- Increased shotgun capacity to 8 shells from 6Yessssssssssss, thanks Jonathan!
- Increased accuracy and minimum damage of shotguns
- Removed the +50% damage "critical" chance from shotguns
- Added AA-12 Auto-Shotgun, which fires twice
- Gave AA-12 to CCS bosses
- Increased shotgun capacity to 8 shells from 6Yessssssssssss, thanks Jonathan!
- Increased accuracy and minimum damage of shotguns
- Removed the +50% damage "critical" chance from shotguns
- Added AA-12 Auto-Shotgun, which fires twice
- Gave AA-12 to CCS bosses
I suppose it is a good thing it is not as deadly as the real AA-12, since I don't think any liberal could survive a round of this. (http://www.youtube.com/watch?feature=player_detailpage&v=xNPGvPa9NeQ#t=49s)
I don't think I can explain how awesome this looks, can wait to try it out Fox.
Edit: Maybe shotguns should have the unique ability to hit multiple body locations at once.Maybe add some kind of splash damage? Just because grenade spam is fun like that.
It quite explodes unarmored opponents, from the limited testing I've done with it. Still, I'm not sure how to make shotguns really cool and viable the way I overhauled knives here; they have high damage and high accuracy, but they have poor armor penetration and still don't really stand out from the pack right now.How exactly does organ damage work in LCS? I ask because I figured that could be the specialty of shotguns.
Edit: Maybe shotguns should have the unique ability to hit multiple body locations at once.Also good. Multiple opponents, even.
It quite explodes unarmored opponents, from the limited testing I've done with it. Still, I'm not sure how to make shotguns really cool and viable the way I overhauled knives here; they have high damage and high accuracy, but they have poor armor penetration and still don't really stand out from the pack right now.How exactly does organ damage work in LCS? I ask because I figured that could be the specialty of shotguns.QuoteEdit: Maybe shotguns should have the unique ability to hit multiple body locations at once.Also good. Multiple opponents, even.
Shotgun Surgeon, eh? :PIt quite explodes unarmored opponents, from the limited testing I've done with it. Still, I'm not sure how to make shotguns really cool and viable the way I overhauled knives here; they have high damage and high accuracy, but they have poor armor penetration and still don't really stand out from the pack right now.How exactly does organ damage work in LCS? I ask because I figured that could be the specialty of shotguns.
New Attack: Sneak Attacks
New Attack: Sneak Attacks
:D!!!!!!
Knives are no longer useless! I can make those crackheads I find in the homeless shelter into Hardened assassins!
Also shotgun added, AA gun fix, metal detector fix, bank manager fix, CCS boss danger increase, news story overhaul, maps added, santa is real, he's giving blowjobs at Fox's house.
I'd think that shotguns would be the firearm most likely to blind opponents and hit those other little parts of the body that body armor doesn't protect.It quite explodes unarmored opponents, from the limited testing I've done with it. Still, I'm not sure how to make shotguns really cool and viable the way I overhauled knives here; they have high damage and high accuracy, but they have poor armor penetration and still don't really stand out from the pack right now.How exactly does organ damage work in LCS? I ask because I figured that could be the specialty of shotguns.QuoteEdit: Maybe shotguns should have the unique ability to hit multiple body locations at once.Also good. Multiple opponents, even.
Multiple part hits seems fine enough, but multiple targets seems a bit too much, especially for such refined shot guns. However if something like a sawn off were to be implemented, it would make sense there. Proper shotguns are far more accurate than most games seem to show.
Bug: the 'A'ctivate Liberals and reorganize squads screens gets sleepers and the imprisoned visible, and allows the imprisoned to waltz right out of their cells.Sounds more like an awesome feature to me. Early release for everybody!
Bug: the 'A'ctivate Liberals and reorganize squads screens gets sleepers and the imprisoned visible, and allows the imprisoned to waltz right out of their cells.
