While I support this, mods like these are too ambitious and usually never get past the planning or alpha stages.This.
While I support this, mods like these are too ambitious and usually never get past the planning or alpha stages.
I just don't get how the LCS's goals differ at all from Terra Vitae's. Biodiversity conservation movement that wants to protect nature? Considering how my very first squads are a bunch of hippies hitting the polluting factories and the genetic labs (GM crops tend to hurt biodiversity bad), then stealing a car to destroy the nuclear plant, my squad seems like BFFs with Terra Vitae.
EDIT: Forgot to mention the mutants in regards to LCS's similarity to Terra Vitae's Superhumans. Oh God, some of those mutants are sweet!
Good luck, let's see what you can do!
There is also the hurdle of learning how to mod in a new organization. I've seen only one mod do so, and it was only partially successful.
I'm not sold on the magic/"powers" (psionics?) angle. Having other orgs is generally a good idea though.
Meanwhile, on maps: I've figured out how to make site maps for site actions. However, I don't understand how maps of different safehouses are made for sieges. Can anybody fill me in? Thanks!
Hm. Should Pollution/Nuclear Power/Genetic Modification be tied into this mod somehow as well?
I also think mutants should have a chance of starting with Powers, for obvious reasons.
And one thing: Why does the player lose the game if TV dies off and the LCS hasn't allied with them? Shouldn't TV just die and the secret war storyline become impossible to prosecute? (For example, if the LCS has decided to eliminate TV themselves.)
This sounds AMAZING. I suggest releasing this mod in fully formed sections, i.e., first the Mafia, then Amerindians, then Magic, etc.Thats a good idea, that way if someone only wants certain sections of the mod they can, and if something gets fucked up along the way, you have a fool proof save that can't get corrupted or deleted on accident.
This sounds -great-! My only objection is - why would you want to play as the LCS when you could play as the hippie eco squad and fight for the destruction of all industry and return to hobbit/elfdom ways of living?
Although you can turn it into one in this mod, since you basically get to control it as well as the LCS if you should, oh, seduce the TV founder! :p
Although you can turn it into one in this mod, since you basically get to control it as well as the LCS if you should, oh, seduce the TV founder! :p
Shouldn't be a problem. LCS members excel at seducing transvestites.
Transvestite is a slur
Transvestite is a slur
"Secured, anonymous, instant, without a cloud." Pretty sure theres no cloud.There may, however, be a spoon.
SlatersQuest, you should try this MinGW cross-compiler for Mac OS X, which can create Windows executables from Mac OS X.
I wonder if you have a SourceForge account, it would be good to get you as a developer on the main project so that any bug fixes or improvements that would apply to the vanilla game, you can directly contribute yourself... it would be possible for you to post source code on this forum and have another developer put it into the project but that is inefficient, it would be more efficient if you had direct access to contribute improvements back to the main game.
As for the idea of the mod, it has a lot of great ideas, I think it's great! Some of them aren't exactly the same ideas I would have if I were trying to think up a mod for the game, but they sound very interesting and creative, and it would be fun to see what it would be like if they were implemented (I am referring to the Terra Vitae faction here).
Thanks for linking this, but I have a problem, and that's that I don't know how to compile LCS using gcc by itself. What I do is go into the src directory and say 'make', and let the makefile tell gcc what to do. I've never compiled a multiple source-file application using gcc by itself. How do I do this?
There is a Code::Blocks project .CBP file in the "workspaces" directory of the source code. It should be able to compile correctly if you set up Code::Blocks to know where GCC is on your computer, although it is set up to compile to a Windows .exe file for both Release and Debug builds.
Are we supposed to start off with an extra character?
Where can I get the magic skill?
Also it crashes every time i try to go to the park with my newly created battlesuit
This is a pretty cool mod. When any bugs are worked out from it, it will be amazing.
Your mod looks pretty interesting and I hope being able to test it someday, notwitstanding any problems with stability.
Okay,
I need to move on with this. I was hoping that Liberal Elitist would be able to look at the code in this thread (http://www.bay12forums.com/smf/index.php?topic=134139.30) and find out what is causing the segfaults, but he hasn't so we need another solution. I am uncertain on the best way to do this, so I am going to make a poll for you guys and gals to give me suggestions.
Thanks! I don't mean by the way to sound like I'm demanding anything - but I do want to move so that I can develop a new release (including fixing the existing bugs) :)
In the mean time, I am going to explore some additional possibilities; I think I'll start with magic wands. What I want to do is make an item and presumably edit Creature::give_weapon() to prevent a weapon from being equip-able without certain criteria being met (in this case, the wielder having Magic skill).
Incidentally, you can use the diagnostics cheat code to speed things up: go into the review mode on any liberal (review mode, not looking at a liberal's sheet from another location), and change the liberal's name to "Cheat Test Super". This will create a randomly-generated superhero follower of the character. Try this as many times as you want until you get one with an appropriately segfauting-weapon.
//Index:
//Add Juice ("Juice Me")
//Crimes ("Clear My Name")
//Age ("Set Age")
//Embezzle funds ("Embezzle <Amount of money>")
//Siege ("<Faction> Attack Me")
//Pacify ("Pacify <Faction>")
//Change View ("<Liberalize/Conservativize> <View>
//Change Law ("Legislate <+/-> <Law>")
Superhero fires a super-blast at Hillary Zimmermann
Superhero hits the head BLOWING IT APART!
xml_loaded_ok&=populate_from_xml(weapontype,"weapons.xml",xmllog);
while(xml.FindElem()) types.push_back(new Type(xml.GetSubDoc()));
Version 0.12 is released, courtesy of Liberal Elitist! (updated link on the opening post)
It's the version that Liberal Elitist has been so diligently working on (thank you very much!). I'm going to try to get the new weapon segfault fixed as soon as possible so that I can release version 0.2, but if I can't get that done in a few days, I'll upload version 0.13 which will have the "what if your recruit is married?" that is written but needs to be added to the new code.
Now that it's up on DFFD, we shouldn't have to worry about sendspace.com's 30-day limit. :)
*
I notice that you changed the order of the weapons in the xml file, so I'm guessing that the id numbers in the array will be different.
Unfortunately, I do not have a debugger. I can't install ddd on my new machine for some reason that I cannot understand. All of the debugging that I've been doing so far has been through the use of fprintf statements to stderr. But I will try to find out what the new id numbers are of the different weapons and see if they get loaded correctly. I'll also fiddle with the lengths of the strings and see if that could be a simple solution.
Edit: It occurs to me - Magic, Powers, and Blasters are the only ranged weapons in the game that do not use ammo. Could this be causing it somehow?
Edit to edit: Crap! I can't compile your code! I type 'make' and get the following error message: No targets specified and no makefile found. Stop.
Edit to edit to edit: I notice your download has no makefile. Would the 0.11 makefile work if copied over?
: command not founde 3:
./configure.ac: line 4: syntax error near unexpected token `2.6'
'/configure.ac: line 4: `AC_PREREQ(2.6)
Well, the first method deleted every line of text from every text file in the directory! I'm downloading the code you wrote again and am going to try #3... :)
To get SVN:
Install XCode via the App Store
Open XCode, then go to the Downloads tab of the preferences menu
Click the 'install' button next to "Command Line Tools"
To get autoconf: (in terminal):
ruby -e "$(curl -fsSL https://raw.github.com/mxcl/homebrew/go)"
brew install automake
To build LCS:
svn co http://svn.code.sf.net/p/lcsgame/code/trunk lcsgame
cd lcsgame/
./bootstrap
LIBS="/usr/lib/libiconv.2.dylib" ./configure
make
To play:
src/crimesquad
================================================================================
Liberal Crime Squad Linux Notes
================================================================================
2004-08-17 - Kevin Sadler (sadler@geodude.eclipse.co.uk)
2009-02-22 - Jonathan Stickles (jonathansfox@gmail.com)
2011-07-26 - Christian Sergelius (cribozai@member.fsf.org)
2013-09-13 - Rich McGrew (mcgrew_rich@yahoo.com)
Updated notes for compiling and playing under Linux for 4.xx.x versions
=======================================================================
Thanks to the Bay12Games forums user named xczxc who rightly pointed out the
need to update this document.
To compile LCS under Linux you will need to obtain the tools for building
under your specific distribution. You will also need to development libraries
for ncurses. The ncursesw version with wide character support should also
work.
To do this under Ubuntu (and most likely Debian too) issue the following
commands:
sudo apt-get install build-essential autoconf libncurses5-dev
The actual compilation will be done by changing your working directory to the
lcs folder and issuing:
chmod 744 bootstrap
./bootstrap
./configure
make
If the compilation was successful no errors should be issued but you will
see a myriad of warnings displayed all of which are safe to ignore.
At the moment due to continuous development of the game it is probaby
safer to not install the game systemwide and thus the best option is to
play it from the games own directory that resides in your home folder.
To do this with little trouble issue the following command while in
the LCS game folder:
cp src/crimesquad .
To run the game just type:
./crimesquad
To make everything display properly you should resize your terminal to 80x25
because the default of 80x24 sometimes makes the last lines information
appear in the wrong place.
Other good to know information
==============================
The savefile and highscores are independent of the game folder and reside
in a hidden folder on your home are with the name .lcs and you can navigate
there using your newly aquired terminal skills with the cd command as follows:
cd ~/.lcs
Build notes for Mac OS X
========================
(written by shibby1295 at bay12forums.com, Sep. 2013)
I just got the latest version of LCS running on my Macbook Pro. It took just a
smidgeon of doing, so I thought I'd document what I did. It's mostly the same
as building on Linux, with just a few changes.
This is on OSX 10.84, 64 bit intel. Your mileage may vary. Also, I haven't
played very much yet, so there could be bugs hiding in specific gameplay areas.
To get SVN:
Install XCode via the App Store
Open XCode, then go to the Downloads tab of the preferences menu
Click the 'install' button next to "Command Line Tools"
To get autoconf: (in terminal):
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
brew install automake
To build LCS:
svn co http://svn.code.sf.net/p/lcsgame/code/trunk lcsgame
cd lcsgame/
./bootstrap
LIBS="/usr/lib/libiconv.2.dylib" ./configure
make
To play:
src/crimesquad
Troubleshooting
===============
My game does not compile properly, what is wrong?!
The problem can be one of many and depends on too many things to give
a simple answer. You can get help by contacting me (email address in
the beginning of this document). Just copy the last screen of output
that you were given and I will see what I can figure out.
---------------------------------------------------------------
My games runs smoothly and everything worked out fine untill I wanted to
load a saved game. All I got was a screen with errors and my terminal
seems messed up somehow. What gives?
This is a problem that is distribution and compiler version dependant.
The reason is quite complicated and as of yet I have had no time nor
want to figure out exactly what the problem is. But luckily there is
an easy fix that does not make you lose the saved game!
While in the game folder issue the following:
make clean
./configure CFLAGS=-g CXXFLAGS=-g
make
# Wait for it to compile, check your email and take a sip of your beverage
cp src/crimesquad .
Then run the game again. Hope it worked for you.
Important Update as of Version 3.18
===================================
This file hasn't been updated in a long time, so I'll try to give a few
key notes that will update the information contained below.
BUILDING THE GAME
If you have this file, it's probably because you checked out the source
code from SVN. The new build commands are:
bootstrap
./configure
make
GRAPHICS AND TERMINAL SIZE
The graphics for the Linux version of LCS are unaltered since 3.09. I have
endeavored to ensure that future updates of LCS use strictly portable ASCII
so that futher problems are not created for the port. The note below about
terminal size remains important.
FLAG BURNING
The flag burning bug was fixed, and you can now safely burn flags in Linux.
AUTOSAVING
The game still autosaves, but instead of autosaving to autosave.dat, it
autosaves directly to save.dat.
ADDITIONAL REQUIRED FILES
There are several new files that you must keep accessible to the LCS
executable. These are found in the /workspaces directory that you probably
checked out from SVN alongside this file. The list is below:
sitemaps.txt
Linux Notes for Version 3.09
============================
New features in this version (Windows and Linux):
Autosave - The game is automatically saved each turn (after wait is pressed)
to a file called autosave.dat. If crimesquad crashes you can
rename this to save.dat to recover (you may want to rename the
original save.dat in case the autosave.dat contains something
which causes a repeatable crash, so you can revert to that one.
(but send Tarn Adams and me the bad save file so we can work on
the bug!)). See below for details on Save Files.
Cursor Keys Use the cursor keys to move your squad. Once you've been
playing for a bit the WADX keys become a bit of a habit,
but the cursor keys should make it easier for new players.
New Features for Linux:
Curses Graphics The DOS CP437 graphics characters did not display correctly
on Linux so a fix has been worked on (3.08 works if you
install a font as described below). An "ASCII Hack" is
now used where either the source code specifies a character
by name rather than value or where a CP437 value gets converted
to the native value. The conversion isn't perfect as there
are a lot of characters that are not available (half blocks
for example) and so are represented by a character that looks
vaguely like it - you can tell what it's supposed to be now...
In the future we can use Unicode/UTF-8 and we should be able
to use exactly the same symbols. See the "Fonts" section
below.
Bugs for Linux:
Flag Burn If you burn a flag under Linux the game will hang.
Terminal Size Not really a bug but... the LCS screen size is 80x25
the size of a DOS window, your default xterm window
may be 80x24, the size of a VT100 screen, and so this
may result in the last line of the display being misplaced.
Simply increase the size of the terminal by resizing it
by one or more lines (With the KDE Konsole from the
menu select Setting > Size > 80 x 25 (IBM PC) to set the
right size).
LCS Linux History
=================
Version 3.08 of Liberal Crime Squad (LCS) was ported to Linux and compiled
with the GNU g++ compiler (GCC 3.3.2) and linked with the ncurses library
(rather than the pdcurses library used on the Windows version).
LCS on UNIX
===========
It is likely that this code will compile on other versions of UNIX, but this
has not been verified yet. Provided you have a g++ compiler and ncurses you
should be in with a fighting chance. Read the header of the Makefile for some
clues for what to do.
LCS on Cygwin
=============
LCS compiles on Cygwin (a free Linux-like API/Environment for Windows
http://www.cygwin.com ) with the Makefile supplied exactly as it does
for Linux, use PLATFORM=Linux in the Makefile. Cygwin will need to have
packages for development (eg. the gcc compiler and make) and the ncurses
library.
LCS on MinGW32
==============
MinGW32 is is a free Minimalist GNU compiler for Windows.
( http://www.mingw.org ) It compiles with MinGW32 and the Msys
enviroment and PDcurses. There is a section for MinGW32 in the Makefile,
just uncomment it (and comment out the section for Linux above it).
Build
=====
Unpack the tar archive into a suitable directory (e.g. /usr/local/src),
in the examples below assume nnn is the version number, eg 3.08:
cd /usr/local/src
tar -zxvf lcs_source_nnn.tgz
cd lcs_nnn
make
This will compile the crimesquad executable.
Installation
============
Currently the make file does not install LCS but it is very
simple.
LCS can be installed in two steps:
1. Copy the crimesquad executable to a suitable bin directory that is
specified in PATH. If you have suitable permissions you may wish
to copy it to /usr/local/bin, or to a bin directory in your home
directory.
2. Install the art directory. The source directory has a subdirectory
called art which contains some files used by the game. The game needs
to know where these files are and will look in the following
locations:
/usr/share/lcs
/usr/local/share/lcs
To install the directory in /usr/local/share do the following:
mkdir -p /usr/local/share/lcs
cp -R art /usr/local/share/lcs/.
Alternatively LCS will look for art in the current directory, or
the environment variable LCS_ART_DIR may be set to the directory.
An example of this using the bash shell:
export LCS_ART_DIR=/usr/local/src/lcs_nnn/art
Typically one would set this in .profile or .bashrc files.
3. Install the init.txt configuration file (optional, but lets you set
additional configuration options). The game looks for this file in the
current directory.
Fonts
=====
The first port, 3.08, output the DOS style CP437 codes for the curses graphics
which came out as accented characters and looked rather screwed up. The work
around for this was to install a CP437 font on UNIX as described below.
With 3.09 the "ASCII Hack" was developed which maps the CP437 codes onto
either curses alternative character set characters (the ACS_ macros) or
onto characters that (vaguely) look like what we need, it works reasonably
well.
The "perfect" solution is to use Unicode. This would require the use of
ncursesw (wide) which may need some code changes. The Unicode translation
is coded up but some more work is probably needed.
See cursesgraphics.h for more info.
By default the ASCII Hack is now used for Linux, if you have the CP437
fonts and like using them you could hack the code to define CH_USE_CP437
instead of CH_USE_ASCII_HACK.
CP437 Fonts
-----------
LCS uses DOS CodePage 437 characters for it's graphics (the flag, the map,
and the newspaper headlines). Linux doesn't support this as is, however
you can download some fonts from Emil Mikulic's website that you can use:
http://dmr.ath.cx/misc/cp437/
http://dmr.ath.cx/misc/cp437/fonts.tar.bz2
It is suggested that they be installed to /usr/share/fonts/cp437
The following line should be added to /etc/X11/XF86Config:
FontPath "/usr/share/fonts/cp437"
To run crimesquad in an xterm with these fonts type:
xterm -fn cp437-8x12 -e crimesquad
Why are the fonts different?
----------------------------
In simple terms the graphics characters binary codes lie above the portable
ASCII values and the character set that you are using on Linux renders
this as a different "glyph" to that which appears under DOS using CP437.
The fonts are just a hack - they change the glyphs under Linux to look
like those under DOS.
The "proper" way to fix this is to use unicode, or UTF-8, and ncursesw
(ncurses for wide characters) and remap the CP437 values to their UTF-8
values. This will mean that LCS could be played on Linux in your favourite
font. The downside, apart from the porting required, is that not all Linux
boxes may be configured with UTF-8 support or have the ncursesw library
installed, though most of the latest distros should be able to cope.
Save Files
==========
The Windows crimesquad save files (save.dat) are binary compatible with
Linux on ix86 (don't expect them to work on PowerPC (eg. Macs, RISC) due
to endianess).
Under Linux/UNIX LCS creates a sub-directory in the user's home directory
called .lcs in which the save.dat file is stored. To transfer your file
to another user just create that directory:
mkdir ~/.lcs
and copy the file into it.
