#A couple ideas and art for special tribes
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rock 👍 :]
:]
maybe there will be a stream trickling down one of the boulders
-# This is where our ram went btw^
elyrion music fades in
Rock
accurate prediction of what the units will look like
they will be more scary tho
I promise
they will have cocaine eyes and big pointy teeth
Thats what i like to hear
yes

and some will look like scary animals
birds and shit
it's like if chess came to life
the starting tech for this tribe will probably be the fountain, the idea is that the elevated water in the mountains provides pressure for the fountains to work
it will spawn a mist effect in adjacent tiles that will have a variety of uses, some of which are linked to buildings that you can unlock further along the tech tree
for instance, at the beginning of the game a unit on a misty tile can absorb the mist to get a "mossy" status effect that heals 2hp per turn
i am learning polyscript so once im done my tribes or i get bored i can do yours
that would be epic
but be warned i have a lot of tribes
aye
is that crab tribe still gonna be a thing cuz i think crab is a great idea for animal unless the crab tribe doesnt have crab as animal
"mist" will likely be a custom resource that can exist on a tile regardless of other resources or terrain
yes, the animal for this tribe will prob be a giant salamander (but different than the solaris one)
ah
and current crab tribe animal is a blue worm thing
would you say this is relatively simple to achieve with polyscript?
if its a resource it cant exist on top of other resources or improvements
it can however be a tile effect like algae or flood
got it
the issue with that is that it will be underneath things on the tile
dammit
so getting it on top will require polyscript
just to render it above everything else? 🥲
yep
aight
jank you say
welp
have the sporite
but
it will be like one tile lower
so
the tile below it
will have the mist on top of it
wait no the other way around
the tile above
lol genius
but the issue is the statue will not be in the center
it will be all wonky
and a tile above or below whereu actually want it
yup
UNLESS
sprites.json can fix this
wait this is cookage
if it works ofc
im actually tempted to try it sometime
My hope is that the fountain will attract mist to adjacent tiles like the sanctuary attracts animals
i see
wait no it wont work
cuz if its the tile below showing up on the tile on top
or whatever
then if i just move it back it wont fix anything
rip
alrighty I think I'm pretty happy with this end product
very nice
might not even need a filler in the south corner
now time to see how it works with other terrains
look! Polytopian archaeologists have discovered a level [REDACTED] city!
maybe I'll edit the mountains later to make them pop a bit more
@arctic kite lemme make this tribe please it looks soo cool
let him download polymod
please speed i need this
real
Coming October 2027
But fr I plan to get a new computer by February and then I won’t have to do gymnastics for polymod to work
In the meantime this will continue to be my art project
I think increasing the contrast in the mountain helps
yes
collaborator role color goes well with your tribe's color scheme actually
it does
its grey for me
I whould make it the tribe color
I'll call it ✨ lichen✨ gray
i mean it fits
some more minor edits. I might have the waterfall be a spring/tap/channel/aqueduct building that you build on mountains instead of included with the mountain sprite. In this case it would probably be the starting tech and would be the source for lots of other buildings (eg, a fountain can only be built adjacent to a spring and herbal gardens would then be built adjacent to fountains where they can grow using the mist generated by the fountain)
replace metal with springs
interesting idea
My original plan was that the tribe would have 0 metal rate and instead would be able to build quarries on mountains (2 pop, 5 stars) with them being balanced by the opportunity cost of other (useful) buildings that would be buildable on mountains only
i mean nothings stopping you from doing both
its tempting
spring as metal is a good idea
maybe you build aqueducts on springs instead of the mine equivalent
which then allow you to build surrounding infrastructure
I'll keep this in mind
cleigh youve been typing for a while now
I need help coming up with names for divine beings since im bad at names 
basically the lore of this tribe is that the production of squares/worlds very early on was overseen by minor gods, who created the statues to help maintain squares after they were created. The statues were made to be crude carvings of said gods so that they would have some of their powers but at a very limited level. Basically, by carving an object in the form/brand of one of these gods, the object can channel a bit of their power, with stone being the strongest and longest lasting vessel.