@@ -930,17 +887,10 @@
vector<Creature *> temppool;
for(p=0;p<pool.size();p++)
{
- if(pool[p]->alive==1&&
- pool[p]->align==1&&
- pool[p]->clinic==0&&
- pool[p]->dating==0&&
- pool[p]->hiding==0&&
- !(pool[p]->flag & CREATUREFLAG_SLEEPER))
+ if(pool[p]->is_active_liberal() &&
+ pool[p]->location==culloc || culloc==-1)
{
- if(location[pool[p]->location]->type!=SITE_GOVERNMENT_POLICESTATION&&
- location[pool[p]->location]->type!=SITE_GOVERNMENT_COURTHOUSE&&
- location[pool[p]->location]->type!=SITE_GOVERNMENT_PRISON&&
- (pool[p]->location==culloc||culloc==-1))temppool.push_back(pool[p]);
+ temppool.push_back(pool[p]);
}
}
r644 | jonathansfox | 2013-04-20 23:39:54 -0300 (Sat, 20 Apr 2013) | 1 line
Substantial under-the-hood work refactoring location data. Most notable change is in newgame.cpp, where the code for initializing the game world is now vastly shorter and easier to read.
--- src/basemode/reviewmode.cpp (revision 652)
+++ src/basemode/reviewmode.cpp (working copy)
@@ -884,15 +884,24 @@
newsquad=1;
}
- vector<Creature *> temppool;
- for(p=0;p<pool.size();p++)
- {
- if(pool[p]->is_active_liberal() &&
- pool[p]->location==culloc || culloc==-1)
- {
- temppool.push_back(pool[p]);
- }
- }
+
+ vector<Creature *> temppool;
+ for(p=0;p<pool.size();p++)
+ {
+ if(pool[p]->alive==1&&
+ pool[p]->align==1&&
+ pool[p]->clinic==0&&
+ pool[p]->dating==0&&
+ pool[p]->hiding==0&&
+ !(pool[p]->flag & CREATUREFLAG_SLEEPER))
+ {
+ if(location[pool[p]->location]->type!=SITE_GOVERNMENT_POLICESTATION&&
+ location[pool[p]->location]->type!=SITE_GOVERNMENT_COURTHOUSE&&
+ location[pool[p]->location]->type!=SITE_GOVERNMENT_PRISON&&
+ (pool[p]->location==culloc||culloc==-1))temppool.push_back(pool[p]);
+ }
+ }
+
sortliberals(temppool,activesortingchoice[SORTINGCHOICE_ASSEMBLESQUAD]);
Reverting the change overcomplicates and duplicates code, which is why I simplified it in the first place. The problem is that I incorrectly removed the parentheses around the (pool[p]->location==culloc || culloc==-1) check. That's the part that checks if the particular Liberal is in the same location as the squad you're forming. The && operator is higher priority than the || operator in C++, so it's now making the whole is_active_liberal() check optional when your squad is empty, which is what should be culling out sleepers and people in prison. It was a logical error and an inevitable bug for me to drop the parentheses in that case.I agree the short version is clearly better, I was trying to find what caused the bug but couldn't really see it as I assumed both operators had the same priority
This doesn't explain why you'd be able to see sleepers from the Activation screen or from the re-basing squadless screens -- it should only allow you to form new squads with Sleepers and Jailbirds.
Uh...I was hoping for a bit more discussion first. The Courthouse map turned out to increase difficulty (at least if you mind a B&E charge) and I'm not sure changing the DEB&G bouncers was necessary. Any reports on the two-Jury effects?
I agree the short version is clearly better, I was trying to find what caused the bug but couldn't really see it as I assumed both operators had the same priority
fix is in the repoI agree the short version is clearly better, I was trying to find what caused the bug but couldn't really see it as I assumed both operators had the same priority
I had to look up the && vs || priority myself before posting -- I remembered back from my early programming courses (which were taught in C++, lucky me?) that they have different priority, but I can never keep them straight. That sort of logic should always have explicit grouping, since many programmers won't intuit the priority between them; it really was a mistake on my part to leave off the parentheses, not just because it caused the code to break.
Edit: Also, it is by no means wrong to revert a change to see that a commit is what created the bug. You didn't do anything wrong, I just wanted to make sure my clean code baby wasn't thrown out with the bathwater.
Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
Was it on a single target? Because if you sneak attack 1 person in a group, the rest will notice. If there's more than 1 conservative present, you need an equal or larger amount of liberals able to sneak attack to take them all down without alarm.
Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
Related question: do "successful", in that no alarm is raised at the end of the combat round, sneak-attack kills attach Murder/Armed Assault charges?
If they do, we/I should probably update the wiki to reflect that.
Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
It's possible it's a bug -- I had this happen once in testing, but wasn't able to reproduce it. What sort of enemy are you attacking? I'm wondering if your opponent had body armor, you got him down to near death, and he bled out and died immediately.
happens every time for me, I tried to use a dagger, and a combat knife, tried withitout knife skill, and with. it seems to occur every time I only have 1 operative. to clarify: when I have more people sneaking, it's fine (no alarm).Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
It's possible it's a bug -- I had this happen once in testing, but wasn't able to reproduce it. What sort of enemy are you attacking? I'm wondering if your opponent had body armor, you got him down to near death, and he bled out and died immediately.
fix is in the repoI agree the short version is clearly better, I was trying to find what caused the bug but couldn't really see it as I assumed both operators had the same priority
I had to look up the && vs || priority myself before posting -- I remembered back from my early programming courses (which were taught in C++, lucky me?) that they have different priority, but I can never keep them straight. That sort of logic should always have explicit grouping, since many programmers won't intuit the priority between them; it really was a mistake on my part to leave off the parentheses, not just because it caused the code to break.
Edit: Also, it is by no means wrong to revert a change to see that a commit is what created the bug. You didn't do anything wrong, I just wanted to make sure my clean code baby wasn't thrown out with the bathwater.
happens every time for me, I tried to use a dagger, and a combat knife, tried withitout knife skill, and with. it seems to occur every time I only have 1 operative. to clarify: when I have more people sneaking, it's fine (no alarm).Well, not sure if it's a bug or I'm not understanding the mechanic, but whenever I perform a successful sneak attack, it still immediately trips the alarm.
It's possible it's a bug -- I had this happen once in testing, but wasn't able to reproduce it. What sort of enemy are you attacking? I'm wondering if your opponent had body armor, you got him down to near death, and he bled out and died immediately.
How annoying would it be to get this thing to run on mac?
People you date have names now, but if that person happens to be conservative and you kidnap them, they get a different name once they become your hostage.They can't use their CONSERVATIVE name while on a LIBERAL location.
Haven't got a chance to test this yet, but it looks great! A suggestion: Swords, or at least katanas, should be able to sneak attack as well.+1. All melee waepons should sneak attack, but with penalties for size (it's lot easier to backstab a person with a knife, then to suddenly hit them with a sledge hammer)
Well, if you want all melee weapons to be able to stealth attack, just add the <can_backstab>true</can_backstab> to a weapon's entry.Minigun backstabs? I'm in!
it does work all it need is different text, so you don't stab people with guns.True. We need not to stab them, but stealthily blow them up with rocket lawnchairs!
Found the bug with inconsistent alarm for sneak attacks. The actual reproduce pattern was so obscure that it was essentially random, but the essence of it is that Conservatives not in the current encounter are able to notice you. We'll chalk the current inconsistency of it up to security cameras!
Found the bug with inconsistent alarm for sneak attacks. The actual reproduce pattern was so obscure that it was essentially random, but the essence of it is that Conservatives not in the current encounter are able to notice you. We'll chalk the current inconsistency of it up to security cameras!
Is that update on the SVN, or are you going to put out a new version with bugfixes and such soon? Basically just asking how I get the unbugged version :)
Found the bug with inconsistent alarm for sneak attacks. The actual reproduce pattern was so obscure that it was essentially random, but the essence of it is that Conservatives not in the current encounter are able to notice you. We'll chalk the current inconsistency of it up to security cameras!
Is that update on the SVN, or are you going to put out a new version with bugfixes and such soon? Basically just asking how I get the unbugged version :)
Timeline for release is to be determined. I currently have my code entangled with incomplete national LCS stuff, so I haven't committed the fix to SVN. Nonetheless, the next release, when it comes, should have this fix included.
Okay, how strong exactly is leather armor? A police officer just blasted me in the chest with a shotgun to no effect.
Found another little oddity. If you get caught by the police selling brownies, the message 'As you exit the site you notice you are being followed by conservative swine!' appears before the chase scene, as if you were leaving a raid.I recall seeing this in 4.6.7 too, come to think of it. Didn't seem terribly important at the time, sorry.
Found another little oddity. If you get caught by the police selling brownies, the message 'As you exit the site you notice you are being followed by conservative swine!' appears before the chase scene, as if you were leaving a raid.I recall seeing this in 4.6.7 too, come to think of it. Didn't seem terribly important at the time, sorry.
I doubt it's worth bothering to fix. We can just assume that your liberal was at a site selling brownies, and the police are watching him and approach him when he leaves.Found another little oddity. If you get caught by the police selling brownies, the message 'As you exit the site you notice you are being followed by conservative swine!' appears before the chase scene, as if you were leaving a raid.I recall seeing this in 4.6.7 too, come to think of it. Didn't seem terribly important at the time, sorry.
