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Ser1ph

48
Posts
3
Topics
20
Following
A member registered Dec 17, 2017

Recent community posts

the Sycophant epitaph has the same description as Scribe (pg 115)

I've had the same thing

that does clear it up, thank you very much for your help

Thank you that makes sense,

Are monsters also meant to have 3 AP?

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Hello, I had a few questions about the new rules.

How would I determine how much AP an NPC has?

Also on page 39 it says there are four subtypes, but only three are listed

For the bladeweavers sword mage trait, are they supposed to enhance bravery when they attack with faith and when they attack with bravery?

another test city, this has all the new citizen production chains, even the one that was just a scam.

Messing around with comically large settlements, this is very disorganized and suboptimal so I'm sure someone can go bigger easily 

that's what I said lol, I think there should be options you might like in the newest version.

I think they're a myth.

Ok that actually sounds really cool

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There is now basic gameplay, you can move your tribe's population around the world gather resources and create new pops.

if you're still around I'd be interested in seeing what you did, sadly the links are broken.

There is an early version of tactical combat available on the community discord

it's early days, but feedback is always welcome.


thank you for finding this

that is a good idea, or at least showing you where they were when spotted if it's difficult to implement.  ty :)

That is a big empire :)

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Come join the discord if you want. Shawn's quite active there, and it's got channels for modding. I'd be interested in what you have done.

thank you

How do players determine their ability pools and expertise?

right now mod compatibility gets broken a lot, but yes I am working on a version for 3.0.  progress has just been slow.

Llamas, the games future depends on adding llamas.

murder!

I've had some bugs that make the game very difficult to play, while playing the tutorial the game hung on the dummies turn, and in the first fight I was unable to ether play a card or return it to my hand.  Other than that it's a very interesting game.

the mod you downloaded has all the files I made.  Feel free to work with it

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it wasn't meant to be hard, but there is supposed to be different region types with different resources.  I'm not sure how they are spawning far from the coast, there should be deep sea filling most of the ocean.

Once I'm more used to modding the new version of Bronze Age I'll expand the aquatic terrain and add merfolk. that should provide a more flexible system.

I see, glad you figured it out.

that is weird, could you post a screenshot of the settlement?  that might help figure out what's going on.

this looks very nice.

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Version four of the Merfolk is ready,  I've been reworking the world generation and I've added in new resources as well as making Merfolk compatible with the new system for Food and Luxuries.here's the link to the download file, to install it you need to extract the Merfolk file into the Bronze Age mod folder.


I am going to add more units, right now I'm slowly reworking map generation and redoing all the unit sprites. 

I don't think so.  Does it say you do?

you need to go to the Deviantart page and download the zip file then you need to unzip it into your Mods folder.  making sure that the mod files are in that file and not in a second one inside of it.

no problem I'd love to hear what you think of them after you've had a chance to try them out.

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can you see the link to the deviantart page?  you go to the page download the zip file then extract it to your Bronze Age mod folder.  Once it's there check to see if the file contains the various Mod files(pngs xmls and the like).  If there's another Merfolk folder inside that contains the mod files then you just move that file into the mods folder.