The techs containing new units will be named stuff like "likeness of [GOD NAME]"
So far I know I need a name for a god of volcanism and a god of terror/confusion/mist/obscurity
If I have extra time after making this tribe I might try to tackle UI and make the tech tree look like a bunch of parchment pinned to a wall with strings between them, as if from the POV of archaeologists and generals trying to make sense of all the new structures and stuff appearing in the statue territory c:
ummmm ui is painful to do ive heard
yup
IMO the names should have an unreasonable amount of vowels since that matches polytopia style a bit and will decrease the liklihood of them being actual words
like how you can get a polaris city named "Aaaaa"
ooh, I'll make them derivatives of mineral and rock names
Tourmaline -> Tourmal
Opal -> Opol
Basalt -> Basal
Beryl -> Biryl
I'm seeing a pattern
after ltime sone
sine ltome
gn
Im planning on adding a hedge maze/labyrinth building to archery or spiritualism tech. Cost tbd and may give 1 population. What other features should it have?
2
5
Ok! I’ll plan on having it hide friendly units and poof enemy units. I might reserve tough terrain for forests only (as a buildable)
having the hide unit ability is kinda strong so I might put it as its own thing in a different building
leaving the hedge maze with the houdini poof ability and maybe rough terrain
this is how I cut my lawn
it filters out the adventurers so that only the ones with the most powerful loot make it to my den
what about going over the mountain or in the forest
wait im dumb
dont listen to me
good point, but this is not my dwelling
I'll probably change the leaf color and add a bit more detail later on
park of fortune will be similar but with less maze
perhaps if it had a fountain in middle too
aye
a small one that doesnt produce 8 cubic fucktons of vapor per turn
vapor?
oh yeah the mist
how could I forget
shit wrong channel mb
the mist 
nooooo
who wins now
yeah they are too close already
they are 0.1 second from sending that dummy into the stratosphere
the clock strikes twelve
all souls have delved
hickory dickory dock!
yes
maybe I'll eventually make a halloween themed skin of the statue tribe
with scarecrows, standing-up corpses, trees-that-move-when-nobody-is-looking, and such. Mountains turned into mounds, some with ghost guts or whatever leaking out of the ground instead of metal/springs. Fruit could be rotting windfall apples
i didnt know ghosts had guts
They do in my Polytopia
oh ok
Fresh spring water coming soon!
Directly from the mountain. Ice cold. Filtered through >15 cm of moss and volcanic rock. Ethically sourced
!
Buy it for just 4 stars a bottle!
how much?
I can guarantee that you probably wont die after drinking it
lol
4 stars a bottle
bah'oh uh wah'uh
one liter
for reference you can puree ~100 polytopians into one liter
want to see the source?
yeah
Im thinking of adding a plaza building which gives 1 pop for every adjacent fountain, labyrinth, temple, and maybe 1 or two other buildings. This thing will have unlimited builds per city, so I'm going to do some thinking to make it balanced (other t3 population buildings like windmill and sawmill will be absent and forge equivalent will be nerfed to account for terraforming abilities)
it will be in a city planning tech that will likely replace diplomacy
I'll make it so that all the buildings that synergize with the plaza all give 0-1 population on their own to keep it somewhat in check
so a border growth city with no mountain or water tiles can have all its terrain filled with labyrinths. If:
- the 4 tiles at the corners of the city are replaced with plaza, this setup will provide 48 pop - enough to get to a lvl 9 city from 0 pop
- 6 tiles (3 on either side of the city) are replaced with plaza, 52 pop - still enough for just lvl 9 city
- checkerboard pattern of plaza and labyrinth - also 48 pop
AFAIK the maximum you can get from this kind of setup is 52 population (in addition to fruit and animals) but only in an ideal border growth city with no mountains or water and at the opportunity cost of other buildings that would provide useful benefits.