Me too. I vaguely recall investigating it, but don't remember the outcome of the investigation.
"Oooooohhhhh, that kind of brownies."
Also, a n00bish moment for me. Back when I started playing LCS, I saw the sell brownies option and I thought, "hey, a bake sale would be easy for money!" And then my liberal got arrested. I was wondering why, and figured that the Conservatives were making anything a crime so they could arrest me. Then I found the feature that lets you see a description of the job.
"Oooooohhhhh, that kind of brownies."
I'm having some trouble compiling the latest source code. The new location class defines some new functions (such as part_of_justice_system and findparent), but I can't seem to find where these are actually implemented.
Fox, looking at your about and contact page, I just want to say; Don't become a lawyer. The world has too many lawyers already. A friend of my father's told me that, and he was a lawyer, so we can see firsthand that the lawyer overpopulation is pretty serious.But what if he becomes an ace Liberal attorney?
Fox, looking at your about and contact page, I just want to say; Don't become a lawyer. The world has too many lawyers already. A friend of my father's told me that, and he was a lawyer, so we can see firsthand that the lawyer overpopulation is pretty serious.
Another question, how do you get the new AA 12 shotgun? They don't seem to be sold in stores
question: How does one create masks? They aren't in the create clothes menu, so...
What do masks even do? They don't hide charges and provide no armour rating, they'd be awesome if you could put them on as a secondary clothing option.I already suggested that somewhere.
I guess so, and I'm positive that no one has any other charges since I literally just started out my squad. Kidnapping is a pretty serious crime IRL I know, but attacking 6 unarmed guys with tanks, and the national guard?If SWAT didn't raid you first, I'd call it a glitch too. I thought the Guard only came out if you beat a SWAT raid.
Anyways, my problem is that if you have a conservative prisoner in the squad (love that idea btw), and then you assign someone to interrogate him while he is still in the squad, your game will crash and corrupt the save. Also, if you have a conservative in your party, he will still fight other conservatives.
I guess so, and I'm positive that no one has any other charges since I literally just started out my squad. Kidnapping is a pretty serious crime IRL I know, but attacking 6 unarmed guys with tanks, and the national guard?If SWAT didn't raid you first, I'd call it a glitch too. I thought the Guard only came out if you beat a SWAT raid.
Anyways, my problem is that if you have a conservative prisoner in the squad (love that idea btw), and then you assign someone to interrogate him while he is still in the squad, your game will crash and corrupt the save. Also, if you have a conservative in your party, he will still fight other conservatives.
As in a hostage.
A conservative captive. I simply created a squad and he showed up as a potential member thereto. I assumed it was intentional, since there's a TDTTOE and it says a squad can't just have conservatives. I assumed it was so you could take prisoners with you to sites, like capturing a CEO and taking him to the Cable station.As in a hostage.
Yes, how did you do it?
The reason it's super buggy is that you shouldn't be able to put Conservatives in your squad.
Okay, does losing an eye severely nerf your driving skill? Felix Fudge is now absolutely horrible at escaping from the police in his sports car.I'd imagine it should--he's blind on one side now, after all.
Okay, does losing an eye severely nerf your driving skill? Felix Fudge is now absolutely horrible at escaping from the police in his sports car.Yeah... that would make sense/
A conservative captive. I simply created a squad and he showed up as a potential member thereto. I assumed it was intentional, since there's a TDTTOE and it says a squad can't just have conservatives. I assumed it was so you could take prisoners with you to sites, like capturing a CEO and taking him to the Cable station.As in a hostage.
Yes, how did you do it?
The reason it's super buggy is that you shouldn't be able to put Conservatives in your squad.
Okay, does losing an eye severely nerf your driving skill? Felix Fudge is now absolutely horrible at escaping from the police in his sports car.I'd imagine it should--he's blind on one side now, after all.
Okay, does losing an eye severely nerf your driving skill? Felix Fudge is now absolutely horrible at escaping from the police in his sports car.I'd imagine it should--he's blind on one side now, after all.
Losing one eye makes a small difference; maybe a point of driving skill's worth. Losing two eyes will absolutely destroy your driving rolls.
Another possibility is that if a character is currently wounded (not just blind in one eye, but actually shot up), they're much much worse at driving.
