kuku555

New Member
Feb 20, 2022
10
4
We can change player too? Cool, used your file as an example to add randomized player colors (without ANY special perks or stats, not even vanilla ones, only rng colors) to the comment above)
Yea. since the player only spawn once. it is safer to do mods/scripting in it.

Nicely done, though that is quite a bit of a bonus.
The reason I put it high was to figure out why the HP bonus in the code translate to +40 hp instead of +100.
My guess there is some sort of randomization picking a value from 1 to 100 or averaging between the 2 parent.

Added logic to the player to have a different start out for the monsters, woman, sisters.
View attachment Player.rar
1741396209269.png
 
Jan 6, 2018
151
232
Yea. since the player only spawn once. it is safer to do mods/scripting in it.


The reason I put it high was to figure out why the HP bonus in the code translate to +40 hp instead of +100.
My guess there is some sort of randomization picking a value from 1 to 100 or averaging between the 2 parent.

Added logic to the player to have a different start out for the monsters, woman, sisters.
View attachment 4623054
View attachment 4623056
It randomizes between the two parent values, excluding 0, with a +1 rarely occurring.


Edit: For those wondering, the assignment actually is the one that excludes 0, but they just do a normal random in range. Got that bit wrong.
If you want to get your best shot at a +1 value, you want to make the range between max and min as small as possible.
 
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assman33

New Member
Oct 20, 2019
6
0
On the bottom-left, there is an icon with crossed axes. Press it, and you'll see the map.
Choose any figure on the map, and you'll see an icon with crossed swords. For monster lairs, it only becomes available if you send some women there first (just open your slave list and drag and drop them to the field below the lair).
Press the icon, and you'll see the raid interface. Drag and drop a team flag into the interface, then press "execute". Some more advanced locations allow you to assign two teams. Keep in mind that the raiders will be unavailable for a while, and will take losses.


Since food, money and economy do not exist, slaves are only good as mothers for your warriors. Pick ones with strongest genes to give birth to strongest warriors.
Attack and hitpoint modifiers are good stuff. They allow your units to hit and take hits. With melee units needing to take hits, while ranged units needing to hit.
Knockback resistance is useful for melee units, but not as important.
Criticals are meh. But that's my own opinion - I prefer consistency, and if I can't get criticals to 90%+, I think they're not worth the effort.
Next is traits. Of course, extra damage and hitpoints are still good. But reduced deployment cost is very good for shortstacks and oni. Unlike attribute modifiers, it's said that it's difficult to inherit all traits, so I recommend limiting yourself to 1-2 of them (strength and deployment cost for shortstacks, and hitpoints and deployment cost for oni). To compensate, traits easily go to level 3 (maximum) with breeding - if monster and slave have the same trait, child inherits trait at one level higher.
Orcs with thorough searching (so that you can get more slaves from raiding) can be useful too.
Some slaves have bonuses to tasks (such as spreading rumors or giving bribes), but you'll need to breed them personally to get any serious benefit from that. It's just not worth the effort, I think. Even if you do manage to get them to level 3.
Thanks for the tips. But how do I raid, my button execute is not active
 

Wregax

Newbie
Jul 21, 2020
18
5
I've been really enjoying the game so far. The animations are hot, and I especially love that the player can do things too, and is really helpful as well, breeding those slave traits further.

I'm currently at the stage where I'm pumping out str3vit3 goblins, shortstacks and orcs (albeit slower due to lower numbers). Just read about the CostDown skill, seems fun to get. But beyond that, I got 2 Oni's and 1 healer now. Is there any more content to the game beyond getting those?
 

assman33

New Member
Oct 20, 2019
6
0
I've been really enjoying the game so far. The animations are hot, and I especially love that the player can do things too, and is really helpful as well, breeding those slave traits further.

I'm currently at the stage where I'm pumping out str3vit3 goblins, shortstacks and orcs (albeit slower due to lower numbers). Just read about the CostDown skill, seems fun to get. But beyond that, I got 2 Oni's and 1 healer now. Is there any more content to the game beyond getting those?
But how do I raid, my button execute is not active
 

flannan

Engaged Member
Dec 15, 2022
2,561
2,589
How many monsters do you need for a raid? 10? 20? 50?
I think the game will allow you to raid with even one puny goblin. But you'll need a beefier party (like a full team of 10 starting goblins) to ensure they can take the damage.