With version 3.09 LCS creates an automatic save just before the "wait"
command is processed (before the days activities, such as squad raids
are carried out). This file is called autosave.dat and is stored in the
same place as the save.dat file (~/.lcs on UNIX or the game directory on
Windows). In the rare event that the game should crash ;) you may rename
the autosave.dat file to save.dat to recover, under UNIX:
mv -f ~/.lcs/autosave.dat ~/.lcs/save.dat
SDL2 and SDL2_mixer
===================
Liberal Crime Squad can use SDL 2.0.3 and SDL_mixer 2.0 for audio.
The headers and libraries for those are included in the /src/sdl
directory. However the libraries to link against only work with
Microsoft Visual C++ (32-bit) and MinGW-GCC (32 bit), the 2 main
compilers used on MS Windows. On other platforms such as Linux and
Mac OS X you will probably need the SDL2 and SDL2_mixer libraries to
link against as dependencies, in order for it to compile correctly
with audio support. Currently this is used for MIDI or Ogg Vorbis
background music.
So you have a couple alternatives:
1) Compile with SDL2 and SDL2_mixer. You will need a MIDI device.
Both Windows and Mac OS X have native MIDI that is supported by
SDL_mixer, along with support for Timidity. On Linux you have several
options for MIDI support: Timidity, which uses Gravis UltraSound
Patches (NOT Timidity++, which uses SoundFonts), is built-in, but
you'll need to put the Gravis UltraSound Patches in the location
specified by the SDL2_mixer documentation. That location is
Win32 in C:\timidity, and on UNIX in /usr/local/lib/timidity/.
There also might be native MIDI support on Linux but only with some
sound drivers and not others.
2) Use FluidSynth or JACK. Both of them are external programs but if
you install them, SDL2_mixer can use them for MIDI support.
FluidSynth is recommended if you want the best sound quality. It uses
SoundFonts. Personally I am fond of the Arachno SoundFont 1.0 which
you can find here: http://www.arachnosoft.com/main/soundfont.php. It
is designed to sound very nice with video games, but it takes up
148 megabytes. There are plenty of other great SoundFonts, including
many that take up less disk space, that one's just my personal
favorite, you might like a different one better.
I am not quite sure about how the MIDI support in JACK works. Maybe
it is just an alternative for ALSA, for the people on *BSD systems,
since SDL and SDL_mixer don't support the native OSS on *BSD. Anyway,
if you are on something like FreeBSD, OpenBSD, or NetBSD, you will
need JACK along with either the built-in Timidity or an external
FluidSynth. If you are on Linux rather than some other UNIX you have
ALSA so you don't need JACK, since SDL and SDL_mixer can use either one.
And as for Mac OS X/Darwin, it might be BSD-based but it has CoreAudio
and CoreMIDI, both supported natively by SDL and SDL_mixer. Well actually
CoreMIDI is just on iOS but SDL and SDL_mixer support both Android and
iOS.
3) Use Ogg Vorbis instead of MIDI if you wish. Along with SDL2 and
SDL2_mixer, you should have libogg, libvorbis, and libvorbisfile installed.
Ogg Vorbis has better sound quality than MIDI but larger file size.
4) If all else fails, uncomment the line that says #define DONT_INCLUDE_SDL
in common.h. This will disable SDL, SDL_mixer, and audio, and let
you compile and build Liberal Crime Squad without any SDL dependencies.
The only downside to this is you don't get any audio.
./configure.ac: line 4: syntax error near unexpected token `2.6'
./configure.ac: line 4: `AC_PREREQ(2.6)'
./bootstrap: line 2: autoreconf: command not found
#if defined(HAVE_WIDE_NCURSES) && defined(__STDC_ISO_10646__)
#define CH_USE_UNICODE
#else
#define CH_USE_ASCII_HACK
#endif
#define CH_USE_UNICODE
#define CH_USE_ASCII_HACK
#define CH_USE_CP437
erase();
#ifdef HAVE_WIDE_NCURSES
set_color(COLOR_GREEN,COLOR_BLACK,1);
mvaddstr(0,0,"HAVE_WIDE_NCURSES is defined",gamelog);
#else // HAVE_WIDE_NCURSES
set_color(COLOR_RED,COLOR_BLACK,1);
mvaddstr(0,0,"HAVE_WIDE_NCURSES is not defined",gamelog);
#endif // HAVE_WIDE_NCURSES
getkey();
erase();
class Creature
{
...
bool is_armed() const { return get_weapon().get_itemtypename()!="WEAPON_NONE"; }
...
}
Weapon& Creature::weapon_none()
{
static Weapon unarmed(*weapontype[getweapontype("WEAPON_NONE")]);
return unarmed;
}
Weapon& Creature::weapon_magic()
{
static Weapon magic(*weapontype[getweapontype("WEAPON_MAGIC")]);
return magic;
}
Weapon& Creature::weapon_powers()
{
static Weapon powers(*weapontype[getweapontype("WEAPON_POWERS")]);
return powers;
}
Weapon& Creature::weapon_suit()
{
static Weapon battlesuit(*weapontype[getweapontype("WEAPON_BATTLESUIT")]);
return battlesuit;
}
...
Weapon& Creature::get_weapon() const
{
//Terra Vitae: modified to account for magic
if (!is_unarmed())
return *weapon;
else if (get_skill(SKILL_MAGIC) > 0)
return weapon_magic();
else if (get_skill(SKILL_POWERS) > 0)
return weapon_powers();
else if (get_armor().get_itemtypename() == "ARMOR_BATTLESUIT")
return weapon_suit();
else
return weapon_none();
}
...
string Creature::get_weapon_string(int subtype) const
{
string r;
if(is_armed())
{
r = weapon->get_name(subtype);
if(weapon->uses_ammo())
r += " (" + tostring(weapon->get_ammoamount()) + "/" + tostring(count_clips()) + ")";
else if(weapon->is_throwable())
r += " (1/" + tostring(count_weapons()-1) + ")"; // -1 so not to count weapon in hands.
}
else if(len(extra_throwing_weapons))
{
r = extra_throwing_weapons[0]->get_name(subtype);
r += " (0/" + tostring(count_weapons()) + ")";
}
else r = "None";
return r;
}
const string& Weapon::get_name(unsigned subtype) const
{return weapontype[getweapontype(itemtypename())]->get_name(subtype);}
Re: illegal characters -
- Everything I've done so far has been with gcc. I've never used Clang.
Upon further inspection, I am discovering the following: gcc issues lots of warnings about illegal characters. However, in-game, these characters display correctly.
CPPFLAGS="$CPPFLAGS -finput-charset=CP437 -fexec-charset=CP437"
# -*- Autoconf -*-
# Process this file with autoconf to produce a configure script.
AC_PREREQ(2.6)
#The following line has the program name, the program version, and the bug report address.
AC_INIT([crimesquad], [4.07.5],[jonathansfox@users.sourceforge.net])
AC_CONFIG_SRCDIR([src/cursesgraphics.cpp])
AC_CONFIG_HEADER([config.h])
AM_INIT_AUTOMAKE
# Checks for programs.
AC_PROG_CC
AC_PROG_CXX
# Defines
# TODO: Conditionally set these depending on build system.
AC_DEFINE([UNIX],[],[Defined if on a UNIX based system])
AC_DEFINE([Linux],[],[Defined if running on Linux])
AC_DEFINE([NCURSES],[],[Defined if we use NCURSES (always true on linux)])
# Checks for header files.
AC_HEADER_STDC
AC_CHECK_HEADERS([stdlib.h string.h sys/time.h unistd.h ncurses.h ncursesw/ncurses.h])
# Check for ncurses libraries, preferring wide character ones:
for lib in ncurses ncursesw; do
if test "$lib" = ncursesw; then
name="NCURSES_W"
header="$ac_cv_header_ncursesw_ncurses_h"
else
name="NCURSES"
header="$ac_cv_header_ncurses_h"
fi
if test "$header" = "yes"; then
AC_CHECK_LIB($lib, addch, [
AC_CHECK_LIB($lib, add_wch,
[wide_ncurses="$wide_ncurses $lib"],
[plain_ncurses="$plain_ncurses $lib"]
)
])
fi
done
AC_SEARCH_LIBS(initscr, [$wide_ncurses $plain_ncurses], [],
[AC_MSG_ERROR([You need ncurses!])])
for lib in $wide_ncurses; do
if test "$ac_cv_search_initscr" = "-l$lib"; then
AC_DEFINE(HAVE_WIDE_NCURSES, [],
[Define if you have wide character support in your ncurses.])
fi
done
# Tell the headers which one to use.
if test "$ac_cv_search_initscr" = "-lncurses"; then
AC_DEFINE(USE_NCURSES, [], [Define to use libncurses.])
elif test "$ac_cv_search_initscr" = "-lncursesw"; then
AC_DEFINE(USE_NCURSES_W, [], [Define to use libncursesw.])
fi
# Include SDL2 and SDL2_mixer, or define DONT_INCLUDE_SDL as a fallback if they aren't available, so it still compiles.
AC_PATH_PROG(SDL_CONFIG, sdl2-config)
if test -n "$SDL_CONFIG"; then
LIBS="$LIBS `$SDL_CONFIG --libs`"
CPPFLAGS="$CPPFLAGS `$SDL_CONFIG --cflags`"
fi
AC_CHECK_LIB([SDL2], [SDL_Init], ,
AC_MSG_WARN([ *** Unable to find SDL2 library (http://www.libsdl.org/)]) ; LACK_SDL2=1)
AC_CHECK_LIB([SDL2_mixer], [Mix_OpenAudio], ,
AC_MSG_WARN([ *** Unable to find SDL2_mixer library (http://www.libsdl.org/projects/SDL_mixer/)]) ; LACK_SDL2=1)
if test "$LACK_SDL2" = 1; then
AC_DEFINE(DONT_INCLUDE_SDL, [], [Define to avoid including SDL2 and SDL2_mixer.])
AC_MSG_WARN([ *** Compiling without SDL2 or SDL2_mixer, and with DONT_INCLUDE_SDL defined.])
fi
# Checks for typedefs, structures, and compiler characteristics.
AC_HEADER_STDBOOL
AC_C_CONST
AC_C_INLINE
AC_TYPE_SIZE_T
AC_HEADER_TIME
# Checks for library functions.
AC_FUNC_MALLOC
AC_TYPE_SIGNAL
AC_FUNC_STAT
# Use Code Page 437 for source code.
CPPFLAGS="$CPPFLAGS -finput-charset=CP437 -fexec-charset=CP437"
AC_CHECK_FUNCS([memset mkdir strchr])
AC_CONFIG_FILES([Makefile src/Makefile])
AC_OUTPUT
Sorry, but how do you install this on Mac OSX, i followed the instruction for Mac OSX in the linuxreadme file, but I don't have any of the new locations, and they're in the art folder.
In case you don't know, adultery actually is a crime in the United States. So sexual freedom should be at C level in the default game, if it isn't already.
I'd also suggest prostitution be decriminalized at more liberal levels of sexual freedom.
This is one of the inaccuracies of Liberal Crime Squad: the U.S. federal government does not have the authority to govern things like murder, common thievery, marriage, and most anything else that doesn't deal either with interactions between states or interactions between the U.S. as a whole and other countries. In LCS, for example, the death penalty is legislated by Congress; in reality, each state has its own death penalty laws, with some states using it frequently and others having outlawed it entirely. The U.S. constitution actually forbids the federal government from getting involved in this. Outlawing the death penalty throughout the U.S. would actually require a constitutional amendment. The same goes for outlawing (or legalizing) adultery.
I got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.
There's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.
I just opened the game.sln file that came in the download (I'm using Visual Studio 2013 Professional), let it update the file format, fixed a couple compiler errors and then built. You have to add tvrecord.cpp in the src/monthly folder to the project manually, it's missing from the download. My version probably isn't a stable release. :-XQuoteI got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.
Awesome - indeed, can you post it, and, more importantly, tell me how you did it? I have a Windows computer, but lack the Windows knowhow to compile anything on it. It would be really nice if I could learn how to do this myself so that I can release Windows versions of future updates, too! :)QuoteThere's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.
Yeah, that's a bug, and a surprising one. Did you get it via moving conservatives to the Courthouse using the cheat code functions, or did you do it through normal means?
if(location[l]->renting==RENTING_NOCONTROL)continue;
if(location[l]->heat&&location[l]->siege.timeuntilccs==-1&&!location[l]->siege.siege&&!LCSrandom(60)&&numpres>0)
Darn, browser lost this site and I didn't check it. Sorry!tvrecord.cpp is in the zip file. You just have to add it to the project manually.
Thanks for posting - tvrecord.cpp is missing? Where did you get it then? I just zipped the entire folder and put the package available.
Does Windows come with Visual Studio, or is it an extra? I'm looking at it online and I see a huge pricetag, which is not something I want to ask people to buy. :)
I will try to duplicate the bug, but so far I haven't. I have, however, found some other bugs that I thought I had fixed. Stay tuned? :)
Here's my Windows executable. Just drop it in the terravitae0.4 folder from the original zip and run it.
https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0 (https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0)
I don't think I changed anything important, but I can't guarantee it'll work right. It runs on my computer with no issues I've noticed except the siege thing. Let me know if it works.I just opened the game.sln file that came in the download (I'm using Visual Studio 2013 Professional), let it update the file format, fixed a couple compiler errors and then built. You have to add tvrecord.cpp in the src/monthly folder to the project manually, it's missing from the download. My version probably isn't a stable release. :-XQuoteI got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.
Awesome - indeed, can you post it, and, more importantly, tell me how you did it? I have a Windows computer, but lack the Windows knowhow to compile anything on it. It would be really nice if I could learn how to do this myself so that I can release Windows versions of future updates, too! :)QuoteThere's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.
Yeah, that's a bug, and a surprising one. Did you get it via moving conservatives to the Courthouse using the cheat code functions, or did you do it through normal means?
The siege bug seems to happen whenever I have several high heat liberals awaiting trial. I've tested a bit and it's pretty consistent if I put lots of multiple murderers in the homeless shelter and then surrender to a police siege. It happened in normal gameplay, no cheat codes needed.
There's always the possibility that it's an artifact of my lazy windows port of course. :)
I thought the CCS was (sometimes) supposed to make itself less popular with each attack, isn't there some mechanism where they alienate the public?
Magic and superpowers also set a lot of fires, squads with them tend to kill themselves pretty quickly unless everyone is in bunker gear. I guess that might be intentional or you might be planning another solution, but it seems kind of weird to me. Not like the battlesuits that kill themselves with fire damage I guess.
Also the police and CIA were besieging the courthouse for me, it wasn't just the CCS.
I would think that the New Earth Conspiracy would be scarier if it was an "apolitical" conspiracy dedicated towards the goal of human supremacy. Let the CSS, AM Radio, and Cable News focus their efforts on promoting petty conservatism, but the NEC will play the "long game" and maneuver its way through the changing American political landscape. No matter who ends up winning, the NEC wins too... It might even be possible for the LCS to make a deal with the NEC devil, abandoning several L+ positions on Animal Rights, Pollution, etc. in return for the NEC providing their own backing to L+ extremists (though such an action would certainly anger the TV and is overall considered a pretty terrible outcome).
I've had RL distractions and haven't been able to play-test the bugs. I may just post version 0.5 and let you find them. :p When I get a break with a few other things on my plate (which are dragging on and on due to uncooperative coworkers...), I will get version 1.0 in order.
I am sorry - I did not see your comment!
I am not sure I understand your suggestion. The New Earth Conspiracy is more than merely technocratic (and has a motivation of its own). Indeed, there are some scientific endeavors (specifically, those aimed at learning about nature, as opposed to artifice) that they actively oppose.
The NEC isn't really political. They are like Terra Vitae in that they have an ideology that has political implications, but as Servant Corps suggested, the NEC would be just as comfortable with a Stalinist government as an arch-conservative one. Their enemy Terra Vitae, similarly, would be just as happy in a libertarian society as an elite-liberal one.
I've had RL distractions and haven't been able to play-test the bugs. I may just post version 0.5 and let you find them. :p When I get a break with a few other things on my plate (which are dragging on and on due to uncooperative coworkers...), I will get version 1.0 in order.
AHAHH, I'm sorry that violent outrage but I am extremely upset that didn't take the the time to my read my thing,could you know take you good time to read to wipe like some sort of bug.
It kind make mad, you know sir, I think understand that when someone said something to on online that it is an obligation to read it
Here's my Windows executable. Just drop it in the terravitae0.4 folder from the original zip and run it.
https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0 (https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0)
I don't think I changed anything important, but I can't guarantee it'll work right. It runs on my computer with no issues I've noticed except the siege thing. Let me know if it works.
To Problem 2:
Maybe you should declare it TVRecordMonth(void).
After character creation, I get segmentation fault 11, in Terminal.
cd terravitae0.5
./bootstrap
LIBS="/usr/lib/libiconv.2.dylib" ./configure
make clean
make purge
make
Well, it keeps on saying: warning: illegal character encoding in string
literal [-Winvalid-source-encoding]
Maybe that's the problem?
How "Difficult" will Terra Vitae be? Will factions other than the Firemen be able to raid without heat?
In the current version of this mod, the game crashes if you date a magic user, or go to a meeting with one.I just checked this bug, and can't replicate it
I'm using Windows 8.1 64 bit
I have an AMD(fx)-8300 8 core processor 3.3 GHz
16 GB of RAM
I downloaded the file from this link there. http://dffd.bay12games.com/file.php?id=8634 (http://dffd.bay12games.com/file.php?id=8634) that I found on the front page, and then I copied the crimesquad.exe from the release folder (terravitae0.5\workspaces\Release) and placed it in the terravitae0.5 folder. I could be doing it wrong though.
What I need is somebody with PC-saaviness to drop by and compile this for Windows (I've tried, but Windows changed its libraries so that they no longer work with the base LCS code, and I don't understand how to fix it).
What I need is somebody with PC-saaviness to drop by and compile this for Windows (I've tried, but Windows changed its libraries so that they no longer work with the base LCS code, and I don't understand how to fix it).
What about Reelya or Purple Gorilla?
Should I distribute the *.EXE File somehow ? My E-mail Provider, Google doesn't permit sending Executables, and blocks also most simple workarounds like normal encryption and compression, but I could try to encrypt it with a selfmade programe (adding some random bytes at the beginning, or xoring with a constant should work) and you can decrypt it with a own programe.
