#Multiplayer Mods
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lunian · 2 months ago
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oh gods....
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they really fixed romance related dialogues bc they never appeared for me
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oh no oh yes
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or its a story of Gale being destroyed in different ways
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medli20 · 5 months ago
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I've been playing Elden Ring for the first time with my boyfriend and I think I may be too dumb for this game.
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iknowicanbutwhy · 3 months ago
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Having such a silly fun time with @ksenya-and-the-artistic-cucumber and n2rpy's ISAT cat Loop skin. Tfw you go from guide to being carried through Five Pebbles' superstructure.
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sonicheroes · 4 months ago
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Going to join in and post some of the silly doodles I made during my friend's and mine's Stardew Valley Co-op game together. Might doodle a group photo later
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minthara · 11 months ago
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Nymnixi was raised by her cambion mother in the hells - until one day waking onboard a Nautiloid.
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takonei · 5 months ago
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Loot of the (trans?) jungle dragon
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schlatts-freezeria · 5 months ago
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did apandah just show up one day with a a sign and a dream or has he just been like that. and is he good at it
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Aztro: I don't believe hes able to think, much less dream. /hj
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moonaive · 6 months ago
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lovebirds.
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astarionposting · 20 days ago
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Sylus and Elaria ♡
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lesbianoctoling · 2 months ago
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I hope i dont sound like A Nintendo Defender but I really hate the whole "well nintendo DMCA'd that mod for adding content the game lacks!" when like
the mod specifically is for... Kits. I am all for mods but I am pretty against multiplayer ones ? That just sounds unfair to me ? I don't think we should be making mods to give people weapons outside single player
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illegiblehandwriting1 · 2 months ago
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Link, directly post-Demise fight: *gets back to the real world* "hey, I perished. Kicked the bucket. Choked. Passed away. In a better place now. Gone. I committed death myself. Went kaput."
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dimonds456-but-only-hlvrai · 11 months ago
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I'VE DISCOVERED THAT IT IS POSSIBLE FOR ME TO MAKE A FANGAME AND I'VE GONE OFF THE DEEP END
Bonus Darnold and Benrey as well! :)
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aashiyancha · 3 months ago
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Hello everyone, I'm back from my travels.
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And I think I'm ready to try this out.
If you're interested in having some stickers for my rune factory 5 au, you can request the set on my kofi page.
Click here for aashi's kofi page
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Just a couple of notes regarding the stickers:
- This is my first time making these and I just wanna give stickers out to people, so I set it up as pay what you can. If you feel like pitching in some money, I appreciate your generosity! If you just want some stickers, I have the minimums set to just cover the production and delivery stamp costs.
- I've sent letters before to friends via snail mail so things should go the same for these stickers as well. They will arrive by mail in a cute lil envelope within 7 business days of me confirming that I've sent them out if all goes well with the postal journey.
-I'll have the kofi page open till the end of August, but if you see this post late and want some stickers you can dm me and I can work something out for you.
-To everyone reading my rf5 comic, thank you so much! Its been a wonderful experience drawing it and there's still plenty more to go. Hope to see you there as the journey continues ♡
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wouldtheybecomeafearavatar · 2 months ago
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would Quackity from the dsmp become an avatar of the flesh?
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Hey, what does "DSMP" stand for anyway?
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Somehow I don't think these are the acronyms I'm looking for.
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tanadrin · 7 months ago
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i fired up civ 5 recently bc i wanted to see how it compared to my memory of it, and if anything it's actually much, much worse.
one unit per tile just... does not work with the idiom of the civilization series! units are not like armies in a GSG, they're like units in an RTS game: grist for the meatgrinder. you build them and throw them at your enemy and if they lose combat, they die. they don't retreat and recover morale, you don't get a chance to reposition and try again, they just go poof. but now in addition to that, you can only fit one unit of a type on a given tile, which means combat is forcibly spread out over a huge space. it's slow, slowed down further by the fact that it now takes a couple turns to fully resolve a fight--i guess the idea is that you can have your injured units fall back, except because of the way units get blocked in now, no you can't!--but you still need tons of units to take cities.
which means they didn't get rid of doomstacks. doomstacks are still logistically necessary to win wars! they just made them really fucking annoying to move around the map.
and on top of that, because OUPT applies to all units, it means you are also constantly having your scouts and workers and other civilian units being blocked in by your own units of the same type, or other players' units of the same type, meaning if you sign an open borders treaty with the AI you are frequently signing up to having your own units' movement being jammed up in the worst way by computer players. and on top of all THAT the units cancel their movement orders if the destination tile is blocked, even if the destination tile is on the other side of the map and you can't see it--which means, basically, any long-distance movement order is liable to be randomly canceled if an AI unit ends its turn on your destination tile.
