Jan 6, 2018
95
140
The main thing is diminishing returns. There's a few categories:
Actual cap. Trait gets bigger, but effected mechanic is limited.
Sex Time
Fetal growth time
Crit Chance
conception chance
Knockback resist

Soft cap (numbers get bigger, but nothing in the game can actually differentiate)
Damage
Crit multiplier

Leaving only health that can, uncapped, deliver some marginal effect, but even that effect ultimately gets very small.


Development wise, what might be better overall is passing down averages plus or minus a fixed value/percent rather than sums. Spit balling pseudocode, something like round((.9+.2*rand())*($mom.trait+$dad.trait)/2) + randint(-1,1). That's an average, scaled between .9 and 1.1, rounded, then possibly increased or decreased by 1. That should keep breeding meaningful for much longer.
I mean, sure, but then you rarely grow. It'll be meaningless for a long time, as if you breed the basic goblin with a level 2/village b woman with 1 in a stat you have a possibility of backsliding to 0. And any .9/1.1 scaling is going to be meaningless until relatively late stages anyway. I'm not a fan of it.

And honestly, we shouldn't be coding for min-max breeders anyway. Three-fold issues:
1) Not everyone is going to min-max. Or want to. There are many who just want to have fun making super gob.
2) Other constraints can be put into place to cater difficulty.
3) Those that want harder challenges can self-implement, or get something to make that formula for themselves.
 

FluffyRaKu

Newbie
Jan 2, 2023
60
81
I mean, sure, but then you rarely grow. It'll be meaningless for a long time, as if you breed the basic goblin with a level 2/village b woman with 1 in a stat you have a possibility of backsliding to 0. And any .9/1.1 scaling is going to be meaningless until relatively late stages anyway. I'm not a fan of it.
There's other spins that could be put on it though, like making the minimum value be 80% of the lowest value and the maximum value being 120% of the highest value. With that method, if a +10 damage goblin mated with a +5 damage woman, the minimum would be +4 (80% of +5), while the maximum would be +12 (120% of +10).

It also would be possible to replace some base stats with inbuilt traits, so goblins could naturally start with a +5 damage trait rather than simply having 5 damage. This wouldn't make any difference at the beginning, but would affect breeding as there would be a starting trait for the calculations to work with. Similarly, orcs could come out the gates with a natural +6 damage trait and +45hp trait, replacing their natural 6 damage and 45hp. Obviously, this would need a bit of a rework with regards to how multiple traits are inherited as you wouldn't want a creature to not inherit a hp stat and immediately die on reaching adulthood.

But overall I quite agree with turtletamer that having the current exponential growth is not a feasible way forward. It quite quickly reaches the point where stats are irrelevant as every desired stat is effectively infinite, so either every combat becomes trivial or the devs add some kind of hard-counter system that makes our breeding program irrelevant (for example, having enemies with abilities like reducing all incoming damage to 1 or dealing % max hp damage to our monsters). As interesting as having such specialised enemies might be, it would be overall a bit underwhelming if our breeding efforts are pointless past the first couple of enemy types; that kind of specialisation I feel would be better saved for bosses and the like.
 
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turtletamer

Newbie
Jan 29, 2020
17
30
I mean, sure, but then you rarely grow. It'll be meaningless for a long time, as if you breed the basic goblin with a level 2/village b woman with 1 in a stat you have a possibility of backsliding to 0. And any .9/1.1 scaling is going to be meaningless until relatively late stages anyway. I'm not a fan of it.

And honestly, we shouldn't be coding for min-max breeders anyway. Three-fold issues:
1) Not everyone is going to min-max. Or want to. There are many who just want to have fun making super gob.
2) Other constraints can be put into place to cater difficulty.
3) Those that want harder challenges can self-implement, or get something to make that formula for themselves.
There are tweaks that should be made to it to normalize over values (sex time being multiples of 30 vs damage being multiples of 1) but the growth rate would converge to +/-10%

At damage +1 for both, you would have equal odds of doubling, losing the status, or staying the same. At +5, it's plus or minus 20% At +10 and on, it resolves to a +/- 10% change and holds there going forward.

It would make it harder to min/max your gobs, but easier to super-gob since each status would inherit independently. The idea is to smooth the push to survive max infamy with the push to max out your army, and also create a situation where critical hits do, well, anything.
 

EarlvonSwift

New Member
Aug 31, 2021
3
1
Personally I think degenerative traits could force a lot more strategic thinking in your breeding.