Uploading a WIN32 Version of Terra Vitae at the DFFD would be also good, but SlatersQuest couldn't acess it if I do this.
Now, I was now able to compile it without moving any files. You have to add the SRC\SDL directory to the library directories, and the linker finds the libraries there. It is better this way, as you can use different versions of SDL in different projects.
I used Bloodshed DEV-C++, which is based on GCC. If you use Visual-C, the tutorials say, you have to directly link the SDL2.LIB and SDL2main.LIB, and I assume you have to link the SDL2mixer.LIB too. Doing this in DEC-C, the linker doesn't find the symbol winmain@16, which is something Visual-C spezific, and linking the SDL2test.LIB gives me many linker errors. Further, you have to link the PDCURSES.LIB, if you haven't already.
If you still can't compile it, you could try it with DEC-C instead of Visual-C. Further check, that you don't compile any unneeded files.
As I played it a bit, here is a bug report :
* You should update activate() in ACTIVATE.CPP. Some activities are descriped as "will send bug reports to the dev team." (line 845), so some cases for new activities (and old activities like repairing clothing) are missing.
* The activity "Write for the Liberal Guardian" is not displayed. It however still works, if you know to press 7.
* The file FACTIONS.CPP doesn't compile, as it needs a nonexisting FACTION.H. Leaving it out, however seems to cause no problems.
* There are occasional crashes at the end of the month. After reloading, you can continue.
* There are empty senate election (by conspiracy) , there is a delay, as if the senate were elected but no alignments are displayed.
* I got warnings, that the Mafia raids the Terra Vitae, without having anything to do with Terra Vitae or the Mafia (at least I think so)
LIBS = -L"F:/DEVC/lib" -L"F:/terravitae0.5/src/sdl" pdcurses/pdcurses.lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer -g3The bolt text is for SDL, the other things (except curses) are compiler specific.
if (law[LAW_SUPERHUMANS] == 0)
{
offended_superheroes = 0;
offended_supercriminals = 0;
}
In a traditional makefile, it would be in the linker command, but here you should put it into the LIBS.
The makefile from DEV-C contains that line :QuoteLIBS = -L"F:/DEVC/lib" -L"F:/terravitae0.5/src/sdl" pdcurses/pdcurses.lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer -g3The bolt text is for SDL, the other things (except curses) are compiler specific.
Your makefile has a LIBS variable, too, so it should go to the linker, if you put it there.
The message was "You have received an anonymous tip, that the Mafia is planing to attack Vivian Pines house." It was just a random message, that poped up while I was waiting. Now even I got a message, that conservatives have raided it, and nobody was there. I offended only the corporations in this game, but had nothing to do with the Mafia or Terra Vitae.
[/quote]Code: [Select]if (law[LAW_SUPERHUMANS] == 0)
{
offended_superheroes = 0;
offended_supercriminals = 0;
}
Is this supposed to be ==, not >= or <= ? They can't raid you, if the law is moderate, but they can raid you on both extremes ?
LIBS = -lncurses /usr/lib/libiconv.2.dylib
Changing it to :LIBS = -lncurses /usr/lib/libiconv.2.dylib -L"src/sdl" -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer
might work.Did anything ever come of trying to make a windows version?
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
QuoteBride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.
They should be the typical stereotype of married couples who still don't know how the reproductive system works :P
QuoteBride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.
They should be the typical stereotype of married couples who still don't know how the reproductive system works :P
Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.
Hi guys, been looking at this mod for a while and have to say that I'm very interested :)
But being the computer illiterate idiot I am, I have tried and failed repeatedly to compile the source code into a working exe...I think I may have even managed to launch a drone into space in the process, however.
Could I politely ask for a .exe here?
Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.
Just to let you know where this currently stands:
I finish my Ph.D. in about two weeks. Then I promised myself to finish this. I believe that the only thing remaining to be done is to make and connect the maps for the supervillain lairs, and handle some aspects of the endgame.
There are a lot of minor changes that I want to incorporate, but they will probably come out in subsequent versions shortly to come after the main release.
#1 is done.
==Future features planned but not part of 1.0==
1. Fix the violence-is-the-best-way-to-win-for-the-LCS complaint. What I’m thinking of is the following:
-Any site action that generates a news story will liberalize public opinion if the LCS is popular, no matter how violent the LCS was.
->If the LCS was violent, however, the LCS will become less popular.
-Any site action that generates a news story will conservatize public opinion if the LCS is unpopular, no matter how nonviolent/otherwise heroic the LCS was.
->If the LCS was nonviolent, however, the LCS will become more popular.
Does this also apply to the CCS?
1) If the CCS takes a LCS safehouse, will you actually be able to take it back? Not sure if the "You can't take back LCS Safehouses because Bosses never spawn" bug got fixed in Vanilla LCS.
2) What about the "Car crash victims teleport to safehouses" bug? Anyone that dies in a car crash in regular LCS has their corpses teleport to YOUR safehouse for some reason.
3) Easier to mod than regular LCS? Regular LCS has hardcoding everywhere in inconvenient places when you look into the "Art" folder. Security Guards, Mercenaries, Gangsters, and CCS Vigilantes in Creatures.xml all have hardcoded elements in them, which is frustrating
#6 is done. One more final step to go!Is there a github? The community would like to contribute (or i woild,at least)
Is there a github? The community would like to contribute (or i woild,at least)
I've been trying to compile this for Windows, but I've been getting this error:
"fatal error C1061: compiler limit : blocks nested too deeply"
for the file stringconversion.cpp
I am sorry - I had a recent death in the family that is serving as a distraction. I have not yet asked my friend to compile a Windows version of this, and will be busy for the next couple weeks, but after that will try.Ah, I'm sorry to hear that.
QuoteI've been trying to compile this for Windows, but I've been getting this error:
"fatal error C1061: compiler limit : blocks nested too deeply"
for the file stringconversion.cpp
Isaac, can you tell me where in the code this crash is occurring?
1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol _fprintf imported in function _ShowError
1>monthly.obj : error LNK2019: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ) referenced in function "void __cdecl passmonth(char &,char)" (?passmonth@@YAXAADD@Z)
1>titlescreen.obj : error LNK2001: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ)
1>SDL2main.lib(SDL_windows_main.obj) : error LNK2019: unresolved external symbol __imp____iob_func referenced in function _ShowError
1>Release/crimesquad.exe : fatal error LNK1120: 2 unresolved externals
1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol _fprintf imported in function _ShowError
1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol ___iob_func imported in function _ShowError
1>monthly.obj : error LNK2019: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ) referenced in function "void __cdecl passmonth(char &,char)" (?passmonth@@YAXAADD@Z)
1>titlescreen.obj : error LNK2001: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ)
1>Release/crimesquad.exe : fatal error LNK1120: 1 unresolved externals
Noticed another oddity, when you try to do secret vitae missions game crashes. Also is their a way for founder to get superpowers?
Thank you, Isaac! Noticed some oddities, though.
After disbanding and waiting it keeps talking about the Liberal Guardian being published and Conservatives thinking its funny even though I have no Liberal Guardian.
Execution messages are weird, with things like ".executed by firing squad" or ".feeding to the lions"
Going to the "BED" special tile at "Vivian Pine's House" crashes to desktop
Weird messages under Recruitment and Acquisition
I have isolated the cause of the bug with my attempted Windows release.
The files I uploaded earlier, it turns out I basically disabled a large portion of Terra Vitae to get it to compile.
To fix that, I had to add a file to the project that had not been added automatically.
Now the problem is that it crashes at the start of every month, including the start of the first month.
I have isolated the cause of the crash:
TVRecordMonth()
TVRecord_InputSleeper(...)
namecreature(...)
makecreature(...)
First, it makes the correct creatures. But then, after a while, makecreature(...) attempts to get the alignment of an initialized creature. Unfortunately, the value of its alignment has not been set, and so it is the default creature, a Janitor named Scruffy. This default creature has no stats, and attempts to generate the stats cause the game to crash.
I'm not sure how to fix this, but I know why it causes a run time error instead of compile time error.
Soapbox time: The stats for creatures are enumerators, but to simplify much of the code, they are used as integers (or shorts, or longs....). This means that invalid values for the enumerators can potentially be assigned, and there's no way for the compiler to notice, turning it into a run time error. The ideal solution is to replace all those archaic references to shorts and ints and longs being used in place of enumerators with enumerators, but quite a bit of the code relies heavily on treating enumerators as numbers, allowing mathematical operations to be performed on them.
This would constitute a major overhaul of much of the code, but it would reduce bug reports drastically.
tl;dr
I can't get it to compile until someone shows me how to fix this specific instance of the problem. I'm taking down my uploads, as those are faulty, incomplete solutions that do more harm than good.
The ideal solution is to replace all those archaic references to shorts and ints and longs being used in place of enumerators with enumerators, but quite a bit of the code relies heavily on treating enumerators as numbers, allowing mathematical operations to be performed on them.Note that C++11 and earlier have automatic conversions from enumerator values to the "underlying base type" (usually int). You only run into trouble when assigning int to an enumerator.
I don't know how important the TVRecordMonth() function is, but my actions assume that it records what occurs in the game, without the game itself needing to access the information later, since I was able to save and load my file fine.
After disbanding and waiting it keeps talking about the Liberal Guardian being published and Conservatives thinking its funny even though I have no Liberal Guardian.
Execution messages are weird, with things like ".executed by firing squad" or ".feeding to the lions"
Going to the "BED" special tile at "Vivian Pine's House" crashes to desktop
Weird messages under Recruitment and Acquisition
Noticed another oddity, when you try to do secret vitae missions game crashes. Also is their a way for founder to get superpowers?
Marty Stue says,
"Holy shit you're hot! I want to have sex with you RIGHT NOW."
Vivian Pines responds,
"I'm a happily married woman, sweetie."
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.
I will upload the 1.01 .zip to DFFD presently.
EDIT: Version 1.01 is uploaded. Go get it!
Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not. Is that happening in the Mac version, or did I screw up the compile again?
Looting at the church and injun reservation so far doesn't actually give loot. Weird execution messages always happen when a liberal in prison is executed, and the first time you go to recruitment and acquisition it says send bug reports. Actually picking an option will remove the "send bug reports" part.
using the new windows version. game still crashes on trying to do secret vitae mission
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.
I've just turned on Terra Vitae but there aren't engage in Liberal Activism options #7 or #8.QuoteHow do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.
Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.
QuoteThe Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.
Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.
case ACTIVITY_STUDY_DEBATING:
case ACTIVITY_STUDY_MARTIAL_ARTS:
case ACTIVITY_STUDY_DRIVING:
case ACTIVITY_STUDY_PSYCHOLOGY:
case ACTIVITY_STUDY_FIRST_AID:
case ACTIVITY_STUDY_LAW:
case ACTIVITY_STUDY_DISGUISE:
case ACTIVITY_STUDY_SCIENCE:
case ACTIVITY_STUDY_BUSINESS:
//case ACTIVITY_STUDY_COOKING:
case ACTIVITY_STUDY_GYMNASTICS:
case ACTIVITY_STUDY_ART:
case ACTIVITY_STUDY_TEACHING:
case ACTIVITY_STUDY_MUSIC:
case ACTIVITY_STUDY_WRITING:
case ACTIVITY_STUDY_LOCKSMITHING:
students.push_back(pool[p]);
Similarly, doActivityLearn does not address these subjects.Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.
EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought :P
Great mod but I do have a problem. I am at the end of the month (June 2010) and it was the first month I began attacking sites. When I get to either the funding report or something about an insidious conspiracy however, I have a segmentation fault (core dumped) error. This was compiled on Linux. Please let me know what info or files you need to help diagnose it. If it helps I edited the xml files in the art folders to more or less give the Liberal Additions mod, but the circumstances of the crash make me think it's not relevant.
Too bad this game is still a Linux/Mac only
QuoteToo bad this game is still a Linux/Mac only
IsaacG I believe has translated it to Windows.
QuoteToo bad this game is still a Linux/Mac only
IsaacG I believe has translated it to Windows.
Where link to that
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.
I will upload the 1.01 .zip to DFFD presently.
EDIT: Version 1.01 is uploaded. Go get it!
Alright!
Here are the new mediafire links to accommodate these changes, and viola. Windows Executable!
http://www.mediafire.com/download/nuwg88h60x18k5x/crimesquad.exe
http://www.mediafire.com/download/wguz8q3rwubqufg/terravitae+1.01.zip
Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not. Is that happening in the Mac version, or did I screw up the compile again?
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.
I will upload the 1.01 .zip to DFFD presently.
EDIT: Version 1.01 is uploaded. Go get it!
Alright!
Here are the new mediafire links to accommodate these changes, and viola. Windows Executable!
http://www.mediafire.com/download/nuwg88h60x18k5x/crimesquad.exe
http://www.mediafire.com/download/wguz8q3rwubqufg/terravitae+1.01.zip
Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not. Is that happening in the Mac version, or did I screw up the compile again?
Here it is
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.^.^ glad to be of service.
Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.^.^ glad to be of service.
Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip
(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe
This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.^.^ glad to be of service.
Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip
(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe
This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.
i hope i posted this right and that i diddnt goof up some how and made a new thread insted but the tv house has bed bugs entering that tile crashes the game
Shouldn't Western influe on Amerindian rights?
There is currently no way to gain superpowers except through having it and training with it. The reason it works this way is because superheroes in comic books are almost always either born super or become super through some kind of accident or procedure; it's not a skill that they learn. Once they have powers, they can get better at using them, which is why the game treats it as a skill, but you can't learn to use something that you don't have.
One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.
I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.
Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(QuoteOne feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.
Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.
I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.
Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(QuoteOne feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.
Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?
https://github.com/Kamal-Sadek/Liberal-Crime-Squad
Github version has augmentations. Also, what the heck happened to Liberal Elitist, anyways? He seems to have dropped off the face of the earth without a single trace of him just like Jonathan S. Fox did.
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.
Shouldn't they disappear when you talk to them?
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.
Shouldn't they disappear when you talk to them?
All right; I am having some issues here. I cannot reliably replicat ehe bug that causes the game to crash in Vivian Pines' bed. Sometimes I get it, and sometimes I don't. This makes it a pain to debug...I don't know how helpful it will be, but I have a savefile that it has crashed every time.
Wow, glad I get to see that you managed to spit in your doubters faces.
I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information. It seemed to believe the game was exiting normally.
No mods, just the windows port. Odd.Wow, glad I get to see that you managed to spit in your doubters faces.
:)I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information. It seemed to believe the game was exiting normally.
I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?
Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.w00t, movies!
Then I'll start working on the movies.
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
complete_secret_mission (missionskillplusone=28) at daily/daily.cpp:2034
2034 location[pool[AgentList[i]]->location]->loot.push_back(newloot);
(gdb)
mission
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
Creature::drop_weapons_and_clips (this=0x562400000006, lootpile=0x0)
at creature/creature.cpp:2299
2299 has_thrown_weapon=false;
(gdb)
location[pool[AgentList]->location]->loot.push_back(newloot);
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
//Move returning agents to homeless shelter if current safehouse is besieged.
for (i = 0; i < listlength; i++)
{
if (location[pool[AgentList[i]]->base]->siege.siege)
{
pool[AgentList[i]]->base = find_homeless_shelter(*pool[AgentList[i]]);
pool[AgentList[i]]->location = pool[AgentList[i]]->base;
}
}
Item *newloot = new Loot(*loottype[getloottype("LOOT_TERRAVITAESECRETS")]);
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
addstr(pool[AgentList[i]]->name, gamelog);
addstr(" has also brought back a record of Terra Vitae activities, ready for the Liberal Guardian!", gamelog);
if (supersuccessful && (necstrength <= (NEC_STRENGTH_MAXIMUM - 4)) && (necstate == NEC_DORMANT))
{
Item *newloot = new Loot(*loottype[getloottype("LOOT_NEC_REPORTS")]);
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
addstr(pool[AgentList[i]]->name, gamelog);
addstr(" In addition, our heroes have brought back evidence of a globe-spanning conspiracy that will shatter the world's perceptions of... everything!", gamelog);
}
//Weaken the NEC's corrupting influence!
necstrength--;
change_public_opinion(VIEW_TERRAVITAE,10);
}
else
{
set_color(COLOR_RED, COLOR_BLACK, 1);
addstr(pool[AgentList[teamleader]]->name, gamelog);
addstr("'s team's mission was a dismal failure.", gamelog);
}
gamelog.nextMessage();
getch();
//Nuke the dead agents
for (i = 0; i < casualties; i++)
{
for (j = 0; j < pool.size(); j++)
{
if (DeadAgents[i] == pool[j]->id)
{
delete_and_remove(pool, j);
break;
}
}
}
//Final step: free all of this memory we've allocated
free(AgentList);
free(BonusList);
free(SkillRolls);
free(CombatRolls);
free(DodgeRolls);
if (DeadAgents != 0)
free(DeadAgents);
}
Are you testing on linux?
Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough.
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_assign (this=this@entry=0x555fb032f7b0,
__str=<error reading variable: Cannot access memory at address 0x121>)
at /build/gcc-multilib/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc:259
259 /build/gcc-multilib/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc: No such file or directory.
TEH FAQ doing sa make install and running it from bin makes it work fine
Exposing the NEC causes this [
Thread 0x7fa78e28d700 (LWP 4478) exited]
[Thread 0x7fa78e46f700 (LWP 4477) exited]
[Inferior 1 (process 4476) exited with code 01]
After doing a make install the terra vita office and other tv locations are a blank map.
Sometimes get this segfault hen conducting a mission.
...