I've been really enjoying the game so far. The animations are hot, and I especially love that the player can do things too, and is really helpful as well, breeding those slave traits further.

I'm currently at the stage where I'm pumping out str3vit3 goblins, shortstacks and orcs (albeit slower due to lower numbers). Just read about the CostDown skill, seems fun to get. But beyond that, I got 2 Oni's and 1 healer now. Is there any more content to the game beyond getting those?
As far as I understand - no, you seem to have experienced all the content the game has to offer for now.
 

assman33

New Member
Oct 20, 2019
6
0
I think the game will allow you to raid with even one puny goblin. But you'll need a beefier party (like a full team of 10 starting goblins) to ensure they can take the damage.


As far as I understand - no, you seem to have experienced all the content the game has to offer for now.
In the slot for slaves with what characteristics should slaves be inserted to perform a raid?
 
Jan 6, 2018
151
232
In the slot for slaves with what characteristics should slaves be inserted to perform a raid?
You'll want whatever Slaves have a decent status+trait setup. They get impregnated, after all, so the Orc (or Goblin, but Goblins have no stats) burrow you raid to pick the woman/sister(s) back up matter. Just be aware that if they are ready to give birth, they will on day rollover, no matter if you have a raid sent to recover them or not.


How many monsters do you need for a raid? 10? 20? 50?
It depends on the village or burrow you target, as the max health required for successfully raiding changes. A good rule of thumb is a maxed party of 10 Goblins will almost always succeed on every raid, as long as you aren't full of negative health modifiers. Basically, 200 health is all you need for every vanilla raid target.

Every Low Armament target is under 100 (they max at 95). Every Medium maxes at 125. Every High maxes at 175. So getting 200 health (approximately 8 goblins) will succeed in every raid, even if most of them die on high rolls. Just be aware that targeting the Middle and High Armament villages guarantees enough infamy to start the level 1 invasion countdown.
 
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RustySmoke

Newbie
Oct 26, 2018
15
9
Used your mod as an example and made one that makes colors inheritable with slight variations. Have no idea how to properly do it, used notepad and a lot of trial and error, so had to copypaste all methods in all script files, and there are few quite rough solutions used (for example nipple color is basically eyeballed), but it works.

For monsters:
  • Skin color is father's skin color + mother's hair color (with severe bias towards father)
  • Eye color is average of father's and mother's (with some randomness)
  • Gear colors are slightly shifted vanilla colors
For monstergirls:
  • IF BORN FROM MONSTER
    • Skin color is father's skin color + mother's hair color (with severe bias towards father)
    • Hair color is mother's hair color (with some randomness)
    • Eye color is average of father's and mother's (with some randomness)
  • IF BORN FROM PLAYER
    • Both skin and eye colors are slight variation of mother's
  • Gear colors are slightly shifted vanilla colors
For slaves:
  • IF SPAWNED NATURALLY
    • Eye, skin, hair and robe (for sisters) colors are fixed colors with added random variation.
  • IF BORN FROM PLAYER
    • Both hair, skin and eye colors are slight variation of mother's (if born from monstergirl, skin is randomly generated)
Colors are set to change somewhat slow each generation. Also expanded base skin (+1), eye (+4), hair (+4) and sister's robe (+2) colors for more variety.
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Most random values are eyeballed, so some changes might be too slow while others are too fast/too random

UPD: Added a second version, that also randomizes player character's appearance on start of the game (within reason), allowing for proper skin color inheritance from player's children. Also added few rare colorations for goblins and orks (you can start with them, or get them from raiding) and wasted like 2 hours trying to make better random (failed, but it should be slightly better than before). Keeping first version in the post just in case.
Okay, I've played around with modding some more, so here's another version. This time I've also added small chance for slaves to be born from goblin/orcs + slaves, and now 'special' colorations of orcs and goblins also come with special trait. Trait is inheritable and its precise stats are generated randomly. Still not sure how game selects which version of the trait to inherit if father and mother have different ones, but I assume it just compares trait.Value? Assigned it just in case. There's 1/20 chance for a goblin or orc to have special trait (works only for 'generated' monsters, so goblins you get at the start and 'fathers' that impregnate surrogate slaves at burrows).
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Also - apparently, you can just drop your mod folder to StreamingAssets folder and game will pick up everything from it. So to install the mod just throw 'z_inheritableColors' to the StreamingAssets, it should work and override everything else (I assume game loads stuff in lexicographical order, hence 'z_' prefix to make sure mod loads last). As before, values are eyeballed, as this is more of an example of what you can do than a playable mod