What are these maps in the art folder labelled "mapCSV_WhiteHouse..."?Hes right, there are a ton of maps for "WhiteHouse." Looks like whatever the building is has three floors. My question? Where is this location? If its already in the game it has to be on the travel menu somewhere.
Do I smell work on national LCS already beginning?
What are these maps in the art folder labelled "mapCSV_WhiteHouse..."?Hes right, there are a ton of maps for "WhiteHouse." Looks like whatever the building is has three floors. My question? Where is this location? If its already in the game it has to be on the travel menu somewhere.
Do I smell work on national LCS already beginning?
What are these maps in the art folder labelled "mapCSV_WhiteHouse..."?Hes right, there are a ton of maps for "WhiteHouse." Looks like whatever the building is has three floors. My question? Where is this location? If its already in the game it has to be on the travel menu somewhere.
Do I smell work on national LCS already beginning?
Out of curiosity, I'm sure this is old, but why is there an Obama mask in a reality where he never-/me backstabs SealyStar and drags him into the bushes.
Out of curiosity, I'm sure this is old, but why is there an Obama mask in a reality where he never became president?
Was he the liberal candidate against arch-conservative President [Name] in 2008?
Yes it wouldOsamaI swear your icon looked like Osama when I was scrolling past.
Yes it wouldOsamaI swear your icon looked like Osama when I was scrolling past.
Meanie.
Also I too ran into the issue of NG just swarming my place.
(http://puu.sh/2Jdq7.png)
Would them still being there, be a bug?
Related question: do "successful", in that no alarm is raised at the end of the combat round, sneak-attack kills attach Murder/Armed Assault charges?
If they do, we/I should probably update the wiki to reflect that.
They should still attach charges.
Related question: do "successful", in that no alarm is raised at the end of the combat round, sneak-attack kills attach Murder/Armed Assault charges?
If they do, we/I should probably update the wiki to reflect that.QuoteThey should still attach charges.
Wait, why? You aren't currently charged with theft if you manage to steal something undetected, either. And not every place is going to have security cameras like the room with the big red button in the nuclear plant.
Actually, would you consider that feature? Certain areas auto-detecting any of your crimes (Although only after the mission is over, since they're just recording for later review)? Street-wise liberals could be able to spot the cameras and alert the squad. In such areas, the charges would be justified. But please let us at least try to play a stealthy/violent game. Right now, the choice is more or less between loud/violent and stealthy/peaceful. Once you have a criminal record, the silent approach becomes a lot less useful, especially in nightmare mode.
The problem is that realistically, whether you get charged for a crime or not is not determined at the moment of the crime, but later, and it matters what you do in the future as well. Right now, the game doesn't do any tracking of that; it has to decide RIGHT NOW whether the police figure out that you did it. I err on the side of "they do" for stealth kills, though I can see that might be the wrong choice; perhaps it's better to say stealth kills are never tracked back to you. But a better crime handling system would be able to look over various information, like whether you later cause alarm, whether the LCS claims responsibility for what you did, things like that.
I could see a future system where if you don't do anything on site that identifies you as the LCS, you get prompted on whether you want to leave a calling card or otherwise claim your actions, as you leave the site. If the amount of crime is low or moderate and the people in your group aren't very notable (or their identities are disguised and those disguises aren't known to be associated with them), the police and media might attribute the action to unknown persons rather than the LCS, and you could avoid being charged for your crimes. The game could consider security cameras with this as well.
That would be great, but I bet that with the current focus on nationwide-LCS in what little free time you have, it'd just get buried and eventually forgotten as a concept.
If my opinion counts for anything, I'd be in favour of true stealth kills not being registered at all until you have the time to rework the whole crime system. It's a singleplayer game, fortunately, so nobody should be profoundly affected by that change.