Most 'Super' monsters are the product of inbreeding that would make the Hapsburgs shit themselves out of inadequacy.
Implementing a rough genealogy tree and having a scaling inbred trait that introduces bad traits on a % basis relative to the severity could be a way to diversify.

Give you a reason to catch 'fresh blood'.
 
Jan 6, 2018
95
140
There are tweaks that should be made to it to normalize over values (sex time being multiples of 30 vs damage being multiples of 1) but the growth rate would converge to +/-10%

At damage +1 for both, you would have equal odds of doubling, losing the status, or staying the same. At +5, it's plus or minus 20% At +10 and on, it resolves to a +/- 10% change and holds there going forward.

It would make it harder to min/max your gobs, but easier to super-gob since each status would inherit independently. The idea is to smooth the push to survive max infamy with the push to max out your army, and also create a situation where critical hits do, well, anything.
There are other ways to impose limits, like hard capping progression behind upgrades/relations. I'm all for that, actually.

And making the breeding of traits harder (2+2 is a lot easier for people in general to get), and making progression sometimes retrograde in breeding is just a 'feels bad'. I'll also reiterate the point: some people do just want to make big numbers.

I'll also return to my main sticking point that 'smoother' progression isn't necessarily an end goal. We don't know exactly how the end goal will be in this game. I'd also suggest that as of now all you are doing is slowing progress. If you end up at the same end scenario, and we are assuming the gameplay is basically how it is now, all you are doing is making the game longer.

Sure, the inheritance system could use some tweaks, but perhaps we should know how exactly things will function in the future.

Either way, if I had to choose between what we have now and what you want, I'd stick with this. Yes some stats are irrelevant, but you also don't need super soldiers to break even. Yes, building a giant damage stick (or health stick) is the easy way to point people for now, but hordes do work well. You just trade busy work, honestly.

I think we will have to agree to disagree on where you are attacking the problem from.
 
Jan 6, 2018
95
140
i deleted player, can that be fixed XD
Maybe? Best I can do you is making a new player object, but it might still end up with a null reference for you anyway (since the save involves the Player's dataID.

Go to the .../ProjectR_Data/StreamingAssets/character/goblin/ folder from the install location and open the goblin_woman_mix.mix file in notepad (or whatever text editor).

change:
C:
[
    {
        "ParentFigure": ["Woman", "Goblin"],
        "CharacterId": "$Father",
        "Chance": 80,
    },
]
to

C:
[
    {
        "ParentFigure": ["Woman", "Goblin"],
        "CharacterId": "Player1",
        "Chance": 80,
    },
]
I'll give it low odds of success, but only get 1 Player1 object just incase. Once 1 goblin succeeds in impregnating a woman, stop any other from conceiving.

Your best bet is still to go to whatever save you had before you deleted player1.
 
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Xypster

Newbie
Oct 21, 2019
63
45
Personally I think degenerative traits could force a lot more strategic thinking in your breeding.

Most 'Super' monsters are the product of inbreeding that would make the Hapsburgs shit themselves out of inadequacy.
Implementing a rough genealogy tree and having a scaling inbred trait that introduces bad traits on a % basis relative to the severity could be a way to diversify.

Give you a reason to catch 'fresh blood'.
Terrible idea. It will turn the game into annoying grindfest akin to Cloud Meadow without incest patch (gotta have a damn spreadsheet to keep track of the breedable pairs of characters).
 

iixviiiix

Newbie
Mar 11, 2020
78
58
Right now breeding system feel like game broken for me. I would prefer something more random , like a baby goblin after breast feeding grow up with 70% being goblin , 29% being goblin soldier and 1% grow up as goblin lord.
Goblin are goblin , naked with wooden club , soldiers born with iron helmet and iron club while goblin lord have golden crown and scepter.
Soldier is 30% stronger than basic goblin and goblin lord is 100% stronger

And high level female unit like nun or boss give birth to baby with more possibility to grow up as higher rank unit.

Then add something like the breast milk system in MBM , add stats to monster that consume the milk.

System like that give player reason a to make they base bigger with more female to breed higher level unit and strong unit feel like a jackpot instead of grind. Also breast milk system will give reason for player to build milk farm
 

Ravenger6660

Active Member
Sep 14, 2017
849
994
Right now breeding system feel like game broken for me. I would prefer something more random , like a baby goblin after breast feeding grow up with 70% being goblin , 29% being goblin soldier and 1% grow up as goblin lord.
Goblin are goblin , naked with wooden club , soldiers born with iron helmet and iron club while goblin lord have golden crown and scepter.
Soldier is 30% stronger than basic goblin and goblin lord is 100% stronger

And high level female unit like nun or boss give birth to baby with more possibility to grow up as higher rank unit.