After doing a make install the terra vita office and other tv locations are a blank map.
case 1: strcpy(str, a.name); strcat(str," missed!"); break;
case 2: strcpy(str, a.name); strcat(str," just barely missed!"); break;
case 3: strcat(str," can't seem to keep the vehicle in either the lane or the line of fire!"); break;
case 4: strcat(str," swerves randomly!"); break;
case 5: strcat(str," cuts off another driver and the shot is blocked!"); break;
case 6: strcat(str," drops behind a hill in the road!"); break;
case 7: strcat(str," changes lanes at the last second!"); break;
case 8: strcat(str," accelerates suddenly and the shot goes short!"); break;
case 9: strcat(str," fakes a left, and goes right instead!"); break;
case 10: strcat(str," fakes a right, and goes left instead!"); break;
case 11: strcat(str," fakes with the brakes while powering ahead!"); break;
case 12: strcat(str," swerves to the other side of a truck!"); break;
case 13: strcat(str," weaves through a row of taxis!"); break;
case 14: strcat(str," dodges behind a hot dog cart!"); break;
case 15: strcat(str," squeezes between some bridge supports for cover!"); break;
case 16: strcat(str," squeals around a corner and behind a building!"); break;
case 17: strcat(str," power slides through a narrow gap in the traffic!"); break;
case 18: strcat(str," rolls the car onto two wheels to dodge the shot!"); break;
default: strcpy(str, a.name); strcat(str," misses completely!"); break; // You failed to hit someone who probably rolled a zero. You should feel bad.
Is it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals
Another thing I noticed about Terra Vitae was that spouses of new recruits can occasionally join them in the fight for Liberalism, which is a feature that I absolutely love. Does anything affect the odds of a spouse also joining up?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
0.0;http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Hi IsaacG,
I think you are missing some dll files with the 1.04 windows version. I had to manually download vcruntime140.dll and msvcp140.dll to make the game work (running a fresh install of Windows 10).
0.0;http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Hi IsaacG,
I think you are missing some dll files with the 1.04 windows version. I had to manually download vcruntime140.dll and msvcp140.dll to make the game work (running a fresh install of Windows 10).
That is an oversight on my part.
I was wondering why it didn't run on my laptop, but ran fine on my desktop.
Evidently vcruntime140.dll and msvcp.dll are parts of the Visual Studio 2015 environment, and required to run C++ programs compiled from VS2015.
(To be fair, Adobe Photoshop has this same problem, and they just tell people to go download the VS Runtime Environment, but I'm not Adobe!)
I'll go fix it now.
#0 0x00007ffff6df5067 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
resultvar = 0
pid = 6568
selftid = 6568
#1 0x00007ffff6df6448 in __GI_abort () at abort.c:89
save_stage = 2
act = {__sigaction_handler = {sa_handler = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>,
sa_sigaction = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>}, sa_mask = {__val = {10, 140737488342816, 140733193388032, 140733193388032, 0,
140737488343814, 0, 140733193388032, 18446744073709551615, 1, 10, 18446744073709551392, 140733193388032, 140733193388032, 140733193388032,
140737488343895}}, sa_flags = 0, sa_restorer = 0x2900000000}
sigs = {__val = {32, 0 <repeats 15 times>}}
#2 0x00007ffff6e331b4 in __libc_message (do_abort=do_abort@entry=1, fmt=fmt@entry=0x7ffff6f28210 "*** Error in `%s': %s: 0x%s ***\n")
at ../sysdeps/posix/libc_fatal.c:175
ap = {{gp_offset = 40, fp_offset = 0, overflow_arg_area = 0x7fffffffd120, reg_save_area = 0x7fffffffd0b0}}
fd = 6
on_2 = <optimized out>
list = <optimized out>
nlist = <optimized out>
cp = <optimized out>
written = <optimized out>
#3 0x00007ffff6e3898e in malloc_printerr (action=1, str=0x7ffff6f285b0 "malloc(): memory corruption (fast)", ptr=<optimized out>) at malloc.c:4996
buf = "000000000103f9d0"
cp = <optimized out>
#4 0x00007ffff6e3ad2b in _int_malloc (av=0x7ffff7165620 <main_arena>, bytes=48) at malloc.c:3359
p = 0x0
fb = <optimized out>
pp = <optimized out>
nb = 64
idx = <optimized out>
bin = <optimized out>
victim = <optimized out>
size = <optimized out>
victim_index = <optimized out>
remainder = <optimized out>
remainder_size = <optimized out>
block = <optimized out>
bit = <optimized out>
map = <optimized out>
fwd = <optimized out>
bck = <optimized out>
errstr = <optimized out>
__func__ = "_int_malloc"
#5 0x00007ffff6e3c020 in __GI___libc_malloc (bytes=48) at malloc.c:2891
ar_ptr = 0x7ffff7165620 <main_arena>
victim = 0x6
__func__ = "__libc_malloc"
#6 0x00007ffff76e12e8 in operator new(unsigned long) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
No symbol table info available.
#7 0x00000000005a03f3 in Weapon::clone (this=0x7fffffffd380) at ./items/weapon.h:10
No locals.
#8 0x000000000059f8a2 in Weapon::split (this=0x7fffffffd380, number=1) at items/weapon.cpp:71
newi = 0x7fffffffd380
#9 0x000000000043a5f7 in Creature::give_weapon (this=0x10c6cd0, w=..., lootpile=0x0) at creature/creature.cpp:2287
No locals.
#10 0x000000000043a656 in Creature::give_weapon (this=0x10c6cd0, wt=..., lootpile=0x0) at creature/creature.cpp:2294
w = {<Item> = {_vptr.Item = 0x602c10 <vtable for Weapon+16>, number_ = 1, itemtypename_ = "WEAPON_AUTORIFLE_M16", itemtypeid_ = 24},
loaded_cliptype_ = "", ammo_ = 0}
#11 0x00000000005760b2 in makecreature (cr=..., type=58) at creature/creaturetypes.cpp:184
superchance = 0
crtype = 0x10c9fb0
attnum = 40
attcap = {10, 10, 10, 10, 10, 10, 10}
possible = std::vector of length 32, capacity 64 = {17589648, 0, -149531016, 32767, 4, 5, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22,
23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33}
#12 0x00000000004623c9 in namecreaturetype (creaturetype=58) at monthly/tvrecord.cpp:46
LocalCreature = 0x10c6cd0
#13 0x0000000000462df3 in TVRecord_InputSleeperView (viewnumber=-1, creaturetype=58) at monthly/tvrecord.cpp:201
listlength = 1986
liblist = {21, 20, 14, 5, 36, 21, 20, 14, 5, 1, 8, 0, 6, 36, 8, 5, 17, 1, 8, 0, 6, 36, 8, 5, 19, 6, 8, 17, 17, 10, 12, 0, 0, 17, 10, 12, 0}
i = 1986
libcount = -863384
numsleepers = 0
stalist = {10, 12, 0, 17, 18, 10, 12, 0, 17, 10, 12, 0, 0, 0, 14, 12, 17, 18, 0, 10, 12, 12, 0, 14, 11, 21, 17, 18, 10, 12, 0, 17, 18, 0, 10, 1, 14}
stacount = 0
localview = 0
#14 0x0000000000464483 in TVRecordMonth () at monthly/tvrecord.cpp:666
i = 58
j = 1
basecount = 0
#15 0x0000000000524c9c in passmonth (clearformess=@0x7fffffffe08b: 1 '\001', canseethings=1 '\001') at monthly/monthly.cpp:709
libpower = {-31, -111, -33, -140, -12, -15, -71, -52, 67, -45, -44, -30, -86, -33, -22, 165, -62, -57, -11, -32, -12, -59, -1, -49, -22, 125, -41,
-16, -23, -46, -19, 0, 0, 0, 0, 0, 0}
mediabalance = -5204
guardianpower = 0
conspower = 140
issuebalance = {-171, -251, -173, -186, -152, -155, -211, -192, -73, -185, -184, -170, -226, -173, -162, 25, -202, -197, -151, -172, -152, -199,
-141, -189, -162, -15, -181, -156, -163, -186, -159}
tally = -674
tvmaximum = 8
oldlaw = {-1, -1, -1, -1, -1, -1, 0, -1, 0, -1 <repeats 11 times>, -2, -1, -1, -1, -1, -1}
l = 55
v = 37
p = 1
nploc = std::vector of length 0, capacity 0
#16 0x0000000000467bc8 in mode_base () at basemode/basemode.cpp:565
clearformess = 1 '\001'
c = 119
partysize = 1
safenumber = 3
siege = 0x10bacc4
haveflag = 1 '\001'
cannotwait = 0 '\000'
loc = 0x10bac30
sieged = 0 '\000'
underattack = 0 '\000'
num_present = 0x10c65a0
canseethings = 1 '\001'
forcewait = 0 '\000'
nonsighttime = 0
oldforcemonth = 10
l = 55
#17 0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\216\v\001\000\000\000\000@c\a\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
c = 10
#18 0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
xml_loaded_ok = true
EDIT:Program received signal SIGSEGV, Segmentation fault.
0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0, y=0)
at cursesmovie.cpp:231
231 if((movie.picture[frame[f]->frame][fx][fy][0]==' '||
#0 0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0,
y=0) at cursesmovie.cpp:231
fy = 0
fx = 0
f = 16
c = 0
timer = 0
finalframe = 422212465157734420
cont = true
pted = true
#1 0x0000000000559834 in run_television_news_stories ()
at news/majorevent.cpp:1727
n = 0
del = 0 '\000'
#2 0x00000000004e6ab0 in majornewspaper (clearformess=@0x7fffffffe08b: 1 '\001',
canseethings=1 '\001') at news/news.cpp:44
n = 0
#3 0x00000000004dd8c6 in advanceday (clearformess=@0x7fffffffe08b: 1 '\001',
canseethings=1 '\001') at daily/daily.cpp:1076
w = 0
healing2 = 0x109a010
pday = 20
pmonth = 12
p = 1
caridused = std::vector of length 0, capacity 0
oactivesquad = 0x10941b0
healing = 0x10966e0
#4 0x0000000000467b9d in mode_base () at basemode/basemode.cpp:564
clearformess = 1 '\001'
c = 119
partysize = 1
safenumber = 3
siege = 0x108e3f4
haveflag = 1 '\001'
cannotwait = 0 '\000'
loc = 0x108e360
sieged = 0 '\000'
underattack = 0 '\000'
num_present = 0x10966e0
canseethings = 1 '\001'
forcewait = 0 '\000'
nonsighttime = 0
oldforcemonth = 5
l = 55
#5 0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\306\b\001\000\000\000\000\060~\005\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
c = 32
#6 0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
xml_loaded_ok = true
Invalid weapon type for CREATURE_MAFIA_GOON: WEAPON_CIVILIAN
type_name not defined for CREATURE_TERRAVITAE_SPOUSE.
When building on debian I get this errorBy the way, this happened because you were missing curses.
common/consolesupport.cpp: In function ‘int addch_unicode(int)’:
common/consolesupport.cpp:246:38: error: ‘setcchar’ was not declared in this scope
setcchar(&cch, &wch, 0, 0, NULL);
^
common/consolesupport.cpp:247:26: error: ‘add_wch’ was not declared in this scope
return add_wch(&cch);
^
question, can the founder get superpowers, magic or supersuit in any way?
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.
*shudder*QuoteCould you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.
In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher. Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:
1. Your mate is low-quality. High-quality mates must be one (either) of the following:
a. have high enough attributes to be eligible to commit sexual treason themselves;
b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)
2. Your mate is not conservative.
If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).
Am I understanding it correctly that this mod does not work on Windows?http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Am I understanding it correctly that this mod does not work on Windows?http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Am I understanding it correctly that this mod does not work on Windows?http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Not sure if this has been reported yet, but trying to illegally rescue an endangered tree on Windows 1.04 crashes Terra Vitae. You'll know it's endangered because it says something about treason when you "U"se the tree.
Am I understanding it correctly that this mod does not work on Windows?http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
So, I recruited the president twice, and had two of the same president. That doesn't seem right...
So, I recruited the president twice, and had two of the same president. That doesn't seem right...
I am trying to add movies.cpp and movies.h to the game now, but having some problems compiling as a reconfiguration of the make file causes compiler errors. I have isolated the problem to one file, Markup.cpp. I cannot find any connection of Markup.cpp to anywhere else in the LCS code, and am tempted to just remove it. Before I do that, though, are any of you aware of what its role might be/have been?
Undefined symbols for architecture x86_64:
"_iconv", referenced from:
TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
"_iconv_close", referenced from:
TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
"_iconv_open", referenced from:
TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [crimesquad] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2
short creaturetype_string_to_enum(const std::string& ctname)
{
if (ctname == "CREATURE_BOUNCER")
return CREATURE_BOUNCER;
else if (ctname == "CREATURE_SECURITYGUARD")
return CREATURE_SECURITYGUARD;
else if (ctname == "CREATURE_SCIENTIST_LABTECH")
return CREATURE_SCIENTIST_LABTECH;
else if (ctname == "CREATURE_SCIENTIST_EMINENT")
return CREATURE_SCIENTIST_EMINENT;
else if (ctname == "CREATURE_CORPORATE_MANAGER")
return CREATURE_CORPORATE_MANAGER;
else if (ctname == "CREATURE_CORPORATE_CEO")
return CREATURE_CORPORATE_CEO;
short creaturetype_string_to_enum(const std::string& ctname)
{
if (ctname == "CREATURE_BOUNCER")
return CREATURE_BOUNCER;
if (ctname == "CREATURE_SECURITYGUARD")
return CREATURE_SECURITYGUARD;
if (ctname == "CREATURE_SCIENTIST_LABTECH")
return CREATURE_SCIENTIST_LABTECH;
if (ctname == "CREATURE_SCIENTIST_EMINENT")
return CREATURE_SCIENTIST_EMINENT;
if (ctname == "CREATURE_CORPORATE_MANAGER")
return CREATURE_CORPORATE_MANAGER;
if (ctname == "CREATURE_CORPORATE_CEO")
return CREATURE_CORPORATE_CEO;
I had some adventures trying to compile this for windows myself. The first one is helpful enough that I want to share it! The compiler spat out a Fatal Error C1061 on the first attempt (just a blind build-hopelly attempt) and pointed to the stringconversion.cpp where there was a great deal of if/elseif code. The thing is, each of the elseifs have a return after them, so the expression doesn't need the elses....
The else if version made the compiler choke. The if version... still didn't compile, because there were other issues, but at least the compiler got past that sticking point. I couldn't figure any of the other errors out. I'm not really a programmer. I hope work continues on the windows port. I'll go over the code and post things that I find in hopes of finding something that helps. No promises. Still not a programmer.I had the same problem. It was... a pain. then there are the linker errors, which requires a few changes, and then there's the changes to SDL for Visual Studio 2015, which requires recompiling of the external libraries. I don't actually remember all the changes I had to make.
Removing them is an annoying little task, so here's a copy of stringconversion.cpp with (what I believe to be) unnecessary else statements removed. https://drive.google.com/open?id=0Bxgzjpxsul11V01QVjk2dlVndk0
The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
It shouldn't break it, but it does. Visual Studio 2015 has a limit of something like 128 elements in an if else chain, which is just enough to allow the vanilla game, but just insufficient for terra vitae. It's arbitrary and weird, and it does make sense to keep them (a switch statement would be better, but C++ doesn't allow switches on string constants), but Visual Studio 2015 won't let it compile, even though the compiler SlatersQuest uses can compile it just fine. This is what happens with thirty year old programming languages.
The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
do you know what the superhuman rights law should be? If so, then you can use cheat codes to set it straight.
Looking forward to bug fixes and the windows compile. Also movies. What liberal doesn't like movies?
Game still crashes when seeing Vivian Pines in her house-I do not have a problem with Vivian Pines' house. I don't know if this is because I fixed a previous bug or if it's something with the port.
If you get accosted by gangsters or vigilantes while doing athletic activism, hitting the "fight" option crashes the game-I haven't tested this, but I will.
Athletic activism trains dodge extremely slowly (+0.01 to Dodge per day)-This is true. It was initially deliberate, although I will consider increasing it.
Front door guards at the Don's mansion let me in, but not the ones outside his office or safe-I will look into this.
Terra Vitae safehouses never become available to me, even after I keep shooting up the Wilderness and Injun Reservation-And this, although you're supposed to get access to Terra Vitae by recruiting the TV leader.
There should also be a way to get rid of unwanted, damaged, and bloody clothes. After going on a rampage, my Liberals end up with tons of common, useless clothing that is damaged and covered in blood (Ex. wife beaters, bunker gear, cheap suits, black leather). Maybe donating the clothes to a charity or something, or just throwing them in the trash?Those things are salable, aren't they?
QuoteIs it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals
Sadly, no - that feature was added to vanilla LCS after TV was developed. We really need to re-sync the mod with the core game. Maybe we should embark on that this coming week?
It shouldn't break it, but it does. Visual Studio 2015 has a limit of something like 128 elements in an if else chain, which is just enough to allow the vanilla game, but just insufficient for terra vitae. It's arbitrary and weird, and it does make sense to keep them (a switch statement would be better, but C++ doesn't allow switches on string constants), but Visual Studio 2015 won't let it compile, even though the compiler SlatersQuest uses can compile it just fine. This is what happens with thirty year old programming languages.
The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
Note that, while the
if() return
if() return
method is equivalent, it is also more fragile.
std::map<std::string, int> cr {
{"CREATURE_BOUNCER", CREATURE_BOUNCER},
{"CREATURE_SECURITYGUARD", CREATURE_SECURITYGUARD},
{"CREATURE_SCIENTIST_LABTECH", CREATURE_SCIENTIST_LABTECH},
{"CREATURE_SCIENTIST_EMINENT", CREATURE_SCIENTIST_EMINENT},
{"CREATURE_CORPORATE_MANAGER", CREATURE_CORPORATE_MANAGER},
{"CREATURE_CORPORATE_CEO", CREATURE_CORPORATE_CEO}
};
std::string foo = "CREATURE_SECURITYGUARD";
auto it = cr.find(foo);
if (it == cr.end()) {
std::cout << "oh noes, can't find: " << foo << std::endl;
} else {
std::cout << it->second << std::endl;
}
QuoteFront door guards at the Don's mansion let me in, but not the ones outside his office or safe-I will look into this.
Code: [Select]
std::map<std::string, int> cr {
{"CREATURE_BOUNCER", CREATURE_BOUNCER},
{"CREATURE_SECURITYGUARD", CREATURE_SECURITYGUARD},
{"CREATURE_SCIENTIST_LABTECH", CREATURE_SCIENTIST_LABTECH},
{"CREATURE_SCIENTIST_EMINENT", CREATURE_SCIENTIST_EMINENT},
{"CREATURE_CORPORATE_MANAGER", CREATURE_CORPORATE_MANAGER},
{"CREATURE_CORPORATE_CEO", CREATURE_CORPORATE_CEO}
};
std::string foo = "CREATURE_SECURITYGUARD";
auto it = cr.find(foo);
if (it == cr.end()) {
std::cout << "oh noes, can't find: " << foo << std::endl;
} else {
std::cout << it->second << std::endl;
}
Thanks for the bug report. I have a fair idea of where those bugs are and will try to fix them. Was the siege a police siege or was it some other kind of siege?I believe it was some other kind of siege, although there doesn't seem to be any way to check, and I don't recall what kind of siege it was.