g++ -DHAVE_CONFIG_H -I. -I.. -DINSTALL_DATA_DIR=\"/usr/local/share\" -I../src -g -O2 -MT crimesquad-game.o -MD -MP -MF .deps/crimesquad-game.Tpo -c -o crimesquad-game.o `test -f 'game.cpp' || echo './'`game.cpp
In file included from game.cpp:73:0:
includes.h:1367:54: error: macro "mvaddstr" passed 4 arguments, but takes just 3
int mvaddstr(int y, int x, const char *text, Log &log);
^
includes.h:1371:54: error: macro "mvaddstr" passed 4 arguments, but takes just 3
int mvaddstr(int y, int x, std::string text, Log &log);
^
includes.h:1367:5: error: ‘int mvaddstr’ redeclared as different kind of symbol
int mvaddstr(int y, int x, const char *text, Log &log);
^
In file included from includes.h:154:0,
from game.cpp:73:
/usr/include/curses.h:640:28: error: previous declaration of ‘int mvaddstr(int, int, const char*)’
extern NCURSES_EXPORT(int) mvaddstr (int, int, const char *); /* generated */
^
In file included from includes.h:154:0,
from game.cpp:73:
includes.h:1370:5: error: expected ‘)’ before ‘(’ token
int mvaddstr(int y, int x, std::string text);
^
In file included from game.cpp:73:0:
includes.h:1371:5: error: ‘int mvaddstr’ redeclared as different kind of symbol
int mvaddstr(int y, int x, std::string text, Log &log);
^
In file included from includes.h:154:0,
from game.cpp:73:
/usr/include/curses.h:640:28: error: previous declaration of ‘int mvaddstr(int, int, const char*)’
extern NCURSES_EXPORT(int) mvaddstr (int, int, const char *); /* generated */
^
Compilation failsCode: [Select]g++ -DHAVE_CONFIG_H -I. -I.. -DINSTALL_DATA_DIR=\"/usr/local/share\" -I../src -g -O2 -MT crimesquad-game.o -MD -MP -MF .deps/crimesquad-game.Tpo -c -o crimesquad-game.o `test -f 'game.cpp' || echo './'`game.cpp
In file included from game.cpp:73:0:
includes.h:1367:54: error: macro "mvaddstr" passed 4 arguments, but takes just 3
int mvaddstr(int y, int x, const char *text, Log &log);
^
includes.h:1371:54: error: macro "mvaddstr" passed 4 arguments, but takes just 3
int mvaddstr(int y, int x, std::string text, Log &log);
^
includes.h:1367:5: error: ‘int mvaddstr’ redeclared as different kind of symbol
int mvaddstr(int y, int x, const char *text, Log &log);
^
In file included from includes.h:154:0,
from game.cpp:73:
/usr/include/curses.h:640:28: error: previous declaration of ‘int mvaddstr(int, int, const char*)’
extern NCURSES_EXPORT(int) mvaddstr (int, int, const char *); /* generated */
^
In file included from includes.h:154:0,
from game.cpp:73:
includes.h:1370:5: error: expected ‘)’ before ‘(’ token
int mvaddstr(int y, int x, std::string text);
^
In file included from game.cpp:73:0:
includes.h:1371:5: error: ‘int mvaddstr’ redeclared as different kind of symbol
int mvaddstr(int y, int x, std::string text, Log &log);
^
In file included from includes.h:154:0,
from game.cpp:73:
/usr/include/curses.h:640:28: error: previous declaration of ‘int mvaddstr(int, int, const char*)’
extern NCURSES_EXPORT(int) mvaddstr (int, int, const char *); /* generated */
^
make all-recursive
make[1]: Entering directory `/media/data/programming/cpp/lcsgame'
Making all in src
make[2]: Entering directory `/media/data/programming/cpp/lcsgame/src'
g++ -I../src -g -O2 -o crimesquad crimesquad-game.o crimesquad-lcsio.o crimesquad-cursesmovie.o crimesquad-compat.o crimesquad-cursesgraphics.o crimesquad-commondisplay.o crimesquad-commonactions.o crimesquad-consolesupport.o crimesquad-getnames.o crimesquad-translateid.o crimesquad-equipment.o crimesquad-creature.o crimesquad-titlescreen.o crimesquad-highscore.o crimesquad-newgame.o crimesquad-saveload.o crimesquad-basemode.o crimesquad-baseactions.o crimesquad-activate.o crimesquad-reviewmode.o crimesquad-advance.o crimesquad-mapspecials.o crimesquad-newencounter.o crimesquad-sitemode.o crimesquad-talk.o crimesquad-miscactions.o crimesquad-sitedisplay.o crimesquad-stealth.o crimesquad-chase.o crimesquad-fight.o crimesquad-haulkidnap.o crimesquad-activities.o crimesquad-daily.o crimesquad-date.o crimesquad-news.o crimesquad-shopsnstuff.o crimesquad-siege.o crimesquad-endgame.o crimesquad-justice.o crimesquad-lcsmonthly.o crimesquad-monthly.o crimesquad-politics.o crimesquad-interrogation.o crimesquad-recruit.o crimesquad-law.o crimesquad-configfile.o crimesquad-ads.o crimesquad-headline.o crimesquad-layout.o crimesquad-majorevent.o crimesquad-squadstory_text.o crimesquad-sitemap.o crimesquad-location.o crimesquad-locationdef.o crimesquad-activate_sleepers.o crimesquad-sleeper_update.o crimesquad-armor.o crimesquad-creaturetypes.o crimesquad-liberalagenda.o crimesquad-misc.o crimesquad-help.o crimesquad-creaturenames.o crimesquad-Markup.o crimesquad-vehicle.o crimesquad-vehicletype.o crimesquad-armortype.o crimesquad-clip.o crimesquad-cliptype.o crimesquad-item.o crimesquad-itemtype.o crimesquad-loot.o crimesquad-loottype.o crimesquad-money.o crimesquad-weapon.o crimesquad-weapontype.o crimesquad-shop.o crimesquad-log.o crimesquad-locations.o crimesquad-initfile.o crimesquad-world.o -lncurses
crimesquad-cursesgraphics.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-commondisplay.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-commonactions.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-consolesupport.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-getnames.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-translateid.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-equipment.o: In function `__gnu_cxx::__normal_iterator<Item**, std::vector<Item*, std::allocator<Item*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-creature.o: In function `std::string::size() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-titlescreen.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-highscore.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-newgame.o: In function `std::string::_M_data() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-saveload.o: In function `__gnu_cxx::__normal_iterator<Item**, std::vector<Item*, std::allocator<Item*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-basemode.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-baseactions.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-activate.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-reviewmode.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-advance.