Then add something like the breast milk system in MBM , add stats to monster that consume the milk.

System like that give player reason a to make they base bigger with more female to breed higher level unit and strong unit feel like a jackpot instead of grind. Also breast milk system will give reason for player to build milk farm
Thinking "Goblin Slayer" rules, goblins don't evolve based on breeding, but evolve by surviving/fighting/learning.
So by that logic it would benefit sending monsters to attack villages & other monster dens. For every monsters that survives they gets a unique experience.

Example:
Sending a monster to a village many times (3-6) will result in monster learning skills (Priest/Mage). Or getting better equipment?
Sending a monster to a monster den many times (3-6) will result in monster learning other attacks. (Warrior/Knight/Raider)
Sending a monster to a village and monster den (both 3 times each) will result in monster learning team buffs. (Lord?)

This however make health points traits more valuable for better survival.
Attacking stronger villages & monster dens will risk more chance of loss but better experience gain.
But it can also be balance out by the fact that regardless of the unique monster type (Priest/Mage/Warrior/Knight/Raider/Lord), they will still only reproduce the basic unit type.
 
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iixviiiix

Newbie
Mar 11, 2020
78
58
Thinking "Goblin Slayer" rules, goblins don't evolve based on breeding, but evolve by surviving/fighting/learning.
So by that logic it would benefit sending monsters to attack villages & other monster dens. For every monsters that survives they gets a unique experience.

Example:
Sending a monster to a village many times (3-6) will result in monster learning skills (Priest/Mage). Or getting better equipment?
Sending a monster to a monster den many times (3-6) will result in monster learning other attacks. (Warrior/Knight/Raider)
Sending a monster to a village and monster den (both 3 times each) will result in monster learning team buffs. (Lord?)

This however make health points traits more valuable for better survival.
Attacking stronger villages & monster dens will risk more chance of loss but better experience gain.
But it can also be balance out by the fact that regardless of the unique monster type (Priest/Mage/Warrior/Knight/Raider/Lord), they will still only reproduce the basic unit type.
Good idea but I think it's too combat focus , with all the time spend on raiding , player will hardly enjoy the H contents.
 
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Jan 6, 2018
95
140
Is there a way to repair defenses? Great concept by the way, I'm really looking forward to this game's progress.
Not as of yet. Future updates almost assuredly.

There was a sacrifice mod prior, but something in the code base change for 4.0.0 disabled it. I can continue some testing to figure out where, but. . .

This time, the units can more effectively target those behind them, so it isn't an instant loss. I might have something that I can bang out, but no promises.

Edit: Currently unsuccessful, but I've no idea if it is even overwriting it properly. Script compiles, but no such luck. Also, door healing is weird. Damaging a door sets the homeHealth to a number, and you can add health but it isn't really healing it.
 
Last edited:
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Bengan

Newbie
Jul 30, 2017
34
6
Hello, I'm already testing how to get something in terms of race, but I only have goblins and humans. How do I get Ocs and others?
 

dustbeen43

Newbie
Feb 19, 2023
93
62
Hello, I'm already testing how to get something in terms of race, but I only have goblins and humans. How do I get Ocs and others?
Orc can be obtainable by raiding the orc camp.
Other races are just combinaison of orc / goblin with human female slaves (Oni, shortstack, sisters).
 
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flannan

Engaged Member
Dec 15, 2022
2,307
2,294
Orc can be obtainable by raiding the orc camp.
Other races are just combinaison of orc / goblin with human female slaves (Oni, shortstack, sisters).
Sisters are obtainable by advancing your infamy to level 3 and capturing them from raids. They are not a hybrid of anything. Although being a sister is somehow genetically heritable.
 
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Aug 24, 2017
94
55
I cannot start a new game. It keeps loading an auto-save.

Where is the Auto-save stored so i can delete it? I've already found applepie and team applepie folders in appdata and deleted them, but it keeps reloading the autosave.
 

dustbeen43

Newbie
Feb 19, 2023
93
62
I cannot start a new game. It keeps loading an auto-save.

Where is the Auto-save stored so i can delete it? I've already found applepie and team applepie folders in appdata and deleted them, but it keeps reloading the autosave.
Are you sure you're palying with the last version of the game ? At some point, I know that a version earlier was causing a mess with saves. Try updating your game to the lastest version (4.0.3 nowadays).
 

Meloned

Well-Known Member
Mar 22, 2023
1,102
549
is it possible if mc is the only one breeding? i don't want any other creatures breeding them just the mc.
 
4.40 star(s) 24 Votes