Meanwhile, the next major version is going to include lobbies.
Maybe, in hthe future, some of these lobbies might have additional faculties: for exemple corporations might have private militias ala Pinkerman and give funding and the Churches might lobby for the freedom of prisoners.
Had a bug. Even though we hadn't committed any crimes, us guitarists were persecuted by conservatives. We then surrendered to the first secuirity guard we saw. We then were treated as if we all committed crimes. I even got ratted out, even though no one committed crimes(well, not any of my men, any way).
That is very strange, because I just tested it and did not replicate your bug. You say that it crashes whenever somebody with superhuman powers uses said powers? That's identical to a bug that was in version 0.1, and I fixed it, and it's still fixed in the version I have on my computer.yes,and heres what i got from the downolad https://gyazo.com/2db79f3f37c59a6461e7f383805bf38a?token=692ce63d1b73cbf8cd058db5ac897c4f
Does your version include movies?
yes,and heres what i got from the downolad https://gyazo.com/2db79f3f37c59a6461e7f383805bf38a?token=692ce63d1b73cbf8cd058db5ac897c4f
Welp, got some problems.
1. A minor bug.. you can just see it on this image, besides the typo "inspired.spired": (http://i.imgur.com/IpIBT03.png)
2. Sometimes, when "massive" amount of movies get released my game crashes. Havent saw this behavior anymore when i formatted, but reporting it is important..
3. Even if my sleepers got a high chance (68%, for example) they get caught anyway when snooping around.. going to try laying low so i can get a higher chance..
4. When you go to the white house and there is a liberal president, he appears as a Conservative. (and when i try recruiting him on some sort, my game crashes lol)
5. When the "Judicial Branch" corruption happens, a movie text appears between the 4th and 5th member.
6. This. (my character name is "k") (https://i.imgur.com/uT5yf5S.png)
7. Is normal that my safehouses got 2% heat and the CIA just comes in and attacks? its not fair..
And now, questions:
1. Can i "modify" the movies? im just getting heavy-attacked with stalinist movies and the house of representatives is going stalinist....
(btw, thinking about doing a wiki about the mod? or is already done? )
2. There isn't a way to help the TV office against attacks? not sure about this one lol
3. Seems like my Superpowered Criminal (oh yeah, he got a super hero costume) can't get anything on the secret mission.. it needs to be a Agent or have some specific skill?
4. Last one: No way to kill the president, getting more liberals at the house of representatives or something else? all of my sleepers are just getting caught and most of them got low persuasion and percentage.. i think the "advocate liberalism" isnt going to work so much ;(
Responses to bugs:1. Alright, then..
1. Already found and fixed that one for version 1.2. The typo isn't a bug; it's an overprint of a previous inspiration onto the current one.
2. Not sure, there were bugs here but I haven't replicated them. There was a bug that I did fix that did something like this, though, so it may have been the same bug.
3. The % chance of a sleeper getting caught is 100 minus the sleeper's infiltration chance. The sleeper has to have a juice of -2 or lower I believe to be caught, though; otherwise failing just means losing juice. This means that snooping is a dangerous activity for any low-juice sleeper from the standpoint of being caught. Of course you can just recruit more, but this is part of the balance of sleepers.
4. I will look into this, but there is a justifiable reason why he would appear conservative, just as Terra Vitae members and gang members appear conservative on their respective home turfs.
5. Can you give me a little more detail? There is a bug in this section that I've been trying to find, but I'm not sure if it's the same one.
6. Can you tell me what k is supposed to be doing instead?
7. Yes, it's possible, and part of the balance. The CIA (or any faction) can attack you at any positive heat - BUT you must also have done something to tick them off. For the CIA this is publishing secret documents or the Intelligence HQ data disk. You want to make sure you can withstand a siege from the appropriate faction before publishing things that will get them riled up.
Now, questions:
1. Not in version 1.1. Version 1.2 (in development) has several ways, however, all involving the movie studio. However, can you tell me what is inspiring the Stalinist movies? You can look at this when you get the movie inspiration message. Also, you can trigger your own movies through your own activity.
2. You can befriend Terra Vitae and then station liberals there to help defend it. Terra Vitae will get attacked by various enemies (including the CIA) without you doing anything to provoke them, though (TV already has provoked the CIA).
3. Each secret mission has a skill that determines who is effective at it and who isn't. What are you superpowered criminal's skills?
4. There is no current way to assassinate the members of the House, Senate, or Supreme Court, no (neither in this mod nor in vanilla LCS). I might add that in the future. If you use sleepers for dangerous activities, which includes snooping, then some of them will be caught and outed, no matter how good they are as sleepers. Advocating liberalism works for powerful sleepers like eminent scientists and other powerful conservatives, but generally not for others. Cable news anchor and radio personality sleepers are generally the most powerful for advocacy purposes. They don't stop the SCS, though, only AM Radio and Cable News, respectively.
Making somebody unrecruitable is harder than it sounds, but I can look into that.
Ah, yes, the legislative corruption display bug. I tried to fix that one, but need to playtest it to make sure. The movies should not be related to the corruption process, but since they're both monthly events, they can happen at the same time. Theoretically, there can be four movies per month due to factors (partially) beyond the player's control, one inspired by AM Radio, one by Cable News, one by Terra Vitae, and one by the SCS. Technically there is a fifth one as well by publishing Liberal Guardian special editions.
Computer science - check. Bug found, bug fixed :)
Powered armor only appears in the military if certain laws are C+, yes. It's like the other superhero classes, where moderate laws make for realism while extreme laws make for fantasticalness.
Weird that recruiting Vivian Pines did not open up the TV locations, but I have added code to the sleeperize prompt that fixes that. Also, I made sure that the wilderness is always accessible as it is supposed to be.
Like I said, every secret mission has a skill. The remote rainforest one is Science. Keep plugging - there is a seduction mission (and secret missions are so powerful that this is necessary). Also, yes, you can send as many agents as you want. They don't even need to be of the agent type, although agents do get a bonus ;)
Ah, the middle text just means that a movie got inspired the same month that corruption happened. It's not a bug. :)
wait...no i dont have the movies,or the "wilderness"...
i dont know how but i think that i downoladed the older version....
can someone send me the link to the newest version of the mod?
i downoladed it again,got a mutant with superpowers,crashed after just seeing him
Okay so i see the 0.11 at the top bar of the game
and i am using win 8.1 64bit
Glad to see this project coming to fruition.
i used this one...
http://dffd.bay12games.com/file.php?id=8634
Windows Port (now with VS 2015 workspace file):
http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zipThere is a problem with this port. The file tvrecord.cpp has a function bzero(Movie, int) which is undeclared. It is commented "House Cleaning". I had to comment this line to get it to compile, and I do not know how significant this is.
Edit: Fixed.
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else
Try deleting the save from the folder lcs is in it works for meNot sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else
I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else
I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.
I'm pretty sure that the loop bug comes after awhile of playing and I see the 1.0 instead of 1.1 tooNot sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else
I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.
You downloaded this (http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip) right?
I fooled around with it for a few minutes and all TV areas were there. Tried getting myself killed and I lost the game normally without any bugs or anything.
I tried compiling this (http://dffd.bay12games.com/file.php?id=8634) on Windows first and top bar of the console said 0.11 and there were no TV areas, exactly like you guys mentioned. It's like the mod was some kinda ancient version I was playing with several WIP features. But I didn't run into any issues with pre-compiled Windows build Isaac provided, though I didn't play much. I'll play it tomorrow and I'll post any issues I run into.
Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly. I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.
I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.I'm always here, I'm just shy. I also don't have an internet connection at home, so logging in is a bit of an uphill battle.
Relax, everything is going to be fine. Probably.In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
All right, gonna poll people:I'm sorry for being an idiot but what is a lobby
The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.
:D
You don't have internet connection... I'm so sorry and why don't you have it are you in a rural area or somethingAlso the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly. I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.I'm always here, I'm just shy. I also don't have an internet connection at home, so logging in is a bit of an uphill battle.Relax, everything is going to be fine. Probably.In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
All right, gonna poll people:
The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.
:D
Yeah, rural area. The only provider in the area refuses to supply a connection without bundling it with a phone line, and is already overcharging as is (1.5 mb/s for the same price as cable TV? No flipping way). It's this whole asinine thing, and it ends up being easier to use the WiFi at the public library.You don't have internet connection... I'm so sorry and why don't you have it are you in a rural area or somethingAlso the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly. I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.I'm always here, I'm just shy. I also don't have an internet connection at home, so logging in is a bit of an uphill battle.Relax, everything is going to be fine. Probably.In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Lobbies are organizations that lobby (legislate) laws, are independent of congress and the supreme court, and that the LCS can influence by recruiting or killing their members.I assume there should be one or more generic "corporate" lobbies generated that fund the CCS. Currently the CCS is implied in game to be funded by unnamed corporations, and it could add interesting gameplay options for organizations funding the CCS to be legally separate from the CCS, and thus possible for indirect attack and infiltration. That might be better left for a later version, however.
They are a feature that is being added in version 1.2, but I am trying to figure out what to include for the test run for 1.2 for you guys as the 'default' lobby list.
Version 1.2 is released!https://www.mediafire.com/?8qgk5f5d8plovwn
Download link (for Mac) is at the opening post. When Isaac recompiles it for Windows, I will link to his as well.
Can you tell me what you were doing that led to the crashes? Demanding "fix" isn't too helpful without an idea of where the bug might be that needs to be fixed.In my first game I was just holding down w to get my tailoring skill up. I'm pretty sure it was the end of the month when the laws get changed then it crashed. The second play through I was doing the athletic raise awareness thing and it crashed. I'll see what happens in a different game
Thanks IsaacGlad to help.
Yeah the game is really buggy and crashes often please fix soon
No symbol "len" in current context.That phrase haunts my dreams. First time I've gotten a chill from reading a debug log.
Hello,
I compiled a version of the game for linux (I know that's not officially supported) and the games sometimes crashes randomly, but that's not my main issue.
https://pastebin.com/MPUbjku6 (# are comments I left, ┗❯ is the terminal)
creature/creature.h: #define CREATURE_NAMELEN 40
title/saveload.cpp: fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
title/saveload.cpp: fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
#include "creature/creature.h"
Tried switching both instances with 39, 40 and 41, no cigar.QuoteNo symbol "len" in current context.Code: [Select]creature/creature.h: #define CREATURE_NAMELEN 40
Code: [Select]title/saveload.cpp: fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
title/saveload.cpp: fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
Looks to me this is the code that needs changing.
A quick fix is to replace instances of "CREATURE_NAMELEN" with the number 40. Most, maybe all of them. Definitely its appearances in saveload.cpp
Hopefully that's enough.
"Quck change" should be just"creature/creature.h" is included by "includes.h" which is included by "extern.h" which is included by "title/saveload.cpp" so that should not be necessary.Code: [Select]#include "creature/creature.h"
(gdb) list
952 lobbies.resize(dummy);
953 for (int l = 0; l < len(lobbies); l++)
954 {
955 auto h2 = fopen("lobbies", "r");
956
957 fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h2);
958 fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h2);
959 fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h2);
960 fread(&lobbies[l]->spectrum, sizeof(int), 1, h2);
961 fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h2);
(gdb) print sizeof(char)
$13 = 1
(gdb) print lobbies
$14 = std::vector of length 2, capacity 2 = {0x0, 0x0}
(gdb) print l
$15 = 0
(gdb) print lobbies[l]
$16 = (Lobby *) 0x0
(gdb) print lobbies[l]
lobbies[l] = new Lobby;
beforefread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
//Children
fread(&dummy, sizeof(int), 1, h);
children.resize(dummy);
for (int c = 0; c < len(children); c++)
{
children[c] = new Child;
fread(&children[c]->sire, sizeof(int), 1, h);
fread(&children[c]->bearer, sizeof(int), 1, h);
fread(&children[c]->gestation, sizeof(int), 1, h);
fread(&children[c]->birthday_day, sizeof(int), 1, h);
fread(&children[c]->birthday_month, sizeof(int), 1, h);
fread(&children[c]->age, sizeof(int), 1, h);
for (int i = 0; i < ATTNUM; i++)
fread(&children[c]->naturalattributes[i], sizeof(int), 1, h);
}
//Lobbies
fread(&dummy, sizeof(int), 1, h);
lobbies.resize(dummy);
for (int l = 0; l < len(lobbies); l++)
{
lobbies[l] = new Lobby;
fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
fread(&lobbies[l]->spectrum, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_current, sizeof(int), 1, h);
fread(&lobbies[l]->influence, sizeof(int), 1, h);
}
This is the version that won't start https://www.dropbox.com/s/cwj23mgkplxrf7j/Getting%20Started%20with%20Dropbox.pdf?dl=0Thanks IsaacGlad to help.Yeah the game is really buggy and crashes often please fix soon
[sigh] I hate C++ so much. Especially Visual Studio 2015.
If you can consistently reproduce the crash, upload your save data from before and after the crash and I should be able to figure it out (if it's the Window's port that's causing the crash).
The first link doesn't work, it loads up the dropbox help page.This is the version that won't start https://www.dropbox.com/s/cwj23mgkplxrf7j/Getting%20Started%20with%20Dropbox.pdf?dl=0Thanks IsaacGlad to help.Yeah the game is really buggy and crashes often please fix soon
[sigh] I hate C++ so much. Especially Visual Studio 2015.
If you can consistently reproduce the crash, upload your save data from before and after the crash and I should be able to figure it out (if it's the Window's port that's causing the crash).
and this is a good save https://www.dropbox.com/s/2gf99spl9qbtcyo/saveTV1.1.dat?dl=0
Note these are two different saves if you need it from the same game just ask
Hello, I registered an account here so I could report some things to you guys.
-I've gotten this weird thing where the superhuman rights issue suddenly bugs out, with the text turning yellow and having a red background (http://i.imgur.com/bt3LYyA.png?1). The same thing happens to the incumbent president's name, even when said president is replaced by another. Additionally, the description of the issue changes to the Elite Liberal one (http://i.imgur.com/Dt1qcQw.png?1) ("All heroes receive sensitivity training and promote Liberal Justice"), although whenever I encounter any superpowered people, whether actual superheroes or even supervillains who all used to be liberals, they're all universally conservative. Finally, this all seems to be preceded by a law change (the ones that happen at the end of the month) that is geared towards changing the superhuman law to be more conservative, with the law getting everyone voting "yes", even when there's Liberal voters in the houses. I should note that I started on Nightmare mode, where the law was already at it's ultra-conservative point.
-Whenever I expose the NEC, the game immediately crashes the next day. I mean, I'm not even entirely sure it crashes, since it almost seems like it's just closing as though I pressed the X key or something, but whatever's happening, I can't play past exposing the NEC. It's at the point where whenever I open the game to continue, the moment I move onto another day it closes.
-I don't know if this is a bug or not, but I was able to travel to the movie studio, where I could find the President in his oval office and the CCS boss (even after having disbanded the CCS).Bug found and fixed.
-I'm getting the movie notifications turning up while I'm doing the opening questions for my character.Not a bug - this is intentional. The choices you make while answering the opening questions affects what those movies are.
You're not the first person to have reported this, and I presently have no idea what is causing it. Obviously Superhuman Rights and the presidential alignment are getting set to something outside of the legal range, but I've looked through the code and can't find a likely cause. Can you give a little bit more detail on what causes it to happen so that I can reproduce it?
make[2]: Entering directory '/home/cary/terravitae 1.2/src'
g++ -DHAVE_CONFIG_H -I. -I.. -DINSTALL_DATA_DIR=\"/usr/local/share\" -I../src -g -O2 -MT crimesquad-consolesupport.o -MD -MP -MF .deps/crimesquad-consolesupport.Tpo -c -o crimesquad-consolesupport.o `test -f 'common/consolesupport.cpp' || echo './'`common/consolesupport.cpp
common/consolesupport.cpp: In function 'int addch_unicode(int)':
common/consolesupport.cpp:246:38: error: 'setcchar' was not declared in this scope
setcchar(&cch, &wch, 0, 0, NULL);
^
common/consolesupport.cpp:247:26: error: 'add_wch' was not declared in this scope
return add_wch(&cch);
^
err:module:import_dll Library MSVCP140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library VCRUNTIME140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-runtime-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-string-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-utility-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-stdio-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-locale-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-convert-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-heap-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-math-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-filesystem-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-multibyte-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-time-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:LdrInitializeThunk Main exe initialization for L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe" failed, status c0000135
These dll files are needed for any program compiled by Visual Studio 2015, and it's an example of Microsoft making things harder for people without access to Windows Update. I've seen some success with including those dll files in the same directory as the executable, but I don't know whether that would work with wine.
and if I try to run the windows version in wine:Code: [Select]err:module:import_dll Library MSVCP140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library VCRUNTIME140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
EDIT: Another thing; there's this thing where using the stairs in the prison building will take you inside a wall. Like, you use the stairs on one level, and the exit point is inside a wall. I can move out of the wall, but not back into it, which naturally makes it a really bothersome thing to encounter.That's an old bug, and it's actually still present in 4.10 Augmentation (which otherwise fixes many of the bugs present in 4.07 from which TerraVitae is derived).
Actually do you have the project file? I can just import that into winemaker apparently.Updated:
EDIT: I got it to build natively but get a segfault every election.
Those sound like bugs. I think I've identified the problem with no superminions (I forgot to make them spawn). Can you tell me where the text crawl is occurring? When locations actually get besieged? I'm guessing that only one siege is resolved per day, which is why you're only getting the first siege type (the cops), but it also sounds like I'm falling through a switch statement somewhere.
Now it's a game about weapons, violent politics, really bad pickup lines... and magic.
I'm going to download it anyway.
Any chance of a new Windows version?
Version 1.24 released!And for Windows
This is a very minor update, including a number of small bug fixes. There is one addition, however: workout suits.