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-mapspecials.o: In function `__gnu_cxx::new_allocator<sitechangest>::deallocate(sitechangest*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-newencounter.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-sitemode.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-talk.o: In function `__gnu_cxx::new_allocator<Creature*>::deallocate(Creature**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-miscactions.o: In function `__gnu_cxx::__normal_iterator<Creature**, std::vector<Creature*, std::allocator<Creature*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-sitedisplay.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-stealth.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-chase.o: In function `__gnu_cxx::__normal_iterator<Vehicle**, std::vector<Vehicle*, std::allocator<Vehicle*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-fight.o: In function `__gnu_cxx::new_allocator<Item*>::deallocate(Item**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-haulkidnap.o: In function `__gnu_cxx::new_allocator<Creature*>::deallocate(Creature**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-activities.o: In function `__gnu_cxx::__normal_iterator<Creature**, std::vector<Creature*, std::allocator<Creature*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-daily.o: In function `__gnu_cxx::__normal_iterator<Creature**, std::vector<Creature*, std::allocator<Creature*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-date.o: In function `__gnu_cxx::__normal_iterator<Creature**, std::vector<Creature*, std::allocator<Creature*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-news.o: In function `__gnu_cxx::new_allocator<newsstoryst*>::deallocate(newsstoryst**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-shopsnstuff.o: In function `__gnu_cxx::new_allocator<Vehicle*>::deallocate(Vehicle**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-siege.o: In function `__gnu_cxx::__normal_iterator<Vehicle**, std::vector<Vehicle*, std::allocator<Vehicle*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-endgame.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-justice.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-lcsmonthly.o: In function `__gnu_cxx::__normal_iterator<Item**, std::vector<Item*, std::allocator<Item*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-monthly.o: In function `__gnu_cxx::__normal_iterator<Creature**, std::vector<Creature*, std::allocator<Creature*> > >::operator+(long const&) const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-politics.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-interrogation.o: In function `__gnu_cxx::new_allocator<int>::deallocate(int*, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-recruit.o: In function `__gnu_cxx::new_allocator<Creature*>::deallocate(Creature**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-law.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-configfile.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-ads.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-headline.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-layout.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-majorevent.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-squadstory_text.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-sitemap.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-activate_sleepers.o: In function `__gnu_cxx::new_allocator<Creature*>::deallocate(Creature**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-sleeper_update.o: In function `__gnu_cxx::new_allocator<Creature*>::deallocate(Creature**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-armor.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-creaturetypes.o: In function `std::string::_M_data() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-liberalagenda.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-misc.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-help.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-creaturenames.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-vehicle.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-vehicletype.o: In function `std::string::_M_data() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-armortype.o: In function `ItemType::is_money() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-clip.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-cliptype.o: In function `ItemType::is_money() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-item.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-itemtype.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-loot.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-loottype.o: In function `ItemType::is_money() const':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-money.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-weapon.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-weapontype.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-shop.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-log.o: In function `operator<< <std::char_traits<char> >':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-locations.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-initfile.o: In function `mvaddstr':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
crimesquad-world.o: In function `__gnu_cxx::new_allocator<Location*>::deallocate(Location**, unsigned long)':
/media/data/programming/cpp/lcsgame/src/./includes.h:163: multiple definition of `mvaddstr'
crimesquad-game.o:/media/data/programming/cpp/lcsgame/src/includes.h:163: first defined here
collect2: error: ld returned 1 exit status
make[2]: *** [crimesquad] Error 1
make[2]: Leaving directory `/media/data/programming/cpp/lcsgame/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/media/data/programming/cpp/lcsgame'
make: *** [all] Error 2
- errors -
Two things: firstly, the CCS should come to attack you automatically if you're well known, even if there's no heat on you. Second, the first time they attack, there should only be five members, tops. That's the max that'll fit into a pickup truck. After you drive them back, then multiple pickup trucks should come by later. I just was thinking of how many CCS members currently come in one truck.
