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SKUNKSTUFF22

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A member registered Dec 01, 2017 · View creator page →

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Whenever someone tries to connect, it says server not responding.

I don't know how to use the multiplayer aside from on local networks. I can play with people on the same network, but not from different different networks. I don't know exactly how to use the ip connect and such. Is there something I'm missing?

Sounds good.

I think different Game modes would be nice. Instead of a rush to become famous, perhaps a conquer everything or trade a certain amount mode?

The first computer I used was Windows 7, and had some stuff wrong with it already. I'm thinking that on the windows 10 it was probably a DirectX file missing.

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Tried again on Windows 10, but got a DirectX problem.

Edit: I'm on the latest DirectX version, honestly don't know what it is.

This pops up whenever I try to run it.

Hoping for Betas as soon as possible. Keep up the good work!

If it was released, I would enjoy it.

Really like the look of this. I'll check if it works for the current version.

Don't know if this is in the Full Version or not, but could there be an endless mode for people who are just obsessed with optimization?

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Simple Mod for building half as effective buildings using the normal resource, that can go anywhere. 

(Everything looks the same)

Edit: The new version comes with Arborists (Still have to fix the image for those, sorry) and Tree Groves. Use saplings from the arborists to make groves, and, ultimately, more trees.

Download Here!

AAAAAAAAAAHHHHHH

Great game. Took a while to figure it out, then really enjoyed it.

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I figured it out. The file that you download contains the "Merfolk" file that contains the actual mod. Bronze Age needs the folder in the mod folder to contain the information.

Edit: The Canals aren't working, even though in the xml file they're set to swimmable. The game isn't identifying them as adjacent swimmable for some reason, and I can't chain them on land. Aside from that, great job.

thanks.

I haven't tried, but I don't know why I would. All the built-in mods are in zip files anyway, so clearly that doesn't effect usability.


Does it work for you?

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Having difficulty playing so far - Took the files out of the internal folder and right into the zip file didn't help, Game still doesn't recognize the mod. I'll try in some other versions.

Was this designed for a certain version?


Ooh, I may have found it. Or just something else.

    "m_u_settlers.xml" for the Merfolk Settlers shares it's name with the Maskling Settlers. But I still don't think that would stop it from recognizing the mod.

HA! YES! Pig Chariots to kill everything!

Also, small bug where a bowman was chasing my slinger, then ran into melee range and stopped without attacking.

Would love a pause button and/or a save. Very Good.

I more meant for it to be that once they've stolen advanced resources, they can learn to replicate them using said resources. They'll still have to steal resources to get to this point however, and it would take a long time for them to begin producing even a small amount themselves.

Could you make the masklings be able to build lumperyards and stone mines, but only once they get the special resources you give them, so they can become self sufficient?

Neat.

I'm wondering how to put something into a new AI behavior script that essentially makes it so the admin centre just "exists" and, as population increases, offloads them as settlers (It's for a Zombie Mod). I'm just asking how to boot out the settlers. but any extra advice would be appreciated (I'm not the best with JavaScript).

There's a terrain art glitch for the pods. Only noticed when I turned off hex borders, so not a big deal.

        Also - What are the plans for reworking the Twelpster?

Thanks Shawn.

Due to the new storage values, you need to have at least 3 spaceports to stock up enough metals to bribe the pirates. Maybe there should be some lower metal costs for the pirates, or a higher storage space for your settlement.

Very Cool. A bit difficult to get started, due to the complexity of production chains, but really enjoyable once you're on your feet.

Small Bug: An Abandoned Mill still gives a bonus.

Yes! Downloading as I type. So glad I went on to check.

I do think that would be nice, but a problem might be building placement. The arrow keys probably couldn't handle hexes, and it would mean that building placement itself would require the mouse.

Although I do think a few more hotkeys are possible.

Looks Great!

By the way, what kind of expansions are planned for this? I'd love more spacefaring races.

Found a Bug:

I think you forgot to remove the "No Structure" Build requirement from the upgraded plasma turret, because it says I need an empty hex to upgrade.

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Awesome!

(I think I may even prefer it to the original.)

Thanks. I was just wondering about it being in one larger file.

Looking forward to the new update.

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Sorry, I was a bit vague with that one.

When trading, the ships or wagons have to go to either the admin centre or a trade dock, or a Tradehouse. I just thought the Warehouse could double as a way to receive resources from the coast without having boats or putting your admin centre on the shoreline, or as a way to receive resources from anywhere on your borders without having a massive surplus of people with wagons.

Thanks Shawn.

(P.S. is there a more multi-mod compatible way to add resources to the game, like through mutators?)

I have 2 questions about item capacity and trading. 

1 - Could you make the item storage count less abstract? I'm talking about how the amount of an item a settlement can hold is based upon the production. It's a bit unrealistic for a settlement to store more wood because they produce more. Essentially I'm looking for some kind of Warehouse-like building that increases item storage.

2 - And could it be a trade checkpoint too?

Thanks Shawn.