Things I've also tried to figure out but couldn't:
Do something with deployment cap on stockades (increase it, or make deployment cost float so you can have for example 0.5 cost)
Do anything with skills, I think they're hardcoded for now
Make non-inheritable traits
Add some sort of special enemies to the waves (technically possible, you can easily add new enemy type with different stats, but no idea how to change visuals)
Adding cs file with various methods so I don't need to copypaste them everywhere (I think you can't, only methods that were there at compile time can be called)
Add some sort of 'medical room' to heal units before you get sisters (I think just adding room should be possible, but idk about healing)
Increase wave strength over time (literally couldn't even find where current day is stored anywhere in disassembly)
 
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Jan 6, 2018
151
232
I cant seem to retrieve the slavs in raiding the burrows>???
You need to raid them to get them back.
Okay, I've played around with modding some more, so here's another version. This time I've also added small chance for slaves to be born from goblin/orcs + slaves, and now 'special' colorations of orcs and goblins also come with special trait. Trait is inheritable and its precise stats are generated randomly. Still not sure how game selects which version of the trait to inherit if father and mother have different ones, but I assume it just compares trait.Value? Assigned it just in case. There's 1/20 chance for a goblin or orc to have special trait (works only for 'generated' monsters, so goblins you get at the start and 'fathers' that impregnate surrogate slaves at burrows).
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Also - apparently, you can just drop your mod folder to StreamingAssets folder and game will pick up everything from it. So to install the mod just throw 'z_inheritableColors' to the StreamingAssets, it should work and override everything else (I assume game loads stuff in lexicographical order, hence 'z_' prefix to make sure mod loads last). As before, values are eyeballed, as this is more of an example of what you can do than a playable mod

Things I've also tried to figure out but couldn't:
Do something with deployment cap on stockades (increase it, or make deployment cost float so you can have for example 0.5 cost)
Do anything with skills, I think they're hardcoded for now
Make non-inheritable traits
Add some sort of special enemies to the waves (technically possible, you can easily add new enemy type with different stats, but no idea how to change visuals)
Adding cs file with various methods so I don't need to copypaste them everywhere (I think you can't, only methods that were there at compile time can be called)
Add some sort of 'medical room' to heal units before you get sisters (I think just adding room should be possible, but idk about healing)
So, traits are chosen at random after combining both the mother and father's trait list. Max of 5 traits.

The game searches to see *.cs files in the StreamingAssets folder, but keeping them organized is nice.

Skills are weird. You could code them yourself, but you might not have access to everything you want/need. And the non-Goblin skills (and not the pillory stuff) are in the attack class in namespace CharacterBehaviour. I've not messed with overwriting the class yet, so no idea how that would go. I'll post the entire class, but. . . I won't guarantee any ease of overwriting.

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Deployment cap has been weird in the last few, would have to hunt down the code sections.

Non inheritable traits as implemented wouldn't work. And the method that handles the combining is GameManager, which is a no go for messing around with. You would have to use DNSpy or similar programs to write over the .dll, and mess with IL code.

You can't as far as I can tell, it loads them all up individually, and even by giving one a higher alphanumeric value than the others yields no results.

Sister healing is easy, the problem lies in coding the behaviour. Very doable, just an annoyance. If you want a room, that is a lot harder to make happen.

Also, you can just get sisters faster, you can add them on the map no problem. (You can also add Shortstacks and Onis as well, but you would need to give them initial status and then their own new IDs so you aren't using no trait added characters)

There is surrounding stuff, but the code is character2.Health = Mathf.Min(character2.Health + 1, character2.MaxHealth);
 

RustySmoke

Newbie
Oct 26, 2018
15
9
There is surrounding stuff, but the code is character2.Health = Mathf.Min(character2.Health + 1, character2.MaxHealth);
Yeah, I've tried this and there's issue with timing (it ticks too fast). I guess you could make 'sorta' healing by just adding hp to the father on fetus generation, which would be quite random, but at least much more controllable.
On the note of visuals, it looks like spines are tied to the Figure field, and just copying everything and renaming everything except that field to, say, Woman2 still referenced files like woman_combat0.atlas.txt for visuals. Not sure if anything can be done about it right now, even if nothing really prevents you recoloring/redrawing existing visuals with enough free time
 

assman33

New Member
Oct 20, 2019
6
0
You'll want whatever Slaves have a decent status+trait setup. They get impregnated, after all, so the Orc (or Goblin, but Goblins have no stats) burrow you raid to pick the woman/sister(s) back up matter. Just be aware that if they are ready to give birth, they will on day rollover, no matter if you have a raid sent to recover them or not.




