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Other Projects => Curses => Topic started by: IsaacG on July 20, 2016, 07:21:33 pm

Title: LCS 4.12.68
Post by: IsaacG on July 20, 2016, 07:21:33 pm
Discord Server Link
https://discord.gg/HYbss8eswM

Release:
4.12.68
Thanks to jonathansfox

*Fixed special editions not affecting public opinion

With Music and source code:
https://mega.nz/file/KL5Dwa7R#S-WKWcP82kmQJ0bHlWTVqE69AnMKI837rXNsQ-cWRnw

Without:
https://mega.nz/file/CLAghaZD#P-Vh9_QZYVe4nsOsZl-Kpb9VSaH1pEw8P65Ls_uUaVA
(2022-08-15
7 years, since I started)

Savefile Editor!
Spoiler (click to show/hide)
Those who'd like to help debug can look at the Unstable build.
Available on github.
https://github.com/King-Drake/Liberal-Crime-Squad
Updated to 4.12.67
Older Changes:
Spoiler (click to show/hide)
Title: Re: Procedural String Support (... Again)
Post by: Taberone on July 21, 2016, 12:21:35 am
Does this mean that I'll finally be able to do things like editing combat messages, car chase messages, nerf Secret Service agents always seeing through disguises, etc without having to recompile, and that there will be less hardcoded stuff in LCS? Having creature weapons be hardcoded because that creature is affected by weapon laws when you could just do <WeaponAtLawX>WEAPON_SEMIPISTOL_9MM</WeaponAtLawX> instead(rather than hardcoding) is frustrating.
Title: The List
Post by: IsaacG on July 21, 2016, 03:27:17 am
Plans for the Future (At Least, The Complaint List): 55

TOP PRIORITY:

080) Bug: After escaping a safehouse siege, a hostage that was at the lost location 'regained contact' with the LCS and is currently at the shelter. Still registered as a hostage

BUGS: 9
Code: [Select]
063) When you have 2+ squads in a siege, breaking out with one squad deletes the other

064) Can Farm the FIRST CCS Safehouse (Desert Eagle Bar and Grill) Seducing, Datenapping, and Enlightening the CCS Boss, as Long as you Never Kill Him

065) 2nd Squad Attacks SCRUFFYUNNAMEDJANITOR in CIA Break Out

068) Counting Up Votes During the Elections Gets Stuck Instead of Counting up Fluidly

069) Augmenting liberals can have a Probability of Success Above 100%

071) Raiding armories is Treason

076) Unable to Enter University Apartments Once Moved (National Mode, NYC, After Injury)

077) Prison Sometimes Cannot be Exited

078) Prison Sometimes Spawn in Wall

079) Graphical Glitch in Newspapers, Appearance of Accented I
Quality of Life: 1
Code: [Select]
029) No "Assign All Clips to Liberal" Option, instead needing to Press "9" every Time, Also Add/Remove All Liberals from a Vehicle
Cosmetic: 2
Code: [Select]
036) "X gasps and soils the floor" Appears too Often

055) Specialized Death Messages e.g. Burning to Death
Improvements or Balance: 41
Code: [Select]
002) Liberal Weapons cause Instant Alerts unless "Holstered"

004) Lack of Stealth Options to Defeat CCS, Casualties Inevitable

005) Automatic Target System Prioritizes Enemies who are "Dangerous" even once Badly Wounded

007) No "Less than Lethal" Option in Combat

010) RNG-based Datenapping, Failure even if Heavy Armor with a M249

011) "Wasted Potential" with CCS Safehouse, Unused Alternate Entrance (CCS Boss should Attempt Escape)

012) Skill Grinding, Skill Progression set to "Fast" does not affect Most Skills, Including Seduction

014) Assault Rifles are the only Weapons worth using (Knives should Penetrate Armor)

015) SMGs are useless, Inferior to ARs in all ways, and yet have their own Skill

016) Prostitution leads to Automatic Arrest, Unlike Drugs and Graffiti

017) "Protects Against Kidnapping" for Syringe and other Light Weapons, Prevents Kidnapping even against Assault Rifles

018) Compiling the Game is Impossible for anyone without an Enormous Investment in Time, and Specialized Training

019) Gun Control Legislation does not significantly impact Gun Ownership, especially at Arch-Conservative Levels

021) M249s are too Rare, especially Compared to Assault Rifles

022) Cannot Visit Closed Locations, even though the Court System still Functions when Closed

023) Unable to Surrender to Police after First Turn, even if Non-Violent

024) Police Respond with Lethal Force at All Times, no matter how Inappropriate

025) Police Negotiators Turn Liberals into Conservatives, despite being Moderates Themselves

028) Computer and Writing Skills largely usable Only for Illegal Activities, no Profitable Legal Options

030) CCS Only Capable of Violence, Absence of Conservative Guardian or Equivalence

031) Broken "No Reply" option with Hostages, Should at Least take you back to Encounter Screen

032) Overpowered Violence, Destruction  never leads to Escalation or Balkanizing, no Martial Law

033) Juice can be Boosted Most Reliably through Violence, no Other way to Reach the 1000 Cap as Quickly

035) Lack of Harassment on Approaching Site, only when Leaving

037) Stalinist Comrade Squad will Never be Finished

038) Lack of Weapon Variety for Enemies

039) Judicial Nerf makes it Impossible to Avoid Execution, Even with Sleeper Judge, Jury, and Master Attorney

040) "Snowballing", the Game gets Progressively Easier, no Late-Game Threat outside CCS

041) Judicial System is Largely Unaffected by Laws, Should scale from Salem-Witch-Trials to (Effective) Rehabilitation First with Kind Words

042) Unarmed Stealth Kills count as Murder, while Knife Stealth Kills do not

044) Teaching Skill is Useless

045) Death Squad Uniforms are Unarmored

046) Augmentation is Unfinished, namely Some are Free, and Exactly one has a Max-Age Requirement

047) Weaponry Sets based on Gun Control is Hard-Coded, Making New Weapons Unable to Spawn with Existing Creatures

048) CCS Should be Buffed, Possibly with a "Confederate Gazette" and CCS Hackers to Publish LCS Membership

050) Criminal Investigations lack Substance

051) Police Stations are Responsible for Military and Army Raids, Rather than Army Bases

052) Unarmed Persuasion Attacks Drain Juice, but do not Grant Juice to the User

053) Attacks on the Firemen HQ Should Raise Free Speech Support

054) Firemen HQ and Other Locations are Inaccessible Except at Specific Policy Levels

061) Absence of Prison-Based Protest (Gandhi, Anyone?)
Fixed: 25
Code: [Select]
001) Car Crash Victims Teleport to Safehouse

003) Car Chases with Four Vehicles, Six Conservatives Each, Inevitable Total Party Kill

006) Mistakenly Attacking Innocents during Stealth Melee

008) Repeated Raids even when Police Station is Closed

009) Lack of Raids outside Police and CCS

013) No Individual Reloading Outside Combat, Especially Problematic when using Thrown Weapons alongside Assault Rifles

020) Seeing Through Disguises is Hard-Coded

026) Inability to Repair Clothing in Bulk

027) Inability to Sell or otherwise Dispose of Damaged Clothes

034) Limited University Skills

043) Expensive Suits are Valid Disguises at Bank, but not Expensive Dresses

049) If Only One NPC can be Kidnapped, that NPC is Targetted for Kidnapping without Notifying the Player There is Only One

056) Heat Suddenly Vanishes

057) Secretary of State and Other Cabinet Members Randomly Switch to Arch-Conservative

058) Referendums/Propositions Disproportionately Conservative even when Population is Over 70% Liberal

059) Buildings Don't Change Names after Policy Change

060) Repair Clothing is Bugged, Cannot Dispose of Damaged Equipment

062) Business Front does nothing for the Crack House

066) 24/22 Stealth STILL Getting Caught while Sneaking

067) No ASCII Animations Playing

070) Cars Not Showing up on Vehicle Screen, Can See Letters but not Names

072) XML Errors in Sleeper Theft

073) Drug, Military, and Immigration Issues Often Cannot Become L+

074) See Through Disguise Default Behavior is X-Ray Vision

075) LCS Safehouse Still Listed as Under CCS Control After CCS Defeated

Title: Re: Procedural String Support (... Again)
Post by: SlatersQuest on July 23, 2016, 11:45:15 pm
This is an interesting idea, but will be a great deal of work and require some tricky design decisions. For example, there are a lot of instances where the in-game text refers to the character, the location, the laws, etc. For example, when you refer to the courthouse, is it the courthouse (death penalty laws L+ to C) or the Hall of Ultimate Judgement (C+)?
Title: Re: Procedural String Support (... Again)
Post by: IsaacG on July 24, 2016, 01:33:10 am
This is an interesting idea, but will be a great deal of work and require some tricky design decisions. For example, there are a lot of instances where the in-game text refers to the character, the location, the laws, etc. For example, when you refer to the courthouse, is it the courthouse (death penalty laws L+ to C) or the Hall of Ultimate Judgement (C+)?

This is part of why I dropped it last time, as I didn't have the expertise necessary to answer that.
Currently I plan to have it use either XML or custom escape characters.  I'm leaning towards the latter, like every time the string "\S" appears, the game will replace it with the LCS slogan.
There are definitely specific instances of greater difficulty, such as the various words that get replaced when free speech is especially low, or like the CEO code that rejects seduction attempts based on the seducer's gender.  These especially specific cases are where I expect to find the greatest difficulty, but many of the simpler cases can be transferred to external files first.

tl;dr
Long term there are quite a few changes, but right now I'm focusing on custom messages that rely on little or no internal logic, such as the pickup lines (excluding when CEOs are involved).
Title: Re: Procedural String Support (... Again)
Post by: IsaacG on August 19, 2016, 02:38:28 pm
Quote
« on: August 18, 2015 »

Holy hell, it's been a year and a day (exactly...) since I started this, and I have completed my originally stated goal.
CUSTOM PICKUP LINES!

I've spent the past year learning how to code in C++, and it has been unpleasant.  Self-study is not a course of action I recommend for anything complicated.
Title: Re: Procedural String Support (Custom Pickup Lines, and MORE)
Post by: IsaacG on September 04, 2016, 07:27:27 pm
Updated to include another 35 files.
New custom strings to make custom messages without recompiling.
I also refactored the source code a fair amount, but I am yet to find out the results there.
Title: Re: Procedural String Support (Custom Pickup Lines, and MORE)
Post by: IsaacG on September 30, 2016, 11:47:59 am
DONE!
122 files split into 13 folders.  .exe filesize decreased by several percent.
This is just about all the text data that can be removed safely, moving from hard-coded to freely editable .txt.
As a demonstration for how easy it is, I present Marklar Mode!

[deleted]

Edit: Whoops, it turns out if you alter the code to make there only be one last name, the game doesn't run.  Marklar Mode works now, but last names aren't all "Marklar".  Whatever, it's a gag mod.
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: Taberone on September 30, 2016, 09:14:27 pm
Holy shit. LCS really is being dragged into the modern world kicking and screaming. Thanks, man!
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: IsaacG on October 05, 2016, 08:13:10 am
Holy shit. LCS really is being dragged into the modern world kicking and screaming. Thanks, man!
So far, I've done most of the kicking and screaming, but LCS is having a turn.
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: IsaacG on October 27, 2016, 12:11:16 pm
Updated to include 10 more files, mostly building name generation.  Also I moved the populate_from_txt() method to its own file, so I don't have to reopen game.cpp every time I want to add a few new strings.
I think I'm going to work on that "Secret Service Agents see through disguises" thing, try to migrate it out into the XML.
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: Orlanth on October 27, 2016, 10:52:34 pm
Woww what a liberally awesome idea!  :) Would it eventually be possible to expose some more of the game data to modding by XML? I see there are XML files for Creatures and Loot etc (although there is some hardcoding there); other things that would be great to mod would be Activities/Crimes and their associated Juice and Heat values, and possibly Locations with tags referring to the Creatures and Loot encountered there.

Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: IsaacG on October 31, 2016, 09:27:19 am
Woww what a liberally awesome idea!  :) Would it eventually be possible to expose some more of the game data to modding by XML? I see there are XML files for Creatures and Loot etc (although there is some hardcoding there); other things that would be great to mod would be Activities/Crimes and their associated Juice and Heat values, and possibly Locations with tags referring to the Creatures and Loot encountered there.
That is pretty much the goal.
Title: Re: Procedural String Support (Custom Pickup Lines and News Articles!)
Post by: IsaacG on November 02, 2016, 12:43:41 pm
I feel justified in calling this release "4.11".
I've extracted the strings from majorevent.cpp, making the news articles largely customizable.  (64 new files...)
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: IsaacG on November 27, 2016, 06:56:00 pm
I added in easy_compile mode.  A while back I removed the externs.h and includes.h files, well easy_compile mode adds them back in, for all but about ten files that I changed too much to easily reinclude it.
Thus on a file by file basis, most of my changes can be migrated to 4.10 (Augmentation) without issue.

The zip contains an image that lists all the files without easy_compile support.
Title: Re: Procedural String Support (Custom Pickup Lines, and Marklar Mode!)
Post by: IsaacG on December 07, 2016, 02:01:51 pm
I'm working on a new feature, Custom Founder Generation!  You know, the ten questions at the start that decide the founder's stats?  Customize in an external text file.
I'm almost done, but I'm too excited not to start yammering about it.
Title: Re: Procedural String Support (Custom Pickup Lines, and Soon, Custom NewGame!)
Post by: Taberone on December 07, 2016, 06:49:54 pm
What about customizable starting year for being able to play Future Mode from the start?
Title: Re: Procedural String Support (Custom Pickup Lines, and Soon, Custom NewGame!)
Post by: shadowgod3211 on December 08, 2016, 07:14:09 pm
can someone here teach me how to use the source code?

i'm trying to learn by myself until someone can teach me
Title: Re: Procedural String Support (Custom Pickup Lines, and Soon, Custom NewGame!)
Post by: IsaacG on December 09, 2016, 11:05:24 am
What about customizable starting year for being able to play Future Mode from the start?
You bet, alongside the founder's birth day, month, and year.  It's all kinda bunched together.
Someone even included a variable to indicate the founder's sexuality and dating status.
And a starting car.  Stolen by default, to prevent it from being resold at full price.

can someone here teach me how to use the source code?

i'm trying to learn by myself until someone can teach me
I've been there.  I spent a year studying the source code, and I'm only now getting the hang of it.
-.- kinda impolite spamming the threads with this request, though.

C++ is hard.  It's known for being the industry standard, but being around since the 1970s has given it a lot of... character.
Unless you are already familiar with coding in general (and C++ in particular), I don't recommend Liberal Crime Squad as a first project.

Forgive me if I sound severe, I am excited to see a new face in the community (even if I don't like Halo, all my friends do...)
http://hackerrank.com/
is a good resource for learning to code.
Title: Re: Procedural String Support (Custom Pickup Lines, and Soon, Custom NewGame!)
Post by: shadowgod3211 on December 09, 2016, 08:02:56 pm


can someone here teach me how to use the source code?


i'm trying to learn by myself until someone can teach me
I've been there.  I spent a year studying the source code, and I'm only now getting the hang of it.
-.- kinda impolite spamming the threads with this request, though.

C++ is hard.  It's known for being the industry standard, but being around since the 1970s has given it a lot of... character.
Unless you are already familiar with coding in general (and C++ in particular), I don't recommend Liberal Crime Squad as a first project.

Forgive me if I sound severe, I am excited to see a new face in the community (even if I don't like Halo, all my friends do...)
http://hackerrank.com/
is a good resource for learning to code.
[/quote]

sorry if i was being impolite i really didn't mean too D: it was just that no one was replying to the first help request thread (not the mod thread) that i created cause i didn't know how to do the coding for the code source the thing is that there's no LCS source coding tutorial videos on youtube D: since that's where i get game fixes,tutorials,etc and there's no video tutorials on the LCS wiki (even though it said they were coming soon pfft a lie or lazyness if i ever seen one) it would help out alot if someone who knows alot of about LCS source coding and take some of their time to make LCS source coding tutorial videos on youtube and plus it would decrease the amount of time to learn the code the hard way and we would be seeing alot more mods on the LCS forums e.e



and oh i'm using your version of the update of LCS to try and test out some coding since i'm interested in your custom pickup lines and custom new game features I really hope you don't mind me doing that  :-\
Title: Re: Procedural String Support (Custom Pickup Lines, and Soon, Custom NewGame!)
Post by: IsaacG on December 15, 2016, 12:51:21 pm


can someone here teach me how to use the source code?


i'm trying to learn by myself until someone can teach me

I've been there.  I spent a year studying the source code, and I'm only now getting the hang of it.
-.- kinda impolite spamming the threads with this request, though.

C++ is hard.  It's known for being the industry standard, but being around since the 1970s has given it a lot of... character.
Unless you are already familiar with coding in general (and C++ in particular), I don't recommend Liberal Crime Squad as a first project.

Forgive me if I sound severe, I am excited to see a new face in the community (even if I don't like Halo, all my friends do...)
http://hackerrank.com/
is a good resource for learning to code.

sorry if i was being impolite i really didn't mean too D: it was just that no one was replying to the first help request thread (not the mod thread) that i created cause i didn't know how to do the coding for the code source the thing is that there's no LCS source coding tutorial videos on youtube D: since that's where i get game fixes,tutorials,etc and there's no video tutorials on the LCS wiki (even though it said they were coming soon pfft a lie or lazyness if i ever seen one) it would help out alot if someone who knows alot of about LCS source coding and take some of their time to make LCS source coding tutorial videos on youtube and plus it would decrease the amount of time to learn the code the hard way and we would be seeing alot more mods on the LCS forums e.e



and oh i'm using your version of the update of LCS to try and test out some coding since i'm interested in your custom pickup lines and custom new game features I really hope you don't mind me doing that  :-\
If you can get it to compile, that's half the battle.  As for using my version, hell yeah!  I'm trying to get mine to be the default version, and the more people using it, the closer I come to that dream.  (It's why I haven't introduced any new features, just making it easier to mod).

As for no one replying to your help request thread, that is a known problem with C++ in general and LCS in particular.  Help threads are fairly common here, and many ask the same questions as all the other help threads.

Also, CUSTOM NEWGAME!
http://www.mediafire.com/file/3a1890vmjbpi3zu/v4.11.2+Custom+Newgame.zip

Known issues:
"The doctor said I was a..." has been removed for simplicity
"I live in City X, and it's about to experience real change" has also been removed for simplicity
The command to spawn the founder with alternative armor exists, but does nothing.

This, this was hard, but fun.  Customize the starting date/year, birthday/year, have either/both based on questions you answer, change at any time, this was worth the effort.  Change funds, stats, skills, creaturetype, and autogenerate error messages if anything doesn't work (pretty much, still more testing needed).
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: SchmittLenin on December 27, 2016, 12:03:26 am
I dunno if its only in your version but there are certain bugs in the issue screen if you select Marathon Mode (Such as Issues going from $$Arch-Conservative$$ to Elite Liberal any time a vote is made about anything)

(Sorry if my English's shit right now I'm kinda drunk right now and stuff and I know I'd have forgotten by tomorrow so...)
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on December 27, 2016, 03:40:28 pm
I dunno if its only in your version but there are certain bugs in the issue screen if you select Marathon Mode (Such as Issues going from $$Arch-Conservative$$ to Elite Liberal any time a vote is made about anything)

(Sorry if my English's shit right now I'm kinda drunk right now and stuff and I know I'd have forgotten by tomorrow so...)
Curious.  Could you upload the save file?
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: SchmittLenin on December 28, 2016, 02:53:29 am
Here it is (Oh and wait for a vote to see it; Noticed that it always happens after one) :
http://www.mediafire.com/file/ioshzultccoaud4/a.dat
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on December 29, 2016, 04:07:24 pm
Here it is (Oh and wait for a vote to see it; Noticed that it always happens after one) :
http://www.mediafire.com/file/ioshzultccoaud4/a.dat

*fixed*
More accurately, I reverted back to 4.10 and re-instituted my changes, limited to the exporting messages thing.
Short explanation: I removed every non-message related change that I made.  It is now as stable and bug-free as 4.10
If you load a.dat it will still do the "unanimous vote thing" for the first month, but next month and all subsequent will work properly.

I present 4.12 STABLE.  It is as bug free as 4.10 (presumably).  In game it still calls itself 4.10, because, well, I wanted the stable version to have as few changes as possible.

And with this, I've pretty much run out of ideas of what to mod, since I can't figure out that "Secret Service see through disguise" thing.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: SchmittLenin on December 29, 2016, 04:24:58 pm
Thanks for the bug fix!
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: Taberone on December 29, 2016, 09:06:51 pm
Here it is (Oh and wait for a vote to see it; Noticed that it always happens after one) :
http://www.mediafire.com/file/ioshzultccoaud4/a.dat

*fixed*
More accurately, I reverted back to 4.10 and re-instituted my changes, limited to the exporting messages thing.
Short explanation: I removed every non-message related change that I made.  It is now as stable and bug-free as 4.10
If you load a.dat it will still do the "unanimous vote thing" for the first month, but next month and all subsequent will work properly.

I present 4.12 STABLE.  It is as bug free as 4.10 (presumably).  In game it still calls itself 4.10, because, well, I wanted the stable version to have as few changes as possible.

And with this, I've pretty much run out of ideas of what to mod, since I can't figure out that "Secret Service see through disguise" thing.

"Secret Service See Through Disguise" can be found under Stealth.cpp according to the Github page (https://github.com/Kamal-Sadek/Liberal-Crime-Squad/blob/c2a0e24b7f974319e39dcaef161c51a0a59e7d5a/src/sitemode/stealth.cpp)

Code: [Select]
case CREATURE_SECRET_SERVICE:
            stealth_difficulty = DIFFICULTY_FORMIDABLE;
            disguise_difficulty = DIFFICULTY_FORMIDABLE;
            break;
         

What about:

Less hardcoded stuff in creature.xml (Ex. Gangsters and security guards have hardcoded weapons, CCS members have hardcoded names, etc)

Editing C+ Gun Control guns that creatures spawn with(What if I want people to be running around with machineguns at C+ instead of just pistols? Pistols at C+ is way too underwhelming. Considering that C+ says machine guns can be bought and sold freely, I expect the entire country to be more heavily armed. Even the little kids should be packing AR-15's.)

Editing appropriate disguises for locations (So I can make Expensive Dress a disguise at the bank, for example)

Bugfix: Car Crash Victims Teleport To Safehouse (Anyone that dies in a car crash will appear as a corpse in the safehouse, even if the car crash killed absolutely everyone)

Editing Field Learning (The new game option that lets you pick if certain skills rise at normal speed, fast speed, or slow speed)? It sucks that only Security, Stealth, Disguise, & Driving are affected. What if I want to make it apply to Seduction and Persuasion so that I don't have to walk around for 10 real-time minutes dropping pickup lines and disturbing political issues, and instead walk around for 3 real-time minutes?
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on December 30, 2016, 05:46:56 pm
Here it is (Oh and wait for a vote to see it; Noticed that it always happens after one) :
http://www.mediafire.com/file/ioshzultccoaud4/a.dat

*fixed*
More accurately, I reverted back to 4.10 and re-instituted my changes, limited to the exporting messages thing.
Short explanation: I removed every non-message related change that I made.  It is now as stable and bug-free as 4.10
If you load a.dat it will still do the "unanimous vote thing" for the first month, but next month and all subsequent will work properly.

I present 4.12 STABLE.  It is as bug free as 4.10 (presumably).  In game it still calls itself 4.10, because, well, I wanted the stable version to have as few changes as possible.

And with this, I've pretty much run out of ideas of what to mod, since I can't figure out that "Secret Service see through disguise" thing.

"Secret Service See Through Disguise" can be found under Stealth.cpp according to the Github page (https://github.com/Kamal-Sadek/Liberal-Crime-Squad/blob/c2a0e24b7f974319e39dcaef161c51a0a59e7d5a/src/sitemode/stealth.cpp)

Code: [Select]
case CREATURE_SECRET_SERVICE:
            stealth_difficulty = DIFFICULTY_FORMIDABLE;
            disguise_difficulty = DIFFICULTY_FORMIDABLE;
            break;
         

What about:

Less hardcoded stuff in creature.xml (Ex. Gangsters and security guards have hardcoded weapons, CCS members have hardcoded names, etc)

Editing C+ Gun Control guns that creatures spawn with(What if I want people to be running around with machineguns at C+ instead of just pistols? Pistols at C+ is way too underwhelming. Considering that C+ says machine guns can be bought and sold freely, I expect the entire country to be more heavily armed. Even the little kids should be packing AR-15's.)

Editing appropriate disguises for locations (So I can make Expensive Dress a disguise at the bank, for example)

Bugfix: Car Crash Victims Teleport To Safehouse (Anyone that dies in a car crash will appear as a corpse in the safehouse, even if the car crash killed absolutely everyone)

Editing Field Learning (The new game option that lets you pick if certain skills rise at normal speed, fast speed, or slow speed)? It sucks that only Security, Stealth, Disguise, & Driving are affected. What if I want to make it apply to Seduction and Persuasion so that I don't have to walk around for 10 real-time minutes dropping pickup lines and disturbing political issues, and instead walk around for 3 real-time minutes?

Lemme just hit ctrl+p to print that off.
(drooling over the possibilities)

Thanks for the bug fix!
Glad to do it.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: Reelya on January 28, 2017, 11:35:12 pm
BTW I think your big move should in fact now be building in support for other major mod lines such as Terra Vitae. Or look through the board's history for abandoned mods, and ideas, and work out how you'd support them as optional data files in this version of LCS.

Basically it doesn't matter whether you're completely successful in integrating ideas from TV such that they can be implemented as pure data, basically just trying to do that will lead you to create a more flexible and powerful engine for all this.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: SchmittLenin on February 02, 2017, 01:20:17 am
The idea of being able to modify some parts of the game without needing programming knowledge is already fantastic honestly. Reminds me of those Paradox games like CK2 with their events. Or Dwarf Fortress, to give a more "local" example ;)
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: Reelya on February 02, 2017, 01:30:32 am
The idea of being able to modify some parts of the game without needing programming knowledge is already fantastic honestly. Reminds me of those Paradox games like CK2 with their events. Or Dwarf Fortress, to give a more "local" example ;)

Part of the trick here isn't to force two branches to merge, you can in fact implement the same data structures / file structures in both projects separately, iron out any inconsitencies then share files back and forth. Basically the problem is that with LCS people are rolling their own code versions which are then incompatible with what everyone else is doing. This version is a good start towards a basis for data files, and I suggest IsaacG work on the "clean" version, but also support "mod" versions as data-only. Any code change that implements an added feature, that goes against the core rationale of why this project would exist.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: SlatersQuest on February 02, 2017, 01:43:17 pm
The reason this is happening - on my end, at least - is that I have a number of features that I'm trying to add to the game and doing that requires coding. The features that I am adding will eventually be text-moddable with a set of instructions, but first the features need to exist before I can make them user-friendly. At least the TV mod is playable. :)
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on February 02, 2017, 02:00:31 pm
The idea of being able to modify some parts of the game without needing programming knowledge is already fantastic honestly. Reminds me of those Paradox games like CK2 with their events. Or Dwarf Fortress, to give a more "local" example ;)
Data Driven Development.  The easier and safer it is to add features, the more people can add features.  My favorite part of LCS, the flavor, the humor, it's predominately plaintext, and as such should be some of the easiest parts to modify, but since it's hardcoded, it's easier to find a zombie mod than a few new pickup lines.  Multiple save files, multiple cities, the Stalinist Crimesquad, these are excellent features and I have the utmost respect for the people who added them, but C++ sucks!  I don't want to force anyone to learn it.  LCS lives and dies by its mods, and with all the craziness in the past ten years, there has got to be all sorts of ideas floating around, and I don't want C++ to be standing in the way of all that creative content.

Any code change that implements an added feature, that goes against the core rationale of why this project would exist.
I couldn't have said it better myself.
That said I am working on something new.  A mod folder, to allow switching between data-only mods without multiple copies of the executable.  Apart from the risk of screwing up save files if loaded with an incompatible mod, it seems surprisingly simple.

The reason this is happening - on my end, at least - is that I have a number of features that I'm trying to add to the game and doing that requires coding. The features that I am adding will eventually be text-moddable with a set of instructions, but first the features need to exist before I can make them user-friendly. At least the TV mod is playable. :)
Aye.  I have long fantasized of such an LCS.  I hope my efforts make the transition easier, or at least not more difficult.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: Reelya on February 07, 2017, 03:13:17 am
BTW Isaac, i see you didn't implement any of the changes I gave you for activate.cpp. I'm certain I sent that to you.

I did manage to pull out a lot of the code and text, so that it was in tables, it's kinda disappointing that you didn't incorporate that.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on February 08, 2017, 01:46:50 pm
BTW Isaac, i see you didn't implement any of the changes I gave you for activate.cpp. I'm certain I sent that to you.

I did manage to pull out a lot of the code and text, so that it was in tables, it's kinda disappointing that you didn't incorporate that.
W-what?  No, I totally implemented the changes you made for activate.cpp.  I even updated it to include the augmentation code that Kamel-Sadek introduced in 4.10.  Just check my GitHub.  Ignore the fact that the commit for those changes was about two minutes ago.
It really simplifies things, I expect I will be able to expand these changes to much of the rest of the code.

(Sorry, I couldn't remember what your changes were or where to find them.  They're there now, and I'd greatly appreciate any further input.)
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: Reelya on February 08, 2017, 02:02:49 pm
Uhuh, well I opened up the DL in the OP for the thread and didn't see any of the changes such as breaking out all the college classes to a table of text values etc, so i was kinda curious.

One of the things I'd like to do as well however is break the code dependency on the game with all the creature ENUM values. Basically, what would replace that is a class with some functions that you call with the enum that returns some value for each creature. We can encapsulate all the creature-specific logic in one place basically and hide the specifics from each module that needs to know about creature types. It'd be the first step to completely being able to code new creatures in XML and the like.
Title: Re: Procedural String Support (Custom NewGame and Custom Pickup Lines!)
Post by: IsaacG on February 08, 2017, 02:33:33 pm
Uhuh, well I opened up the DL in the OP for the thread and didn't see any of the changes such as breaking out all the college classes to a table of text values etc, so i was kinda curious.
<.<; I should have implemented those changes much earlier.
I'm finding GitHub makes things a lot easier when I only have to change two or three text files at a time.  I'm considering dropping it from mediafire.  Heck, GitHub allows "download as zip", and that's
One of the things I'd like to do as well however is break the code dependency on the game with all the creature ENUM values. Basically, what would replace that is a class with some functions that you call with the enum that returns some value for each creature. We can encapsulate all the creature-specific logic in one place basically and hide the specifics from each module that needs to know about creature types. It'd be the first step to completely being able to code new creatures in XML and the like.
That directly relates to the most requested feature: less hardcoded creature data, moving it to the XML file.
Title: Re: LCS 4.12.5 Now With A Save Editor
Post by: IsaacG on December 20, 2017, 05:10:51 pm
I feel the update for 4.12.5 warrants a bump.
Includes the source code.
Most of the relevant changes are in saveload.cpp
Specifically the writeVerbose() and readVerbose() functions.
Title: Re: LCS 4.12.5 Now With A Save Editor
Post by: Taberone on December 20, 2017, 09:46:16 pm
Save editor? Interesting. Should make debugging stuff for mods easier, I guess?
Title: Re: LCS 4.12.5 Now With A Save Editor
Post by: IsaacG on January 10, 2018, 11:44:15 am
4.12.6 released.
More game gripes fixed.

2) PENDING
added a suspicion check for weapons that have been "holstered", meaning weapons carried in the squad inventory, but not equipped
Since weapons (including ammunition) cannot be taken to a site without being equipped to a squad member, this was an exploit (Unimplemented)
TODO Weapon concealment overhaul
currently basically all handguns are size 5, rifles size 15, and shotguns/smgs size 10.  Default value is 15.
All armors have a concealment rating of 5 except naked (0) and trenchcoat(10)
Dufflebag of guns seems worth considering.

3) WIP
Car chase unit quantity is now based on logarithmic progression instead of linear.  Tweaking is likely necessary, but still.