I think it might actually be kinda balanced
survive my gauntlet
Forgot that plaza will also be able to provide pop from buildings that are in a different city's borders but I don't think that will overcome the opportunity cost of this strategy and the presence of mountains in the way (this tribe will have a lot of mountains)
Assuming terrain is flat
chop all the trees and excavate all the mountains
mountains will not be destructible but I'll probably add a "tap mountain" improvement that allows you to add a spring to a mountain
there will be no burn forest ability though becasue the climate is too m o i s t
yeah
this tribe will still have chop forest
and it will have alien climate like polaris
I will have to find a way to make it so that it converts terrain while also starting with a portion of the map being its own terrain
like midnight skin if all the elyrion terrain started the game as midnight terrain
60 pop 
lmao
with labyrinths at the ends of the rows (in the borders of a different city) that can go up to lvl 10 +18 pop
which I beleive is level 11 + 7 pop
but a single mountain replacing one of the plazas or labyringths could remove up to 7 population from that count
fragile balance i see
maybe you need some poldam to clear the mountains and give the city back
or rak gol
The 4 labyrinths in the middle providing 7 population each: 
that would be a bit op
nah
especially considering that we have to add fruit and animals to the equation
and road connections
its like when elyrion can give bardur a sanctuary
by capturing their city and giving it back
boom infinite pop
lmao
or infinite stars
the unicorns being attracted by the comfy safe sanctuary only to be kebabed and roasted
😭
I always interpreted hunting not as clearing all the animals out of a forest but rather a more sustainable thinning the herd now and then to support 1 population
With elyrion santuary exploit this turns into a rapidly expanding unicorn population until theres a herd big enough to sustainably feed up to infinite polytopians (one unicorn per square centimeter)
modern factory farming
petroglyph prototype!
building planned in the runes tech before patterned structures and after organization.
I'm honestly not sure what this thing's function will be. Maybe it'll give a major buff to units on the same tile or a minor buff to units in a 3x3 area, although this kind of functionality might be given to temple replacements instead.
I might make it buildable outside of city borders like roads, and maybe I'll give it a clock like function where the type of buff it gives changes every turn
maybe I'll move it to a different spot on the tech tree to keep the lower org branch from being too broken
This looks really cool
bro is 7 months late
Thanks
I don’t know if I’ll get around to making all these
But I’ll try to at least get the statue and crab tribes
Myconids will be a polyscript hell that I will only enter if/when I am experienced enough lol
Crab tribe might get a complete visual and thematic overhaul
ya know what
I think I will change the crab tribe terrain and theme
make it look more like the place I grew up
Lava flows, bioluminescent algae, corals, anemones, the works
A whole slew of living weapons that they can tame
of course, they will still have gene therapy
damn bro grew up in indonesia
hmm
horses
that's what the crab people are missing
but I think I'll take inspiration from that one underworld area in moana
it even has crab
I'll keep the red coral relatively unchanged and I'll likely move the trees to a different tribe
Animal might be an ammonoid. or at least one of their units will be an ammoniod
Fruit might be changed too
crab terrain change c:
I'll focus on statues first
before letting myself be completely distracted
but I have some ideas, mainly ones involving benthic/rooted organisms being able to be built as improvements
like crinoids, sponges, corals, etc
to go with the biological theme
😄 😄 😄
Don’t worry! It won’t have an infection/spreading theme
Each of these tribes will require polyscript to make but I’ll probably make a non polyscript version of them first
Yay!
wait so
you have the statue tribe
crab tribe
and what else
i kinda forget :(
its so peak ❤️
and this
The main other one is the mushrooms/myconids (which would be polyscript hell xd). Others that I have tidbits of art for are the pebble tribe which has tiny polytopians that ride birds and brew magic tea with autumn appalachian inspired terrain, and the maritime tribe with marshy coastal southern U.S. inspired terrain that will have new boats and storm magic
yoooo I'm going to be able to play rain world on the new pc. For context I bought it a while ago without realizing it was windows only
w
I'm a technologically literate troglodyte and I too use windows
I'm a technologically illiterate troglodyte and I use linux, does that count as a paradox
🤔
Im thinking for terrain modifiers:
- Mountain x 1.5
- Metal (spring) x 0.5
- Forest x 1
- Animal x 0.5
- Crop x 1
- Fruit x 1
- Fish x 1
(subject to change)
With 2 mountains with springs guaranteed upon spawn.
