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Other Projects => Curses => Topic started by: Jonathan S. Fox on April 24, 2013, 02:37:04 am

Title: National LCS Revisited (4.07.4 Beta Release!)
Post by: Jonathan S. Fox on April 24, 2013, 02:37:04 am
Test Release:
LCS 4.07.4 for Windows (http://www.jonathansfox.com/LCS/lcs_win32_4.07.4.zip)
Your feedback and bug reports are requested!

The biggest differences between this version and the latest non-beta release are:
1. The ability to play in multiple city mode.
2. The ability to raid the White House and interact with the President.
3. The ability to recruit from the activation screen.

The changes in this version are pretty huge compared to the stickied post, and aren't entirely complete. In particular, much of the behavior around the President is still half-baked. The news doesn't react to stuff involving the President, and kidnapping/converting/seducing him or her has no effect on the game. However, killing the President will result in VP succession.

4.07.4 Changelog
- Added more disguises.
- Conservative enemies with 200 or more Juice no longer run away from battle when wounded.
- More politically correct handling of people who reject binary gender identities.
- Full location names with cities used more often throughout the game.
- Being naked makes seduction easier.
- New init.txt option to temporarily disable ClearType on Windows (workaround for a text display bug in Windows XP and later).
- Drug overdoses of hostages during interrogation are now medical emergencies (try and have at least one interrogator with First Aid skill if you use drugs on hostages).
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
- Mini-skill display of top 5 skills on top of screen improved.
- More types of business fronts.
- Red states and blue states follow their political leanings better on votes on Constitutional amendments.
- Skills in full skill display are in alphabetical order, while crimes in list of crimes committed are in order from most to least severe.
- Many bug fixes.

4.07.3 Changelog
- You can now raid the White House and find the President in the Oval Office.
- Added highly capable Secret Service agents to protect the President.
- Added cost for intercity travel.
- Added ability to raid locations outside the city to one city mode. Costs the same amount as travelling to another city in multiple city mode.
- Restored Commercial District for single city mode.
- Liberals will be forced to complete their original prison sentence when they escape from prison and are re-arrested.
- Liberals will no longer attack unarmed or crippled targets if armed, healthy targets exist.
- Chance of accidentally hitting bystanders with guns reduced to 1%. Melee attacks now also have an equal chance of hitting bystanders.
- Can meet with potential recruits from the activation screen. Some options on the activation screen re-arranged.
- More of the text in the game is cyan rather than blue, to increase contrast with the black background.
- Prostitutes and Gang Members now start with street sense.
- Starting as a gang member now provides you with additional street sense and strength.
- The new game option that mentions trading sex for money now decreases your Heart stat, but gives twice the Charisma bonus.
- Many bug fixes.

4.07.2 Changelog
- Multiple city mode is now optional
- Current city is reflected in more places, including news stories
- Fixed prison law change crash bug
- Removed some special rules for unusual public opinion shifts for certain locations

4.07.1 Changelog
- Game now has three cities and the ability to travel between them
- Activity doesn't go from stealing cars to laying down when you don't like the car found
- Added option to disable autosave from init.txt
- Fixed bug where sleepers, prisoners, hostages, and dead people could be placed in squads



Original post:

I've given some thought to the idea of the Liberal Crime Squad spanning multiple cities instead of being centered as an action in just one place. It occurs to me that it would not be hard to support multiple cities with minimal variation on the existing gameplay. Right now, when you choose to go forth, you must first select which part of the city you want to take action in. There is no reason this could not be extended to choosing which city to take action in. Selecting an action in another city could require car travel, or air travel, your choice; both would cost money, depending on the mode of transportation, and take a variable amount of time to reach the destination and return from it. Potential safehouses could exist in any number of cities. Some cities might lean more in one direction or another, and therefore have different concentrations of Liberals and Conservatives. Different cities could have separate heat tracking; hiding in a city with no LCS activity might throw off the police. Different cities might have different local sites as well. Washington DC in particular could have special locations and special actions associated with it.

That was more than four years ago.

I'm not yet committed to the idea, because I'm not sure that I'd want to water down the locations by simply duplicating them in different cities. Or maybe that's okay for most locations, and cities should be defined by a couple of unique locations each? I'm not sure, which is one of the reasons for posting this. In any case, the technical barrier is even lower for it now than it was then: Part of the just-released 4.07.0 was some behind-the-scenes changes that cleaned up the code for building the list of sites the LCS can visit, which means it'll be much easier to maintain a bigger world.

I know that there was a ton of support for the idea when I brought up originally, and it's one of the things I've been asked for in the donations thread. (By Capital Fish, who has sent me money three times (http://www.bay12forums.com/smf/index.php?topic=125303.0).) So this is definitely on the table, I mostly just need confidence in a solid design to make the game play better.

I've mentioned that I have a design for letting you visit the White House in Washington DC, potentially attack, seduce, or kidnap the (fictional) President of the United States. Inquisitive players may find that there's already map data for a WhiteHouse location in the game's art folder, as of 4.07.0. This, obviously, would be perfect for multi-city play, with the White House in Washington DC.

I also really like the concept behind ed boy's LCS goes to the Movies! (http://www.bay12forums.com/smf/index.php?topic=125048.0) mod, and I think it would work awesome with a multi-city play -- you could have the movie studio or studios in the Hollywood district of Los Angeles! I would change a number of things with the mod before folding it into the mainline though; the mod as it stands is very focused on the set of features that set it apart, and they get in the way of the rest of the game a bit. But they're pretty cool features.
Title: Re: National LCS Revisited
Post by: Vherid on April 24, 2013, 10:17:34 am
I would love if this could also lead to highway pursuits(Imagine having his mad max type of system going on, with a level explorer view of the highway, and being the car instead of the squad), and airport attacks/situations, as well as having a police raid on the airplane after it has landed per say, A LA 757 in Counter Strike, or the one plane level in rainbow six rogue spear.

I think there are a lot of interesting ramifications that could come out of this type of addition, Multiple police departments and features associated with that, certain businesses in certain cities, would could also be amazing is to input the drug wars system into this game perhaps, and then you could have a multiple supply and demand system across cities, instead of just the, Hi Im selling brownies today man.

I think it would be a great doorway.
Title: Re: National LCS Revisited
Post by: seth-- on April 24, 2013, 11:26:31 am
Some locations should be in multiple cities, like the hospital and the police station.

Maybe the commercial district can have different products in different cities, like having monster trucks (it's an example, there is no need to add them) only in the countryside and sport cars only in rich cities.

If we have, let say, 5 cities, maybe we can have two nuclear plants or three universities.

An airport in each city would be nice with options to fly, "cause trouble" and do both.

Title: Re: National LCS Revisited
Post by: mainiac on April 24, 2013, 12:24:09 pm
I'd love to see even a very minimal implementation.  Even if every city just had one unique site that would be neat.

If you are looking for stretch ideas then small towns could be neat.  They wouldn't have as many sites or be as effective for issues but would let you burn away heat faster.  So you could have your liberal network go to ground by hiding out in small towns.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 24, 2013, 02:54:39 pm
Some ideas:

Washington DC
- White House
- Capitol Building
- Pentagon

Los Angeles, California
Hollywood
- Movie Studio
Orange County (needs car)
- Corporate HQ
- CEO House

New York, New York
Manhattan
- AM Radio Station
- Cable News Station
- Central Park (replaces public park, larger map)
- Downtown Apartments
Long Island
- Airport
- Factories
- University District Buildings
- Normal Apartments
Outskirts (needs car)
- Nuclear Power Plant
Title: Re: National LCS Revisited
Post by: ggamer on April 24, 2013, 03:22:14 pm
One of your commandos hands you an out-of-state newspaper article

The Atlanta Journal Constitution
Local group goes on rampage

South Georgia sources have reported that a group known as the Conservative Crime Squad burst onto the scene of political activism yesterday. The group assaulted a local library, commiting Murder, Theft, and Vandalism, among other crimes.
More on page 3a...
Title: Re: National LCS Revisited
Post by: MetalSlimeHunt on April 24, 2013, 03:28:27 pm
I'm moderately unsure about this one. Having multiple "full" cities is a bit much and would bog down the game. However, the idea to have special locations that the LCS can operate at if they are not in the founding city by engaging in a Liberal Road Trip is very appealing.

It might be interesting to have a way to set up independent LCS cells in other cities, who will help you if they can should the main LCS have business there.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 24, 2013, 03:47:36 pm
I'm moderately unsure about this one. Having multiple "full" cities is a bit much and would bog down the game. However, the idea to have special locations that the LCS can operate at if they are not in the founding city by engaging in a Liberal Road Trip is very appealing.

It might be interesting to have a way to set up independent LCS cells in other cities, who will help you if they can should the main LCS have business there.

I have the same moderately unsure reservation, but I'm starting to come around. What I'm thinking is that most of the game is agnostic as to what city your crime squad is in. You don't need to spread out and form parallel organizations everywhere, attacking a factory in every city in order to bring an issue to 100%. Just hitting the factory in one city repeatedly is enough. But a few locations are found only in specific cities, and to raid these locations, your squad needs to be in a safehouse in that city.

So if you want to hit the national media, you need to secure a safehouse in New York and base your squad there (which costs some overhead in time or money for the travel time). This can be relocating the entire LCS or just that squad; you're welcome to set up parallel cells or just move your elite squad around as needed, it's entirely up to your preference. Once there, your squad can raid any location in New York, and can stay there and tangle with the NYPD or a local cell of the CCS (if there is one) doing generic and city-specific activism as long as you like, recruiting sleepers in New York, etc. Then you can fly/drive them home or to a different city, if you so choose.

One of your commandos hands you an out-of-state newspaper article

The Atlanta Journal Constitution
Local group goes on rampage

South Georgia sources have reported that a group known as the Conservative Crime Squad burst onto the scene of political activism yesterday. The group assaulted a local library, commiting Murder, Theft, and Vandalism, among other crimes.
More on page 3a...

I like it. I was thinking similarly that the CCS would have a separate safehouse in each city (starting in a different city than you), and would expand to new cities instead of the current model of vaguely gaining in power. Any LCS activities in a city the CCS is in risk the full range of CCS interference, including bombings and raids, but you can also find and take out their safehouse there to end the CCS activity in that city permanently. Find their safehouse in each city, and you can eliminate them entirely.
Title: Re: National LCS Revisited
Post by: mainiac on April 24, 2013, 03:56:29 pm
The CSS HQ should be in an out of the country location like the Caymen Islands or Somalia.
Title: Re: National LCS Revisited
Post by: MetalSlimeHunt on April 24, 2013, 03:59:40 pm
The CCS is, as of the current version, secretly funded and founded by the CIA and Arch-Conservative forces in the government.

Their HQ should be somewhere ridiculously conservative and closed off from the rest of the nation. We're talking "get murdered and your body is never found"-level backwoods.
Title: Re: National LCS Revisited
Post by: ggamer on April 24, 2013, 04:24:26 pm
North Alabama? or the Bayou, maybe a choice from multiple sketchy locations.
Title: Re: National LCS Revisited
Post by: seth-- on April 24, 2013, 04:43:17 pm
Remember that the starting location needs some basic places, like somewhere to recruit people, shops and a few safehouses (including the homeless shelter)
Title: Re: National LCS Revisited
Post by: Funk on April 24, 2013, 05:23:42 pm
The CSS should start in a random city, but have there main base in a random small town in the deepest darkest part of hicks vill.
really play it up, have the sheriff say stuff like "we don't like your kind, round here yer commie/what ever"
maybe the bunker can be at its outskirts and it is really well are armed.

if the CSS just sends out teams to random citys ever so often to start a cell, then you have a reason to try to find there HQ.

i can think of 3 ways to travel.
fly (limited cargo space, has crime checks,cost money)
car (need a car, traffic checks, slow but cheap)
walk/ Hich hike (dead slow, no checks, only really use full for getting out of town fast, free)
Title: Re: National LCS Revisited
Post by: Cheedows on April 24, 2013, 06:15:52 pm
If you are situated in DC though there is a higher likelihood of being hunted down by the Pentagon
Title: Re: National LCS Revisited
Post by: usr_share on April 24, 2013, 11:43:04 pm
As far as I guessed, the AM Radio and Cable News Stations were supposed to be small local stations. If there would be TV or Radio Stations in larger cities, they should have a much higher effect.

Right now, a "best hour of (AM radio / cable TV) EVER" influences a single issue by 25% or more. Probably, taking over a larger radio / TV station should make the squad able to do more -- for example, to influence several issues or talk about the documents they've got (I think the Liberal Guardian shouldn't be the only way to do so).
Title: Re: National LCS Revisited
Post by: Capital Fish on April 25, 2013, 09:38:54 am
One way to differentiate cities would be to reduce the number of outskirts locations available in (outside?) each city. Rather than each city having a prison AND a nuclear plant AND an army base AND a CEO's Mansion AND an intelligence HQ, maybe each city could only have one of each. In fact, it could even be set up so that these locations would be placed at (or near) their real-world equivalents.

This could also allow for a few new outskirts sites to be created. Giant factory farms outside midwestern cities for example, or perhaps an ultra-conservative Disney World parody outside Orlando.

I do have numerous other ideas I'd like to add to this thread, but I'm away from my main computer which contains most of my notes so they'll have to wait until next week.
Title: Re: National LCS Revisited
Post by: tenmillimaster on April 25, 2013, 11:17:39 am
I think it would be neat if cities themselves had global heat and secrecy levels. Not sure how that would be implemented.

Example: LCS packs up their operations and books it out of Quantico after a successful marine corps raid. Heat levels on the area have skyrocked to about 800% and they need to get out of town.

They choose Rushmere, VA to take on CONSERVATIVE NUCLEAR ENERGY at the Surry Nuclear Plant, but the towns incredibly small size means that any safehouse's secrecy will never go above 60 %. They need to get in and get out.



Additionally: proximity and contact degradation, similar to your active LCS being imprisoned or dying. Unless the juice is high enough of the sleeper, they stand a chance of leaving the LCS.

Example:
Unfortunately, all of their contacts in Quantico will do little good, many of them lacking handlers, have departed from the LCS. Hopefully they will spread liberalism, but who knows... Some of the faithful sleepers remain, waiting the return of the founder.


Disclaimer- notions and locations listed above should not be construed a scheme against the US, as they are for a game, the contents of which are purely fictional.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 25, 2013, 11:26:24 am
In response to tenmillimaster's post above, I like the idea of LCS cells potentially losing loyalty the futher the travel from their handlers.

Might be more irritating than fun in reality, though. Still, done right, the idea does feel like it has potential.
Title: Re: National LCS Revisited
Post by: Man of Paper on April 25, 2013, 11:55:51 am
I've stopped playing Liberal Crime Squad as "Liberal Crime Squad", and instead play it as "Bank Heist Simulator 2013", so I love this idea if only because my elite team of bank robbers would be able to hit up many, many banks.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 26, 2013, 01:23:58 am
I think this is a good idea and opens up a lot of possibilities that were closed before. If I'm focused, this shouldn't take too long. Basic timeline before I can put multi-city play in a release:

1. Further simplify location code so that it's even easier to set up and maintain large location hierarchies.
2. Get everything working in one city.
3. Get everything working in two cities.
4. Handle travel between cities and prevent casual cross-country raids.
5. Generalize the "needs car" thing so that what areas you can reach without a car depends on where your squad is based.
6. Ensure the display tags on cities are useful. I mean the <safe house> tags.
7. Have cities display with a short description on the right, especially for the benefit of players not familiar with US cities.
8. Any left over testing and quality control.

There are a lot of advanced features don't need to be in a first release, but have the potential to really enliven multi-city play, such as various new unique locations, fancy CCS behavior, city-specific heat and police behavior, and local newspapers. For a first pass, I basically just need to get the guts online; other things can be added afterward.
Title: Re: National LCS Revisited
Post by: ggamer on April 26, 2013, 06:31:52 pm
Love it! If you need any help testing, i'm here for you Fox.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 27, 2013, 04:57:40 am
1. Further simplify location code so that it's even easier to set up and maintain large location hierarchies.
2. Get everything working in one city.
3. Get everything working in two cities.
4. Handle travel between cities and prevent casual cross-country raids.
5. Generalize the "needs car" thing so that what areas you can reach without a car depends on where your squad is based.
6. Ensure the display tags on cities are useful. I mean the <safe house> tags.
7. Have cities display with a short description on the right, especially for the benefit of players not familiar with US cities.
8. Any left over testing and quality control.

I thought setting up the cities I'd want to test with would be easy, but it's actually been quite a design puzzle to give multiple parallel cities a sense of place and accuracy to the locations, while also mixing in playability.

I'm going to start out with three cities: New York, Los Angeles, and Seattle. New York and LA because they're the two biggest cities in the country, they're geographically on opposite corners, they're very well known, and they're two of the three major US cities that have been modeled in Grand Theft Auto. Seattle is included as the starting city, or at least the default starting city -- it is the city LCS's layout and district names are based on, so it has almost no changes. At first I wanted to make everything follow a similar template to ensure that players wouldn't have to re-learn the city layouts when visiting new cities, but testing quickly showed that this made the cities feel like they weren't different cities, which kind of goes against the point. My best judgment now says that not knowing where a given site is in a new city, at least at first, is a small sacrifice for rule of cool; the districts will have unique names for each city, so it's not like it'll be all that surprising that they have unique contents anyway.

While I've decided to mix things up, I'm still giving each city roughly the same categories of locations: A downtown area, a less dense middle or high end area, a seedier low end area, and an outlying district. The dominant economic activities of these areas can vary based on what the nature of the given city is, however, so their contents can vary significantly. You might find that New York City has its army base in "Brooklyn and Queens" while its prison is on "Manhattan Island". Meanwhile, Los Angeles has its club, CEO House, and most expensive apartments in the "Greater Hollywood" district rather than downtown or in the outskirts, while its "Seaport Area" gets both the research labs and the industry.

I'm taking a relatively light touch with limiting distribution of the current locations: Cable News is only found in New York, CEO House is unique to Los Angeles, and Intelligence HQ is unique to Seattle. All three locations have prisons and army bases; I couldn't realistically give Seattle a nuclear plant, since the nearest one is across the State, but the other two have them. I gave each location one of the three CCS safehouses as a temporary measure; the CCS wasn't designed for multi-city play, but I can only fix one mechanic at a time for it, so they'll be on the backburner for a bit.

Ultimately, all this is a first draft. Like army battle plans, it may not survive first brush with live tests. But it's a suitable groundwork that I can use to start testing mechanics with. I also want to give fair warning that simply having cities won't make the game better -- it's everything we can do with the game after we have cities that makes this line of development exciting. The game won't play very differently until and unless some of the neat things that have been suggested in this thread are implemented: local newspapers, police hunt differently by city, cities with different political biases, CCS cells in different cities, ability to go to DC and visit unique locations there... the game has to capitalize on the ability to visit different cities before it really makes a difference.
Title: Re: National LCS Revisited
Post by: Jboy2000000 on April 27, 2013, 07:12:49 am
Maybe some states can have more busy clubs than other cities clubs, and maybe have cities that sell all guns regardless of the gun laws, like the cities with more lax gun laws, like Georgia and other places down south. I also think it would be cool if you could visit cities on the border of America, like cities in Canada and Mexico.

I also think it would be cool that when you're in the menu for changing cities, instead of the plain black background a faint picture of the United States was shown in the background.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 27, 2013, 03:18:23 pm
I also think it would be cool that when you're in the menu for changing cities, instead of the plain black background a faint picture of the United States was shown in the background.

This would be prohibitively difficult in Curses, at least using the parts I know how to use. If the game were ported to libtcod, it would be quite possible, however.
Title: Re: National LCS Revisited
Post by: ShoesandHats on April 27, 2013, 07:32:19 pm
I like the idea a lot.

How about when law enforcement laws are at C+, Alcatraz has been un-abandoned and is essentially a super-max-security prison in San Francisco, assuming that you implement that particular city?
Title: Re: National LCS Revisited
Post by: Jboy2000000 on April 27, 2013, 07:35:14 pm
Human rights and death penalty would be cool if there was Alcatraz again, or maybe just have Alcatraz open no matter what, and have it be a spot where doing things there gives a bigger boosts to aforementioned laws.
Title: Re: National LCS Revisited
Post by: KA101 on April 28, 2013, 01:25:01 am
Obvious-check: My 4.6.7 LCS is based in Brooklyn, NY, so "Brooklyn & Queens" trumps that.  It'll probably be worth starting a new thread to sort out city/suburb distinctions once the multi-city groundwork is functioning.

(Detroit, MI would certainly have Auto Plants, but depending on the times most might be Abandoned...)
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 28, 2013, 05:13:25 am
1. Further simplify location code so that it's even easier to set up and maintain large location hierarchies.
2. Get everything working in one city.
3. Get everything working in two cities.
4. Handle travel between cities and prevent casual cross-country raids.
5. Generalize the "needs car" thing so that what areas you can reach without a car depends on where your squad is based.
6. Ensure the display tags on cities are useful. I mean the <safe house> tags.
7. Have cities display with a short description on the right, especially for the benefit of players not familiar with US cities.
8. Any left over testing and quality control.

Well, the alpha of the system is basically working; I have the barest bones of multiple city play online, with one-day "car needed" travel to re-base to the homeless shelter of another city. Much more needs to be done before it's ready for prime time, but I'm thinking of committing as a branch and releasing a test build to gather feedback.

There are going to be a huge amount of obvious easy things that need to be adjusted before it's really working, so I'll need to make a list of all the areas of the game that need to be updated. And there will be a lot -- everything from the way site names are displayed in places (needing city names attached) to the reorganization menu needing to not teleport vehicles and people between cities.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 28, 2013, 07:19:27 am
Will we be changing versions for this? Seems like a big enough change to the game to bring us to version 5.
Title: Re: National LCS Revisited
Post by: SealyStar on April 28, 2013, 07:56:35 am
Will we be changing versions for this? Seems like a big enough change to the game to bring us to version 5.

I've been curious what the sufficiently significant changes were in the last few version number updates...
Title: Re: National LCS Revisited
Post by: Man of Paper on April 28, 2013, 11:42:22 am
I was playing GTA4 and was thinking about how cool it would be to have a team of detectives following your case, and if you happen to find out who they are, killing them before they find you out, or somehow else being able to steal evidence. Perhaps somewhere down the line with the whole multicity police thing something like this could be implemented (say, police stations having evidence lockers you can clear out, reducing heat in that city, maybe making some low-level criminal charges disappear, or having to hack the computer system in the Intelligence HQ to get a massive heat drop nationwide as well as purging a good few crimes from your record)
Title: Re: National LCS Revisited
Post by: tahujdt on April 28, 2013, 11:50:27 am
PTW. Also, it would be great if you would have both versions, a local crime squad and a nationwide squad. That would allow for classic play, as well as new play. We have such an option for the CCS already.
Title: Re: National LCS Revisited
Post by: ggamer on April 28, 2013, 12:06:26 pm
and maybe have cities that sell all guns regardless of the gun laws, like the cities with more lax gun laws, like Georgia and other places down south.

Gun laws are federal, I believe. It would be just as hard to buy guns legally in South Alabama as it would be in downtown New York. Illegally, on the other hand...
Title: Re: National LCS Revisited
Post by: tenmillimaster on April 28, 2013, 12:26:29 pm
Quote
I was playing GTA4 and was thinking about how cool it would be to have a team of detectives following your case, and if you happen to find out who they are, killing them before they find you out, or somehow else being able to steal evidence. Perhaps somewhere down the line with the whole multicity police thing something like this could be implemented (say, police stations having evidence lockers you can clear out, reducing heat in that city, maybe making some low-level criminal charges disappear, or having to hack the computer system in the Intelligence HQ to get a massive heat drop nationwide as well as purging a good few crimes from your record)


Here's what I think- It takes a while for dicks to build up a case against you. Tampering with evidence or discovering witnesses allows you to, later on, be much more succesful at trial. (there's no good way of getting out of 500+kills).

Even better- The cops may not be able to put it all together. Cops in Atlanta may not know you have outstanding crimes in Seattle, and you potentially won't be tried for them. This all becomes less relevant once LCS becomes well known- then the crimes stand a better chance of being connected. The FBI getting involved is worse news, since that's essentially their job. And the CIA can't really be messed with since they'll just trump up charges or blame CCS events on the LCS, and do false flag OPs.

So it would be neat if your crimes were potentially untraceable (disguise skill?), or you could screw with witnesses/juries/evidence by several means (hacking, infiltration, well placed sleepers), and potentially sabotage cases by murdering or converting detectives, once they get discovered. And if different agencies had their own lists of evidence/witnesses and detectives associated with certain crimes, that'd be cool too.

That all sounds like a beast to implement, so I'd say skip it.


Quote
Gun laws are federal, I believe. It would be just as hard to buy guns legally in South Alabama as it would be in downtown New York. Illegally, on the other hand...

There are state gun laws and federal gun laws.

Example: Weapons of caliber .50 inches (across the lands of the rifling, .50bmg is actually .510 inches) are legal to own federally. Many states do not legislate on this. HOWEVER, in california, there is a .50 caliber ban (which resulted in a more effective caliber, .416 Barrett... go figure). So it would be difficult to get a .50 AE Desert Eagle or a 50BMG rifle or a 50BMG M2, etc. in California, but no problem in Arizona.

Example2: Suppressors (silencers) are federally legal, but registered, with a 200 dollar tax on transaction. The process takes a few months. However, Montana and other states ban suppressors. (OK montana is weird, but for all intents and purposes they're banned.)

Example3: similar to suppressors, automatic weapons (Known legally as machine guns) are federally legal, but registered, with a 200 dollar tax on transaction. The process takes a few months. HOWEVER, the state of Washington bans possession of automatic weapons. One could not legally own one there, and in a few other states.

Example4: New York, California and other states have magazine limits. It is illegal to own magazines above some arbitrary number in these states.

Example5: New Jersey and other states ban quite a few firearms by name. Those would be illegal to own in their respective states.

Example6: Colorado used to be lax on gun laws. Denver, CO, however, had an "assault" weapons ban for a long time.

In short: Gun laws exist at the  Federal, State, AND LOCAL level...

Maybe events in one state result in a stronger local push for state Guncontrol laws first, resulting in cities lowering gun availability before the country?
Title: .
Post by: Yannanth on April 28, 2013, 12:45:46 pm
.
Title: Re: National LCS Revisited
Post by: tahujdt on April 28, 2013, 12:53:39 pm
and maybe have cities that sell all guns regardless of the gun laws, like the cities with more lax gun laws, like Georgia and other places down south.

Gun laws are federal, I believe. It would be just as hard to buy guns legally in South Alabama as it would be in downtown New York. Illegally, on the other hand...
That's the way it should be. Ideally IRL, gun laws would be few and far between, and always federal. However, many states have horribly draconian registration policies for a simple handgun. On the other hand, the problem with federal law is that it can be swayed easier than 50+ different laws around the country. Also, not-fun-at-all fact: the recently proposed and shot down(no pun intended) national gun laws would not have stopped the Newtown shootings. The guy's weapons were perfectly legal, ordinary handguns. What's saddest of all is that if you type "Newtown" in the google box, the second thing that comes up is "Newtown conspiracy".

Also, the gunshop which (perfectly legally) sold Adam Lanza's mother her guns had its license yanked. I thought background checks were supposed to keep that sort of thing from happening...