6) DONE
Mistakenly attacking innocents: if skill is 8 or higher, there is no chance of mistakenly hitting innocents (except when used as a human shield).
If skill is 7 or lower, the odds are based on skill, with a maximum of 10% chance at skill = 0;
Melee weapons only require a skill of 4.
If skill is 3 or lower, the odds are based on skill, with a maximum of 5% chance at skill = 0;

26) DONE
Able to repair clothing in bulk

34) DONE
Most skills are now trainable in the university district.
Skills not trainable in university
   SKILL_AXE,
   SKILL_HEAVYWEAPONS,
   SKILL_KNIFE,
   SKILL_PISTOL,
   SKILL_RIFLE,
   SKILL_SHOTGUN,
   SKILL_SMG,

new skills trainable in university

++   SKILL_CLUB, (Baseball)
++   SKILL_SEDUCTION, (Buying Drinks)
++   SKILL_STEALTH, (Stealth)
++   SKILL_STREETSENSE, (Police Procedure)
++   SKILL_THROWING, (Basketball)
(Now trainable, already trainable in Terra Vitae)   
 ++  SKILL_COMPUTERS,
 ++  SKILL_RELIGION,
 ++  SKILL_SWORD, (Fencing)
 ++  SKILL_TAILORING, (Weaving)
Title: Re: LCS 4.12.07 Now With A Save Editor
Post by: IsaacG on January 23, 2018, 07:17:21 pm

4.12.7
More creature characteristics moved to XML for easier modding

   <seethroughstealth> (interval)
   how difficult it is to fool through stealth
   default:      3
   <seethroughdisguise> (interval)
   how difficult it is to fool through disguise
   default:      3
   
   <talkreceptive>(0 or 1)
      is receptive to talking and persuasion
   <kidnap_resistant>(0 or 1)
      is especially difficult to kidnap
   <reports_to_police>(0 or 1)
      reports to the police if attempted to datenap
HUGE Bugfix:
The states were listed in the wrong order.
Correction:
"
Arizona
Arkansas
"
not
"
Arkansas
Arizona
"
Unfortunately, the state_bias of -2 for Arizona and -1 for Arkansas will only be corrected in new save files.  Old save files will continue to have them flipped around.


Another 78 external txt files
As a placeholder the new folder mostlyendings contains almost all of them.

Added external txt file "allText.txt"
It contains 476 lines from throughout LCS, meant to help facilitate translation without recompiling.

Transferred string data from help.cpp to externallyStoredData

transferred all ingame help information to helpTopics.txt

The remaining new files make up the bulk of the issue-based text now within art/talk/

This brings total external txt files to 285.

Substantial internal restructuring of includes.h
based on the work by Schmel924

Minor bugfixes:
newgames did not give the player a last name, along with certain newsstories
BUG CAUSED BY THE ABSENSE OF TYPE-SAFETY IN C++
Just when I was starting to like C++ it does this.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: Taberone on February 08, 2018, 10:32:53 am
Does successfully using unarmed persuasive attacks (Ex. brainwash a Radio Personality, make him attack people while unarmed, successfully make them Liberal) grant juice? If it doesn't already, it should at least leech juice away from Conservatives and transfer it to the one using the special unarmed persuasive attack.

Also, one gripe I've had with police negotiators is that they turn Liberals conservative despite being moderate. Shouldn't getting de-juiced and converted by a negotiator turn a liberal into a moderate?

It's also really weird how only the police station is capable of doing government raids, including Army raids when your heat is really high or you fight off the SWAT teams. Shouldn't army raids come from the military base, instead of the police station? Shoot up the police station and shut it down, and the cops or military will never raid you. Only Police Station should be able to launch SWAT raids, and only Military Base should be able to launch Army Raids in my opinion. Currently, the police station does both SWAT and Military raids against Liberals.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: IsaacG on February 09, 2018, 04:41:00 pm
Also, one gripe I've had with police negotiators is that they turn Liberals conservative despite being moderate. Shouldn't getting de-juiced and converted by a negotiator turn a liberal into a moderate?
This is already listed in my notes as Gripe #25.
I think coding police negotiators to be conservative will resolve the issue, as currently conversion only works moving someone into a liberal or a conservative.
It's also really weird how only the police station is capable of doing government raids, including Army raids when your heat is really high or you fight off the SWAT teams. Shouldn't army raids come from the military base, instead of the police station? Shoot up the police station and shut it down, and the cops or military will never raid you. Only Police Station should be able to launch SWAT raids, and only Military Base should be able to launch Army Raids in my opinion. Currently, the police station does both SWAT and Military raids against Liberals.
That is a good point.
I am adding this to my notes as Gripe #51
It should also help with violence being overpowered.  Closing down a police station is one thing, an army base is another...
Does successfully using unarmed persuasive attacks (Ex. brainwash a Radio Personality, make him attack people while unarmed, successfully make them Liberal) grant juice? If it doesn't already, it should at least leech juice away from Conservatives and transfer it to the one using the special unarmed persuasive attack.
I'll get back to you on that.
I'm marking it '52?' to investigate further.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: TastyMints on February 10, 2018, 07:20:08 pm
Hey I thought I'd pop in and say thank you for your hard work in making LCS more moddable. I haven't checked in on LCS for a long, long time but it's amazing to see the things coders are doing with it. Cheers.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: IsaacG on February 13, 2018, 05:59:07 pm
Hey I thought I'd pop in and say thank you for your hard work in making LCS more moddable. I haven't checked in on LCS for a long, long time but it's amazing to see the things coders are doing with it. Cheers.
^.^
Thank you, it's always nice to get support.

Does successfully using unarmed persuasive attacks (Ex. brainwash a Radio Personality, make him attack people while unarmed, successfully make them Liberal) grant juice? If it doesn't already, it should at least leech juice away from Conservatives and transfer it to the one using the special unarmed persuasive attack.
I'll get back to you on that.
I'm marking it '52?' to investigate further.
I've investigated further.  Unarmed persuasive attacks do not grant juice to the user.  It is now officially Gripe #52, and will be fixed for 4.12.09
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: SlatersQuest on February 13, 2018, 09:47:47 pm
Hey I thought I'd pop in and say thank you for your hard work in making LCS more moddable. I haven't checked in on LCS for a long, long time but it's amazing to see the things coders are doing with it. Cheers.

I second this!  :)
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: Coronel_Niel on February 17, 2018, 09:23:44 pm
Hey, if you update your GIT I can add in some fixes I made to the uni (half the subjects have no effect and the last 4 are missing colouring and text for activity display)

Crash in file ads.cpp line 110.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: Rawb on February 19, 2018, 05:04:47 pm
Yo, thanks for keeping this game alive.

Will say that I've been getting a load of crashes on both my machines with the latest version, running on both W10 and W8. Anything I could do?

Also, I swear there used to be an auto save function for this game?

Much love <3
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: Rezan on February 19, 2018, 07:55:56 pm
I'm having the same problems as Rawb, constant crashes, no autosave feature. I might take a look at the code base myself to see if it's fixable if I knew where to start looking.
Title: Re: LCS 4.12.08 Now With A Save Editor
Post by: IsaacG on February 20, 2018, 02:26:10 pm
Hey I thought I'd pop in and say thank you for your hard work in making LCS more moddable. I haven't checked in on LCS for a long, long time but it's amazing to see the things coders are doing with it. Cheers.

I second this!  :)
^.^  :D  ;D  ;)

Ack!  I'm out for one week and come back to four new comments.  That's more than the past year combined ^.^;

Hey, if you update your GIT I can add in some fixes I made to the uni (half the subjects have no effect and the last 4 are missing colouring and text for activity display)

Crash in file ads.cpp line 110.
Funny you should mention ads.cpp, I deleted that file last night.
There's been some serious restructuring the past week.  Moving towards OOP, in the process of removing most "#include"s and "extern"s
Edit: Done.  Updated GitHub.
Yo, thanks for keeping this game alive.

Will say that I've been getting a load of crashes on both my machines with the latest version, running on both W10 and W8. Anything I could do?

Much love <3
<3

I'm having the same problems as Rawb, constant crashes, no autosave feature. I might take a look at the code base myself to see if it's fixable if I knew where to start looking.
By coincidence, I only just fixed the autosave bug.
At the same time, in the "weird fonts" thread, I managed to determine the cause of these frequent crashes, and I'll have it ready tomorrow.
(Many thanks, Coronel_Niel)
Title: Re: LCS 4.12.09 Now With A Save Editor
Post by: Reelya on February 20, 2018, 11:33:52 pm
The code's still pretty horrible ;)

BTW what's with this in many of the header files?

Quote
#ifndef CLIP_H
#define CLIP_H0

Shouldn't that just read "#define CLIP_H" without an added zero? If the symbol being checked here doesn't match the symbol being defined then it defeats the purpose of wrapping the header file in the #ifndef statement, and the code is in fact avoiding the compiler error (which this structure is intended to prevent) just by blind luck.

Also, the whole item system is truly horrendous, with hundreds of unnecessary functions. e.g. most of the "get" methods of the Armor, Weapon classes etc just pass through a call to the ArmorType or WeaponType. This whole level of infrastructure can be abolished pretty cleanly, removing entire forests of virtual functions.
Title: Re: LCS 4.12.09 Now With A Save Editor
Post by: IsaacG on February 21, 2018, 11:46:12 am
The code's still pretty horrible ;)
Oh, absolutely. ;)
BTW what's with this in many of the header files?

Quote
#ifndef CLIP_H
#define CLIP_H0

Shouldn't that just read "#define CLIP_H" without an added zero? If the symbol being checked here doesn't match the symbol being defined then it defeats the purpose of wrapping the header file in the #ifndef statement, and the code is in fact avoiding the compiler error (which this structure is intended to prevent) just by blind luck.
Strictly speaking, yes, it should read that.  The added zero renders the #ifndef meaningless.
Long ago, before I started work on the code, everything was included in the file "includes.h"  Where everything means everything.  Many headers were, ultimately, included multiple times, but it still compiled because there were "#ifndef" preprocessor statements in every header file.  This made it difficult to determine whether any single header file was actually used by any single cpp file, since commenting out the include statement often times did not prevent it from being included.
Eventually I went through and broke every single instance of #ifndef I could find, which meant the game could not compile if any header was included more than once.  Those were dark times.
But now, the game compiles, and there are no instances of doubly included header files (apart form standard library, like <string> and <functional>, which is fine, honestly).  I'm in the process of eliminating unused code, especially preprocessor statements, and the broken #ifndef keeps it from coming back until I decide I actually need it.

Also, I'm a big proponent of "fail fast" development.  Including the same header file more than once should be avoided in general.  Making such behavior into a compiler error prevents the distribution of code that does it.

tldr; The #ifndef CLIP_H #define CLIP_H0 is, well, junk code left over from a while back.

Also, the whole item system is truly horrendous, with hundreds of unnecessary functions. e.g. most of the "get" methods of the Armor, Weapon classes etc just pass through a call to the ArmorType or WeaponType. This whole level of infrastructure can be abolished pretty cleanly, removing entire forests of virtual functions.
That's next on the list.  I got rid of most calls to "extern vector<Creature *> pool" with a new class "CreaturePool".
So many instances of files that import creature.h just because of a few instances of "addstr(pool[p]->getname())".  And creature.h won't compile unless it's also got a call to items.h because the creature interface includes access to its inventory, which means it also needs weapon.h weapontype.h and loottype.h
It drives me batty.
Item::getItemType(Item item){
return itemType.getItemTypeFromID(item.getID());
}
There is much room for improvement.
Title: Re: LCS 4.12.10 Now With A Save Editor (Fixed recruitment crashing)
Post by: Gatleos on February 21, 2018, 03:24:18 pm
So, 4.12.10 doesn't seem to be allowing me to recruit. I go through the usual process of getting people to "agree to come by later", but the scheduled meetings never activate at the end of the day.

Do you have a git repo? You can probably find whatever the issue is yourself, but I'd still be interested in looking at the changes you've made and possibly contributing.
Title: Re: LCS 4.12.10 Now With A Save Editor (Fixed recruitment crashing)
Post by: Rawb on February 21, 2018, 04:25:33 pm
Same as above, also don't mean to be a downer but I'm still getting crashes. It seems to now be around when I leave a site? Can do some play testing if you want more info.

Keep it up :)
Title: Re: LCS 4.12.10 Now With A Save Editor (Fixed recruitment crashing)
Post by: Rezan on February 22, 2018, 08:16:00 am
I'm having the same problem as Rawb, crashes on leaving sites.
Title: Re: LCS 4.12.11
Post by: IsaacG on February 23, 2018, 02:24:04 pm
So, 4.12.10 doesn't seem to be allowing me to recruit. I go through the usual process of getting people to "agree to come by later", but the scheduled meetings never activate at the end of the day.

Do you have a git repo? You can probably find whatever the issue is yourself, but I'd still be interested in looking at the changes you've made and possibly contributing.
https://github.com/King-Drake/Liberal-Crime-Squad
I'll add a link in the opening post as well.


Same as above, also don't mean to be a downer but I'm still getting crashes. It seems to now be around when I leave a site? Can do some play testing if you want more info.

Keep it up :)
This is a lesson to me.  Never write code when tired.  Let's hope this isn't 4.11 all over again.  I wasn't expecting the sudden influx of interest.

Unfortunately I do not have an internet connection at my home, so responding quickly is not easy.  I'll investigate the changes I've made, and determine which could have resulted in this error.  I'll be on the forums at about this time for the next two days.  I won't be available February 26.  I should be back on February 27.
In the meantime, 4.12.5 (available in the first post) is the stable release for those interested.
Title: Re: LCS 4.12.11 Now With A Save Editor (Allegedly fixed recruitment crashing)
Post by: Rezan on February 23, 2018, 07:56:43 pm
I'm experiencing problems with recruiting in the newest build, I can convince someone to go to a meeting, but the meeting never shows up. No music version if it matters.

As a sidenote, could I advise you to make the information about savegame editing more prominent? I know it's in the "old features" thing, but you kind of have to dig to figure it out.

Plus, is there a reason *.verbose isn't in a more legible format, like say, xml or json? It would be a piece of cake to make an app in another (simpler) language to edit the savegames if they were (we could host a static react/vue version on github pages for instance, in another repository).
Title: Re: LCS 4.12.11 Now With A Save Editor (Allegedly fixed recruitment crashing)
Post by: Coronel_Niel on February 23, 2018, 09:30:30 pm
The ads.cpp crash was in function displaysinglead (now in news.cpp) on lines:

strcat(ad, pickrandom(personalAds));
and
strcat(ad, pickrandom(personalAdsLG));

both the arrays are empty and crash the game when it tries to pick an ad out. This is the exiting site bug. Apart from that, I had no other crashes.

Recruitment is definitely completely bugged now. No one goes to any meetings. This is new since .08

Other small bugs:

University is bugged. About 4-10 of the new subjects to study either don't add the user to the students pool (so they have no effect) or have some display bugs. Follow ACTIVITY_STUDY_MARTIAL_ARTS and you can see where the newly added activities aren't included in all the places they need to be. Worst offender is in the activities.cpp file.

Just thought I'd help whilst I played through my own playthrough. Far easier to debug when you can stack trace the crash :).

Some thoughts on balance and the like. I've done a few playthroughs over the years and it's definitely different now. They fixed katana wielding dodge squads which kind of makes guns the only effective murder weapon nowadays. Guitar squads might be effective but it feels like this limits your options quite a lot compared to a while ago.

Police seem to hone in onto heated apartments way quicker. Even using the most expensive one, the police found my hackers at around 150 heat consistently. I don't know if this was due to my 5 years of Liberal Guardian abuse (nightmare start) but I remember having way more leeway here.

I don't know if anyone's ever done an interrogation guide (might put something on the wiki if it's editable) but a basic guide to guaranteed 5-6 day conversions is:

To kidnap your victims, go on a date with a 9mm and take them from the first day. This works for any target and means you can infiltrate in and out silently.
You have 2 teams. Beating squad and a converter. Beating squad needs their strength values to add together to around 40-100. They beat the automaton 2-3 times until they have 1-5 Wisdom (depending on strength of converter). If you target has 1 Health, use much less strength as you'll kill them.
Then you switch in the converster. They need high heart (20+) and some psychology skill can help a lot (4-20). Add in a bondage suit and props if you have low values.
If your converter fails to convince them, add in drugs. Drugs can kill the automaton but helps overcome a high business or religion skill.


If I had known how good this tactic is I would've used it ad nauseam. You can have unlimited enlightened subjects and if you keep the leader safe you're golden. Date napping victims with a 9mm never fails and gives you plenty of recruits on nightmare mode.

Best of luck to you, great to see this game going on this many years after it's release!
Title: Re: LCS 4.12.11 Now With A Save Editor (Allegedly fixed recruitment crashing)
Post by: IsaacG on February 24, 2018, 01:09:32 pm
I'm experiencing problems with recruiting in the newest build, I can convince someone to go to a meeting, but the meeting never shows up. No music version if it matters.
I don't know exactly what was causing that, so I reverted that file to 4.12.5
It should be fixed in the current nightly build: 4.12.12
Unfortunately 4.12.12 has an unknown number of new bugs.
As a sidenote, could I advise you to make the information about savegame editing more prominent? I know it's in the "old features" thing, but you kind of have to dig to figure it out.
That's fair.  I'll keep it near the top of the opening post.  It is the biggest addition I've made, I understand if it's confusing.
Plus, is there a reason *.verbose isn't in a more legible format, like say, xml or json? It would be a piece of cake to make an app in another (simpler) language to edit the savegames if they were (we could host a static react/vue version on github pages for instance, in another repository).
Mostly it's for the purpose of brevity.  Also because it was crazy easy to program.  The ingame data represented by integers or simple strings are exported as integers and simple strings, then imported in the same order on next reload.

When it was first suggested, it was specifically requested not to be in xml, it was meant to be as easily read as possible.  Lines beginning with '#' are comments ignored by the software, and about everything else is a number value.  I guess I'm too close to it, I have a hard time thinking how to explain it.
The savefiles are saved in xml by default, though the numbers are stored in hexidecimal, so you need a hex editor to modify them straight up.

Personally I consider the save editor low priority.  It's supposed to make modding easier.
I'll gladly implement any changes, if someone else codes them.
I'm kinda indecisive, there are a number of compelling arguments to use xml or JSON, or any number of formats, so I went with what was easiest and fastest to program, that is, no formatting. ^.^;
Title: Re:
Post by: IsaacG on February 24, 2018, 01:34:20 pm
The ads.cpp crash was in function displaysinglead (now in news.cpp) on lines:

strcat(ad, pickrandom(personalAds));
and
strcat(ad, pickrandom(personalAdsLG));

both the arrays are empty and crash the game when it tries to pick an ad out. This is the exiting site bug. Apart from that, I had no other crashes.
Sonuva...  >:( It's supposed to scan for empty arrays on startup.  That means my automated tests aren't even running properly!   :'(
That's old code, it was supposed to be fixed ages ago.


Recruitment is definitely completely bugged now. No one goes to any meetings. This is new since .08
I gave up trying to figure out what was causing that, so I reverted the changes.
In nightly 4.12.12 that code is back to 4.12.5

Other small bugs:

University is bugged. About 4-10 of the new subjects to study either don't add the user to the students pool (so they have no effect) or have some display bugs. Follow ACTIVITY_STUDY_MARTIAL_ARTS and you can see where the newly added activities aren't included in all the places they need to be. Worst offender is in the activities.cpp file.
I am giving that file a stern talking to as soon as I get home.
Just thought I'd help whilst I played through my own playthrough. Far easier to debug when you can stack trace the crash :).

...

Best of luck to you, great to see this game going on this many years after it's release!
Glad to hear it.  Very glad, this is very helpful.
Thanks.
Title: Re: LCS 4.12.11 Now With A Save Editor (Allegedly fixed recruitment crashing)
Post by: zaimoni on February 24, 2018, 01:43:50 pm
I'm kinda indecisive, there are a number of compelling arguments to use xml or JSON, or any number of formats, so I went with what was easiest and fastest to program, that is, no formatting. ^.^;
XML is Fragile By Design.  It was the monopoly major hand-verifiable format when LCS was started, but the situation became an oligopoly shortly after 2006 (JSON).

I have  very strong prior experience bias for JSON, but the case for a binary file format viewable in a text editor is also good.
Title: Re: LCS 4.12.5 Now With A Save Editor (4.12.12 UNSTABLE)
Post by: Rezan on February 24, 2018, 02:37:55 pm
I haven't experienced xml as "fragile" in any way thus far, and honestly xml is a far more advanced format than is needed here -- I mean, it defines languages, not simple data files, as a rule of thumb.

I'd just like a format that there usually is support for in terms of libraries, so one can write webapp-editors or simple apps to edit them -- even yaml would be fine as far as I'm concerned. I might work on it when I have time and send the feature to IsaacG.
Title: Re: LCS 4.12.5 Now With A Save Editor (4.12.13 UNSTABLE)
Post by: IsaacG on February 27, 2018, 02:44:30 pm
I haven't experienced xml as "fragile" in any way thus far, and honestly xml is a far more advanced format than is needed here -- I mean, it defines languages, not simple data files, as a rule of thumb.
Fragile is a good thing.  It's how the compiler spits at you in disgust if you forget to cancel out a tag, or cancel them in the wrong order.
Failure to compile is preferable to compilation with hidden errors.
I'd just like a format that there usually is support for in terms of libraries, so one can write webapp-editors or simple apps to edit them -- even yaml would be fine as far as I'm concerned. I might work on it when I have time and send the feature to IsaacG.
If someone writes the webapp, I'm willing to meet halfway and modify the .verbose filetype to fit the format it provides.
Or have a second file output.  Currently the .verbose file contains information already present in .dat, so it can be deleted without issue.  A third ".xmldat" or ".jsondat" file could contain only the parts of the savedata you want to be able to modify.
(That's where my indecision comes in.  Too many choices on how to do it.)
Title: Re: LCS 4.12.5 Now With A Save Editor (4.12.13 UNSTABLE)
Post by: zaimoni on March 01, 2018, 11:33:39 am
Fragile is a good thing.  It's how the compiler spits at you in disgust if you forget to cancel out a tag, or cancel them in the wrong order.
Failure to compile is preferable to compilation with hidden errors.
JSON does all that (and YAML should...not tested personally, have tested JSON personally) without being Fragile By Design.

Library XML parsers generally crash when faced with unplanned tags, entities, etc..  Library JSON parsers do not crash when faced with unplanned keys.  This is what forced me to hand-roll XML parsing for the UPS Live Rates API: the language library parsers were crashing.

Something as elementary as "generated in ASP, parsed in Perl" is a complete stop for XML::Simple.  It was at least 10x faster to handroll an XML parser instead.  (And yes, switching to another XML module was a non-starter because merely understanding the documentation was slower than handrolling.  XML::Simple was at least faster to understand and try to use.)
Title: Re: LCS 4.12.5 Now With A Save Editor (4.12.13 UNSTABLE)
Post by: IsaacG on March 01, 2018, 04:29:21 pm
Fragile is a good thing.  It's how the compiler spits at you in disgust if you forget to cancel out a tag, or cancel them in the wrong order.
Failure to compile is preferable to compilation with hidden errors.
JSON does all that (and YAML should...not tested personally, have tested JSON personally) without being Fragile By Design.

Library XML parsers generally crash when faced with unplanned tags, entities, etc..  Library JSON parsers do not crash when faced with unplanned keys.  This is what forced me to hand-roll XML parsing for the UPS Live Rates API: the language library parsers were crashing.
Ah, sorry, you're right.
I've done some work with SVG files, which store image data in XML, and they tend to crash every image program they come across or throw up an unspecified error except those specifically designed to work specifically with SVG.  Even Flash, I export a file as SVG, then I can't even import that same file with Flash unless I first load it into Inkscape, then have Inkscape export it as an SVG.

Come to think of it, I'm not sure I've ever had a pleasant experience with XML.
Let's say two votes in favor of JSON.
Title: Re: LCS 4.12.5 Now With A Save Editor (4.12.13 UNSTABLE)
Post by: kingawsume on March 02, 2018, 09:27:21 am
I'm not too familiar with either language, but if it helps you out in the long run, go for JSON.
Title: Re: LCS 4.12.14 Now With A Save Editor
Post by: MadMaxMalone on March 08, 2018, 10:26:26 am
Hello Everyone,

It seems that I have encountered a strange bug in the latest version of the game...

I was trying to do a enlightnment focused run, gathered a team of three interrogaters and three guards (beat them up and give them chocolate...) and after the third or fourth time interrogating another judge, I noticed my main interrogator has raised his psychology skill to over 20. And when I checked, one of the Guards in the team grew his intelligence to 40!, but agility dropped to 1 (see screenshot and savegame in my dropbox at https://www.dropbox.com/sh/vphl8nlulb6ndq3/AABBCNejKR0j5XhLh9xs0wSha?dl=0)

I did not mod/cheat the game in any way, used vanilla 4.12.14 release.

If you need any more info, just let me know.
Title: Re: LCS 4.12.14 Now With A Save Editor
Post by: IsaacG on March 13, 2018, 09:56:34 am
Hello Everyone,

It seems that I have encountered a strange bug in the latest version of the game...

I was trying to do a enlightnment focused run, gathered a team of three interrogaters and three guards (beat them up and give them chocolate...) and after the third or fourth time interrogating another judge, I noticed my main interrogator has raised his psychology skill to over 20. And when I checked, one of the Guards in the team grew his intelligence to 40!, but agility dropped to 1 (see screenshot and savegame in my dropbox at https://www.dropbox.com/sh/vphl8nlulb6ndq3/AABBCNejKR0j5XhLh9xs0wSha?dl=0)

I did not mod/cheat the game in any way, used vanilla 4.12.14 release.

If you need any more info, just let me know.
I believe I've spotted the problem.  Negative numbers.
I'll have a fix in 24 hours.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: IsaacG on March 14, 2018, 11:56:32 am
Hello Everyone,

It seems that I have encountered a strange bug in the latest version of the game...

I was trying to do a enlightnment focused run, gathered a team of three interrogaters and three guards (beat them up and give them chocolate...) and after the third or fourth time interrogating another judge, I noticed my main interrogator has raised his psychology skill to over 20. And when I checked, one of the Guards in the team grew his intelligence to 40!, but agility dropped to 1 (see screenshot and savegame in my dropbox at https://www.dropbox.com/sh/vphl8nlulb6ndq3/AABBCNejKR0j5XhLh9xs0wSha?dl=0)

I did not mod/cheat the game in any way, used vanilla 4.12.14 release.

If you need any more info, just let me know.
Forgive that it has been 26 hours rather than the promised 24.

Not to sound creepy, but I could kiss you.
This bug has eluded me for ages, and this was just what I needed to finally fix it.
Turns out, it has nothing to do with interrogation.  It's a bug that only affects creatures older than 52.  The age modifiers that influence stats get duplicated over and over, except Health, because the age modifiers on Health are applied in a way that doesn't interfere.

If you open the ".verbose" file in a text editor, and ctrl-F the creature's names, you can manually set their stats back to normal.
Quick note, the stats are in a different order.
   ATTRIBUTE_STRENGTH,
   ATTRIBUTE_INTELLIGENCE,
   ATTRIBUTE_WISDOM,
   ATTRIBUTE_AGILITY,
   ATTRIBUTE_HEALTH,
   ATTRIBUTE_CHARISMA,
   ATTRIBUTE_HEART,
The stats are corrupted consistently.  This code describes the exact manner of the corruption.
Code: [Select]
switch (attribute)
{
case ATTRIBUTE_STRENGTH:
if (age < 11)ret >>= 1;     // Strength is lowest at the beginning and end of life
else if (age < 16)ret -= 1;
else if (age > 70)ret -= 6;
else if (age>52)ret -= 3;
else if (age > 35)ret -= 1;
break;
case ATTRIBUTE_AGILITY:
if (age > 70)ret -= 6;      // Agility is weakened with age
else if (age > 52)ret -= 3;
else if (age > 35)ret -= 1;
break;
case ATTRIBUTE_HEALTH:
if (age < 11)ret -= 2;
else if (age < 16)ret -= 1; // Physical immaturity weakens health
// Aging actually damages base health and eventually kills, so no aging effects here
break;
case ATTRIBUTE_CHARISMA:
if (age < 11)ret += 2;      // Lots of folks like kids
else if (age < 16)ret -= 1; // Teenagers have communication difficulties and image issues
else if (age > 70)ret += 3; // Authority and experience in life then enhance Charisma with age
else if (age>52)ret += 2;
else if (age > 35)ret += 1;
break;
case ATTRIBUTE_INTELLIGENCE:
if (age < 11)ret -= 3;      // Experience enhances Intelligence with age
else if (age < 16)ret -= 1;
else if (age > 70)ret += 3;
else if (age>52)ret += 2;
else if (age>35)ret += 1;
break;
case ATTRIBUTE_WISDOM:
if (age < 11)ret -= 2;      // Experience grants Wisdom with age
else if (age < 16)ret -= 1;
else if (age > 70)ret += 2;
else if (age>52)ret += 1;
break;
case ATTRIBUTE_HEART:
if (age < 11)ret += 2;      // Experience saps Heart with age due to cynicism
else if (age < 16)ret += 1; // No wonder it's typically the young who are most Liberal...
else if (age > 70)ret -= 2;
else if (age>52)ret -= 1;
break;
}
Also, Doctor Ransom is an awesome name for your LCS lead doctor.  The fact his surname actually generated as Ransom makes it even better.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MadMaxMalone on March 14, 2018, 01:15:24 pm
It's been a pleasure to help, I'll let you know if I encounter any other conservative bug.

Keep up the liberal work 8)
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: Hertz on March 14, 2018, 01:35:47 pm
The Newest Version does not let me use the apartments in downtown as a safehouse.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: CriticallyAshamed on March 28, 2018, 11:03:02 am
Hi,

I've been crashing constantly with 4.12.15 when recruiting in The Condomoniums. Windows 10.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: IsaacG on March 28, 2018, 04:39:09 pm
Hi,

I've been crashing constantly with 4.12.15 when recruiting in The Condomoniums. Windows 10.
Does it happen only in The Condominiums?
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MetalSlimeHunt on March 29, 2018, 02:51:45 am
I'm getting two rows of states not displaying during Constitutional Amendment votes. The yeas and nays show, as does the whole of the last row, but the state names of the first two rows don't appear.

I've also noticed some strange behavior regarding the President. The original arch-conservative Pres appears at the White House even after his term is up. The second President (a moderate) originally had a liberal Sec of State and a moderate Attorney General, both of whom were mysteriously replaced by arch-conservatives. Most concerning of all, the moderate President has sometimes been vetoing laws that would move towards moderate. It's always one law, sometimes alone and sometimes in the middle of two laws that acted normally. This was among a bunch of veto-broken laws which were listed as such, so I'm not sure if they were meant to be vetoed or just showed that way because of the elite liberal congress. The vetoed laws seemed to show up the next month and were treated correctly by the moderate president.

In addition, did you remove the tendency of free speech to trend liberal and gun control to trend conservative? I didn't get any public support for free speech until midgame, where I found a way to raise it through AM and TV broadcasts that happened to roll it. Attacking the Firemen does not raise it, and if Firemen sleepers advocating liberalism raises it I haven't noticed.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: Bamalo on March 30, 2018, 12:43:35 pm
So I'm having an issue with LCS and I'm using the 4.12 version. Since I couldn't find the issue on the forums, I figured I'd as here as it may be a specific problem with this version. Or maybe I'm dumb. The latter is more likely. If this is the wrong place to ask, let me know and I'll make a new post. Here is the issue

After purchasing an apartment safe house, any apartment, I can't move a squad in. I can go to the complex like a raid, but I can't actually use the safe house. Now, after I first purchase it, the first squad I send get's an option to either walk about the complex or use the safe house, but after that no other squads can. And if a squad switches safe houses, they can't go back to the apartment. Again, this is only an issue with the apartments. The businesses and the shelter is fine. Any ideas what is going on?

Edit: I found a work around. By taking people out of squads I can manually set their safehouse.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MistaMeowmas on March 30, 2018, 04:43:15 pm
Trying to compile this on my Linux Mint laptop so I can play on the go or if my desktop PC is being used for something else and I just want to idly play.

