First Twelper Update for 3.x


The Twelper mod is not dead.

And now it is finally able to be played on the Bronze Age 3 beta branch. 

It has been exactly one whole year since the last public update so quite a lot of things have changed. Since Bronze Age 3 is currently in beta things are changing rapidly and as it is there are many unfinished things (mainly graphically) within the Twelper mod. However I do believe that it's pretty playable.

What is included:

  • 1 new Race
  • 33 new buildings (7 missing graphics) + 19 decorative buildings
  • 7 cell-developments (2 missing graphics)
  • 43 new units (90 of 378 graphics done)

What is missing from previous versions

  • Ferals Twelpers
  • Religion
  • Any sort of scripting

There is no added content for the humitte or masklings (for now) all of the content is for the Twelpers.

Also since the tutorial is currently missing here's a little information to get you started if you never played the Twelper mod before or are wondering about some of the changes.

  1. The most important resource is Livingstone. You should probably start of by building Livingstone farms
  2. Once these are built you should look into the settlement and build the ususal houses/markets
  3. Some building will require Livingbricks. These are made by the masons
  4. To build an army build Infusers and a simple smithy to create weapons.
  5. At this point you should be able to "advance" to the next caste the "Elites". They are responsible for a lot of the more complex tasks but require Plasma
  6. Plasma is the second most important resource. Luckily for you Plasma can also be farmed everywhere
  7. Since it's currently not possible to have different castes work in the same building you'll need an "Elite training Center" which turns Elites into a resource. This is a silly workaround so that Elites can work in the same building as other castes
  8. Now you're able to refine the 2 main resources into pure plasma/refined Livingstone which you should probably do.
  9. Now you can build real smithies/factories allowing you access to a lot more weapons/tools
  10. Finally you may want to expand keep in mind that only the Capital includes the settlement map. So expanding is mostly for resource extraction and bringing those resources back to the Capital. Since only the Capital can recruit armies you probably want to station some at your outposts.
  11. The final important resource are "Pods". They only grow in swamps so be sure to pick a map with swamps. I highly recommend expanding towards the swamps.
  12. Some other things to mention. I plan on adding "reproduction" of notable people through some scripting events. As scripting is currently not possible you should probably be careful with your Generals.
  13. A simple army consisting of cheap units of often capable of camping at small outposts while a army consisting of strong units will only be able to operate near the Capital for extented periods of time.


Also for other (potential) modders

Feel free to look into my files modding Bronze Age is pretty easy and you can probably steal some concepts/solutions from my mod.

I have also released my UnitMaker which is a (very cheap,quick and dirty) program to create all of my units. It turns a .csv which can be edited with a spreadsheet program into the needed .xml files.  It comes with the sourcecode and my own .csv for all the units I plan on adding. It cannot handle special units like "settlers" or my "contructor" aswell as all a couple of other oddities. However for the bulk of units it's in my opinion a very neat tool.

Files

Twelper Mod for 3.0.0.90 1 MB
Nov 23, 2019
Twonkies Unit Maker 14 kB
Nov 23, 2019

Get Twelper Mod for Bronzeage

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