Would look something like this:
on average
I feel like a reindeer would fit here though I'm not sure. Like a reindeer with bright antlers
Yeah, one of my other tribes will probably have a deer but I’m thinking of a tortoise or salamander for this one!
lmao
instead of a rider, this tribe will have a monolith carved to look like a lizard or something
Alrighty! I'm going to get to work on the statue tribe now (non-polyscript). I still have a lot of sprites to do, especially units and outlines so wish me luck 
if u need help i can help
im going to need loads of help

I want to get localization and manifest out of the way first but I need a tribe name and language for that
language is english by default
Final version will probably use special characters and be unpronouncable but for now I'll just stick with the latin alphabet
?
oh tribe language being the syllables for city names'
thats in patch.json not loc
oh right
Polymod Wiki: https://github.com/PolyModdingTeam/PolyMod/wiki
VS code install link: https://code.visualstudio.com/
Modding videos to check out:
- Gullyy: https://www.youtube.com/watch?v=XwE8Htz3Srs&t=6s
- Polychampions https://www.youtube.com/watch?v=uRfQRdJIaZo&t=15s
Template files: https://github.com/Josiahdavid/Polytopia-mods/blob/main/Temp...
I've watched this like 3 times in the past 2 hours 😭
rip
alright I'll call them the "bryolith" for now'
literally moss rock'
new keyboard got me typing an apostrophe whenever I try to hit enter
wait
will special characters break the game?
might as well start with the name I want so I don't have to go in later and change everything
yeah dont put those in the code
🥲
but, but elyrion
the sanginir patch.json review in the video is going to be the lifeline for this tribe
thats only in city language
not actual names of units and stuff
nah the update will revive if it if i ever figure stuff out and finish it
its literally all polyscript left
oh so I can put special characters as the tribe name and city syllables
not tribe name in the code
only in loc
but city syllables yes
⋇◊˚∎ is the official tribe name
question: I'm overriding the warrior with a unit called "gardener," will everything break if I list the tribe's starting unit as "warrior" in the tribeData section? should I write "gardener" instead?
i doubt it because warrior is still a valid unit but idk
Huh
cant wait to play ⋇◊◊˚∎
^^
just discovered that the mooni's attack has the same slashing style as the baby dragon and polytaur (if it was able to attack...)
gld is fuuuun
same. ⋇◊◊˚∎ seems like it will be the best tribe. maybe ⋇◊◊˚∎ will even have 🗿
real
ok poll time
thats how #1461083565126324274 made all its decisions
btw cleigh did you play any mods or were you mostly working on UnitState passengerUnit = unit.passengerUnit;
wait thats not the right copy paste
⋇◊◊˚∎
there
lmaoo

but i mean jokes aside playing other gld and (dare i say) polib mods is a good inspiration of what polymod is capable of, and then taking a look inside them grants you knowledge of how they were made
#1408477140210684015
like, the way I've learnt gld was through a now lesser known mod of https://discord.com/channels/1186596661150089297/1365047855890432011 Elyrion re-enchanted elyrion rework, which is surprisingly gld only
like at first I thought it was a polyscript mod
conquistor trees spotted in elyrion re-enchanted
polyscripters never know what gld is capable of
hold up
you're telling me the fog ability was made using gld
I've spent a bit of time on map maker but it will give me carpal tunnel until i get my hands on a mouse
Other than that I'm not sure which mods are actually functioning/updated at this time'
i can get you a list of my mods that work if you're interested
they're mostly custom tribes tho
im assuming by the reaction you do want it
give me a sec
aye
I have a lot of work today but I'll prob be working on this stuff a bit tomorrow
dramoix, rak gol, voidmongers, abunga + poldam (should work but i dont know), and osamaris doesnt work but if you remove "landfill" from their basic tech in the patch.json it will work
i can help with gld and tech tree stuff
like helping u decide where to put things in tech tree
cuz i like to think im kinda good at that
even if wasd doesnt think so
you have the most practice out of anyone
true
im the only one who makes special tribes these days 💔
i need competition
fapingvin lock in
or a mod jam
dude my productivity during the mod jam was insane
5 days, full tribe
my problem right now is inventing content to add to techs and naming techs
compared to my average 2 weeks
well you are making statue tribe right?