I'm still very new to Linux and am absolutely horrible with compiling and such- This is actually my first attempt at compiling.
The chmod command doesn't give any return, but it doesn't give an error either.
When I do ./bootstrap , it does just fine, then gets an error at:

autoreconf: running: automake --add-missing --copy --force-missing
automake: error: no 'Makefile.am' found for any configure output
autoreconf: automake failed with exit status: 1

Before that, there are two forces. I'll post the entire log in a spoiler if I can.

Spoiler (click to show/hide)
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: IsaacG on April 01, 2018, 02:59:33 pm
I'm getting two rows of states not displaying during Constitutional Amendment votes. The yeas and nays show, as does the whole of the last row, but the state names of the first two rows don't appear.

I've also noticed some strange behavior regarding the President.
I will investigate.

In addition, did you remove the tendency of free speech to trend liberal and gun control to trend conservative? I didn't get any public support for free speech until midgame, where I found a way to raise it through AM and TV broadcasts that happened to roll it. Attacking the Firemen does not raise it, and if Firemen sleepers advocating liberalism raises it I haven't noticed.
I was not aware of that tendency.  I haven't deliberately altered it.

So I'm having an issue with LCS and I'm using the 4.12 version. Since I couldn't find the issue on the forums, I figured I'd as here as it may be a specific problem with this version. Or maybe I'm dumb. The latter is more likely. If this is the wrong place to ask, let me know and I'll make a new post. Here is the issue

After purchasing an apartment safe house, any apartment, I can't move a squad in. I can go to the complex like a raid, but I can't actually use the safe house. Now, after I first purchase it, the first squad I send get's an option to either walk about the complex or use the safe house, but after that no other squads can. And if a squad switches safe houses, they can't go back to the apartment. Again, this is only an issue with the apartments. The businesses and the shelter is fine. Any ideas what is going on?

Edit: I found a work around. By taking people out of squads I can manually set their safehouse.
I'll have to look it over.  Thank you for your bug report.

Trying to compile this on my Linux Mint laptop so I can play on the go or if my desktop PC is being used for something else and I just want to idly play.

I'm still very new to Linux and am absolutely horrible with compiling and such- This is actually my first attempt at compiling.
The chmod command doesn't give any return, but it doesn't give an error either.
The Makefile is outdated.  I've been compiling using the Visual Studio workspace, and that has stopped support for makefiles for quite a while.  I'm working on getting the next version to compile using makefiles, so that it will work using your method.
LCS is notoriously difficult to compile, as it is built from several libraries that are no longer supported by their creators, and the people who wrote the bulk of LCS are no longer active in the community.

Once I am able to get LCS to compile using MinGW, I'll include an updated makefile.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MetalSlimeHunt on April 01, 2018, 06:12:06 pm
I finished my game, so addendum regarding the President: First, I recruited the arch-conservative President as a seduced sleeper. "He" showed up again, still conservative, at the White House. So I killed him. At that point the existing moderate President on the issues screen was replaced by a different moderate President (no election held), with the arch-con Sec of State and Attorney General being replaced by moderates as well.

The correct moderate President then showed up at the White House. I persuasion recruited him. This did not change his self on the issues screen from moderate, and like the arch-conservative President an unconverted clone of him was then present at the White House.
I was not aware of that tendency.  I haven't deliberately altered it.
It may have been removed by one of Jonathan's builds, but I am utterly certain there used to be something to this at some point, as the Firemen were always one of the first threats eliminated even in Nightmare because free speech would become elite liberal with minimal effort and get a referendum question. This game of LCS is the only one I've ever played where the issue of free speech remained stubbornly conservative and I continued to fight the Firemen into midgame, at which point I began contriving of ways to get free speech support specifically.

It is also possible that I'm misremembering this from a Supreme Court mechanic, where Arch-Conservative Justices are the only ones who may vote against liberalizing free speech and Elite Liberal Justices are the only ones who may vote for liberalizing gun control.

Either way, I think the cleanest fix might simply be having attacks on the Firemen HQ raise free speech support. Makes sense, and there's currently no non-random way to support the issue that I've found.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: CriticallyAshamed on April 03, 2018, 09:36:30 am
Hi,

I've been crashing constantly with 4.12.15 when recruiting in The Condomoniums. Windows 10.
Does it happen only in The Condominiums?

I believe it was happening in the Industrial District "apartment" thing as well. It got to the point where it was pretty unpleasant to play. AFAIK there's no logs as well?
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: IsaacG on April 03, 2018, 11:40:39 am
I finished my game, so addendum regarding the President: First, I recruited the arch-conservative President as a seduced sleeper. "He" showed up again, still conservative, at the White House. So I killed him. At that point the existing moderate President on the issues screen was replaced by a different moderate President (no election held), with the arch-con Sec of State and Attorney General being replaced by moderates as well.

The correct moderate President then showed up at the White House. I persuasion recruited him. This did not change his self on the issues screen from moderate, and like the arch-conservative President an unconverted clone of him was then present at the White House.
That is useful information.  All the White House and meeting the president in person stuff is partially implemented "UniqueCreature" code that predates my involvement, and I don't really understand how it is implemented now, let alone how it's intended to be implemented.  CEOs are built with the same code, and there's work that needs to be done there as well.
I was not aware of that tendency.  I haven't deliberately altered it.
It may have been removed by one of Jonathan's builds, but I am utterly certain there used to be something to this at some point, as the Firemen were always one of the first threats eliminated even in Nightmare because free speech would become elite liberal with minimal effort and get a referendum question. This game of LCS is the only one I've ever played where the issue of free speech remained stubbornly conservative and I continued to fight the Firemen into midgame, at which point I began contriving of ways to get free speech support specifically.

It is also possible that I'm misremembering this from a Supreme Court mechanic, where Arch-Conservative Justices are the only ones who may vote against liberalizing free speech and Elite Liberal Justices are the only ones who may vote for liberalizing gun control.

Either way, I think the cleanest fix might simply be having attacks on the Firemen HQ raise free speech support. Makes sense, and there's currently no non-random way to support the issue that I've found.
I'm adding that to the list.

Hi,

I've been crashing constantly with 4.12.15 when recruiting in The Condomoniums. Windows 10.
Does it happen only in The Condominiums?

I believe it was happening in the Industrial District "apartment" thing as well. It got to the point where it was pretty unpleasant to play. AFAIK there's no logs as well?
There are still logs.
But if recruitment is an issue specifically in apartments, that narrows things down substantially.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MetalSlimeHunt on April 03, 2018, 12:20:47 pm
That is useful information.  All the White House and meeting the president in person stuff is partially implemented "UniqueCreature" code that predates my involvement, and I don't really understand how it is implemented now, let alone how it's intended to be implemented.  CEOs are built with the same code, and there's work that needs to be done there as well.
You might want to look to the code for how sleeper Club Security are implemented for a hint on how to get this functional, because specific sleeper liberals do show up there correctly, and present as liberal on-site.

The way interactions between site-President and issues-President work exists somehow - the death of the President causes replacement. It just doesn't replace a converted site-President with an issues-President of the correct ideology, nor does a President replaced by Congress upon the previous one's death follow Congress' ideology (instead apparently replacing them with an issues-President that was the same ideology as the last one). The site-President also isn't getting changed by election results, only being killed post-election.

I forget what build added all this, but I think what we're seeing here is just a structure for the system that was never completed, so following the existing logic should allow you to make it work as intended.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: Betakta on April 04, 2018, 03:51:02 pm
Hey, I ran into a bug or two with the newest build and couldn't find an issue tracker on the git repo so I thought I'd bring it up here. Apologies if these bugs are already known.

Had some trouble with recruitment, namely the "strike up a conversation about politics" dialogue option. Application crashed following the NPC's first response, before player could reach their "pitch" but after the "Do you want to hear something disturbing" opening. I initially thought it was related to scheduling too many meetings in one day (ie. over 6) but I couldn't repeat that in testing. If I had to guess, it might be something related to the RNG for picking a response, or maybe something related to the current issue's effect on those lines (if any). Couldn't get it to repeat reliably either way, though it happened about 4 or 5 times within a few hours. Seduction seemed to work fine though.

Also had issues with the loot piles left by dead enemies, namely there wasn't any loot in them. Upon killing an enemy the pile would drop as normal (placing a magenta "LOOT!" tile above the squad), but picking it up didn't add anything to the squad's inventory on-site, nor the inventory of their hideout post-mission. Doesn't seem related to method of death or npc type, as I've tried sneak attacks on Deathsquad officers, blasting security guards with a shotgun, even getting NPCs enlightened through music to punch and/or shoot their buddies. I also tried killing multiple enemy spawns on the same tile, in case it had something to do with tiles not getting updated right away, but nothing I tried seemed to work.

Currently using the precompiled link for 4.12.15 from the OP, music version if that helps. Thanks for keeping this project updated.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: IsaacG on April 05, 2018, 09:55:26 am
That is useful information.  All the White House and meeting the president in person stuff is partially implemented "UniqueCreature" code that predates my involvement, and I don't really understand how it is implemented now, let alone how it's intended to be implemented.  CEOs are built with the same code, and there's work that needs to be done there as well.
You might want to look to the code for how sleeper Club Security are implemented for a hint on how to get this functional, because specific sleeper liberals do show up there correctly, and present as liberal on-site.
The sleeper Club Security code.  That's a good idea.  The code is simple, and overspecialized with regards to Club Security, but it would work as a blueprint for site-based sleeper interactions in general.  And I could combine it with the sleeper Judge/Jury/Lawyer code that was mostly removed.  Yes, yes.
The way interactions between site-President and issues-President work exists somehow - the death of the President causes replacement. It just doesn't replace a converted site-President with an issues-President of the correct ideology, nor does a President replaced by Congress upon the previous one's death follow Congress' ideology (instead apparently replacing them with an issues-President that was the same ideology as the last one). The site-President also isn't getting changed by election results, only being killed post-election.

I forget what build added all this, but I think what we're seeing here is just a structure for the system that was never completed, so following the existing logic should allow you to make it work as intended.
Or I could make it work better than intended.  Currently all 9 Supreme Court Justices have names generated, along with the vice-president.
And the twenty-fifth amendment allows the vice-president alongside a "majority of either the principal officers of the executive departments or of such other body as Congress may by law provide" to remove the president from office.
I am plagued with too many ideas.

Hey, I ran into a bug or two with the newest build and couldn't find an issue tracker on the git repo so I thought I'd bring it up here. Apologies if these bugs are already known.

Had some trouble with recruitment, namely the "strike up a conversation about politics" dialogue option. Application crashed following the NPC's first response, before player could reach their "pitch" but after the "Do you want to hear something disturbing" opening. I initially thought it was related to scheduling too many meetings in one day (ie. over 6) but I couldn't repeat that in testing. If I had to guess, it might be something related to the RNG for picking a response, or maybe something related to the current issue's effect on those lines (if any). Couldn't get it to repeat reliably either way, though it happened about 4 or 5 times within a few hours. Seduction seemed to work fine though.
There is a bug related to the RNG when it searches for a response that doesn't exist.  It is probably the source.
Also had issues with the loot piles left by dead enemies, namely there wasn't any loot in them. Upon killing an enemy the pile would drop as normal (placing a magenta "LOOT!" tile above the squad), but picking it up didn't add anything to the squad's inventory on-site, nor the inventory of their hideout post-mission. Doesn't seem related to method of death or npc type, as I've tried sneak attacks on Deathsquad officers, blasting security guards with a shotgun, even getting NPCs enlightened through music to punch and/or shoot their buddies. I also tried killing multiple enemy spawns on the same tile, in case it had something to do with tiles not getting updated right away, but nothing I tried seemed to work.
That's a new one.  The "LOOT!" code could use some tweaking.
Thanks for keeping this project updated.
:D
Glad to do it.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: MetalSlimeHunt on April 05, 2018, 02:10:41 pm
The 25th would be really complex to model. If you wanted to provide a legal removal for the President, the most pertinent one would be something like the CCS Backer List that proves a non-Elite Liberal President had done horrible crimes, which a liberal Congress would then impeach and remove over.
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: CriticallyAshamed on April 06, 2018, 12:21:47 am
Hi, have been testing the crashes today. The only log I have seen is the gamelog file, which seems to not have a huge amount of debug information. I should probably clarify that these crashes happened all within 1 minute of gametime.

I got one within 20 seconds of gamestart at the condomoniums;

Spoiler (click to show/hide)

I then tested at the industrial district housing;

Spoiler (click to show/hide)

I tested at the death squad HQ:

Spoiler (click to show/hide)
Title: Re: LCS 4.12.15 Now With A Save Editor
Post by: JD809 on April 10, 2018, 10:48:30 am
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: IsaacG on April 10, 2018, 03:23:28 pm
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
All new builds are available, from 4.12.01~4.12.16, if you  dig deep enough.
More importantly, I fixed the recruitment bug in 4.12.16.  I added in some diagnostics to prevent this from ever becoming an issue again.
Turns out it was the Police Behavior issue.  I changed it, fixed it, and it is gone for good.  Along with three other bugs the diagnostics tool filtered out.

http://www.mediafire.com/file/bv57itemav3er5x/LCS%20v4.12.16.zip
http://www.mediafire.com/file/awydf2ij3tcwjbi/LCS%20v4.12.16%20-%20No%20Music.zip

Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: Betakta on April 10, 2018, 06:57:41 pm
Getting a bunch of errors on launch with both the music and non-music versions of 4.12.16

(http://puu.sh/A0xoP/a3d5620af2.png)

Spits them out one at a time and then eventually crashes. At first I thought there were missing files in the archive or maybe the code was going down some bad filepaths, but when I dug into it I noticed all the missing files seemed intact. More importantly, the errors go away when replacing the files with their 4.12.15 counterparts (the "mostlyendings", "interrogation", "justice", "locations", "majorevent", "names", "talk", "talkcombat", "seige" and "stealth" folders specifically) without the need to edit any code and while keeping the same filepaths, so I feel it must have something to do with the files themselves?

Tested on multiple downloads across two machines, just to make sure it wasn't an issue on my end.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: JD809 on April 11, 2018, 04:45:16 am
Getting a bunch of errors on launch with both the music and non-music versions of 4.12.16

(http://puu.sh/A0xoP/a3d5620af2.png)

Spits them out one at a time and then eventually crashes. At first I thought there were missing files in the archive or maybe the code was going down some bad filepaths, but when I dug into it I noticed all the missing files seemed intact. More importantly, the errors go away when replacing the files with their 4.12.15 counterparts (the "mostlyendings", "interrogation", "justice", "locations", "majorevent", "names", "talk", "talkcombat", "seige" and "stealth" folders specifically) without the need to edit any code and while keeping the same filepaths, so I feel it must have something to do with the files themselves?

Tested on multiple downloads across two machines, just to make sure it wasn't an issue on my end.

I'm getting the same problem on windows 10 pro.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: IsaacG on April 11, 2018, 11:52:42 am
Getting a bunch of errors on launch with both the music and non-music versions of 4.12.16

(http://puu.sh/A0xoP/a3d5620af2.png)

Spits them out one at a time and then eventually crashes. At first I thought there were missing files in the archive or maybe the code was going down some bad filepaths, but when I dug into it I noticed all the missing files seemed intact. More importantly, the errors go away when replacing the files with their 4.12.15 counterparts (the "mostlyendings", "interrogation", "justice", "locations", "majorevent", "names", "talk", "talkcombat", "seige" and "stealth" folders specifically) without the need to edit any code and while keeping the same filepaths, so I feel it must have something to do with the files themselves?

Tested on multiple downloads across two machines, just to make sure it wasn't an issue on my end.

I'm getting the same problem on windows 10 pro.
Sorry.  My hard drive has been doing stuff like this lately.  My access to the internet is... limited.  I fixed the download link, but it will be about a day before I can confirm whether that corrected your problem.
It should be fine now.  (Unfortunately, swapping out the files from 4.12.15 is where the recruitment bug is, so that's trading one poison for another.)
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: Betakta on April 11, 2018, 12:39:53 pm
No worries, the updated link boots just fine now.

Did some very basic testing to see if I could proc the recruitment bug again on the new 4.12.16 link, but after 100 scheduled meetings (and more "whatever [turns away]" responses than I care to count) it seems like no pitches cause a crash any more. Tested in the Downtown apartments with a fresh, All-E founder on the no-music version.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: IsaacG on April 11, 2018, 01:56:08 pm
No worries, the updated link boots just fine now.

Did some very basic testing to see if I could proc the recruitment bug again on the new 4.12.16 link, but after 100 scheduled meetings (and more "whatever [turns away]" responses than I care to count) it seems like no pitches cause a crash any more. Tested in the Downtown apartments with a fresh, All-E founder on the no-music version.
Glad to hear it. :D :D
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: Hertz on April 13, 2018, 05:05:11 pm
Ive got a bug to report for the latest version. The Seattle condo landlord doesn't have an option for renting or canceling a room.
EDIT: After purchasing a room. There is no option to stop renting a room in any of the apartments or projects (this is in national LCS mode)
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: IsaacG on April 19, 2018, 08:50:26 am
Also had issues with the loot piles left by dead enemies, namely there wasn't any loot in them. Upon killing an enemy the pile would drop as normal (placing a magenta "LOOT!" tile above the squad), but picking it up didn't add anything to the squad's inventory on-site, nor the inventory of their hideout post-mission. Doesn't seem related to method of death or npc type, as I've tried sneak attacks on Deathsquad officers, blasting security guards with a shotgun, even getting NPCs enlightened through music to punch and/or shoot their buddies. I also tried killing multiple enemy spawns on the same tile, in case it had something to do with tiles not getting updated right away, but nothing I tried seemed to work.
Fixed in 4.12.17
http://www.mediafire.com/file/x31b8l7bit80z7u/LCS%20v4.12.17%20NoMusic.zip
http://www.mediafire.com/file/wrtihyedepphkjc/LCS%20v4.12.17.zip

Ive got a bug to report for the latest version. The Seattle condo landlord doesn't have an option for renting or canceling a room.
EDIT: After purchasing a room. There is no option to stop renting a room in any of the apartments or projects (this is in national LCS mode)
Ah, National LCS.  Fascinating features only half-implemented.  There is a lot to do there, I will investigate.
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: Azerty on April 19, 2018, 04:38:56 pm
Ive got a bug to report for the latest version. The Seattle condo landlord doesn't have an option for renting or canceling a room.
EDIT: After purchasing a room. There is no option to stop renting a room in any of the apartments or projects (this is in national LCS mode)
Ah, National LCS.  Fascinating features only half-implemented.  There is a lot to do there, I will investigate.

This is when you see properly done object-oriented programming at the start would have make the work easier.
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: IsaacG on April 21, 2018, 12:58:10 pm
Ive got a bug to report for the latest version. The Seattle condo landlord doesn't have an option for renting or canceling a room.
EDIT: After purchasing a room. There is no option to stop renting a room in any of the apartments or projects (this is in national LCS mode)
Ah, National LCS.  Fascinating features only half-implemented.  There is a lot to do there, I will investigate.

This is when you see properly done object-oriented programming at the start would have make the work easier.
Haha, true enough.
But that's why I'm here.  Turning legacy code into usable code is a valuable skill in computer science.  A skill I intend to master.
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: Balistic604 on April 24, 2018, 02:57:39 pm
Anyone else having trouble getting their squads to switch to other safehouses? I can move to the homeless shelters and business fronts, but the option asking why is the squad here doesn't show up for the apartments.
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: terrible.telephone on April 25, 2018, 01:13:51 pm
Anyone else having trouble getting their squads to switch to other safehouses? I can move to the homeless shelters and business fronts, but the option asking why is the squad here doesn't show up for the apartments.
Yes, I am as well. It's been a bug for a while now, the current workaround is to disband the squad, then use T to set new bases for the squadless, W wait a day, then re-make the squad.

Btw, thank you so much for keeping this game alive! I truly appreciate it!
Title: Re: LCS 4.12.17 Now With A Save Editor
Post by: IsaacG on April 29, 2018, 02:17:05 pm
Anyone else having trouble getting their squads to switch to other safehouses? I can move to the homeless shelters and business fronts, but the option asking why is the squad here doesn't show up for the apartments.
Yes, I am as well. It's been a bug for a while now, the current workaround is to disband the squad, then use T to set new bases for the squadless, W wait a day, then re-make the squad.
Finally tracked down the bug.  A char was being cast into an int, then tested whether it was positive.  I don't really understand why this was the method chosen, but removing the cast fixed it.
"Why is the squad here?   (S)afe House, to cause (T)rouble, or (B)oth?" will now show up for apartments (that have been rented).

Btw, thank you so much for keeping this game alive! I truly appreciate it!
Glad to do it.
Title: Re: LCS 4.12.18 Now With A Save Editor
Post by: Balistic604 on April 29, 2018, 10:41:24 pm
Thank you for the quick bug fix. Glad you are working on this game.
Title: Re: LCS 4.12.18 Now With A Save Editor
Post by: nulman on April 30, 2018, 01:33:42 pm
so i tried running crimesquad.exe through virus total and several things flag the file as containing a backdoor or "not-a-virus"
i thought to myself that this is probably a strange false positive and started playing anyway.... but then crimesquad tried to use git. whats going on here?
Title: Re: LCS 4.12.18 Now With A Save Editor
Post by: IsaacG on May 01, 2018, 07:03:40 pm
so i tried running crimesquad.exe through virus total and several things flag the file as containing a backdoor or "not-a-virus"
i thought to myself that this is probably a strange false positive and started playing anyway.... but then crimesquad tried to use git. whats going on here?
Son of a [pejorative].
My computer has a virus.

Downloads of LCS are on hold until I can reinstall my operating system.
Title: Re: LCS 4.12.19 Now With A Save Editor
Post by: IsaacG on May 01, 2018, 11:27:14 pm
so i tried running crimesquad.exe through virus total and several things flag the file as containing a backdoor or "not-a-virus"
i thought to myself that this is probably a strange false positive and started playing anyway.... but then crimesquad tried to use git. whats going on here?

Okay, got a new SSD, and a new copy of Windows 10.
There is no way LCS can possibly have a virus now.
Also, LCS looks weird on Windows 10.
I may have jumped the gun on this upgrade...
Title: Re: LCS 4.12.19 Now With A Save Editor
Post by: Taberone on May 14, 2018, 06:45:22 pm
Would it be possible to add in an automatic reload mechanic (Liberals with empty guns reload automatically outside of combat, rather than only during combat?) or make reloading save the magazines (called clips by the game, as inaccurate as it is) if they're not empty? Nothing like reloading just so the guy carrying molotovs or shotguns or SMGs or whatever other low-capacity weapon can be ready for the next fight, only for the guy with the M249 to throw away his entire drum rather than swapping for a fresh one and keeping the old one in his inventory.
Title: Re: LCS 4.12.19 Now With A Save Editor
Post by: IsaacG on May 15, 2018, 08:01:41 am
Would it be possible to add in an automatic reload mechanic (Liberals with empty guns reload automatically outside of combat, rather than only during combat?) or make reloading save the magazines (called clips by the game, as inaccurate as it is) if they're not empty? Nothing like reloading just so the guy carrying molotovs or shotguns or SMGs or whatever other low-capacity weapon can be ready for the next fight, only for the guy with the M249 to throw away his entire drum rather than swapping for a fresh one and keeping the old one in his inventory.

It's on the list.  # 13.

I'll include that in 4.12.20
I remember when I asked a friend the difference between a clip and a magazine.  "Clips are from WW2, we use magazines now" is my half-remembered recollection of the answer.
Then on the forums there was this debate about managing clips where the number of bullets for some specific guns were supposed to be 5, 6, and 7, and no one wanted to manage three different relatively prime numbers.  Then there was the thing about "speed-loaders" being a makeshift magazine used with revolvers.
It's all outside my area of expertise, though I find it fascinating to hear about.

Here's the plan:
4.12.20 will have automatic reloading outside combat for anyone who's current clip [sic] is empty (or uses a thrown weapon).

Later date: a base will contain raw ammunition, e.g. 25 45mm, 60 7.62×39mm etc.  When a squad leaves their base, they leave with a certain number of clips each, corresponding to their weapon layout.  Half-used/unused clips will return to raw ammunition upon returning to base.  (Sadly, this breaks save compatibility, which is why I'm hesitant to do it.)

Latest date: Revamp of the inventory system.  Currently, unequipped weapons cannot be detected by metal detectors, because metal detectors only look through the inventory of individual squad members, rather than the squad itself.  I'm not sure how it should be done, just that it should be different.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: IsaacG on May 15, 2018, 08:57:23 am
Just updated github for 4.12.20
For those curious, I'm currently attempting to remove these 104 lines of code.

basemode\activate.cpp(175):extern vector<AugmentType *> augmenttype;
basemode\activate.cpp(177):extern vector<ArmorType *> armortype;
daily\activities.cpp(251):extern vector<VehicleType *> vehicletype;
daily\activities.cpp(282):extern vector<Creature *> pool;
daily\activities.cpp(294):extern vector<squadst *> squad;
daily\activities.cpp(296):extern vector<ArmorType *> armortype;
daily\activities.cpp(303):extern vector<newsstoryst *> newsstory;
daily\activities.cpp(308):extern vector<WeaponType *> weapontype;
daily\activities.cpp(310):extern vector<Vehicle *> vehicle;
items\armor.cpp(24):extern vector<ArmorType *> armortype;
basemode\baseactions.cpp(79): extern vector<Vehicle *> vehicle;
basemode\basemode.cpp(157):extern vector<Creature *> pool;
basemode\basemode.cpp(179): extern vector<squadst *> squad;
basemode\basemode.cpp(182):extern vector<Vehicle *> vehicle;
combat\chase.cpp(118):extern vector<VehicleType *> vehicletype;
combat\chase.cpp(161):extern vector<Vehicle *> vehicle;
combat\chase.cpp(167):extern vector<squadst *> squad;
items\clip.cpp(16):extern vector<ClipType *> cliptype;
common\commonactions.cpp(66):extern vector<Creature *> pool;
common\commonactions.cpp(79):extern vector<squadst *> squad;
common\commonactions.cpp(80):extern vector<Vehicle *> vehicle;
common\commonactions.cpp(84):extern vector<datest *> date;
common\commonactions.cpp(85):extern vector<recruitst *> recruit;
common\commondisplay.cpp(268):extern vector<Vehicle *> vehicle;
creature\creature.cpp(228):extern vector<ArmorType *> armortype;
creature\creature.cpp(229):extern vector<WeaponType *> weapontype;
common\creaturePool.cpp(1174):extern vector<squadst *> squad;
common\creaturePool.cpp(1303):extern vector<ArmorType *> armortype;
creature\creaturetype.cpp(96):extern vector<WeaponType *> weapontype;
creature\creaturetype.cpp(97):extern vector<ArmorType *> armortype;
creature\creaturetype.cpp(98):extern vector<ClipType *> cliptype;
creature\creaturetypes.cpp(70):extern vector<ClipType *> cliptype;
creature\creaturetypes.cpp(71):extern vector<WeaponType *> weapontype;
creature\creaturetypes.cpp(72)://extern vector<ArmorType *> armortype;
creature\creaturetypes.cpp(77):extern vector<ArmorType *> armortype;
daily\daily.cpp(94):extern vector<Creature *> pool;
daily\daily.cpp(102):extern vector<squadst *> squad;
daily\daily.cpp(103):extern vector<Vehicle *> vehicle;
daily\daily.cpp(105):extern vector<newsstoryst *> newsstory;
daily\daily.cpp(107):extern vector<recruitst *> recruit;
daily\daily.cpp(108):extern vector<datest *> date;
daily\date.cpp(151):extern vector<Creature *> pool;
daily\date.cpp(170): extern vector<ArmorType *> armortype;
combat\fight.cpp(271):extern vector<Creature *> pool;
combat\fight.cpp(345): extern vector<ArmorType *> armortype;
game.cpp(493):   extern vector<pointerAndString> debug_defines;
game.cpp(530):   extern vector<string> default_slogans;
globals.cpp(248):extern vector<LootType *> loottype;
monthly\justice.cpp(219):extern vector<Creature *> pool;
monthly\justice.cpp(258):extern vector<ArmorType *> armortype;
monthly\lcsmonthly.cpp(179):extern vector<squadst *> squad;
locations\locationsPool.cpp(180):   extern vector<ClipType *> cliptype;
locations\locationsPool.cpp(181):   extern vector<WeaponType *> weapontype;
locations\locationsPool.cpp(182):   extern vector<squadst *> squad;
locations\locationsPool.cpp(184):   extern vector<ArmorType *> armortype;
locations\locationsPool.cpp(460):extern vector<WeaponType *> weapontype;
locations\locationsPool.cpp(464):extern vector<ArmorType *> armortype;
locations\locationsPool.cpp(541):extern vector<squadst *> squad;
locations\locationsPool.cpp(1055):extern vector<ArmorType *> armortype;
locations\locationsPool.cpp(2438):extern vector<Vehicle *> vehicle;
sitemode\mapspecials.cpp(227):extern vector<WeaponType *> weapontype;
sitemode\mapspecials.cpp(228):extern vector<ClipType *> cliptype;
sitemode\mapspecials.cpp(230):extern vector<ArmorType *> armortype;
title\newgame.cpp(224):extern vector<ArmorType *> armortype;
title\newgame.cpp(230):extern vector<ClipType *> cliptype;
title\newgame.cpp(231):extern vector<WeaponType *> weapontype;
news\news.cpp(1011):extern vector<newsstoryst *> newsstory;
basemode\reviewmode.cpp(188):extern vector<Creature *> pool;
basemode\reviewmode.cpp(200):extern vector<squadst *> squad;
title\saveload.cpp(129):extern vector<Creature *> pool;
title\saveload.cpp(132):extern vector<Location *> location;
title\saveload.cpp(150):extern vector<Vehicle *> vehicle;
title\saveload.cpp(190):extern vector<squadst *> squad;
title\saveload.cpp(191):extern vector<datest *> date;
title\saveload.cpp(192):extern vector<recruitst *> recruit;
title\saveload.cpp(193):extern vector<newsstoryst *> newsstory;
sitemode\shop.cpp(128): extern vector<ArmorType *> armortype;
sitemode\shop.cpp(129): extern vector<ClipType *> cliptype;
sitemode\shop.cpp(130): extern vector<WeaponType *> weapontype;
sitemode\shop.cpp(756):extern vector<Location *> location;
daily\shopsnstuff.cpp(41):extern vector<VehicleType *> vehicletype;
daily\shopsnstuff.cpp(68):extern vector<Vehicle *> vehicle;
daily\siege.cpp(343):extern vector<Creature *> pool;
daily\siege.cpp(387):extern vector<Vehicle *> vehicle;
daily\siege.cpp(394):extern vector<squadst *> squad;
daily\siege.cpp(396):extern vector<newsstoryst *> newsstory;
sitemode\sitemode.cpp(330):extern vector<Vehicle *> vehicle;
sitemode\sitemode.cpp(333):extern vector<newsstoryst *> newsstory;
sitemode\sitemode.cpp(343):extern vector<ClipType *> cliptype;
sitemode\sitemode.cpp(344):extern vector<WeaponType *> weapontype;
sitemode\sitemode.cpp(345):extern vector<ArmorType *> armortype;
sitemode\sitemode.cpp(1449):      extern vector<Item *> groundloot;
sitemode\talk.cpp(176): extern vector<datest *> date;
sitemode\talk.cpp(177): extern vector<recruitst *> recruit;
common\translateid.cpp(43):extern vector<VehicleType *> vehicletype;
common\translateid.cpp(48):extern vector<squadst *> squad;
common\translateid.cpp(49):extern vector<Creature *> pool;
common\translateid.cpp(50):extern vector<Vehicle *> vehicle;
common\translateid.cpp(51):extern vector<ClipType *> cliptype;
common\translateid.cpp(52):extern vector<WeaponType *> weapontype;
common\translateid.cpp(53):extern vector<ArmorType *> armortype;
common\translateid.cpp(54):extern vector<CreatureType *> creaturetype;
vehicle\vehicle.h(5):extern vector<VehicleType *> vehicletype;
items\weapon.cpp(21):extern vector<WeaponType *> weapontype;

Heh.  Heheheh.