Workout suits are a new clothing item that can be found on college students, athletes, yoga instructors, and various Terra Vitae roles.
Workout suits are considered disguises when on Terra Vitae property.
Workout suits give you a small bonus to escape from pursuers while on foot. They also give you a bonus to seduction when dropping pickup lines (although not as much of a bonus as being naked conveys).
Wearing workout suits when sexual freedom laws are C+ is illegal, a la being naked. Being female and wearing one while women's rights laws are C or C+ is also illegal.
Okay, I just gave the new version a go. I found the minions, I kidnapped one and got the location of a supervillain lair, but when I tried to go there, the game froze up. It just sat there with the message "The Liberal Crime Squad has arrived at Secret Laboratory". Curiously, the game didn't seem to actually be frozen, nor had it crashed, it's just that it sat there and wouldn't move on or receive any new commands. The music was still playing, it gave me no error messages, it just stood still.
Also, I tried getting a different supervillain lair to raid, but the same thing happened.
Sorry if this has been answered elsewhere, I cannot find it. What is the "Sierra_Club becomes more conservative" thing that pops up at the end of the month? Is it a location having more conservative/liberal people in it? Is it some invisible modifier on how voting will occur? I can't figure it out.
Following the instructions in LINUX_README.txt did the trick. Thanks for the help, you're a real Bernie Sanders.
Would a legal way to make money (and liberalize the public) via writing and/or computer skills be possible to add? Something like selling Liberal books or setting up a Liberal blog (with ad revenue affected by how popular the blog is)?
Would a legal way to make money (and liberalize the public) via writing and/or computer skills be possible to add? Something like selling Liberal books or setting up a Liberal blog (with ad revenue affected by how popular the blog is)?
We are presumably waiting for IsaacG to compile a new Windows release.
Presume no more. TerraVitae 1.31
http://www.mediafire.com/file/mvfyqggeo5efb2g/terravitae_1.3_for_Windows.zip
Is it 32 bit, IsaacG?
The words themselves are Latin: terra (earth/Earth) and vitae (life). I'm guessing their name is meant to be a reference to the fact that they are an environmental group trying to protect Earth from dying. I don't know much Latin though, so I don't know if that is the grammatically correct form or order for the words though. Not that it really matters...
Then why did my computer say it couldn't use the .exe, because it wasn't a valid 32-bit Windows program, a few months or so back?
The message ".exe is not a valid win32 application" indicates that the EXE file did not download completely. When Windows then tries to run what appears to be an executable file, it finds that it is not a valid Windows 32-bit application file due to the incomplete download.
My computer is a Windows XP, and I think it downloaded correctly, both times.
As for the movie screen, once a movie was actually produced and actors were named, then it seemed to come up fine. It was early on before a movie went to production that the button would not do anything. I don't think it's a bug then, but it would be nice to have a screen or message saying no actors are generated yet.
That blurb is what I was referring to, yes, but should it be coming up if I don't have anyone writing for the guardian? I hadn't even yet gotten a printing press. I suppose it does no harm either way but it was confusing.
Not sure what you mean - movie characters are only viewable if a movie has been released, right?
Not sure what you mean - movie characters are only viewable if a movie has been released, right?
You are correct. It was user misunderstanding on my part - I assumed they would be mentioned once a movie was "inspired" or in mid-production. The Movies key will show under agenda from the start but does nothing at all until a movie is released. It's not a bug, I was just mildly confused at first as I hadn't played a version where movies were a thing before. So carry on. :)
Version 1.32 released
For Windows
http://www.mediafire.com/file/tatp11det31vqct/Terra_Vitae_1.32_for_Windows.zip
Glad to do it.For Windows
http://www.mediafire.com/file/tatp11det31vqct/Terra_Vitae_1.32_for_Windows.zip
Thx :)
Version 1.4 released
This is a very minor update in terms of features. I added a few tweaks, and most importantly three more movie genres: disaster, martial arts, and monster movies.
More importantly, I have laid the groundwork for factions, which are not fully implemented yet. This groundwork required altering the saved game file structure, which means that saves are not compatible with 1.3.
Character creation seems broken, with the decisions being LCS related but what pops up afterwards being unrelatedVersion 1.4 released
This is a very minor update in terms of features. I added a few tweaks, and most importantly three more movie genres: disaster, martial arts, and monster movies.
More importantly, I have laid the groundwork for factions, which are not fully implemented yet. This groundwork required altering the saved game file structure, which means that saves are not compatible with 1.3.
http://www.mediafire.com/file/ab3727j4rhwwdod/Terra_Vitae_1.4_for_Windows.zip
Can you be more specific? What do you mean decisions seem unrelated but what pops up is not?It will list things which are clearly purely LCS related, but when you go to select them, new text, which is what I'm assuming the character creation text was meant to be, pops up in its place, something about crime squads and movies in most cases.
Can you be more specific? What do you mean decisions seem unrelated but what pops up is not?It will list things which are clearly purely LCS related, but when you go to select them, new text, which is what I'm assuming the character creation text was meant to be, pops up in its place, something about crime squads and movies in most cases.
Yeah, people keep complaining about this one. How do you suggest I make it clearer that this is not a bug?Perhaps by clearing the screen and appending "This has inspired a movie".
For the windows 1.4 version the saves don't seem to work. When I exit, die (but without pressing c) or when it crashes it doesn't loadIt sounds like the bug andresxdxd1 just reported.
You can solve it manually by renaming the save file to SaveTV1.4 in the .lcs/ directory while I work on addressing other problems.
Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful! :)I'll have something for you when I return from the holiday break.
Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful! :)
(gdb) dow
#0 TVRecord_InputSleeperView (viewnumber=viewnumber@entry=10, creaturetype=creaturetype@entry=61) at monthly/tvrecord.cpp:176
(gdb) print liblist
$40 = {30, 15, 12, 57, 88, 69, 91, 74, 87, 57, 69, 91, 74, 87, 57, 69, 74, 87, 13, 57, 91, 88, 77, 69, 91, 13, 74, 77, 87, 57, 88, 23, 33, 69, 91, 74, 87}
(gdb) print listlength
$41 = 118
(gdb) info watchpoint
Num Type Disp Enb Address What
8 hw watchpoint keep y *0x100c3a1d8
breakpoint already hit 1 time
0x100c3a1d8 is LocalCreature's address(gdb) print liblist[listlength]
$42 = 28
(gdb) print &(liblist[listlength])
$43 = (int *) 0x100c3a1d8 <namecreaturetype(int)::LocalCreature>
void TVRecord_InputSleeperView(int viewnumber, int creaturetype)
{
static int listlength = 0;
static int liblist[VIEWNUM], stalist[VIEWNUM];
int i, libcount, stacount, localview, numsleepers;
to this code:void TVRecord_InputSleeperView(int viewnumber, int creaturetype)
{
static int listlength = 0;
static int liblist[VIEWNUM], stalist[VIEWNUM];
int i, libcount, stacount, localview, numsleepers;
if (listlength >= VIEWNUM)
{
listlength = 0;
}
(gdb) down
#5 0x0000000100047b13 in mode_title () at title/titlescreen.cpp:618
#4 0x00000001000762e3 in mode_base () at basemode/basemode.cpp:565
#3 0x0000000100145ef2 in passmonth (clearformess=@0x7fffffffd17b: 1 '\001', canseethings=canseethings@entry=0 '\000') at monthly/monthly.cpp:777
#2 0x0000000100070c84 in Advance_Movie (Film=0x1011c3d60, canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:1199
#1 0x000000010006ca95 in Narrate_Movie_Events (genre=<optimized out>, protagonistview=<optimized out>, antagonistview=<optimized out>, alignment=3,
canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:3260
#0 0x0000000100069f04 in Kill_Movie_Character (characterindex=-1, andneeded=0, lovertakeupmysword=lovertakeupmysword@entry=0,
List=List@entry=0x7fffffffccf0 "Raghad Matthews,") at monthly/tvrecord.cpp:2594
//Phase III - who lives and who dies
switch (alignment)
{
case ALIGN_ELITELIBERAL: //All good guys live, all bad guys die
amsurvival = -abs(amsurvival);
alsurvival = -abs(alsurvival);
hmsurvival = -abs(hmsurvival);
hlsurvival = -abs(hlsurvival);
break;
case ALIGN_LIBERAL: //One of the good guys dies, bad guys don't live
while (true)
{
randomint = LCSrandom(4);
if (randomint == 0 && pmsurvival)
{
pmsurvival = -1;
break;
}
else if (randomint == 1 && plsurvival)
{
plsurvival = -1;
break;
}
else if (randomint == 2 && smsurvival)
{
smsurvival = -1;
break;
}
else if (randomint == 3 && slsurvival)
{
slsurvival = -1;
break;
}
}
amsurvival = -abs(amsurvival);
alsurvival = -abs(alsurvival);
hmsurvival = -abs(hmsurvival);
hlsurvival = -abs(hlsurvival);
randomint = LCSrandom(abs(amsurvival) + abs(alsurvival) + abs(hmsurvival) + abs(hlsurvival));
break;
case ALIGN_MODERATE: //33% of survival for everybody, but somebody on each side survives.
if (LCSrandom(3))
pmsurvival = -abs(pmsurvival);
if (LCSrandom(3))
plsurvival = -abs(plsurvival);
if (LCSrandom(3))
smsurvival = -abs(smsurvival);
if (LCSrandom(3))
slsurvival = -abs(slsurvival);
if (LCSrandom(3))
amsurvival = -abs(amsurvival);
if (LCSrandom(3))
alsurvival = -abs(alsurvival);
if (LCSrandom(3))
hmsurvival = -abs(hmsurvival);
if (LCSrandom(3))
hlsurvival = -abs(hlsurvival);
while (!(pmsurvival || plsurvival || smsurvival || slsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(pmsurvival))
{
pmsurvival = 1;
}
else if (randomint == 1 && abs(plsurvival))
{
plsurvival = 1;
}
else if (randomint == 2 && abs(smsurvival))
{
smsurvival = 1;
}
else if (randomint == 3 && abs(slsurvival))
{
slsurvival = 1;
}
}
while (!(amsurvival || alsurvival || hmsurvival || hlsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(amsurvival))
{
amsurvival = 1;
}
else if (randomint == 1 && abs(alsurvival))
{
alsurvival = 1;
}
else if (randomint == 2 && abs(hmsurvival))
{
hmsurvival = 1;
}
else if (randomint == 3 && abs(hlsurvival))
{
hlsurvival = 1;
}
}
break;
case ALIGN_CONSERVATIVE: //One of the bad guys dies, one of the good guys lives
while (true)
{
randomint = LCSrandom(4);
if (randomint == 0 && pmsurvival)
{
pmsurvival = -1;
break;
}
else if (randomint == 1 && plsurvival)
{
plsurvival = -1;
break;
}
else if (randomint == 2 && smsurvival)
{
smsurvival = -1;
break;
}
else if (randomint == 3 && slsurvival)
{
slsurvival = -1;
break;
}
}
amsurvival = -abs(amsurvival);
alsurvival = -abs(alsurvival);
hmsurvival = -abs(hmsurvival);
hlsurvival = -abs(hlsurvival);
while (!(amsurvival || alsurvival || hmsurvival || hlsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(amsurvival))
{
amsurvival = 1;
}
else if (randomint == 1 && abs(alsurvival))
{
alsurvival = 1;
}
else if (randomint == 2 && abs(hmsurvival))
{
hmsurvival = 1;
}
else if (randomint == 3 && abs(hlsurvival))
{
hlsurvival = 1;
}
}
break;
case ALIGN_ARCHCONSERVATIVE: //good guys lose, bad guys win
amsurvival = -abs(amsurvival);
alsurvival = -abs(alsurvival);
hmsurvival = -abs(hmsurvival);
hlsurvival = -abs(hlsurvival);
break;
case ALIGN_STALINIST: //Only the "hero" survives - and the hero becomes evil by the end of the story
pmsurvival = abs(pmsurvival);
plsurvival = -abs(plsurvival);
smsurvival = -abs(smsurvival);
slsurvival = -abs(slsurvival);
amsurvival = -abs(amsurvival);
alsurvival = -abs(alsurvival);
hmsurvival = -abs(hmsurvival);
hlsurvival = -abs(hlsurvival);
break;
default: break;
}
(gdb) down
#3 0x0000000100047b13 in mode_title () at title/titlescreen.cpp:618
#2 0x00000001000761c3 in mode_base () at basemode/basemode.cpp:565
#1 0x0000000100145dd2 in passmonth (clearformess=@0x7fffffffd60b: 1 '\001', canseethings=canseethings@entry=0 '\000') at monthly/monthly.cpp:777
#0 0x000000010006fe3a in Advance_Movie (Film=0x1011bcbe0, canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:982
advanceprob = 5000000 / Film->budget; │
to: if (Film->budget == 0)
{
Film->budget = -1;
}
advanceprob = 5000000 / Film->budget; │
fixes the problem. $ ag -Qi "saveTV1.3"
daily/daily.cpp
38: //*JDS* Save the game to saveTV1.3.dat each day.
39: if(!disbanding&&autosave) savegame("saveTV1.3.dat");
title/titlescreen.cpp
620: savegame("saveTV1.3.dat");
title/saveload.cpp
449:/* loads the game from saveTV1.3.dat */
1022:/* deletes saveTV1.3.dat (used on endgame and for invalid save version) */
includes.h
1481:/* loads the game from saveTV1.3.dat */
1483:/* deletes saveTV1.3.dat (used on endgame and for invalid save version) */
wget <URL>
cd teravita/src
patch -p3 --ignore-whitespace < ../../<Name Of Downloaded file>
Then hit enter a couple times to tell it to ignore the binary files.Oh, you have GDB? Oh, wonderful! I have not been able to get it to run on my machine!Not sure what you need to do in Macs, but in Linux all you have to do is install it using you package manager.
sudo pacman -Syyu && sudo pacamn -S gdb
Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful! :)
Here's an incomplete copy of what I'm working on.
http://www.mediafire.com/file/jycvrd8mal9w3xx/2017_2018_Getting_Terra_Vitae_Up_To_Date.pdf
Let me know if I should change my approach. I actually haven't gotten to the major changes yet, but it is a start.
Version 1.42 released - get it at the usual place.
Changes:
-couchchou's bug found and fixed; superpowered minions now spawn as intended and don't crash the game.
-Terra Vitae spouses now display their type name properly on the liberal stats screen ('husband' or 'wife' depending on gender)
-Certain enemy types now aim for the head when attacking Liberals as they were supposed to
-Movies now have a random factor that goes into determining the sizes of their budgets, as well as a blurb on the movie inspiration screen that gives an idea as to how big that budget is
-Certain enemy types now aim for the head when attacking Liberals as they were supposed to
At the moment, no, cops aim for the chest and death squads for the head. I might make SWAT aim for the legs.By and large shooters are trained to aim for the center of the mass. Aiming for the head or legs is very much a videogame and movie thing. LCS is a videogame and a fairly zany one at that so it fits. If I were feeling daring I'd suggest "Shoot to Kill" and "Shoot to Wound" instead of Aim for Head or Aim for Legs but that would look really weird with melee weapons and it's probably hard coded to use the same menu options. Maybe a combination, Aim to Kill or Aim to Wound. It's a shame LCS doesn't have comprehensive damage tracking like DF. It would go a long way toward keeping Murder charges from racking up and maybe dial down the effectiveness of mass shootings in-game. The presence of EMTs and hospitals seems to be nonexistent within the game mechanics. Maybe that should change at some point, or at least get mentioned in newspapers.
My understanding of police procedure is that cops aim for the largest target (the torso) because if they're using guns, they're past the point of attempting non-lethal force. Part of this is because there is no "safe" part of the human body where you can shoot without killing someone. There are important blood vessels everywhere.
Also, this is Liberal Crime Squad. The cops are Conservative - they're supposed to be the bad guys. I suppose I might make police negotiators aim for the legs when they have to use their guns, and I suppose maybe also Amerindian police, but they're the only ones.
...realistically, I'd agree with you on all points. But this is Liberal Crime Squad, a video game and a zany one at that! :)Aye, it feels a little dirty making the game mimic real life more closely doesn't it? Kinda strips it of its character in the same way that removing some of the long term bugs, placeholders, or oversights in DF can strip character away. Like how elephants used to be, or how prolific sudden and fort-lethal panic spirals used to be.
There is a surrender to the police option that you can use and high-juice liberals can use it if you are appropriately prepared with the legal system. Sleeper judges can throw out witnesses that rat you out and dismiss them as evidence. If your rap sheet is relatively short of serious crimes, getting off with a good lawyer/judge combo is possible. Should be more possible, IMO, but you can do it.
In my experience, early game TV depends on how dangerous you've been taking. There are strategies that liberalize public opinion very quickly, yet keep your founder pretty safe (a founder who mainly recruits and masterminds from the shadows, and your own death squads that don't get taken alive is an obvious one. A founder who steals documents and publishes them in the Liberal Guardian is another good one). It's definitely possible to liberalize the country (excluding the supreme court) with one election cycle.
Sorry to hear about your situation, I hope things get better for you. Don't think I'd hound you for anything we're speaking about though. The time and hard work you and others put in to make an old niche game better is more than great. Frankly I'm just happy I haven't insulted you with my multi-paragraph "Idea Guy" rambling or by challenging your concept of what the LCS is or how they act.To weigh in personally, I'm a big fan of multi-paragraph "Idea Guy" ramblings that exist on this forum. There's an old thread with people going back and forth about the legal system, and I printed off a hard copy. "Plans are useless, but planning is essential." Reading the ideas people present for LCS has so far been a great help and inspiration for me.
I'm feeling swamped with RL right now, so not sure how long it will be before I can implement story events. I've got a couple of other plans as well.Maybe I should use this time to bring our LCS forks to closer compatibility.
Sorry to hear about your situation, I hope things get better for you.
add on to your case about the CCS being able to use violence more freely, it's worth noting that while Cable News could be argued as a netural institution the AM Radio Station is most surely a conservative news establishment and a functional equivalent to the Liberal Guardian. Both organizations feature Arch-Conservative NPCs at the very least. It makes sense for CCS to have a built in advantage as far as press releases are concerned. I wonder if it'd be possible to have them actively hijack Cable broadcasts like the LCS does, or otherwise sprinkle in some activism with their ultra violence.