Sorry if this got political, I just got in an argument and now I'm all angry.
Title: Re: National LCS Revisited
Post by: Jboy2000000 on April 28, 2013, 12:58:31 pm
I don't think we'll move up, we just got a new version, and there are still bugs and glitches to patch up, as well as other small tweaks, Id hate to see all the other awesome stuff Fox adds undermined by this.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 28, 2013, 04:03:46 pm
Will we be changing versions for this? Seems like a big enough change to the game to bring us to version 5.

I've been curious what the sufficiently significant changes were in the last few version number updates...

The actual change from 3 to 4 was the introduction of Nightmare and Classic modes back in September 2009. The real reason wasn't those options, however, but a reflection on the cumulative changes of all previous versions over the years. I just figured it was about time. I actually don't know what the changes from 1 to 2 and 2 to 3 were; those were changes Toady made, and it was either before I played the game or before I paid attention to the versions. It was certainly before Dwarf Fortress was released.

The thought of bumping up to 5.0 crossed my mind as well, but I'd want to wait until we have a bunch of Washington DC sites and ways to more directly affect the Liberal Agenda screen.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 29, 2013, 05:51:04 pm
New release. Includes the core National LCS infrastructure with three cities, plus several bug fixes and improvements that seth-- worked on since 4.07.0. Source code is on SVN. This is an actual release, but I'm not quite ready to say "use this over 4.07.0" yet, because the multi-city play is fairly untested.

LCS 4.07.1 for Windows (http://www.jonathansfox.com/LCS/lcs_win32_4.07.1.zip)
Your feedback and bug reports are requested!

4.07.1 Changelog
- Game now has three cities and the ability to travel between them
- Activity doesn't go from stealing cars to laying down when you don't like the car found
- Added option to disable autosave from init.txt
- Fixed bug where sleepers, prisoners, hostages, and dead people could be placed in squads
Title: Re: National LCS Revisited
Post by: Capital Fish on April 29, 2013, 06:02:35 pm
Not sure if this counts as a bug, but the "Relocate" option in the character creation screen allows you to select from cities that aren't there.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 29, 2013, 06:02:58 pm
Not sure if this counts as a bug, but the "Relocate" option in the character creation screen allows you to select from cities that aren't there.

Counts. Thanks!

I'm expecting lots of things like this. Little details that are missed because the game wasn't originally intended to work like this.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 29, 2013, 06:08:05 pm
Also, the squad creation screen should show the city each Liberal is located in. Currently, it only shows their safehouse.
Title: Re: National LCS Revisited
Post by: KA101 on April 29, 2013, 07:14:05 pm
Location/Balance changes (needs re-documented once settled):
No more Commercial District--locations split around, so need to look for them
Only one Downtown Apartment
Only one Polluting Factory (SEA)
Only one vacant building/Industrial (at least in SEA): this may take some adjusting on players' parts

Interface problems: looks like gear can be instantly rebased to any potential LCS facility

Smashing machinery now leaves rubble--what's this all about?

Non-SEA city choices are reflected in news headlines (my LCS is in Philly)

[Updating-KA101]
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 29, 2013, 07:50:38 pm
Interface problems: looks like gear can be instantly rebased to any potential LCS facility

Smashing machinery now leaves rubble--what's this all about?

I wasn't sure how to handle gear. I stopped you from rebasing squadless liberals to other cities, but gear...? Squads don't carry gear with them anymore, so it's not a simple design question. It doesn't make sense for you to be unable to move gear between cities, but it also doesn't make sense for it to be trivial.

Smashing machinery and display cases leaves rubble in the tile because it's more satisfying to see smashed debris on the tile after you break stuff. I think that's was in 4.07 as well, but I could be wrong.
Title: Re: National LCS Revisited
Post by: SealyStar on April 29, 2013, 07:59:00 pm
No more Commercial District--locations split around, so need to look for them

That's actually the way it was in the last B12 official version, and probably for a while afterward. When I found this new one I was a bit surprised to see that had all been consolidated.
Title: Re: National LCS Revisited
Post by: BlueOceans10 on April 29, 2013, 08:02:53 pm
Game crashes on the main location selection screen (showing downtown/university district/etc) when I press anything other than the listed keys; brings up a 'debug assertion failed' window. Sub-location screens seem fine, though. Can work around it (until I inevitably forget and drum my fingers on the unused keys...). Unsure if it's on my end.


Very excited to see how this'll be going along.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 29, 2013, 08:41:20 pm
Game crashes on the main location selection screen (showing downtown/university district/etc) when I press anything other than the listed keys; brings up a 'debug assertion failed' window. Sub-location screens seem fine, though. Can work around it (until I inevitably forget and drum my fingers on the unused keys...). Unsure if it's on my end.

It's not just you, I broke that in this release -- it's a side effect from how I implemented the travel to another city option, so it only appears on menus that include it. I'll fix it for next release. Thank you!
Title: Re: National LCS Revisited
Post by: MetalSlimeHunt on April 29, 2013, 09:39:10 pm
Turning my volume knob at the advanced options screen caused the game to skip forward to history choices. Odd, but there you have it.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 29, 2013, 09:53:32 pm
Turning my volume knob at the advanced options screen caused the game to skip forward to history choices. Odd, but there you have it.

 ??? ... :-\

...you got me there.
Title: Re: National LCS Revisited
Post by: MetalSlimeHunt on April 29, 2013, 09:55:32 pm
Turning my volume knob at the advanced options screen caused the game to skip forward to history choices. Odd, but there you have it.

 ??? ... :-\

...you got me there.
Yeah, I don't know. I think it might actually be on my end. Turning my volume knob also occasionally results in "b" being typed. Weird as hell.
Title: Re: National LCS Revisited
Post by: KA101 on April 29, 2013, 10:05:56 pm
Turning my volume knob at the advanced options screen caused the game to skip forward to history choices. Odd, but there you have it.

 ??? ... :-\

...you got me there.
Yeah, I don't know. I think it might actually be on my end. Turning my volume knob also occasionally results in "b" being typed. Weird as hell.
That's probably it: try starting a new game, turning the knob, and seeing if the B option kicks in.
Title: Re: National LCS Revisited
Post by: MetalSlimeHunt on April 29, 2013, 10:07:34 pm
This, of course, does not solve my lingering bewilderment as to why my volume knob types b. I mean, there's tech problems and then there's total insanity.
Title: Re: National LCS Revisited
Post by: KA101 on April 29, 2013, 10:09:59 pm
Back in the day my joystick (M$ Sidewinder) was always doing weird things.  ???
Title: Re: National LCS Revisited
Post by: Cheedows on April 29, 2013, 10:17:24 pm
I'm not sure if this was newly implemented by interrogation is slightly different now.  Not as easy as it was before, was it changed? 
Title: Re: National LCS Revisited
Post by: Jboy2000000 on April 29, 2013, 11:03:03 pm
There is no long a commercial district, which confused the hell out of me for a while, and I think it should be a sub-location again, so you don't have to look for the Pawn and Gun everytime you want pawn something or buy guns, and it threw off my usual routine for getting to the safehouses to get mutants. Besides that Im not experiencing any glitches.
Title: Re: National LCS Revisited
Post by: Cheedows on April 29, 2013, 11:31:30 pm
Am I correct in saying that the conservative crimesquad is only in one city, depending on where you did your activism?
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on April 30, 2013, 12:22:40 am
I'm not sure if this was newly implemented by interrogation is slightly different now.  Not as easy as it was before, was it changed? 

I don't think this was changed.

There is no long a commercial district, which confused the hell out of me for a while, and I think it should be a sub-location again, so you don't have to look for the Pawn and Gun everytime you want pawn something or buy guns, and it threw off my usual routine for getting to the safehouses to get mutants. Besides that Im not experiencing any glitches.

I will take this into account, but I'm going to sit tight on this for a bit; this is the sort of thing I need a bigger sample size of feedback for.

Am I correct in saying that the conservative crimesquad is only in one city, depending on where you did your activism?

The safehouses should crop up one to each city. Besides their safehouse locations... nothing else about the CCS was changed, so who knows.
Title: Re: National LCS Revisited
Post by: tahujdt on April 30, 2013, 08:29:08 am
Now that the entirety of the US will be in play, there should be an option to revolt and form the Liberal States of America. It could function similar to the revolution in Sid Meier's Colonization, where you can revolt anytime you have enough support from your citizens(squad mates?), but if you don't have the necessary defenses, you get squashed by the Royal Expeditionary Force (the Army).
Title: Re: National LCS Revisited
Post by: mainiac on April 30, 2013, 09:15:22 am
That would be essentially a completely different game.
Title: Re: National LCS Revisited
Post by: tahujdt on April 30, 2013, 09:51:54 am
That would be essentially a completely different game.
It started becoming a different game when we added different cities.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 30, 2013, 12:08:48 pm
There is no long a commercial district, which confused the hell out of me for a while, and I think it should be a sub-location again, so you don't have to look for the Pawn and Gun everytime you want pawn something or buy guns, and it threw off my usual routine for getting to the safehouses to get mutants. Besides that Im not experiencing any glitches.

In older versions of the game (pre-2009), there was no Commercial District either. The Pawn Shop was located in the Industrial District, the Oubliette was in the University District, and the Dept. Store was Downtown. I know I'm likely in an extreme minority here, but I always found it made a bit more sense that way.

Like I said, though, I'm likely in the minority when it comes to that opinion.
Title: Re: National LCS Revisited
Post by: usr_share on April 30, 2013, 12:55:58 pm
Gonna give my own 2¢ on the National LCS changes.

For one thing, I like the idea of the Liberal Crime Squad being able to move around the country. After all, the Symbionese Liberation Army (the primary inspiration for the game) didn't stay in San Francisco forever, too.

Probably that will overcomplicate the game, but I think the gameplay should be influenced by how conservative or liberal each and every state is. If the LCS performs their activities in Washington (which, from what I've heard, is quite a liberal state), then the law enforcement and the general public would probably be more friendly than if they did the same thing in, say, Texas. As in, mobs wouldn't attack so frequently, more liberals will be seen on the streets, the juries would be (slightly) more liberal, and so on. The CCS would probably start from a conservative state. Of course, their actions would attract less attention in a liberal state, too.

This would also make way for city/state-specific "side quests", probably in form of unique locations or secondary squads promoting their own views. For example, a radical fundamentalist squad (think WBC) with a safehouse in Kansas (messing with Gay and Civil Rights, as well as the LCS itself).
Title: Re: National LCS Revisited
Post by: Cheedows on April 30, 2013, 04:10:36 pm
There should be an option to use the back of your knife to knock someone out instead of killing them.  This way kidnapping does not require you  to mortally wound them.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 30, 2013, 06:11:24 pm
Ever since the original National LCS thread in 2009, I've had a number of ideas regarding how a National LCS would play out.

Unfortunately, I've been away from my main computer for the past week, so I haven't had the time to contribute those ideas to this thread.

I'm back now, though, so let's have it!

Regional Politics:

It may make sense to split the nation into regions. While states would likely still need to be modeled for the certain elections, general political trends could be fairly accurately modeled using regions. Hopefully, this would be easier than  programming the individual politics of each state. Examples of regions could include:

Pacific Northwest:

Comprised of Oregon and Washington State, the Pacific Northwest would likely be the most Liberal region in America. Policies would likely be m or L across the board.

The South: (Bible Belt)

The most Arch-Conservative (and possibly largest) region in LCS's America, the South would include
Florida, Georgia, Alabama, Mississippi, Louisiana, North and South Carolina, Virginia, West Virginia, Kentucky, Tennessee, Arkansas, and potentially Missouri. Politics would be C+ across the board.

The Midwest: (Grain Belt)

Another Conservative region (though not as bad as The South), the midwest would include Oklahoma, Kansas, Nebraska, and Iowa. Politics would be C (or m, in certain cases) across the board.

Great Lakes Region: (Rust Belt)

Comprised of Illinois, Indiana, Michigan, and possibly Ohio, this region would have a mix of Conservative and Liberal policies. A history of union labor would likely result in Labor Laws being L, while Pollution laws would be C or C+.

New England:

New England would be comprised of Maine, New Hampshire, Massachusetts, Vermont, Connecticut, and Rhode Island. With a mix of Conservative and Liberal policies, New England would be overall Moderate. Given that five of the states above have legalized Same-Sex Marrige, we can assume New England's Gay Rights policies would be L if not L+.

Mid-Atlantic Region: (Rust Belt...again)

Consisting of New York, New Jersey, Delaware, Maryland, and Pennsylvania, this is another region that would have a high level of mixed policies. Labor Laws would likely be L for the same reasons as the Great Lakes Region, while the number of rich people residing in New York and New Jersey would rally support for a C Tax Structure.

Border States. (Sun Belt)

Consisting of New Mexico and Arizona, The Border States Region would likely have a mix of policies. If we use Arizona's SB1070 as an example, however, we could safely peg this region's Immigration policies as C+. People such a Sheriff Joe Arpaio also hint at C+ Prison Regulation as well.


You'll notice some glaring omissions from the examples above. Prominent states such as Texas and California have not been grouped in the following regions. Though they could be respectively grouped in the South and the Pacific Northwest, they've got some features that may make the unique enough to be their own regions.

I was also going to include a "Mountain States" region, but the differing politics among some of these states (Utah and Colorado appear to be polar opposites) caused me to think better of it for now.

Also, I have no idea what to do with Nevada.  :-\

Any feedback would be both helpful and welcomed!
Title: Re: National LCS Revisited
Post by: Cheedows on April 30, 2013, 06:57:57 pm
Well, since in National LCS we are having different cities applying certain political values to them isn't far fetched.  Would this mean the CCS HQ (if they have one) would be based in the south then?  Although this does give many possibilities
Title: Re: National LCS Revisited
Post by: seth-- on April 30, 2013, 07:23:18 pm
Probably that will overcomplicate the game, but I think the gameplay should be influenced by how conservative or liberal each and every state is. If the LCS performs their activities in Washington (which, from what I've heard, is quite a liberal state), then the law enforcement and the general public would probably be more friendly than if they did the same thing in, say, Texas. As in, mobs wouldn't attack so frequently, more liberals will be seen on the streets, the juries would be (slightly) more liberal, and so on. The CCS would probably start from a conservative state. Of course, their actions would attract less attention in a liberal state, too.
That should affect the starting public opinion in each city, I don't see why people should be more conservative in texas if the squad made them all liberal.
This way should be easier to code, too.

There should be an option to use the back of your knife to knock someone out instead of killing them.  This way kidnapping does not require you  to mortally wound them.
Maybe it would need a baseball bat or a hammer instead of a knife.


Ever since the original National LCS thread in 2009, I've had a number of ideas regarding how a National LCS would play out.

Unfortunately, I've been away from my main computer for the past week, so I haven't had the time to contribute those ideas to this thread.

I'm back now, though, so let's have it!

Regional Politics:

It may make sense to split the nation into regions. While states would likely still need to be modeled for the certain elections, general political trends could be fairly accurately modeled using regions. Hopefully, this would be easier than  programming the individual politics of each state. Examples of regions could include:

Pacific Northwest:

Comprised of Oregon and Washington State, the Pacific Northwest would likely be the most Liberal region in America. Policies would likely be m or L across the board.

The South: (Bible Belt)

The most Arch-Conservative (and possibly largest) region in LCS's America, the South would include
Florida, Georgia, Alabama, Mississippi, Louisiana, North and South Carolina, Virginia, West Virginia, Kentucky, Tennessee, Arkansas, and potentially Missouri. Politics would be C+ across the board.

The Midwest: (Grain Belt)

Another Conservative region (though not as bad as The South), the midwest would include Oklahoma, Kansas, Nebraska, and Iowa. Politics would be C (or m, in certain cases) across the board.

Great Lakes Region: (Rust Belt)

Comprised of Illinois, Indiana, Michigan, and possibly Ohio, this region would have a mix of Conservative and Liberal policies. A history of union labor would likely result in Labor Laws being L, while Pollution laws would be C or C+.

New England:

New England would be comprised of Maine, New Hampshire, Massachusetts, Vermont, Connecticut, and Rhode Island. With a mix of Conservative and Liberal policies, New England would be overall Moderate. Given that five of the states above have legalized Same-Sex Marrige, we can assume New England's Gay Rights policies would be L if not L+.

Mid-Atlantic Region: (Rust Belt...again)

Consisting of New York, New Jersey, Delaware, Maryland, and Pennsylvania, this is another region that would have a high level of mixed policies. Labor Laws would likely be L for the same reasons as the Great Lakes Region, while the number of rich people residing in New York and New Jersey would rally support for a C Tax Structure.

Border States. (Sun Belt)

Consisting of New Mexico and Arizona, The Border States Region would likely have a mix of policies. If we use Arizona's SB1070 as an example, however, we could safely peg this region's Immigration policies as C+. People such a Sheriff Joe Arpaio also hint at C+ Prison Regulation as well.


You'll notice some glaring omissions from the examples above. Prominent states such as Texas and California have not been grouped in the following regions. Though they could be respectively grouped in the South and the Pacific Northwest, they've got some features that may make the unique enough to be their own regions.

I was also going to include a "Mountain States" region, but the differing politics among some of these states (Utah and Colorado appear to be polar opposites) caused me to think better of it for now.

Also, I have no idea what to do with Nevada.  :-\

Any feedback would be both helpful and welcomed!
Remember that people from outsie the USA don't know that much about the internal politics. If this gets into the game, it has to be in a way which doesn't confuse international players.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 30, 2013, 08:04:21 pm
Remember that people from outsie the USA don't know that much about the internal politics. If this gets into the game, it has to be in a way which doesn't confuse international players.

I'm assuming it'll be possible to rig up a screen similar to - or perhaps even part of - the Liberal Agenda screen we currently have. This'll show people where various places stand on the issues.

Also, the regional stuff can run "under the hood" so to speak. I mainly suggested it as a means of making the nation more politically varied without the hassle of having to program where each individual state sits on each individual issue.
Title: Re: National LCS Revisited
Post by: Cheedows on April 30, 2013, 10:07:29 pm
I'm not from America, but politics are universal.  Although I do understand some of the political affiliations/stereotypes (ie. the south being arch-conservative)
Title: Re: National LCS Revisited
Post by: mainiac on April 30, 2013, 10:29:12 pm
Mid-Atlantic Region: (Rust Belt...again)

Consisting of New York, New Jersey, Delaware, Maryland, and Pennsylvania, this is another region that would have a high level of mixed policies. Labor Laws would likely be L for the same reasons as the Great Lakes Region, while the number of rich people residing in New York and New Jersey would rally support for a C Tax Structure.

New Jersey is one of only two states (along with California) to have a 500k tax bracket on the state income tax and New York is the only one with the millionaire tax bracket.  Arguably they represent the left wing when it comes to taxation.

The Mid-Atlantic region as you defined it would not be not mixed.  Maryland, Delaware and NY are all liberal hotbeds.  Pennsylvania stands out as the "conservative" of the group but still has a noticeable democratic lean.

Sometimes when people talk about the mid Atlantic they mean Pennsylvania, Maryland, Delaware, West Virginia, Virginia and North Carolina.  That you could call mixed because West Virginia is very conservative and Virginia and North Carolina both lean conservative.  Those would balance out the liberal PA and L+ Maryland/Delaware.

And describing the region as rust belt again really doesn't ring true.  The economy of this region has really changed since the rust belt days.  The only major "industrial" state in the region would be Delaware and that's on high end chemical manufacturing, not old style industry.  Pittsburg was the rust belt hold out but they got over that like 20-30 years ago.

I'm from the mid atlantic if you can't guess.
Title: Re: National LCS Revisited
Post by: Capital Fish on April 30, 2013, 10:43:47 pm
Mid-Atlantic Region: (Rust Belt...again)

Consisting of New York, New Jersey, Delaware, Maryland, and Pennsylvania, this is another region that would have a high level of mixed policies. Labor Laws would likely be L for the same reasons as the Great Lakes Region, while the number of rich people residing in New York and New Jersey would rally support for a C Tax Structure.

New Jersey is one of only two states (along with California) to have a 500k tax bracket on the state income tax and New York is the only one with the millionaire tax bracket.  Arguably they represent the left wing when it comes to taxation.

The Mid-Atlantic region as you defined it would not be not mixed.  Maryland, Delaware and NY are all liberal hotbeds.  Pennsylvania stands out as the "conservative" of the group but still has a noticeable democratic lean.

Sometimes when people talk about the mid Atlantic they mean Pennsylvania, Maryland, Delaware, West Virginia, Virginia and North Carolina.  That you could call mixed because West Virginia is very conservative and Virginia and North Carolina both lean conservative.  Those would balance out the liberal PA and L+ Maryland/Delaware.

And describing the region as rust belt again really doesn't ring true.  The economy of this region has really changed since the rust belt days.  The only major "industrial" state in the region would be Delaware and that's on high end chemical manufacturing, not old style industry.  Pittsburg was the rust belt hold out but they got over that like 20-30 years ago.

I'm from the mid atlantic if you can't guess.

My mistake(s). Though when it came to labeling the region as a rust belt, I was thinking along the lines of certain manufacturing cities in upstate New York, along with places like Allentown and the aforementioned Pittsburgh. As you've said though, that characterization may be a little out of date.  :P

EDIT: Looking back, I probably just grouped those states together because they were in the same general area. I had done the same thing regarding the Rocky Mountain states, but I deleted that region before posting because I found that proximity was really the only thing they had in common.
Title: Re: National LCS Revisited
Post by: mainiac on April 30, 2013, 11:21:59 pm
I think something like this might be a better division:

(https://lh3.googleusercontent.com/-sWh3bi25dT0/UYCQ3VHJ3eI/AAAAAAAAAFI/hT_7jNcdd7Y/s720/USA522letterBWPrint.jpg)

Some of the choices aren't ideal (lumping liberal NM in with the Sun Belt or Conservative WV with the mid atlantic) but these regions feel a bit more logical to me.  Plus they would sort of make sense to be linked to issues.  Maybe every 5 years the issues that matter for a region are at an extreme, the ideology of the region would change in the direction of those issues.

Sun Belt (Red): This region starts out C+ but is heavily influenced by immigration law, i.e. liberal immigration laws will this region to drift left.  This represents the electoral impact of immigration on this region more so then the rest of the country.

Great Plains/Rockies (Pink): This region starts out conservative but is influenced by pollution laws, nuclear power, animal rights and whatever law controls genetic experiments.  This is to represent whether the region builds up vested interests around coal and factory farming or more green stuff like wind farms and sustainable farming

Left Coast (Green): Starts out L+ but can be turned conservative by Privacy Rights, Free Speech, Civil Rights and Womens Rights.  Will the liberal or libertarian brand shine through in this region?

Midwest (Purple): Starts out M, can be influenced by labor and pollution laws.  The industrial and labor history of the region makes this one obvious.

Mid Atlantic (Blue): Starts out L, is influenced by Corporate Law, Election Reform, Drug Law, Human Rights (IIRC that covers racism).  This region has a lot of white color corporate service industry, is the center of the government and has a lot of history with race relations.

Then there are the holdout regions.  On the left we have New England (White), this region is L+ and has no special issue that makes it conservative.  Opposite that is the Deep South (Orange).  It starts out C+ and it's going to be the last holdout on the liberal drift, having no issue that makes it drift.  But both the holdouts can be influenced the old fashioned way, if public opinion is very liberal or very conservative on all the issues, it will overwhelm the natural tendencies of these regions (and all other regions).

Left over are Hawaii and Alaska, the two overseas territories.  The former is L+ while the latter is C+.  I feel like they should be the holdouts.  No matter how liberal or conservative the country gets, these two regions would keep their ideologies.  So if you need to be somewhere with lots of liberals or conservatives, you can go to these places.
Title: Re: National LCS Revisited
Post by: Capital Fish on May 01, 2013, 08:54:02 am
I think something like this might be a better division:

(https://lh3.googleusercontent.com/-sWh3bi25dT0/UYCQ3VHJ3eI/AAAAAAAAAFI/hT_7jNcdd7Y/s720/USA522letterBWPrint.jpg)

Some of the choices aren't ideal (lumping liberal NM in with the Sun Belt or Conservative WV with the mid atlantic) but these regions feel a bit more logical to me.  Plus they would sort of make sense to be linked to issues.  Maybe every 5 years the issues that matter for a region are at an extreme, the ideology of the region would change in the direction of those issues.

Sun Belt (Red): This region starts out C+ but is heavily influenced by immigration law, i.e. liberal immigration laws will this region to drift left.  This represents the electoral impact of immigration on this region more so then the rest of the country.

Great Plains/Rockies (Pink): This region starts out conservative but is influenced by pollution laws, nuclear power, animal rights and whatever law controls genetic experiments.  This is to represent whether the region builds up vested interests around coal and factory farming or more green stuff like wind farms and sustainable farming

Left Coast (Green): Starts out L+ but can be turned conservative by Privacy Rights, Free Speech, Civil Rights and Womens Rights.  Will the liberal or libertarian brand shine through in this region?

Midwest (Purple): Starts out M, can be influenced by labor and pollution laws.  The industrial and labor history of the region makes this one obvious.

Mid Atlantic (Blue): Starts out L, is influenced by Corporate Law, Election Reform, Drug Law, Human Rights (IIRC that covers racism).  This region has a lot of white color corporate service industry, is the center of the government and has a lot of history with race relations.

Then there are the holdout regions.  On the left we have New England (White), this region is L+ and has no special issue that makes it conservative.  Opposite that is the Deep South (Orange).  It starts out C+ and it's going to be the last holdout on the liberal drift, having no issue that makes it drift.  But both the holdouts can be influenced the old fashioned way, if public opinion is very liberal or very conservative on all the issues, it will overwhelm the natural tendencies of these regions (and all other regions).

Left over are Hawaii and Alaska, the two overseas territories.  The former is L+ while the latter is C+.  I feel like they should be the holdouts.  No matter how liberal or conservative the country gets, these two regions would keep their ideologies.  So if you need to be somewhere with lots of liberals or conservatives, you can go to these places.

Looks great!

EDIT: Wish I had something else to add to that.  :P Seriously, though, awesome job!
Title: Re: National LCS Revisited
Post by: Man of Paper on May 01, 2013, 09:11:45 am
Eventually what about the possibility of support from foreign interests?

To me, this'd make sense. Once you're working on a national scale, people in other countries will take notice. Perhaps it could be as simple as an extra job option, but where the person would disappear from the roster to represent their travel to another country. Cash'd be excellent of course, but it'd be sweet to also get in with seedier international elements, like drug cartels and gun smugglers. Though obviously they'd definitely be riskier the higher on the scale of criminality you get.
Title: Re: National LCS Revisited
Post by: Equinox on May 01, 2013, 07:57:13 pm
Well, was just playing 4.07.1 and this happened. Looks to me that the CCS has found me and started their sabotage campaign! (http://i.imgur.com/Oq4xCsa.png)
Title: Re: National LCS Revisited
Post by: SealyStar on May 01, 2013, 08:38:39 pm
Well, was just playing 4.07.1 and this happened. Looks to me that the CCS has found me and started their sabotage campaign! (http://i.imgur.com/Oq4xCsa.png)

Holy shit.

That's the weirdest bug I've ever...
Title: Re: National LCS Revisited
Post by: Fniff on May 01, 2013, 08:53:54 pm
Damn the surrealist party! Interrupting our fine Matrix-style elections!

This looks interesting.
Title: Re: National LCS Revisited
Post by: Man of Paper on May 01, 2013, 10:58:01 pm
Easy explanation: The United States annexed the Earth and those are all representatives of the various places from around the world.