Heheheheheheheh
Title: Re: LCS 4.12.19 Now With A Save Editor
Post by: Taberone on May 15, 2018, 09:47:24 am
Latest date: Revamp of the inventory system.  Currently, unequipped weapons cannot be detected by metal detectors, because metal detectors only look through the inventory of individual squad members, rather than the squad itself.  I'm not sure how it should be done, just that it should be different.

Hopefully disguises would still work even if the metal detector starts beeping? Also, good luck removing those 104 lines of code.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: IsaacG on May 15, 2018, 03:22:45 pm
Latest date: Revamp of the inventory system.  Currently, unequipped weapons cannot be detected by metal detectors, because metal detectors only look through the inventory of individual squad members, rather than the squad itself.  I'm not sure how it should be done, just that it should be different.

Hopefully disguises would still work even if the metal detector starts beeping? Also, good luck removing those 104 lines of code.
I like to envision that scene from The Matrix, where they open their trenchcoats and are so heavily armed the security just stares at them, stunned.
The beauty of programming is that it can work in any design.

I'm open to suggestions of how the disguise system should work in tandem with metal detectors.  There's no shortage of pop culture where people out-smart the metal detectors.  And then there are plastic guns, which are so illegal Ronald Reagan signed the law outlawing them.  Though the NRA is working to prevent it from applying to 3-D printed guns.  And the Undetectable Firearms Act has been renewed three times in thirty years because the legislatures have been unable to make it permanent, or to change the wording so that it applies to 3-D printed guns.

A few months ago someone asked me why flamethrowers were so hard to obtain in LCS, when they are legal to purchase.

Why is it every time I do research for this game, it leaves me terrified?

Whatever, no one knows where I live.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: MetalSlimeHunt on May 15, 2018, 04:13:56 pm
It should be noted there are substantial differences between legal "flamethrowers" and military flamethrowers. The former are so widely legal because they're of critical necessity in pest control and deicing operations. While you could hurt someone with one pretty badly, they still aren't the kind of twenty foot jet of fire you get from actual weapon flame or napalm throwers.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: IsaacG on May 16, 2018, 08:52:23 am
It should be noted there are substantial differences between legal "flamethrowers" and military flamethrowers. The former are so widely legal because they're of critical necessity in pest control and deicing operations. While you could hurt someone with one pretty badly, they still aren't the kind of twenty foot jet of fire you get from actual weapon flame or napalm throwers.
True.  Military flamethrowers are typically liquid-based, whereas commercial are gas-based.  Safer to use, less effective as a weapon, and other differences I can't remember.  Flamethrowers are like chainsaws.  Popular weapon in fiction, but in reality, they're just too heavy to use as a weapon, to say nothing of the fact they're not even that effective as weapons.  Flamethrowers don't 'burn', they 'ignite'.  A flamethrower user can only carry a few seconds worth of fuel.  Napalm's chief asset is that it's sticky.  Anything it touches isn't getting rid of it until it burns itself out.

Sorry for the tangent, my knowledge of weaponry is largely made up of people complaining about 'inaccuracies'.  I know more about the misconceptions than the reality.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: Maenethal on May 31, 2018, 10:51:45 am
The link with music got taken down because someone doesn't know what public domain means.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: IsaacG on May 31, 2018, 11:57:34 am
The link with music got taken down because someone doesn't know what public domain means.
Odd, the music is being used with permission from the performer.  Even if it were not public domain, it shouldn't get taken down.

I have a new link for 4.12.21, which should be fine for the time being.
Worst case scenario, the github link includes the music.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jonathan S. Fox on June 06, 2018, 09:34:42 pm
Should this thread replace the old busted 4.07.0 sticky?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on June 07, 2018, 09:55:13 am
Should this thread replace the old busted 4.07.0 sticky?
It would be an honor.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on June 07, 2018, 09:55:59 am
Probably.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jonathan S. Fox on June 07, 2018, 10:08:25 am
Okay, done.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: IsaacG on July 09, 2018, 07:52:09 am
Nightly Build 4.12.22 (source not included)
049) If Only One NPC can be Kidnapped, that NPC is Targetted for Kidnapping without Notifying the Player There is Only One
Fixed.  The player now gets a warning if there are multiple targets to kidnap, but only one can be kidnapped.
Fixed minor error with GitHub repo.

Those are the "visible to the player" changes.
Behind the scenes there's been an overhaul in preparation for integration with The Cheshire Cat's graphical LCS.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: Nachodsk on July 09, 2018, 10:08:26 am
Wow, I was expecting this game to reach Steam-point at some time! really deserves it!

After all this years of playing on-and-off this game, still updated.. i'm amazed and LOVE the work!
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: Taberone on July 12, 2018, 06:59:07 pm
Minor game gripe I'm not sure has been fixed in this version: Kidnapping newspapers in the Liberal Guardian never show who's been kidnapped.

Normal newspaper: Reports that [insert kidnapped dude here] has gone missing.

Liberal Guardian (Overrides normal newspaper): LCS DENIES KIDNAPPING.

Okay, who's been kidnapped? Last time I played, I had a bunch of kidnapped dudes in my base being brainwashed as we speak. Which one is now wanted for rehabilitation?


Another minor game gripe, no idea if already fixed: How slowly some skills are to level up, even if you have the "Grinding is conservative!" option enabled when starting a new game. IIRC, skills like Seduction, Persuasion, Driving, etc still have to be painfully grinded, which is tedious. Especially Seduction. This is because the "Fast skill progression" option (whatever it was called, haven't played in a while) doesn't affect all skills, just a few of them. Like Security.

Pick a single lock with "Fast skill progression" and you'll max out the skill at the cap for the day (Ex. Going from "1" skill to "1.99+"). Should be like that for the other skills too with "fast skill progression."


Could be wrong on these, since I haven't played LCS in a year or two.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: IsaacG on July 13, 2018, 03:59:03 am
Minor game gripe I'm not sure has been fixed in this version: Kidnapping newspapers in the Liberal Guardian never show who's been kidnapped.

Normal newspaper: Reports that [insert kidnapped dude here] has gone missing.

Liberal Guardian (Overrides normal newspaper): LCS DENIES KIDNAPPING.

Okay, who's been kidnapped? Last time I played, I had a bunch of kidnapped dudes in my base being brainwashed as we speak. Which one is now wanted for rehabilitation?

The text of the article should mention the npc by name in either case.  Only the headline is influence by which newspaper it is (at least, for kidnapping).
" - The disappearance of " ... " is now considered a kidnapping, "


Another minor game gripe, no idea if already fixed: How slowly some skills are to level up, even if you have the "Grinding is conservative!" option enabled when starting a new game. IIRC, skills like Seduction, Persuasion, Driving, etc still have to be painfully grinded, which is tedious. Especially Seduction. This is because the "Fast skill progression" option (whatever it was called, haven't played in a while) doesn't affect all skills, just a few of them. Like Security.

Pick a single lock with "Fast skill progression" and you'll max out the skill at the cap for the day (Ex. Going from "1" skill to "1.99+"). Should be like that for the other skills too with "fast skill progression."
Yeah.  I should get on that.
Title: Re: LCS 4.12.20 Now With A Save Editor
Post by: Toybasher on July 13, 2018, 02:48:11 pm
Latest date: Revamp of the inventory system.  Currently, unequipped weapons cannot be detected by metal detectors, because metal detectors only look through the inventory of individual squad members, rather than the squad itself.  I'm not sure how it should be done, just that it should be different.

Hopefully disguises would still work even if the metal detector starts beeping? Also, good luck removing those 104 lines of code.
I like to envision that scene from The Matrix, where they open their trenchcoats and are so heavily armed the security just stares at them, stunned.
The beauty of programming is that it can work in any design.

I'm open to suggestions of how the disguise system should work in tandem with metal detectors.  There's no shortage of pop culture where people out-smart the metal detectors.  And then there are plastic guns, which are so illegal Ronald Reagan signed the law outlawing them.  Though the NRA is working to prevent it from applying to 3-D printed guns.  And the Undetectable Firearms Act has been renewed three times in thirty years because the legislatures have been unable to make it permanent, or to change the wording so that it applies to 3-D printed guns.

A few months ago someone asked me why flamethrowers were so hard to obtain in LCS, when they are legal to purchase.

Why is it every time I do research for this game, it leaves me terrified?

Whatever, no one knows where I live.

I swear there was some sort of version of LCS out there that let you bypass metal detectors if you had sleeper agents by having them wave you through. (I.E. the guys at the checkpoint would be in on it and turn it off/let you walk around.)

Also on a side note about weapons and disguises. It feels like disguise appropriate weapons are not being counted as such. I.E. I can have my liberals disguised as police officers with shotguns and I can set off detectors and have my "Liberal Weapons" noticed by conservatives even though I should be good.

I remember codediving a bit and I found something in stealth.cpp on the base branch

https://github.com/Kamal-Sadek/Liberal-Crime-Squad/blob/c2a0e24b7f974319e39dcaef161c51a0a59e7d5a/src/sitemode/stealth.cpp

At the halfway mark it seems to list which weapons fit which disguises, but when I go out my gun and uniform is yellow and it seems to still get noticed. (Maybe my liberals skills are not good enough to make the weapon look in-character but the message saying my weapons were noticed makes it look like the guns themselves are the problem, and I can go around unarmed without attracting suspicion) .

EDIT: On a side note I am curious why certain locations like the firehouse (and a few others) are hidden until policy changes enough they become acceptable targets. I understand messing with the firehouse hurts you severely in the eyes of the public, but what if I just want to explore it or recruit some firefighters/steal some bunker gear?

EDIT 2: I have Free Speech at Arch-Conservative and I can't find the Fireman HQ anywhere. I am playing on Multi-City if that has anything to do with it.

Also I'd like to mention quite a bit of recruits (I'd say slightly under half?) are showing up butt-naked for some reason. Kinda funny but annoying when I recruit someone only to have to buy them clothes.

EDIT 3: I have Death Penalty and Police Regulation at Arch-Conservative and the Intelligence HQ is still listed as Intelligence HQ and not Ministry of Love, I guess whatever is supposed to change sites for political shifts isn't working, especially because if I start in nightmare mode they have their proper names. As a side effect it seems fireman raids do not occur, yet hurtful speech charges can be racked up like crazy.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: IsaacG on July 14, 2018, 06:17:49 am
I swear there was some sort of version of LCS out there that let you bypass metal detectors if you had sleeper agents by having them wave you through. (I.E. the guys at the checkpoint would be in on it and turn it off/let you walk around.)
I think I remember seeing some unimplemented code that was trying to do that.

Also on a side note about weapons and disguises. It feels like disguise appropriate weapons are not being counted as such. I.E. I can have my liberals disguised as police officers with shotguns and I can set off detectors and have my "Liberal Weapons" noticed by conservatives even though I should be good.

I remember codediving a bit and I found something in stealth.cpp on the base branch

https://github.com/Kamal-Sadek/Liberal-Crime-Squad/blob/c2a0e24b7f974319e39dcaef161c51a0a59e7d5a/src/sitemode/stealth.cpp

At the halfway mark it seems to list which weapons fit which disguises, but when I go out my gun and uniform is yellow and it seems to still get noticed. (Maybe my liberals skills are not good enough to make the weapon look in-character but the message saying my weapons were noticed makes it look like the guns themselves are the problem, and I can go around unarmed without attracting suspicion) .
/*546*/ char incharacter = weapon_in_character(cr.get_weapon().get_itemtypename(), cr.get_armor().get_itemtypename());
That's what this line of code's in charge of.  I assume.

EDIT: On a side note I am curious why certain locations like the firehouse (and a few others) are hidden until policy changes enough they become acceptable targets. I understand messing with the firehouse hurts you severely in the eyes of the public, but what if I just want to explore it or recruit some firefighters/steal some bunker gear?
I'm adding that to the list.
054) Firemen HQ and Other Locations are Inaccessible Except at Specific Policy Levels

EDIT 2: I have Free Speech at Arch-Conservative and I can't find the Fireman HQ anywhere. I am playing on Multi-City if that has anything to do with it.

Also I'd like to mention quite a bit of recruits (I'd say slightly under half?) are showing up butt-naked for some reason. Kinda funny but annoying when I recruit someone only to have to buy them clothes.

EDIT 3: I have Death Penalty and Police Regulation at Arch-Conservative and the Intelligence HQ is still listed as Intelligence HQ and not Ministry of Love, I guess whatever is supposed to change sites for political shifts isn't working, especially because if I start in nightmare mode they have their proper names. As a side effect it seems fireman raids do not occur, yet hurtful speech charges can be racked up like crazy.
This... this is a problem.  I'll investigate.
Edit:
Code: [Select]
/* rename various buildings according to the new laws */
void updateworld_laws(short *law, short *oldlaw)
{  // NOTE: make sure to keep code here matching code in initlocation() in locations.cpp for when names are changed
Duplicate code, my old nemesis.  initlocation(); and updatweorld_laws(); include chunks copied from one another.  This should be a relatively easy fix.

Edit 2:
Code: [Select]
case SITE_GOVERNMENT_FIRESTATION:
if (lawList[LAW_FREESPEECH] == -2) {
loc.rename("Fireman HQ", "Fireman HQ");
loc.hidden = false;
}
else {
loc.rename("Fire Station", "Fire Station");
loc.hidden = true;
} break;
Well, here's the part that hides the fire station when it isn't "Fireman HQ".  And it looks like the fire station is the only instance that occurs.
I'll have to look over the fire station code, but it looks to be an easy fix.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: Toybasher on July 14, 2018, 12:27:14 pm
https://github.com/Kamal-Sadek/Liberal-Crime-Squad/blob/c2a0e24b7f974319e39dcaef161c51a0a59e7d5a/src/sitemode/stealth.cpp#L473 It's line 473 that seems to explain which weapons are in-character.

EDIT  541 seems to handle weapons at checkpoints? Like I said it seems the code isn't working as it should as dressing as a cop and using a shotgun (Appropriate weapon) still gets me in trouble, but a commit mentions appropriate weapons are just "less suspicious" and not invisible. Going through a checkpoint still sets it right off.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: Arctem on July 19, 2018, 12:14:45 am
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
All new builds are available, from 4.12.01~4.12.16, if you  dig deep enough.
More importantly, I fixed the recruitment bug in 4.12.16.  I added in some diagnostics to prevent this from ever becoming an issue again.
Turns out it was the Police Behavior issue.  I changed it, fixed it, and it is gone for good.  Along with three other bugs the diagnostics tool filtered out.

http://www.mediafire.com/file/bv57itemav3er5x/LCS%20v4.12.16.zip
http://www.mediafire.com/file/awydf2ij3tcwjbi/LCS%20v4.12.16%20-%20No%20Music.zip

Just downloaded the game for the first time. I tried the current version (4.12.22) and got crashes whenever I tried recruiting. Found this comment and 4.12.16 works fine for me, but it looks like at some point that bug regressed. Let me know if I can help - the only thing in the gamelog.txt is a bunch of "SDL_mixer function Mix_LoadMUS() failed to load..." that seems related to me using the no music version.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: Urist McMalaclypse on July 19, 2018, 02:13:10 am
Figures you'd update while I was in jail... glad to see the ongoing work of course, I'll have to play around with the new build.
Title: Re: LCS 4.12.22 Now With A Save Editor
Post by: George_Chickens on July 19, 2018, 02:17:04 am
Figures you'd update while I was in jail... glad to see the ongoing work of course, I'll have to play around with the new build.
Did your public defender accidentally say "MY CLIENT IS GUILTY!"?  :o
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: IsaacG on July 19, 2018, 12:39:44 pm
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
All new builds are available, from 4.12.01~4.12.16, if you  dig deep enough.
More importantly, I fixed the recruitment bug in 4.12.16.  I added in some diagnostics to prevent this from ever becoming an issue again.
Turns out it was the Police Behavior issue.  I changed it, fixed it, and it is gone for good.  Along with three other bugs the diagnostics tool filtered out.


Just downloaded the game for the first time. I tried the current version (4.12.22) and got crashes whenever I tried recruiting. Found this comment and 4.12.16 works fine for me, but it looks like at some point that bug regressed. Let me know if I can help - the only thing in the gamelog.txt is a bunch of "SDL_mixer function Mix_LoadMUS() failed to load..." that seems related to me using the no music version.
I looked it over and ran the automated tests.  I have been unable to replicate the error.
Hopefully the problem is local to nightly build 4.12.22, and not 4.12.21
I should have made clearer that 4.12.22 is... experimental.

If the bug is still there in 4.12.21, then we have a problem.  Otherwise, it should be nothing to worry about.

Figures you'd update while I was in jail... glad to see the ongoing work of course, I'll have to play around with the new build.
Always a pleasure.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 19, 2018, 10:56:32 pm
Would special death messages for fire (Molotov/Flamethrower/Burning to death in general) be possible in the future? Seeing standard death messages for burning to death is kinda boring, since they completely ignore the fact that the guy is on fire.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 20, 2018, 12:09:09 pm
Would special death messages for fire (Molotov/Flamethrower/Burning to death in general) be possible in the future? Seeing standard death messages for burning to death is kinda boring, since they completely ignore the fact that the guy is on fire.
My predecessors implemented custom pickup line responses for dogs, mutants, and CEOs.  By the Alabaster Spine, we shall have custom death messages for burning to death!  It's on the list.

055) Specialized Death Messages e.g. Burning to Death
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Keigan on July 20, 2018, 03:44:23 pm
Can someone please explain how I use the save game editor and that? so confused xD
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 20, 2018, 05:16:15 pm
Could the auto-targeting system also be improved in the future if it hasn't been improved already? Liberals should focus on attacking the healthier targets first, rather than ganging up on a crippled tank that's emitting smoke and letting a perfectly healthy Soldier with a M16 gun them down. Or ganging up on a wounded cop while letting the perfectly healthy Deathsquad Officer with a M16 gun them down.

I'm also finally starting to get back into LCS. The "reload empty" button is very nice, thank you!
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 20, 2018, 07:02:01 pm
Can someone please explain how I use the save game editor and that? so confused xD

I can try.
This file:
game_folder/art/debug_defines.txt
has a line
Code: [Select]
\\VERBOSESAVEFILES
Change it to
Code: [Select]
VERBOSESAVEFILES
That enables the save game editor.  Anytime from then on the game is saved, the save data will be saved in  a(n) (allegedly) human readable format.
Every save file is (worldname).dat  This causes a second file (worldname).verbose to be generated alongside it.
The .verbose file can be opened in a plain txt editor.  Some text editors don't recognize the line endings, so it will be a long jumbled mess, but ideally, it will be something like this:
Code: [Select]
#Senate
-2
-2
-2
...
1
2
...
#House
-2
...
Numbers between -2 and +2 usually represent the in-game alignment system, (-2 C+, -1 C, 0 m, 1 L, 2 L+) allowing elected officials to have their alignment changed freely.
There's also a line for money, and another line for every character in the save file (mostly LCS members), with their stats, skills, and criminal records represented by similar single numbers, free to be replaced with any number one wants.  Or rename them.
When the savefile is next loaded, crimesquad.exe will check for a corresponding .verbose file, and if it finds one it will load any data it finds in it.  VERBOSESAVEFILES only corresponds to the save function.  A .verbose file will be loaded and used if it is found, even if crimesquad.exe did not generate it.

The human readable part, every line starting with a '#' is for the user's benefit only.  That stuff up there, with #House etc., to the game, it's really this:
Code: [Select]
-2-2-2-2-1-1-1-1000000011111112222222-2-2-2-2-1-1-1-10000000112222
etc.
crimesquad.exe counts them in exact order.  It's not equipped for anything to be added or removed.  The data can only be modified.  There are undocumented 'break-points' that allow submission of an incomplete .verbose file, but I'll only explain the first one.
If the .verbose file contains nothing except a single number, that number becomes the LCS funds.
So, create a new text file with a single number like 200000, save it as yourworldname.verbose, put it in the save directory, and next time you load yourworldname that's how much money you'll have.
When you save the game, if VERBOSESAVEFILES is removed (or turned back into //VERBOSESAVEFILES) any corresponding .verbose file is automatically deleted.

Hope that helps.

Could the auto-targeting system also be improved in the future if it hasn't been improved already? Liberals should focus on attacking the healthier targets first, rather than ganging up on a crippled tank that's emitting smoke and letting a Soldier with a M16 gun them down. Or ganging up on a wounded cop while letting the perfectly healthy Deathsquad Officer with a M16 gun them down.
005) on the list.
I'm also finally starting to get back into LCS. The "reload empty" button is very nice, thank you!

Glad to hear it.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: Arctem on July 20, 2018, 08:21:19 pm
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
All new builds are available, from 4.12.01~4.12.16, if you  dig deep enough.
More importantly, I fixed the recruitment bug in 4.12.16.  I added in some diagnostics to prevent this from ever becoming an issue again.
Turns out it was the Police Behavior issue.  I changed it, fixed it, and it is gone for good.  Along with three other bugs the diagnostics tool filtered out.

http://www.mediafire.com/file/bv57itemav3er5x/LCS%20v4.12.16.zip
http://www.mediafire.com/file/awydf2ij3tcwjbi/LCS%20v4.12.16%20-%20No%20Music.zip

Just downloaded the game for the first time. I tried the current version (4.12.22) and got crashes whenever I tried recruiting. Found this comment and 4.12.16 works fine for me, but it looks like at some point that bug regressed. Let me know if I can help - the only thing in the gamelog.txt is a bunch of "SDL_mixer function Mix_LoadMUS() failed to load..." that seems related to me using the no music version.
I looked it over and ran the automated tests.  I have been unable to replicate the error.
Hopefully the problem is local to nightly build 4.12.22, and not 4.12.21
I should have made clearer that 4.12.22 is... experimental.

If the bug is still there in 4.12.21, then we have a problem.  Otherwise, it should be nothing to worry about.

Ah, didn't realize. 4.12.21 works fine, thanks for catching my mistake.
Title: Re: LCS 4.12.16 Now With A Save Editor
Post by: IsaacG on July 21, 2018, 11:56:20 am
I'm getting the recruitment bug crash on windows 10, are there any new builds currently available that don't have this problem? As it's happening nearly every time I try.
All new builds are available, from 4.12.01~4.12.16, if you  dig deep enough.
More importantly, I fixed the recruitment bug in 4.12.16.  I added in some diagnostics to prevent this from ever becoming an issue again.
Turns out it was the Police Behavior issue.  I changed it, fixed it, and it is gone for good.  Along with three other bugs the diagnostics tool filtered out.


Just downloaded the game for the first time. I tried the current version (4.12.22) and got crashes whenever I tried recruiting. Found this comment and 4.12.16 works fine for me, but it looks like at some point that bug regressed. Let me know if I can help - the only thing in the gamelog.txt is a bunch of "SDL_mixer function Mix_LoadMUS() failed to load..." that seems related to me using the no music version.
I looked it over and ran the automated tests.  I have been unable to replicate the error.
Hopefully the problem is local to nightly build 4.12.22, and not 4.12.21
I should have made clearer that 4.12.22 is... experimental.

If the bug is still there in 4.12.21, then we have a problem.  Otherwise, it should be nothing to worry about.

Ah, didn't realize. 4.12.21 works fine, thanks for catching my mistake.
You don't know how glad I am to hear that.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 24, 2018, 06:20:31 pm
Is a way to make money through the writing skill also planned in the future? Something like writing and selling books or something?

https://i.imgur.com/LHf38jU.png (https://i.imgur.com/LHf38jU.png)

Also noticed a glitch
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Reelya on July 24, 2018, 09:21:30 pm
Is a way to make money through the writing skill also planned in the future? Something like writing and selling books or something?

Not legal books at least. It's important to maintain gameplay balance here. Anything that generates a decent amount of resources / money should generate heat. For example if you could write a profitable series of novels, then use that to safely bankroll the rest of the operations, it would undermine the balance of the game.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 24, 2018, 11:13:37 pm
Is a way to make money through the writing skill also planned in the future? Something like writing and selling books or something?


Also noticed a glitch
That, is an interesting glitch.  Probably part of the refactoring of cursesmovie.cpp
(I am not going to miss pdcurses when it's gone.)

Is a way to make money through the writing skill also planned in the future? Something like writing and selling books or something?

Not legal books at least. It's important to maintain gameplay balance here. Anything that generates a decent amount of resources / money should generate heat. For example if you could write a profitable series of novels, then use that to safely bankroll the rest of the operations, it would undermine the balance of the game.
^ That

For balance purposes, the writing skill is limited to reporting, or at least non-fiction.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 25, 2018, 12:33:15 am
How about writing and selling illegal books, especially under C+ free speech?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 25, 2018, 12:21:03 pm
How about writing and selling illegal books, especially under C+ free speech?
Ooh, that's a fun idea.  Farenheit 451 up in here.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: SlatersQuest on July 25, 2018, 01:20:33 pm
This idea is already implemented in the TV mod as an activity. You can find the code in the Activities.cpp file if you're interested.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Reelya on July 25, 2018, 02:20:13 pm
How about making backyard porn? The legality of it would change with the politics, and the profits would be inverse to legality. It would be most illegal in both C+ and L+ (christian values on one hand, anti-exploitation on the other). You make the "porn quality" a function of the number of people in the same location who are making the porn ;)

Alternatively, it could an anarchists cookbook type of thing - same deal, illegal under C+ (subversive) but also L+ (anti-weapons)
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 25, 2018, 09:19:15 pm
Getting a constant crash because my Founder is dating a programmer and is going on vacation for a week. Advancing for a day causes the crash. I'm not sure why I can't attach any files, so have a Dropbox link.

https://www.dropbox.com/s/fuhtugx4v1pp82e/LCSCrashSave.dat?dl=0

Additional info: Playing in Nightmare mode. Programmer recruited through "Programming" activity. I have one Liberal taking classes, and a bunch of liberated slaves/sweatshop workers selling brownies. Is there a way to edit my save file so that my founder ISN'T dating the guy and taking him on vacation?

Edit, dug around in the .dat file (non-verbose) and tried to delete the creature data for the programmer. Can't undo, already hit CTRL-S and "undo" doesn't work. Still crashes. Whoops. Good thing I posted my own save file so I can download it again.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 25, 2018, 11:43:40 pm
Getting a constant crash because my Founder is dating a programmer and is going on vacation for a week. Advancing for a day causes the crash. I'm not sure why I can't attach any files, so have a Dropbox link.


Additional info: Playing in Nightmare mode. Programmer recruited through "Programming" activity. I have one Liberal taking classes, and a bunch of liberated slaves/sweatshop workers selling brownies. Is there a way to edit my save file so that my founder ISN'T dating the guy and taking him on vacation?

Edit, dug around in the .dat file (non-verbose) and tried to delete the creature data for the programmer. Can't undo, already hit CTRL-S and "undo" doesn't work. Still crashes. Whoops. Good thing I posted my own save file so I can download it again.
(without that save file, this would have taken a very long time)
Fixed.  (also updated link in first post)
Recruitment is cancelled if the recruiter location is under siege.  Recruitment is cancelled if the recruiter goes on vacation.
If the recruiter goes on vacation, the "check whether this location is under siege" method checks whether "vacation" is under siege.  That causes a crash.
You can keep using your save file, I tested it directly.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on July 25, 2018, 11:56:56 pm
That was speedy! Thank you. Also, can CCS-captured safehouses be taken back from in this version? IIRC, earlier versions didn't let you retake safehouses that the CCS raided due to a bug. Just lost my abandoned meat plant to a CCS raid in nightmare mode.

Does Black Catsuit or Black Dress count as a disguise in Agent HQ, also? I can't tell since my Stealth is higher than Disguise.

Is it also me, or does "Repair Clothing" no longer repair damaged, bloody clothing at the base? It only seems to repair currently equipped clothing now. Is dodging bullets also possible anymore? I used the verbose save file to set my dodge to 99, but I still got shot dead by bullets.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: cdru on July 27, 2018, 12:55:01 am
Bullets can be dodged sometimes, but high skill with guns makes it possible to still hit
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 27, 2018, 11:40:15 pm
Bullets can be dodged sometimes, but high skill with guns makes it possible to still hit
Code: [Select]
int droll=t.skill_roll(SKILL_DODGE)/2;
Dodge rolls are capped at skill_roll/2.  Maximum possible dodge roll is 9.  Maximum possible attack roll is 18, plus a bonus based of "weapon accuracy".
This means someone with an effective skill with firearms of 9 or more can only be dodged half the time.  Even with a dodge score of 99.

Looking at the code, dodge is almost worthless against anyone capable of hitting the side of a barn.
It really only makes getting shot less likely to be fatal.

Waitaminnit
 
Code: [Select]
if (melee && aroll < droll - 10 && t.blood>70 && t.animalgloss == ANIMALGLOSS_NONE
&& t.is_armed() && t.get_weapon().get_attack(false, true, true) != NULL)
Since dodge is capped at rolling 9, it's not actually possible to counter attack, since a counter requires "aroll < droll - 10"
And those two lines of code are the same in Terra Vitae, so it's been that way for a while....






Coming to an LCS near you,
Counter-Attacks: the Feature that was Never Fully Implemented!

Also, I'm going to make it possible to roll an 18 on a dodge.  "t.skill_roll(SKILL_DODGE)/2" shall become "t.skill_roll(SKILL_DODGE/2)" (sort of, the actually implementation is more complicated)  Meaning if your dodge skill is equal to double your opponent's attack skill, your chance of dodging equals your opponent's chance of hitting.  That seems fair.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: cdru on July 28, 2018, 09:30:56 am
I also noticed that unarmed combat got "Number of attacks" and "Successive attack difficulty" values that are fixed in code, even though it's impossible to strike more than one time. Why is that?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jonathan S. Fox on July 28, 2018, 01:38:58 pm
Quote
Coming to an LCS near you,
Counter-Attacks: the Feature that was Never Fully Implemented!

Oh, it was there... in 4.01 and earlier. ;)

4.02 included experimental balance challenges to simplify some fairly byzantine mechanics in a large number of systems. The way it simplified attack rolls though crippled the counterattack system -- it reduced variance and removed the mechanic of blocking melee attacks using your own melee weapon attack skill. I'm glad you identified this because, even though the change happened more than 8 years ago, this is the first I realized that counterattacks died in that change.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on July 29, 2018, 12:00:29 am
I also noticed that unarmed combat got "Number of attacks" and "Successive attack difficulty" values that are fixed in code, even though it's impossible to strike more than one time. Why is that?
It results in damage being increased.  It's not visible to the player, so I guess "number of attacks" is used as a stop gap.  It's calculated differently based on what weapon is used, and it is utilized differently based on what weapon is used.
At least, that's my best guess.  It could stand to use some refactoring to make things clearer.
Quote
Coming to an LCS near you,
Counter-Attacks: the Feature that was Never Fully Implemented!

Oh, it was there... in 4.01 and earlier. ;)

4.02 included experimental balance challenges to simplify some fairly byzantine mechanics in a large number of systems. The way it simplified attack rolls though crippled the counterattack system -- it reduced variance and removed the mechanic of blocking melee attacks using your own melee weapon attack skill. I'm glad you identified this because, even though the change happened more than 8 years ago, this is the first I realized that counterattacks died in that change.
Huzzah!  That makes it one [heck] of an obscure bug.

The things we do in pursuit of the illusive mistress known as game balance...
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Truncatedurist on August 02, 2018, 09:36:37 pm
Is a way to make money through the writing skill also planned in the future? Something like writing and selling books or something?

Not legal books at least. It's important to maintain gameplay balance here. Anything that generates a decent amount of resources / money should generate heat. For example if you could write a profitable series of novels, then use that to safely bankroll the rest of the operations, it would undermine the balance of the game.

Couldn't it be balanced by test selling novels making you more obvious and attracting dangerous haters to brseige your safe houses?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Reelya on August 02, 2018, 10:12:28 pm
your chance of dodging equals your opponent's chance of hitting.  That seems fair.

It is fair, and having all skills be useful is generally good for game balance.

Whoever capped dodge at 9 probably assumed that people were in open terrain, standing still and started trying to dodge a bullet after it was fired.

But that's not how things happen in an actual conflict. People aren't standing still, waiting for the enemy "turn" to fire, then dodging, like in a turn-based RPG.

As soon as a fight starts, people start moving, finding cover and pre-emptively dodging the enemy's line of fire. This is something experience would help with, so dodge should be able to level up as much as targeting.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on August 02, 2018, 11:46:05 pm
your chance of dodging equals your opponent's chance of hitting.  That seems fair.