I'll try to get a TV version of the save file stuff ready by the weekend.
Make it a new status screen that shows all the details of all the movies. I absolutely hate the fact that it makes me push more buttons to get through long periods of time. Maybe in the main screen, have it list a number of "unread" movies that are given, and when you push the buttont hat moves you to the movies screen, it lists off all the recently made movies along with the date they were amde and the needed details.
havent actually played the mod since last year, actually.
Here are the source files changed to allow for verbose save files. The first are the changes to allow multiple saves. The second adds in the plaintext save files.QuoteI'll try to get a TV version of the save file stuff ready by the weekend.
That would be awesome! :D My cheat code routines can help with things like that, but it would be nice to alter the save file directly. That would solve a number of other problems, too.
Great, thanks - although, I am looking through the saveload.cpp file from the first link, but am unable to see how it is different from the version I have. It does not seem to write to a text file. Can you tell me what these changes do?format: PDF
Thanks!
Still not clear (forgive me - I'm coming down with a cold). Should I replace the files in my mod with the ones in your verbose .zip, or manually edit the files using the .pdf you linked (or are both necessary)?Replace the files in your mod with the ones in the multisave .zip, then replace those with the files in the verbose .zip.
In file included from lcsio.cpp:26:
./tinydir.h:22:9: warning: 'TINYDIR_H' is used as a header guard here, followed
by #define of a different macro [-Wheader-guard]
#ifndef TINYDIR_H
^~~~~~~~~
./tinydir.h:23:9: note: 'TINYDIR_H0' is defined here; did you mean 'TINYDIR_H'?
#define TINYDIR_H0
^~~~~~~~~~
TINYDIR_H
1 warning generated.
mv -f .deps/crimesquad-lcsio.Tpo .deps/crimesquad-lcsio.Po
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'. Stop.
Uh-oh, trouble. Looks like I don't have TINYDIR_H0.I keep forgetting about that. It's a non-issue, but you can delete the number 0 if you want the warning to go away.
#ifndef TINYDIR_H
#define TINYDIR_H
Complete error message:Here's the problem. cmake/ming doesn't know where to find "common/commondisplay.cpp".QuoteIn file included from lcsio.cpp:26:
./tinydir.h:22:9: warning: 'TINYDIR_H' is used as a header guard here, followed
by #define of a different macro [-Wheader-guard]
#ifndef TINYDIR_H
^~~~~~~~~
./tinydir.h:23:9: note: 'TINYDIR_H0' is defined here; did you mean 'TINYDIR_H'?
#define TINYDIR_H0
^~~~~~~~~~
TINYDIR_H
1 warning generated.
mv -f .deps/crimesquad-lcsio.Tpo .deps/crimesquad-lcsio.Po
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'. Stop.
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'. Stop.
I would like to work on the next major overhaul, but was hoping to have this save file issue fixed first. Unfortunately I cannot compile IsaacG's code.I think you should go for it. I'm still trying to figure out how to get code to compile from the command line without relying on project files. Until then I have no idea how to fix
Should I just proceed with the feature update? This will make TV even more divergent from vanilla LCS.
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'. Stop.
The compiler doesn't have access to "common/commondisplay.cpp" is. Or it means that "crimesquad-commondisplay.o" isn't supposed to exist. I know what the problem is, just not how to fix it.How do i influence movies? The site for films just has the CCS boss and several squares which has the president...
How do i influence movies? The site for films just has the CCS boss and several squares which has the president...
It's a bug. I've been trying to fix it for a while. I will make sure it is fixed in the next release.
This is probably totally unnecessary, but I was curious if you or anyone else was able to replicate these issues, or if you already fixed them:
--I found Superpowered Minions out and about at various sites, but the game still crashes when trying to fight them off in a siege
--The game crashes when you are caught trying to have multiple dates at once
--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.
--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.
--The game crashes when you are caught trying to have multiple dates at once
Quote--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.
The supervillain lairs are procedurally-generated and randomly-named, just like the warehouses, polluter factories, movie studios, etc. The options are:
1. Underground Mausoleum
2. Spacious Sewer
3. Mysterious Cave Complex
4. Secret Laboratory
5. Ominous Castle
6. Forgotten Temple
7. Space Rift
8. Black Skyscraper
I don't know why one of them would have an unfindable supervillain unlike the others.Quote--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.
I have no idea what could be causing this. The code looks absolutely straightforward.
On the clues, I think the real issue I had was that if I had previously cleared an old super-villain lair that had been re-occupied by a new super-villain, taking out that new super-villain would sometimes give me "new" evidence even though you're meant to clear out a super-villain from each lair. In any case, I could not get the final game-winning mission to trigger despite this, so I suspect that although the evidence variables are working as intended, the way the game checks for what to tell the player after clearing a super-villain lair is somehow wonky.
On the lairs, it might just be my ignorance showing here--are there only supposed to be 3 lairs per game? For example, in my game, I had found the Cave Complex, Mausoleum, and Secret Laboratory, and couldn't find any more. Only in the Secret Laboratory was I unable to find the supervillain's location in the site. If they are procedurally-generated, is it possible to make it so that when they are "closed down" they can regenerate into a new map? I'm not totally sure if this is already in the game, but I seem to recall that the TV/Radio sites change their layout if they've been shut down for a time.
Also, is there a point to "using" the traps in those lairs? They guarantee an encounter with enemies and obscure the villain's location, so I can understand their purpose on that end, but using the traps would always injure one of my precious liberals, or at least try to. Since you can just abstain from using the trap locations, I didn't understand that purpose. Unless this is already implemented, perhaps using the trap could occasionally net you valuable loot?
Finally, perhaps this is my misunderstanding of the general situation in the Terra Vitae world, but fighting the super-villain's minions in his lair will get you a criminal record. This is a debatable point, but I would think that fighting in such a secret lair would prevent evidence from ever reaching society at large. If the current state of affairs is meant to be explained by their control over the government, maybe such activities would only net you a criminal record if the laws are conservative enough?
Thanks for all that you do working on this mod! Sorry about this being lengthy/probably unreadable.
Sometimes my game crashes at the end of the month, it's a little annoying.
Could you please implement a method to remove movies? There is such a huge amount of movie spam and it doesn't clear the remaining text very well.
Movies can already be removed with the command "Cheat Clear Movies" in the review mode. This will remove all movies from the game (although new movies will continue to spawn).
2. Shutting down a villain lair should require finding and killing the supervillain, though. Have you been able to shut down lairs without killing the supervillain? If so, then that's yet another bug...
*sigh* if you really want movies to not be part of the game at all, I suppose I can try to work that in. It will unbalance the game, mind you. The thing is that I like the movies, although there were too many of them in the last release, so I reduced that number.
-Added the cheat command "Disable Movies" that prevents new movies from being inspired (but does not remove existing movies or characters from the system as there are already cheat commands for these)
class Lobby
{
public:
char LobbyName[CREATURE_NAMELEN];
int LobbyCreatures[CREATURENUM];
int LobbyLaws[LAWNUM];
int spectrum;
int alignment_max_liberal;
int alignment_max_conservative;
int alignment_current;
int influence;
};
...
class FactionMember
{
public:
char Name[CREATURE_NAMELEN];
int alive;
int gender;
int competence;
int stylemoviegenre;
};
class Faction
{
public:
char AbbreviatedName[CREATURE_NAMELEN];
char FullName[CREATURE_NAMELEN];
int FriendList[FACTIONALLIANCENUM];
int NeutralList[FACTIONALLIANCENUM];
int EnemyList[FACTIONALLIANCENUM];
int FactionAlignments[FACTIONALIGNNUM];
int RelevantLaws[LAWNUM];
int MaxGovernmentLiberalLaws[LAWNUM];
int MaxGovernmentConservativeLaws[LAWNUM];
int RelevantViews[VIEWNUM];
int RelevantLocations[SITENUM];
int RelevantCrimes[LAWFLAGNUM];
int RelevantGenres[GENRENUM];
int RelevantProtagonists[VIEWNUM];
int RelevantSettings[VIEWNUM];
int RelevantClubs[ACTIVITYNUM];
int healthmax;
int healthcurrent;
int governmentfunded; //1 for yes, 0 for no
int moviefunded; //-2 for conservative or Stalinist; -1 for conservative; 0 for no; 1 for liberal; 2 for liberal or Stalinist
int privatefunded; //1 for yes, 0 for no
int fundscurrent;
int basestrength;
int fundingrelevance;
int baseaggressiveness;
vector<FactionMember *> Members;
};
//Lobbies
int lobbynumber = lobbies.size();
fwrite(&lobbynumber, sizeof(int), 1, h);
for (int l = 0; l < lobbynumber; l++)
{
fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
fwrite(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
fwrite(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
fwrite(&lobbies[l]->spectrum, sizeof(int), 1, h);
fwrite(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
fwrite(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
fwrite(&lobbies[l]->alignment_current, sizeof(int), 1, h);
fwrite(&lobbies[l]->influence, sizeof(int), 1, h);
}
//Factions
fwrite(&global_violence_counter, sizeof(int), 1, h); //Number of violent events in the news related to politics
int factiontotal = factionlist.size();
fwrite(&factiontotal, sizeof(int), 1, h); //Number of factions
for (int f = 0; f < factiontotal; f++)
{
fwrite(&factionlist[f]->AbbreviatedName, sizeof(char), CREATURE_NAMELEN, h);
fwrite(&factionlist[f]->FullName, sizeof(char), CREATURE_NAMELEN, h);
fwrite(&factionlist[f]->FriendList, sizeof(int), FACTIONALLIANCENUM, h);
fwrite(&factionlist[f]->NeutralList, sizeof(int), FACTIONALLIANCENUM, h);
fwrite(&factionlist[f]->EnemyList, sizeof(int), FACTIONALLIANCENUM, h);
fwrite(&factionlist[f]->FactionAlignments, sizeof(int), FACTIONALIGNNUM, h);
fwrite(&factionlist[f]->RelevantLaws, sizeof(int), LAWNUM, h);
fwrite(&factionlist[f]->MaxGovernmentLiberalLaws, sizeof(int), LAWNUM, h);
fwrite(&factionlist[f]->MaxGovernmentConservativeLaws, sizeof(int), LAWNUM, h);
fwrite(&factionlist[f]->RelevantViews, sizeof(int), VIEWNUM, h);
fwrite(&factionlist[f]->RelevantLocations, sizeof(int), SITENUM, h);
fwrite(&factionlist[f]->RelevantCrimes, sizeof(int), LAWFLAGNUM, h);
fwrite(&factionlist[f]->RelevantGenres, sizeof(int), GENRENUM, h);
fwrite(&factionlist[f]->RelevantProtagonists, sizeof(int), VIEWNUM, h);
fwrite(&factionlist[f]->RelevantSettings, sizeof(int), VIEWNUM, h);
fwrite(&factionlist[f]->RelevantClubs, sizeof(int), ACTIVITYNUM, h);
fwrite(&factionlist[f]->healthmax, sizeof(int), 1, h);
fwrite(&factionlist[f]->healthcurrent, sizeof(int), 1, h);
fwrite(&factionlist[f]->governmentfunded, sizeof(int), 1, h);
fwrite(&factionlist[f]->moviefunded, sizeof(int), 1, h);
fwrite(&factionlist[f]->privatefunded, sizeof(int), 1, h);
fwrite(&factionlist[f]->fundscurrent, sizeof(int), 1, h);
fwrite(&factionlist[f]->basestrength, sizeof(int), 1, h);
fwrite(&factionlist[f]->fundingrelevance, sizeof(int), 1, h);
fwrite(&factionlist[f]->baseaggressiveness, sizeof(int), 1, h);
int factionmembers = factionlist[f]->Members.size();
fwrite(&factionmembers, sizeof(int), 1, h);
for (int m = 0; m < factionmembers; m++)
{
fwrite(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
fwrite(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
fwrite(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
fwrite(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
}
}
...
//Lobbies
fread(&dummy, sizeof(int), 1, h);
lobbies.resize(dummy);
for (int l = 0; l < len(lobbies); l++)
{
lobbies[l] = new Lobby;
fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
fread(&lobbies[l]->spectrum, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
fread(&lobbies[l]->alignment_current, sizeof(int), 1, h);
fread(&lobbies[l]->influence, sizeof(int), 1, h);
}
//Factions
fread(&global_violence_counter, sizeof(int), 1, h); //global violence counter
fread(&dummy, sizeof(int), 1, h); //Number of factions
factionlist.resize(dummy);
for (int f = 0; f < len(factionlist); f++)
{
factionlist[f] = new Faction;
fread(&factionlist[f]->AbbreviatedName, sizeof(char), CREATURE_NAMELEN, h);
fread(&factionlist[f]->FullName, sizeof(char), CREATURE_NAMELEN, h);
fread(&factionlist[f]->FriendList, sizeof(int), FACTIONALLIANCENUM, h);
fread(&factionlist[f]->NeutralList, sizeof(int), FACTIONALLIANCENUM, h);
fread(&factionlist[f]->EnemyList, sizeof(int), FACTIONALLIANCENUM, h);
fread(&factionlist[f]->FactionAlignments, sizeof(int), FACTIONALIGNNUM, h);
fread(&factionlist[f]->RelevantLaws, sizeof(int), LAWNUM, h);
fread(&factionlist[f]->MaxGovernmentLiberalLaws, sizeof(int), LAWNUM, h);
fread(&factionlist[f]->MaxGovernmentConservativeLaws, sizeof(int), LAWNUM, h);
fread(&factionlist[f]->RelevantViews, sizeof(int), VIEWNUM, h);
fread(&factionlist[f]->RelevantLocations, sizeof(int), SITENUM, h);
fread(&factionlist[f]->RelevantCrimes, sizeof(int), LAWFLAGNUM, h);
fread(&factionlist[f]->RelevantGenres, sizeof(int), GENRENUM, h);
fread(&factionlist[f]->RelevantProtagonists, sizeof(int), VIEWNUM, h);
fread(&factionlist[f]->RelevantSettings, sizeof(int), VIEWNUM, h);
fread(&factionlist[f]->RelevantClubs, sizeof(int), ACTIVITYNUM, h);
fread(&factionlist[f]->healthmax, sizeof(int), 1, h);
fread(&factionlist[f]->healthcurrent, sizeof(int), 1, h);
fread(&factionlist[f]->governmentfunded, sizeof(int), 1, h);
fread(&factionlist[f]->moviefunded, sizeof(int), 1, h);
fread(&factionlist[f]->privatefunded, sizeof(int), 1, h);
fread(&factionlist[f]->fundscurrent, sizeof(int), 1, h);
fread(&factionlist[f]->basestrength, sizeof(int), 1, h);
fread(&factionlist[f]->fundingrelevance, sizeof(int), 1, h);
fread(&factionlist[f]->baseaggressiveness, sizeof(int), 1, h);
fread(&dummy, sizeof(int), 1, h); //faction members
factionlist[f]->Members.resize(dummy);
for (int m = 0; m < factionlist[f]->Members.size(); m++)
{
fread(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
fread(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
fread(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
fread(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
}
}
I've confirmed that it is fread() that is causing the crash, not factionlist[f]. I can strcpy stuff into factionlist[f]->{element} without causing anything.(quick note: fread() isn't part of Curses, it's part of the standard C library, but yeah.)
Does anybody know enough Curses to solve this or do I just have to scrub this feature?
int factionmembers = factionlist[f]->Members.size();
fwrite(&factionmembers, sizeof(int), 1, h);
for (int m = 0; m < factionmembers; m++)
{
fwrite(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
fwrite(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
fwrite(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
fwrite(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
}
If you remove support for members, I think it will work, or at least not crash. Comment out that part of the code. (both the fread and fwrite portions)So is the link in the front page the latest version of the mod?
I tried to fire up the mod but was spammed with three movies I could care less about in character generation, instantly turning me off from it. The only way to turn them off is to, every single time you load the game up, enter a cheat code. I understand that the maker loves these movies but I am among the group that dislikes them. I'm just venting here to make me feel better at my thoughts being heard, but please do add an OPTION to disable them instead of a cheat if at all possible.
I CAN say maybe at LEAST start by toning down chargen movies, my buddy said he got ten while making a character...
Also the some of the classes in the university (Computer Science for one) dont work. They dont take money and they dont give skills
Out of curiostiy, what is the recommended persuasion skill to recruit the TV founder?
And do you intend to add augments to this game as well?
I am still working on the 1.5 versionI am glad you still have enough time and patience to develop this old game. I hope it isn't driving you mad.
Another Bug report, Each time i end up fighting superpowered minions i supervillain sieges and attacks, the game crashes.
Where do we get new versions?
When I first encountered this bug I thought it was the conservative attempt at giving me an unwinnable battle in which all of my liberals were always summarily executed. Been happier to actually get through games without always running into the supermutants on peaceful playthroughs so far.Another Bug report, Each time i end up fighting superpowered minions i supervillain sieges and attacks, the game crashes.
This bug has already been found and fixed in the new version. :)
Just a quick question but if a person of a married couple dies, does the other automatically desert? Even if the dead person was a re-educated person?
I will test for that, but right now am busy with RL doing science and finding a new job.
When you say "non-vanila", can you clarify?
That's the thing, I don't know what the items are because it crashes before any text appears. I CAN pick up the standard LCS generic loot like smartphones, tablets, etc. that appear there without issue, but when I attempt to pick up (what I assume are) the unique Terra Vitae items, the game crashes to desktop before anything happens. I wish I could be more helpful.
Is there a way to influence movies? I went to the film studio expecting something like that and found the president (twice) and CCS boss instead.
Honestly I like the film feature but they feel like very unconnected to the game overall. Your actions influence them but you can't do more direct things like funding a movie or kidnapping script writers, actors, etc. or sabotage a movie somehow.
Sorry if this is a question that's already been asked - this is a huge thread, but is there a way to cherrypick bits of the mod to disable? For instance, I'd love to turn off movies, since I get about a dozen notifications about them a month that I need to click through, and I sometimes accidentally miss important information because of how quickly I try to get through them.
Version 1.49 released!http://www.mediafire.com/file/fa255nj4g0tyflk/Terravitae%201.49%20for%20Windows.zip
Version 1.49 released!
Gadzooks, you just patched the problem faster than it took for me to register an account! Bless your soul!