it would help if u gave like
detailed ideas
sure
and things you know you want in a tech tree
I have a tech tree draft
and i can help name techs that you know will have certain things in it
very bare bones
send it
i am trying real hard for an idea
i always make a tech tree before starting a tribe
cuz when i do gld i make tech tree first
then to get improvements and units i can just go down the list of all the new things in order
it works well
do u want an idea?i came up with it on the spot
gimme a sec new computer
i mean i have one that is forming but sure go ahead
hittites
they have resources
you improve them
if a city has that resource in it
certain units gain bonus attack or defence
lmao i was thinking of an ancient (but not the ancient) tribe
chariots, mines, and stuff would be their main focus
speaking of a place
and a time
swahili
egypt tribe
unless u dont want to make it cuz osamaris
theres also france that is untouched mostly
gallic
my idea (sorry cleigh for brigading your thread) was not specific enough but i will share it when i get home soon
guys I gotta restart my computer theres a yellow box on my cursor and it wont go away
and no worries lol
rip
this is very bare bones and doesn't include all my ideas
at the moment the climbing and org branches are op
first thing i am noticing
you need a spot for strategy
btw lava tubes seems very bad
roads are cheaper and increase move speed
lava tubes will also increase movement speed too
this tribe won't have embassies and I'm thinking it might also not have peace treaties
ok so the building that improves quarries can be some sort of limestone structure or whatever stone the mountains are like or something
no diplomacy?
is this a reference to
#1450247767208231003
and
#1384552349476851733 (the next update)
lol
you need a thing that improves forest or field
aye
"grove" can be a thing that is built in the forest i think
most of the content in this tribe would have been reliant on the polyscript mist idea
seeing as how you have lava tubes
something volcanic for t1 tech
could be melting metal off of mountains for a cheap star count
ah
so instead I'll just have to stick with giving some improvelements an adjacency requirement to fountains
hmmmm
I was thinking a rider unit
if your whole tribe is based off one thing, that makes a lot of empty techs
which the tribe will desperately need
k
yeah there arent many units currently here
but the other side of the hunting path can easily include military things
yeah
cuz quarries dont need metal
otherwise, theyd just be mines
keep in mind that this tribe is not industrial
metal can be used to make statues i think
like a bronze figure or something
like a polytaur but different? idk
like the unease you might get from walking through a topiary garden at night
quiet and alien
seemingly impractical

c:
I think the idea is that the tribe's only purpose is to build infrastructure like temples and units (since the line between units and infrastructure is kinda thin for this tribe) and maintain the natural landscape
everything they do is out of sight and hearing from any sapient being
they move like weeping angels
except instead of teleporting people back in time they instantly crush them
they are also good at blending in and hiding in the landscape which is why units dont get completely annihilated when encountered by an enemy unit
I'm deciding whether to add ranged units or just to replace them with melee units that have 2-3 range and escape.
That brings me to something: is there a hidden ability that separates ranged units from melee units? like an archer wont move to the tile of the unit it kills even if it is only one tile away
melee units that have 2-3 range are just ranged units
the hidden ability is the range number
if the unit has 1 range, it will move to the tile of the attacker
polib can fix this with the "lazy" ability
i see
I think the area I need most help with is units
because I've got a bunch of improvement ideas stewing in my mind and I just need them to fall into place. Literally, since this is basically "adjacency requirements: the tribe"
mainly naval and ranged units
I'll probably have to give up on giving all units stiff until I can get polyscript into the equation
but the ideal is that all units will have some combination of stiff, surprise, and lacking dash
alongside other abilities that make them actually useful in combat against any enemy army composition

for mind bender, I'm thinking a seal/casket that can generate fog of war and deletes units instead of converting them
u mean fog of war for the enemy?
yes
similar to however it was done in the elyrion mod
for ranged units maybe I'll just give them the catapult rock animation and call it good
next mod will remove "unique" ability from monuments
as soon as u unlock one u can place it in any city as many times as u want
(quasi) infinite population
you will know who unlocked eye of god because suddenly your entire terrain will be filled with eyes of god
you'll know who is aimo cuz there will be infinite big cubes
I'll also expand the terrain requirements so it can go on oceans forests and mountains
imagine border growthing into an instant 48 population
how about i dont
Once I've made a tribe or two i'll probably make a nonsense mod like this
roads placeable on ocean tiles
random units get the eat ability
flying ships
eat ability is hardcoded
shit
no fun
so are eggs and boomchis also hardcoded to not be able to do direct attacks?
no they arent
they could attack if they had range
for the "giant stone blocks" tech I was thinking that the forge replacement could be a stepped pyramid like the Quetzali mountain. The unit could be an absolute unit, a true megachonker, a 20 hp slab of stone with the stomp ability (basically a weaker land juggernaut)
instead of inciting riots, the cloak alternative for ⋇◊◊˚∎ will cause volcanic activity that spawns immobile fumarole units on water and land (which will look like smoking, stinking craters). should they Explode like moth eggs or be able to do weak 1-range bombardments?