It is fair, and having all skills be useful is generally good for game balance.

Whoever capped dodge at 9 probably assumed that people were in open terrain, standing still and started trying to dodge a bullet after it was fired.

But that's not how things happen in an actual conflict. People aren't standing still, waiting for the enemy "turn" to fire, then dodging, like in a turn-based RPG.

As soon as a fight starts, people start moving, finding cover and pre-emptively dodging the enemy's line of fire. This is something experience would help with, so dodge should be able to level up as much as targeting.
Pre-emptive dodge.  I like that.  Cohen the barbarian (from Discworld), at nearly 100 years old, was far too slow to dodge his opponents, so he just tended not to be where their attacks ended up. 
And in Hackmaster, a player character's mental scores gives a bonus to evasion and attack.  Even charisma, cited connected to feints and other deception.
Then of course, D&D, and save vs. death upon massive damage.  A level 20 fighter cannot survive getting shot point blank by a siege weapon, even though the maximum damage from a siege weapon is less than said fighter's HP where the appendices mention HP is not how much damage someone can survive, but a resource meant to quantify their ability to avoid death.

I love the discussion of mechanics and the trade-off between realism/verisimilitude and ease of use.
Oh joy, do I have plans.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: The Cheshire Cat on August 05, 2018, 03:07:25 pm
Ages ago wasn't the "dodge" skill actually named "tactics" to reflect the idea that it was about taking cover etc. rather than just leaping out of the way?

I think the reason for the halving of the dodge rolls after the fact is mainly to balance against unskilled attackers, since even a few points in dodge can make someone extremely difficult to hit. Weapon skills aren't super common on most of the people the player is going to recruit and training them up is difficult, so a lot of fighting is going to involve making attack rolls from the base attributes alone, which is going to cap your maximum roll around 9 to 12 unless you have very high stats. So it mainly exists as a way to prevent the frustration of having everyone miss a single guy over and over again. That said it does mean that when you're facing off against people who DO have weapon skill (which is going to be most of the dangerous enemies), it renders your own dodge skill pretty useless. Maybe there could be a way to ramp it up a bit so that a small amount of dodge skill doesn't render someone untouchable while still being effective at higher levels?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: SlatersQuest on August 06, 2018, 07:46:18 pm
I thought dodge was halved because realistically it's easier to shoot someone than to dodge their shots.

I like the idea of dodge being finding cover, too, actually. In melee combat, dodging is dodging, but you can't dodge a bullet - but you can duck behind cover when someone is aiming at you.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jonathan S. Fox on August 06, 2018, 10:47:39 pm
I'm pretty sure the rework that broke counterattacks is what halved & capped dodge back in the day, and that was my doing, so I can take a stab at what I was thinking.

I'm betting my concern was basically this: If you don't need it to survive in combat, then adding dodge to an already balanced game is like turning on cheat codes; it makes you so hard to kill that you become effectively immortal. If having it doesn't make you overpowered, that implies combat without it is too deadly, and the game is just forcing you to grind dodge. Since neither of those is a good outcome, I tried to reduce the range of its effects, find a happy medium where neither having too much nor having too little breaks the game. Not sure how well I succeeded; in any case, the final formula I came up with accidentally killed counterattacks, so whatever its other merits were, that alone is pretty embarrassing.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: The Cheshire Cat on August 07, 2018, 11:20:06 pm
I did wonder why in the code there was flavour text for dodge rolls for up to 18 even though the result was halved before it was checked. I guess that was written beforehand and wasn't updated when the calculation was changed that made half the range impossible to reach.

I feel like dodge would probably make more sense if there was some downside to armour other than "rarely works as a disguise". As you mention, stacking dodge when you already have ways to protect yourself just ends up making you invincible, but if it was something that worked as an ALTERNATIVE to armour rather than "in addition to", it would be more balanced. I'm not sure what kind of penalty could be applied to armour that would actually make it a tactical decision rather than an annoying thing you just live with because it's still better than not using it.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on August 08, 2018, 11:08:56 am
I did wonder why in the code there was flavour text for dodge rolls for up to 18 even though the result was halved before it was checked. I guess that was written beforehand and wasn't updated when the calculation was changed that made half the range impossible to reach.

I feel like dodge would probably make more sense if there was some downside to armour other than "rarely works as a disguise". As you mention, stacking dodge when you already have ways to protect yourself just ends up making you invincible, but if it was something that worked as an ALTERNATIVE to armour rather than "in addition to", it would be more balanced. I'm not sure what kind of penalty could be applied to armour that would actually make it a tactical decision rather than an annoying thing you just live with because it's still better than not using it.

Maybe make armor provide penalties and certain clothing (or lack of clothing) provide bonuses to dodge? You won't be able to dodge as well in heavy combat armor, for example. PAYDAY 2 has this sort of system where heavier armor means less dodge, and going essentially naked (no armor) provides the most dodge.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Zangi on August 08, 2018, 01:29:08 pm
There is something screwy with the stat bonuses in the character creation. 
Looking at the file, everything is fine.... but... I'm getting an extra 4 attribute points from out of nowhere.

For example: I pick
D,A,A,C,B,E,A,E,B,D
and I'll have:
11 HRT, 9 INT, 1 WIS, 9 CHA, 5 STR, 9 AGI, 9 HTH
Extra 2 points into both INT and CHA out of nowhere.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on August 14, 2018, 10:28:51 pm
There is something screwy with the stat bonuses in the character creation. 
Looking at the file, everything is fine.... but... I'm getting an extra 4 attribute points from out of nowhere.

For example: I pick
D,A,A,C,B,E,A,E,B,D
and I'll have:
11 HRT, 9 INT, 1 WIS, 9 CHA, 5 STR, 9 AGI, 9 HTH
Extra 2 points into both INT and CHA out of nowhere.
I've tried it a few times, and I'm getting the correct values.
11 7 1 7 5 9 9
Odd.
There might be something wrong with how it interprets line endings.  Dependent on your operating system.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on August 18, 2018, 12:24:48 am
After losing a safehouse to the CCS (abandoned warehouse turned into a toy factory), I hacked the CIA supercomputer and exposed the CCS backers. Once the FBI finally took down the CCS, I expected to get my toy factory back. Instead, it completely vanished, and I never got my safehouse back. Bug?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on August 26, 2018, 06:32:10 am
After losing a safehouse to the CCS (abandoned warehouse turned into a toy factory), I hacked the CIA supercomputer and exposed the CCS backers. Once the FBI finally took down the CCS, I expected to get my toy factory back. Instead, it completely vanished, and I never got my safehouse back. Bug?
That merits investigation.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on August 26, 2018, 12:41:57 pm
After losing a safehouse to the CCS (abandoned warehouse turned into a toy factory), I hacked the CIA supercomputer and exposed the CCS backers. Once the FBI finally took down the CCS, I expected to get my toy factory back. Instead, it completely vanished, and I never got my safehouse back. Bug?
That merits investigation.

Does this version ever fix the CCS-related bugs? Or is recapturing CCS Safehouses through violence or exposing the CCS to the FBI still impossible?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on August 27, 2018, 09:34:06 am
After losing a safehouse to the CCS (abandoned warehouse turned into a toy factory), I hacked the CIA supercomputer and exposed the CCS backers. Once the FBI finally took down the CCS, I expected to get my toy factory back. Instead, it completely vanished, and I never got my safehouse back. Bug?
That merits investigation.

Does this version ever fix the CCS-related bugs? Or is recapturing CCS Safehouses through violence or exposing the CCS to the FBI still impossible?
I wasn't aware of those bugs.  If they existed in 4.10, they definitely still exist.
I'll see if I can fix them.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jboy2000000 on September 17, 2018, 09:45:17 am
I haven't played the newest version for long, but I've noticed that a few things are odd. The Liberal Guardian stories you get from the CEO's safe were Loot.CEOLoveLetter and Loot.CEOTaxRecords, or something similar, when I had the option to run them, and I seem to be getting raided when the police station, court house, and army base are closed down, even though closing those down used to make police/army raids impossible.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: SlatersQuest on September 17, 2018, 08:21:07 pm
1. On the CEO safe - yes, CEO love letters and CEO tax papers are among the possible loot from the CEO safe. It's not clear from your sentence if this is what seems out of place to you, but if it is, then this is not a bug.

2. Shutting down the police station should (albeit temporarily) stymie police raids, at least insomuch as the police can't find you. It doesn't hamper other types of raids, though, so if you're getting raided by corporate mercenaries because you published CEO files, then shutting down the police station will not stop them.

If you can give me more specific details about when you shut down the police station, and when you were raided by police/national guard/army/navy, then I might be able to determine if a bug is happening and try to fix it.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Jboy2000000 on September 17, 2018, 11:13:18 pm
Well, like I said, when it came time to choose a story for the Liberal Guardian, instead of saying "CEO Love Letter" it said "Loot_CEOLoveLetter," and the taxes were called "Loot_CEOTaxRecords."

Also like I said, I had shut down the police station, the army base, and the court house because I was once told it can be used to raid from as a sort of temporary base for the police/army. I was raided by a full military raid, Navy SEALS, Corp of Engineers removing my tank traps, aircraft, whole nine yards, and on the day the siege was lifted, all three were still marked as Closed Down.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on September 18, 2018, 05:04:16 am
Well, like I said, when it came time to choose a story for the Liberal Guardian, instead of saying "CEO Love Letter" it said "Loot_CEOLoveLetter," and the taxes were called "Loot_CEOTaxRecords."

Fixed in 4.12.24

Also like I said, I had shut down the police station, the army base, and the court house because I was once told it can be used to raid from as a sort of temporary base for the police/army. I was raided by a full military raid, Navy SEALS, Corp of Engineers removing my tank traps, aircraft, whole nine yards, and on the day the siege was lifted, all three were still marked as Closed Down.
I'm going to have to look into that.  I don't know much about how Sieges work.
Title: Re: LCS 4.12.24 Now With A Save Editor
Post by: Callista on September 18, 2018, 09:28:48 pm
The game crashes for me whenever I wait a day after assigning any squad member to "Recruiting" via the Activate menu.

Also, when I'm on site, every NPC's name is in red, even though some are Liberal or Moderate. If I talk to them, their names are in their proper colors, so it's just the display text while on site.

What's the latest version where recruiting works?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on September 19, 2018, 02:28:52 am
The game crashes for me whenever I wait a day after assigning any squad member to "Recruiting" via the Activate menu.

Also, when I'm on site, every NPC's name is in red, even though some are Liberal or Moderate. If I talk to them, their names are in their proper colors, so it's just the display text while on site.

What's the latest version where recruiting works?
4.12.21
Title: Re: LCS 4.12.24 Now With A Save Editor
Post by: Oskar636PL on September 20, 2018, 05:38:39 am
>The game crashes for me whenever I wait a day after assigning any squad member to "Recruiting" via the Activate menu.
Same
>Also, when I'm on site, every NPC's name is in red, even though some are Liberal or Moderate. If I talk to them, their names are in their proper colors, so it's just the display text while on site.
This is extremely annoying
Also another bug is when there are referendums/propositions and the population votes it seems to always vote in favour of the conservative rulling, even though when I check polls it goes 70-100% for liberal.
Does converting/recruiting the president do anything?
Another one is the buildings don't change names after policy change, so even though you will only have police officers the building is still called deathsquad hq

EDIT:
Also another annoying bug, the slogan gets reset every time you exit the game.
Another one is I think that repairing clothes is bugged and you can't sell damaged clothes so your equipment just gets flooded with broken equipment.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: IsaacG on September 20, 2018, 03:55:22 pm
>The game crashes for me whenever I wait a day after assigning any squad member to "Recruiting" via the Activate menu.
Same
>Also, when I'm on site, every NPC's name is in red, even though some are Liberal or Moderate. If I talk to them, their names are in their proper colors, so it's just the display text while on site.
This is extremely annoying
Also another bug is when there are referendums/propositions and the population votes it seems to always vote in favour of the conservative rulling, even though when I check polls it goes 70-100% for liberal.
Does converting/recruiting the president do anything?
No.  Whoever added the Secret Service, the President, and the White House gave up before finishing.  I can't blame them, I've been working on this code for a few years, and so far all I've gotten done is a few bug fixes and the ability to introduce custom pickup lines.  (And the save editor, which hurts my pride because it was so easy to make, but people talk about way more often than everything else I did combined...)
Another one is the buildings don't change names after policy change, so even though you will only have police officers the building is still called deathsquad hq

EDIT:
Also another annoying bug, the slogan gets reset every time you exit the game.
Another one is I think that repairing clothes is bugged and you can't sell damaged clothes so your equipment just gets flooded with broken equipment.
There goes my weekend. /jk

I'm making a note of these, and I'm going to make a testing framework to fix these bugs for good.  Something I should have done a while ago.

Thanks for your bug report.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: The Cheshire Cat on September 20, 2018, 07:06:19 pm
No.  Whoever added the Secret Service, the President, and the White House gave up before finishing.  I can't blame them, I've been working on this code for a few years, and so far all I've gotten done is a few bug fixes and the ability to introduce custom pickup lines.  (And the save editor, which hurts my pride because it was so easy to make, but people talk about way more often than everything else I did combined...)

Related to this, one thing that I had trouble with when doing my graphical remake is trying to figure out how much of the code in there is stuff that was added at one point and removed, or stub code that hadn't been finished yet by the time the version that I was using as a base was released. Like there's a bunch of hooks in there for stuff like "public opinion on the justification of political violence" which seems like an interesting concept but there doesn't seem to be much in the code that actually references it (what little that's there is all commented out). Is that something that was in the game at some point or was it just an experimental thing like the Stalinist Crime Squad?
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Taberone on September 20, 2018, 08:10:11 pm
No.  Whoever added the Secret Service, the President, and the White House gave up before finishing.  I can't blame them, I've been working on this code for a few years, and so far all I've gotten done is a few bug fixes and the ability to introduce custom pickup lines.  (And the save editor, which hurts my pride because it was so easy to make, but people talk about way more often than everything else I did combined...)

Related to this, one thing that I had trouble with when doing my graphical remake is trying to figure out how much of the code in there is stuff that was added at one point and removed, or stub code that hadn't been finished yet by the time the version that I was using as a base was released. Like there's a bunch of hooks in there for stuff like "public opinion on the justification of political violence" which seems like an interesting concept but there doesn't seem to be much in the code that actually references it (what little that's there is all commented out). Is that something that was in the game at some point or was it just an experimental thing like the Stalinist Crime Squad?

Political violence was something that was tried in the Jonathan S. Fox days, but disabled after it turned out to not work so well. References to it are still left in the code, but it's not used in LCS.
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: The Cheshire Cat on September 20, 2018, 10:34:39 pm
Do you happen to know which version(s) it was actually active in? I'm curious about how it was implemented. It's one of the things I think might make an interesting addition at some point.

My intention with my remake is to try to replicate the original base game as close as possible and leave that out there without any major additions - but I also have some ideas I'd like to try that I'd release as a separate offshoot. I like the idea of violence being something that becomes less acceptable the more Liberal public opinion becomes, since it would fairly effectively mirror how groups like the IRA transitioned from radical extremist groups to peaceful political entities as they mostly achieved their objectives. I have some other ideas along these lines, like being able to have sleepers run for office or get appointed to the Supreme Court, so the LCS could function as a legitimate political organization if the player wanted to (although given how much it costs to finance a campaign, the money you'd raise would almost certainly have to come from illegal sources given that legal sources aren't very profitable in the game).

Any of these things are way off, though, if I even get around to them at all. I'm still working on general bug fixes and polishing up the "base" version.
Title: Re: LCS 4.12.24 Now With A Save Editor
Post by: IsaacG on September 22, 2018, 03:17:33 pm
FIXED The game crashes for me whenever I wait a day after assigning any squad member to "Recruiting" via the Activate menu.
FIXED Also, when I'm on site, every NPC's name is in red, even though some are Liberal or Moderate. If I talk to them, their names are in their proper colors, so it's just the display text while on site.
UNDER REVIEW Also another bug is when there are referendums/propositions and the population votes it seems to always vote in favour of the conservative rulling, even though when I check polls it goes 70-100% for liberal.
UNDER REVIEW Another one is the buildings don't change names after policy change, so even though you will only have police officers the building is still called deathsquad hq
FIXED Also another annoying bug, the slogan gets reset every time you exit the game.
UNDER REVIEW Another one is I think that repairing clothes is bugged and you can't sell damaged clothes so your equipment just gets flooded with broken equipment.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: George_Chickens on September 22, 2018, 10:48:28 pm
What happened to the Fireman HQ?
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 24, 2018, 09:48:14 pm
What happened to the Fireman HQ?
It should only be present when Free Speech laws are C+
Title: Re: LCS 4.12.21 Now With A Save Editor
Post by: Micro102 on September 25, 2018, 04:33:26 am
Well, like I said, when it came time to choose a story for the Liberal Guardian, instead of saying "CEO Love Letter" it said "Loot_CEOLoveLetter," and the taxes were called "Loot_CEOTaxRecords."

Fixed in 4.12.24
http://www.mediafire.com/file/pd8d1gq1nx7uddr/LCS%20v4.12.24%20NoMusic.zip
http://www.mediafire.com/file/km4boi3mbo5p47b/LCS%20v4.12.24.zip

Also like I said, I had shut down the police station, the army base, and the court house because I was once told it can be used to raid from as a sort of temporary base for the police/army. I was raided by a full military raid, Navy SEALS, Corp of Engineers removing my tank traps, aircraft, whole nine yards, and on the day the siege was lifted, all three were still marked as Closed Down.
I'm going to have to look into that.  I don't know much about how Sieges work.

Avira went off when trying to runt he .exe of that first link. Quarantining the file.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: George_Chickens on September 25, 2018, 06:57:55 am
That is because Avira sucks and has a growing tendency to baby its users and a growing list of false positives.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 25, 2018, 09:39:31 am
Well, like I said, when it came time to choose a story for the Liberal Guardian, instead of saying "CEO Love Letter" it said "Loot_CEOLoveLetter," and the taxes were called "Loot_CEOTaxRecords."

Fixed in 4.12.24

Also like I said, I had shut down the police station, the army base, and the court house because I was once told it can be used to raid from as a sort of temporary base for the police/army. I was raided by a full military raid, Navy SEALS, Corp of Engineers removing my tank traps, aircraft, whole nine yards, and on the day the siege was lifted, all three were still marked as Closed Down.
I'm going to have to look into that.  I don't know much about how Sieges work.

Avira went off when trying to runt he .exe of that first link. Quarantining the file.
Well, this isn't a virus.  I can say that with confidence, as a few months ago I freaked out at the possibility and proceeded to buy a new hard disk with a new OS.
Then as soon as I started to reinstall my Steam catalog, the damn antivirus software flags the .exe for StarGazers.  And I have to disable the shield entirely in order to play MidBoss, a common enough problem that Steam's community page for MidBoss explains how to do so.

I don't know what to tell ya.  4.12.24 is bugged, anyway, that's why I removed the download link.  4.12.25 works better.
If it really bothers you, you can track down the old 4.07 thread.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: George_Chickens on September 25, 2018, 11:38:16 am
On that topic, what was the last version with full procedural generation? I would love to play it once again, as it added a whole new layer of strategic planning and intel gathering.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 25, 2018, 04:30:46 pm
On that topic, what was the last version with full procedural generation? I would love to play it once again, as it added a whole new layer of strategic planning and intel gathering.
Dunno :-[
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: Taberone on September 25, 2018, 10:23:37 pm
On that topic, what was the last version with full procedural generation? I would love to play it once again, as it added a whole new layer of strategic planning and intel gathering.

The Android version, perhaps? But the Android version is absolute shit, and crashes worse than a blind man trying to drive a car.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: Eddyskingdom on September 26, 2018, 05:49:03 pm
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 26, 2018, 06:46:29 pm
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
I haven't been able to replicate this bug.  Can you give me further detail?
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: Eddyskingdom on September 26, 2018, 07:18:04 pm
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
I haven't been able to replicate this bug.  Can you give me further detail?

ok it fix it self a little but when i give any of the activate graffiti the game just freezes and closes it self and when i remove it the game will just go again like normal also he is not given a spray can to do graffiti with
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 27, 2018, 12:53:07 pm
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
I haven't been able to replicate this bug.  Can you give me further detail?

ok it fix it self a little but when i give any of the activate graffiti the game just freezes and closes it self and when i remove it the game will just go again like normal also he is not given a spray can to do graffiti with
Could I get your save file?
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: dcaflak on September 28, 2018, 03:12:53 am
Hello,

It's been a while since I played LCS and decided to give 4.12.25  a try. I downloaded it, extracted the file and started playing.

Maybe I screwed up somewhere, because when I sent someone on a suicide murder spree, after the person got killed and the "No one can carry martyr ..." message, the game crash when I press a key to carry on with the game. Same thing if my team gets arrested.

I tried different things like changing clothes, equipement, the location, but it crashes every time.

edit: I'm playing on Windows.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: IsaacG on September 28, 2018, 06:30:09 pm
Hello,

It's been a while since I played LCS and decided to give 4.12.25  a try. I downloaded it, extracted the file and started playing.

Maybe I screwed up somewhere, because when I sent someone on a suicide murder spree, after the person got killed and the "No one can carry martyr ..." message, the game crash when I press a key to carry on with the game. Same thing if my team gets arrested.

I tried different things like changing clothes, equipement, the location, but it crashes every time.

edit: I'm playing on Windows.

Finally, a bug that's easy to fix.
It was the car-id code.  Checks to see what car was lost, but there wasn't any car, so it crashed.  The horrors of the misplaced exclamation point.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: Eddyskingdom on September 29, 2018, 12:33:17 am
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
I haven't been able to replicate this bug.  Can you give me further detail?

ok it fix it self a little but when i give any of the activate graffiti the game just freezes and closes it self and when i remove it the game will just go again like normal also he is not given a spray can to do graffiti with
Could I get your save file?

i can't attach any files on here, can i send per Email?
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: dcaflak on September 29, 2018, 03:01:21 am


Finally, a bug that's easy to fix.
It was the car-id code.  Checks to see what car was lost, but there wasn't any car, so it crashed.  The horrors of the misplaced exclamation point.

http://www.mediafire.com/file/a5ykz5gb5k881gu/LCS_v4.12.26_NoMusic.zip/file
http://www.mediafire.com/file/6mm2rpwjbz3ptdq/LCS_v4.12.26.zip/file

It works now, thank you very much! I'll let you know if I find another bug.
Title: Re: LCS 4.12.25 Now With A Save Editor
Post by: IsaacG on September 29, 2018, 04:21:49 pm
ter is a bug in the game when i send any of my members on a mission that involves something with the police like stealing a car or sending out your squad on a mission even doing graffiti will crash the game
I haven't been able to replicate this bug.  Can you give me further detail?

ok it fix it self a little but when i give any of the activate graffiti the game just freezes and closes it self and when i remove it the game will just go again like normal also he is not given a spray can to do graffiti with
Could I get your save file?

i can't attach any files on here, can i send per Email?
Okay, I've enabled users to email me.  You can get my address from my profile page.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Chazzen on October 01, 2018, 11:27:21 pm
Just wanted to let you know that 4.12.26 fixed a few crashes I was getting in .25. Seems a lot more stable now. Still quite a few bugs that I've been encountering, but nothing major as of yet. So, thanks!
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: IsaacG on October 02, 2018, 05:29:51 am
Just wanted to let you know that 4.12.26 fixed a few crashes I was getting in .25. Seems a lot more stable now. Still quite a few bugs that I've been encountering, but nothing major as of yet. So, thanks!
Glad to hear it  :D

Still tracking down those bugs, though.  They are.... elusive.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Ikaruga on October 03, 2018, 06:19:21 am
A question about the Disguise skill :

Whose skill in the squad is tested ? The highest ? Lowest ? Average ?
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Taberone on October 03, 2018, 05:49:31 pm
A question about the Disguise skill :

Whose skill in the squad is tested ? The highest ? Lowest ? Average ?

Seems to be lowest
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: IsaacG on October 03, 2018, 08:45:02 pm
A question about the Disguise skill :

Whose skill in the squad is tested ? The highest ? Lowest ? Average ?
All members of the squad are tested for Disguise.  Bigger squads have a harder time with disguises.

Stealth, on the other hand, is only tested for whichever squad member has the highest skill.
The stealth code is weird.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Ikaruga on October 04, 2018, 01:07:32 am
Thanks a lot !
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Chazzen on October 04, 2018, 02:33:58 am
Well, I've got two issues to report, and two issues to 'second' other reports you've received.

First, at some point after an Elite Liberal President and Cabinet gets elected, the Secretary of State and Attorney General turn Arch-Conservative. This makes it impossible to finish the game until the election that removes the current President from office.

Second, if you recruit sleepers for a CCS Hideout and then take said-location over, the sleeper will still be there. Using the sleeper to 'Recruit Sleepers' (after it has enough juice) will crash the game. I am assuming this is because these locations aren't generally places you can recruit from...at least not...easily?

As for seconding issues: sites do not change names from their C+ ones until shut-down, and shutting down sites no longer stops raids occurring from them.

I've encountered all these issues myself, except for the second, but didn't even notice they were 'actual' issues until Grimith's recent playthrough of the game (which ended after the second issue described). A save for issues One and Two are located in the description of his final episode. I can provide my own save for issue 1 if necessary, as I have a game going into the middle of the year in 2017 (because of the SoS/AG issue).

(Edited for clarity.)
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: IsaacG on October 04, 2018, 12:17:33 pm
I've encountered all these issues myself, except for the second, but didn't even notice they were 'actual' issues until Grimith's recent playthrough of the game

(One google search later)

By the Alabaster Spine of That which Whispers in Exploitation, why did no one tell me?

Welp, I've got 9 episodes of BoboTheVulture and 21 episodes of Grimith to watch now.  I'll be back soon.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: Grimith on October 04, 2018, 07:46:19 pm
My experience (https://www.youtube.com/playlist?list=PLp-wjw6lssYm7Cg4yJ7Bv1v8C36rB2zzm) was as Chazzen related. I played 4.12.21 and encountered nothing game-breaking until the end. I'm inclined to agree with Chazzen's theory that sleepers caused the crashes since the final episode is when I started activating them. And as for the SecState/ATTY GEN?

Spoiler (click to show/hide)

I had disbanded to bypass the crashing. The presidential election had occurred while disbanded. But, ah, the Executive Branch had a miscommunication with the Elite Liberal Agenda. Note that the SecState/ATTY GEN both started off Elite Liberal. I don't know what flipped them.

Spoiler (click to show/hide)

Of course, you can just wait out the presidential term(s) and hope the issue doesn't pop up again - provided your game ain't crashing. In my case, I used a save backup.

For posterity, I'll provide my two crash saves: One (https://www.dropbox.com/s/v1omulyvz73wmgi/LGWI2018%20-%20Crash%20Save%20File.zip?dl=0) and Two (https://www.dropbox.com/s/d348cksrhl91ywx/LGWI2018%20-%20What%20the%20hell%20happened.zip?dl=0). Hope they help.
Title: Re: LCS 4.12.27 Now With A Save Editor
Post by: IsaacG on October 07, 2018, 04:57:45 am
My experience was as Chazzen related. I played 4.12.21 and encountered nothing game-breaking until the end. I'm inclined to agree with Chazzen's theory that sleepers caused the crashes since the final episode is when I started activating them. And as for the SecState/ATTY GEN?

I had disbanded to bypass the crashing. The presidential election had occurred while disbanded. But, ah, the Executive Branch had a miscommunication with the Elite Liberal Agenda. Note that the SecState/ATTY GEN both started off Elite Liberal. I don't know what flipped them.

Of course, you can just wait out the presidential term(s) and hope the issue doesn't pop up again - provided your game ain't crashing. In my case, I used a save backup.

For posterity, I'll provide my two crash saves: One and Two. Hope they help.
The crash saves were immensely helpful.
The specific crash is brought on by Edgar Gibson at the Bomb Shelter. Bomb shelters have no programmed recruits, which led to an attempt to recruit a non-existent creature.
Edit: Rather, Edgar Gibson at the Bomb Shelter is the first sleeper who causes the crash.  Some others would still cause that problem if he were taken off.
This bug has been fixed in 4.12.27.  You can now continue playing with the same savefile, not that that is relevant anymore.

I will be investigating the political party flip.  Weird.
Title: Re: LCS 4.12.26 Now With A Save Editor
Post by: IsaacG on October 12, 2018, 05:06:51 pm
First, at some point after an Elite Liberal President and Cabinet gets elected, the Secretary of State and Attorney General turn Arch-Conservative. This makes it impossible to finish the game until the election that removes the current President from office.

Second, if you recruit sleepers for a CCS Hideout and then take said-location over, the sleeper will still be there. Using the sleeper to 'Recruit Sleepers' (after it has enough juice) will crash the game. I am assuming this is because these locations aren't generally places you can recruit from...at least not...easily?

As for seconding issues: sites do not change names from their C+ ones until shut-down, and shutting down sites no longer stops raids occurring from them.
Added to the List.
Title: Re: LCS 4.12.28 Will Have Customizable Flags
Post by: IsaacG on October 13, 2018, 10:13:53 am
Who wants new flags?  All sorts of flags can be customized in 4.12.28.
I haven't worked out the precise API, but the internal code uses this block of text to represent the American Flag
Code: [Select]
std::pair<ColorSetup, int> AmericanFlag[7][18] = {
{
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, '.'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, '.'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, '.'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, '.'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, ':'),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
std::pair<ColorSetup, int>(WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK),
},
{
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
std::pair<ColorSetup, int>(RED_ON_BLACK, CH_UPPER_HALF_BLOCK),
},
};
Pretty much a verbose bitmap.
That said, in LCS a flag can be any image whose dimensions are 7 tall and 18 wide.  And that can be changed, if there's a need.

Posted in this format is also acceptable:
Code: [Select]
AmericanFlag[7][18] = {
{
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, '.'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, '.'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, '.'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, '.'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_BLUE_BRIGHT, ':'
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_BLUE_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
WHITE_ON_RED_BRIGHT, CH_LOWER_HALF_BLOCK
},
{
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
RED_ON_BLACK, CH_UPPER_HALF_BLOCK
},
};
Feel free to post an example flag here and I'll try to include it.
To give an example, The Flag of the Libyan Arab Jamahiriya (1977–2011)

llllllllllllllllll
llllllllllllllllll
llllllllllllllllll
llllllllllllllllll
llllllllllllllllll
llllllllllllllllll
llllllllllllllllll

That's about as close as I know how to get it in the forums.
Title: Re: LCS 4.12.28 Now With a Save Editor (Custom Flags Coming Soon)
Post by: tykavanaugh on October 22, 2018, 02:06:38 pm
I got this one working with Crossover, but I notice weird things like many cops and soldiers not being armed and the president in the white house not being the actual president and such.
Title: Re: LCS 4.12.28 Now With a Save Editor (Custom Flags Coming Soon)
Post by: IsaacG on October 22, 2018, 06:22:54 pm
I got this one working with Crossover, but I notice weird things like many cops and soldiers not being armed and the president in the white house not being the actual president and such.
The white house code is sadly incomplete.  And buggy.  I'm not sure I can help there.

Unarmed cops and soldiers, I will investigate.  I'm not sure how many are supposed to be armed, but thinking it over, I remember being attacked by a SWAT team that kept punching everyone.
This is probably an easy fix, once I find it.
Title: Re: LCS 4.12.28 Now With a Save Editor (Custom Flags Coming Soon)
Post by: Kyros on November 12, 2018, 03:41:29 am
Hi. I have a strange bug with corrupted age in my game in the ver. 4.12.28.
Some screenshots of it:
https://imgur.com/a/nTjqvaa
old ver. 4.12.21 which seems to work fine with “?” at the end.
ver. 4.12.28 age is bugged and after it is “?”
Title: Re: LCS 4.12.28 Now With a Save Editor (Custom Flags Coming Soon)
Post by: IsaacG on November 12, 2018, 03:43:44 pm
Hi. I have a strange bug with corrupted age in my game in the ver. 4.12.28.
Some screenshots of it:

old ver. 4.12.21 which seems to work fine with “?” at the end.
ver. 4.12.28 age is bugged and after it is “?”
Those weird symbols are when a number is interpreted as a letter.  One of those annoying things in C++.
Easy enough fix, lord Kyros.
Title: Re: LCS 4.12.30 Now With a Save Editor (And other flags... sort of)
Post by: grassyknoll on November 28, 2018, 10:56:23 am
I'm having a problem with 4.12.30 no music where when I go to the sweatshop and try to "release oppressed" the game freezes.
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on November 28, 2018, 03:48:26 pm
I'm having a problem with 4.12.30 no music where when I go to the sweatshop and try to "release oppressed" the game freezes.
Fixed.  Turns out this bug has been in there for a while...  before 4.12.27...


