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Twelper [MOD] For 3.1.2

A topic by Twonky created Dec 24, 2017 Views: 1,176 Replies: 12
Viewing posts 1 to 6
(4 edits) (+5)

My Mod adds a new race the Twelperinos a race of wormlike beeings living purely on a resource called Livingblood.

The newest version can always be found on my itch.io page,

Newest versions

Adds 2 Races for 3.1.2

The Twelpers which are a fairly fleshed out race.
And the Feral Twelpers which are currently more similiar to the masklings.
Also adds a ton of creeps

Developer (1 edit)

Wow, this is awesome. A couple of notes:

  • There seems to be a glitch with the ranged attack of the Capitol. It shoots projectiles as a constant stream, instead of the more normal rate of the towers.
  • It's possible to get into a difficult situation when lifeblood production runs low. Through a combination of Masklings and a new building, I ended up with 0 lifeblood and negative production. Worse yet, it looks like all of the structures that produce lifeblood require lifeblood to construct. It would be handy if there was a way to boostrap my way out of there.

All in all, I really like this. There are changes in 2.2 to the economy that will take a bit of rework for the mod, I'll try and get a summary of the changes up early.

Now the real question is, do I go back to work on terrain animations, or play more with the little red worms?

Edit: I'd also love to hear feedback about any pain points you had while developing this. Was there anything you wanted to do, but couldn't?

(1 edit)

I definitely noticed that and as Boyardee said if you pause while the Capitol shoots like that you're in for a treat for your ears. And that was one of the pain points because I have no idea how to fix it or what causes this. (I think in general sounds should also stop
while the game is paused).

Well, you could always deconstruct the building or some Livingblood refineries.  But I guess I should lower the price for the Livingblood mine. If you  want to use a glitch in the game you can just wait for the needed amount of resources to show up once in the top and press the building you want to build at the same moment. This way you can build buildings even when do no actually have the required resources anymore. Especially easy to exploit with traders bringing in a bunch of Livingblood that gets used up withing a few seconds.

Yeh that's gonna be fun time having to fix everything once again.


My Pain points were.

  • My ears I played the game mostly on mute after some time. Especially when it was running in the background.
  • The Fact that the game tends to hang up/crash when I type "cooper" instead of "copper" in an XML file and want to see why some game files didn't load (Thanks for the crash log btw. really saved me in that department).
  • When you make a mistake the game or crash log will usually tell you that "building.xml contains no elements" this won't happen if you make mistakes in the upgrade for the building where it will simply not be upgradeable.
  • I would really like some comments in the maskling ai script and the other ones. In the files I have a potential new enemy race but simply applying the maskling ai didn't work and I cannot figure out why or how I fix this.
  • I miss the ability of the classic version where you could upgrade on multiple paths. I heard that you plan to make maskling structures need human resources like mudbrick. Obviously I do not have those most of the time but I could simply add a maskling upgrade that works with Livingblood. (Or alternatively get my own AI to work).
  • Another thing would be the possibility to have multiple admin buildings. (As in main capital, outpost, aquatic outpost) and therefore beeing able to choose which admin building to build. Right now it just builds the first one it finds.
  • If you hover your mouse (while moving units) over a block surrounded by mountain peaks the game is going to have some trouble finding a path. Same goes for islands unreachble by land units and water unreachable by sea units. And if you have a huge army it always takes a while really annoying when you send your giant army over the whole map and the pathing finding searches for a path to every tile between your units and the tile they're acutally supposed to go. Maybe make the pathfinding system wait 10-50 milliseconds for it to start working once the mouse hovers over a new tile.
  • Not being able to add new sounds.
  • I think there were a couple more that I can't think of right now. A lot of those were probably my own fault but I guess another thing that would be nice would be, for the programm to tell you at which point in the xml file I made a mistake. instead of saying "building.xml didn't load" it could say "building.xml failed to load problem at line 12" or at whatever line the problem actually happens. If that is even possible.

All in all I do have to say that once you get the hang of it modding currently is extremly easy and excluding the art it is possible to create huge mods within a short period of time.

Post turned out a bit longer than I expected.

Developer (1 edit)

Thanks! I'll see what I can do about addressing those. The only tricky bit I see in there could be adding new sounds. Monogame seems to be pretty picky about what sound formats it accepts, but I should be able to work something out. Regarding "My ears I played the game mostly on mute after some time", was it a particular sound that was aggravating?

For upgrading, I might be able to work up a tool to do most of the work automatically. The big manual change, though, is in how transformations, operation, and construction handles items. Instead of Construction taking X items, or operations requiring an item per X seconds, it's now all defined as X items per season.

So a bakery used to take 1 wheat every 7 seconds (or something like that). Now it consumes 5 wheat per season.

I guess that's a little bit of math but I'll manage.

The Farming noise probably because Twelpers have lots of  buildings using them while Humans tend to have only a few. The real problem I think is that whenever you load the game or move your screen to a huge amount of farms it sounds like all the sounds that could play get played at the same time.

Developer

Looking at the problem, I think the fastest solution to upgrading Twelpers for 2.2 would be for me to just do it by hand. I'm happy to do it, if you don't mind.

I can do the upgrade on the currently released version, or on any in-development work, if you wish. Feel free to reach out to me directly, I can be reached on reddit at /u/CommodoreShawn or CommodoreShawn#6231 on discord

I send you a friend request on Discord.

(1 edit)

Real cool what you've done with this new race and the new functions you've added; one issue i'm having is the audio.  When masklings attack my center, the plasma-arrows will keep give off this ear piercing thump that somehow gets progressively louder if you have the game paused while the attack is going on, before sputtering out like a dying car engine.  Oddly enough, while redoing that i noticed if i try to unpause the game while it's in it's sputtering stage the game will refuse to unpause(even if i move the camera away from the source).  I've experienced the same issue in older game versions when i put the speed to x3, so the cause of those issues may be similar. 

No idea why this is happening but I have the same problem. If I can't fix it until the next update I might just remove the sound.

Developer

I think I found the problem. The ranged attack animation and the factory animation are fighting, as a result the structure thinks it's always starting a ranged attack, and so launches an arrow. I'm not sure if there's a way to fix that with the mod, outside of removing the transformation or removing the ranged attack.

The animation logic is different in 2.2, so it shouldn't be a problem then.

This is awesome. Just awesome. Kind of hard to play as the Twelpers, but still quite fun.

Hey just wanted to mention.

https://twonky.itch.io/twelper-mod-for-bronzeage

I now have an itch.io Page and I updated my mod it now includes Religions and probably a whole lot of new bugs so check it out if you want.

Just bumping this thread to mention that the Twelper mod has been updated to work with 3.1.2.