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FluffyRaKu

Newbie
Jan 2, 2023
55
78
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
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.
 
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Ashurael

Member
Nov 16, 2017
203
148
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 just updated to 4.0.3 and its doing the previously mentioned problem again.
 

FruitSmoothie

Well-Known Member
Jan 22, 2019
1,747
2,183
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 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.

Right now there is some difference between base gobs and orcs, but I don't think it's severe enough, it's barely noticeable after a few breeding sessions. The soft cap would help with that. Just as a comparison (Doesn't have to use the actual numbers, this is just to show a orcs vs goblins comparison):
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Right now I don't even consider whether to raise gobs or orcs, I just do them both pretty equally. Essentially no difference between them, except that gobs are easier to slot into teams with their 1 cost. It would be great if orcs really felt obviously more powerful than goblins.

P.S: The soft cap could make it so units only gain like 10-50% of the additional stats or something up to twice their soft limit, then they stop gaining them altogether (Or only gain like 1-2 points each time, so at least there's some improvement to look forward to).
 
Last edited:
Jan 6, 2018
68
109
i just updated to 4.0.3 and its doing the previously mentioned problem again.
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:
C:
{
        "Id": "Damage0",
        "Type": "Damage",
        "Name": "#Damage",
        "Value": [1, 3],
        "Positive": [1],
        "Script": "TraitScripts.Damage",
    },
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
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.

This might require more than just a bit of testing. Including to see if Shortstack->Shortstack->Shortstack can only produce Shortstacks post 3rd gen.
 
Mar 19, 2019
17
1
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
 

uglywolf

Member
Nov 3, 2018
213
135
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
One way or other, you probably required to edit the general.trait file, for example...

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",
    },
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.
 
Mar 19, 2019
17
1
One way or other, you probably required to edit the general.trait file, for example...

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",
    },
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.
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 :D
 

uglywolf

Member
Nov 3, 2018
213
135
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 :D
When CODING and asked for troubleshooting, you should post what changes you've made.
Which is, the CODES.
Use the MeatBalls Dropdown Icon Menu on Reply Box and select "</> code", copy the codes you did from the files, and paste it there.
Else, even if we try helping, it probably won't work at all.
 
Mar 19, 2019
17
1
i just copy the text damege with damege4 and then only change 100 and the second thing like the part you did with conception, but after that i save the trait general file and when i enter in the game and start from begin again it show nothing, or if you could help me on discord with showing you my screen maybe i can understad better
 
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