Side effect: "Release Oppressed" is now one at a time, so you don't have to fill your squad if you don't want to.

Security personnel will try to stop you, though.

This code is like a Jenga tower.  Every little change makes things explode.
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: Teh Barple on December 08, 2018, 05:12:28 pm
You really shouldn't pass this off as "finished" or "in working order", or even a proper continuation of LCS. There are so many broken features that  Fox's old version should be stickied instead.
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on December 08, 2018, 08:25:45 pm
You really shouldn't pass this off as "finished" or "in working order", or even a proper continuation of LCS. There are so many broken features that  Fox's old version should be stickied instead.
If you could provide me with a list of these broken features, I'd appreciate it greatly.  The code is tens of thousands of lines long.

4.12.21 is the stable version.  Well, sort of.

I'm not very good at this, but boy is it fun.
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: tykavanaugh on December 17, 2018, 09:59:59 pm
You really shouldn't pass this off as "finished" or "in working order", or even a proper continuation of LCS. There are so many broken features that  Fox's old version should be stickied instead.

Seriously dude? Is this the hill to die on?
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: stalin on December 23, 2018, 05:34:38 am
Main issue

I kept CTD when waiting on March 31, 2018 when playing on 4.12.21 [Fixed]. Issue was resolved when loading the save file in 4.12.27.

I now get crashes when leaving the prison during the car chase. The CTD is pretty variable here. Sometimes after several rounds of pressing 'D' or 'F', sometimes on the very first turn. Issue persists even when loading the save in 4.12.31.



On an unrelated note, updating to 4.12.27 reproduced one bug previously mentioned, as well as a second bug that I haven't seen mentioned here yet.



Not a bug at all, but just a pet peeve of mine: I really wish that things weren't framed as "Liberal vs. Conservative". The rest of the world outside of the US understands "liberal" in its classical definition, i.e. capitalist. But maybe this is just too entrenched in the game's culture at this point (to be fair, it's even in the name!). Other than that, I wish there were other win conditions besides what amounts to militant reformism, but I have no constructive suggestions for how something like that would be implemented anyway. Either way, this probably isn't the place to bring it up :P

Here (https://ufile.io/bb8gb) is the save file where the game crashes during escape. I go to the prison, go to the top floor, rescue a liberal, then GTFO and this is where the crash occurs. File should be available for 30 days. Bump if you need me to re-up. Thanks for all your hard work (especially in making the save files compatible!)
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on December 23, 2018, 10:17:35 pm
Main issue

I kept CTD when waiting on March 31, 2018 when playing on 4.12.21 [Fixed]. Issue was resolved when loading the save file in 4.12.27.

I now get crashes when leaving the prison during the car chase. The CTD is pretty variable here. Sometimes after several rounds of pressing 'D' or 'F', sometimes on the very first turn. Issue persists even when loading the save in 4.12.31.


Figured it out.  Crashes when someone in a car chase attempts to fire a weapon that is out of ammo and cannot reload.  Fixed in 4.12.32
On an unrelated note, updating to 4.12.27 reproduced one bug previously mentioned, as well as a second bug that I haven't seen mentioned here yet.
  • Ages show up as ?? (might be fixed between 4.12.27 and 4.12.31--haven't tested yet)
Fixed in 4.12.30
  • New recruits are automatically named by profession, rather than name, e.g. instead of "John Doe (Army Veteran)", the liberals are named "Army Veteran (John Doe)". This is also something that might have been fixed after 4.12.27, but I haven't had the chance to text it yet.
That... that is an odd one.  Fixed in 4.12.32
Evidently all creatures have two names, and when their real names were generated, it didn't overwrite the nickname, just the legal name, leaving "Army Veteran" or "Yoga Instructor" as their continued nickname.

Not a bug at all, but just a pet peeve of mine: I really wish that things weren't framed as "Liberal vs. Conservative". The rest of the world outside of the US understands "liberal" in its classical definition, i.e. capitalist. But maybe this is just too entrenched in the game's culture at this point (to be fair, it's even in the name!). Other than that, I wish there were other win conditions besides what amounts to militant reformism, but I have no constructive suggestions for how something like that would be implemented anyway. Either way, this probably isn't the place to bring it up :P
Valid concern.  Much of the code is intimately tied to the US, and the US prides itself on holding differences from the rest of the world for seemingly no reason.  (We've spent decades trying to start using the metric system, to no avail.)  I'm hoping to make these aspects easier to change, easier to mod.  No promises on timetable.
Here (https://ufile.io/bb8gb) is the save file where the game crashes during escape. I go to the prison, go to the top floor, rescue a liberal, then GTFO and this is where the crash occurs. File should be available for 30 days. Bump if you need me to re-up. Thanks for all your hard work (especially in making the save files compatible!)
Thanks, that's a great help.  Chase sequences are a pain to debug because there's no way to save before them.
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: Rawb on January 13, 2019, 04:51:32 pm
Just popping back in to say I appreciate all the work that's been done. What are the plans for the future of LCS, if you have any?
Title: Re: LCS 4.12.31 Now With a Save Editor (And other flags... sort of)
Post by: Reelya on January 13, 2019, 05:08:46 pm
Not a bug at all, but just a pet peeve of mine: I really wish that things weren't framed as "Liberal vs. Conservative". The rest of the world outside of the US understands "liberal" in its classical definition, i.e. capitalist. But maybe this is just too entrenched in the game's culture at this point (to be fair, it's even in the name!). Other than that, I wish there were other win conditions besides what amounts to militant reformism, but I have no constructive suggestions for how something like that would be implemented anyway. Either way, this probably isn't the place to bring it up :P

While it would be good to be able to mod the game to that extent, the original concept seems to be based on the election of GW Bush in 2000, plus, the LCS is modeled after the historic SLA - the Sybionese Liberation Army (https://en.wikipedia.org/wiki/Symbionese_Liberation_Army). When you kidnap "conservatives" and brainwash them to be good liberals who then go out and wreak havoc for the cause: that's based on the story of Patty Hearst (https://en.wikipedia.org/wiki/Patty_Hearst). The game is very specific, because it's drawing from some very specific incidents in American history.

The theming of "Liberal vs Conservative" is actually inside the LCS member's heads. It's an expression of their ideology that they view everything in the world as Good = Liberal and Bad = Conservative, going so far as health bars are labeled as Liberal / good health and Conservative / poor health. So, you can take that labeling to be an expression of how an ideology views everything through their pet-theory lens, even when it makes no sense. Simiarly, the Radical Feminist fringe (radfems) tend to blame "patriarchy" for every single thing that could possibly go wrong: They stub their toe, "damn the patriarchy": see manspreading, mansplaining, manterrupting, man-<problemX>. "Manterrupting" is interesting, it's based on a study that shows men interrupt women more than women interrupt men while speaking. However, the same study showed that women interrupt each other even more often than the men do. So, it's more like: men emulate the conversation flow of women while talking to women, rather than "manterrupting".

Similarly, hardline Marxists blame Capitalism for everything that could go wrong. The point is, hardliners don't see the world as a patchwork of different factors (racism, sexism, classism etc all playing a small part, sometimes, but on a case by case basis) they tend to see one over-arching theory that ties it all together. For example, short men get less pay than tall men. Radfems say "ah that's the patriarchy at work. Help us defeat the patriarchy and that problem will go away!" The only tool they have is a hammer, so every problem looks like a nail.

In the LCS's case, all evil = Conservatism. LCS are ultra-hardline "liberals" who are so hardline they don't see their own hypocrisy in that they're going around murdering people with guns in the name of Liberalism, because they label everyone they don't like as those no-good inhuman "Conservatives".

So, it would be possible to code in different win-conditions and peaceful protest kind of stuff and break away from the Us/Them dichotomy that the game uses, but doing all those things would seriously water-down the original influences and themes.
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on January 14, 2019, 02:37:35 pm
Just popping back in to say I appreciate all the work that's been done. What are the plans for the future of LCS, if you have any?
Glad to hear it  :D
The bulk of future plans are just making LCS easier to mod, moving more and more of the hard-coded values into modifiable data files.  My second biggest ambition is to remove the requirement of pdcurses altogether.  Done right, it would allow Terra Vitae and cheshirecat's graphical LCS to each be mods, rather than full independent projects and releases.  Long ways off, though.  Might not be possible.  Still, we're almost at the point where translation into another language can be done without recompiling anything.  1279/3990 lines have been transferred.

Similarly, hardline Marxists blame Capitalism for everything that could go wrong. The point is, hardliners don't see the world as a patchwork of different factors (racism, sexism, classism etc all playing a small part, sometimes, but on a case by case basis) they tend to see one over-arching theory that ties it all together. For example, short men get less pay than tall men. Radfems say "ah that's the patriarchy at work. Help us defeat the patriarchy and that problem will go away!" The only tool they have is a hammer, so every problem looks like a nail.

In the LCS's case, all evil = Conservatism. LCS are ultra-hardline "liberals" who are so hardline they don't see their own hypocrisy in that they're going around murdering people with guns in the name of Liberalism, because they label everyone they don't like as those no-good inhuman "Conservatives".

So, it would be possible to code in different win-conditions and peaceful protest kind of stuff and break away from the Us/Them dichotomy that the game uses, but doing all those things would seriously water-down the original influences and themes.
I've been working on a mod.
My Little Crime Squad: Befriending with Force (working title)
It's about what you'd expect.
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: Rawb on January 18, 2019, 01:59:08 pm
Ah! Will this code transferral make bug-catching easier? Sounds like it could keep the game alive and growing if its more accessible.
I ask about bug-catching with an ulterior motive ;). I'm not sure if these are things you know about, but in my game of .32 I've encountered a few


Again, really appreciate your work!
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on January 19, 2019, 03:47:34 am
Ah! Will this code transferral make bug-catching easier? Sounds like it could keep the game alive and growing if its more accessible.
I ask about bug-catching with an ulterior motive ;). I'm not sure if these are things you know about, but in my game of .32 I've encountered a few
It should.  It should make it much, much easier to catch bugs.  Unfortunately, my inexperience with C++ pointers has led to an indeterminate number of new bugs in the process.
Generally speaking, while I may ignore cosmetic bugs or graphic glitches here and there, anything causing game crashes gets fixed within hours of my learning about it.  The only known outstanding bug that causes significant problems is the "sometimes executive branch switches party for no known reason" bug.  Unless I'm forgetting something.
  • Encounter warnings no longer work
  • The sell option at the pawn shop is not on the menu of possible actions, but can still be accessed by pressing "s"
  • Some people you encounter in neutral places (e.g the apartment buildings) cannot be talked to but instead have an option to "release oppressed". Doing so in front of others alerts conservatives but doesn't actually count as having caused a crime (as checked by inspecting a liberal's status after doing so.
1 - I'm not sure what you mean by this.  Alert Levels?  "Conservatives Suspicious" "Conservative Reinforcements Incoming" and the like?
2&3 - That should be a relatively easy fix for 4.12.33

Again, really appreciate your work!
Glad to be appreciated. :thumbup:
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: Rawb on January 19, 2019, 07:02:38 am
1 - I'm not sure what you mean by this.  Alert Levels?  "Conservatives Suspicious" "Conservative Reinforcements Incoming" and the like?
2&3 - That should be a relatively easy fix for 4.12.33

For 1: when you're on site exploration, you can set an option called "Encounter Warnings" (through pressing N when at a site). Basically, the game has an extra "frame" before you encounter passers-by which tells you "Some people are passing by" or something to that effect. You have to press another key to actually see the people you are passing by. The great benefit of this is that you don't miss anyone by accident, say if you're trying to recruit people at a site. It also helps stop you committing crimes in front of people you don't want as witnesses. I used to love this setting as I'm a habitual key over-presser. Turning this option on now in-game doesn't actually do anything: the encounter warnings are no longer generated and you run into people as normal.

I've also found a couple more bugs, will update if I find anymore:

- Potential recruits, through dating and meetings, often turn up naked when you'd expect them to be clothed - this is however rather funny if you imagine LCS takes place in a nudist USA.
- At the IT cafe site, the CPUs never actually spawn with people using them. When you walk up to a computer and the game prompts "The Computer is occupied" no one is ever actually there.
- When liberals are sentenced, it sometimes doesn't tells you the result. It will say "The jury leaves to discuss..." but doesn't show the result. I find this is more common with innocent verdicts.
- When the Liberal Guardian publishes a news story about my valiant actions, the LCS is referred to as the CCS in the article text.
- The display for vehicles is broken for me. I cannot see more than one car on my vehicles screen.
- Got a feature in one my newspaper reports which tells me I've found a bug: https://imgur.com/a/G615ez9. This also shows what I mean in point 4 where my troops are called the CCS
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on January 20, 2019, 09:49:15 pm
1 - I'm not sure what you mean by this.  Alert Levels?  "Conservatives Suspicious" "Conservative Reinforcements Incoming" and the like?
2&3 - That should be a relatively easy fix for 4.12.33

For 1: when you're on site exploration, you can set an option called "Encounter Warnings" (through pressing N when at a site). Basically, the game has an extra "frame" before you encounter passers-by which tells you "Some people are passing by" or something to that effect. You have to press another key to actually see the people you are passing by. The great benefit of this is that you don't miss anyone by accident, say if you're trying to recruit people at a site. It also helps stop you committing crimes in front of people you don't want as witnesses. I used to love this setting as I'm a habitual key over-presser. Turning this option on now in-game doesn't actually do anything: the encounter warnings are no longer generated and you run into people as normal.

I've also found a couple more bugs, will update if I find anymore:

- Potential recruits, through dating and meetings, often turn up naked when you'd expect them to be clothed - this is however rather funny if you imagine LCS takes place in a nudist USA.
- At the IT cafe site, the CPUs never actually spawn with people using them. When you walk up to a computer and the game prompts "The Computer is occupied" no one is ever actually there.
- When liberals are sentenced, it sometimes doesn't tells you the result. It will say "The jury leaves to discuss..." but doesn't show the result. I find this is more common with innocent verdicts.
- When the Liberal Guardian publishes a news story about my valiant actions, the LCS is referred to as the CCS in the article text.
- The display for vehicles is broken for me. I cannot see more than one car on my vehicles screen.
- Got a feature in one my newspaper reports which tells me I've found a bug: . This also shows what I mean in point 4 where my troops are called the CCS
This will be a great help.
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: Rawb on January 21, 2019, 06:40:48 am
I'm glad to hear! I'll keep posting more if I find them. I was concerned that I might be bombarding you with a list of problems to fix while you're already going through a lot to translate everything. If it does get tiresome, let me know and I'll just keep a private list of bugs for when you're more able to respond to them. :)
Title: Re: LCS 4.12.32 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on January 29, 2019, 05:51:45 pm
Went through and refactored a bunch of code.  Example:
Code: [Select]
const string CONST_activate_sleepers023 = " will steal equipment and send it to the Shelter.";
const string CONST_activate_sleepers022 = " will embezzle money for the LCS.";
const string CONST_activate_sleepers021 = " will snoop around for secrets and enemy plans.";
const string CONST_activate_sleepers020 = " will try to recruit additional sleeper agents.";
const string CONST_activate_sleepers019 = " will build support for Liberal causes.";
const string CONST_activate_sleepers018 = " will stay out of trouble.";
const string CONST_activate_sleepers017 = "3 - Steal Equipment";
const string CONST_activate_sleepers016 = "2 - Embezzle Funds";
const string CONST_activate_sleepers015 = "1 - Uncover Secrets";
const string CONST_activate_sleepers014 = "3 - [Need More Juice to Recruit]";
const string CONST_activate_sleepers013 = "3 - [Enlightened Can't Recruit]";
const string CONST_activate_sleepers012 = "3 - Expand Sleeper Network";
const string CONST_activate_sleepers011 = "2 - Advocate Liberalism";
const string CONST_activate_sleepers010 = "1 - Lay Low";
const string CONST_activate_sleepers009 = "Enter - Confirm Selection";
const string CONST_activate_sleepers008 = "C - Join the Active LCS";
const string CONST_activate_sleepers007 = "B - Espionage";
const string CONST_activate_sleepers006 = "A - Communication and Advocacy";
const string CONST_activate_sleepers005 = " focus on?";
const string CONST_activate_sleepers004 = "Taking Undercover Action:   What will ";

const string CONST_activate_sleepers031 = " T to sort people.";
const string CONST_activate_sleepers030 = "Press a Letter to Assign an Activity.";
const string CONST_activate_sleepers029 = "Effectiveness: ";
const string CONST_activate_sleepers028 = "ACTIVITY";
const string CONST_activate_sleepers027 = "SITE";
const string CONST_activate_sleepers026 = "JOB";
const string CONST_activate_sleepers025 = "CODE NAME";
const string CONST_activate_sleepers024 = "Activate Sleeper Agents";
is now
Code: [Select]
const string WILL_STEAL = " will steal equipment and send it to the Shelter.";
const string WILL_EMBEZZLE = " will embezzle money for the LCS.";
const string WILL_SNOOP = " will snoop around for secrets and enemy plans.";
const string WILL_TRY_TO_RECRUIT = " will try to recruit additional sleeper agents.";
const string WILL_BUILD_SUPPORT = " will build support for Liberal causes.";
const string WILL_STAY_OUT_OF_TROUBLE = " will stay out of trouble.";
const string THREE_STEAL = "3 - Steal Equipment";
const string TWO_EMBEZZLE = "2 - Embezzle Funds";
const string ONE_UNCOVER_SECRETS = "1 - Uncover Secrets";
const string THREE_NEED_MORE_JUICE_TO_RECRUIT = "3 - [Need More Juice to Recruit]";
const string THREE_ENLIGHTENED_CANNOT_RECRUIT = "3 - [Enlightened Can't Recruit]";
const string THREE_EXPAND_SLEEPER_NETWORK = "3 - Expand Sleeper Network";
const string TWO_ADVOCATE_LIBERALISM = "2 - Advocate Liberalism";
const string ONE_LAY_LOW = "1 - Lay Low";
const string ENTER_CONFIRM_SELECTION = "Enter - Confirm Selection";
const string C_JOIN_ACTIVE_LCS = "C - Join the Active LCS";
const string B_ESPIONAGE = "B - Espionage";
const string A_COMMUNICATION = "A - Communication and Advocacy";
const string FOCUS_ON = " focus on?";
const string TAKING_UNDERCOVER_ACTION_WHAT_WILL = "Taking Undercover Action:   What will ";

const string T_TO_SORT_PEOPLE = " T to sort people.";
const string PRESS_A_LETTER_TO_ASSIGN = "Press a Letter to Assign an Activity.";
const string EFFECTIVENESS_COLON = "Effectiveness: ";
const string ACTIVITY_HEADER = "ACTIVITY";
const string SITE_HEADER = "SITE";
const string JOB_HEADER = "JOB";
const string CODE_NAME_HEADER = "CODE NAME";
const string ACTIVATE_SLEEPER = "Activate Sleeper Agents";
Totals about 5000 changes.
I am very, very tired now.

I finally figured out how to get Java to read the text the way pdcurses does.
Now I'm going to change focus, and actually work on those bugs that have been pointed out to me.
Title: Re: LCS 4.12.33 Now With a Save Editor (And other flags... sort of)
Post by: Reelya on February 02, 2019, 02:51:47 am
While that's better, an even better system to consider for those strings would be to completely get rid of the enums, and replace them with a string:string mapping system

You've moved a lot of things around in the code, but you should really be focusing on moving things out of the code. The size of the code would probably drop 80% if all hard-coded crap was turned into data like it should be. And that would make future bug-fixing much simpler. For example, types of creatures are enums, leading to gigantic switches and tons of if-then statements. Creatures should entirely be defined in JSON or XML files, with the game only knowing about properties that creatures may possess. Which creature has which property would be defined in the JSON files.

Whatever you do, strongly avoid any desire to add new features. Turn code into external data, and let others play with the data to make mods. This is your most efficient way forward.

For the naming convention, I think adding in some prefixes for the cpp file and function name that use the strings would be advisable. It would make things much clearer than just "WILL_STEAL" since you've now removed the semantic information that this had something to do with "sleepers", which makes it less clear what the string is intended to be for. For example, if the "WILL_STEAL" string is used in sleepers.cpp by a function called actions (for example), you could name it "SLEEPERS__ACTIONS__WILL_STEAL". So, just be reading the name you can tell where to look for uses of that string (note the double-underscore between parts of the name to clarify what's what).

After that, make it so that it reads the string:string mappings from a JSON file, and translators can then just mod a text file to make language-specific full conversions, no compile needed.

However, when that happens, I'd suggest sill maintaining a hard-coded list of "known" strings in the code (by their "name"), which the JSON-strings get loaded against. Then, each code-type mod can maintain their own list of known strings, and there could be a command-line option to just spit out the "list of strings" (e.g. "lcs -dumpstrings") that each variant of the game needs. This would allow translators to pull out a list of all the strings they need to implement for each and every mod that is compliant with the system. e.g. if Terra Vitae mod was adapted, then any translator could just spit out a list of strings needed for Terra Vitae mod and start adapting their translation to Terra Vitae without looking at the source code whatsoever.
Title: Re: LCS 4.12.33 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on February 02, 2019, 01:36:20 pm
You've moved a lot of things around in the code, but you should really be focusing on moving things out of the code.
That is the goal.  Back in Nov 1, 2017, 4.12.04 I introduced 196 external files of formerly hard-coded data.
I've mixed feelings about a string:string mapping system.  Typos can bungle things up real fast, I'll have to include a fail-fast setup where if a new creature/weapon/etc. is created, but has no way to spawn in-game, it autogenerates a warning.  Maybe even refuses to load.  My experience with modding, spending more time trying to spawn my new armor than I spent making it.

'cuz if I want to build it, I have to research it.  But to research it I have to mod in a new research category for the new equipment, then I have to add it to the list of items that can be manufactured at the heavy-armor smithing station, and then I have to calculate the influence quality levels have on the final product even though I don't want it to have quality levels to begin with.  And then, even though I copied the texture straight from Samurai Armor, it spawns without an inventory icon, and whenever someone wears it it appears on the character in solid white, but Samurai Armor isn't solid white, despite this being a line-for-line copy of Samurai Armor.  Then the game crashes whenever I have a Shek player character try on the pants, so I upload to the Steam workshop version 0.4 where Shek aren't able to wear the modded pants.  It wouldn't be so bad, but the game map is enormous, and starting up the game requires loading the entire map, so there's no fast way to test minor changes.  Still, it's the easiest, most intuitive modding system I've ever used.
Whatever you do, strongly avoid any desire to add new features. Turn code into external data, and let others play with the data to make mods. This is your most efficient way forward.
Absotively
For the naming convention, I think adding in some prefixes for the cpp file and function name that use the strings would be advisable. It would make things much clearer than just "WILL_STEAL" since you've now removed the semantic information that this had something to do with "sleepers", which makes it less clear what the string is intended to be for. For example, if the "WILL_STEAL" string is used in sleepers.cpp by a function called actions (for example), you could name it "SLEEPERS__ACTIONS__WILL_STEAL". So, just be reading the name you can tell where to look for uses of that string (note the double-underscore between parts of the name to clarify what's what).
Valid consideration.  The context information is valuable, but I do not believe it should be tied to cpp filenames.  The whole file structure is based off C style procedural programming.  e.g. The code that determines news headlines is the same code that transfers those headlines to the screen.
It leads to a fair amount of redundancy and duplicate code.  Just separating these from one another has drastically reduced filesizes.
Ideally, the code that generates the string "X reaches to find xer head missing." doesn't know or care whether it's being used by the sleeper prompt, combat log, or news headline.  There are about six thousand lines of hard-coded text still remaining in LCS.  The data structure that will hold these will probably be grammar based.
After that, make it so that it reads the string:string mappings from a JSON file, and translators can then just mod a text file to make language-specific full conversions, no compile needed.

However, when that happens, I'd suggest sill maintaining a hard-coded list of "known" strings in the code (by their "name"), which the JSON-strings get loaded against. Then, each code-type mod can maintain their own list of known strings, and there could be a command-line option to just spit out the "list of strings" (e.g. "lcs -dumpstrings") that each variant of the game needs. This would allow translators to pull out a list of all the strings they need to implement for each and every mod that is compliant with the system. e.g. if Terra Vitae mod was adapted, then any translator could just spit out a list of strings needed for Terra Vitae mod and start adapting their translation to Terra Vitae without looking at the source code whatsoever.
That is a very good idea.  I almost want to go back and remove what I said about string:string mapping.
I'm going to try to make that a reality.
Title: Re: LCS 4.12.33 Now With a Save Editor (And other flags... sort of)
Post by: Azerty on February 02, 2019, 03:58:01 pm
It could make the work easier for translators.
Title: Re: LCS 4.12.33 Now With a Save Editor (And other flags... sort of)
Post by: Reelya on February 02, 2019, 08:05:40 pm
I'm going to try to make that a reality.

Actually, I just remembered something about stringification macros. You can have the strings but keep the benefits of having enums if you like. There are various approaches to that.

This is one way to do it, which I'd recommend since it's straightforward and doesn't use any bleeding edge C++14 trickery that nobody will understand:

http://www.jakeshirley.com/2014/11/

In this example, you have an input file, the example given is this:
Code: [Select]
FRUIT(Banana)
FRUIT(Apple)
FRUIT(Strawberry)
FRUIT(Pineapple)
FRUIT(Snozberry)

The trick here is that each CPP file is free to define the macro "FRUIT" any way they like. e.g. this file creates a fruit enum:

Code: [Select]
// Fruit Enum
#define FRUIT(x) x,
enum Fruit
{
#include "FruitDeclarations.h"
  Count
};
#undef FRUIT

And this file creates an array of fruit strings:

Code: [Select]
// Fruit Strings
#define FRUIT(x) #x,
const char *FruitStrings[] = {
#include "FruitDeclarations.h"
  "Invalid"
};
#undef FRUIT
 

... you can see where this is going. You get the benefit of still using the enums for the hard-coded parts, which ensures that compile-time checking picks up typos, but you get all the strings for the tokens auto-generated, to match, at compile time, so they can be spit out by the program and also used for parsing a translation file.

To make this approach work for LCS, you'd need to refactor in several steps
 
first you need to get rid of the individually named strings in favor of an array referenced via enums. To make that easier, you can use a std::map (what follows is entirely pseudocode so YMMV)

So, you have the list of enums:

enum string_tokens =
{
  WILL_STEAL,
  WILL_EMBEZZLE,
  (etc)
}

and a map

std::map string_values =
{
    {WILL_STEAL, "String for will steal"},
    {WILL_EMBEZZLE, "String for will embezzle"}
    {etc, etc}
}

Note, that all direct accesses to these string literals must now be passed through the map lookup, but preferably through a new function to keep the boiler-plate to a minimum.

However, this part could be touchy since you'll need to convert every call to drawing the strings directly into a call to the "lookup the needed string" function. If they're not all changed, it could try and print out the numerical value of the enums and not the strings. So, if you're going to rename the tokens, this would be the point at which to do it, to ensure the compiler picks up everywhere you need to change to the new string-lookup-function.

After this is achieved, then the code can be refactored again using the code from the FRUIT example given above: make a separate file called string_tokens.h and move all the enum names in there written as:

S(WILL_STEAL) 
S(WILL_EMBEZZLE) 
etc
(calling the macro "S" will minimize the boiler plate. I'm hoping to find better methods that will do away with the need for the S-macros completely, which I believe exist but can't find).

After that, the game can be modded so that it also generates the string array from this file (as shown in the FRUIT example) and at run-time it then looks for translation files, and parses them against the keys, over-writing any string in the map which matches a key. This would allow anything from partial fixes/mods to complete text rewrites for users without compiling. Also, a benefit for the main developers: if someone reports a typo, there's no need to recompile, merely have a typo-fixing translation file that's pulled in before any other translation file, and you can issue short-term patches without needing recompilation. Typos would then be folded into the code once the next code version is released.

Another benefit of having all the string literals in a map or table is that you can write a function to dump out all the moddable text from the game at runtime, for example, a "-dumpstrings" command-line option, but it can be expanded with a few sub-parameters to expand the usefulness. Here are some ideas about how that could work:

LCS -dumpstrings // dump all tokens and current strings (after translation)
LCS -dumpstrings changed // only dump ones where a file changed the string
LCS -dumpstrings not-changed // only dump ones that were not changed by a file
LCS -dumpstrings default // dump the original/default strings - would stack with changed/not-changed
LCS -dumpstrings tokens // only dump token names - again, would stack with changed/not-changed
LCS -dumpstrings both // show tokens, plus both default and translated strings.

I think that set of command line parameters relating to the strings would give people all the tools they need to quickly see what needs to be updated if the version changes and they're working on a language / mod.
Title: Re: LCS 4.12.34 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on February 13, 2019, 07:04:43 am
X    Encounter warnings no longer work
X    Some people you encounter in neutral places (e.g the apartment buildings) cannot be talked to but instead have an option to "release oppressed". Doing so in front of others alerts conservatives but doesn't actually count as having caused a crime (as checked by inspecting a liberal's status after doing so.
X- When the Liberal Guardian publishes a news story about my valiant actions, the LCS is referred to as the CCS in the article text.
X- Got a feature in one my newspaper reports which tells me I've found a bug: https://imgur.com/a/G615ez9. This also shows what I mean in point 4 where my troops are called the CCS
Fixed in 4.12.34

The sell option at the pawn shop is not on the menu of possible actions, but can still be accessed by pressing "s"
This one is already in 4.10, so it predates my involvement :D
Not sure how to fix it.

- Potential recruits, through dating and meetings, often turn up naked when you'd expect them to be clothed - this is however rather funny if you imagine LCS takes place in a nudist USA.
- At the IT cafe site, the CPUs never actually spawn with people using them. When you walk up to a computer and the game prompts "The Computer is occupied" no one is ever actually there.
:'(
These have come up before.
- When liberals are sentenced, it sometimes doesn't tells you the result. It will say "The jury leaves to discuss..." but doesn't show the result. I find this is more common with innocent verdicts.
- The display for vehicles is broken for me. I cannot see more than one car on my vehicles screen.
Reprinting as a self-reminder.
Title: Re: LCS 4.12.34 Now With a Save Editor (And other flags... sort of)
Post by: Bill Chompski on February 27, 2019, 02:22:27 am
I dunno if this is a problem to bring up here, but whenever I try to buy masks at the oubliette, the game crashes
but other than that, it's been smooth as butter
oh yeah, and I can't buy/upgrade hideouts anymore. is this a new thing, or can I just not figure it out?
Title: Re: LCS 4.12.34 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on February 28, 2019, 03:07:16 am
I dunno if this is a problem to bring up here, but whenever I try to buy masks at the oubliette, the game crashes
Happens on my end, too.  Will fix for 4.12.35
but other than that, it's been smooth as butter
oh yeah, and I can't buy/upgrade hideouts anymore. is this a new thing, or can I just not figure it out?
I'm not sure the exact requirements, but you should get a screen like this if a location can be upgraded.  Press Z to cycle between locations.  If upgrades are possible, "I - Invest in this location" should appear.
Code: [Select]
Smith Auto Insurance, Jan. 1, 2013                                Money: 219537

 You are not under siege...  yet.

 FORTIFIED COMPOUND            PRINTING PRESS         BUSINESS FRONT
 CAMERAS ON     BOOBY TRAPS      AA GUN       TANK TRAPS     GENERATOR
 1774 Daily Rations           32 Eating           55 Days of Food Left

 I - Invest in this location               TAB - Next Squad   Z - Next Location
Doesn't apply to apartments or homeless shelters.
Title: Re: LCS 4.12.35 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on February 28, 2019, 03:37:21 am
I dunno if this is a problem to bring up here, but whenever I try to buy masks at the oubliette, the game crashes
Fixed in 4.12.35
Title: Re: LCS 4.12.35 Now With a Save Editor (And other flags... sort of)
Post by: OzgeKatip on March 09, 2019, 06:25:51 am
Greetings, fellow Liberals, I'd like to thank first of all the people involved in maintaining this game updated. The versatility of the gameplay is quite something, and quite literally enlightening. Both the wiki and the forum (which I had lurked until now) provide useful information whenever I am puzzled this or there as well.