It depends on the village or burrow you target, as the max health required for successfully raiding changes. A good rule of thumb is a maxed party of 10 Goblins will almost always succeed on every raid, as long as you aren't full of negative health modifiers. Basically, 200 health is all you need for every vanilla raid target.

Every Low Armament target is under 100 (they max at 95). Every Medium maxes at 125. Every High maxes at 175. So getting 200 health (approximately 8 goblins) will succeed in every raid, even if most of them die on high rolls. Just be aware that targeting the Middle and High Armament villages guarantees enough infamy to start the level 1 invasion countdown.
What specific statuses and traits should slaves have?
 
Jan 6, 2018
151
232
Is there a cheat mod at this point?
No? I mean, what is the point? You can just add Sisters to the map anyway, and the other units are either from breeding (the monmusu shortstack and oni), or from the burrow. There is a script for the Player Character to have super positive status growths as well.

What specific statuses and traits should slaves have?
Just get your mostly positive stuff, traits you might want your Orcs to have for the first generation. It isn't a specific total, just know that what you put in effects what you get out.


Yeah, I've tried this and there's issue with timing (it ticks too fast). I guess you could make 'sorta' healing by just adding hp to the father on fetus generation, which would be quite random, but at least much more controllable.
On the note of visuals, it looks like spines are tied to the Figure field, and just copying everything and renaming everything except that field to, say, Woman2 still referenced files like woman_combat0.atlas.txt for visuals. Not sure if anything can be done about it right now, even if nothing really prevents you recoloring/redrawing existing visuals with enough free time
Yeah, I guess you could copy the Breeding room and all, but we need something like cages from MBM. You can slow tick rate, or induce a cooldown before the heal happens. Anyway, not something I personally would care to do now.
 

flannan

Engaged Member
Dec 15, 2022
2,561
2,589
What specific statuses and traits should slaves have?
Are you asking for strategy guide, or you're having trouble with gameplay?
For gameplay, any slaves will do.
For strategy, send slaves with no traits and the usual statuses you use in breeding.

I cant seem to retrieve the slavs in raiding the burrows>???
Right-click them, or drag them a short distance, to move them to your slave list. Note that you'll have a hard time finding them in the list, as they'll try to return to their original positions.
 

d2073453

New Member
Feb 5, 2020
1
2
Русская версия:
Внимание!


Этот перевод выполнен одним человеком на волонтерской основе для ProjectR [v0.5.0.2]. Однако он также может условно запуститься на версии ProjectR v0.3.1.4, хотя полная совместимость не гарантируется. Перевод предназначен для тех, кто лучше воспринимает информацию на русском языке. В процессе работы использовались онлайн-переводчики, такие как Deepl, где-то текст редактировался вручную, а где-то оставлен без изменений. Поэтому возможны некоторые неточности. Прошу прощения за возможные ошибки и буду благодарен за любую обратную связь!

Установка
  1. Распакуйте архив с переводом.
  2. Поместите папку ProjectR_Data из архива в корневую директорию игры.Например, если игра установлена в C:\Games\ProjectR, то папка ProjectR_Data должна оказаться внутри этой директории.

После установки игра автоматически загрузит переведённые файлы.





Английская версия:
Attention!


This translation was done by one person on a voluntary basis for ProjectR [v0.5.0.2]. However, it may also work conditionally with version ProjectR v0.3.1.4, although full compatibility is not guaranteed. The translation is intended for those who prefer to play in Russian. During the process, online translators such as Deepl were used, and some parts of the text were manually edited while others were left unchanged. Therefore, there may be some inaccuracies. I apologize for any mistakes and would appreciate any feedback!

Installation
  1. Extract the archive containing the translation files.
  2. Place the folder named ProjectR_Data from the archive into the root directory of your game installation.For example, if your game is installed at C:\Games\ProjectR, then the ProjectR_Data folder should end up inside that directory.

After installation, the game will automatically load the translated files.


 
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