In any case, so much for small government.
Title: Re: National LCS Revisited
Post by: tenmillimaster on May 02, 2013, 08:12:36 am
Let's send the LCS to alaska to take everyone's guns.

Yeah.....

And then send them to hawaii to try and drum up support for secession.
Title: Re: National LCS Revisited
Post by: Reelya on May 02, 2013, 10:32:45 am
Maybe change the city zones to suburb names - Brooklyn, Manhattan, etc. for New York.

PTW. Also, it would be great if you would have both versions, a local crime squad and a nationwide squad. That would allow for classic play, as well as new play. We have such an option for the CCS already.

I think creating a system with a scenario file could do that, fine. And give modders a lot more to play with. Basically make a "pick scenario" screen in the game start-up that lists all the modules in the directory. Of course, the scenario data would need to be bundled with the current save.

One thing i was thinking of, is can we separate state and federal effects? Then, most normal sites affect local opinion only, but some special sites affect things on a national level. Nuclear plants should be one that affects things nationally for example, but not be in every city.
Title: Re: National LCS Revisited
Post by: Soadreqm on May 02, 2013, 03:04:04 pm
(http://i.imgur.com/Oq4xCsa.png)

The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Title: Re: National LCS Revisited
Post by: Funk on May 02, 2013, 06:33:35 pm

My mistake(s). Though when it came to labeling the region as a rust belt, I was thinking along the lines of certain manufacturing cities in upstate New York, along with places like Allentown and the aforementioned Pittsburgh. As you've said though, that characterization may be a little out of date.  :P

out of date but really when you think of the rust belt, you think of classic detroit, full of industry and all the dirt and smoke that comes with it.
lets face it is more fun to play with detroit the motor city with it massive unions and factory's than detroit the economy waste land full of crime or detroit the normal city.

Title: Re: National LCS Revisited
Post by: tenmillimaster on May 02, 2013, 07:02:15 pm

My mistake(s). Though when it came to labeling the region as a rust belt, I was thinking along the lines of certain manufacturing cities in upstate New York, along with places like Allentown and the aforementioned Pittsburgh. As you've said though, that characterization may be a little out of date.  :P

out of date but really when you think of the rust belt, you think of classic detroit, full of industry and all the dirt and smoke that comes with it.
lets face it is more fun to play with detroit the motor city with it massive unions and factory's than detroit the economy waste land full of crime or detroit the normal city.



Why not both?

Anyways, This happened.

(http://i.imgur.com/au7dHtu.png)
Not sure what happened.

I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.
Title: Re: National LCS Revisited
Post by: Funk on May 02, 2013, 07:07:53 pm
Yhat have detroit turn from a massive manufacturing city at C to a crime full waste land at L.
(at L+ it is a lovey green city free from crime and at C+ it is home to even more factorys)
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 02, 2013, 08:00:24 pm
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.
Title: Re: National LCS Revisited
Post by: tenmillimaster on May 02, 2013, 08:19:39 pm
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.

I tried, but it runs the elections again at the end of the day and I get a crash again.
Title: Re: National LCS Revisited
Post by: Equinox on May 02, 2013, 09:30:51 pm
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.

Would you be able to upload a temporary fix? I've got the same issue and reloading doesn't solve it.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 02, 2013, 10:08:21 pm
http://www.jonathansfox.com/lcs/lcs_win32_4.07.1a.zip

This is hot off of my last build of the game -- it may or may not work entirely correctly, but it should have the bug fixed. If it crashes on startup, that suggests saves aren't compatible after all, but I think they are and that this should clear up the crash on elections.

Also, since this is straight off of the build I'm running, and I recently got the in-game movies working, they should be working in this one too. They're pretty rare, but you'll know if you see one. They're kinda hard to miss.
Title: Re: National LCS Revisited
Post by: tahujdt on May 03, 2013, 07:54:14 am
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.
I have this issue too.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 03, 2013, 12:59:28 pm
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.
I have this issue too.

Does the update not work for you?
Title: Re: National LCS Revisited
Post by: tahujdt on May 03, 2013, 01:33:04 pm
I'd upload the save file if it helped, but I'm not sure where to put it. I was in LA peddling mind opening contraband and the elections came up, then the game crashed.

This happens if the prisons issue comes up as a ballot measure. It'll be fixed next version. Load your save again and continue; the game should be playable as long as it doesn't come up again.
I have this issue too.

Does the update not work for you?
It does, thanks. Is it save compatable?
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 03, 2013, 02:33:16 pm
It does, thanks. Is it save compatable?

I believe so, yes. That's the hope in releasing the hotfix, is to let you load up your crashing save and continue.
Title: Re: National LCS Revisited
Post by: Equinox on May 04, 2013, 08:20:18 pm
I upgraded to the latest one you posted and now I am getting a complete freeze when I try upgrade my starting city's Homeless Shelter with a business front, even though it's available it just completely freezes, pressing enter or esc doesn't do anything. I can upgrade everything else but the Business Front.

EDIT: someone already posted about it. Sorry for reposting. http://www.bay12forums.com/smf/index.php?topic=125450.msg4224727#msg4224727
Title: Re: National LCS Revisited
Post by: KA101 on May 04, 2013, 08:54:51 pm
Except that's more info than we posted in the other thread: I saw the options and didn't try them.  Odd that only the Business Front crashes it--probably something with the name-change code?

Whilst on the topic of bugs: Met a Programmer in the SEA net cafe, talked to him about the issues and he's willing to join.  Trouble is that his Sleeper position is in Brooklyn & Queens (the NYC Industrial District, IIRC?).  Seemed really weird.
Title: Re: National LCS Revisited
Post by: Duuvian on May 05, 2013, 12:27:22 am
I think it would be a very good addition. It would add another level of scale to the game, you know? It would be like letting people design a silly simulacrum of their local area possibly even, what with the open development. Each state could have it's main city, with some states like those with the capital in another city being like going on a mission requiring a car is now, with a few landmarks and a lot more generic shops or locations that all cities share. I'm not a city person, so other people would have to fill that in.

It would be cool to include as much content as people will submit. Someone could visit various city's websites and ask about what important locations those forumgoers would want to include in a video game such as LCS alongside the generic factories and oil rigs and banks and such. By that, I mean a sort of 'area generator' where you type things like 'Steel Factory' for the location title, then type a name for a component to break or some other game mechanic to effect with an action. If it could be on a simple website you could collect a large amount of simple descriptions if you advertised it a bit where LCS is played, and also if the form was generic enough you could post it in city forums to get it filled out; I assume most metropolitan areas have some sort of forums or Twitter by now. I'd recommend that they don't use actual place names, but more of a generic desciption. That sounds like a fair bit of work I'm not proficient in doing though, so I have no expectations whatsoever, just an idea as to how I'd go about it were I capable.

Honestly I think the more locations in LCS, the better. Lots of various neighborhoods being effected at both the national and the local level would be cool. It would be cool if you could still win the game by having a network of non violence across the country by being stealthy, it would be a sort of the moral lesson that would be for a second playthrough. You know the one, the one where you realize you could have done it without killing all those people in Alpha Protocol for example, by letting the CCS shoot themselves in the foot by waiting until they attack you once you reveal yourself in a non-violent way. Maybe have game modes where the CCS is non violent until provoked by violence by liberals, where the game tries to match your violent acts by sending in the CCS to keep you from just shooting a bunch of people to raise concern for gun control. I guess that game mode could use an additional choice whether or not you are almost be forced to use violence followed by an escape, such as Deathsquads (if starting c+) or the CCS having knowledge of your past attempts to infiltrate them/monitor them/live a liberal life, and having a few of your associates kidnapped or otherwise detained for information that you somehow heard about. How much they know about you I guess would depend on the above choice and maybe how conservative the laws are at start.

It would be cool if site actions were way more effective in that case, so that area is swayed for a decade or more. That way once you pull out the guns, you open a sort of Pandoras Box and it gets crazy real fast with the police and the CCS chasing survivors over state lines and stuff.

EDIT: I think I started with and then was distracted from this leftover paragraph I found in editing, but I think I typed it in response to something I saw in the thread:

People in small towns will drive very far every day to find better paying jobs in urban areas, also. We're talking about driving for an hour or two on the highways at 55 to 70 miles per hour, and waking up at 6am while driving 4 hours or more a day and getting home around 7 or 8.
Title: Re: National LCS Revisited
Post by: r1kr0k on May 05, 2013, 07:48:08 am
I think managing liberals needs improvement to tackle this idea. Here's why:

If there is more variety to locations, it makes sense to recruit more members to attack specific locals. A whole turn can be dedicated to attacking all locations at once, then recovering from the heists. This means players should manage their liberals specifically as some liberals are better than other liberals, so the player must conduct a comparative analyst. Comparing a population over 50 with the current tools in game is difficult and time consuming.

Having a menu to compare liberal by liberal in terms of highest age, juice, recruit potential, stat(s) of your choice, or skill(s) of your choice would remedy this. In addition, having your stats show up on the skill page would be helpful too, either above or below the skill columns. These two changes would greatly enhance the management of liberals.

Title: Re: National LCS Revisited
Post by: usr_share on May 05, 2013, 11:03:06 pm
I guess something like this would help:

(http://i.imgur.com/Sd4wGYU.png)

(Note: the asterisk denotes the "natural order" of the group -- the one which is used in the current version.)
Title: Re: National LCS Revisited
Post by: KA101 on May 06, 2013, 04:54:16 pm
One problem I've been seeing in my national playthrough is that the Location bar typically doesn't have enough room to display the city location.  (Here's hoping two Business Fronts don't both come up "Manpower" or "Auto Ins.".  Might be worth making more room for city designations.  (Comma, space, and 2-3 letters ought to work, so about 5-6 more characters needed)
Title: Re: National LCS Revisited
Post by: usr_share on May 16, 2013, 11:25:07 pm
I think that, for a national LCS, there should be a national media to report on the events, too.

Really big or effective events (say, shutting down a power plant or stealing documents from the CIA or killing a CEO without casualties on the liberals' side) would certainly warrant a greater response. It won't just be a single article in a local paper -- it'd instead start discussions on the national TV and radio.
Title: Re: National LCS Revisited
Post by: ggamer on May 17, 2013, 03:05:38 pm
The mainstream news channel has been hijacked by CCS mercenaries!

The CCS boss appears on the screen

He gives a beautiful speech about the necessity of nuclear power

The speech is so good that security guards are stuck at their stations watching!

He leaves, and the screen is replaced with the motto "Better Dead than Liberal"

---

One of your commandos hands you a newspaper

The New York Times
Conservative Crime Squad strikes again!
The sensational CCS has struck again, according to sources in Washington State. The group was seen commiting assault, murder, and theft. Before fleeing the scene, the group comandeered a recording booth and gave an amazing speech which, according to NYT polls, has swayed public opinion in favor of Conservatives. The Moderate Sensibility Squad responded... (more on e2)

Title: Re: National LCS Revisited
Post by: usr_share on May 18, 2013, 01:16:07 am
(http://i.imgur.com/WfEDEVf.gif)
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 20, 2013, 05:59:13 pm
Another test version:
http://www.jonathansfox.com/lcs/lcs_win32_4.07.2.zip

Features:
- Multiple city mode is now optional
- Current city is reflected in more places, including news stories
- Fixed prison law change crash bug
- Removed some special rules for unusual public opinion shifts for certain locations
Title: Re: National LCS Revisited
Post by: tahujdt on May 20, 2013, 06:04:28 pm
(http://i.imgur.com/WfEDEVf.gif)
How you do?
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 20, 2013, 06:05:28 pm
(http://i.imgur.com/WfEDEVf.gif)
How you do?

I know, that's sweetsauce. What's up with that awesomeness? Is that from a game with text swapped out?
Title: Re: National LCS Revisited
Post by: Cheedows on May 20, 2013, 09:46:00 pm
DO WANT.
Title: Re: National LCS Revisited
Post by: usr_share on May 20, 2013, 10:42:40 pm
How you do?

I know, that's sweetsauce. What's up with that awesomeness? Is that from a game with text swapped out?

The graphics are original ;)
Title: Re: National LCS Revisited
Post by: Vherid on May 21, 2013, 03:30:35 pm
How you do?

I know, that's sweetsauce. What's up with that awesomeness? Is that from a game with text swapped out?

The graphics are original ;)

If you did that, that's a pretty nice job.

Why aren't we making a game like this.

Also fox you switched the D and E button for relocating and childhood options in the new game screen.

In national mode it also shows the childhood selector to press E still, but only works with D.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 21, 2013, 04:07:52 pm
Also fox you switched the D and E button for relocating and childhood options in the new game screen.

In national mode it also shows the childhood selector to press E still, but only works with D.

Oh, weird. I intentionally switched them (the city selector won't appear in national mode), but it should be switched fully, not like... inconsistent text and behavior. I'll take a second look at it.
Title: Re: National LCS Revisited
Post by: tahujdt on May 21, 2013, 04:08:38 pm
Note: we can't put up business fronts right now. Why?
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 21, 2013, 04:12:43 pm
Note: we can't put up business fronts right now. Why?

Probably because I messed with cleaning up code related to site upgrades and introduced a bug.
Title: Re: National LCS Revisited
Post by: Neonivek on May 21, 2013, 04:22:38 pm
Dear goodness this gives me a HUGE urge to have a graphical LCS.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 21, 2013, 04:46:59 pm
Thanks for the reports on the city/background letters being backwards and business fronts not being possible to get. I've found and fixed these bugs for next release, as well as one related to all safehouses being fully upgradable (booby trapping the homeless shelter...)
Title: Re: National LCS Revisited
Post by: Fniff on May 21, 2013, 06:13:37 pm
Well, with the backwards letter thing, you could just pretend it was Bolshevik Crime Squad for a while and you were fighting Tzar injustices in Moscow.

... That sounds like an interesting idea for a mod...
Title: Re: National LCS Revisited
Post by: tahujdt on May 21, 2013, 06:25:25 pm
Well, with the backwards letter thing, you could just pretend it was Bolshevik Crime Squad for a while and you were fighting Tzar injustices in Moscow.

... That sounds like an interesting idea for a mod...
Somebody did an America vs Russia mod, I think.
Title: Re: National LCS Revisited
Post by: Fniff on May 21, 2013, 06:26:05 pm
Yeah, but no Red October mod. I want my rebellion against Imperial Russia.
Title: Re: National LCS Revisited
Post by: usr_share on May 22, 2013, 03:00:00 am
If you did that, that's a pretty nice job.

Why aren't we making a game like this.

Well, the whole game like that would require a lot more graphics. And introducing new features would become a whole lot more difficult. I like LCS for what it is, and I don't think it'd be this good gameplay-wise if it used graphics.
Title: Re: National LCS Revisited
Post by: Reelya on May 22, 2013, 10:13:17 am
Yeah, but no Red October mod. I want my rebellion against Imperial Russia.

Maybe you're thinking of Red Dawn? ... or at least that'd make a much better scenario for LCS than Red October.
Title: Re: National LCS Revisited
Post by: Fniff on May 22, 2013, 10:47:37 am
Really, I'm not talking about Red Dawn. I'm talking about the exact opposite of Red Dawn.

Maybe I'm just bummed out that Assassins Creed 3 wasn't set in Tsarist Russia and that excitement for communist revolution never really got fufilled. Anyway, off-topic.
Title: Re: National LCS Revisited
Post by: Yelesom on May 23, 2013, 05:37:40 pm
I've got a crash bug here in 4.07.2 I think

I've got an enlightened coming back from a week-long date with a couple liberals causing trouble, one other liberal doing community service, and the founder in jail. Just as the enlightened liberal is coming back from the week-long date the game gives a "Debug Assertion Failed!" notice and the game aborts.
Title: Re: National LCS Revisited
Post by: ggamer on May 23, 2013, 07:12:44 pm
Sleeper Jay Carney, Politician sends you a classified document!

White House Internal Memorandum

-classified-

CIA contacts in St. Petersburg have reported that the Stalinist Crime Squad has resurfaced and is causing trouble. From what we can tell, they invaded a local mansion, committing theft, murder, and arson. NSA doesn't think this is an issue so far, only time will tell as the situation develops. POTUS has decided not to send aid until the situation gets out of hand.

Title: Re: National LCS Revisited
Post by: Man of Paper on May 24, 2013, 01:59:57 pm
Yeah, but no Red October mod. I want my rebellion against Imperial Russia.

Maybe you're thinking of Red Dawn? ... or at least that'd make a much better scenario for LCS than Red October.

He's referring to the 1917 rebellion, not the submarine. Gotta make sure everyone's on the same page here.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 24, 2013, 11:04:58 pm
Looking for feedback on the latest version: Does the National LCS feature feel basically sound, or shaky and broken? Do you get bugs where people go to prison in the wrong city, news stories in the wrong place, bizarre things like that? I've tried to take care of all of the weird bugs I knew about with it in 4.07.2, and make it optional as well, so I'm hoping that forms a good groundwork for being able to fold it into the main game, but I want to make sure it feels... structurally sound.
Title: Re: National LCS Revisited
Post by: seth-- on May 25, 2013, 03:04:03 am
I'm too busy to play, so I'm gonna ask.
Did you fix this? http://www.bay12forums.com/smf/index.php?topic=125450.msg4231899#msg4231899
Title: Re: National LCS Revisited
Post by: Capital Fish on May 25, 2013, 03:40:12 am
I've yet to encounter any game-breaking bugs (that haven't already been mentioned), but I haven't been able to play it as much as I'd like.

I'm loving what I have played, though.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on May 25, 2013, 05:04:22 am
I'm too busy to play, so I'm gonna ask.
Did you fix this? http://www.bay12forums.com/smf/index.php?topic=125450.msg4231899#msg4231899

The bank thing is working as designed. The amount of time that banks stay on high security varies a lot, but it's huge compared to any other building. Slip the teller a note and it could still be on high security five months later. Point a gun at the teller and loot the vault and you could see it on high security for years, depending on how thoroughly you loot the vault. This is a balance factor against the relative ease of robbing low security banks, and the large amount of money it gives.

The learn at the university district thing is just a display oddity where one of the options isn't shown if you're hurt, rather than the game's behavior being off; there isn't actually meant to be a game rule that says you can't go to classes while injured, I'd just that I run out of room on that screen to show both options at once. That weirdness is still there in 4.07.2, but I think I'll be able to fix the space issue on that screen in 4.07.3. Crossing fingers!
Title: Re: National LCS Revisited
Post by: Jboy2000000 on May 25, 2013, 05:24:57 am
Since you're working on space, do you think you could do something about the law screen? The fact there aren't three laws in the last row makes me really angry.
Title: Re: National LCS Revisited
Post by: Carlos Gustavos on May 27, 2013, 04:12:58 pm
Do you get bugs where people go to prison in the wrong city, news stories in the wrong place, bizarre things like that?
I've been looking in justice.cpp recently and it looks to me like the function imprison doesn't consider different cities.
Title: Re: National LCS Revisited
Post by: Liber celi on May 27, 2013, 04:26:09 pm
I have been playing LCS for years and it never occured to me to thank you.

Thank you.
Title: Re: National LCS Revisited
Post by: seth-- on May 28, 2013, 12:01:04 pm
I'm playing now.

Haven't found any bugs yet, but travel menu feels a little wrong.
In the old versions it was easy to find a place, everything was organized. Now, site locations in the city look more random.
It may be me being used to the old way, but I think it's not.
I understand this can be more realistic but please consider another way to do it.

Also, I used to use that menu to see the heat in my safehouses. Now, If my squads are in Los Angeles and my programmers are stealing credit cards in Seattle, I have no idea how to check the heat in the seattle safehouse.

Edit:
Quote
----ITEM-----------------CURRENT LOCATION----------NEW LOCATION-----------------
A - AK-47 (30)           Projects                  1 - Shelter
B - Aslt/Rifle Mag       Projects                  2 - Meat Plant
C - Laptop               Projects                  3 - Projects
                                                   4 - Warehouse
                                                   5 - Shelter
                                                   6 - Shelter
                                                   7 - Cement
                                                   8 - Shelter
                                                   9 - Fertilizer
There are too many places with the same name, looks like I have to guess a little. Maybe you could add the city name in the repeated locations
Title: Re: National LCS Revisited
Post by: Funk on May 28, 2013, 03:13:38 pm
may we can cut the city's down to one per state and just use the two letters abbreviations.

so we have shelter NY and shelter LA
Title: Re: National LCS Revisited
Post by: Capital Fish on May 30, 2013, 11:56:30 am
New Bug Found!

Greater Hollywood is now a part of Washington D.C.!

Also, this isn't a bug, but I would recommend separating the "Travel to a Different City" command from the rest of the traveling options. Just putting a single space between the options would probably work. Something like this:

A - Downtown
B - University District
C - Industrial District
D - Outskirts

E - Travel to a Different City
Title: Re: National LCS Revisited
Post by: tahujdt on June 04, 2013, 04:34:29 pm
Bumping this, and reporting a bug.
 
If you have the multiple cities turned on, news reports will still list your hometown as the location.
Title: Re: National LCS Revisited
Post by: bigbillyjohn on June 05, 2013, 08:32:11 pm
I sent my leader on a vacation and a few days in the game crashed with a vector subscript out of range error
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on June 05, 2013, 08:52:55 pm
Since you're working on space, do you think you could do something about the law screen? The fact there aren't three laws in the last row makes me really angry.

I think that would have to wait on two new laws being added to the game, or one being removed.

Do you get bugs where people go to prison in the wrong city, news stories in the wrong place, bizarre things like that?
I've been looking in justice.cpp recently and it looks to me like the function imprison doesn't consider different cities.

Good catch; I've been able to rewire that one. Commit is pending completion of another feature I have half-written.

Edit: Changed my mind, committed the feature incomplete to make sure I don't do another "oops I deleted everything on my desktop" like I did with the old interrogation overhaul. Build should be perfectly stable, just isn't release ready because there's an option that doesn't quite work as advertised.

I have been playing LCS for years and it never occured to me to thank you.

Thank you.

Thank you for playing and sharing your appreciation!

I'm playing now.

Haven't found any bugs yet, but travel menu feels a little wrong.
In the old versions it was easy to find a place, everything was organized. Now, site locations in the city look more random.
It may be me being used to the old way, but I think it's not.
I understand this can be more realistic but please consider another way to do it.

I'm interested in second opinions and ideas on this. It's something I'm concerned about, but I'd like to have more data before feeling certain about any direction. I think the flipside to not knowing where everything is right away is that if the cities are homogenized in their layout they'll feel samey and like carbon copies of each other. I'm not sure how to most elegantly handle this.

New Bug Found!

Greater Hollywood is now a part of Washington D.C.!

Oops! I don't think I even meant for Washington D.C. to be visitable in the last release. One thing that I've struggled with it the districts for different cities; I put way too much time into figuring out what to name the districts and how to lay things out.

Any ideas for how the districts should be named in DC?

Also, this isn't a bug, but I would recommend separating the "Travel to a Different City" command from the rest of the traveling options. Just putting a single space between the options would probably work. Something like this:

A - Downtown
B - University District
C - Industrial District
D - Outskirts

E - Travel to a Different City

Good idea. I'll do this.

Bumping this, and reporting a bug.
 
If you have the multiple cities turned on, news reports will still list your hometown as the location.

Thanks, this is just the sort of thing I'm trying to make sure to track down all the instances of. I remember fixing it and can't reproduce this issue on my computer, so I'm guessing I fixed this last time I was working on the game. We'll have to verify if it's still fixed for next release rather than the currently out one.

I sent my leader on a vacation and a few days in the game crashed with a vector subscript out of range error

Thanks, this was easier to fix than most issues like this, because it's consistent -- it happens every time you go on vacation in the latest version, guaranteed. The bad thing is, it borks your save, because the crash only happens a week after the decision to go on vacation is saved. So for now, avoid vacations in this version. I've found the issue, however, and will have it fixed in the next release.
Title: Re: National LCS Revisited
Post by: Capital Fish on June 05, 2013, 09:37:44 pm
Oops! I don't think I even meant for Washington D.C. to be visitable in the last release. One thing that I've struggled with it the districts for different cities; I put way too much time into figuring out what to name the districts and how to lay things out.

Any ideas for how the districts should be named in DC?

With regards to Washington DC, I'd label it as such:

Downtown (usual buildings - Police Station, Courthouse, etc)
National Mall (White House, Capital Building, etc)
Arlington (Pentagon, Intelligence HQ)

I wouldn't bother giving the outskirts a special name - calling it "Virginia" as you have actually seems too broad and limiting at the same time.

Washington D.C. could also get away with the bare minimum of standard LCS buildings. Every city needs a police station, hospital, and the like - but no player is going to head to Washington so they can mess up a plastic factory or genetics lab.

Just my ramblings on the subject, though. Feel free to cherry pick anything useful, and disregard the rest.
Title: Re: National LCS Revisited
Post by: KA101 on June 06, 2013, 01:18:52 am
Oops! I don't think I even meant for Washington D.C. to be visitable in the last release. One thing that I've struggled with it the districts for different cities; I put way too much time into figuring out what to name the districts and how to lay things out.

Any ideas for how the districts should be named in DC?

With regards to Washington DC, I'd label it as such:

Downtown (usual buildings - Police Station, Courthouse, etc)
National Mall (White House, Capital Building, etc)
Arlington (Pentagon, Intelligence HQ)

I wouldn't bother giving the outskirts a special name - calling it "Virginia" as you have actually seems too broad and limiting at the same time.

Washington D.C. could also get away with the bare minimum of standard LCS buildings. Every city needs a police station, hospital, and the like - but no player is going to head to Washington so they can mess up a plastic factory or genetics lab.

Just my ramblings on the subject, though. Feel free to cherry pick anything useful, and disregard the rest.

IIRC the White House is away from the National Mall.  The Mall is a great place for Parks though, given all the memorials.  Site special for impromptu speeches (single issue, relevant to the location) would be eminently suitable.  Wanna target military spending? head for the Vietnam Wall.  Racial Equality?  We Have A Dream.

Yeah, there are trial courts in DC.  Don't forget the Supreme Court, though.

About "typical" LCS actions in DC: probably a lot greater Conservative Response, both in terms of personnel and tighter Heat limits*, but correspondingly greater media pop.  I'm not sure how much more media coverage the Beltway snipers got due to their choice of op-area, but I'd imagine there was some effect.

*Really harsh: any site action within DC that results in a newspaper article also gives a Terrorism charge.

University Districts might be different in each city: UCLA might have a good Physics curriculum whilst Georgetown's (private uni in DC) Public Policy department is second to none, at least in LCS.

DC really ought to have the FBI HQ at some point, too.
Title: Re: National LCS Revisited
Post by: Jboy2000000 on June 06, 2013, 06:29:59 am
About the FBI, what about Quotico? Its a marine base and home to the FBI training facility, but I can't remember what state its in, I think its in DC.
Title: Re: National LCS Revisited
Post by: Capital Fish on June 06, 2013, 07:18:26 am
Any ideas for how the districts should be named in DC?
With regards to Washington DC, I'd label it as such:

Downtown (usual buildings - Police Station, Courthouse, etc)
National Mall (White House, Capital Building, etc)
Arlington (Pentagon, Intelligence HQ)
IIRC the White House is away from the National Mall.

I think it's close enough that you could get away with listing it as being in the "National Mall" district. At least in the context of LCS.

That said, I've never been to D.C. I'm using Google Maps as my main resource, here.  :P

EDIT: Edited to shrink the quotes.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on June 06, 2013, 12:57:52 pm
IIRC the White House is away from the National Mall.