2
5
2
Explode like moth eggs with 6+ attack without poison
what exactly does the "comsumed" ability do for improvements?
good to know 👍
so my "create metal on mountain" improvement that hsa consume ability is utter bullshit
lol
wait why does "burnforest" have the consumed ability? is it to remove any animal that might be on the forest?
it removes the forest and doesnt create an improvement
ahh
actually its more like
the consumed ability makes it not create an improvement, removing a resource if it is there
the burnt forest just turns the forest terrain into a field terrain
so it can be done multiple times on the tile
yes, as long as the terrain requirement is there
like a fruit for harvest, and a forest for burn
good to know
i'll add consumed back to the create metal ability then just in case
some fan tribes can remove and create mountains
it doesn't really make sense for the statue tribe to harvest fish, animals and fruit from the environment, so I might make hunting, fishing, and harvesting permanent improvements - hatcheries, grazing grounds, and flowerbeds, which will have abilities and slightly more cost to make up for the space they take up.
They will still be able to chop forests though. sometimes a gardener has to prune
How do I get a custom mine sprite?
mine_tribename_
oh. No code needed? just a correctly maned sprite?
yes
metal_tribename_
aight I'm think the tech replacing navigation will have a 20 star serpent-like statue unit that sprays boiling water
I'm thinking either 2 movement, 2 range, dash and splash or 3 movement, 1 range, dash and splash
attack probably will be 3 with hp and defence not determined yet
also do I even need to do unit overrides if I'm already overriding the tech that would normally unlock said unit?
another question - is it possible to disable blocks of code in JSON without deleting them? I've prepared a lot of code for things that I don't have sprites for yet and would like to test my tribe in game to see the sprites and stuff that I have prepared without having to delete the unfinished code
It's telling me that I cant have comments in a JSON file
thats actually a good idea
will not having a game or tribe head sprite cause problems when I try to run this in game?
wait nvm
it will default to xinxi
Ok
there will be errors in the logs but no gameplay effect
And fruit outline too I don’t have that
xinxi as well
Good
any sprite (except houses, those just dont appear)
I’ve named the custom metal and metal outline “metal_bryolith_” and “metal_outline_bryolith” will these actually work
Ok discord fucked up my message
Bryolith is supposed to have underscores on either side in both cases
You can check how theyre supposed to be named from a mod that has renamed a resource type before
i mean
format is probably similar to game or fruit sprite names
(identical, just with metal)
That makes sense
I keep forgetting that metal and crops are regular resources like game and fruit
Even though their sprites don’t really change between tribes
yeah they just dont really get reskinned (except with zebasi skin)
Thank you!
I'm trying to get the mod into game but am getting an error message "error on loading sprite data from bryolith mod"
afaik I did everything correctly in sprites.json
Just double checked spelling and it’s all good
This is the error in the log?
idk
its another window that pops up while I launch the game and displays a lot of text gibberish
the text turned bright red and my brain went "oh no" so I read it
lemme see
you can also access (albeit a less colorful version) it in Polytopia/Bepinex/LogOutput
[Error : PolyMod] Error on loading sprite data from bryolith mod: at System.Text.Json.ThrowHelper.ReThrowWithPath(ReadStack& state, JsonReaderException ex)
at System.Text.Json.Serialization.JsonConverter1.ReadCore(Utf8JsonReader& reader, JsonSerializerOptions options, ReadStack& state) at System.Text.Json.JsonSerializer.ReadFromSpan[TValue](ReadOnlySpan1 utf8Json, JsonTypeInfo jsonTypeInfo, Nullable1 actualByteCount) at System.Text.Json.JsonSerializer.Deserialize[TValue](ReadOnlySpan1 utf8Json, JsonSerializerOptions options)
at PolyMod.Loader.LoadSpriteInfoFile(Mod mod, File file)
im using visual studio code and it hasn't pointed out any syntax errors to me
ah i see
I also referenced another sprites.json to see that I did it right
then idk, i am quite tired rn sorry
no worries
solved the problem!