I was running into an issue when trying to find all the Supervillain layers in National LCS mode:
In only 2 cities could I find any Supervillain Minions--Seattle and Detroit.
In Seattle it worked normally, but the Supervillain Minions in Detroit would be from "Seattle" and turning them wouldn't reveal any new lairs. Is there a better way to go about finding these lairs in National mode?
Downloaded it, went to start - got as far as running into the control minion, and then combat keeps hanging. (on your First Trial of the Phoenix game)
Bug fixed (and download link updated). Sheez was that frustrating!And for Windows.
Bug fixed (and download link updated). Sheez was that frustrating!And for Windows.
http://www.mediafire.com/file/6xy939g0zrhrdwd/Terravitae%201.491%20for%20Windows.zip
I quoted the wrong post ^.^;Bug fixed (and download link updated). Sheez was that frustrating!And for Windows.
http://www.mediafire.com/file/6xy939g0zrhrdwd/Terravitae%201.491%20for%20Windows.zip
Whoop - no, wrong program, IsaacG!
(Wait, how did you compile the First Trial of the Phoenix?)
Maybe I'm really dense, but I still can't seem to find the Terra Vitae office or the TV Leader's house in non-National mode even in the new 1.491 version. They are present in National mode, though.
I kinda forgot to report this bug for a bit but for some reason, when i lost a few Liberals from taking a CCS outpost, one of them appeared on the news paper as the Leader of Terra Vitae bravely dying for the cause. Its really weird because when i loaded a previous save from before the attack on the safe house, i executed the member and there was no news paper declaring the death of the leader of Terra Vitae. Have not looked into any effects on the actual Terra Vitae Organisation.
Moving into the movie director's square keeps crashing the game.
Could anyone using the Windows version of 1.491 check that the TV Office and TV Leader's house are present in their game? I wonder if it's specific to the Windows version.I seem to be getting the same bug.
Every now and then when i lose liberals to combat(never tried this with liberals serving the death penalty or other form of death other than combat) one of the liberals appears in the newspaper article describing how this leader of Terra Vitae died bravely. This bug occurred to me with both a gang member i recruited and a superhero recruited through the cheat. When i save-scummed then later executed the "leader", nothing happened.
I have not tried this with any re-educated conservatives. I also did not piss off the terra vitae in my gameplay so I do not know if this "leader" happened to cause the Terra Vitae to back off.
Also an unrelated question, how do you convince the terra vitae to let the LCS use their bases?
Found various bugs, though I'm not very certain where I could find an errorlog or anythng of such to help. Also, I'm playing on a Linux-compiled version, so that might or might be a partial cause to such problems.
1. Attempts at persuading a musically-liberated Vivian Pines or the first Corporate CEO encountered to join simply results in them vanishing into thin air (ie they never show up for a meeting). The former doesn't even get replaced.
2. Got a seg-fault when some movie was released. Even with savescumming, this made the rest of the playthrough unplayable.
3. Collecting a certain (unknown) object in the Superhero Headquarters likewise crashes the game.
EDIT:
4. Squads can't relocate themselves from the Wilderness to the Rural Homeless Shelter, yet can access the latter by going out of town then back again.
5. 'U'sing trees in the wilderness crashes the game if doing so would be treason.
Fixed another serious bug in the First Trial of the Phoenix (dying with alternate lives caused you to be revived with 1 hp left)
Have you tried using cheat commands to find the TV House or TV office on the Windows version yet?
1. Attempts at persuading a musically-liberated Vivian Pines or the first Corporate CEO encountered to join simply results in them vanishing into thin air (ie they never show up for a meeting). The former doesn't even get replaced.
2. Got a seg-fault when some movie was released. Even with savescumming, this made the rest of the playthrough unplayable.
...
get_movie_view_for_creature: creature 127 not found
3. Collecting a certain (unknown) object in the Superhero Headquarters likewise crashes the game.
4. Squads can't relocate themselves from the Wilderness to the Rural Homeless Shelter, yet can access the latter by going out of town then back again.
5. 'U'sing trees in the wilderness crashes the game if doing so would be treason.
Using the cheat commands places the character into the TV House and into the TV Office, but the sites are still not revealed.
Sorry for the doublepost.
Just took a stroll through a supervillain lair.There seem to be a few bugs here:
A. Traps don't trigger. Not sure if having a map of/a sleeper in the lair would affect this.
B. The supervillain doesn't spawn. In fact, when I step on the EVIL! tile, nothing happens at all, not even a message like "the supervillain isn't here...", or such.
Every now and then when i lose liberals to combat(never tried this with liberals serving the death penalty or other form of death other than combat) one of the liberals appears in the newspaper article describing how this leader of Terra Vitae died bravely. This bug occurred to me with both a gang member i recruited and a superhero recruited through the cheat. When i save-scummed then later executed the "leader", nothing happened.
Version 1.493 ReleasedFor Windows
This update fixes the game-breaking bug that stopped ShinQuickMan's game (I hope you saved that save file, because it should now work!), as well as several more minor bugs.
If you're curious, Terra Vitae wife Ilse Delaney was still not in contact with the LCS, so assign_movie_director_and_star() was looking for her location to see if she was a sleeper at the movies, and breaking because she's not currently in a location of any type.
Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.
Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.
It's crimesquad, and it's in the src/ directory. You may need to reconfigure and recompile.
What's the error message that you're getting?
Well, if make didn't work because of a compiler error, then it should tell you the error message. If you don't have the tools, though, use the opening post of this thread (http://www.bay12forums.com/smf/index.php?topic=130675.msg4561983#msg4561983) to install a compilable Mac LCS.
If you already have all of the tools (XCode and autoconf), then type the following:Code: [Select]cd terravitae0.5
./bootstrap
LIBS="/usr/lib/libiconv.2.dylib" ./configure
make clean
make purge
make
Running this series of steps should configure everything as needed, clean out all of the existing LCS files (excluding the source code), and then rebuild them from the source.
If you still get error messages, please post the text of them so that I can have a clearer idea of why it is not compiling.
What is your name to the People?
Press enter to be known by your real name instead.
Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
[Process completed]
Version 1.494 releasedhttp://www.mediafire.com/file/bt2110n3cz03z7u/Terra_Vitae_1.494_for_Windows_NoMusic.zip/file
This release fixes the bug that Shadowxd posted on Sept. 24.
Hi, I have a problem with one of my guys who has 50 juice, 1 persuasion, yet he cannot recruit anyone (0/0 recruits displayed).
According to the first page : (1 * (1 + 8) )/ 8 = 1.something. So, I should be allowed one recruit, right ?
I am unable to replicate this bug. Is it regular? Does it depend on the options you choose for your founder?
Mac OSX, it happens every time I launch the game from the /src folder regardless of options/names I choose. I get the same problem even if I try to compile it myself.
cd /filepath
./bootstrap
LIBS="/usr/lib/libiconv.2.dylib" ./configure
make
I'm noticing a glitch where I can't equip my liberals with ammo without buying it?
I created a second business front, but its secrecy stays at 10%, unlike the first one. Is it a bug ?
Also, when I want to move all of my items from one place to another, I press Shift+number but it doesn't work ...
What is the best way to change views on biodiversity ? I know the wilderness is the best place, but what should I do there ? Spray graffiti ? Kill reds ?
Finally, when I want to sell items selectively, I can't do it if there is more than one...
Getting an unavoidable crash on 1.493 at month's end several months into the game, and which persists in transfers to 1.494, that seems to be related to film releases and other related activity since I've had several playthroughs killed off in that exact fashion before I finally found the xmllog file.Spoiler (click to show/hide)
Here's the save. (https://ufile.io/nut2q)
Also, there's a really annoying issue in 1.493 (didn't see any mention of it in the post about 1.494) whereby certain items, with no apparent rhyme or reason, are unselectable for selling in the pawn shop, forcing category sales in order to get rid of them. Not too annoying for clothing but having to juggle valuable loot like M4s and M249s to get rid of Gavels and Shanks blows.
Ugh - your save file appears to be corrupted and I can't read it using LCS. Can you reload, save again, and then try again?
Version 1.6 released!Huzzah for bugfixes!
No major features for the new release, other than a lot of bug fixes. Saves are not compatible with previous versions, hence the major update number.
Link is at the usual place.
Playing the pre-compiled 1.6 Windows upload, seems the game's only getting saved when X'ing out in the main screen instead of on W'ait as well, plus the Sell Multiple bug's still around.
I've tried out the new 1.6 Windows version, and I can now use the TV House and Office as safehouses! Yay!
One weird thing I had in this save was that there were two "Spacious Sewers" as Supervillain Lairs. I don't know if that's intentional, one was in Downtown and the other was outside of the city.
One weird thing I just realized is that my game seems to create two different save files: one named "saveTV1.5.dat" and one named "saveTV1.6.dat". They seem to have some sort of strange influence on each other, because I was having issues getting secret TV missions until I deleted the saveTV1.5.dat file.
I still seem to get random crashing when trying out secret missions too.
Basically, if both dat files are in the same folder as the .exe then the only prompt when trying to get a secret mission is "looking for possible mission goals" and will never find a mission.
If you delete/remove the 1.5 dat file, then the prompt will be to "weaken/destroy the NEC!" and missions CAN activate.
EDIT: The game used to save after each day, but now it doesn't. It DOES still save if pressing x to quit the game. Is the daily save function saving itself as 1.5 instead of 1.6?
case SITE_EVIL_SUPERVILLAIN:
(767) static int lairs_initialized = 0;
static int lairlist[8];
if (!lairs_initialized)
{
lairs_initialized = 1;
for (int i = 0; i < 8; i++)
lairlist[i] = 0;
}
for (;;)
{
nextlair = LCSrandom(8);
if (!lairlist[nextlair])
{
lairlist[nextlair] = 1;
switch (LCSrandom(8))
{
case 0: strcpy(loc.name, "Underground Mausoleum"); strcpy(loc.shortname, "Tomb"); break;
case 1: strcpy(loc.name, "Spacious Sewer"); strcpy(loc.shortname, "Sewer"); break;
case 2: strcpy(loc.name, "Mysterious Cave Complex"); strcpy(loc.shortname, "Cave"); break;
case 3: strcpy(loc.name, "Secret Laboratory"); strcpy(loc.shortname, "SecLab"); break;
case 4: strcpy(loc.name, "Ominous Castle"); strcpy(loc.shortname, "Castle"); break;
case 5: strcpy(loc.name, "Forgotten Temple"); strcpy(loc.shortname, "Temple"); break;
case 6: strcpy(loc.name, "Space Rift"); strcpy(loc.shortname, "Rift"); break;
case 7: strcpy(loc.name, "Black Skyscraper"); strcpy(loc.shortname, "Skyscraper"); break;
}
break;
}
}
break;
(800) case SITE_MEDIA_MOVIES:
...
src\locations\locations.cpp(800): error C2360: initialization of 'lairs_initialized' is skipped by 'case' label
src\locations\locations.cpp(767): note: see declaration of 'lairs_initialized'
Thanks for all the hard work!
I ran into some things that might not qualify as bugs, but they certainly seemed strange based on the comments in the code I was scrounging around for when I was experiencing that crash on TV missions (this was all after obtaining and publishing the NEC Conspiracy Evidence):
Just about all of my generic missions took 30+ days to complete, and I would only get the Final Mission if the TV Leader was not planning the secret missions.
This makes me think that something in the Windows 1.6 version is bugged with regards to that activity, since it is implied that the TV Leader is supposed to be the only one to enable the Final Mission.
Hi, I also have that bug in V 1.49 where Terra Vitae and Vivian Pines' house is permanently under siege. Is there a cheat code to stop a siege happening at those places ?
I know it's possible when a siege happens at an LCS place, not sure about TV.
Version 1.62 releasedIt does. :thumbsup:
Hopefully this will compile on Windows!
Hmm... well if you can load the Windows version to where it saves, can you load that save file to the Mac version? It should have the same format.
Can you run the vanilla LCS?
If the answer is yes, then that means that there is something that your machine does not like about the system calls that the TV mod is using that the vanilla LCS is no longer using (I know IsaacG has been working on it, and seeing the last several posts in that thread indicates that it's still pretty buggy, and I also know that the save file is one of the things he messed with). What makes this particularly frustrating is that TV is derived from an older version of LCS, which did work and still does on my machine.
Incidentally, can you compile the code yourself?
Edit: does the code also create gamelog.txt and other files, or just the /.lcs directory?
FILE* LCSOpenFile(const char* filename,const char* mode,int flags)
{
if(!initialized)
{
LCSInitHomeDir();
LCSInitArtDir();
initialized=true;
}
std::string filepath;
if(flags & LCSIO_PRE_ART)
filepath=artdir;
else if(flags & LCSIO_PRE_HOME)
filepath=homedir;
filepath.append(filename);
return fopen(filepath.c_str(),mode);
}
bool LCSOpenFileCPP(std::string filename, std::ios_base::openmode mode, int flags, std::fstream &file)
{
if(!initialized) //Check if the directories have not been initialized.
{
LCSInitHomeDir(); //Initialize the home directory of LCS. Where stuff like the save and score files are stored.
LCSInitArtDir(); //Initialize the art dir.
initialized = true; //Initialized.
}
std::string filepath = ""; //The actual path to the file.
//This ifelse block decides which directory the file gets saved to.
if(flags & LCSIO_PRE_ART) //Art dir specified.
filepath = artdir; //Set the filepath to the artdir.
else if(flags & LCSIO_PRE_HOME) //Home dir specified.
filepath = homedir; //Set the filepath to the homedir.
filepath.append(filename); //Append the file's name/relative path to the filepath.
file.open(filepath.c_str(), mode); //Opens the file.
return file.is_open(); //Check if file opened successfully.
}
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.
I have been unable to duplicate this bug.
Can you post screenshots of exactly what you are doing, and describe exactly what key strokes you are making, so that I can find out?
It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.
When Supervillains attack the wilderness "just for kicks" trying to fight them off causes the error message Creatures : : Get_supervillain_Type: index 3 bad to appear, and then the game will crash.
Also, I had an incident where there were 2 Supervillain lairs with the same name, but upon reloading the game, one of the names changed to something else.
Version 1.63 released
Get it at the usual place. This update fixes the bugs that couchchou has pointed out (apart from the ammo bug, which I'm beginning to think isn't fixable without someone with Windows-specific knowledge looking into it).
10.14.1 (18B75) Mojave
I really don't know what is happening, since you say TVRecord.txt works. What version of OSX are you using again?
10.14.1 (18B75) Mojave
Sorry - what is CTD?Crash to Desktop
One day, when I'm old and grey I'll play this mod and it'll be fucking awesome.
Anyway, I appreciate the help! At this point I got too much to do and too many people in my day to day life to keep trying to figure out my my machine is shitting the bed, but you guys are awesome and I love it.
Hmm... not sure. If you're having trouble compiling vanila LCS, then I'd say that probably means you're having difficulty with the engine in the first place. Question: what OS are you using?
if ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE))
can be fixed asif ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE) && LCSstar >= 0)
although you may actually want to fix it rather than just bypass it.If you have 80 or more juice, then the number of lovers you can have is limited only by your Seduction skill. Your founder is unaffected by this limitation on loveslaves, and neither is Terra Vitae's founder.I think your code for checking this is backwards.
//Terra Vitae: sticky part, prevent the player from creating an infinite network of loveslaves!
if ((cr.hireid != -1) && (cr.type != CREATURE_TERRAVITAE_LEADER)) //No juice limits for LCS or TV leaders!
betweenloveslavecap = loveslaveseductioncap;
else
betweenloveslavecap = min(loveslavejuicecap, loveslaveseductioncap);
The LCS founder has hireid==-1 (since you started it, nobody hired you), so the founder is affected by the juice limit.
Brad Pines is pregnant! A pornographic movie has been inspired. The producer is a worthy Elite Liberal so rare in the film industry. The producer remarked that one of the characters is inspired by Vivian Pines, with an organization clearly inspired by Terra Vitae providing support for the heroes. This movie was inspired by Vivian Pines impregnating Brad Pines. Note: this is movie 195 to have been inspired.Vivian Pines impregnating Brad Pines. This is one of the more anticipated movies of the year. A lot of money is going into it.
Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.
Keybindings would be nice for the next release, aiming at legs set to 'b' results in a lot of accidental attacks.
Also, any chance of getting this on Github?
Edit: A LOT of accidental attacks. I knew something put me off, this is my third time trying out the mod in just a year. No idea how many times in all I've returned, made this "discovery" and rage quit. :P
Well, that's cause Slater hasn't actually released the latest version yet. :P
I recently started playing this mod and I have a question? What makes people wanted for Sexual Treason? I am recruiting liberal judges and a decent chunk of them are wanted for it. I also had one of my judges accused of it a few days after I recruited them. Does anyone have an idea on how I can mitigate this?IIRC Sexual Treason refers to those who romance outside their social class. Mostly only applies to high-ranking members, like Judges.
Version 2.0 uploaded!https://www.mediafire.com/file/gcxj2os5y5henmo/Terravitae_2.0_for_Windows.zip/file
Get it at the usual place.
IsaacG, can you upload a Windows version, please?
Thanks! :)
Updated the First Trial of the Phoenix RPGMaker game. The update fixes some balance issues and other bugs.
Edit: more balance issues discovered (early game can be screwed by the RNG too easily). Will upload another update soon.
QuoteIt's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.
Can you tell me which screen you get to the equip liberal screen from? I just tested it myself from the main base mode screen and it works perfectly fine, complete with the "how many?" question exactly as depicted in your v.4.12.31 screenshot. I've never seen this bug...
is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive
is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive
But Vanilla has only 4 cities including Washington
Once this is done, I hope to work on a Civil War mode.
-Murderers are now a faction. Murderers represent private citizens who have enmity with the LCS for personal, non-political reasons, e.g. LCS killed their sibling, seduced their spouse, etc. Murderers can besiege the LCS.
Once this is done, I hope to work on a Civil War mode.
Hey Slater, What is this Civil War mode all about
I have a list; it's the functions that I haven't yet written. I can try to put one up, though. I used to have that, actually.It would be a good idea to add it to the first post or add a link to it if there is a letter cap, so people are aware of bugs and future implementations and dont need to read 56 pages of posts to know it
At long last, Version 2.2 is released! Get the Mac/Unix/Linux version at the link. IsaacG, can you update the Windows version? Thanks!