I think it's close enough that you could get away with listing it as being in the "National Mall" district. At least in the context of LCS.

This is right; the White House is set back from the national mall by a couple blocks, rather than being directly on or adjacent to it, but it's still in the general cluster of government buildings in that area.
Title: Re: National LCS Revisited
Post by: fakechuck on June 07, 2013, 10:22:48 pm
Not sure if this bug has already been brought to attention, but if you travel to another city with a squad which cannot use the vehicle to which they are assigned this has no effect on travelling.  The game states that the squad could not use the vehicle and then says they are travelling to the other city.  The squad moves to the other city without trouble.  I'm not sure what should happen since the whole vehicle priority system can get confusing at times.
Title: Re: National LCS Revisited
Post by: Njals on June 16, 2013, 05:22:20 am
Absence of commercial district is fine, IMHO. Looks more realistic.
Title: Re: National LCS Revisited
Post by: EuchreJack on June 23, 2013, 08:31:57 pm
No suggestions yet, but I love this expansion of the game.  Seriously, if this were a commercial title, LCS would be the base game and National LCS would be either the expansion pack or sequel.  Thanks!

EDIT: An idea: I've always thought that at least some issues should vary based upon location.  Only one thing is constant about the state of the legal system in the United States: Laws in New York and in California will always be different.   :P

Death Penalty is a good example.  Although the US Supreme Court has placed certain limitations on the death penalty, whether or not it exists varies by State for State Crimes (although the federal government still has the death penalty, for Federal murder cases and treason).

It sort of introduces the State vs. Federal dynamic that has been missing from the beginning.  I'd also suggest that State Governments might also be implemented, with biases based upon geography (so Texas LCS has a real uphill battle, but New York LCS finds half their work done before they show up).  Although readers in those states that don't make National LCS might be upset, it would be totally acceptable and reasonable to only have a handful of the most significant states included, and perhaps a couple random states also simulated.  Fifty, soon to be fifty-one, states is a lot of ground to cover.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 01:20:38 am
I was hoping to have the Presidential features more complete by today, but as I was working through all the design details of just how much stuff needs to be changed to do justice to how the news, police, political situation, on-site security, and so on would react, it ended up being way more than I was able to get done when I said I would. For that reason, the promised 4.08 is still sometime in the future.

However, I did say there would be a release around today, and I intend to deliver, so here's what I do have working so far. Just bear in mind that poking the President has little effect on the game yet, because I haven't coded that part up.

Without further ado, the 4.07.3 beta release:
LCS 4.07.3 for Windows (http://www.jonathansfox.com/LCS/lcs_win32_4.07.3a.zip)
Your feedback and bug reports are requested!

The biggest differences between this version and the latest non-beta release are:
1. The ability to play in multiple city mode.
2. The ability to raid the White House and interact with the President.
3. The ability to recruit from the activation screen.

The changes in this version are pretty huge compared to the stickied post, and aren't entirely complete. In particular, much of the behavior around the President is still half-baked. The news doesn't react to stuff involving the President, and kidnapping/converting/seducing him or her has no effect on the game. However, killing the President will result in VP succession.

4.07.3 Changelog
- You can now raid the White House and find the President in the Oval Office.
- Added highly capable Secret Service agents to protect the President.
- Added cost for intercity travel.
- Added ability to raid locations outside the city to one city mode. Costs the same amount as travelling to another city in multiple city mode.
- Restored Commercial District for single city mode.
- Liberals will be forced to complete their original prison sentence when they escape from prison and are re-arrested.
- Liberals will no longer attack unarmed or crippled targets if armed, healthy targets exist.
- Chance of accidentally hitting bystanders with guns reduced to 1%. Melee attacks now also have an equal chance of hitting bystanders.
- Can meet with potential recruits from the activation screen. Some options on the activation screen re-arranged.
- More of the text in the game is cyan rather than blue, to increase contrast with the black background.
- Prostitutes and Gang Members now start with street sense.
- Starting as a gang member now provides you with additional street sense and strength.
- The new game option that mentions trading sex for money now decreases your Heart stat, but gives twice the Charisma bonus.
- Many bug fixes.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on June 29, 2013, 02:27:44 am
Can't find the president in the game.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 03:11:00 am
Can't find the president in the game.

Can you tell me more?

Here are a few possible tips.

1. He's in the southeast end of the starting level of the White House location. There's an irregularly shaped room with a 4x4 area in the middle clearly marked "Oval Office" that triggers when you step on any of the four tiles with text on them.
2. The White House is in the Travel menu in single city mode, or the Capitol Hill district of Washington DC for multiple city mode.
3. Secret Service will smuggle the President out if you set off the alarm prior to reaching the Oval Office. My intent is to have a timer on this, because it's overly brutal when combined with the metal detector at the front, but at the moment the only way to encounter the President is to avoid the alarm before getting to the Oval Office. Basically, it works the same way as the CEO, where he escapes to a safe room if you shoot your way in. Except he's probably escaping through secret tunnels or something.
4. Right now the President appears as "Barack Obama" or whatever the actual President's name is in your game. I'd like to change this to the equivalent of "President Obama" in the future.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on June 29, 2013, 03:16:32 am
Weird glitch. Instead of the president of my game, I keep getting some guy named Shane Radman, who seems to be the president's stand in, only when you try to recruit him, he changes names. The president feature seems... a little bugged. He doesn't spawn in the oval office, he spawns right by the metal detector. Also, he's a liberal, while the president is a conservative.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on June 29, 2013, 03:43:20 am
Also, for some reason, the white house is in the National Mall. Not sure if that's a bug, or intended, but... uh... I'm pretty sure that's not how it really is.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 03:56:42 am
Hm, well, I won't have a chance to really work on it until Monday, but I'll definitely work on fixing things up. You might have somewhat better luck if you redownload; I just swapped out the White House maps. I think my initial upload had outdated maps that didn't include the Oval Office special location.

I incorrectly said the White House is in the Capitol Hill district; it's supposed to be in the National Mall district. The National Mall is not a shopping mall, it's a stretch of parks, memorials, and government offices in Washington DC. The White House is on the north end of the north-south crossbar in the park layout of this image (http://en.wikipedia.org/wiki/File:McMillan_Plan.jpg). Technically, the National Mall is only the east-west stretch of parks and such, but the White House is only set back a couple blocks from it, so it works as a district name.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Darvi on June 29, 2013, 09:25:49 am
Is the oval office actually... ya well, oval?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Vherid on June 29, 2013, 12:59:00 pm
Every game starts me with $100k, regardless of the options.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on June 29, 2013, 01:33:50 pm
Me too. Also, the police don't seem to have much... survival instinct now... And the president's name looks like some blocky graphical glitch. Still fun though.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on June 29, 2013, 04:42:23 pm
I didn't have a problem with the blue text, but I have to say, the cyan is a LOT easier on the eyes.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 04:57:19 pm
New download with the police survival instincts and free money debug settings disabled:

http://www.jonathansfox.com/LCS/lcs_win32_4.07.3a.zip
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: ShoesandHats on June 29, 2013, 05:10:20 pm
New download with the police survival instincts and free money debug settings disabled:

http://www.jonathansfox.com/LCS/lcs_win32_4.07.3a.zip

What about the problems with the president? I was having them too. The alarm wasn't raised, and the Oval Office simply didn't have anything special in it. No text or anything, just an oval shaped room.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 06:40:46 pm
New download with the police survival instincts and free money debug settings disabled:

http://www.jonathansfox.com/LCS/lcs_win32_4.07.3a.zip

What about the problems with the president? I was having them too. The alarm wasn't raised, and the Oval Office simply didn't have anything special in it. No text or anything, just an oval shaped room.

That should be fixed in this version, and also the previous one; I made an unnamed update that included a fix for that.

Edit: That is specifically the problem with the Oval Office special text/event not appearing. Other issues with the President will have to wait until I have time to work on the game and fix more bugs. Thank you to everyone who reported bugs! Please let me know about any other issues you run into so that I can fix them, too.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: ShoesandHats on June 29, 2013, 07:26:07 pm
New download with the police survival instincts and free money debug settings disabled:

http://www.jonathansfox.com/LCS/lcs_win32_4.07.3a.zip

What about the problems with the president? I was having them too. The alarm wasn't raised, and the Oval Office simply didn't have anything special in it. No text or anything, just an oval shaped room.

That should be fixed in this version, and also the previous one; I made an unnamed update that included a fix for that.

Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 07:30:31 pm
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.

That is really strange. With as many and as varied as the issues I'm hearing about are, you would think I hadn't tested it. But I did. And it was working earlier.

Well, I'll get this stuff sorted eventually. :P
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on June 29, 2013, 09:29:31 pm
- Chance of accidentally hitting bystanders with guns reduced to 1%. Melee attacks now also have an equal chance of hitting bystanders.

I'm gonna miss accidentally alienating people because my squad is playing with guns (aka using firearms without any skill).  It was a nice bit of irony: For the liberals, it reinforces that guns are evil.  For the conservatives, it reinforces that guns shouldn't be used by those who don't know how to use them properly.

No biggie though, as 1% is still a lot for most games.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on June 29, 2013, 09:38:38 pm
- Chance of accidentally hitting bystanders with guns reduced to 1%. Melee attacks now also have an equal chance of hitting bystanders.

I'm gonna miss accidentally alienating people because my squad is playing with guns (aka using firearms without any skill).  It was a nice bit of irony: For the liberals, it reinforces that guns are evil.  For the conservatives, it reinforces that guns shouldn't be used by those who don't know how to use them properly.

No biggie though, as 1% is still a lot for most games.

The main thing is that I didn't want to make melee a dominant strategy because of the chance of hitting bystanders, and I felt that the negative feeling of having a stray shot hit a bystander was pretty strong and outweighed the coolness of it. So I did two* things:

1. Made it less common.
2. Made melee attacks share the same small chance of hitting a bystander (because, really, waving swords around in public is dangerous too)
3. Reduced the consequences of rampages.

I think now rampages have 1/4 the public opinion impact, instead of reversing the impact. Basically, I want to make it not feel like the entire mission was a waste because of a single bad luck roll.

*Counting lessons. Back to preschool for me.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on June 29, 2013, 09:53:48 pm
Yeah, I agree that waving swords around is dangerous too.

Hm, making rampages still positively effect public opinion should make the CCS far more effective, if it works the same for them as for us.  It's also nice to know that rampages don't reverse impact, as it isn't just a single bad luck roll that causes them: I often trigger rampages because I hit the wrong key, or was lock picking/destroying objects too fast to notice the bystanders.  Having to fight my way out, and possibly lose the squad, while knowing that everything I do is only hurting the cause is a real bummer.

Don't get me wrong, I don't mind the misfires, as they are the result of a system that allows quick movement through the levels, which is nice and preferable to a safety-switch system.

Main reason I'm posting is that I just saw the new animations, and love them!

EDIT: Dunno if mentioned, but SMG + Police Body Armor causes everyone to notice the squad's weapons.  I believe the combo should hide the weapons, at least at Arch-Conservative everything where I'm playing.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Nachodsk on June 30, 2013, 02:42:38 pm
I don't find a proper word to describe this update.. IS SOO NICE! :D

I love to go from one city to another! many new locations! it's really nice, thanks Fox! :)
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Lenin_Cat on June 30, 2013, 10:52:01 pm
The game crashes when I go home after convincing the president to talk with me later.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on June 30, 2013, 11:09:50 pm
When the Dev fixes it, this update is gonna be awesome. What happens if you get a sleeper president?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 01, 2013, 04:03:22 am
Major bug: after going to the Oval office the first time, when everything seemed to be in order, during subsequent break-ins it seems that the President was succeeded by the world-famous politician mr. Missingno.

To be specific: when I enter the Oval Office tile, NPCs present are two Secret Service agents and an NPC whose name consists of a long string of white 'tile' characters (think DF's Chalk Wall symbol) and ending in a Dwarf symbol. Once the agents are dead, he cannot be attacked anymore and he does not bleed out no matter how long I wait.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 01, 2013, 08:54:04 am
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on July 01, 2013, 10:55:32 am
New bug, every time you try to recruit someone through the activation menu and you get a conservative, you get the Bluff/Intimidate/Threaten Hostages/Surrender menu. This only starts after the first time you engage in combat, but it always happens after that.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 01, 2013, 04:46:46 pm
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?
Maybe they got transferred?  There must be at least one automotive group with offices in both LA and Seattle.   :P
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: BFEL on July 02, 2013, 01:26:07 am
Don't know if anyone else encountered this, but deciding to disband and wait completely crashes this version.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TheGrifter on July 02, 2013, 10:57:39 pm
Is the President Missingno glitch fixed? Last time I checked, it was a bit dodgy.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 03, 2013, 12:28:01 am
Is the President Missingno glitch fixed? Last time I checked, it was a bit dodgy.

The only President feature that should be fixed is the absence of the Oval Office itself. I haven't released an update otherwise.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on July 03, 2013, 12:21:13 pm
Can sneak attacks hit by-standers?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 03, 2013, 05:38:49 pm
Can sneak attacks hit by-standers?

I don't think so.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 05, 2013, 05:20:27 pm
2 Bugs
Bug 1: CEO name is like []][][[[[[[[[[[[[]]]]]]]]]]][[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ and it breaks the screen more or less.
Bug 2: Disband and wait crashes the game
Once you Iron out the bugs, this does look like it could be quite the update.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 05, 2013, 06:56:43 pm
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.

Does this happen with the 4.07.3a download for you? I'm not able to reproduce this; I get a named character of the Politician type.

First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?

Hm. Correct behavior would have been if the Car Salesperson worked at the dealership in the Seaport Area of LA.

Probably relevant: How did you recruit the car salesperson?

Major bug: after going to the Oval office the first time, when everything seemed to be in order, during subsequent break-ins it seems that the President was succeeded by the world-famous politician mr. Missingno.

To be specific: when I enter the Oval Office tile, NPCs present are two Secret Service agents and an NPC whose name consists of a long string of white 'tile' characters (think DF's Chalk Wall symbol) and ending in a Dwarf symbol. Once the agents are dead, he cannot be attacked anymore and he does not bleed out no matter how long I wait.

What happened the first time you went to the oval office that led to this? The closest I've come to reproducing this is that if you kidnap the President, his "proper name" isn't initialized, so you get blank or garbage on the screen that prompts you to give them a name. I've fixed this. I have not been able to get garbage to display in the oval office itself.

Related: Testing shows you can clone the President by kidnapping him repeatedly. You get the exact same person over and over again. This can cause logical distortions that result in the fabric of reality tearing itself apart. Also known as the game crashing.

Don't know if anyone else encountered this, but deciding to disband and wait completely crashes this version.

Thanks, I was able to reproduce this, identify the issue, and fix the code.

Bug 1: CEO name is like []][][[[[[[[[[[[[]]]]]]]]]]][[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ and it breaks the screen more or less.

On testing, my CEO was named "CEO Joe Gillinger" or something like that. Can you tell me more? Was this only post recruitment or something like that?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 05, 2013, 07:58:43 pm
Nope, I got to the mansion, the CEO was in his study, I got to him, and then we had [[[[[[[[[[[[[[[[[[[[[[[[[[[[]]]]]]][][][][[[[[[[[]]]]]]]]]]]]][[[[[[[[[]]]]]]]]]]]][[[[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]][][][][[[[[[[[[]][][[][[]]]]]]]][[ as his name. I wasn't sure what exactly to do. Also he did all those things that the characters do when they've been hurt.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 05, 2013, 08:34:09 pm
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?

Hm. Correct behavior would have been if the Car Salesperson worked at the dealership in the Seaport Area of LA.

Probably relevant: How did you recruit the car salesperson?

Met him in the park and made plans to meet up later.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 06, 2013, 07:10:37 am
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?

Hm. Correct behavior would have been if the Car Salesperson worked at the dealership in the Seaport Area of LA.

Probably relevant: How did you recruit the car salesperson?

Met him in the park and made plans to meet up later.

I've found a similar bug.  When I recruit gang members with a member in DC via the liberal activity recruitment, the possible recruits are also located in Seattle.  It appears everyone recruits from Seattle.

Related: DC has no crackhouse, which I find odd as certain neighborhoods in DC are really sketchy.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 06, 2013, 07:31:37 am
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?

Hm. Correct behavior would have been if the Car Salesperson worked at the dealership in the Seaport Area of LA.

Probably relevant: How did you recruit the car salesperson?

Met him in the park and made plans to meet up later.
Related: DC has no crackhouse, which I find odd as certain neighborhoods in DC are really sketchy.

To add to the lack of crackhouses, I've noticed that fire stations have been removed from National LCS entirely? I'm hoping this wasn't deliberate, as now I've got no easy place to recruit firefighters and priests...
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 06, 2013, 09:55:02 am
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.

Does this happen with the 4.07.3a download for you? I'm not able to reproduce this; I get a named character of the Politician type.

Major bug: after going to the Oval office the first time, when everything seemed to be in order, during subsequent break-ins it seems that the President was succeeded by the world-famous politician mr. Missingno.

To be specific: when I enter the Oval Office tile, NPCs present are two Secret Service agents and an NPC whose name consists of a long string of white 'tile' characters (think DF's Chalk Wall symbol) and ending in a Dwarf symbol. Once the agents are dead, he cannot be attacked anymore and he does not bleed out no matter how long I wait.

What happened the first time you went to the oval office that led to this? The closest I've come to reproducing this is that if you kidnap the President, his "proper name" isn't initialized, so you get blank or garbage on the screen that prompts you to give them a name. I've fixed this. I have not been able to get garbage to display in the oval office itself.

Bug 1: CEO name is like []][][[[[[[[[[[[[]]]]]]]]]]][[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ and it breaks the screen more or less.

On testing, my CEO was named "CEO Joe Gillinger" or something like that. Can you tell me more? Was this only post recruitment or something like that?

Apparently, the three issues are somehow related. My President's name shows up like TinFoil's CEO name (as in, [][][][][][][][][][][][][][][][] ending in Urist face), and if CEO can for some reason replace the President, too... Which is pretty weird, I don't imagine you added anything that would link the two character types.

The first time I went to Oval Office... it will be a bit tricky to tell, since I save-scummed. It was either a break-in with a single character, my founder, without any weapons, alert not raised, OR an armed raid during which my crack team of random schmucks broke in, killed the Secret Service agents and wounded the president, who managed to crawl off. Any subsequent raid on the Oval Office had the President Missingno.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Carlos Gustavos on July 06, 2013, 11:12:53 am
I happened to stumble upon some fishy looking lines of code yesterday, or the day before that, that I guess is your problem. At least it was for me, but I didn't get garbage for CEO and president. They just didn't appear after restarting two times. Anyway, I've commited a fix.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 06, 2013, 02:26:23 pm
I happened to stumble upon some fishy looking lines of code yesterday, or the day before that, that I guess is your problem. At least it was for me, but I didn't get garbage for CEO and president. They just didn't appear after restarting two times. Anyway, I've commited a fix.

Thank you! Seeing the fix, this should address the Missingno President/CEO, CEO in the oval office, things like that. I can see why I wasn't able to reproduce the issue; it only happened after saving and loading.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on July 06, 2013, 06:05:34 pm
Glad thats been figured out. I can't wait to slowly drain the ranks of the presidency. Bugfix update?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 07, 2013, 07:15:56 pm
Huh, that's weird. The president in that version seems to be replaced by a CEO like you find in the mansion.
First time encountering this, but the Car Salesperson I recruited in LA apparently works for the dealership in Seattle. Maybe they were on vacation?

Hm. Correct behavior would have been if the Car Salesperson worked at the dealership in the Seaport Area of LA.

Probably relevant: How did you recruit the car salesperson?

Met him in the park and made plans to meet up later.
Related: DC has no crackhouse, which I find odd as certain neighborhoods in DC are really sketchy.

To add to the lack of crackhouses, I've noticed that fire stations have been removed from National LCS entirely? I'm hoping this wasn't deliberate, as now I've got no easy place to recruit firefighters and priests...

Dunno about fire stations, but in my game, I see Fireman HQs in both Seattle and DC.  I'll check what happens when free speech is allowed.

EDIT: Yeah, I also notice that Fire Stations are gone, only Fireman HQs exist when free speech is nonexistent.  Since the fire station code was created by someone other than Jonathan, I'm guessing it just wasn't converted properly to National LCS.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 07, 2013, 11:26:07 pm
EDIT: Yeah, I also notice that Fire Stations are gone, only Fireman HQs exist when free speech is nonexistent.  Since the fire station code was created by someone other than Jonathan, I'm guessing it just wasn't converted properly to National LCS.

I think I coded it to hide fire stations when they have no political purpose, similar to the way that CCS safehouses are hidden.

Is recruiting firefighters a useful thing?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 08, 2013, 10:47:10 am
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 08, 2013, 12:36:36 pm
Eh, you could always hide Fire Stations and add Firefighters to the Acquisition/Recruitment menu.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 08, 2013, 05:45:41 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 08, 2013, 10:53:26 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 09, 2013, 08:07:40 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: BoxOfAids on July 09, 2013, 08:56:36 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 09, 2013, 10:30:24 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on July 10, 2013, 12:18:20 am
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.
That does make sense.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 10, 2013, 06:12:10 am
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on July 10, 2013, 08:43:48 am
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Darvi on July 10, 2013, 08:52:38 am
The latter. Unless it's one of the national LCS features.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on July 10, 2013, 09:16:32 am
The latter. Unless it's one of the national LCS features.
Must. Have!!!

My Theology teacher at my high school is a nun, and she is simply hilarious. She is a self-proclaimed 'Fun Nun'. She actually hated hanging out with the nuns when she was in college. She much preferred hanging about with the monks, but they informed her that, if she tried to join their order, she would probably not be able to pass the physical. I'll tell her about the 33% rule. She'd like that.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 14, 2013, 07:23:55 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
I'll check.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 15, 2013, 12:11:11 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
I'll check.

Mission accomplished, then. I made that up.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 15, 2013, 03:02:49 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
I'll check.

Mission accomplished, then. I made that up.

Perhaps the power of your imagination is so great that you altered reality (or at least LCS) itself.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on July 15, 2013, 03:14:10 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
I'll check.

Mission accomplished, then. I made that up.

Perhaps the power of your imagination is so great that you altered reality (or at least LCS) itself.

Perhaps its the power of the quote pyramid.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 15, 2013, 05:51:49 pm
Is recruiting firefighters a useful thing?
Only if you want an axe man.
Also priests, which are quite useful, although they're common enough elsewhere.
Don't forget nuns! Come to think of it, I don't think I've seen a single nun in LCS since National Crime Squad was released. I'm sure they're in there, but the fire station was the only site I could count on them reliably spawning at.
What do nuns do?

They come with religion 5+... otherwise, comedy value I guess? Nuns with guns!

All illegal activities are 33% funnier when done by a nun.

It's a well-hidden secret, but using nuns for Prostitution actually has a small bonus to the daily income.
Does it actually do that, or are you just applying the 33% funnier rule.
I'll check.

Mission accomplished, then. I made that up.

Perhaps the power of your imagination is so great that you altered reality (or at least LCS) itself.

Perhaps its the power of the quote pyramid.

Honestly, I wouldn't be too surprised if it turned out this was snuck into code at some time.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Gavakis on July 15, 2013, 06:38:16 pm
The new city's thing makes the game seem so much... larger.
Like you're actually doing something.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Bouchacha on July 16, 2013, 02:04:37 pm
This version lets you buy combat knives for $20 and sell them for $30
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liber celi on July 17, 2013, 11:11:54 am
This version lets you buy combat knives for $20 and sell them for $30
Finally I can be a rogue small arms trader!
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: ed boy on July 17, 2013, 03:52:06 pm
Toady disapproves of quote pyramids. It can mess up the forums software, especially if someone tries to view the thread on a smartphone.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 17, 2013, 09:52:36 pm
No more quote pyramid, I'm sure it was a blast while it lasted. ;)

I've deleted all quote pyramid posts after a certain point.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 20, 2013, 08:32:11 am
No more quote pyramid, I'm sure it was a blast while it lasted. ;)

I've deleted all quote pyramid posts after a certain point.
What if we keep it in a spoiler?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 20, 2013, 05:23:12 pm
No more quote pyramid, I'm sure it was a blast while it lasted. ;)

I've deleted all quote pyramid posts after a certain point.
What if we keep it in a spoiler?

No, not even in a spoiler, sorry. Even setting aside ed boy's comment about Toady's preference (which I seem to recall myself), quote pyramids degenerate into people posting just to continue them, and that results in off-topic spam, posts without content, derailing threads, things like that. Even before they're completely off-topic, the quality of posts goes down considerably.

On most boards, your best shot at getting a free pass on a quote pyramid thread would be the Forum Games section, but I can't be sure here; the Bay12Games Forum Games section is bogglingly high brow from what I've seen. If you're still jonesing to see some big quote pyramids, you can probably dig up some archived threads on other boards though, like this one (http://forums.xkcd.com/viewtopic.php?f=14&t=58772) from the xkcd Forum Games section, which seems to have stopped only when it hit the character limit, and was so big that the forum software made many of the inner posts so narrow that they were literally unreadable.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: TinFoilTopHat on July 20, 2013, 07:54:49 pm
derailing threads
[/quote]
Seeing as this thread has become a forum about quote pyramids, I'd say it's already done its job.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: DwarfOfTheLand on July 20, 2013, 08:17:48 pm
I wish the cities contained more shops and stuff.

Seriously.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on July 20, 2013, 08:28:18 pm
I wish the cities contained more shops and stuff.

Seriously.

What would be different if your wish were fulfilled? Can you give some examples?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: DwarfOfTheLand on July 20, 2013, 11:08:21 pm
Okay. So, you know how there are thousands of shops in real life? And if you wanted, you could rob them. (Not saying you should.)

Well, I think that there should be more shops, along with interactions for the shops.

Different Shop Types
Pawn Shop (already included)
First Aid / Pharmacy
Super-Stores
General Store
Electronics Store
Hardware Store
Cafe

Shop Interactions/Activities
Rob the Store
Hold a Conservative Hostage
You should also be able to just go in and buy things, or go in and steal things, like when you break into a place.

That's my take on it so far. There should be a variety of different shops in different cities, too. Not just the same, generic ones in each one. Not saying there are now. But, you get it, right?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Equinox on July 21, 2013, 04:44:39 am
Okay. So, you know how there are thousands of shops in real life? And if you wanted, you could rob them. (Not saying you should.)

Well, I think that there should be more shops, along with interactions for the shops.
Spoiler (click to show/hide)

It could be a nice idea if you actually had to steal health kits/first aid from the pharmacy before actually being able to heal your liberals. Kinda like how you get cheaper clothing production if you have cloth (or whatever it is). Also could potentially be used for other things as well.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: usr_share on July 22, 2013, 12:54:46 pm
I'm all for being able to attack shops. Say, the heavily-armed and skilled LCS raids a pawn/gun shop, stealing everything in the process. It closes for a long time (~6 months or even a year), making it impossible for both the LCS and the CCS to get more guns and ammo (as well as sell loot). Thus attacking the CCS will become significantly easier, as they'll be unable to get better weapons.

Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on July 22, 2013, 12:58:56 pm
Why raid the gun shops when you can raid the gun suppliers and manufacturers? Maybe at certain C and C+ levels, some of the generic factories become gun makers, giving both groups a direct supply of weapons.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on July 22, 2013, 01:37:29 pm
Why raid the gun shops when you can raid the gun suppliers and manufacturers? Maybe at certain C and C+ levels, some of the generic factories become gun makers, giving both groups a direct supply of weapons.

