There's quite a few ways they could interact with that, the obvious ones being giving hard limits or soft limits. Alternatively, they could just make breeding stats generally more difficult, preventing the current exponential growth of single-stat builds.I do wonder if they will keep additive stat scaling with no cap, its kind of a balancing nightmare. You can just sit at 0 infamy and start up the terminator production facility in secret. If they do keep it, I feel like damage/hp should be the later unlocked stats. Theyre the most impactful and it would make sense if you got them later.
I'd wager this is all temporary though, as the earlier betas without stats were a lot less interesting and it just gave us something to do
i just updated to 4.0.3 and its doing the previously mentioned problem again.I've not tested any changes in ver 4.0.+, though I can't see why it would change. If you could post a screenshot of the trait file and the area you are adding it to?
Quick testing on my end shows it working normally, though I might have to do multiple iterations to see any kinks. . .
Just as a quick question, you are starting a new save, and not an existing one, right? If you load an old save, it won't do anything for those right away since the file only does it on initialization (creating) the Player.
I like the idea of soft caps depending on the race of the monster. I would prefer if goblins will never be as strong as orcs, or future monsters, but that they breed much faster. I think that's the big thing this game is still missing, major race differences. Have goblins be weak in general, but they reproduce way faster than other races (Faster sex time, faster conception time, faster baby to adult growth). Then have orcs take like 3-5 times as long to breed to adulthood, but they have higher attack and HP. So there's actually a reason to focus on various races beyond just their attack type. You can spam basic gobbos and have a huge wave of them, or focus on few but strong units.There's quite a few ways they could interact with that, the obvious ones being giving hard limits or soft limits. Alternatively, they could just make breeding stats generally more difficult, preventing the current exponential growth of single-stat builds.
They could also make some stats antagonistic, such that increasing one stat decreases some others. This would encourage specialist monsters that would nonetheless have significant weaknesses, while generally strong all-round monsters would become almost impossible to make. A logical extreme of this would be something like MBM's Complex Breeding mod, where inherited traits are in thematically linked packages, rather than individual traits.
Lastly, they could just embrace that some stats will quickly approach absurd values and design game mechanics around players having access to effectively infinite stats. For example, having monsters that reflect damage or reduce all incoming damage to a single point. Effectively making each different enemy type into a unique puzzle to be overcome, rather than just brute-forced with damage and health.
Either way, it's the sort of thing that modders could quite likely tweak post-release anyway. I fully expect that we'll see some kind of Complex Breeding-like mod for Project R at some point.
i just updated to 4.0.3 and its doing the previously mentioned problem again.
I am not an expert, but a brief search told me that these fonts should be standard to newer versions of Microsoft Windows. You might want to check if they are installed on your OS.Fonts missing messages
I assume you updated your general.trait folder again? I've not noticed an issue, but I can check later. There might be some redundancy or code that is causing it. For now, try using a new ID by copying something like:i just updated to 4.0.3 and its doing the previously mentioned problem again.
{
"Id": "Damage0",
"Type": "Damage",
"Name": "#Damage",
"Value": [1, 3],
"Positive": [1],
"Script": "TraitScripts.Damage",
},
I'm not entirely sure why. I have a guess that it doesn't know where to get the 'Slave' parentage, but that seems silly, since it would have that issue with any Shortstack or Oni post three generations of Shortstack/Oni down. Code only seems to check for up to Paternal/Maternal Grandparents.i have a question i added this stream assets for more staff on the map but when i go to the shorstack village and oni village and when i captured those with the stats that i want they only breed more monsters and not a single human with those stats, how can i make them to breed human with MC
One way or other, you probably required to edit the general.trait file, for example...ok so i copied the trait file ettc i tryied to edit it and start a new game, i even deleted saved files, but i steal have the same isue no traits i tryied to give it only have sex time like in the foto, can some one help me how to edit it and then see it in the game
{
"Id": "ConceptionRate4",
"Type": "ConceptionRate",
"Name": "#ConceptionRate",
"Value": [-15, -1, 1, 15],
"Positive": [1],
"Script": "TraitScripts.ConceptionRate",
},
{
"Id": "ConceptionRate100",
"Type": "ConceptionRate",
"Name": "#ConceptionRate",
"Value": [100],
"Positive": [1],
"Script": "TraitScripts.ConceptionRate",
},
I'm pretty sure it's not implemented yet, as of version 0.4.0.3.ive played quite some time but how can i get the door to the cristal open ive never succeeded in that any help pls?
i try to add the new entry with damege 100 in the general trait but when i start a new game the player character doesnt have the new trait, i event try to add the entry in the player cs file in script but it doesnt work i would need a tutorial on how to do it couse im not good in modding, but i wold like to learn so i need a tutorial if you could do that for meOne way or other, you probably required to edit the general.trait file, for example...
The conception 100 is a new entry I made, exclusively for player. Further reading, the VALUE is the plus/minus range of which number would be added, so if you only put one value like I did, the 100, it will stay on that value, unchanged.Code:{ "Id": "ConceptionRate4", "Type": "ConceptionRate", "Name": "#ConceptionRate", "Value": [-15, -1, 1, 15], "Positive": [1], "Script": "TraitScripts.ConceptionRate", }, { "Id": "ConceptionRate100", "Type": "ConceptionRate", "Name": "#ConceptionRate", "Value": [100], "Positive": [1], "Script": "TraitScripts.ConceptionRate", },
When CODING and asked for troubleshooting, you should post what changes you've made.i try to add the new entry with damege 100 in the general trait but when i start a new game the player character doesnt have the new trait, i event try to add the entry in the player cs file in script but it doesnt work i would need a tutorial on how to do it couse im not good in modding, but i wold like to learn so i need a tutorial if you could do that for me
Have you made sure you'vei made this change but when i start a fresh start it wont show for example i dame this change
{
ENCLOSED THEM
},
what program is this one couse i only edit the trait general with notepadView attachment 4375579
Then, do it. Your whole general.trait.
what program is this one couse i only edit the trait general with notepad