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Yep. Multiple tribes of masklings are generated during world creation, and they view each other as enemies. They'll usually have different colored robes.

I've noticed tribes having multiple settlements, but also there being multiple tribes with the same color. This can get reeaallyy confusing. Could you look into making sure maskling tribes can't have the same color? Or if they do they're all one big group?


Side note (When modding how do you make a race that auto-gens and isn't just created by you playing it? Is that in the javascript file?)

AI Tribes pick randomly from the available colors, sometimes there just aren't enough to go around.

During world generation AI tribes are placed, those are defined in the XML files. "wg_ai_placement.xml" in BaseMod defines the placement of the masklings. The ai_placement element defines what biomes the tribe will prefer, what territory size they'll prefer, and what javascript functions to use for generation and ai. I'm not sure how well multiple races will work, I haven't had a chance to test that yet.

Yeah. It would be neat if there were larger tribes with lots of settlements, and then there would be larger battles between tribes.


Also, is there a plan to throw in a DF-like option to abandon an empire and then still have it in the world to interact with?

That would be an interesting idea, but it could be tricky for game balance. The world grows over time, so a player starting fresh in an old world would be at quite a disadvantage.

What if your new player empire were able to send nobles bearing gifts to other empires that you'd made before? Politics would be a neat expansion.

Diplomacy will be coming in a few updates, with gifts, war, and trade, and alliances between the different tribes and empires.

Looking forward to it!