That would be pretty cool, actually.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Nachodsk on July 24, 2013, 12:45:17 pm
I know this sounds paradoxical, but in a future we could have our own businesses?

Selling stuff, you know.. for the greater good of our liberal movement!
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on July 24, 2013, 02:37:39 pm
I know this sounds paradoxical, but in a future we could have our own businesses?

Selling stuff, you know.. for the greater good of our liberal movement!


Sounds fun. Why sell brownies on the street, when we can have our own bakery?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on July 26, 2013, 08:58:51 am
You should add a Nuclear Button and Red Phone to the Oval Office of the White House, so that the Liberal Crime Squad can start a nuclear war with Russia. Here is how it would work:

1) You'd need someone heavily armed inside the Oval Office to take the President hostage.
2) You'd go over to the Nuclear Button and order the President to enter in the nuclear launch codes or else get his brains blown out.
3) After the President complies and enters the nuclear launch codes into the Nuclear Button and presses it, you'd have a choice between either having the Liberal Crime Squad call up the Russians on the Red Phone and take credit for starting a nuclear war, or you could force the President at gunpoint to call up the Russians on the Red Phone and take credit for it himself (both of which would have very different effects on public opinion).
4) After you do this, you would need to quickly escape the White House and Washington, D.C. before the nuclear weapons land, and get to another city instead (both Moscow and Washington, D.C. would be leveled, but the rest of the United States and Russia would remain unharmed).
5) After this, the President, V.P., Congress, and Supreme Court would all be dead (with any survivors being killed off by the military as it takes power in a coup), and the military would take over the United States for a temporary right-wing military dictatorship, which would last until November of the following year, and during that time, none of the vacancies in Congress or the Supreme Court or anything would be filled, it would be a right-wing military dictatorship, in which criticism of the government (the Free Speech issue) would be illegal, at the Arch-Conservative point on that issue, along with Military Spending, the Death Penalty, Police Regulation, Human Rights, Gun Control, and Flag Burning being Arch-Conservative too. Other issues would remain unchanged while the military junta is in charge, since it would not care about other issues at all and just keep the status quo with them.
6) In November of the following year, Washington, D.C. would finish being rebuilt, with the radiation levels down to the normal range, and new elections would be held for President, V.P., and all 535 members of Congress. They would all take office immediately, and the military would revert to being under civilian control. In addition, all the vacancies on the Supreme Court would be filled at this time, nominated by the new President and confirmed by the new Senate.
7) At this point, everything would be back to normal again.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on July 26, 2013, 10:37:28 am
I think we should take these suggestions to their own thread. This thread is about the new testing release, not suggestions.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on July 29, 2013, 01:22:49 pm
I think we should take these suggestions to their own thread. This thread is about the new testing release, not suggestions.

I put the bit about the nuclear button in this thread because the White House and President and Secret Service are new additions to this beta release, and aren't quite fully implemented yet. The last stable release of the game doesn't even HAVE a White House or President or Secret Service so my feature suggestion wouldn't make any sense in that context. Anyway the nuclear button doesn't need to be QUITE as complicated as I said in the last post, it could just be similar to pressing the big red button at the nuclear power plant and causing a meltdown. It could just cause some kind of incident that gets in the newspaper and generates lots of publicity but doesn't actually result in a nuclear war, if you want to make it more modest. But yes, sorry about posting it in this thread.

Anyway, the CEO (who lives in the CEO residence) and the President (in the White House) both have a bug in this game in version 4.07.3 beta, namely their names. Their names seem to be a really long series of line-drawing characters, at least if you encounter them in person where they live (the President's name DOES show up correctly on things like the "L" screen for Status of the Liberal Agenda, or election results, or when the President signs or vetoes bills). And my usual tactic of seducing and then kidnapping doesn't work for some reason when used on the CEO or President (but it does work on other high-level Conservatives). I think it has to do with those 2 being handled differently than everyone else in the game's code. Oh, and I was playing in single-city mode (which includes the option to travel to the White House for $100), in case that matters.

Also, just an FYI, according to the Constitution, you have to be 35 years or older to be President. So, I'm not sure if you implement that in the code or not, but you can see character's ages (at least in a rough range). So the President should have a minimum age of 35 and a maximum of, I would guess, maybe 75, when they first take office. And the game can keep track of the President's age as one of the stats (i.e., a President who has spent 7 years in office has to be at least 42 years old). And the age requirement of 35 in the Constitution ALSO applies to the Vice President. So if you serve as Vice President for 8 years and then run for President, your age would be, at minimum, 43. Now if the Vice President ends up super-old, like above 75 years old after being in office 8 years, then realistically, they would not be a major-party Presidential candidate after 8 years, instead it would be a Governor or Senator or something.

Oh, and your implementation of the Senate lacks a filibuster. Things need 60 votes to pass the Senate, in the real world. Anything in the range from 50+V.P. to 59 would have a majority but lose because of not meeting the 60-vote filibuster-proof majority margin, so anything in that range should say *FILIBUSTERED* for its status on the screen where you see what happens to bills trying to become law, and then fail to become law.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Tilla on July 31, 2013, 02:22:02 am
Man this sounds fucking cool, it's been a while since I've played LCS but I'm getting the itch. After I'm done moving I'm in.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on July 31, 2013, 06:00:27 pm
Man this sounds fucking cool, it's been a while since I've played LCS but I'm getting the itch. After I'm done moving I'm in.

I got the itch to compile and build it for myself, since it seems the bugs relating to the Corporate CEO and President have been fixed between version 4.07.3 beta (revision 690) and the current revision (revision 693 (https://sourceforge.net/p/lcsgame/code/693/tree/)). So I did that, and revision 693 definitely works better. I had to make a few changes to get the thing to compile and build properly in the Code::Blocks IDE (read about it here (http://www.bay12forums.com/smf/index.php?topic=129234.0) if you want to compile and build the game yourself). I am hoping those changes get incorporated into the project in the next revision so that other people can benefit from them and have an easier time compiling and building the game. I only have read access to the project on SourceForge so I can't update it myself, I need someone else to update it with the changes I posted in that thread.

Also, I am experimenting with various changes to the source code and the game, now that I am able to compile and build it. I'm not going to divulge any information about any of that yet, because none of it is quite ready for prime time yet, I am just in the early stages of experimentation. I have a LOT of ideas (not just the nuclear button thing I suggested earlier), and fairly good coding skills. If I come up with anything good and get it working, I'll let y'all know about it after I'm done and it's working. Anyway, no point in me making any more feature requests, now that I've figured out how to implement stuff in the code myself... now the challenge is going to be seeing whether I can actually implement anything good and get it approved by the main developers and included in the main Liberal Crime Squad project. So far, the fixes I made to get it to compile and build correctly in Code::Blocks haven't been incorporated back into the main project yet, so I'm not sure if my contributions will be accepted or not, I sure hope so. Anyway, now that I'm able to code features rather than just request them from other people, I figure it might work better to code the features I want myself and then ask for them to be incorporated into the code, rather than just ask someone else to implement it in the code. Oh yeah, and I might also implement features other people are asking for on the forums, although, again, I only have read access to the SourceForge project, so any changes I make to the code, I'd post here on the forums and then one of the main developers would have to incorporate them into the project. I'm not promising anything, though. First I want to see whether my fixes to get it to compile in Code::Blocks get accepted into the main project or not. And by the way, my username on SourceForge is "yetisyny", in case I ever become an official member of the project, although you'll probably want to see a bunch more contributions from me than just these fixes for Code::Blocks before you give me direct access to the project, that's understandable.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: usr_share on August 05, 2013, 05:55:04 am
Looks like I've encountered a bug.

A liberal encounters a few hippies in the Seattle Vegan Co-Op, arranges meetings with them, then moves to Washington, DC -- without losing contact with them. Even more importantly, when they join the LCS, they move to the Homeless Shelter in DC.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 08, 2013, 12:51:55 am
Liberal Crime Squad Revision 724 is out, with MANY bugs fixed and things enhanced since 4.07.3a (revision 690):

https://sourceforge.net/p/lcsgame/code/HEAD/ (https://sourceforge.net/p/lcsgame/code/HEAD/)

If you want to download and play it, go to https://sourceforge.net/p/lcsgame/code/HEAD/tarball (https://sourceforge.net/p/lcsgame/code/HEAD/tarball) to download it as a .zip file. Create a new empty directory somewhere. Extract the "init.txt" file, the "art" directory, the "pdcurses.dll" from the "workspaces" directory, and the "crimesquad.exe" file from the "workspaces\Release" directory all into that same directory. Now you can play Liberal Crime Squad SVN revision 724! The debug version of the game is "crimesquad.exe" file from the "workspaces\Debug" directory, just in case you want to play it instead (it has a bigger file size and runs slower, but it is much better for debugging). Unlike Jonathan S. Fox's releases, which are compiled using Microsoft Visual C++, I compiled this using TDM-GCC 4.7.1, the compiler that comes with the Code::Blocks 12.11 IDE for Windows. Liberal Crime Squad is compatible with both compilers so there shouldn't be any problems. The very large file size of the debug version is because it's from a different compiler. Anyway, the release version is VERY fast, it's what I play.

It has MANY bugs fixed and enhancements, by the way.

Looks like I've encountered a bug.

A liberal encounters a few hippies in the Seattle Vegan Co-Op, arranges meetings with them, then moves to Washington, DC -- without losing contact with them. Even more importantly, when they join the LCS, they move to the Homeless Shelter in DC.

For instance, that bug that you just mentioned is one of many that has been fixed. Why? Because you mentioned it on this forum, I read your post, I tracked down the code where that bug was, I fixed it, then I tested the fix to make sure it worked. Just one of many that's been fixed. Earlier I was mostly fixing bugs I came across personally. But now I've switched to fixing bugs I read about on the forums. Not entirely, though, I still come up with things to fix or enhance on my own, mostly little things.

Enjoy!
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on August 08, 2013, 08:38:57 pm
Liberal Crime Squad Revision 700 is out, with many bugs fixed and things enhanced since 4.07.3a (revision 690):

https://sourceforge.net/p/lcsgame/code/700/ (https://sourceforge.net/p/lcsgame/code/700/)

If you want to download and play it, go to https://sourceforge.net/p/lcsgame/code/700/tarball (https://sourceforge.net/p/lcsgame/code/700/tarball) to download it as a .zip file. Create a new empty directory somewhere. Extract the "init.txt" file, the "art" directory, the "pdcurses.dll" from the "workspaces" directory, and the "crimesquad.exe" file from the "workspaces\Release" directory all into that same directory. Now you can play Liberal Crime Squad SVN revision 700! The debug version of the game is "crimesquad.exe" file from the "workspaces\Debug" directory, just in case you want to play it instead (it has a bigger file size and runs slower, but it is much better for debugging). Unlike Jonathan S. Fox's releases, which are compiled using Microsoft Visual C++, I compiled this using TDM-GCC 4.7.1, the compiler that comes with the Code::Blocks 12.11 IDE for Windows. Liberal Crime Squad is compatible with both compilers so there shouldn't be any problems. The very large file size of the debug version is because it's from a different compiler. Anyway, the release version is VERY fast, it's what I play. There's also a new option in the "init.txt" file for people to play with. Try seeing what happens when you uncomment the line in "init.txt" that says "#random=On" (remove the "#" at the beginning of that line), and doing this with savegames that you back up and restore. Very different Random Number Generator behavior than when that line is commented out... I would be interested in any feedback on this new option.

It has many bugs fixed and enhancements, by the way.

Looks like I've encountered a bug.

A liberal encounters a few hippies in the Seattle Vegan Co-Op, arranges meetings with them, then moves to Washington, DC -- without losing contact with them. Even more importantly, when they join the LCS, they move to the Homeless Shelter in DC.

For instance, that bug that you just mentioned is one of many that has been fixed. Why? Because you mentioned it on this forum, I read your post, I tracked down the code where that bug was, I fixed it, then I tested the fix to make sure it worked. Just one of many that's been fixed. Earlier I was mostly fixing bugs I came across personally. But now I've switched to fixing bugs I read about on the forums. Not entirely, though, I still come up with things to fix or enhance on my own, mostly little things.

Enjoy!
When I read this, the first thing I thought was it was a spambot that latches on to anything mentioning bugs. Anyways, thanks for the fix. Gotta wonder what JSF is up to right now.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 08, 2013, 10:37:18 pm
When I read this, the first thing I thought was it was a spambot that latches on to anything mentioning bugs. Anyways, thanks for the fix. Gotta wonder what JSF is up to right now.

LOL no I'm not a spambot, I'm a programmer, and I've been fixing bugs and enhancing things. Jonathan S. Fox saw me posting in another thread (http://www.bay12forums.com/smf/index.php?topic=129234.0), where I had a bunch of code posted and wanted write access to the project, now I've got write access to the project, so I went ahead and fixed a bunch of things all in one day, in a frenzy of hyperactivity. From his post (http://www.bay12forums.com/smf/index.php?topic=129234.msg4464487#msg4464487), I'd say Jonathan S. Fox is doing fine, just a little busy, judging by his post. I wouldn't be worried, he seems to be up on things and know what's going on. But I have to admit, I am curious myself about what he plans on adding to the game next, I've mostly been fixing bugs, he tends to be the one to add major new features to the game, plus he's the one who releases all the official builds and has been the lead programmer for years.

I've played the game for years, but the source code isn't entirely new to me, I used to download it to try and figure out how the game worked and what the most effective strategies would be, and I've contributed a lot to the LCS wiki. I only started contributing to the source code itself on, oh what was it, July 29th or so was when I started playing around with the code for this, I think. In fact I only started using Code::Blocks, the IDE I use to edit source code and compile and build the project, after looking at the README file in the source code and seeing that the 2 recommended ways to edit this project are using M$ Visual Studio and Code::Blocks, so naturally I went with the open-source freeware choice. I've done lots of playing around with the code since then, including plenty of stuff that I later discarded, and it's been a good opportunity to use my programming skills (and perhaps even improve them) after a period when I hadn't done programming and was gradually getting rusty from not doing it.

I've got a degree in Computer Science that I got in 2004, I used to program a lot, but ever since I graduated college that year, I never got a job in the software field and have done hardly any programming at all. But this is a good way to keep my skills from getting rusty, it's like, if you study a foreign language, but then don't use it for several years, you start forgetting it. I actually had a job interview with the company Google about 4 years ago but I was way too rusty at programming to be able to do the programming challenges they gave me, and in fact I found it unbelievable that they would even consider someone as unqualified as me, with no work experience in the software field and who stopped programming the moment I graduated college. I used to spend half my free time programming, back in the 90s, when I was a teenager.

So at this point I'm trying to see which open-source projects I can usefully contribute to (i.e., projects that could use a few more programmers working, where the code isn't that hard to figure out, and which I find interesting enough to work on). Liberal Crime Squad is actually perfect for me, easily meeting all those criteria, unlike most open-source projects out there. (For instance my favorite web browser is Firefox, but working on it would be a much more daunting challenge, plus it's got loads more code, and I don't quite feel ready to work on a big project like that one, at least not yet.) Liberal Crime Squad is a small enough project in terms of the amount of source code to look over that it's easily doable to read all of the source code and become familiar with it, unlike some larger projects. This makes it about a million times easier to fix bugs or add features than with a much bigger project. Plus, despite its small size in terms of code, it is quite an excellent game with a loyal following, a loyal following which I have been a part of for years, so I am also VERY familiar with Liberal Crime Squad from an end-user's point of view. I have played other open-source games, but a lot of them are basically dead projects where new versions haven't come out in quite some time, while Liberal Crime Squad has been an active project for years and is still going strong.

And despite the relative simplicity of this game, the regular updates to it and the wide variety of different strategies to playing it that work really give it endless replayability. Another advantage to this game is that, since it doesn't have sound, I can listen to music or streaming Internet radio or podcasts while I play it. Plus its CPU usage is low most of the time (unlike most games and gaming console emulators, which typically gobble up close to 100% of your CPU), so it's an excellent game for multitasking. I can play it at the same time as running 10 other programs and not have any trouble. And as for it being text mode, I've always had an affinity for text mode stuff, back when I was a teenager and spent lots of time programming, all my programs were written for DOS, and I'm still kind of nostalgic for DOS. This game reminds me of DOS, but in a very positive way, it reminds me of everything I liked about DOS.

Anyway, before I started working on programming this, I was one of the people who would propose ridiculous new features (like that nuclear button nonsense earlier in this thread) or complain about certain bugs without actually contributing anything, but I realized, I ought to actually use my programming skills to do things instead of just demanding things of other people who have less spare time than me, and not putting in any effort myself to improve the project. Plus it really gives me a sense of pride in a job well done, and I feel much better now that I'm actually contributing to this project and helping improve it, than back before when I was just asking for new features or pointing out bugs and demanding other people do the coding, while not putting my own programming skills to use at all and just being lazy.

So, that's a very lengthy explanation of why I'm working on improving Liberal Crime Squad, this wonderful game that I've enjoyed for years, which is endlessly replayable, and keeps getting improved all the time, by the lead programmer Jonathan S. Fox as well as a number of other contributors, which now includes me. It's nice to have something productive to do for a change, where I can actually contribute to something other people enjoy, since I'm usually so lazy, at least this way I'm giving something back to society. There are other things I could do to give back to society such as volunteering at various things locally, but I think working on this project is much more enjoyable, especially since I don't have to deal with other people face-to-face and I can actually use my skills, for once.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on August 09, 2013, 06:25:21 pm
When I read this, the first thing I thought was it was a spambot that latches on to anything mentioning bugs. Anyways, thanks for the fix. Gotta wonder what JSF is up to right now.

I'm alive and kicking, got a bit burned out while working on LCS so much over the last couple months. I'm taking a break, which may be short or medium. It won't be endless. Part of me would like to rush the rest of the National LCS features into place, but I know I'll just burn out more and becoming increasingly unproductive if I try to force myself to do that, so I've decided to kick back and work on another project for the time being.

Right now I'm studying engine architecture to improve my skills in an area where I didn't get the proper training in college. That was my own fault; DigiPen provides great instruction in that, but I didn't take it. I'm currently working to fix this and gain an increased mastery over the technical structure, the architecture and engineering, of games as software.

Also, this thing, which may or may not ever become anything:

(http://www.jonathansfox.com/images/tiledemo.png)

Character art by David E. Gervais. The blue dots are projected movement of the swordsman in order to avoid the rough terrain, and the illuminated area is the possible movement range of the swordsman, taking into account terrain.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 10, 2013, 07:58:05 pm
Also, this thing, which may or may not ever become anything:

(http://www.jonathansfox.com/images/tiledemo.png)

Character art by David E. Gervais. The blue dots are projected movement of the swordsman in order to avoid the rough terrain, and the illuminated area is the possible movement range of the swordsman, taking into account terrain.

Reminds me of the game Fantasy General (http://en.wikipedia.org/wiki/Fantasy_General) (1996 DOS game that looked somewhat similar):

(http://www.myabandonware.com/media/captures/F/fantasy-general/fantasy-general_5.gif)

Fantasy General likewise had the feature of having an illuminated area that was the possible movement range of the selected unit, taking into account terrain. In the above screenshot, however, no unit is selected, so the illuminated area is your field of vision instead (the areas with darker terrain are covered by fog of war so you can't see any enemy units there). It also had similar terrain elements such as rivers, mountains, and forests, and had various types of units including swordsmen and mages, just like the screenshot you posted. It had a hexagonal grid of tiles, somewhat similar to your brick-like arrangement of square tiles.

Your screenshot also reminds me a little bit of the first 2 games in the Warcraft series (not Warcraft 3 because it has 3D vector graphics instead of 2D sprite graphics) and the first 5 games in the Final Fantasy series (Final Fantasy 6 had taller sprites and Mode 7 graphics for when you were out on the World Map so it doesn't look much like FF6). But it has a major difference from all those games, in that the tiles are arranged like bricks instead of in a rectangular grid.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Insanity X on August 13, 2013, 02:27:38 pm
so this happened
(http://img716.imageshack.us/img716/8598/fle.png) (http://imageshack.us/photo/my-images/716/fle.png/)
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Darvi on August 13, 2013, 02:30:23 pm
I think you can sell those for up to 810$ if it's entirely 2$ bills (http://theworstthingsforsale.com/2013/05/10/two-dollar-bill/).
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 13, 2013, 11:36:05 pm
so this happened
(http://img716.imageshack.us/img716/8598/fle.png) (http://imageshack.us/photo/my-images/716/fle.png/)

The Onion has a story about this too: Markets In Turmoil As Price Of Money Skyrockets To $90 A Dollar (http://www.theonion.com/articles/markets-in-turmoil-as-price-of-money-skyrockets-to,32939/). It has a neat video too. So if anyone asks about this bug just show them this video.

Oh, and I fixed the bug (spent about 2 or 3 hours on this one, good thing I have loads of free time). It's fixed in the latest revision, revision 710 (https://sourceforge.net/p/lcsgame/code/710/). So yeah, thanks for the bug report! Couldn't have done it without you! Can't fix bugs I don't know about, after all... you did half the work by finding and identifying a bug and providing a screenshot.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: EuchreJack on August 14, 2013, 02:45:58 am
Also, this thing, which may or may not ever become anything:

(http://www.jonathansfox.com/images/tiledemo.png)

Character art by David E. Gervais. The blue dots are projected movement of the swordsman in order to avoid the rough terrain, and the illuminated area is the possible movement range of the swordsman, taking into account terrain.

Reminds me of the game Fantasy General (http://en.wikipedia.org/wiki/Fantasy_General) (1996 DOS game that looked somewhat similar):

(http://www.myabandonware.com/media/captures/F/fantasy-general/fantasy-general_5.gif)

Fantasy General likewise had the feature of having an illuminated area that was the possible movement range of the selected unit, taking into account terrain. In the above screenshot, however, no unit is selected, so the illuminated area is your field of vision instead (the areas with darker terrain are covered by fog of war so you can't see any enemy units there). It also had similar terrain elements such as rivers, mountains, and forests, and had various types of units including swordsmen and mages, just like the screenshot you posted. It had a hexagonal grid of tiles, somewhat similar to your brick-like arrangement of square tiles.

Your screenshot also reminds me a little bit of the first 2 games in the Warcraft series (not Warcraft 3 because it has 3D vector graphics instead of 2D sprite graphics) and the first 5 games in the Final Fantasy series (Final Fantasy 6 had taller sprites and Mode 7 graphics for when you were out on the World Map so it doesn't look much like FF6). But it has a major difference from all those games, in that the tiles are arranged like bricks instead of in a rectangular grid.

It reminds me of an old DOS game, but I can't put my finger on it.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: scrdest on August 14, 2013, 04:21:41 am
Also, this thing, which may or may not ever become anything:

(http://www.jonathansfox.com/images/tiledemo.png)

Character art by David E. Gervais. The blue dots are projected movement of the swordsman in order to avoid the rough terrain, and the illuminated area is the possible movement range of the swordsman, taking into account terrain.

Reminds me of the game Fantasy General (http://en.wikipedia.org/wiki/Fantasy_General) (1996 DOS game that looked somewhat similar):

(http://www.myabandonware.com/media/captures/F/fantasy-general/fantasy-general_5.gif)

Fantasy General likewise had the feature of having an illuminated area that was the possible movement range of the selected unit, taking into account terrain. In the above screenshot, however, no unit is selected, so the illuminated area is your field of vision instead (the areas with darker terrain are covered by fog of war so you can't see any enemy units there). It also had similar terrain elements such as rivers, mountains, and forests, and had various types of units including swordsmen and mages, just like the screenshot you posted. It had a hexagonal grid of tiles, somewhat similar to your brick-like arrangement of square tiles.

Your screenshot also reminds me a little bit of the first 2 games in the Warcraft series (not Warcraft 3 because it has 3D vector graphics instead of 2D sprite graphics) and the first 5 games in the Final Fantasy series (Final Fantasy 6 had taller sprites and Mode 7 graphics for when you were out on the World Map so it doesn't look much like FF6). But it has a major difference from all those games, in that the tiles are arranged like bricks instead of in a rectangular grid.

It reminds me of an old DOS game, but I can't put my finger on it.

Looks kinda like square-based Battle for Wesnoth with 8-bittier graphics.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: FinetalPies on August 14, 2013, 09:08:30 am
Y'know it's funny, because the spaces are literally squares. But I would still consider it to be hexagon-based.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on August 14, 2013, 10:39:39 am
Y'know it's funny, because the spaces are literally squares. But I would still consider it to be hexagon-based.
Hexed based style?

so this happened
(http://img716.imageshack.us/img716/8598/fle.png) (http://imageshack.us/photo/my-images/716/fle.png/)

The Onion has a story about this too: Markets In Turmoil As Price Of Money Skyrockets To $90 A Dollar (http://www.theonion.com/articles/markets-in-turmoil-as-price-of-money-skyrockets-to,32939/). It has a neat video too. So if anyone asks about this bug just show them this video.

Oh, and I fixed the bug (spent about 2 or 3 hours on this one, good thing I have loads of free time). It's fixed in the latest revision, revision 710 (https://sourceforge.net/p/lcsgame/code/710/). So yeah, thanks for the bug report! Couldn't have done it without you! Can't fix bugs I don't know about, after all... you did half the work by finding and identifying a bug and providing a screenshot.
Its not a bug, its a feature. Also, does the revision fix the president and CEO problem?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 14, 2013, 09:35:11 pm
Its not a bug, its a feature. Also, does the revision fix the president and CEO problem?

Actually it was a bug, and it's now fixed, I assume you were joking about it being a feature (yes, quite the nice feature, to be able to sell money in exchange for money, wonder what the current dollar-to-dollar exchange rate is). :P

The President and CEO problems were fixed in revision 692 by jonathansfox and revision 693 by blomkvist back on July 6th. Of course, since the current beta, 4.07.3 beta, is revision 690, released on June 29th, you probably aren't using a version that has those President and CEO fixes, since I doubt you downloaded the latest SVN revision of the game off SourceForge. Don't worry, that stuff was fixed over a month ago (and not by me, jonathansfox and blomkvist deserve the credit for fixing it). ;)

If you want to try out the latest SVN revision that has all that stuff fixed, I explained how earlier in this thread, clicky clicky (http://www.bay12forums.com/smf/index.php?topic=125452.msg4474446#msg4474446).
Title: Re: National LCS Revisited
Post by: NES630 on August 14, 2013, 10:18:23 pm
Some ideas:

Washington DC
- White House
- Capitol Building
- Pentagon

Los Angeles, California
Hollywood
- Movie Studio
Orange County (needs car)
- Corporate HQ
- CEO House

New York, New York
Manhattan
- AM Radio Station
- Cable News Station
- Central Park (replaces public park, larger map)
- Downtown Apartments
Long Island
- Airport
- Factories
- University District Buildings
- Normal Apartments
Outskirts (needs car)
- Nuclear Power Plant

If you are gonna use !!MAJOR!! cities, you might want to familiarize yourself with some geography. Case in point, Long Island is not a city. It is a massive landmass in New York. Might want to change Long Island to Islip or something, or just cross it out entirely.

