turtletamer
Newbie
- Jan 29, 2020
- 44
- 81
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the only way so far is to use the player trait script and put it on the MC.Any tips on how to get reduced deployment cost? I can't seem to obtain that one.
Interesting. Thanks for the information.its not a bug. the monstergirls have a 70% chance to give birth to the same species as their mother, so monstergirls born from monsters can give birth to humans. but if you breed with a monstergirl born from another monster girl it becomes almost impossible to get a human child. you can hange this in the mix files in the character section.
pressing "~" in your keyboard may fix the top of the screen unclickable. It's the way to open the console command and to close it. I did and on my case with the newest version its working. there will be another little box on the right side so if u want to get rid of it u should close the game.View attachment 4394125
This part of the screen, within a couple pixels.
EDIT: Based on the image you posted, i have discovered that clicking in the top right fixes it! So I guess I opened the dev console by accident without it actually rendering? I don't seem to be able to actually type in any commands, it just blocks the top of the screen without any visual indication until I click an "x" button that isn't there...
I can see that being quite useful as a quick-fix solution in the current version, but in the long run it probably would end up being a bit odd once we see the other races in the game.I'd personally change it on the woman_player.mix to change it from a 70% Maternal Grandmother, reduce the number and add a split chance between woman/sister (maybe 5-10%?), that way you get a shot at Sister at a lower% and Woman at a higher %.
I mean, yeah it is a quick fix, though I think it is explainable because the player is currently human, so less 'expressing a small amount of sister/woman' and more a small amount of expressing the 'player' genes.I can see that being quite useful as a quick-fix solution in the current version, but in the long run it probably would end up being a bit odd once we see the other races in the game.
This would probably be a bit less of an issue if we could see what the recent lineage of our units was though.
Alternatively, I wonder if it work work to just make 2nd generation monmusu sterile? It would avoid this whole issue and could easily be balanced around making the 2nd generation ones get some extra traits.
I've not heard of that one before, but you might want to give more information.Running into an issue where the enemy raiding party gets stuck on a spot beyond the stockade. I tried loading to before it happened and it repeated. Also when another wave came they got stuck at the same spot. Any way to fix or avoid it?
If this literally needs an immediate attention, should really ping UnknownDevDotRunning into an issue where the enemy raiding party gets stuck on a spot beyond the stockade. I tried loading to before it happened and it repeated. Also when another wave came they got stuck at the same spot. Any way to fix or avoid it?
I think that is not the case. I have to breed slaves to have one for orcs and one for goblins, and it doesn't seem to impact my monstergirl supply.Now that I think, do slaves birthing slaves with the MC also make impossible for them to birth monster girls with monsters?
Since the baby's race is known at conception, maybe just by applying the baby's stat?And how does fetal growth is calculated, since both monster and slave have the stat? The sum? Average?
The first one is easy: No. It is impossible currently for a slave to be unable to give birth to a monster.Now that I think, do slaves birthing slaves with the MC also make impossible for them to birth monster girls with monsters?
And how does fetal growth is calculated, since both monster and slave have the stat? The sum? Average?
I was hoping to see if letting the game run it would reset whatever it is on its own, so I guess the auto save before it started was saved over. Based on the manual save I do have, it would have to have been day 43 or 44. I was doing a lot of shifting things around before it happened (deleting old women that didn't have bonuses and placing more with bonuses into the pens). Left side. 450 infamy so almost level 3. I didn't touch the files. Version 0.4.0.3. There was a point way earlier where I had too many monster character windows open and unity said a stack overflow error happened, but I'm not sure if that is related.I've not heard of that one before, but you might want to give more information.
What day did it start, what infamy level are you, which side (or both). Did it start after a long play session? Have you modified the game files in some way? And are you on the most recent version?
It'd also be a good idea to take a screenshot so people can see exactly where as well.
The big issue is that you only are guaranteed 1 trait being passed on, so if you wanted damage on all, you should go for it.So I guess the best pairing would be is mating a slave with conception and growth with a monster with sex time and his best stat.
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.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.
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).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.