[B19] More Monstergirls

Started by junchan, March 09, 2017, 02:10:26 PM

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AngleWyrm

Are the monster girls and boys coming to A17?

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Joedox

I don't think, they seem to live in the water.  ;)

Katarumi

Those sea-things are adorable!!

My problem with thinking about this mod is that it feels like any more species added should have some unique purpose other than being cute. What would a race like those sea-things produce or be? Shells for pretty constructions?

Switter


Fregrant

I wonder if author abandoned it. Seems to be online on Steam but no answer to workshop.
Dunno if .dll needs any fixes, but otherwise this mod is quite simple and needs just some fixes in .xml here and there.

Devilizer

Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P

Switter

Quote from: Devilizer on May 29, 2017, 03:42:53 AM
Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P
i know that feel bro :D

hal98

Quote from: Devilizer on May 29, 2017, 03:42:53 AM
Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P

that sea of errors :\

Fregrant

#68
Okay, there is my personal archive.
Incompatible with original version saves.

https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

Do not have much time, but still trying do add and balance stuff.
Melee-range firebreath of dragongirls was "WOW it should be nerfed".

Devilizer

Cool, that's a step in the right direction :)
What jobs will they do now then? :)

Fregrant

#70
Should be like vanilla animals. Trainable to release\rescue\haul. Im too lazy to try .dll recompiling and have a very little knowledge about C programming language anyway.
Lamia mod rewrites core egg strings. I suspect it is a nasty way to errors  ;D
I wonder if eggs hatch temperature should be more... realistic. For now, you just throw eggs anywhere and it works.
Core mod have range 0-50 C for all eggs. BS.
For example, chiken eggs could hatch only in 27~40 C (not to mention hatchlings in 27~35 C unlikely to survive and grow).

Devilizer

Been playing with your version a while now Fregrant.
No issues so far, good job :)
Will adding cleaning to their tasks involve doing the .dll stuff?

Fregrant

#72
Yes, did not found how to assign it to animal races through xml. These could be converted to humanlike races, to become colonists, but I did not.
...
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).

Katarumi

#73
Could always do both in a fork, but that would be a lot of work to maintain both...I personally like the latter.

When you say lamia mod, which do you mean? I don't think I've heard of this one.

Vaulter69

Quote from: Katarumi link=topic=31009.msg340187#msg340187 date=1496786170

When you say lamia mod, which do you mean? I don't think I've heard of this one.
/quote]
he's probably taking about this
https://steamcommunity.com/sharedfiles/filedetails/?id=845431906&searchtext=

Quote from: Fregrant on May 31, 2017, 05:10:43 AM
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).

for me i think it's better if they behave more like intelligent animals (elephants,etc.) rather than a human hybrid, there won't be any point on all that work for a new colonist when you can just tame one.