Also, for New York, a bunch of suggestions. Central Park should be massive. Or just use Battery Park if you are lazy. Definitely change university district to Greenwich Village or Soho. Cable News Network can become NBC Studios at Rockefeller Center. Latte stand could become a street vendor. (Nothing says New York like hot dogs, kebabs, and knish!) Make the Statue of Liberty and Ellis Island infiltratation sites as well, with raids there bringing incredible amounts of heat and juice for anything. Prison should be Rikers Island. Possibly Governor's Island as well for a really neat abandoned safehouse. (Fun fact: Comes with some several hundred year old forts! Also, it was basically abandoned in 2009, except for a couple of Nation Park Services tours.)

Finally, new mechanic: boats. To visit any of the island locations: (Statue of Liberty/Ellis Island/Etc.), you should have to jack a boat instead of a car. Basically, just duplicate the car mechanics but make them usable only for locations accessible by water. Speedboats would be ideal, but just as a joke, add slow-ass rowboats with no escape chance for epic, high-octane, and downright impossible to survive rowboat chase scene action.

Of course, I'm commenting on an old-ish post, so I might have been beaten to all these suggestions already.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on August 14, 2013, 11:02:35 pm
Its not a bug, its a feature. Also, does the revision fix the president and CEO problem?

Actually it was a bug, and it's now fixed, I assume you were joking about it being a feature (yes, quite the nice feature, to be able to sell money in exchange for money, wonder what the current dollar-to-dollar exchange rate is). :P

The President and CEO problems were fixed in revision 692 by jonathansfox and revision 693 by blomkvist back on July 6th. Of course, since the current beta, 4.07.3 beta, is revision 690, released on June 29th, you probably aren't using a version that has those President and CEO fixes, since I doubt you downloaded the latest SVN revision of the game off SourceForge. Don't worry, that stuff was fixed over a month ago (and not by me, jonathansfox and blomkvist deserve the credit for fixing it). ;)

If you want to try out the latest SVN revision that has all that stuff fixed, I explained how earlier in this thread, clicky clicky (http://www.bay12forums.com/smf/index.php?topic=125452.msg4474446#msg4474446).
I tried the revision out with an old save and the CEO/President thing was still broken, but that was probably why. When I finish this game, I'll switch versions.

And yes. I was being sarcastic about the feature/bug thing.
Title: Re: National LCS Revisited
Post by: Jonathan S. Fox on August 14, 2013, 11:43:45 pm
If you are gonna use !!MAJOR!! cities, you might want to familiarize yourself with some geography. Case in point, Long Island is not a city. It is a massive landmass in New York. Might want to change Long Island to Islip or something, or just cross it out entirely.

Also, for New York, a bunch of suggestions. Central Park should be massive. Or just use Battery Park if you are lazy. Definitely change university district to Greenwich Village or Soho. Cable News Network can become NBC Studios at Rockefeller Center. Latte stand could become a street vendor. (Nothing says New York like hot dogs, kebabs, and knish!) Make the Statue of Liberty and Ellis Island infiltratation sites as well, with raids there bringing incredible amounts of heat and juice for anything. Prison should be Rikers Island. Possibly Governor's Island as well for a really neat abandoned safehouse. (Fun fact: Comes with some several hundred year old forts! Also, it was basically abandoned in 2009, except for a couple of Nation Park Services tours.)

Finally, new mechanic: boats. To visit any of the island locations: (Statue of Liberty/Ellis Island/Etc.), you should have to jack a boat instead of a car. Basically, just duplicate the car mechanics but make them usable only for locations accessible by water. Speedboats would be ideal, but just as a joke, add slow-ass rowboats with no escape chance for epic, high-octane, and downright impossible to survive rowboat chase scene action.

Appreciate the suggestions, I had a lot of trouble laying out cities logically and appreciate a degree of local awareness (my only first-hand experience is with Seattle, which ironically is the city that the game is based on normally). As for Long Island, I'm not that ignorant of the geography. :P As a subheader under NYC, I was talking about Brooklyn and Queens, and not trying to depict "the City of Long Island" or something like that. I agree that it's too vague though, and I think I did change the name to be more specific when coding it.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 15, 2013, 05:09:05 am
I tried the revision out with an old save and the CEO/President thing was still broken, but that was probably why. When I finish this game, I'll switch versions.

And yes. I was being sarcastic about the feature/bug thing.

Ah, it doesn't really work that well with old saves. You should start a new game. It's best to play games that were started in the same version as the version you are playing. So here's some advice on when to upgrade the version of the game you have: right after winning or losing a game, before you start a new game, or you could just delete your saved game if you aren't that attached to it (the save.dat file) and then upgrade to a newer version of the game. If you use a save game from one version in a different version you'll have problems. Which is exactly what happened. If you are playing a game of Liberal Crime Squad on an older version and you're REALLY into it, then finish the game on that same version BEFORE you upgrade to a newer version of Liberal Crime Squad.

And yes, I could tell you were probably being sarcastic. But hard to be sure on the Internet, since there isn't any body language, tone of voice, or other nonverbal cues that make sarcasm much more obvious when people are talking in person.

Appreciate the suggestions, I had a lot of trouble laying out cities logically and appreciate a degree of local awareness (my only first-hand experience is with Seattle, which ironically is the city that the game is based on normally). As for Long Island, I'm not that ignorant of the geography. :P As a subheader under NYC, I was talking about Brooklyn and Queens, and not trying to depict "the City of Long Island" or something like that. I agree that it's too vague though, and I think I did change the name to be more specific when coding it.

Well Brooklyn and Queens make up the western end of Long Island, and all of Long Island (including Nassau and Suffolk counties) is part of the NYC metro area, just like some northeastern parts of New Jersey, counties slightly north of NYC in New York State such as Westchester County and Rockland County, and if you really want to be inclusive, even southeastern parts of Connecticut can be included in the NYC metro area.

I personally live in upstate New York (WAY upstate, nowhere near NYC, takes 2 hours to get there under ideal circumstances, if the weather and traffic are both good, and if the circumstances aren't ideal, more like 3 hours). I've been down to The City a couple times but not that often. In my part of upstate, we refer to New York City as "The City", even though technically the place I live is ALSO a city. But one with a much lower population, so, not a REAL city. I can also take about a 2 hour drive to get to Buffalo, and if I add on a third hour of driving, Toronto up in Canada. Personally I like Toronto better than NYC. Canada is just more... civilized. Here in the U.S., so many people act like uncivilized barbarians.

So yeah, back to the game, I was thinking... how about cross-border incursions into Canada and Mexico (as well as excursions by boat from Miami to Cuba)? The idea here is, the LCS is a rebel group against the U.S. government, basically. Lots of times rebel groups against the government of one country have safe havens in neighboring countries (for instance, Columbian rebels known as the FARC in Venezuela, Ugandan rebels known as Joseph Kony and the Lord's Resistance Army in the Congo, Afghan rebels known as the Taliban in Pakistan, Nicaraguan rebels known as the Contras in El Salvador).

Certain places in Canada and Mexico are very close to the U.S. border. Ciudad Juarez, Mexico and Montreal, Canada are 2 examples. Plus Cuba is very close to Miami by boat, so Havana could also be a safe haven for the LCS. So I'm proposing adding those as places the LCS can visit in multiple-city mode. Now, assume for the moment that the U.S. land border crossings that you can cross by car are fairly secure and it's much easier to get across if you have wanted criminals and stolen goods if you take a boat. So for Montreal you take a speedboat from the sparsely populated northern part of New York State to Montreal along the St. Lawrence River, for Ciudad Juarez you take a speedboat from El Paso, Texas across the Rio Grande, and for Havana you take a speedboat from Miami through the Caribbean. The U.S. government has no authority in any of those neighboring countries, although the governments of those countries might take an interest in the LCS. Cuba is very hostile to the U.S. government and would welcome any left-wing group trying to undermine it, such as the LCS, especially if you can explain yourselves to them in Spanish. Mexicans have many grievances against the U.S. regarding the War on Drugs and the way the U.S. government does border enforcement and treats illegal aliens poorly, and Ciudad Juarez is a lawless city of rival drug gangs where the Mexican government has no power and the murder rate is sky-high, a perfect safe haven for the LCS if you know Spanish. Montreal is the capital of French-speaking Quebec, an area of Canada that is very very very liberal and where the locals hate the English language and want to talk in French very much, and have a very negative opinion of the United States, another perfect safe haven for the LCS as long as you can learn French. So obviously French and Spanish would need to be added as skills to the game to operate in these 3 safe haven cities in neighboring countries. There would also be dangers. In Cuba, you might get suspected of being American spies and locked up, if your Spanish and Persuasion skills aren't good enough to convince them that you really are a left-wing rebel group from the U.S., and the Cuban regime would always be monitoring you carefully and have government minders at all of your bases in Havana; if you initially succeeded in persuading them you are on your side, they'd be a good safe haven, unless you committed crimes inside Cuba and the watchful regime found out that you weren't being gracious guests. In Ciudad Juarez, violent drug gangs fight each other for territory, and the only way to succeed there is through violence and having the LCS take over the city by force. The Mexican military and U.S. forces don't dare step foot in Ciudad Juarez. But the violent drug gangs in Ciudad Juarez operate internationally, control vast amounts of Mexican territory, and are not to be taken lightly, and some of them have infiltrated the Mexican government at the highest levels (as well as lower levels too). In Montreal, you have to be very sympathetic to the people of Quebec, talk to them in French, and champion their cause to win their loyalty, although that should be very easy if you know French; however, they are still a part of Canada, which, as a whole, is a nation allied with the United States, and Canadians from other parts of Canada are suspicious of the French-speaking people of Quebec and don't trust them. But Quebeckers don't trust English-speakers, so as long as you speak French there, the locals will be on your side. However, Canada's national government is based in Ottawa, not that far away, so the Canadian national government is the main threat in Montreal. The people of Quebec tend to be rather pacifist so too much violence inside Quebec could alienate them, unless of course it's against the Canadian national government, which they want independence from. If the LCS is extremely successful in Montreal it could result in Quebec becoming an independent nation from Canada and even more of a safe haven for the LCS; however, at this point, the U.S. military would most likely become openly hostile to the nation of Quebec and probably mount a full-scale invasion relatively soon, since the U.S. government would know that the LCS is the reason Quebec is independent, that the LCS's main goal is regime change in the United States itself, and that the newly independent nation of Quebec provides safe haven to the LCS and refuses to back down. Another consideration is that too much activity or time spent in safe havens in neighboring countries could hurt the public image of the LCS inside the United States, given the fact that many Americans are xenophobic and hardly anyone wants foreigners interfering in our politics.

So, to summarize, I'd add Montreal, Canada, Ciudad Juarez, Mexico, and Havana, Cuba to the game as cities, and French and Spanish as new skills based on Intelligence, and each of those 3 cities would have unique characteristics as a safe haven for the LCS outside the United States but very close to it. This wouldn't all be implemented at once, it could be implemented more gradually. And yes, the game itself is in English, that would not change, we'd get around this by saying "So-and so says in Spanish, ..." and then having text in English in the game itself. If your French or Spanish skill is really bad, it would have the "So-and so says in Spanish, ..." text and then you'd have some really stupid-sounding stuff in English with bad grammar, which would often be quite humorous, and then people would react very negatively to it.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: NES630 on August 15, 2013, 08:46:17 am
Eh, I wouldn't consider the Hamptons "NYC Metro". The distance between NYC and those areas is too far to be considered adjacent. You can access those areas by driving or the LIRR, but it certainly isn't a short amount of time, so it is impractical for Long Island became the outskirts. It's almost like considering all of NJ outskirts to Newark.

You could probably consider Yonkers or Staten Island as outskirts... I mean, Staten Island is a borough, but it isn't exactly a center of activity.

Also, on another note, Times Square as a site should be possible. Possibly as a park? Dunno.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: My Name is Immaterial on August 15, 2013, 08:04:18 pm
I tried the revision out with an old save and the CEO/President thing was still broken, but that was probably why. When I finish this game, I'll switch versions.

And yes. I was being sarcastic about the feature/bug thing.

Ah, it doesn't really work that well with old saves. You should start a new game. It's best to play games that were started in the same version as the version you are playing. So here's some advice on when to upgrade the version of the game you have: right after winning or losing a game, before you start a new game, or you could just delete your saved game if you aren't that attached to it (the save.dat file) and then upgrade to a newer version of the game. If you use a save game from one version in a different version you'll have problems. Which is exactly what happened. If you are playing a game of Liberal Crime Squad on an older version and you're REALLY into it, then finish the game on that same version BEFORE you upgrade to a newer version of Liberal Crime Squad.
Another great clue of when to switch is when your LCS files disappear into the ether. Luckily, I didnt really care about those saves.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Capital Fish on August 15, 2013, 08:48:04 pm
How are we defining "Outskirts" in National LCS, anyway? One hour's drive away? Two? Anywhere you can drive to and from in the same day?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 16, 2013, 12:11:27 am
How are we defining "Outskirts" in National LCS, anyway? One hour's drive away? Two? Anywhere you can drive to and from in the same day?

I would assume that "Outskirts" are anywhere outside city limits but relatively nearby geographically, in, say, a 50-mile radius from the city limits.

Eh, I wouldn't consider the Hamptons "NYC Metro". The distance between NYC and those areas is too far to be considered adjacent. You can access those areas by driving or the LIRR, but it certainly isn't a short amount of time, so it is impractical for Long Island became the outskirts. It's almost like considering all of NJ outskirts to Newark.

You could probably consider Yonkers or Staten Island as outskirts... I mean, Staten Island is a borough, but it isn't exactly a center of activity.

Also, on another note, Times Square as a site should be possible. Possibly as a park? Dunno.

OK, so you have a point about Long Island, I just looked at a map to get an idea of the size of it, and I agree with you that the eastern end of Long Island, especially the Hamptons all the way on the east, isn't really NYC outskirts. So let's just say Nassau County is NYC outskirts but Suffolk County isn't. That island really is long, quite an apt name. I'm an upstate New Yorker from the Binghamton area so all that downstate stuff near NYC, I kinda consider it all the NYC area, guess it's just my upstate bias showing. I did often go to Long Island when I was a kid, had an aunt and uncle down there plus 2 cousins and a dog, they lived in Freeport, in Nassau County. Not that far from city limits. So my impression of it was, Long Island is NYC outskirts, especially since the only way in or out is by going through the city itself. Never actually been to the eastern end of Long Island myself, that's why I checked a map to see how big it is, and it's a bit bigger than I thought. I guess my impression is a little biased since whenever I went to Long Island I went to the town of Freeport which is really close to city limits. So yes, you're right, the eastern part of Long Island, Suffolk County, should not be considered NYC outskirts, just Nassau County. Or maybe we could be a little more Liberal and consider the western part of Suffolk County to be NYC outskirts but not the eastern part of Suffolk County (Suffolk County does take up the vast majority of Long Island's land area after all, with Brooklyn, Queens, and Nassau County all combined taking up a fraction of the size, on the western end of Long Island).

Staten Island, or Shaolin Land as the Wu-Tang Clan calls it, it's PART of the city, it's not outskirts, I have a friend from college who lives on Staten Island, visited him there, short ride on the Staten Island Ferry to and from Manhattan, it's one of the 5 boroughs, it's insulting to call it outskirts when it's part of the city, outskirts are areas outside the city that are relatively close. Why does Staten Island, whoops I mean Shaolin Land, always get the short end of the stick? I remember after that hurricane and flood last fall, Shaolin Land kept getting ignored, and instead everyone kept focusing on the damage in places like the Jersey Shore (where President Obama and Chris Christie went on a buddy tour) and the Rocakways in Queens. But Shaolin Land got devastated and got a lot less relief than other places in the region. The Ol' Dirty Bastard is rolling over in his Ol' Dirty Grave over this.

Got an aunt and uncle down near the southern tip of New Jersey, near Cape May (coincidentally, Aqua Teen Hunger Force, one of my favorite TV shows, takes place in that same area, near the southern tip of New Jersey, in the fictional city of Seattle, New Jersey). The southern part of New Jersey is not very close to New York City or Newark, it's closer to Philadelphia (in Pennsylvania), along with the state of Delaware. Anyway, Newark doesn't HAVE outskirts because it IS an outskirt of NYC, it's up there in northeast New Jersey right near the big city. Places like Newark and Hoboken are most definitely NYC outskirts.

Also Yonkers, White Plains, New Rochelle, and the rest of Westchester County are all NYC outskirts. Very close from there to The Bronx, which is part of NYC. Used to go to New Rochelle all the time when I was a kid. My grandfather lived there and commuted to a job in the World Trade Center, back in the day. Definitely NYC outskirts, right there. World Trade Center, it was on the southern end of Manhattan, now they're building a new one, that whole "Freedom Tower" thing. If you can commute to the WTC from a place to the north of NYC in not much time, like my grandfather, well then obviously you're living in the NYC outskirts.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: NES630 on August 16, 2013, 07:59:52 am
Yeah, you are right about Staten Island, but geographically and somewhat culturally I always thought it was closer to New Jersey. We might just have to steal it from New York... just kidding. Also, Staten Island does always gets screwed over. Fun fact: They are the only borough to have never produced a Supreme Court judge.

And yeah, Yonkers and those other regions are definitely outskirts, along with a lot of Suffolk. Newark, Hoboken, and Jersey City are definitely outskirts as well.

Now, other major cities to dissect. Because the world revolves does not revolve around NYC.

Chicago... I lived around there once too, but I was never quite familiar with all the landmarks. I think Navy Pier and Sears Tower are really it. Do we have a blasphemous deep dish pizza eater person from Chicago who can perhaps define important landmarks a bit better?

Thin crust rules! Long live the folded pizza!
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: MADC3 on August 18, 2013, 02:36:35 pm
I just registered so i could say thanks for making an awesome game. Also i live in NYC and Staten Island is ours i'm watching you jersey.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: mosshadow on August 18, 2013, 07:37:37 pm
LCS is starting to get even better! Does the CCS have safehouses in other cities at this point?
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Kwahn on August 21, 2013, 01:27:45 pm
So! I found a bug. Apparently, if the police raid a location with squad members there, but those squad members are not WANTED for anything, they'll still siege the location. If you give up, they wont arrest anyone, but they'll take funds (for no apparent reason) and dismantle business fronts.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 21, 2013, 02:09:54 pm
LCS is starting to get even better! Does the CCS have safehouses in other cities at this point?

Yes they have 3 safehouses. The first is in Seattle, the same city you start in. The 2nd and 3rd are in other cities...

So! I found a bug. Apparently, if the police raid a location with squad members there, but those squad members are not WANTED for anything, they'll still siege the location. If you give up, they wont arrest anyone, but they'll take funds (for no apparent reason) and dismantle business fronts.

Which part of that is a bug, exactly? I believe that is the intended behavior of the game, but I could be mistaken. Nevertheless, I am fairly sure that what happened with that siege is exactly how the game is supposed to work. If you don't want the police raiding your safehouses, then you'd better look through all of your Active Liberals at ALL your different sites and see if you can find anyone who is "WANTED FOR" something. If that person turns themselves in to the cops, the cops will stop raiding the safehouses where all your law-abiding members who don't have any crimes they are wanted for are doing legal activities. If you have a wanted criminal who committed a serious crime/crimes, there's a good chance the police will come looking for that person. And even if they don't find that person, their standard operating procedure is to have a siege and then confiscate the money and dismantle a business front. That's just how they operate. If you don't like it, you can either give into the Conservative Police Establishment and let them arrest your wanted criminals so that they leave you alone, or you can take your revenge on them, perhaps by sending 6 juiced-up Liberals with maxed-out Rifle and Dodge skills wearing Heavy Body Armor and carrying AK-47s to the police station, to let the cops know how you feel about them taking your money and shutting down your business front in that annoying little siege. Anyway, the point is, that isn't a bug in the game, the cops in the game are just assholes. Completely unlike reality, since we all know in the real world, police officers are all perfect gentlemen. Especially the female police officers. No wait, they are gentle-ladies. Or something.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Baffler on August 21, 2013, 04:14:36 pm
Fatal crash bug detected. I had my founder in jail and sweatshop workers left, so I disbanded the LCS to wait out the founder's prison sentence. I typed in the activation phrase and got to the screen that lists the status of the agenda. I pressed the button to wait a month and the game promply crashed. All my people were in Seattle at the homeless shelter (except the recently incarcerated founder).

The actual thing read:

Debug Asssertion Failed!

Program: ...s\Desktop\Liberal Crime
Squad\lcs_win32_4.07.3\crimesquad.exe
File: d:\Program Files (x86)\Microsoft Visual Studio
10.0\VC\include\vector
Line: 932

Expression:vector subscript out of range.

Edit: the save is not broken, I could reload it and do anything else just fine. I was able to reproduce the crash at the same point.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 21, 2013, 07:16:55 pm
Fatal crash bug detected. I had my founder in jail and sweatshop workers left, so I disbanded the LCS to wait out the founder's prison sentence. I typed in the activation phrase and got to the screen that lists the status of the agenda. I pressed the button to wait a month and the game promply crashed. All my people were in Seattle at the homeless shelter (except the recently incarcerated founder).

The actual thing read:

Debug Asssertion Failed!

Program: ...s\Desktop\Liberal Crime
Squad\lcs_win32_4.07.3\crimesquad.exe
File: d:\Program Files (x86)\Microsoft Visual Studio
10.0\VC\include\vector
Line: 932

Expression:vector subscript out of range.

Edit: the save is not broken, I could reload it and do anything else just fine. I was able to reproduce the crash at the same point.

It's good that you can reproduce the crash at the same point reloading from the same saved game. That means this bug is nice and deterministic, not random, making it easier to pin down. Also the "Expression:vector subscript out of range" makes it fairly obvious what type of bug to look out for, namely one where a vector subscript is out of range. In fact I could just search the source code for instances of vectors, and go through every time they are ever used to see where there is a possibility for them to be out of range. Also, since this happened right after you disbanded, that is also another excellent clue. This will PROBABLY be enough information to find the bug. Hmm, maybe I should even try to duplicate the situation, get a founder in jail and have sweatshop workers left. Since they are illegal aliens (one of the creature flags), they get handled differently. Having a situation where ALL your Active Liberals are illegal aliens might cause problems. I shall investigate this.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Baffler on August 21, 2013, 08:24:35 pm
Tried to reproduce the bug under similar conditions, and the same thing happened with a teenager and two hippies left over. So yeah, most likely caused by the founder's imprisonment (13 month sentence).
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Kwahn on August 22, 2013, 12:05:52 am
Which part of that is a bug, exactly? I believe that is the intended behavior of the game, but I could be mistaken.

Well, if you take ALL of your people out of the location, even the ones who aren't going to get arrested, they just show up and leave everything alone. No funds are taken, no dismantling of the compound. They wont even take any of the 100+ assault rifles lying around.

If you leave innocent characters there, they will show up and say "You are wanted for Finding a Bug" instead of actually stating any real crimes, leading me to believe that it is actually a bug and not intended behavior.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Mazur on August 22, 2013, 05:14:48 am
About the dismantling of Business fronts.

Suppose the Police raid a suspected business front for a wanted person, and they find none there, but proceed to dismantle it and confiscate stuff.   Now suppose that the owners sue the City in a business court for unwarranted seizure.  Now the City (ii.e. Police) had better be able to produce proof of illegal activity, or not only will the City have to restore and refund, but lose another big chunk for loss of business and reputation damage of the business in question.  Especially in a Conservative climate, where Business is President, King, Undisputed Ruler of the Galaxy and God.

And there would be no jury to influence with innuendo and gossip by the defense.  Judges see right through it, they're trained for that shit.

So in that view, the dismantling and seizure of funds and equipment is not so logical.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 22, 2013, 03:32:47 pm
Well, if you take ALL of your people out of the location, even the ones who aren't going to get arrested, they just show up and leave everything alone. No funds are taken, no dismantling of the compound. They wont even take any of the 100+ assault rifles lying around.

If you leave innocent characters there, they will show up and say "You are wanted for Finding a Bug" instead of actually stating any real crimes, leading me to believe that it is actually a bug and not intended behavior.

AHH so it IS a bug! Yes, that text about "Finding a Bug" was put in there precisely to catch bugs like this. Sorry! Yes, you did find a bug.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: webadict on August 22, 2013, 05:16:28 pm
Ah... so, I came across a couple bugs while playing this.

The first one is bizarre, in that I'm not sure what caused it, but while out Causing Trouble, my founder came across a Death Squad Member. As my founder was armed with an M4 Carbine, I figured I'd shoot the guy. The game crashed when I hit Fight. No idea why, clicked too fast to find out the cause.

The second one is far more annoying. I tried to disband my squad after I got about... I dunno... 100 sleepers? And as soon as I disband, I get an out of range error.

Not sure what else you'd need, but I'll try to get it to you.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Jonathan S. Fox on August 22, 2013, 06:21:48 pm
Well, if you take ALL of your people out of the location, even the ones who aren't going to get arrested, they just show up and leave everything alone. No funds are taken, no dismantling of the compound. They wont even take any of the 100+ assault rifles lying around.

If you leave innocent characters there, they will show up and say "You are wanted for Finding a Bug" instead of actually stating any real crimes, leading me to believe that it is actually a bug and not intended behavior.

AHH so it IS a bug! Yes, that text about "Finding a Bug" was put in there precisely to catch bugs like this. Sorry! Yes, you did find a bug.

I dare say the real bug is that the flavor text says you found a bug even though the situation is perfectly reasonable. It should probably say "You are wanted on suspicion of harboring criminals" or something like that.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 22, 2013, 07:15:57 pm
The second one is far more annoying. I tried to disband my squad after I got about... I dunno... 100 sleepers? And as soon as I disband, I get an out of range error.

Not sure what else you'd need, but I'll try to get it to you.

Webadict, that second bug is the exact same one Baffler has reported, I already know about it and am going to try and investigate it:

Fatal crash bug detected. I had my founder in jail and sweatshop workers left, so I disbanded the LCS to wait out the founder's prison sentence. I typed in the activation phrase and got to the screen that lists the status of the agenda. I pressed the button to wait a month and the game promply crashed. All my people were in Seattle at the homeless shelter (except the recently incarcerated founder).

The actual thing read:

Debug Asssertion Failed!

Program: ...s\Desktop\Liberal Crime
Squad\lcs_win32_4.07.3\crimesquad.exe
File: d:\Program Files (x86)\Microsoft Visual Studio
10.0\VC\include\vector
Line: 932

Expression:vector subscript out of range.

Edit: the save is not broken, I could reload it and do anything else just fine. I was able to reproduce the crash at the same point.

Tried to reproduce the bug under similar conditions, and the same thing happened with a teenager and two hippies left over. So yeah, most likely caused by the founder's imprisonment (13 month sentence).

3 reports of the same bug from 2 people. Always happens when disbanding. Always a vector subscript out of range. I'll see if I can fix this one.

Ah... so, I came across a couple bugs while playing this.

The first one is bizarre, in that I'm not sure what caused it, but while out Causing Trouble, my founder came across a Death Squad Member. As my founder was armed with an M4 Carbine, I figured I'd shoot the guy. The game crashed when I hit Fight. No idea why, clicked too fast to find out the cause.

That's not probably not enough info for me to go on. If it is a bug in fight.cpp (the file that deals with fighting), that file is big, the bug could be anywhere, like finding a needle in a haystack. Awhile back I fixed a bug in fight.cpp involving Conservatives and Liberals getting mixed up by the game during fights after someone counterattacked, another needle in a haystack type bug that was buried deep in there and hard to find. So maybe this is another one in that same file. Still, it sounds harder to fix than the other bug, the one about the vector subscript out of range when disbanding, I have a lot more to go on with that other bug.