I'm blurring each of my terrain sprites in inkscape by 1% to get rid of the black outline but this just makes them have a whiteish outline in game, how do yall blur your sprites to avoid this?
You only need to blur the edges of the sprite and probably more than 1% idk
ok
i use 15% for terrain
I use vibes and feelings
and i just copy the object in inkscape and paste it under the sprite and blur that
when I try to blur by 15% the entire sprite becomes unrecognizable
not the top object/whatever
thats why u do what i just sent
so we only blur edges, not whole sprite
idk how to do that
you have your paths in a layer right? right click, duplicate, and put it under the original in the layer view shit, and then just blur the one under the original
so your actual sprite is on top of the blurred one
ok
Genius idea
like this??
yeah
each one is semi opaque ill fix that
if u find it a bit strong u can lower it to 10%, but i didnt actually test what looks best yet
i tried putting the two sprites in different layers but they still look all dark and opaque like the image above
maybe u layered on top accidentally?
I figured it out, I was messsing with blend mode on the original sprite and had to set it back to normal 👍
it looks good in game! Thanks!
Nice
w
tiles still have a bit of outline but its pretty small
I think it is like vanilla ones
I think I'll eventually make the tree leaves a brighter green so they pop more
especially sionce most of the buildings in this tribe will have mossy stone as a base color
yup. The trees look great on the white background where they were created but blend into the grass in game
I’m thinking about making the crab tribe next. Should I use polibrary or should I try to go all in on polyscript?
my guess is
you should try polibrary
but if its not enough
you can go polyscript
but
my general advice is
dont jump into polyscript this fast
ok 👍
I already am making ideas
like a unit that you manually grow - could use the kill unit/spawn improvement ability to remove the unit and then create a new unit that would represent the next stage of its "growth". maybe like a molting ability
ok this is possible
and quite easy
with polib
aye
more specifically pActions
but they aint documented yet
i can help you tho
not now tho im gone bye
g'night
rip
This may sound like a naive question, but what is the difference between Polibrary and Polyscript?
polibrary is a mod
it adds stuff for patch.json
polyscript is c# coding
polibrary is an extention of GLD, while polyscript is way harder, full on programming
np
I’m thinking about making a tribe based on my in game avatar
what is ur in game avatar
spider
spodre
spore
🕷️
This thing
That reminds me that I had the idea for a true random tribe that starts with a random starting tech, random starting unit, random terrain/resource gen, random tribe color, and the tribe head would be a randomly generated multiplayer avatar
Making this tribe will also give me practice for making custom water and coral sprites for crab tribe
I’ll start working on the tech trees and unit/mechanics ideas for the cleigh tribe and crab tribe while I finish sprites for the statue tribe
Early rough draft of cleigh tribe tech tree. The tribe will probably have slightly increased mountain and maybe metal rates, greatly lowered fruit and animal rates, and slightly increased forest rates
If it is possible, I will also increase the water rate to make the terrain look more like an archipelago
cool but why is casting green , is that the starting tech?
btw u cant replace strategy otherwise the peace treaty wont work
cuz its hardcoded
i dont know how to do that rip
uh maybe how solaris has a different name for techs than polaris. idk exact syntax, look at dumped loc
but might not work idk
I can just change the localization
This is definitely a problem for statue tribe since the strategy tech is not strategy haha
the problem is
strategy isnt a tribe specific tech
if u change strategy's name
it will change it for all tribes
damn
I guess I'll leave it as is then
and just replace the defender with the steam blunderbuss
what differentiates strategy from frostwork
tf is frostwork
like i know its polaris but thats it
well strategy is not mooni tech at all
yeah techdata is different
but thats about it
and techdata doesnt interfere with localization
so if its possible to set it for skins its most likely possible to set it for skinless tribes aswell
like it is with sprites
I was wondering if only skins can have renamed hardcoded techs
Peace treaty
c:
I might just remove peace treeaty from the statue tribe. Doesn’t make much sense there anyways
finished a chunk of GLD for the Cleigh tribe, testing some things to see if they work
Chunk too big, can't find error 😭
ok it works now
there is a funny bug where a unit with the consume ability and less than 1 attack would respawn ater attacking and the damage it did would be negated
Wow 😲