Unfortunately, I do have to come out of the lurking to raise the following issue, for which I have been unable to find proper answers through a comprehensive search of both this thread and the forum. I have been playing with 4.12.35 on Windows 10.

The attribute growth system does not seem to work for me as described in both the src, wiki and various forum replies: as my liberals rank up, the only thing that seems to increase is their Wisdom (+1 per rank), and none of their other attributes, even those high enough (>=10) to begin with.
This happens in both Music and non-Music versions, with and without various mutators such as National NCS and Nightmare Mode, with and without verbose save files enabled, with and without more random RNG generation. My default text viewing software is Sublime Text 3, in case this information would be relevant as well.
I am posting here, provided it is appropriate to do so, the link for a OneDrive repository of my current game (National, non-verbose) with its Day 1 save and where I left it off, if it may help further. https://1drv.ms/f/s!AlSOGMp-z9qEhMVPH_9dOzUl14tBlQ

Have a Liberal day/night everybody!
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on March 09, 2019, 04:39:36 pm
Greetings, fellow Liberals, I'd like to thank first of all the people involved in maintaining this game updated. The versatility of the gameplay is quite something, and quite literally enlightening. Both the wiki and the forum (which I had lurked until now) provide useful information whenever I am puzzled this or there as well.

Unfortunately, I do have to come out of the lurking to raise the following issue, for which I have been unable to find proper answers through a comprehensive search of both this thread and the forum. I have been playing with 4.12.35 on Windows 10.

The attribute growth system does not seem to work for me as described in both the src, wiki and various forum replies: as my liberals rank up, the only thing that seems to increase is their Wisdom (+1 per rank), and none of their other attributes, even those high enough (>=10) to begin with.
This happens in both Music and non-Music versions, with and without various mutators such as National NCS and Nightmare Mode, with and without verbose save files enabled, with and without more random RNG generation. My default text viewing software is Sublime Text 3, in case this information would be relevant as well.
I am posting here, provided it is appropriate to do so, the link for a OneDrive repository of my current game (National, non-verbose) with its Day 1 save and where I left it off, if it may help further.

Have a Liberal day/night everybody!
Fixed in 4.12.36

I should have known this bug would come back to bite me.  The interrogation stat-growth bug.  But I was wrong, it wasn't that one.  High levels of juice boost stats, but there's a safeguard to prevent liberals from gaining wisdom and conservatives from gaining heart from juice.  That safeguard was reversed, so liberals ONLY got boosts to wisdom from juice, and conservatives heart.  Oddly poetic, if I'm being honest.  Almost makes me wish it was intentional.

Because of the way stats are stored in LCS, you can use the same savefile without issue.
Ozge Katip:
Heart: 20
Int: 14
Wis: 1
Hea: 17
Agi: 14
Str: 12
Cha: 20
Rather serious boost from the start.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: ShinQuickMan on March 20, 2019, 09:09:32 am
Seems like there's some errors with character creation. Choosing to have a lawyer contact also gives $1000 bucks as a bonus. Furthermore, starting as a college student also grants the founder a team of armed gangsters, much like with the criminal.

EDIT: Things are a bit more confounding than it first seemed. I think whenever you make a choice for the founder's background, they gain many of the benefits of both the chosen option and the preceding one (wrapping around to E when choosing A). This definitely grants equipment, cash, skills, and personnel from both options, though attribute bonuses and starting location seems to be unchanged.

EDIT2: Correction. Some choices seem to double bonuses, and there are one or two options that do indeed give more attributes than accounted for. An example starter I just made with choices C-C-C-A-A-E-A-E-D-C (generally a super-intelligent college student) began with, among other things:

Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: Taberone on March 20, 2019, 09:52:17 pm
Furthermore, starting as a college student also grants the founder a team of armed gangsters, much like with the criminal

  • Everything a college student starts with, plus four armed gang members

The thought of a college student having a gang with him is amusing. This is also an interesting glitch, too. An "easy mode" LCS start.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: Azerty on March 21, 2019, 02:32:04 pm
Furthermore, starting as a college student also grants the founder a team of armed gangsters, much like with the criminal

  • Everything a college student starts with, plus four armed gang members

The thought of a college student having a gang with him is amusing. This is also an interesting glitch, too. An "easy mode" LCS start.

IRL, the Weather Underground was formed by Students for a Democratic Society members.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: ShinQuickMan on March 21, 2019, 07:35:14 pm
Dunno if it's intentional or otherwise, but persuasion is significantly more difficult to use early on. Even crackheads won't be moved if the speaker isn't at least moderately skilled (like skill level 5+ in persuasion). I could only manage to get results when I had someone with an expensive suit, 10+ charisma and intelligence, and a few points in persuasion/science/religion/business/law.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on March 21, 2019, 11:05:13 pm
Seems like there's some errors with character creation. Choosing to have a lawyer contact also gives $1000 bucks as a bonus. Furthermore, starting as a college student also grants the founder a team of armed gangsters, much like with the criminal.

EDIT: Things are a bit more confounding than it first seemed. I think whenever you make a choice for the founder's background, they gain many of the benefits of both the chosen option and the preceding one (wrapping around to E when choosing A). This definitely grants equipment, cash, skills, and personnel from both options, though attribute bonuses and starting location seems to be unchanged.

EDIT2: Correction. Some choices seem to double bonuses, and there are one or two options that do indeed give more attributes than accounted for. An example starter I just made with choices C-C-C-A-A-E-A-E-D-C (generally a super-intelligent college student) began with, among other things:

    ...
Day I get back from vacation, and here is a highly detailed, clearly written bug report.
It must be my birthday.

Actually, my birthday is tomorrow.  Fascinating coincidence.

Edit: Amusing coincidence, anyway.

I'll get right on it.

Dunno if it's intentional or otherwise, but persuasion is significantly more difficult to use early on. Even crackheads won't be moved if the speaker isn't at least moderately skilled (like skill level 5+ in persuasion). I could only manage to get results when I had someone with an expensive suit, 10+ charisma and intelligence, and a few points in persuasion/science/religion/business/law.

I'll get right on this as well.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: Ikaruga on March 22, 2019, 07:15:24 am
Hi,

Happy birthday, Isaac ! :D

I noticed a bug : it is still possible to sell stuff in the pawn shop but the option doesn't appear on screen ...

Also, in nightmare mode, not everything is for sale in TheOubliette. Sometimes, just a mask, sometimes work clothes... Is it normal ?
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: ShinQuickMan on March 22, 2019, 08:31:59 am
@Ikaruga

Can confirm the same bug when selling items.

As to the latter, items get greyed out if you can't afford it.

EDIT: Another oddity, IsaacG. Conservatives aren't as well armed as one would expect in Nightmare Mode. I've noticed entire bands of Death Squads and Soldiers roving around completely bare-handed.

Also, a number of people are inexplicably nude.

EDIT2: More stuff. Damaged and bloodied armor is completely ignored during repair attempts. The game behaves as if they don't exist.

EDIT3: Ok, the last, last edit... maybe... Sneak attacks always trigger an alarm, even at high skill levels. This happens even if you dispatch a lone straggler.
Title: Re: LCS 4.12.36 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on March 30, 2019, 01:32:30 pm
Hi,

Happy birthday, Isaac ! :D
Thanks  :D
I noticed a bug : it is still possible to sell stuff in the pawn shop but the option doesn't appear on screen ...

Also, in nightmare mode, not everything is for sale in TheOubliette. Sometimes, just a mask, sometimes work clothes... Is it normal ?
@Ikaruga

Can confirm the same bug when selling items.

As to the latter, items get greyed out if you can't afford it.
These bugs predate my involvement.  The shop code is... weird.  It has separate checks for what the player can do and what the interface tells the player.  There was a similar design issue with conversations where "talk about issues" and responses were kept in several switch statements that were required to be kept in the exact same order.
I think older versions grey out the options, IIRC 4.12 doesn't print invalid options at all.
EDIT: Another oddity, IsaacG. Conservatives aren't as well armed as one would expect in Nightmare Mode. I've noticed entire bands of Death Squads and Soldiers roving around completely bare-handed.

Also, a number of people are inexplicably nude.
People keep mentioning these two bugs.  They should be my top priority.
EDIT2: More stuff. Damaged and bloodied armor is completely ignored during repair attempts. The game behaves as if they don't exist.

EDIT3: Ok, the last, last edit... maybe... Sneak attacks always trigger an alarm, even at high skill levels. This happens even if you dispatch a lone straggler.
The code was weird and unclear.  I rewrote it so it is straightforward and easily understood.  Except now it doesn't work ^.^;
I should be able to release 4.12.37 on April 1st, and hopefully it will have resolved these issues.

EDIT4: A little later than April 1st.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on April 03, 2019, 04:45:53 pm
Seems like there's some errors with character creation. Choosing to have a lawyer contact also gives $1000 bucks as a bonus. Furthermore, starting as a college student also grants the founder a team of armed gangsters, much like with the criminal.
Fixed in 4.12.37
Admittedly, the only thing fixed in 4.12.37, but every little bit helps.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: Kill1 on April 10, 2019, 10:50:10 pm
Is there a reason there's only one abandoned building available at a time in the industrial district? Is this a glitch I'm experiencing or is it done on purpose for balance reasons.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on April 11, 2019, 01:59:22 pm
Is there a reason there's only one abandoned building available at a time in the industrial district? Is this a glitch I'm experiencing or is it done on purpose for balance reasons.
I would assume it's on purpose.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: OzgeKatip on April 12, 2019, 06:56:52 am
Hi, it's a bit too late for this but I just wanted to thank you for 4.12.36, which significantly improved my experience with the game. Your continued support and commitment is really appreciated.

Any other grips I have and are somewhat difficult to avoid during a playthrough already seem to have been mentioned either on your list or in other posts, so there doesn't seem to be any need to mention them further. Those that don't exactly match both (but still might be related to them) are:
* the biased referenda issue (58) seems to be a general issue with how public opinion is processed, which becomes ironclad contrarian in situations of conservative or liberal hegemony. An arch-liberal congress cannot enact more than a couple liberal laws during a whole mandate, and those are most often reversals of conservative-won referenda, and that's no matter what you do within the scope of this or that law. You can see 100% of public opinion being for women's rights with High interest, but most of the time that won't translate into a bill even if the law is currently Moderate, and there still might be a referendum overwhelmingly against women's rights the following month.
* besides the blank screen bug, every trial seems to result in at least a month of jail, even for misdemeanors,
* Area heat just doesn't seem to increase a lot, even after killing dozens at a non-Police station location. While this makes direct violence more appealing to use, it seems to be a bit *too easy*,
* the lack of weapons on mooks seems to extend beyond nightmare mode, unlike previously reported. Might be related to the already-reported issue with the practical effects of Gun Control.

Once more, thank you for your continued efforts at development, and I'm genuinely hopeful for what's ahead. I would suggest a few more features *cough* debug codes *cough* but you've already stated your priority is fixing what is already implemented, which is more than legit.

Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on April 12, 2019, 10:52:24 pm
Hi, it's a bit too late for this but I just wanted to thank you for 4.12.36, which significantly improved my experience with the game. Your continued support and commitment is really appreciated.
It always makes me smile to hear that :D
Any other grips I have and are somewhat difficult to avoid during a playthrough already seem to have been mentioned either on your list or in other posts, so there doesn't seem to be any need to mention them further. Those that don't exactly match both (but still might be related to them) are:
* the biased referenda issue (58) seems to be a general issue with how public opinion is processed, which becomes ironclad contrarian in situations of conservative or liberal hegemony. An arch-liberal congress cannot enact more than a couple liberal laws during a whole mandate, and those are most often reversals of conservative-won referenda, and that's no matter what you do within the scope of this or that law. You can see 100% of public opinion being for women's rights with High interest, but most of the time that won't translate into a bill even if the law is currently Moderate, and there still might be a referendum overwhelmingly against women's rights the following month.
* besides the blank screen bug, every trial seems to result in at least a month of jail, even for misdemeanors,
* Area heat just doesn't seem to increase a lot, even after killing dozens at a non-Police station location. While this makes direct violence more appealing to use, it seems to be a bit *too easy*,
* the lack of weapons on mooks seems to extend beyond nightmare mode, unlike previously reported. Might be related to the already-reported issue with the practical effects of Gun Control.
I will investigate.
Once more, thank you for your continued efforts at development, and I'm genuinely hopeful for what's ahead. I would suggest a few more features *cough* debug codes *cough* but you've already stated your priority is fixing what is already implemented, which is more than legit.
My greatest weakness is my indecisiveness.  Making new debug codes is relatively easy from my perspective, I just have no idea what debug codes people want.  Similarly, TerraVitae's cheat code system that allows debugging without restarting wouldn't be hard to steal replicate, if there are any suggestions.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 03, 2019, 05:09:23 pm
I just downloaded this as a starting point for my upcoming new LCS-inspired roguelike / total conversion mod.

However, I'm having issues compiling - typing 'make' into the console while inside of the /src directory doesn't function.

Any suggestions?


(Also, this post is something of a ping - who's still alive?)
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: Jgray on May 03, 2019, 07:42:32 pm
I just downloaded this as a starting point for my upcoming new LCS-inspired roguelike / total conversion mod.

However, I'm having issues compiling - typing 'make' into the console while inside of the /src directory doesn't function.

Any suggestions?


(Also, this post is something of a ping - who's still alive?)

I'm still checking for updates every few days.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 03, 2019, 08:08:35 pm
Cool - I found that I can open it up in Visual Studio, but upon looking at the workspaces/game.sln file, I see that there are several included files that are missing and are needed to compile. These include:

activate_const_string.h
compat.h
lcsio.h
stealth_const_string.h
talk_const_string.h
vector.h
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on May 03, 2019, 10:41:13 pm
Cool - I found that I can open it up in Visual Studio, but upon looking at the workspaces/game.sln file, I see that there are several included files that are missing and are needed to compile. These include:

activate_const_string.h
compat.h
lcsio.h
stealth_const_string.h
talk_const_string.h
These no longer exist.  Removing them from the "required import" list should do the trick.
vector.h
This is a standard C++ header.  I'm not sure how to fix that.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 04, 2019, 09:13:48 am
Yippee you're still here!  :D

How do I compile the code? I assume you're using Visual Studio to compile it, but when I hit the 'build' button, it says that the "build was successful", but I don't see any executable file being created as a result.

Clarification: there is a crimesquad.exe file inside of the main directory, but if I remove it and then try to build, Visual Studio does not replace the crimesquad.exe. In any case, that doesn't help me, because I need a Unix-executable that I can playtest...
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: hades12 on May 06, 2019, 07:59:44 am
A bit of what i am assume are bugs: So i was playing the lastest version of LCS, and noticed some interesting things; 1: pawn shops no longer have the option to buy stolen goods. 2: Augmenting liberals regardless of science skill, seems to always remove the left eye - right eye, and deflate one of the lungs. 3: the public seems to vote arch conservative in referendums always, even if they vote for a elite lib president at 85%, would love for the game to be harder but this seems kinda strange.

Anyway hope you can do something with this, great game regardless
 
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on May 06, 2019, 09:34:16 pm
Yippee you're still here!  :D

How do I compile the code? I assume you're using Visual Studio to compile it, but when I hit the 'build' button, it says that the "build was successful", but I don't see any executable file being created as a result.

Clarification: there is a crimesquad.exe file inside of the main directory, but if I remove it and then try to build, Visual Studio does not replace the crimesquad.exe. In any case, that doesn't help me, because I need a Unix-executable that I can playtest...
To my knowledge the executable is built in the release directory, as well as all the .o and .obj files
v4.12.38\workspaces\Release
Sometimes it will instead place it in the \Debug directory, but currently \Debug and \Release are identicle.
Ages ago I actually... removed... Unix support to make it easier to build, and I'm not sure how much is left.  Only a little bit of the code depends on the differences, namely SDL and PDCurses, but ultimately that should be the same as it was with TerraVitae.

A bit of what i am assume are bugs: So i was playing the lastest version of LCS, and noticed some interesting things; 1: pawn shops no longer have the option to buy stolen goods. 2: Augmenting liberals regardless of science skill, seems to always remove the left eye - right eye, and deflate one of the lungs. 3: the public seems to vote arch conservative in referendums always, even if they vote for a elite lib president at 85%, would love for the game to be harder but this seems kinda strange.

Anyway hope you can do something with this, great game regardless
 
Thanks.  I almost want to remove Augmentations, as it's not fully implemented, but at the same time it would function well as a basis.
3 is odd.  There's some weird bug in the voting code that I haven't located.  I'm working on a testing framework to help iron that out.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 07, 2019, 11:17:53 am
To my knowledge the executable is built in the release directory, as well as all the .o and .obj files
v4.12.38\workspaces\Release
Sometimes it will instead place it in the \Debug directory, but currently \Debug and \Release are identicle.
Ages ago I actually... removed... Unix support to make it easier to build, and I'm not sure how much is left.  Only a little bit of the code depends on the differences, namely SDL and PDCurses, but ultimately that should be the same as it was with TerraVitae.

Well, there is no workspaces/Release directory in the link that I downloaded (which I believe was https://www.mediafire.com/file/c47oj5b1c57jlz1/LCS_v4.12.37.zip/file). There's a workspaces/ directory, but no Release/ subdirectory. Can you double-check?
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on May 07, 2019, 09:15:38 pm
To my knowledge the executable is built in the release directory, as well as all the .o and .obj files
v4.12.38\workspaces\Release
Sometimes it will instead place it in the \Debug directory, but currently \Debug and \Release are identicle.
Ages ago I actually... removed... Unix support to make it easier to build, and I'm not sure how much is left.  Only a little bit of the code depends on the differences, namely SDL and PDCurses, but ultimately that should be the same as it was with TerraVitae.

Well, there is no workspaces/Release directory in the link that I downloaded (which I believe was https://www.mediafire.com/file/c47oj5b1c57jlz1/LCS_v4.12.37.zip/file). There's a workspaces/ directory, but no Release/ subdirectory. Can you double-check?
Visual Studio creates the Release subdirectory upon building.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 09, 2019, 09:40:28 am
Except when I open VS and run Build->Build Game, it says 'build successful', but there is no Release directory after I do this.

It also says this immediately after giving it the command, with no compiling time, which gives me the impression that it's not actually compiling anything (like it doesn't know what to compile). I still seem to be missing vector.h, btw.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: SlatersQuest on May 09, 2019, 06:58:27 pm
All right, I have noticed another problem. If I mouse over the 'game' icon, it says the following:

"This project type is not supported by Visual Studio Community 2019 for Mac"

I'm not sure what this means. I try to create a new project and the options it gives me are .iOS and Android. Is it not possible to create an application for OSX using visual studio?

If so, then I don't believe I can compile the latest version of LCS from the source code that is available on Github.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on May 11, 2019, 07:11:17 am
Except when I open VS and run Build->Build Game, it says 'build successful', but there is no Release directory after I do this.
"This project type is not supported by Visual Studio Community 2019 for Mac"
This reminds me of how much I hate Microsoft.

I don't think I can help you.  I'm going to fix the bugs in LCS, get a stable release with a test suite, and I'm going to cross that bridge when I come to it.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: Kluge on June 28, 2019, 03:40:22 pm
The non-NoMusic version of 4.12.37 appears to have been flagged by MediaFire, get "Permission Denied" when trying to download in US, seems to suggest "La Cucaracha" by Musica Mexicana was flag cause. .37 NoMusic and both versions of .36 fine.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: dungjames on July 04, 2019, 10:12:52 pm
I can't seem to play the game. When I run the game, when I don't select national LCS, it seems to activate that option on it's own, but when I select national LCS, it seems to deselect LCS? Also it crashes when it gets into the childhood part.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on July 04, 2019, 11:20:33 pm
The non-NoMusic version of 4.12.37 appears to have been flagged by MediaFire, get "Permission Denied" when trying to download in US, seems to suggest "La Cucaracha" by Musica Mexicana was flag cause. .37 NoMusic and both versions of .36 fine.
It keeps doing that.  MediaFire....

I can't seem to play the game. When I run the game, when I don't select national LCS, it seems to activate that option on it's own, but when I select national LCS, it seems to deselect LCS? Also it crashes when it gets into the childhood part.

I will investigate.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: halander1 on August 06, 2019, 01:21:05 pm
I'm not sure this is a glitch but in 4.12.37 in the non-music version, I keep publishing corp documents and it is always documents stating the CCS exists, is on the rise, and this marks the end of the CCS.

I'm playing a non-modified game so the CCS should exist but surprise surprise, no CCS exists... Is this normal?
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on August 06, 2019, 03:20:29 pm
I'm not sure this is a glitch but in 4.12.37 in the non-music version, I keep publishing corp documents and it is always documents stating the CCS exists, is on the rise, and this marks the end of the CCS.

I'm playing a non-modified game so the CCS should exist but surprise surprise, no CCS exists... Is this normal?
-.-; right when I fix the judicial code...

Yeah, that's a bug.  It should be an error in what the player sees.  Internally the game should recognize the documents correctly.
I'll look it over.
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: halander1 on August 07, 2019, 12:56:07 pm
There is another bug when it comes to propositions. When dealing with everything else, it is totally liberal, as is to be expected. But propositions are all conservative, and each proposition gets near 100% support (despite being in a super liberal society). What's up with that?

Edit: You ever consider setting up a patreon for this stuff?
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: Metaltooth on August 11, 2019, 07:34:06 pm
What sort of music would you recommend to play for LCS?
Title: Re: LCS 4.12.37 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on August 11, 2019, 09:56:58 pm
There is another bug when it comes to propositions. When dealing with everything else, it is totally liberal, as is to be expected. But propositions are all conservative, and each proposition gets near 100% support (despite being in a super liberal society). What's up with that?
That's one of the bugs that I'm rolling back.  Rather than figure out what's causing it, I'm just going to revert that part of the code to what it was before I got involved.
A lot of the stuff I worked on, I've learned a lot since I worked on it.  On what not to do.
Pretty sure it's the voting conditional.
Edit: You ever consider setting up a patreon for this stuff?
While I am in favor of getting paid for something I'm already doing for free (and being able to spend more time as a result), I don't actually know Toady One (or Fox for that matter).  I don't know how he'd feel about it.  Not to mention the other modders, specifically SlatersQuest and The Cheshire Cat, who are both still active and have done at least as much work on LCS as I have.
If there is a genuine interest, I may look further into it.

What sort of music would you recommend to play for LCS?
*shrug*
I don't actually listen to music.
Title: Re: LCS 4.12.38 Now With a Save Editor (And other flags... sort of)
Post by: Wolf93 on August 29, 2019, 10:46:32 am
Did I just register to report some (possible) bugs? You betcha I like the game enough to do it.

So, I noticed two things in the 4.12.38 version. First one, could be just on my end, but "accentuated" words appear with a strange "symbols", despite in older versions working alright.

Spoiler (click to show/hide)

Second one, for some reason I'm unable to sell the loot I liberally acquired at the pawn shop.

Spoiler (click to show/hide)
Title: Re: LCS 4.12.39 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on August 30, 2019, 11:40:16 pm
Did I just register to report some (possible) bugs? You betcha I like the game enough to do it.
I'm glad to hear that.  Because otherwise, I'm never going to know about some of these bugs.
So, I noticed two things in the 4.12.38 version. First one, could be just on my end, but "accentuated" words appear with a strange "symbols", despite in older versions working alright.
These are the characters that display incorrectly.
áéöúóíüẹ̈âô [FIXED]
and
¢ [NOT FIXED]
Fixed in 4.12.08 and 4.12.09
Now it's been fixed in 4.12.39
Funny story.  I fixed that bug long ago.  Then unrelated stuff went terribly wrong so I reverted some source code.  Now that bug is back.
This is all because pdcurses uses OEM United States Codepage 437
It used to be popular alongside MSDOS, which is why almost no one has used it the past 25 years.  It's the same as Unicode, except when it's not.  And I hope no one else ever has to learn the difference again.
Now that bug is fixed again.  Almost.
Bayam¢n, PR is listed in game as Bayam┬ón, PR
Everything else is fine.  I think.  I'll need to double check.
ô doesn't display correctly either.
ô and ¢
Hopefully I can fix these more easily than last time.
Second one, for some reason I'm unable to sell the loot I liberally acquired at the pawn shop.
That's new.  I'm going to look into that.
Title: Re: LCS 4.12.39 Now With a Save Editor (And other flags... sort of)
Post by: Wolf93 on August 31, 2019, 12:27:30 pm
Just a heads up about the pawn shop, I tried pressing S and I was able to sell stuff. It seems it's a display problem or something like that.
Title: Re: LCS 4.12.39 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on September 01, 2019, 01:56:34 pm
Just a heads up about the pawn shop, I tried pressing S and I was able to sell stuff. It seems it's a display problem or something like that.
Ah.  That's good.  That's a much easier fix.
Title: Re: LCS 4.12.40 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on September 02, 2019, 10:58:15 pm
Just a heads up about the pawn shop, I tried pressing S and I was able to sell stuff. It seems it's a display problem or something like that.
Ah.  That's good.  That's a much easier fix.
Figured the damned thing out.  Order of operations coupled with type safety.
This line:
y += 2 + left_side ? 0 : 1;
needs to be:
y += 2 + (left_side ? 0 : 1);

2 is an integer.  A number.  "left_side" is a boolean, meaning either "true" or "false".
New download link incoming.
Title: Re: LCS 4.12.40 Now With a Save Editor (And other flags... sort of)
Post by: ArKFallen on October 09, 2019, 04:30:51 pm
Before first time I found your updates I had nearly removed LCS from my computer, thank you for making the game even better then the National Update did. The ease of editing you've added has made my dreams of a 6 year old LCS Founder a reality :D.

BUG:The vehicle tab has a display problem for every vehicle. The first vehicle is missing its letter and every one after is missing its description instead. This issue isn't present in 4.12.21 and I've seen it in .37 and .40.

edit-
BUG:Repair Clothing only targets worn armor; the repairing/cleaning part works (a search suggests it didn't always?).

edit- In .21 Soldiers and Deathsquad are armed to the teeth but in .40 they arent? I can kidnap them on site and they grapple/swing during fights. It was surreal realizing that fighting in the Crack House is safer once "Gang Members Responding" activates and the Deathsquad starts out numbering Gang Members.
Title: Re: LCS 4.12.40 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on October 12, 2019, 01:08:47 pm
Before first time I found your updates I had nearly removed LCS from my computer, thank you for making the game even better then the National Update did. The ease of editing you've added has made my dreams of a 6 year old LCS Founder a reality :D.
I'm glad to hear it!  This is actually the first I've heard of someone utilizing one of my changes.  :D
BUG:The vehicle tab has a display problem for every vehicle. The first vehicle is missing its letter and every one after is missing its description instead. This issue isn't present in 4.12.21 and I've seen it in .37 and .40.

edit-
BUG:Repair Clothing only targets worn armor; the repairing/cleaning part works (a search suggests it didn't always?).

edit- In .21 Soldiers and Deathsquad are armed to the teeth but in .40 they arent? I can kidnap them on site and they grapple/swing during fights. It was surreal realizing that fighting in the Crack House is safer once "Gang Members Responding" activates and the Deathsquad starts out numbering Gang Members.
Ah, I will investigate.  Thank you.   :D
Title: Re: LCS 4.12.40 Now With a Save Editor (And other flags... sort of)
Post by: Teh Barple on October 13, 2019, 09:33:31 pm
Crashes if, during character creation, you choose to randomize your childhood events.
Title: Re: LCS 4.12.40 Now With a Save Editor (And other flags... sort of)
Post by: IsaacG on October 14, 2019, 06:45:50 pm
Crashes if, during character creation, you choose to randomize your childhood events.
Schmel924 fixed that.  Will include in 4.12.41
Once I figure out the "naked deathsquad" bug.
Title: Re: LCS 4.12.40 Now With a Save Editor (And Discord)
Post by: Teh Barple on October 14, 2019, 08:41:13 pm
The naked death-squad bug is still in?
:-X
Title: Re: LCS 4.12.40 Now With a Save Editor (And Discord)
Post by: IsaacG on October 15, 2019, 12:04:54 pm
The naked death-squad bug is still in?
:-X
Yeah.  It seems to be a problem with the XML.  Still figuring it out.

edit: Fixed in 4.12.41
Title: Re: LCS 4.12.41 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: Broseph Stalin on October 27, 2019, 09:25:01 pm
In the latest version sneak attacks always trigger an alarm and sometimes after you kill someone other liberals will often target "scruffy unnamed janitor."
Title: Re: LCS 4.12.41 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: IsaacG on October 28, 2019, 06:01:59 pm
In the latest version sneak attacks always trigger an alarm and sometimes after you kill someone other liberals will often target "scruffy unnamed janitor."
I must have triggered something in the combat code.  I will investigate.
Title: Re: LCS 4.12.49 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: SlatersQuest on February 06, 2020, 09:07:41 am
What is the information for the LCS Discord server so I can join it?
Title: Re: LCS 4.12.49 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: ShinQuickMan on February 06, 2020, 03:49:02 pm
Here it is:

https://discord.gg/RMfHRQ
Title: Re: LCS 4.12.49 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: IsaacG on February 06, 2020, 05:27:50 pm
What is the information for the LCS Discord server so I can join it?
Sorry, I thought I PMed it to you.
Title: Re: LCS 4.12.49 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: Adrinus on February 19, 2020, 05:19:05 pm
I've been playing around with the ogg sounds the game uses. I've put together a royalty-free set of tracks to replace some of the music with things I felt more appropriate to the mood of the game.

https://www.mediafire.com/file/yd8mt78m51rp3no/NewSounds_02-19-20.zip/file (https://www.mediafire.com/file/yd8mt78m51rp3no/NewSounds_02-19-20.zip/file)

If I change out any others, I'll update this post with another link (in case people preferred previous versions).

I hope you enjoy them!
Title: Re: LCS 4.12.52 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: Grimith on March 14, 2020, 09:08:53 pm
I recently finished a playthrough of 4.12.49. Near the tail-end, I encountered one of the bugs I experienced and reported back in October 2018. Specifically, half the Elite Liberal's executive branch flipping to Arch-Conservative (http://www.bay12forums.com/smf/index.php?topic=159540.msg7866256#msg7866256). Two examples:

Spoiler (click to show/hide)

After Election Day, the executive branch stays all Elite Liberal for me until I A) cycle the month or B) close and re-open the game. I can thus get the game into a win state by jumping a few hoops. I'm including three saves (https://www.dropbox.com/s/yfl5ufrtw1xhw5o/LGWI%20LCS%202020%20Critical%20Saves.zip?dl=0) from my experience. One is before the election that put Frankie into office. One is right afterward. The third is at series end with the final law having turned Elite Liberal but the game not cycling to Victory! because, I presume, of the executive branch.

I don't know what in the code would be causing this. One possible fix would be to prevent the game from tracking anything else in the executive branch except the President. After all, the President is the one who makes their cabinet.

On a non-bug related note, I found it jarring to go into stores and not see the greyed out options which used to be there when you didn't have enough money to buy something. When everything simply doesn't display, then you can end up going to a clothing department and seeing... well, nothing at all. Seems rough for newer players who don't even know what they can buy.

Appreciate the continued development of this fork. Take it easy.
Title: Re: LCS 4.12.53 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: IsaacG on March 15, 2020, 12:30:17 am
I recently finished a playthrough of 4.12.49. Near the tail-end, I encountered one of the bugs I experienced and reported back in October 2018. Specifically, half the Elite Liberal's executive branch flipping to Arch-Conservative (http://www.bay12forums.com/smf/index.php?topic=159540.msg7866256#msg7866256).
We're trying to figure this one out.  057) on the List.  First priority.

It's been an issue for quite a while.

