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Merfolk Race

A topic by Ser1ph created Jul 16, 2018 Views: 2,755 Replies: 31
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hello, I've been working on a mod that adds merfolk as a playable race.  I've gotten it to a playable state and I wanted to see what people thought of it.

there is more  information on the deviantart page.

right now Merfolk start on land so you need to make a beeline for the water because there are no buildings that can be build out of the ocean or a lake right now.

Kelp forests are very important.  they don't spawn everywhere so it might take a while to find one.

trading buildings need wood.  right now the only way to get that wood is to raid a settlement.

edit: to enable the mod you need to extract the zip file into the mods folder of Bronze Age.

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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.

did unzipping the file solve the problem?

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?

yes, that's how I've been using the mod and it works fine.  when I have some time I'll look into fixing whatever's wrong with it.


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1.  when I was making the mod I was having trouble with zip files.  The mod works if the merfolk folder is placed into mods folder unzipped.  

2. Merfolk Settlers actually don't have the same name as the maskling settlers.  Masklings are m_u_setter.xml and merfolk  are m_u_settlers.xml.

I made it for 2.5.2 but It should work on version as there wern't many changes

thank you for pointing out the file problem I'll update my post about that.

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Version two of the mod is out.

I've made a bunch of changes,  I'm in the middle of changing all of the unit artwork so I haven't added in the new military upgrades but most of the tech tree is basically complete.

both land and building techs now go up to bronze.

I've also reworked how merfolk Aquaculture works added in two new resources, seagrass and fish

changed merfolk housing to cost happiness instead of giving it.

added an effect for merfolk love of hunting.

added a forum happiness building

trade rafts only cost kelp to build

added a change to all the swimmable hex movement costs and swimming units speed.

both have been halved which makes merfolk feel properly slow on land (and as 'bug' they are also very slow in shallow water)

I'm not sure if the above works so any thoughts on it would be appreciated

link to the DeviantArt page.

the merfolk's zip file needs to be extracted into the Bronze Age mods folder.

not is not compatible with the Forum happiness bonus does not work with the new system.

I have a small update that fixes the Forum building using the new bonus system.Link to deviantart page


i thought this was for racing

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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.

Yes.  Canals suffer from a limitation of the game right now.  CommodoreShawn said he might be changing that in the future but until then Canals aren't very useful except in Swamps.

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where is it? Can't find it. The Merfolk file.

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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.

Thanks for the help!

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


I've been having problems on happiness and food, so I haven't been progressing so well with the merfolk. But is has been fun to play with the race.

how do i down load the mod

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.

how do i need to make a account for that place as well?

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

no but after looking around i saw the button like a hour after my post i didn't see download because it was in between two adds

i am new to this so how do i update the game also if you haven't added it you should add a few more fighting class units like a merfolk who rides a seahorse also i downloaded the old version not knowing it was the old one the july one so if you have this is why

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

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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's the link to the download file, to install it you need to extract the Merfolk file into the Bronze Age mod folder.

Hi, I'm just curious, but did you porposely make the spawn rate for the kelp and coral further from the coastal areas? because most of the time i find them so far away from the coastal areas. It's hard to get mollusks easily. or is the mod made to be hard?

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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.

Though i like it a little, you would need to have trades between settlements. It's only annoying when they ask for mussels.

2. May i have a base mod to work on? (not the base mod that comes with the game)

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

Sooo... are you going to start progress in making a new version for 3.0?

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