[I dare say the real bug is that the flavor text says you found a bug even though the situation is perfectly reasonable. It should probably say "You are wanted on suspicion of harboring criminals" or something like that.

Agreed, yes, everything else about that report sounded like the way things are supposed to happen, except for the bit about the police saying "You are wanted for Finding a Bug", which is the result of calling a function with an int parameter that returns a string using a switch/case statement with an out-of-range parameter that isn't covered by any of the cases in the switch statement so the default is used instead (and the default only occurs in these particular functions when there is a bug). So the siege code should have something similar to the trial code, have a default crime for them to say if there isn't anything else. At trials it's Loitering. For a siege it would be Harboring Criminals or something like that. It should check to see if the int number for the crime is within the acceptable range before calling the function to return the name of the crime as a string.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: webadict on August 22, 2013, 08:29:09 pm
I'll see if I can try to recreate that Fight bug, then.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 23, 2013, 07:39:03 am
In revision 718 (http://sourceforge.net/p/lcsgame/code/718/), I have fixed 2 out of those 3 bugs we are talking about (the siege bug where the police accuse you of finding a bug, and the crashing bug where the game crashed when disbanding). The siege bug was a simple matter of changing some text, although I did more thorough work on making sure all crimes are listed in the same order everywhere and that the 2 sets of names for crimes (the set you see on your profile pages and if it says "WANTED FOR ...", and the set used during trials and by police during sieges) are both consistent. Now everywhere they are all in the same order from most severe (Treason) to least severe (Loitering). The crashing bug when disbanding... that was a bug in liberalagenda.cpp, all that was needed was to insert 1 word in the right place, the word "else". That bug was caused by the game trying to do stuff to people who had already been deleted from the game. Can't do stuff to something that's been deleted, since it no longer exists.

The first [bug] is bizarre, in that I'm not sure what caused it, but while out Causing Trouble, my founder came across a Death Squad Member. As my founder was armed with an M4 Carbine, I figured I'd shoot the guy. The game crashed when I hit Fight. No idea why, clicked too fast to find out the cause.

But this one last bug, where it crashes when you use an M4 Carbine to fight a Death Squad Member when you are out Causing Trouble, I have not fixed this yet, I don't have enough details to figure out the cause of this bug yet, it is a trickier one than the others. It is more of an intermittent, randomly occurring, hard to find sort of bug. The other bugs I just fixed happened in very predictable ways, always happened in the same situations.

I'll see if I can try to recreate that Fight bug, then.

Yes, please do, I need more information on that bug to track it down, I've squashed the others but that's a tough one, good of you to find it.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Carlos Gustavos on August 23, 2013, 10:35:56 am
The first [bug] is bizarre, in that I'm not sure what caused it, but while out Causing Trouble, my founder came across a Death Squad Member. As my founder was armed with an M4 Carbine, I figured I'd shoot the guy. The game crashed when I hit Fight. No idea why, clicked too fast to find out the cause.

But this one last bug, where it crashes when you use an M4 Carbine to fight a Death Squad Member when you are out Causing Trouble, I have not fixed this yet, I don't have enough details to figure out the cause of this bug yet, it is a trickier one than the others. It is more of an intermittent, randomly occurring, hard to find sort of bug. The other bugs I just fixed happened in very predictable ways, always happened in the same situations.

It crashes at line 110 in fight.cpp:

sitestory->crime.push_back(CRIME_ATTACKED);

Backtrace:

#3  0x080dc8f6 in youattack () at combat/fight.cpp:110
#4  0x080d7d10 in footchase () at combat/chase.cpp:643
#5  0x080dc178 in footchase (cr=...) at combat/chase.cpp:1937
#6  0x080ec286 in attemptarrest (liberal=...,
    string=0x81e2b47 "causing trouble", clearformess=0)
    at daily/activities.cpp:870
#7  0x080f1c8e in doActivityTrouble (trouble=...,
    clearformess=@0xbffff0af: 0 '\000') at daily/activities.cpp:2120
#8  0x080ecbe9 in funds_and_trouble (clearformess=@0xbffff0af: 0 '\000')
    at daily/activities.cpp:1043
#9  0x080f9874 in advanceday (clearformess=@0xbffff0af: 0 '\000',
    canseethings=1 '\001') at daily/daily.cpp:735
#10 0x08090643 in mode_base () at basemode/basemode.cpp:685
#11 0x0807afc3 in mode_title () at title/titlescreen.cpp:131
#12 0x0804b7b7 in main (argc=1, argv=0xbffff394) at game.cpp:453

The pointer sitestory is not null but the values it points at suggest they're garbage. This hints at sitestory not being null earlier in line 859 in activities.cpp when it's expected. I don't have more time to look at it now though.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 23, 2013, 11:57:37 am
It crashes at line 110 in fight.cpp:

sitestory->crime.push_back(CRIME_ATTACKED);

Backtrace:

#3  0x080dc8f6 in youattack () at combat/fight.cpp:110
#4  0x080d7d10 in footchase () at combat/chase.cpp:643
#5  0x080dc178 in footchase (cr=...) at combat/chase.cpp:1937
#6  0x080ec286 in attemptarrest (liberal=...,
    string=0x81e2b47 "causing trouble", clearformess=0)
    at daily/activities.cpp:870
#7  0x080f1c8e in doActivityTrouble (trouble=...,
    clearformess=@0xbffff0af: 0 '\000') at daily/activities.cpp:2120
#8  0x080ecbe9 in funds_and_trouble (clearformess=@0xbffff0af: 0 '\000')
    at daily/activities.cpp:1043
#9  0x080f9874 in advanceday (clearformess=@0xbffff0af: 0 '\000',
    canseethings=1 '\001') at daily/daily.cpp:735
#10 0x08090643 in mode_base () at basemode/basemode.cpp:685
#11 0x0807afc3 in mode_title () at title/titlescreen.cpp:131
#12 0x0804b7b7 in main (argc=1, argv=0xbffff394) at game.cpp:453

The pointer sitestory is not null but the values it points at suggest they're garbage. This hints at sitestory not being null earlier in line 859 in activities.cpp when it's expected. I don't have more time to look at it now though.

Thanks for the help! The bug with the game crashing when someone fights with police (or death squads) attempting to arrest them when they are Causing Trouble is now fixed in revision 719 (http://sourceforge.net/p/lcsgame/code/719/), thanks to you finding the source of the bug. It's interesting how sitestory isn't initialized in fight.cpp, and is expected to be initialized by functions that call it. And while attemptarrest() DOES initialize sitestory if it is null, if it isn't null, then we have problems, which is what happened here. So I initialized sitestory in doActivityTrouble(), the same way other activities where arrest attempts get made initialize sitestory (for instance, spraypainting graffiti). For now the story is set to NEWSSTORY_WANTEDARREST. Ideally there should be a new type of story created for Causing Trouble, and it would probably be called NEWSSTORY_TROUBLEARREST. But that would take more time and effort to implement. For now, this fixes things, and it's good enough for the moment.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: FinetalPies on August 23, 2013, 04:53:17 pm
Alright so I finally started play 4.07.3, and while I haven't had any bugs or crashes yet, I have noticed a few things.

On the new Recruitment through Activation screen, there is no way to exit the screen except for selecting a profession to look for. Not a big deal just a little inconvenient, I would hope that esc or enter would cancel and return to the previous screen.

When Reviewing and Moving Equipment, it lists "Shelter" 3 times, which is obviously the different shelters in each of the different cities. Basically I'm just saying it would be nice if it specified which city the shelter was in, like on the Assign New Bases to the Squadless screen.

Also I thought I found a bug when it wouldn't let me Loot the bank vault, but you actually need to press Use to pick up the money. That confused me but I don't think it needs to be changed. Haha, it was more embarrassing than anything.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on August 24, 2013, 01:20:24 pm
On the new Recruitment through Activation screen, there is no way to exit the screen except for selecting a profession to look for. Not a big deal just a little inconvenient, I would hope that esc or enter would cancel and return to the previous screen.

Valid concern, I agree, I'll see if I can change that. I think there might be several other screens that have that same problem, too. There's one place where there's a similar problem where I don't think it can be fixed (if you accidentally press S to enter in a new Slogan on the main screen, but then realize this was a mistake and press Escape to try and get out, it doesn't work, and I don't know of any way to fix this). Luckily the case you are mentioning, picking what profession you wish to recruit, can probably have the ability to Escape put in very easily.

When Reviewing and Moving Equipment, it lists "Shelter" 3 times, which is obviously the different shelters in each of the different cities. Basically I'm just saying it would be nice if it specified which city the shelter was in, like on the Assign New Bases to the Squadless screen.

This already works exactly the way you'd like it to work in recent SVN builds on SourceForge and will also work that way once the next release comes out (since your thinking is similar to mine and I already changed it to work that way).

Also I thought I found a bug when it wouldn't let me Loot the bank vault, but you actually need to press Use to pick up the money. That confused me but I don't think it needs to be changed. Haha, it was more embarrassing than anything.

That might be a LITTLE confusing, but standard loot lying on the ground is very different from the stuff you find in Bank Vaults, Safes, Armories, etc. that you need to press U for Use to get. It doesn't require any special skills to get standard loot off the ground, and it isn't a very serious crime, either. Bank Robbery IS a serious crime, though, and if you raid an Armory that's TREASON. Plus let's say you get into a fight on a tile where there's a Bank Vault, Safe, or Armory, and the enemy drops some Loot. Currently you can press L to pick up the loot the enemy dropped in the fight, or press U to Use the Bank Vault, Safe, or Armory to get stuff out of it, or do both of them in whichever order you prefer. This offers users plenty of flexibility, and allows users who want to get loot but avoid committing serious crimes the ability to do that. So I agree, it doesn't need to be changed, the way it currently works makes perfect sense and works great, at least in my personal opinion.

Heh, seems like we both have very similar thinking on how the game should work, I agree with you on all 3 of those.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: KA101 on August 24, 2013, 04:04:02 pm
Regarding the Vaults/Loot: IME "LOOT!" only stays around whilst the squad's still on that square, so best to grab it quick (and it's quick to grab).  Bagging up the cash from the Vault takes a while in-game, by comparison, and tends to help SWAT get into position.

(Grabbing stuff from the ground is only a crime if someone was right there to see you, but if there was someone, it's Theft, exactly the same as Using a Safe.)
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: FinetalPies on September 05, 2013, 12:53:23 am
Another problem I've encountered

Over the three cities, I have 11 safehouses (3 Shelters, 3 Abandoned Warehouses, 3 Crack houses and 2 Apartments. I could even potentially have much more than this (CCS safehouses, more apartments)

When I go to move equipment it only shows the first 9. (Key press 1-9) Of course I could see how it might be tricky to display 10 or more safehouses at once, so I'm not sure what the best solution would be. But as it stands moving equipment to certain safehouses is a pain.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Victuz on September 10, 2013, 01:25:10 am
When I go to move equipment it only shows the first 9. (Key press 1-9) Of course I could see how it might be tricky to display 10 or more safehouses at once, so I'm not sure what the best solution would be. But as it stands moving equipment to certain safehouses is a pain.

I think the way to fix it so it doesn't become a cluster**** would be to assign a key to switch in between cities that have the safehouses in them.

But than we come into a different issue, and that is that transporting 224 M4's instantaneously, safely and for free is already questionable within the boundaries of a single city. Doing that nationwide with no expense or risk of any sort is almost impossible to justify.

Personally I'd limit the amount of items transferable in between cities to say 10 at a time, with a possible selection of the way to do it (make a sleeper drive the whole way instead of trying to sneak it onto a plane and so on).
That doesn't have to apply to items that are legal. I don't know if a [legal] tag exists for items in LCS but it would be necessary for this.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on September 11, 2013, 09:23:21 am
When I go to move equipment it only shows the first 9. (Key press 1-9) Of course I could see how it might be tricky to display 10 or more safehouses at once, so I'm not sure what the best solution would be. But as it stands moving equipment to certain safehouses is a pain.

I think the way to fix it so it doesn't become a cluster**** would be to assign a key to switch in between cities that have the safehouses in them.

But than we come into a different issue, and that is that transporting 224 M4's instantaneously, safely and for free is already questionable within the boundaries of a single city. Doing that nationwide with no expense or risk of any sort is almost impossible to justify.

Personally I'd limit the amount of items transferable in between cities to say 10 at a time, with a possible selection of the way to do it (make a sleeper drive the whole way instead of trying to sneak it onto a plane and so on).
That doesn't have to apply to items that are legal. I don't know if a [legal] tag exists for items in LCS but it would be necessary for this.
There is a tag for the legality or illegality of guns, with options ranging from -2 to +2, corresponding to the gun control level. At -2, it's arch-conservative, and you can carry machine guns around freely. At +2, it's elite liberal, and no guns are allowed. I don't know how that could apply to airplanes, but I'm sure something could be determined.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: tahujdt on September 11, 2013, 09:33:15 am
Liberal Crime Squad Revision 715 is out, with MANY bugs fixed and things enhanced since 4.07.3a (revision 690):

https://sourceforge.net/p/lcsgame/code/715/ (https://sourceforge.net/p/lcsgame/code/715/)

If you want to download and play it, go to https://sourceforge.net/p/lcsgame/code/715/tarball (https://sourceforge.net/p/lcsgame/code/715/tarball) to download it as a .zip file. Create a new empty directory somewhere. Extract the "init.txt" file, the "art" directory, the "pdcurses.dll" from the "workspaces" directory, and the "crimesquad.exe" file from the "workspaces\Release" directory all into that same directory. Now you can play Liberal Crime Squad SVN revision 715! The debug version of the game is "crimesquad.exe" file from the "workspaces\Debug" directory, just in case you want to play it instead (it has a bigger file size and runs slower, but it is much better for debugging). Unlike Jonathan S. Fox's releases, which are compiled using Microsoft Visual C++, I compiled this using TDM-GCC 4.7.1, the compiler that comes with the Code::Blocks 12.11 IDE for Windows. Liberal Crime Squad is compatible with both compilers so there shouldn't be any problems. The very large file size of the debug version is because it's from a different compiler. Anyway, the release version is VERY fast, it's what I play.

It has MANY bugs fixed and enhancements, by the way.

Looks like I've encountered a bug.

A liberal encounters a few hippies in the Seattle Vegan Co-Op, arranges meetings with them, then moves to Washington, DC -- without losing contact with them. Even more importantly, when they join the LCS, they move to the Homeless Shelter in DC.

For instance, that bug that you just mentioned is one of many that has been fixed. Why? Because you mentioned it on this forum, I read your post, I tracked down the code where that bug was, I fixed it, then I tested the fix to make sure it worked. Just one of many that's been fixed. Earlier I was mostly fixing bugs I came across personally. But now I've switched to fixing bugs I read about on the forums. Not entirely, though, I still come up with things to fix or enhance on my own, mostly little things.

Enjoy!

Whenever I download this and try to extract it, it tells me that the archive is corrupted. What gives?

EDIT: Nevermind, it was my crappy connection.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: praguepride on September 18, 2013, 08:02:14 am
I just want to take a quick second to say what a pleasure it has been watching LCS grow from an initial tiny game into the monstrosity of wonder it has become today. I've been playing it off and on since the beginning and thinking back about how the game was versus what it has become now? My deepest thanks to everyone who has contributed a lot or a little over the years as this has not only been an ongoing source of amusement and entertainment but also a tribute of selfless dedication by the community.

Great job, everyone  :D
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on September 18, 2013, 10:01:04 pm
I'd also like to thank everyone who contributed to the game before I ever started coding on it. All 38 of you. Yes, I counted. I wouldn't have had a game to contribute to if it weren't for the 38 of you who contributed before I ever even started coding on it. And I'd also like to thank the 40th contributor whose first contribution came after mine (I'm contributor #39 out of a total of 40). Yep, 40 total contributors, can you believe it?

Started out as Tarn Adams, in 2002. Was still a Tarn Adams solo project until 2004 when Kevin Sadler joined, made some improvements, ported it to Linux. Then for 3 years, the project was dead, until Jonathan S. Fox and Chris Johnson revived it in 2007 (now up to 4 contributors). Since 2007 it's been an active project and the number of contributors has been growing exponentially, currently at 40.

Of course, more than half the people who contributed are no longer actively contributing to the project. BUT, the project has a faster rate of new people joining as contributors than the rate of old contributors becoming inactive. So, the Liberal Crime Squad project continues to expand and increase in activity levels; this has happened as a steady increase, every year from 2007 until now. The number of people who have made contributions so far this year alone (so far in 2013) is 14. That is an all-time high for any year and this year isn't even close to over yet.

So, keep up the great work everyone! As the 39th of the 40 people who have contributed so far I am quite pleased with what a wonderful game this has become. And if you count the 2 people who contributed to the Android port of Liberal Crime Squad (https://sourceforge.net/projects/lcsagame/) but not the main project, that would bring us to a total of 42 contributors.

Since 42 is the ultimate answer to the ultimate question of life, the universe, and everything, as everyone who has read the Hitchhiker's Guide to the Galaxy knows, we now have the ultimate question to life, the universe, and everything, namely: How many people have contributed to Liberal Crime Squad?

And here is a list of all 42 of us:
1. Addie MacGruer (Android port)
2. Ari Rahikkala / arirahikkala (2009-2011)
3. blomkvist (2010-2013)
4. BManx2000 (2011)
5. Callum Davies (2012)
6. calrogman (2013)
7. Chris Johnson / grundee (2007-2008)
8. Christian Sergelius / cribozai (2011)
9. Ciprian Ilies / Addictgamer (2012-2013)
10. crickel (2009)
11. cybengineer (2013)
12. dreadmullet (2012)
13. dtomandl (2008)
14. Firewolf123 (2009-2010)
15. Gatleos (2010)
16. Grimith (2013)
17. Ighalli (2008)
18. infernozeus (2011)
19. Janus / brettflan (2010)
20. Jonathan Stickles / Jonathan S. Fox (2007-2013)
21. KA101 (2013)
22. Kay12 (2011)
23. Kevin Sadler / sadler (2004)
24. kuactet (2008)
25. Kurper (2010)
26. KViiri (2011-2013)
27. LethalFeline (2013)
28. Matthew Shute (Android port)
29. mdownie (2010)
30. nyxwise (2011)
31. Pesi (2011-2012)
32. Puzzlemaker (2008)
33. ransomeliolds (2011-2012)
34. Rich McGrew / Liberal Elitist / yetisyny (2013)
35. Scott C. Walton / LiteralKa (2009-2011)
36. Servant Corps (2009-2011)
37. seth-dash-dash (2013)
38. shibby1295 (2013)
39. Tarn Adams / Toady One (2002-2004)
40. usr_share (2013)
41. vherid (2013)
42. wisq (2008)

See? 42! That is proof! We have now solved the ultimate mystery, namely the significance of the number 42! Which means, by extension, that Liberal Crime Squad, as it is the subject of the ultimate question about life, the universe, and everything, is the most important thing in the entire universe.

Of course, if we ever get a 43rd contributor, that whole theory goes out the window... :P
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Yelesom on September 19, 2013, 02:56:11 am
Forgive the rather conservative nature in which I found this bug. I'm using version 4.07.3 and when going through R > 1 and choosing a Liberal and Killing them while the leader is arrested, the leader somehow manages to execute the designated liberal.
Title: Re: National LCS Revisited (4.07.3 Beta Release!)
Post by: Liberal Elitist on September 19, 2013, 05:16:33 am
Forgive the rather conservative nature in which I found this bug. I'm using version 4.07.3 and when going through R > 1 and choosing a Liberal and Killing them while the leader is arrested, the leader somehow manages to execute the designated liberal.

Thanks for the bug report. I actually fixed that bug in revision 696 (https://sourceforge.net/p/lcsgame/code/696/), over a month ago, on August 8th, in the SVN, because other people also found and reported that same exact bug, too. Unfortunately for you, version 4.07.3 beta, which was released on June 29th, is revision 690 (https://sourceforge.net/p/lcsgame/code/690/), meaning it is older and was released prior to that bugfix, which is why you encountered that bug.

Want to get the latest SVN version with all the latest bugfixes and enhancements? Here are my standard instructions:

To get the latest SVN revision, go to https://sourceforge.net/p/lcsgame/code/HEAD/tree/ (https://sourceforge.net/p/lcsgame/code/HEAD/tree/)... everything is in the trunk directory. The direct link to download the latest SVN revision is https://sourceforge.net/p/lcsgame/code/HEAD/tarball (https://sourceforge.net/p/lcsgame/code/HEAD/tarball). And the revision history, so you can see a list of changes and bugs fixed, is at https://sourceforge.net/p/lcsgame/code/HEAD/log/ (https://sourceforge.net/p/lcsgame/code/HEAD/log/). This is because on SourceForge, when you browse it, it has different release numbers, but if you use "HEAD" in the URL instead of a number, you'll always get the latest release.

As for what's in the .zip file once you download it... everything is in the trunk directory, to begin with. crimesquad.exe is in the workspaces\Release and workspaces\Debug subdirectories of that (depending on whether you prefer a Release build that's optimized to run fast and has smaller file size, or a Debug build that's full of debugging symbols, gives better error messages, and is suitable for use with debuggers, but is a larger file and runs slower). The required PDCurses.dll file is in the workspaces subdirectory, although if you already have a copy of PDCurses.dll, it should work just fine too. If you're on Linux or Mac OS X you'll need to compile and build the program using the instructions in LINUX_README.txt, since obviously the crimesquad.exe files, along with PDCurses.dll, are binaries for Windows.

You'll also want to copy the whole art directory and all its contents from the trunk directory (the art folder and the files in it are necessary for the game to work properly). The configuration file init.txt is also there in the trunk directory, you'll want that file in the directory you run the program in. And the documentation file Jonathan S. Fox also bundles with things, CrimeSquadManual.txt, that's in the docs subdirectory of the trunk directory.

Well, that pretty much covers everything. Thanks again for the bug report. If you have any more questions you can post them on these forums.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Jonathan S. Fox on September 19, 2013, 07:15:22 pm
New Beta:
LCS 4.07.4 for Windows (http://www.jonathansfox.com/LCS/lcs_win32_4.07.4.zip)
Your feedback and bug reports are requested!

You can thank Liberal Elitist for prodding me to make this release, for assembling the changelog, and for contributing many of the changes in this version. The national LCS features still aren't fully implemented, but the game should be quite a bit more stable, with some of the awkward corners in the way the game plays in multiple city play sanded down a bit.

Feel free to post bug reports in this thread!

4.07.4 Changelog
- Added more disguises.
- Conservative enemies with 200 or more Juice no longer run away from battle when wounded.
- More politically correct handling of people who reject binary gender identities.
- Full location names with cities used more often throughout the game.
- Being naked makes seduction easier.
- New init.txt option to temporarily disable ClearType on Windows (workaround for a text display bug in Windows XP and later).
- Drug overdoses of hostages during interrogation are now medical emergencies (try and have at least one interrogator with First Aid skill if you use drugs on hostages).
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
- Mini-skill display of top 5 skills on top of screen improved.
- More types of business fronts.
- Red states and blue states follow their political leanings better on votes on Constitutional amendments.
- Skills in full skill display are in alphabetical order, while crimes in list of crimes committed are in order from most to least severe.
- Many bug fixes.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: MetalSlimeHunt on September 19, 2013, 07:25:40 pm
- Being naked makes seduction easier.
Go home Jonathan, you're drunk.
Quote
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
Did you make the Ultra-Arch Conservative ones visible as well?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on September 19, 2013, 08:49:48 pm
Seeing this tick up from .3 to .4 made my day. Thank you.

Edit: ARGH STUPID IOS KEYBOARD.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Jonathan S. Fox on September 19, 2013, 10:50:35 pm
- Being naked makes seduction easier.
Go home Jonathan, you're drunk.
Quote
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
Did you make the Ultra-Arch Conservative ones visible as well?

Most of the changes, including these, are not my personal doing. :P
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Liberal Elitist on September 20, 2013, 07:42:19 pm
- Being naked makes seduction easier.
Go home Jonathan, you're drunk.
LOL... actually since I made that change I suppose I'm the one who's drunk... :P More seriously, though, being naked makes everything else in the game harder (it makes stealth impossible, doesn't work as a disguise anywhere except the Garment Makers, leaves you completely defenseless as far as armor when you're in combat, makes nobody take you seriously if you try talking to them about the issues, plus it's illegal too). So it would make sense to have ONE thing that nudity would actually help with, and seduction is the most obvious choice. Of course if you're naked at any place other than the Garment Makers and trying to seduce a Conservative, they'll be alarmed as soon as they see you because nudity automatically fails both the stealth and disguise checks, and then since they're alarmed they'll enter combat mode and you'll be unable to seduce them. So mostly this will only benefit you if you're trying to seduce a Moderate or a fellow Liberal, so it really has very little impact on the game. Conservatives who are hard to seduce, like the Corporate CEO, will still be hard to seduce.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Liberal Elitist on September 20, 2013, 10:10:29 pm
Quote
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
Did you make the Ultra-Arch Conservative ones visible as well?
The Ultra-Arch Conservative issue text already was visible, it happens if the country is Reaganified (i.e., if everything becomes C+ and you lose the game because of the triumph of Arch-Conservatism). There's no change to that in this version, it worked fine before and still works fine now.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Crnobog on September 21, 2013, 03:19:20 pm
I think I found a bug. It looks like I can't recruit any new members if I move to another city. Whenever I succesfully manage to arrange a meeting with someone, they just never come. If I switch to a character in the starting city it works just fine, if I move the characters that can't recruit back to the starting city it also works like normal. If I move a character that is recruiting someone to another city it's instantly broken off (well, that one makes sense actually). Liberating sweatshop workers works fine however. This was in the 4.07.4 win version.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Innsmothe on September 22, 2013, 04:17:29 pm
I an confirm bug, was recruiting like mad in the whitehouse, but nobody came man. =[
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Liberal Elitist on September 25, 2013, 01:02:48 pm
I think I found a bug. It looks like I can't recruit any new members if I move to another city. Whenever I succesfully manage to arrange a meeting with someone, they just never come. If I switch to a character in the starting city it works just fine, if I move the characters that can't recruit back to the starting city it also works like normal. If I move a character that is recruiting someone to another city it's instantly broken off (well, that one makes sense actually). Liberating sweatshop workers works fine however. This was in the 4.07.4 win version.

Whoops, my bad. Sorry about that. This is because of a bugfix I made to prevent a ridiculous situation where if you move from one city to another, but had recruitment meetings and/or dates scheduled with people in your previous city, those people would keep meeting with you in person each evening despite being in a city very far away. It appears that bugfix led to some unintended consequences. My best guess at this time is that all recruits in the entire game most likely have their city of residence set to Seattle, regardless of what city you find them in. So the solution to this bug is to solve THAT problem, and to have new creatures generated by the game have their city of residence set correctly to be the same city as the city of the location where you encounter them.

Unfortunately, I'm out of town right now, in the Detroit International Airport, about to board a flight to Charles De Gaulle Airport in France and then another flight from there to Vienna, and I probably won't have much time for programming during this month-long Real Life vacation.

Anyway I feel really terrible about introducing a bug like this into the game by accident, and then being unable to fix it in a rapid amount of time. I'll see what I can do... I mean, this bug is serious, not being able to recruit people in other cities really cripples the whole multi-city mode feature.