it feels janky at every single level. the worst possible fix to something that wasn't even really a problem--and if they really wanted to they could have implemented some kind of very basic attrition mechanic. or some other kind of soft cap.
and and and on top of all that, it makes roads and railroads substantially less useful, bc frequently you cannot actually fit all your guys on one road or railroad--but you can't just carpet your territory in roads now like you used to do, because roads cost maintenance per turn. just. ugh. fractally bad decisionmaking! like different people were working at different ends of the design doc and not communicating at all!
the global happiness system means expansion is soft capped early in the game, which makes it feel less like an empire management game than a game of managing four to five cities. since very many units are now hard capped by resource availability now, and expansion is limited, AFAICT in most normal games this means you get like.. two swordsmen? ever? mainly it's strong attack units that are capped in this way, but their defensive counters are uncapped, which means actually playing strategically with your army composition is more annoyance than it's worth. in practice, what this incentives is just building the best trash unit you can afford en masse and throwing them at the enemy, but, of course, see the problems with OUPT.
they took out civics and replaced them with Social Policy trees. but everybody has the same set of social policy trees. and there's a bit of a tradeoff here in which trees you choose to fill out first, but you never then switch those old trees out for new ones like civics. they're just permanent bonuses. so there's no sense of, like, choosing your government type.
and then in BNW i guess they realized people missed that, and created Ideologies, which are just a bonus extra-big social policy tree where you get to pick between liberal democracy, communism, and fascism. but of course there's only three. and this isn't unlocked until the late game.
what they really should have done is added more civics and rather than just having you progress from early game civics to late game civics made all civics contextually useful. and maybe given you some extra civics that were unlocked early in the game so you could strategize around them.
as a part of this change culture is now more load-bearing, but cultural victory is just... weird and stupidly complicated. you have to build tourism, and do archeology, and build wonders that provide slots for great works that your three different kinds of great artist create, and all this other crap. versus domination, where you just conquer the other guys. or science, where you just build your spaceship. it's dumb and bad and awkward.
there's no conquest victory now. only domination. but because of the way domination works, it's now not possible to move your capital manually. this is awful and i hate it! let me move my capital, damn it!
buildings no longer go obsolete, which means that if i am founding a city in the year 1973, i still need to build a City Walls in it before i can build a Military Base. this feels ridiculous. and the series already kinda has this problem where it feels like late game it takes forever to get a city really up and running--don't make it even worse by making me build shit from classical antiquity before i can build modern facilities!
the AI is not very bright. they don't expand very much. on big maps, most of the map will remain empty most of the game, at least up through mid-level difficulties i usually play at (that are supposed to be "standard", so I assume the game is balanced around them)
diplomacy is irritatingly primitive. there are few ongoing agreements. declarations of friendship all last a fixed amount of time. the AI is constantly interrupting you to tell you it doesn't like you or it does like you or you and another AI player all like each other. just expose an opinion modifier and be done with it! harun al-rashid and i don't need to pass notes like it's grade school!
they nerfed the range of air units and especially nukes. which feels really weird. the 20th century saw the invention of strategic bombers that had a range of thousands of miles. why can mine only reach cities right next to my own? why do my nuclear missiles have a pathetic range? sure, sub-launched nukes are a thing, but they're only one part of a proper nuclear triad. there's no MAD anymore!
especially because the world congress can order you to stop building nukes and there's nothing you can do about it. you can't defy world congress bans and suffer a penalty. international law has some kind of magical force that even if you are the undisputed hegemon you cannot help but obey. this is very stupid! especially because they could not think of anything interesting for the world congress to do, so it's all shit like banning random luxury goods.
all the stuff i do like--the city-states, the hex grid, the core idea of the trade route system--is swallowed by annoying bullshit. to take the trade route example: you can make money by setting up trade routes. it can be quite lucrative! and you have to protect your trade routes from bandits and shit. but the menu for issuing trade route orders is a mess--way too much scrolling, you can't sort by lucrativeness of destinations, you have to constantly re-issue trade route orders, and the last trade route a unit was on isn't highlighted, or sorted to the top or anything like that. so it's lots of scrolling around, it's very annoying, and it's repetitive as hell.
the real stick in the eye is that this game was not only reviewed well, it was reviewed glowingly when it came out. which is bizarre to me! yes, it looks nice. the art is good and the music is pretty. but it feels awful to play! it is on almost every single metric less fun than civ 4! civ 3 is more fun, and civ 3 was terrible. i hope to god firaxis was bribing people left and right for good reviews because the only alternative explanation i can think of is that everybody who was reviewing strategy games in 2010 was also in the grip of a brutal glue-sniffing habit.
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thaumium-block · 1 month ago
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Behold, a (very wip) Seagrave,,,
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