FIXED in 4.12.53

A thousand thank yous for the save file.  It was instrumental in identifying the bug.
Title: Re: LCS 4.12.53 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: IsaacG on March 15, 2020, 02:12:42 am
On a non-bug related note, I found it jarring to go into stores and not see the greyed out options which used to be there when you didn't have enough money to buy something. When everything simply doesn't display, then you can end up going to a clothing department and seeing... well, nothing at all. Seems rough for newer players who don't even know what they can buy.

That's a good point, I think I'll add that in 4.12.54
For now, I need to get some sleep.

Appreciate the continued development of this fork. Take it easy.

 :D
Title: Re: LCS 4.12.53 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: Top_Therms_Aracy on April 24, 2020, 11:29:40 am
Hi, I am a returning player from about 2 years to version 4.12.53.

Loving the update, except for a minor detail: Janitors, secretaries and corporate managers always see through my squad stealth and disguise ( Lowest stealth at 13, lowest disguise 16, 6 man squad using valid cheap suit disguises). Is this an intended change or a bug?

Otherwise, amazing job on the updates and thank you for your work!
Title: Re: LCS 4.12.53 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: IsaacG on April 24, 2020, 06:03:49 pm
Hi, I am a returning player from about 2 years to version 4.12.53.

Loving the update, except for a minor detail: Janitors, secretaries and corporate managers always see through my squad stealth and disguise ( Lowest stealth at 13, lowest disguise 16, 6 man squad using valid cheap suit disguises). Is this an intended change or a bug?

That's a bug.  It's on the list as 074.  It's pretty much the most urgent bug I keep forgetting about.

Thanks for your support.
Title: Re: LCS 4.12.53 Now With a Save Editor (And Discord) (And fixed the naked bug)
Post by: Top_Therms_Aracy on April 25, 2020, 12:49:14 am

That's a bug.  It's on the list as 074.  It's pretty much the most urgent bug I keep forgetting about.

Thanks for your support.

Good to know it is not a gameplay change and it is, in fact, a bug that is already being looked after. It is really annoying infiltrating the Army Base and even more so, the Corporate HQ with the xray classes. It is pretty much impossible to affect the military spending opinion using only infiltration right now.

Other than that, again, thank you a lot for your work on LCS.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: Sumguy21 on July 06, 2020, 08:41:54 pm
Hey I'm trying to build LCS on Linux from King-Drake's repo and I ran into many issues which appear to relate to missing files. I've fixed some of these issues by copying these files from Kamal-Sadek's repo into King-Drake's

- Makefile.in
- src/Makefile.in
- src/cursesgraphics.cpp
- src/items/armortype.cpp
- src/items/armortype.h

I'm still getting a lot of compiler errors which I haven't determined the reason of, but I'm just wondering if the Git repo is really up to date and contains all the needed files for a successful build. I didn't try this on Windows because I don't have a Windows computer. Note that I've got Kamal-Sadek's repo compiling successfully with no issues.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: IsaacG on July 08, 2020, 02:46:16 pm
Hey I'm trying to build LCS on Linux from King-Drake's repo and I ran into many issues which appear to relate to missing files. I've fixed some of these issues by copying these files from Kamal-Sadek's repo into King-Drake's

- Makefile.in
- src/Makefile.in
- src/cursesgraphics.cpp
- src/items/armortype.cpp
- src/items/armortype.h

I'm still getting a lot of compiler errors which I haven't determined the reason of, but I'm just wondering if the Git repo is really up to date and contains all the needed files for a successful build. I didn't try this on Windows because I don't have a Windows computer. Note that I've got Kamal-Sadek's repo compiling successfully with no issues.
You can get Kamal-Sadek's repo to compile?  Excellent.

The MakeFile is outdated, which is why you're getting compile errors.  The reason the MakeFile isn't updated is because Visual Studio doesn't make them anymore (because Microsoft is ***holes).

To get v4.12.55 to compile, first you're going to want to switch all those files back, armortype.h, armortype.cpp, cursesgraphics.cpp (all except the MakeFiles).

The MakeFiles have to be updated to include the new source code.

From the VS Project File, these are all the source files.
A few of the header files are from standard libraries, so you don't need to create/copy them at all, but the project file doesn't differentiate.

Code: [Select]

   "..\src\automatedDataTests.cpp"
    "..\src\common\creaturePool.cpp"
    "..\src\externallyStoredText.cpp"
    "..\src\externallyStoredData.cpp"
    "..\src\basemode\activate.cpp"
    "..\src\basemode\activate_sleepers.cpp"
    "..\src\basemode\baseactions.cpp"
    "..\src\basemode\basemode.cpp"
    "..\src\basemode\liberalagenda.cpp"
    "..\src\basemode\reviewmode.cpp"
    "..\src\cmarkup\Markup.cpp"
    "..\src\combat\chase.cpp"
    "..\src\combat\fight.cpp"
    "..\src\combat\haulkidnap.cpp"
    "..\src\common\commonactions.cpp"
    "..\src\common\commondisplay.cpp"
    "..\src\common\getnames.cpp"
    "..\src\common\help.cpp"
    "..\src\common\misc.cpp"
    "..\src\common\stringconversion.cpp"
    "..\src\compat.cpp"
    "..\src\configfile.cpp"
    "..\src\creature\augmentation.cpp"
    "..\src\creature\augmenttype.cpp"
    "..\src\creature\creature.cpp"
    "..\src\creature\creaturetype.cpp"
    "..\src\cursesAlternative.cpp"
    "..\src\cursesmovie.cpp"
    "..\src\daily\activities.cpp"
    "..\src\daily\daily.cpp"
    "..\src\daily\date.cpp"
    "..\src\daily\interrogation.cpp"
    "..\src\daily\recruit.cpp"
    "..\src\daily\siege.cpp"
    "..\src\game.cpp"
    "..\src\globals.cpp"
    "..\src\items\armor.cpp"
    "..\src\items\armortype.cpp"
    "..\src\items\clip.cpp"
    "..\src\items\item.cpp"
    "..\src\items\itemtype.cpp"
    "..\src\items\loottype.cpp"
    "..\src\items\lootTypePool.cpp"
    "..\src\items\money.cpp"
    "..\src\items\weapon.cpp"
    "..\src\items\weapontype.cpp"
    "..\src\lcsio.cpp"
    "..\src\locations\locations.cpp"
    "..\src\locations\locationsPool.cpp"
    "..\src\log\log.cpp"
    "..\src\monthly\endgame.cpp"
    "..\src\monthly\justice.cpp"
    "..\src\monthly\lcsmonthly.cpp"
    "..\src\monthly\monthly.cpp"
    "..\src\monthly\sleeper_update.cpp"
    "..\src\news\news.cpp"
    "..\src\politics\politics.cpp"
    "..\src\portraits.cpp"
    "..\src\sitemode\advance.cpp"
    "..\src\sitemode\mapspecials.cpp"
    "..\src\sitemode\miscactions.cpp"
    "..\src\sitemode\newencounter.cpp"
    "..\src\sitemode\shop.cpp"
    "..\src\sitemode\sitemap.cpp"
    "..\src\sitemode\sitemode.cpp"
    "..\src\sitemode\stealth.cpp"
    "..\src\sitemode\talk.cpp"
    "..\src\title\highscore.cpp"
    "..\src\title\initfile.cpp"
    "..\src\title\newgame.cpp"
    "..\src\title\saveload.cpp"
    "..\src\title\titlescreen.cpp"
    "..\src\vehicle\vehicle.cpp"
    "..\src\vehicle\vehicletype.cpp"

    "..\src\basemode\activate.h"
    "..\src\basemode\activate_const_string.h"
    "..\src\basemode\activate_sleepers.h"
    "..\src\basemode\liberalagenda.h"
    "..\src\basemode\reviewmode.h"
    "..\src\cmarkup\Markup.h"
    "..\src\combat\chase.h"
    "..\src\combat\chaseCreature.h"
    "..\src\combat\fight.h"
    "..\src\combat\fightCreature.h"
    "..\src\combat\haulkidnap.h"
    "..\src\combat\haulkidnapCreature.h"
    "..\src\common\commonactions.h"
    "..\src\common\commonactionsCreature.h"
    "..\src\common\commondisplay.h"
    "..\src\common\commondisplayCreature.h"
    "..\src\common\consolesupport.h"
    "..\src\common\creaturePool.h"
    "..\src\common\creaturePoolCreature.h"
    "..\src\common\creaturePoolHeader.h"
    "..\src\common\equipment.h"
    "..\src\common\getnames.h"
    "..\src\common\help.h"
    "..\src\common\interval.h"
    "..\src\common\ledger.h"
    "..\src\common\ledgerEnums.h"
    "..\src\common\misc.h"
    "..\src\common\musicClass.h"
    "..\src\common\stringconversion.h"
    "..\src\common\translateid.h"
    "..\src\configfile.h"
    "..\src\creature\augmentation.h"
    "..\src\creature\augmenttype.h"
    "..\src\creature\creature.h"
    "..\src\creature\creatureEnums.h"
    "..\src\creature\creaturetype.h"
    "..\src\creature\deprecatedCreatureA.h"
    "..\src\creature\deprecatedCreatureB.h"
    "..\src\creature\deprecatedCreatureC.h"
    "..\src\creature\deprecatedCreatureD.h"
    "..\src\creature\newcreature.h"
    "..\src\cursesAlternative.h"
    "..\src\cursesAlternativeConstants.h"
    "..\src\cursesgraphics.h"
    "..\src\cursesmovie.h"
    "..\src\customMaps.h"
    "..\src\daily\activities.h"
    "..\src\daily\daily.h"
    "..\src\daily\siege.h"
    "..\src\gui_constants.h"
    "..\src\includes.h"
    "..\src\items\itemPool.h"
    "..\src\items\lootTypePool.h"
    "..\src\items\lootTypePoolItem.h"
    "..\src\locations\locationsEnums.h"
    "..\src\locations\locationsPool.h"
    "..\src\politics\politics.h"
    "..\src\sitemode\advance.h"
    "..\src\sitemode\miscactions.h"
    "..\src\sitemode\sitedisplay.h"
    "..\src\sitemode\stealth_const_string.h"
    "..\src\sitemode\talk_const_string.h"
    "..\src\title\initfile.h"
    "..\src\title\newgame.h"
    "..\src\title\titlescreen.h"
    "..\src\vehicle\vehicle.h"
    "..\src\vehicle\vehicletype.h"
    "..\src\compat.h"
    "..\src\cursesgraphics.h"
    "..\src\cursesmovie.h"
    "..\src\includes.h"
    "..\src\lcsio.h"
    "..\src\vector.h"
    "..\src\items\armor.h"
    "..\src\items\armortype.h"
    "..\src\items\clip.h"
    "..\src\items\cliptype.h"
    "..\src\items\item.h"
    "..\src\items\itemtype.h"
    "..\src\items\loot.h"
    "..\src\items\loottype.h"
    "..\src\items\money.h"
    "..\src\items\weapon.h"
    "..\src\items\weapontype.h"
    "..\src\locations\locations.h"
    "..\src\log\log.h"
    "..\src\monthly\monthly.h"
    "..\src\pdcurses\curses.h"
    "..\src\set_color_support.h"
    "..\src\sitemode\shop.h"
    "..\src\sitemode\sitemap.h"
    "..\src\sitemode\stealth.h"
    "..\src\tinydir.h"
    "..\src\title\highscore.h"

This will, almost, allow for a Unix build.  You'll need new natives to replace pdcurses and sdl.  The default to replace pdcurses is ncurses.  I don't know the Unix version of sdl, but people usually disable audio entirely to make a Unix build.

I can respond more quickly in the Discord

The Development Channel

Unfortunately, no one has been able to build for Unix since Kamal-Sadek left, but we are all interested in figuring out how to get it working.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: Durian Hohlades on August 29, 2020, 03:35:59 pm
what is "RustKnight Portraits"?
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: Reelya on August 30, 2020, 01:13:56 pm
I'm wondering that too. Searching for RustKnight as a member, it's presumably something made by this guy:
http://www.bay12forums.com/smf/index.php?action=profile;u=18340

 BTW there's more and more info in the OP post. Maybe you could break things up into sections by using spoiler tags?
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: SlatersQuest on August 30, 2020, 07:52:02 pm
RustKnight is a user on the LCS discord server, and he has made a partially-functional application that uses the Crusader Kings II engine to make portraits for characters in LCS. Last RustKnight told me, on June 9th, but there are some problems preventing the release of the viewer in the foreseeable future.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: Durian Hohlades on August 31, 2020, 07:41:33 am
so there is support for a unreleased portrait generator?
ok ty
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: SlatersQuest on August 31, 2020, 07:17:33 pm
An incomplete version exists. I don't know if it's ever been released.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: IsaacG on August 31, 2020, 10:52:34 pm
An incomplete version exists. I don't know if it's ever been released.
It hasn't.
I haven't heard from RustKnight in a few months.
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: Durian Hohlades on September 10, 2020, 11:53:12 am
would it be too much if id ask for more generic cities for multi mode not sure if adding them to locations.cp would be enough or if there would be more to do :'(
Title: Re: LCS 4.12.55 Now Supporting RustKnight Portraits
Post by: IsaacG on September 12, 2020, 02:20:54 am
would it be too much if id ask for more generic cities for multi mode not sure if adding them to locations.cp would be enough or if there would be more to do :'(
It wouldn't be too hard.  First I'd need to extract the cities into a data structure instead of the current hard coded version.
Title: Re: LCS 4.12.55
Post by: EuchreJack on September 12, 2020, 09:18:02 am
By generic cities, would that mean made-up cities like Washingtonville (it's only a village in real life), or real cities that are kinda generic due to their small size, like Peoria.

Peoria, if I recall, is often used a generic city in the Midwest.

...or maybe you mean Vancouver and Toronto, the Canadian cities that are often used in place of many major US cities in films and shows.  True stand ins for any average city in the United States.
Title: Re: LCS 4.12.55
Post by: Azerty on September 12, 2020, 02:07:42 pm
We could have generic cities in the raw code, with specific additions, such as Washington DC having the White House or coastal cities having harbours.
Title: Re: LCS 4.12.55
Post by: Durian Hohlades on September 12, 2020, 03:15:01 pm
Generic cities Like average non Special Towns 😆
Title: Re: LCS 4.12.55
Post by: Azerty on September 13, 2020, 04:39:57 pm
Generic cities Like average non Special Towns 😆

Nah, I meant a basic city defined in the raws with alterations depending from the type (so that coastal cities get harbours) and specificities such as the White House or the Empire State Building.
Title: Re: LCS 4.12.55
Post by: Durian Hohlades on September 13, 2020, 05:40:06 pm
i tried adding the sitevectors and the city stuff to locations cpp but it did not work out, any idea what iam missing?

got visual studio runnin on my toughbook in the field and found some time to try
Title: Re: LCS 4.12.55
Post by: IsaacG on September 15, 2020, 04:40:48 am
i tried adding the sitevectors and the city stuff to locations cpp but it did not work out, any idea what iam missing?

got visual studio runnin on my toughbook in the field and found some time to try
Technically it's in locationsPool.cpp
Line 535 in 4.12.56
Code: [Select]
void make_world(const bool hasmaps)
{
if (!multipleCityMode)
{
make_classic_world(hasmaps);
return;
}
//MAKE LOCATIONS
Location* city = NULL;
Location* district = NULL;
//Location* site = NULL;
location.push_back(city = new Location(SITE_CITY_SEATTLE));
Title: Re: LCS 4.12.55
Post by: Durian Hohlades on September 15, 2020, 12:44:25 pm
i tried adding the sitevectors and the city stuff to locations cpp but it did not work out, any idea what iam missing?

got visual studio runnin on my toughbook in the field and found some time to try
Technically it's in locationsPool.cpp
Line 535 in 4.12.56
Code: [Select]
void make_world(const bool hasmaps)
{
if (!multipleCityMode)
{
make_classic_world(hasmaps);
return;
}
//MAKE LOCATIONS
Location* city = NULL;
Location* district = NULL;
//Location* site = NULL;
location.push_back(city = new Location(SITE_CITY_SEATTLE));

i added this there before my last post
i also defined the vectors chicagoDownton Uptown and out of town but had no succes after successfull compiling
just ended up with the same 4 citys and not chicago :"D

Code: [Select]
location.push_back(city = new Location(SITE_CITY_CHICAGO));
district = city->addchild(SITE_DOWNTOWN);
district->area = 0;
district->mapped = hasmaps; // for some reason this property isn't inherited by downtown locations so it's manually added for each one, need to debug why this happens
addChildren(district, chicagoDowntown, hasmaps);
{
Location* site = district->addchild(SITE_BUSINESS_BARANDGRILL);
site->renting = RENTING_CCS;
site->hidden = true;
site->mapped = false;
}
district = city->addchild(SITE_UDISTRICT);
district->area = 0;
addChildren(district, chicagoUptown);
district = city->addchild(SITE_INDUSTRIAL);
district->area = 0;
district->addchild(SITE_RESIDENTIAL_SHELTER)->renting = RENTING_PERMANENT;
{
Location* site = district->addchild(SITE_INDUSTRY_WAREHOUSE);
site->renting = RENTING_PERMANENT;
site->upgradable = true;
}
district->addchild(SITE_RESIDENTIAL_TENEMENT);
district->addchild(SITE_INDUSTRY_POLLUTER);
district->addchild(SITE_INDUSTRY_SWEATSHOP);
district->addchild(SITE_BUSINESS_CRACKHOUSE)->upgradable = true;
district->addchild(SITE_BUSINESS_PAWNSHOP);
district->addchild(SITE_BUSINESS_CARDEALERSHIP);
district = city->addchild(SITE_OUTOFTOWN);
district->area = 1;
addChildren(district, chicagoOutOfTown);


vectors in include24.h
Code: [Select]
vector<SiteTypes> chicagoDowntown = {

SITE_RESIDENTIAL_APARTMENT_UPSCALE,
SITE_GOVERNMENT_POLICESTATION,
SITE_GOVERNMENT_COURTHOUSE,
SITE_BUSINESS_BANK,
SITE_GOVERNMENT_FIRESTATION,
SITE_MEDIA_AMRADIO,
SITE_BUSINESS_CIGARBAR,
SITE_BUSINESS_LATTESTAND,
SITE_BUSINESS_DEPTSTORE,
};

vector<SiteTypes> chicagoUptown = {

SITE_RESIDENTIAL_APARTMENT,
SITE_HOSPITAL_UNIVERSITY,
SITE_HOSPITAL_CLINIC,
SITE_LABORATORY_GENETIC,
SITE_LABORATORY_COSMETICS,
SITE_BUSINESS_VEGANCOOP,
SITE_BUSINESS_JUICEBAR,
SITE_BUSINESS_INTERNETCAFE,
SITE_OUTDOOR_PUBLICPARK,
SITE_BUSINESS_HALLOWEEN,
};
vector<SiteTypes> chicagoOutOfTown = {

SITE_GOVERNMENT_PRISON,
SITE_GOVERNMENT_INTELLIGENCEHQ,
SITE_CORPORATE_HEADQUARTERS,
SITE_GOVERNMENT_ARMYBASE,
};

Title: Re: LCS 4.12.55
Post by: Durian Hohlades on September 15, 2020, 03:24:31 pm
well i just played around on visual studio and started the game from the studio with ctrl f5

everything seems to work
iam just to stupid to compile correctly

can you tell me how to compile the game files properly?

thanks


just had to copy the crimesquad exe to the main folder from workspace
works ;) will test more
Title: Re: LCS 4.12.55
Post by: IsaacG on September 16, 2020, 05:05:33 pm
can you tell me how to compile the game files properly?

just had to copy the crimesquad exe to the main folder from workspace
:thumbsup:
Title: Re: LCS 4.12.55
Post by: Durian Hohlades on September 21, 2020, 09:02:32 am
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?
Title: Re: LCS 4.12.55
Post by: Azerty on September 21, 2020, 03:24:02 pm
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?

Maybe, once the LCS starts to go beyond a city, the FBI/CIA could try to fight them with even more means than the local police forces.

For exemple, the LCS might be more likely to find on secret CIA moles while trying to recruit - and with good streetsmart, one could find them.

Maybe no-fly lists could be used to make those with the most heat to be less likely to be allowed to travel to other cities.
Title: Re: LCS 4.12.55
Post by: SlatersQuest on September 21, 2020, 09:55:04 pm
I've toyed with the idea of creating a new Terra Vitae system that would make factions regional, and you would have to track down and deal with enemy factions. I haven't done it yet, though.
Title: Re: LCS 4.12.55
Post by: EuchreJack on September 22, 2020, 10:00:30 am
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?

Maybe, once the LCS starts to go beyond a city, the FBI/CIA could try to fight them with even more means than the local police forces.

For exemple, the LCS might be more likely to find on secret CIA moles while trying to recruit - and with good streetsmart, one could find them.

Maybe no-fly lists could be used to make those with the most heat to be less likely to be allowed to travel to other cities.

Or arrested/detained/disappeared/shot when trying to travel to another city.
Title: Re: LCS 4.12.55
Post by: Azerty on September 22, 2020, 02:10:07 pm
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?

Maybe, once the LCS starts to go beyond a city, the FBI/CIA could try to fight them with even more means than the local police forces.

For exemple, the LCS might be more likely to find on secret CIA moles while trying to recruit - and with good streetsmart, one could find them.

Maybe no-fly lists could be used to make those with the most heat to be less likely to be allowed to travel to other cities.

Or arrested/detained/disappeared/shot when trying to travel to another city.

Only at C/C++.
Title: Re: LCS 4.12.55
Post by: EuchreJack on October 19, 2020, 11:27:57 am
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?

Maybe, once the LCS starts to go beyond a city, the FBI/CIA could try to fight them with even more means than the local police forces.

For exemple, the LCS might be more likely to find on secret CIA moles while trying to recruit - and with good streetsmart, one could find them.

Maybe no-fly lists could be used to make those with the most heat to be less likely to be allowed to travel to other cities.

Or arrested/detained/disappeared/shot when trying to travel to another city.

Only at C/C++.

More like arrested/detained/disappeared/shot would be:

L/M/C/C+

Remember, we may love the LCS, but they're still domestic terrorists (in some playstyles). 
If they're wanted for something, they get arrested even at Liberal.
At Moderate, they'd get detained for as long as possible (24 hours, but maybe the paperwork takes longer), then either let go if clean or transferred to the local law enforcement if wanted.
Conservative, they got "secure facilities" for terrorists.  Rendition?
Arch-Convervative, bullets solve everything.

I mean, in the real United States, they catch people on warrants either because of a routine traffic stop or because they get picked up doing something wrong elsewhere.  And sometimes with those unlawful ID inspections sweeps.
Title: Re: LCS 4.12.55
Post by: SlatersQuest on October 27, 2020, 08:56:32 am
Version 2.2 of the Terra Vitae mod will have a mechanic by which the LCS can be exonerated via presidential pardon should you have a L+ president and the LCS be sufficiently popular. This is realistic.
Title: Re: LCS 4.12.57
Post by: Zombiejunk on January 26, 2021, 09:00:34 am
Would it be fine if I made LCS hobo edition where all weapons are homemade and more deadly
Title: Re: LCS 4.12.57
Post by: IsaacG on January 26, 2021, 02:53:30 pm
Would it be fine if I made LCS hobo edition where all weapons are homemade and more deadly
You can mod it however you want.
You can get faster feedback on the Discord server.
Title: Re: LCS 4.12.59
Post by: Callista on May 28, 2021, 10:52:54 pm
Something's off with the augments. Most of them seem to fail no matter how high your science or first aid skills are.
Title: Re: LCS 4.12.59
Post by: IsaacG on May 30, 2021, 05:20:06 pm
Something's off with the augments. Most of them seem to fail no matter how high your science or first aid skills are.
Augments were designed by Kamal-Sadek.  They weren't completed, and no one has much bothered to balance them.
Title: Re: LCS 4.12.59
Post by: Callista on June 06, 2021, 11:21:18 am
Cool. I'm going to add that to the wiki; maybe it'll warn some people before they muck up their game like I did.
Title: Re: The List
Post by: Yag Alone on June 30, 2021, 04:54:38 pm
Hi there.

074) See Through Disguise Default Behavior is X-Ray Vision

About this one... I located the issue : it is on the constructor of CreatureType.

When processing a new encounter, the creatures are properly initialized with default value (see constructor of DeprecatedCreature), then armCreature() is called.

This function calls CreatureType::make_creature(), which overwrite several values with the ones of the relevant CreatureType. Including seethroughdisguise_ and seethroughstealth_.

CreatureType constructor retrieve the various values from the XML tags but, if the tags are missing, then seethroughdisguise_ and seethroughstealth_ fields are *not initialized*, keeping whatever was in memory in the first place. It might be 0, it might be over 9000. Anything over 17 will be capped later to 17, the "DIFFICULTY_SUPERHEROIC" value...

I fixed this issue by editing the constructor and adding default values for those two fields :

Code: [Select]
CreatureType::CreatureType(const std::string& xmlstring)
: age_(18, 57), alignment_public_mood_(true),
attribute_points_(40),
gender_liberal_(GENDER_RANDOM), gender_conservative_(GENDER_RANDOM),
infiltration_(0), juice_(0), money_(20, 40),
seethroughdisguise_(DIFFICULTY_VERYEASY), seethroughstealth_(DIFFICULTY_VERYEASY)       // Should get rid of this damn 074 !
{

At last, no more supersecretaries!

(And kudos to you for daring venturing in this unholy mess of code)
Title: Re: The List
Post by: IsaacG on July 02, 2021, 06:02:57 pm

At last, no more supersecretaries!

(And kudos to you for daring venturing in this unholy mess of code)

Thank you :D
Title: Re: LCS 4.12.61
Post by: E. Albright on September 23, 2021, 12:30:42 pm
I've not played in probably a decade, and doubt I have the patience to slog through to see if the endgame is still a slog, so I'll just ask: is the period b/tw when you flip Congress and when you can pass a Liberal Elite amendment still a slow crawl and/or "go to sleep and hope you're right that your win is inevitable"? The last couple of years have given me cause to consider legal realism and how some of these things function IRL, and once Congress has a L+/L majority (with L+ outnumbering L), things like presidential/judicial impeachment, and/or court expansion could be added to speed things along. The flip side of this ofc is that these could also go the other way and accelerate C+ going to C++. The other late-game roadblock, the slow churn of the Senate, could also be sped along with statehood for various regions (DC, PR, Guam, VI, Portland, wherever).
Title: Re: LCS 4.12.61
Post by: IsaacG on September 24, 2021, 04:41:32 am
I've not played in probably a decade, and doubt I have the patience to slog through to see if the endgame is still a slog

Same here, actually
checking the discord would probably be faster
http://www.bay12forums.com/smf/index.php?topic=159540.msg7100703#msg7100703
Title: Re: LCS 4.12.63
Post by: EuchreJack on October 02, 2021, 11:01:20 am
Actually, I think the changes have taken away much of the slog.  The Elite Liberal Amendment really moves things along.

Judicial impeachment really isn't a thing currently, but it could be.

Presidential impeachment isn't the lifesaver everyone thinks it is, because the Vice-Presidents tend to be worse.
Which is worse?
Trump or Pence?
Bush W. or Cheney?

Admittedly, Bush HW was worse from a liberal perspective since he was significantly more competent than his Vice President.  But the other two would have been both more competent and more conservative.

Although, pushing out a Liberal President for an Elite Liberal President might do something.  Imagine if Bill Clinton had been impeached and Al Gore took over?
Title: Re: LCS 4.12.63
Post by: Azerty on October 07, 2021, 05:03:34 pm
Actually, I think the changes have taken away much of the slog.  The Elite Liberal Amendment really moves things along.

Judicial impeachment really isn't a thing currently, but it could be.

Presidential impeachment isn't the lifesaver everyone thinks it is, because the Vice-Presidents tend to be worse.
Which is worse?
Trump or Pence?
Bush W. or Cheney?

Admittedly, Bush HW was worse from a liberal perspective since he was significantly more competent than his Vice President.  But the other two would have been both more competent and more conservative.

Although, pushing out a Liberal President for an Elite Liberal President might do something.  Imagine if Bill Clinton had been impeached and Al Gore took over?

It might be related to how far the VP is. For exemple, an Elite Liberal VP might be elected to replace a Liberal POTUS.

Other US offices should also be subject to impeachment: for exemple Secretary of State and Attorney General, especially if they get actual roles (for exemple, with a Liberal AG, you get mediocre prosecutors against you; I can't get what a Secretary of State could do, apart if we add gameplay relating to foreign countries such as LCS militants being able to flee abroad).
Title: Re: LCS 4.12.63
Post by: EuchreJack on October 07, 2021, 06:21:54 pm
Actually, I think the changes have taken away much of the slog.  The Elite Liberal Amendment really moves things along.

Judicial impeachment really isn't a thing currently, but it could be.

Presidential impeachment isn't the lifesaver everyone thinks it is, because the Vice-Presidents tend to be worse.
Which is worse?
Trump or Pence?
Bush W. or Cheney?

Admittedly, Bush HW was worse from a liberal perspective since he was significantly more competent than his Vice President.  But the other two would have been both more competent and more conservative.

Although, pushing out a Liberal President for an Elite Liberal President might do something.  Imagine if Bill Clinton had been impeached and Al Gore took over?

It might be related to how far the VP is. For exemple, an Elite Liberal VP might be elected to replace a Liberal POTUS.

Other US offices should also be subject to impeachment: for exemple Secretary of State and Attorney General, especially if they get actual roles (for exemple, with a Liberal AG, you get mediocre prosecutors against you; I can't get what a Secretary of State could do, apart if we add gameplay relating to foreign countries such as LCS militants being able to flee abroad).

Condolezza Rice as Secretary of State orchestrated the whole Rendition program where terrorists were tortured by other countries to keep American hands "clean".
That should give at least some ideas.

Personally, I want a re-creation of the situation where the President of the United States and the Head of the FBI are duking it out.  That never gets old.
Title: Re: LCS 4.12.63
Post by: E. Albright on October 11, 2021, 11:22:05 am
The trick to making executive impeachment have teeth is to impeach both the President and the VP as close to concurrently as possible - at that point, the Speaker of the House is next in line of succession. Some of the QAnon conspiracies floating this summer were calling for essentially this to happen right after Trump was made Speaker of the House (who technically doesn't have to be a member of the House) in order to re-instate him. The other reason executive impeachment could be powerful really isn't modeled in LCS IIRC - incumbency is powerful in electoral politics, and/or particular individuals inspire personal loyalty. The latter actually seems anathema to LCS - its understanding of politics rests on a bedrock philosophy of no one being indispensable, and individual politicians essentially being fungible. While replacing W with Cheney would have made the presidency both competent and evil, pre-2004 it would have prevented the re-election landslide - and even post-2004 it would have made standing up to the executive a lot more popular (although yes, at that point the m pols were finally starting to find backbones after polling started telling them they could).
Title: Re: LCS 4.12.63
Post by: EuchreJack on October 12, 2021, 02:29:41 pm
Eh, Cheney had a lot of clout and connections.  Anyone that takes over as VP has a short period where nobody trusts them, but they generally get the incumbent advantage when they run to keep the office.  I mean, they WERE the president, they just weren't elected there.  Even those whom have held relatively short terms filling in as the elected executive (whether that be governor, president, or mayor) generally get at least some advantage over the opposition.

I mean, someone that was president for 30 days still knows more about how to do the job than their opponent.  Just as long as they didn't really cock it up.

...also why it works better to think Bush W replaced with Cheney than Bush HW replaced with Dan Quayle.
Title: Re: LCS 4.12.64
Post by: EuchreJack on May 21, 2022, 10:06:31 pm
With the recent Arch-Conservative Court decisions, any plans to update this to 2020?
Title: Re: LCS 4.12.65
Post by: Dadgame on August 13, 2022, 03:53:41 pm
Seems the No_Music download for this not only includes the music anyways, but also crashes after picking the game settings but before picking your childhood.
Title: Re: LCS 4.12.65
Post by: IsaacG on September 02, 2022, 04:32:41 pm
Seems the No_Music download for this not only includes the music anyways, but also crashes after picking the game settings but before picking your childhood.

I guess "NoMusic" is a bit of a misnomer
it's the version with midi music instead of the much larger ogg files
This is why the NoMusic filesize is 3 MB instead of ~70 MB

I'm not getting the game crash, though
I check the discord server more frequently, so I could respond more quickly