Other programmers are welcome to try and tackle this bug, hopefully one of us will get it fixed soon.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on September 25, 2013, 01:44:43 pm
I think I found a bug. It looks like I can't recruit any new members if I move to another city. Whenever I succesfully manage to arrange a meeting with someone, they just never come. If I switch to a character in the starting city it works just fine, if I move the characters that can't recruit back to the starting city it also works like normal. If I move a character that is recruiting someone to another city it's instantly broken off (well, that one makes sense actually). Liberating sweatshop workers works fine however. This was in the 4.07.4 win version.

Whoops, my bad. Sorry about that. This is because of a bugfix I made to prevent a ridiculous situation where if you move from one city to another, but had recruitment meetings and/or dates scheduled with people in your previous city, those people would keep meeting with you in person each evening despite being in a city very far away. It appears that bugfix led to some unintended consequences. My best guess at this time is that all recruits in the entire game most likely have their city of residence set to Seattle, regardless of what city you find them in. So the solution to this bug is to solve THAT problem, and to have new creatures generated by the game have their city of residence set correctly to be the same city as the city of the location where you encounter them.

Unfortunately, I'm out of town right now, in the Detroit International Airport, about to board a flight to Charles De Gaulle Airport in France and then another flight from there to Vienna, and I probably won't have much time for programming during this month-long Real Life vacation.

Anyway I feel really terrible about introducing a bug like this into the game by accident, and then being unable to fix it in a rapid amount of time. I'll see what I can do... I mean, this bug is serious, not being able to recruit people in other cities really cripples the whole multi-city mode feature.

Other programmers are welcome to try and tackle this bug, hopefully one of us will get it fixed soon.
What about adding a computer skill requirement to be able to remotely recruit people?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: praguepride on September 26, 2013, 10:33:27 am
OOOoh, I like that. Change the standard options around a bit?


Speaking of new meeting options:
1) Allow to meet in a group setting. This will be far less effective then 1-on-1 but will help keep you from missing appointments.

2) Allow remote talks. Again less effective then personal 1-on-1 but allow you to recruit in other cities. Perhaps as part of the new Recruit action item you have a chance or opportunity to recruit in other cities, and when they join have the option of either moving them locally or keeping them in their city or something like that.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Carlos Gustavos on September 29, 2013, 02:53:12 pm
I'm interested in people trying out a recent change I've made; creature types in xml.
http://dropcanvas.com/a8dcr
Here's a new executable and the new xml file you'll have to put among the others. The recruitment bug has been fixed in this too. There was some bug with saving and loading so your saves are not compatible.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: scrdest on October 06, 2013, 06:21:54 am
Bug: I have snuck in unnoticed into the Oval Office and the message says that the President is in there, but there are only two Secret Service agents present, which, after being eliminated stealthily, still leave the President nowhere to be seen.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Liberal Elitist on October 06, 2013, 02:38:45 pm
Bug: I have snuck in unnoticed into the Oval Office and the message says that the President is in there, but there are only two Secret Service agents present, which, after being eliminated stealthily, still leave the President nowhere to be seen.

That's not a bug, what's actually going on is that the President IS there (like the message says) but he's even MORE stealthy than you are, and is hiding in the shadows, quietly observing the Liberal Crime Squad, which is why you can't find him anywhere. This is because the President has an incredibly high Stealth skill and has switched from wearing an Expensive Suit to running around in a Ninja Costume. :o

Just kidding. You found a bug. :P
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on October 06, 2013, 07:55:30 pm
Is it even possible to take out both agents without being noticed?
Oh, wait, are you using two people?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: scrdest on October 07, 2013, 04:54:35 am
Is it even possible to take out both agents without being noticed?
Oh, wait, are you using two people?

Yep. Two female super-stealthy (well, Stealth 5) assasins.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on October 08, 2013, 01:32:27 am
I've been normally rolling with a single stealthy founder, but two sounds much more interesting.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: FinetalPies on October 08, 2013, 01:35:43 am
I've had entire squads of super stealthy assassin dogs before (They have fantastic agility, but maybe next time I'll bring along a human for first aid. Dogs' int is quite lacking)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: scrdest on October 08, 2013, 02:01:29 am
I've been normally rolling with a single stealthy founder, but two sounds much more interesting.

Two is a pretty good number, since there's still a low chance of a someone fucking stealth up, and most preset guards are in twos, but once the Oval Office bug is fixed, you will obviously want three of them.

Also, (when it's fixed) the best clothes for White House assassination is Black Suit. Works both as disguise and for stealth. In fact, I managed to get to OO, murder the Secret Service protecting the President and slip away unnoticed. Which, I imagine, must be quite embarrassing for Secret Service.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: KA101 on October 14, 2013, 01:20:02 pm
Doubleposting to call attention to a CONSERVATIVE problem.  >:(

I'm interested in people trying out a recent change I've made; creature types in xml.
http://dropcanvas.com/7k1y0
Here's a new executable and the new xml file you'll have to put among the others. The recruitment bug has been fixed in this too. There was some bug with saving and loading so your saves are not compatible.

I just went to pick up Carlos' version...and it's apparently expired.  Stanging time-limited services!
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Carlos Gustavos on October 15, 2013, 12:10:51 pm
Reuploaded: http://dropcanvas.com/a8dcr
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: KA101 on October 15, 2013, 06:17:31 pm
Got it.  Thanks.  Can post on my dropbox if that's helpful?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Liberal Elitist on October 17, 2013, 04:21:51 pm
I currently use sendspace.com (http://sendspace.com) for quick uploads of stuff that other people can download. Much better than dropcanvas.com (http://dropcanvas.com), the files there expire within a few days, not very good. Oh, and you should register if you upload stuff to sendspace.com (http://sendspace.com). Registering is optional, but it allows you to update and/or delete files you've uploaded.

So yeah, here's a download to the test version by Carlos Gustavos: http://www.sendspace.com/file/nntuex (http://www.sendspace.com/file/nntuex). Extract it into the folder where you have version 4.07.4 beta (it just contains the 2 files crimesquad.exe plus creatures.xml in the art directory). Enjoy this working link! ;)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Elodie Hiras on October 22, 2013, 05:36:01 pm
I've had entire squads of super stealthy assassin dogs before (They have fantastic agility, but maybe next time I'll bring along a human for first aid. Dogs' int is quite lacking)

So they had knives in their mouths... Tell me you've named one Koromaru.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: FinetalPies on October 23, 2013, 12:21:24 am
I had Sif at least. Also Amaterasu and Missile
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Nicholas1111 on November 07, 2013, 10:12:41 am
You cant steal cars?????
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Nicholas1111 on November 07, 2013, 10:27:09 am
Ah nvm
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: ggamer on November 07, 2013, 11:16:40 pm
So fun fact: Even though i've been following the beta since its inception back in April, I never actually played it.

However, a recent itch to play a liberal crime lord has fixed that, so i'm excited to play the multi-city release.

Wish me luck!
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: JD809 on November 11, 2013, 10:05:12 am
Hey, i'm new to the Forum but have been following LCS for a while, whens the next update planned I couldn't find any information?
By the way great job with the game  :)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on November 11, 2013, 12:39:56 pm
As I understand it, it's mostly on a 'when it's ready' basis.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Magnus Bonafide on November 18, 2013, 04:07:23 pm
Just tried the 4.07.4 version, ran into an issue right away:
- Selected National option
- Answered questions as follows: E, E, B, A, E, A, E, D, A, B
- The first time I didn't enter a name to the people, the second time I did
- Both times the game crashed when I hit Enter.  Didn't get an error message, just "The program has stopped working". 
Tried again with different answers (all A), no problem.  Hope this helps
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Magnus Bonafide on November 21, 2013, 07:22:37 pm
So it's been a couple of days playing it so far, really enjoying it.  Running into a lot of stability issues (thank Science for the everyday autosave!) but otherwise amazing.  Got to thinking, wouldn't it be great if you could find and neutralize Rats before trial?  Thought it could go something like this: if you have enough (whatever that turns out to be) Police Officers or Police Gang Units as Sleepers Uncovering Secrets, they can tell you about Safehouses used to keep Rats safe.  The next day (maybe 2?) only there is a Witness Safehouse Location available to visit.  Small Location with 1 "Rat" Encounter and loaded with Police, Agents, or Gang Units.  You can choose to Intimidate, Kidnap, or Kill the Conservative to remove witnesses from upcoming cases.  Perhaps only available if a Rat has info on a Liberal with a case pending (ie. the Liberal is already at the Courthouse awaiting trial)?  Perhaps you only get one shot per Rat.  Just a thought, not sure how easy this would be to implement.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Jboy2000000 on November 22, 2013, 01:43:57 pm
I found a problem that when you're recruiting via the recruit option it changes to someone else with the same name, but with different stats.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Sigma7 on November 23, 2013, 01:14:30 am
Just pulled SVN-739, compiled it under Cygwin, and it crashes when it tries to do some fancy artwork.  It's a serious crash, since it prevents the gdb from working right (which is why you don't develop debuggers that operate under the same terminal as the program being debugged.)   Seemingly related to the crash that also happens during elections, but can't reproduce that.

In any case, I think there can be a few reduction in keystrokes.  Modified basemode.cpp - http://pastebin.com/fY2JA9Kq - to allow activating a specific liberal from the main status screen.  This supplements rather than replaces the old method, but does cut down on keystrokes when reviewing individuals.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Flameswath on December 16, 2013, 09:27:18 pm
Dunno if this bug has been reported already but I can never seem to keep any heat on my safehouses.  I'm playing through the Liberal Nightmare mode and even non-upgraded safehouses never get raided due to my 200% heat when moving to a new place gets reduced to nothing in 3 days even with no buildings attacked and the police working fine.  I tried it in other cities and 3 separate groups are doing their best to terrorize everything and I can never get heat above 30% on a 60%+ hideout.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: RickRollYou2 on December 20, 2013, 01:51:39 am
I'm not sure if this has been reported, but I can't seem to let sleepers join the active LCS (pressing C while viewing individual sleepers).
False alarm :(
Also, recruiting in other cities doesn't work. I think that one's been reported?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Voxus on January 04, 2014, 03:16:40 am
Bug with dying during a car chase, if you are shot, die, crash and die again (yes that's possible don't you know anything about liberal biology?) you will count as two martyrs in the stats.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: TinFoilTopHat on January 16, 2014, 06:21:19 pm
Noticed a bit of a bug with CCS doin shit:
http://imgur.com/gallery/kPBUjyd/new
god damn conservatives, attacking my travel
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: MicroclineHat on January 20, 2014, 12:57:08 pm
Ran into a bug recently.

For some reason, whenever I try to recruit people by traditional methods (Going to a location and talking to them as opposed to using the new recruiting command) all of the meetings get wiped at the end of the day.

For example, I recently sent a programmer to the LA Hippie hangout to get some cannon fodder. After getting three hippies to agree to meet with him, I left the site. However, he didn't meet with anyone afterward, and when I went to check his status all of the "scheduled meetings" had been wiped.

Thoughts?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: mosshadow on January 25, 2014, 10:06:28 am
I like how the new version gives you a bonus to seduction when naked. The thought of stripping in public and trying to get a date is hilarious.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: mosshadow on January 26, 2014, 01:16:37 pm
I just noticed if you go to the whitehouse when a liberal president has been elected hes still Conservative?!
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: EuchreJack on January 26, 2014, 02:17:08 pm
Well, he's certainly more conservative than the LCS...
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: mosshadow on January 26, 2014, 04:10:04 pm
I was hoping to seduce him. I already had entrapped a secret service member and a secretary in the chains of free love!

Also It would be nice to be able to shoot out of windows during sieges along with having fortifications work on CCS attacks
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: crimefighter on January 26, 2014, 05:36:02 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: scrdest on January 26, 2014, 05:51:47 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

It would be strange if you did, it's Liberal Disobedience that gives you Juice.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on January 26, 2014, 06:46:22 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: mosshadow on January 26, 2014, 11:52:32 pm
Also disobedience only goes to 40 so you gotta go do crimes to get more...
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: lopocozo on January 27, 2014, 10:19:25 pm
you made the game more acsessible and playable with this recruitment feature

I don't like it

Oh, also folks aren't showing up for their appointments outside of my home city in National LCS, however once I return it's back to normal
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: EuchreJack on February 01, 2014, 06:22:07 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.

Most importantly, it decreases heat.  Quite effectively too.  I think the liberal generating heat has to do the community service, but I'm not sure.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on February 01, 2014, 06:34:32 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.

Most importantly, it decreases heat.  Quite effectively too.  I think the liberal generating heat has to do the community service, but I'm not sure.

Thanks, I forgot. Adding more on to it, you can't be arrested while doing it. Minor detail is that it increases public relation giving better profits in donations.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: 3man75 on February 07, 2014, 05:47:29 pm
okay so i REALLY want to start getting into this game but how?

What's the easiest setting to play on? an what are some good ways to make sure my founder will be more of a hands-off leader and not get caught with his hand in the cookie jar.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: My Name is Immaterial on February 07, 2014, 05:52:07 pm
Want to be hands off? All the social skills!
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on February 07, 2014, 08:13:16 pm
okay so i REALLY want to start getting into this game but how?

What's the easiest setting to play on? an what are some good ways to make sure my founder will be more of a hands-off leader and not get caught with his hand in the cookie jar.

How hands off you want to be? Generally for your starting build a completely hands off founder would focus on CHA and INT. Getting seduction, persuasion and maybe some computer skills will be your main goal. Easiest setting would be regular without CCS, but be warned that the CCS in my opinion are very fun to fight and defeat. Maybe some Law to represent themselves in court, but you usually just train your own Lawyer instead. The other minor skills (science, business, religion) aren't terribly useful but nice to have in some situations.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: EuchreJack on February 13, 2014, 10:48:31 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.

Most importantly, it decreases heat.  Quite effectively too.  I think the liberal generating heat has to do the community service, but I'm not sure.

Thanks, I forgot. Adding more on to it, you can't be arrested while doing it. Minor detail is that it increases public relation giving better profits in donations.
Hm, you can't be arrested while doing community service?  ???  That is a perk, but are you sure?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Darvi on February 13, 2014, 10:50:51 pm
You're supposed not to, in theory. In practice, hell if I know. Community service is for altruistic schmucks.

Wait, my summer jobs the previous years was community service. FFFFFFF-
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on February 13, 2014, 11:24:17 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.

Most importantly, it decreases heat.  Quite effectively too.  I think the liberal generating heat has to do the community service, but I'm not sure.

Thanks, I forgot. Adding more on to it, you can't be arrested while doing it. Minor detail is that it increases public relation giving better profits in donations.
Hm, you can't be arrested while doing community service?  ???  That is a perk, but are you sure?

You're making me doubt myself, but I have never been arrested while doing it before. I've sent nude sweatshop workers, insanely high heat liberals all doing it without having to unload a magazine.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: mosshadow on February 14, 2014, 01:17:54 pm
Community service is perfectly safe , compared to everything else which has a 80% mortality rate to sweatshopworkers
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: EuchreJack on February 14, 2014, 06:05:19 pm
I'm not getting any juice at all from community service.
I had a character with 0 juice work there for 1 month and still not a single point of juice was gained.

Community service only increases your juice to 0. It's for the "lower" class Liberals who have negative juice.

Most importantly, it decreases heat.  Quite effectively too.  I think the liberal generating heat has to do the community service, but I'm not sure.

Thanks, I forgot. Adding more on to it, you can't be arrested while doing it. Minor detail is that it increases public relation giving better profits in donations.
Hm, you can't be arrested while doing community service?  ???  That is a perk, but are you sure?

You're making me doubt myself, but I have never been arrested while doing it before. I've sent nude sweatshop workers, insanely high heat liberals all doing it without having to unload a magazine.

Ok, I believe you, don't worry about it...
*Leader EuchreJack is attacked while doing community service!*   :P

But seriously, my experiences have been the same, so I'm guessing its safe to say that one can't be arrested while doing community service.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on February 17, 2014, 11:49:46 pm
Just checked the code.

The activities are run through the function funds_and_trouble() in activities.cpp. I was able to verify the following:

1. Doing community service does in fact only reduce heat if the person doing community service has heat. Note that it does not matter how much heat, however.

2. Most of the activities have a function at the end of funds_and_trouble() that does the activity in question (soliciting donations, selling brownies, teaching other liberals, etc.). Within these functions is a checkforarrest() function. Because ACTIVITY_COMMUNITYSERVICE does not trigger a function within funds_and_trouble(), there is no way to call checkforarrest(), and therefore no way to get arrested while doing community service (or, for that matter, get ambushed by a mob of hicks either).
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: FinetalPies on February 18, 2014, 11:36:16 am
Sweet, thanks SlatersQuest. Checkin' the code was cool of you 2 do
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: EuchreJack on February 19, 2014, 12:53:17 pm
Thanks SlatersQuest.  I was hoping one of the code divers would confirm the safety of community service.  It's nice to be sure.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on February 20, 2014, 01:03:38 am
Well, glad we got that cleared up. The wonders of code-diving.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Glloyd on March 17, 2014, 08:13:42 pm
So has there been any work done on this recently? It`s been far too long since a full release. I need to kill some Conservatives, stat.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on March 17, 2014, 10:00:08 pm
You never really know, Curses hasn't exactly been known as the most active board. Fox might be working on something though.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Fungus on March 21, 2014, 06:24:34 pm
I hope someone here can help me out. I'm trying to build the latest version and I'm running into an error. LCS 4.07.6 isn't compiling and I don't see why, but I've only just started out with C++ so that's to be expected. The debugger is breaking with the message that "string subscript is out of range" in line 1440 of visual studio\vc\include\xstring. It seems to be offended by the do while in configfile.cpp, the error points me to the end of that. For clarity:

Code: [Select]
int readLine(std::ifstream& file, std::string& command, std::string& value)
{
   std::string line;
   int source=0;

   // Search for a non-comment, non-empty line
   do
   {
      if(file.eof()) return 0;
      getline(file,line);
      line.erase(std::remove(line.begin(), line.end(), '\r'), line.end());
      line.erase(std::remove(line.begin(), line.end(), '\n'), line.end());
   } while(line[0] == '#' || line[0] == 0);
Any other info needed just ask, I'll provide. And if this should be in its' own topic, let me know via pm, I'll delete and repost.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Carlos Gustavos on March 22, 2014, 09:43:27 am
The code uses a feature of std::string where if you use the index operator with a value equal to the size of the string, then it will return a null character as if the string was null-terminated. The code uses this to test if it has reached the end of the string. Microsoft's implementation of C++ only allows this for constant strings so if you do a debug build it will tell you you're doing it wrong.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Fungus on March 22, 2014, 10:26:03 am
Gah, thanks, though I'm afraid I wouldn't know where to start with fixing that! How did it even compile in the first place? But now I know what the problem is I can start looking into workarounds.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Carlos Gustavos on March 23, 2014, 01:18:45 pm
I think it might not have been a problem with earlier versions of Visual Studio. Anyway, I've rewritten the checks now.

For anyone wanting the latest in development, you can get a new binary here:
http://sourceforge.net/p/lcsgame/code/HEAD/tree/trunk/workspaces/Debug/

And you'll also have to get creatures.xml from here:
http://sourceforge.net/p/lcsgame/code/HEAD/tree/trunk/art/creatures.xml
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: tykavanaugh on March 28, 2014, 06:35:45 pm
Has anyone made a stable mac version of the new LCS yet?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Little on April 25, 2014, 05:30:31 am
Any news on a new release?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on April 25, 2014, 08:32:03 am
The currently working version is pretty stable.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Little on April 25, 2014, 01:04:41 pm
The currently working version is pretty stable.

Well aware, just hoping for new features to be not too far away :p :)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: tahujdt on May 13, 2014, 08:55:20 am
Does anyone have a download for the latest version?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on May 13, 2014, 02:55:07 pm
I don't think there has been a new release, I can pull up the latest experimental in this thread though.

Edit: Er, isn't it at the OP of this thread? Unless I'm missing some new version...
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: tahujdt on May 14, 2014, 08:34:06 am
I meant the experimental build, sorry. All of the ones in the thread have either expired or register as viruses.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Slax on May 22, 2014, 04:25:53 am
How about reducing/limiting ammo capacity whenever some gun control law demands it? Gotta be liberal, right? Semi-auto pistols set to a max of 10 rounds and such.
Different for each game/law, yes? Goootta mess with the player. (Minimum of 5 rounds in a pistol. Teehee.)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Cheedows on May 26, 2014, 10:52:14 pm
...as if pistols are already barely used. Also, could it apply to all people with guns?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Slax on May 29, 2014, 07:08:51 pm
Drugs are liberal, right? Why not let us buy and use some? Nom down some PCP and go on a melee killing spree... while tearing your clothes off!
Just don't overdo it and hurt your health or get a heart attack.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Step on June 14, 2014, 12:11:17 pm
Not sure if this was already mentioned, but it looks like dates are still broken in the latest revision (764). I can't seduce vigilantes at all, they never call me back after a few dates. Which would have been pretty realistic, if this bug didn't wipe all of my dates at once.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on June 16, 2014, 02:27:43 pm
There is a bug with dating in the LCS code (there's a thread around where where I found and fixed it). Basically, saving and reloading the game causes you to lose your dates, which makes dating high-level conservatives difficulty.

Conservatives also get a bonus to their Wisdom roll depending on how much juice they have. A conservative with 1000 juice (for example, a C+ president) will have juice-modified Wisdom check results of 100 or more. It is mathematically impossible for a Liberal to be able to even come close to that, no matter how good the seduction skill. I can conceive of leaving this in the game as-is for game balance, but in future mods I might have the modifier depend on the juice of the seducing Liberal.

That said, the garden-variety vigilantes are low enough in juice that you should be able to seduce them if you try hard enough. Vacations in particular are quite effective, and vigilantes have about as much juice as police gang units, who can be seduced successfully even without using vacations.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Slax on June 22, 2014, 12:53:11 am
You know what's fun? A jailbreak... with a vehicle and chain! Works in the movies, doesn't it? Create a new handy dandy entry/exit point with the help of some major leverage.
Probably best applied to police or court jails.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Darael on July 16, 2014, 03:11:56 pm
Have a bugrep, albeit one which may or may not apply to the most-recently-posted beta.

Rev 761, which began the process of changing things to an improved character set, causes my basemode screen to look like this:
Spoiler: big image (click to show/hide)

...where previously it looked like this:
Spoiler: slightly smaller image (click to show/hide)

This is running on Linux (tested: Debian Testing (which is currently Jessie) and Ubuntu 13.10, with libncursesw (libncurses is present but the configure script selects the version with wide-character support) versions 5.9+20140118-1 and 5.9+20130608-1ubuntu1 respectively).

I appreciate the effort to get things to look better, but it seems clear that something is amiss here.

Unfortunately, the problem has not been fixed so far (at the time of writing, rev 781).  I was only able to identify r761 as the start of the problem thanks to git-svn and git-bisect.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Mazur on July 24, 2014, 12:27:32 pm
You know what's fun? A jailbreak... with a vehicle and chain! Works in the movies, doesn't it? Create a new handy dandy entry/exit point with the help of some major leverage.
Probably best applied to police or court jails.
It's been done, hence reinforced modern walls that can withstand such an easy breakout.

It could be done with building site vehicles perhaps, which, due to their slowness, would have to be abandoned after a quick assault on the prison wall, since they are too slow for escape.  They would also have to be "liberated" first, in another moment of police risk, which might be reduced with forged paperwork in addition to an appropriate disguise?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Victuz on August 14, 2014, 06:05:10 am
Hey guys, silly question but I have not been around in months. Is Jonathan S. Fox still working on LCS? I have not seen an update to the experimental since early july when looking back at it.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Darael on August 14, 2014, 11:07:01 am
Hey guys, silly question but I have not been around in months. Is Jonathan S. Fox still working on LCS? I have not seen an update to the experimental since early july when looking back at it.

He took a break, although other people have been working on it.  Last I'd heard he was asking people to fill him in on what updates had been made during his hiatus.  There haven't been many experimental builds posted, but there's lots of new work in svn, so if you're comfortable compiling the game do check out the source and build it; some of the updates are really cool.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Jonathan S. Fox on August 14, 2014, 11:31:08 pm
I've been casually doing a few things with the game lately, but no big push.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Victuz on August 15, 2014, 12:27:42 pm
I've been casually doing a few things with the game lately, but no big push.

That's fine. I was just wondering if there is any work being done on it at all :).
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: GoatFoam on August 16, 2014, 03:05:25 am
Hi,

I have made a couple of changes to the loading and saving code to fix a crash reloading the game on 64 bit linux systems.

I just realised that 4.06.3 isn't the latest, and I don't have access to your svn repo so I will just leave the code here...  http://www.spectral3d.co.uk/misc/saveload.cpp

Changes are pretty simple.  There seem to be a lot of cases where int and long are used interchangeably, and inconsistently.  This breaks in 64 bit of course.

I also caught a few cases where ints are being serialised as chars etc.  This is going to break save compatibility so probably wants to be looked at.

I also stuck some repetitive string loading and saving into a pair of functions.

My 1am noes suggest that I modified:

seed, cursquadid, selectedsiege

and the following components of location

parent, hidden, highsecurity, compound_stores

There are probably a bunch of things I missed, but at least I can run it twice without crashing now :)
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Sitokirment on October 13, 2014, 06:22:00 pm
Is LCS dead, guys? :-[
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on October 14, 2014, 11:10:36 pm
Dead? How can you say that? A new version came out this past month!
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Uristsonsonson on October 27, 2014, 03:49:39 am
Where can you find the newest version?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on October 27, 2014, 10:14:01 am
Not sure where you can get the binary, but the latest source is here:

http://sourceforge.net/projects/lcsgame/
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Megaman_zx on November 11, 2014, 05:41:13 pm
you say this is the most recent, but the version number is 4.06, and we are in the 4.07.04 thread... is this just bad naming, or was an older version reuploaded recently?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: SlatersQuest on November 11, 2014, 09:27:47 pm
Probably the names haven't been updated. Honestly I'm only peripherally involved in the most currently updated code. Liberal Elitist could probably answer this when he returns from vacation.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Uristsonsonson on November 11, 2014, 11:51:36 pm
http://www.bay12forums.com/smf/index.php?topic=145232.0

I don't know if it's official or not, but I think this is the newest release so far. It has background music.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: scrdest on November 13, 2014, 01:55:06 pm
http://www.bay12forums.com/smf/index.php?topic=145232.0

I don't know if it's official or not, but I think this is the newest release so far. It has background music.

It's unofficial, I just used the fact that someone went through the trouble of putting compiled .exes of the game in one of the folders in the source code, so it was just a matter of downloading all the resources manually and reuploading just the stuff necessary to play in a single package.
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Callista on June 27, 2015, 10:42:58 pm
I'm unable to recruit in any city but Seattle.... it lets me try to recruit, and the prospect agrees to a meeting--but then the meeting never happens. Known bug?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: Tawa on June 29, 2015, 07:06:22 pm
I'm unable to recruit in any city but Seattle.... it lets me try to recruit, and the prospect agrees to a meeting--but then the meeting never happens. Known bug?
Same's happening with me.

Also, why doesn't the President actually show up in the Oval Office, even when the game says that he did?
Title: Re: National LCS Revisited (4.07.4 Beta Release!)
Post by: A Spoony Bard on July 20, 2015, 03:35:58 pm
Given that you can encounter the president the talk to them (or kidnap them if you go for more drastic measures) is it possible to recruit him/her? Moreover, can you make the president one of your sleeper agents?