat modifier of ordinary goblins, and if you breed her with MC, she has a chance of giving birth to a slave with equally huge stat modifier. Use that improved slave to replace the initial slave.
At this point, your breeding program should start producing super-goblins that one-shot all enemies or are tougher than steel. But you can always repeat this trick, creating even more absurd goblins and slaves.
 
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BabyDragonV2

Member
Jul 10, 2021
229
43
i have gotten a 5 trait goblin on a previous save not sure if i have it took a lot of luck
edit more like brute forcing the odds
 

flannan

Engaged Member
Dec 15, 2022
2,234
2,199
You are lucky, but it is playing a similar lottery when you use that Goblin to breed.

For reference to the code being used:
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If I understand code correctly, first it adds up all the traits. Then it shuffles them, and picks random number of traits to be left for the fetus. With 40% being 1, 30% being 2, 15% being 3, 10% being 4, and 5% being 5.
 
Jan 6, 2018
62
100
If I understand code correctly, first it adds up all the traits. Then it shuffles them, and picks random number of traits to be left for the fetus. With 40% being 1, 30% being 2, 15% being 3, 10% being 4, and 5% being 5.
Not exactly, it'll always have 1 trait. So each further trait is sort of that chance. But basically 1 is 100%, and then each further trait in the list it'll take that chance.

I dove further into the RandomListChance Array, and essentially it'll pick a number from 0-100 (the combined float), and for those 5 it'll compare that chance to the result. It never rerolls a number, so yes, if you do roll a 5-0, you get 6 traits.

So in reality it is 1 is 100%, 2 is 41/101 (~40.06%), 3 is 31/101, 4 is 16/101, 5 is 11/101, and 6 is 6/101. Of course, your trait list has to have 6 traits in it, otherwise it doesn't matter.

Edit:Misread a line, so removed that diatribe.

Edit 2: Here is a probably working script code, but I'm not going to care to test it. Basically should force every trait to appear 100%. It might require more work to get it to fit, but. . . I'll not add it to my list/compile it unless it does the basic function.

In short, I just cut out the Util calls and the loop check that is associated with it. Copy and paste into whatever notepad/wordpad/text editor of your choice, and save as a .cs file, and place into the script folder.

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Oct 2, 2022
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It's cool that people have figured all of this out, but last time we had a major update, we needed to start entirely new files, so all of these mod and code packages could be rendered obsolete in the coming weeks.
 
Jan 6, 2018
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It's cool that people have figured all of this out, but last time we had a major update, we needed to start entirely new files, so all of these mod and code packages could be rendered obsolete in the coming weeks.
Unless we get a full trait overhaul in the update, I doubt things like how trait inheritance functions is going to change. And overwriting/overloading the script will still work as given.

The skin color one is the most 'changed' between versions, so I expect some change to happen there. Also new 'units'.

Maybe, hopefully we can repair/fix the 'doors'. And possibly have something to prevent/combat forces that break past your stockades.

And we do know that some drag and drop will happen for women/sisters in the next update, but combat (and possibly removal of excess women/monsters) will likely remain non-existent. I'd love some sell/buy function to be implemented, but I'm in no hurry.

We are almost guaranteed to see no changes in how units are placed. It'd require an overhaul on how they place units in general. Every place lists what can 'seat' where. Then it'll check what sort of animations it can play (Combat/Patrol/Sex), and then call up the appropriate animation file(s).

And yes, we might get scripts removed, but. . . then we just write and overwrite the .dll if we want to be quick and dirty about things.

Sure, we'll need new save files, but the knowledge base being developed gives insight on what changed and possibly a direction to solve a why.
 
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