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Oct 2, 2022
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Since the game severely limits the amount of defenders we can field (just 10 unit points per side, which usually means about 5-7 goblins per side, and 5-9 defenders in reserve), there is no way to field a large number of goblins.
You can, indeed, stop the breeding programme when you reach "good enough" goblins, but there is no particular reason to do so.
If you click the red banner icon in the bottom corner, you can set up squads to be deployed. Since you can set up at least 6, you can absolutely set up giant hordes of goblins to be deployed at a moments notice and just overwhelm enemies with seer numbers and some good timing. Not necessarily efficient, but possible.
 

flannan

Engaged Member
Dec 15, 2022
2,249
2,222
If you click the red banner icon in the bottom corner, you can set up squads to be deployed. Since you can set up at least 6, you can absolutely set up giant hordes of goblins to be deployed at a moments notice and just overwhelm enemies with seer numbers and some good timing. Not necessarily efficient, but possible.
I tried that before. If your troops are so inferior that you need whole reinforcement squads, you aren't going to get far. You'll be too stuck doing management that you would not have the time to enjoy the game.
 
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Zenko-2B

Newbie
Mar 23, 2021
15
24
I hope the developer plans to add more monsters besides goblins.
I would like to see again the orcs, minotaurs and giant salamanders from their previous games or at least have more enemies.
By the way, what happened to that mechanic of invading areas of a map that was in the first versions of the project? :unsure:
 

vinnie1121

Newbie
Feb 24, 2022
49
35
I hope the developer plans to add more monsters besides goblins.
I would like to see again the orcs, minotaurs and giant salamanders from their previous games or at least have more enemies.
By the way, what happened to that mechanic of invading areas of a map that was in the first versions of the project? :unsure:
Version 0.4 will have Orcs and Oni (female Orcs).
 

flannan

Engaged Member
Dec 15, 2022
2,249
2,222
By the way, what happened to that mechanic of invading areas of a map that was in the first versions of the project? :unsure:
The developers did say they plan to replace it with something, but they decided to not say their plans out loud until they can deliver that.
Personally, I think sending monsters on expeditions, to bring construction materials, slaves and infamy, is a good fit. But it seems like the developers' plans are bigger than that.
 
Oct 2, 2022
289
236
I hope the developer plans to add more monsters besides goblins.
I would like to see again the orcs, minotaurs and giant salamanders from their previous games or at least have more enemies.
By the way, what happened to that mechanic of invading areas of a map that was in the first versions of the project? :unsure:
My theory is that the future gameplay will combine the invasion mechanics of the early versions and the defense mechanics we have now. Once the game play is under control, story content will be added.
 
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Silentj-Ghost

Newbie
Aug 30, 2020
15
4
The developers said nothing about how we'll be getting the orcs and onis.
Ogres were not mentioned yet, but "oni" is often translated as "ogre".
My guess is that they might add things like mercenaires. Where monsters would show up at your door step and can buy them for subdue them if apple pie add the same mechanic as the technical demo.
 
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uglywolf

Member
Nov 3, 2018
206
132
To note, they use SPINE for animation, btw. Even in MBM. They have the file listed for Spine Unity asset management
Opps, it seems that I got confused by the two. Thanks for correcting! Sorry about that.

Also, I understand your point about the term called [Animation Groups]. "I was there", if you could understand that.
I also made it CLEAR that "I probably asking too much".

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Balial42

Well-Known Member
May 3, 2018
1,155
1,293
What sort of software is good for modding these types of games?
Try Cheat engine. "4 bytes" usually, but for unity games you might better use "float" to search for values.
Btw, If tried to find the value for the castle doors, but it's hard to find them , because you need the right value first and second, need some damage to search for the next values. Bit at this point ITS already to late because your guards to fight in the opposite direction (to your Home).
 
Jan 6, 2018
65
106
Opps, it seems that I got confused by the two. Thanks for correcting! Sorry about that.

Also, I understand your point about the term called [Animation Groups]. "I was there", if you could understand that.
I also made it CLEAR that "I probably asking too much".

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I got it, just wanted to clarify for everybody at a certain point. Another part of that was just explaining my own looking into it briefly to see what they did, and allow others to not have to do so as well. I do hope we get some variation here down the line as well.
 
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Krongorka

Active Member
Sep 22, 2017
847
2,726
Tools needed for modding are basically the same as MBM, but with some differences here and there. I know that graphics handling changed a bit from 0.1, which I'm not that happy with (more oriented for straight Photoshop/GIMP import of sprites, 1080x1080 individual sprite size which cause slow spine import, etc.) and code requirements to make new graphics to work is probably somewhat different too.
They mentioned it doesn't require for BepInEx plugins to work correctly... but I think devs will need to explain/make some tutorial for graphics edits in the future/at the time of release. ESPECIALLY their Spine Texture Packer settings! I've only made my own assumptions for these settings in MBM and ProjectR v0.1 and it's not great to have to guess them - more time spent on testing.
 
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