A screeching clown car pulls up to the safe house!
Circus members pour out of it and start throwing pies at the windows!
Can we get clown raids though? That sounds like it would be awesome! A clown car would be cool to. Maybe a circus location? All random people, clowns, and maybe some lions to liberalize?Please put bears there. I want to play as sir bearington (http://i.imgur.com/wkZhp.png).
- errors -
Try again? At this point I'm writing code for a platform I can't compile on, so it's dodgy going. Hopefully that's the end of it.
What is your name to the People?
Press enter to be known by your real name instead.
Segmentation fault (core dumped)
It compiles but doesn't work:Code: [Select]What is your name to the People?
Press enter to be known by your real name instead.
Segmentation fault (core dumped)
Would it be usefull for you to have a website indicating if the latest revision compiles in linux?
Two things: firstly, the CCS should come to attack you automatically if you're well known, even if there's no heat on you. Second, the first time they attack, there should only be five members, tops. That's the max that'll fit into a pickup truck. After you drive them back, then multiple pickup trucks should come by later. I just was thinking of how many CCS members currently come in one truck.
A screeching clown car pulls up to the safe house!
Circus members pour out of it and start throwing pies at the windows!
It happens after pressing enter. I will hunt down the bug when I have more time
If you want a linux shell to do it yourself, I can give you one in my vps.
IIRC there was a bug where it didn't compiled in linux a few days ago, also related to ncurses. Automating the build process and updating a website or sending an email in case of error is pretty easy, like 5 lines of shell scripting.
Program received signal SIGSEGV, Segmentation fault.
Location::getname (this=0x411, shortname=shortname@entry=true, include_city=include_city@entry=false) at title/locations.cpp:104
104 if(this->front_business != -1)
The ASCII videos won't work for me. Why?
Ran gdb:Code: [Select]Program received signal SIGSEGV, Segmentation fault.
Location::getname (this=0x411, shortname=shortname@entry=true, include_city=include_city@entry=false) at title/locations.cpp:104
104 if(this->front_business != -1)
I wasn't aware that there was even supposed to be any ASCII videos. When are they meant to appear?The ASCII videos won't work for me. Why?
I dunno. Do they work for anyone? They haven't worked when I'm debugging for ages, but I always just figured that was just specific to what I was doing in the debug environment, and it would clear up when doing releases. Maybe they're just broken?
I wasn't aware that there was even supposed to be any ASCII videos. When are they meant to appear?The ASCII videos won't work for me. Why?
I dunno. Do they work for anyone? They haven't worked when I'm debugging for ages, but I always just figured that was just specific to what I was doing in the debug environment, and it would clear up when doing releases. Maybe they're just broken?
I get those form time to time, but they're more like a footnote to the game screen instead of a movie.I wasn't aware that there was even supposed to be any ASCII videos. When are they meant to appear?The ASCII videos won't work for me. Why?
I dunno. Do they work for anyone? They haven't worked when I'm debugging for ages, but I always just figured that was just specific to what I was doing in the debug environment, and it would clear up when doing releases. Maybe they're just broken?
Mmm... special news stories, mainly. Police beatings, bright liberal guest on a conservative TV show, things like that.
I get those form time to time, but they're more like a footnote to the game screen instead of a movie.I wasn't aware that there was even supposed to be any ASCII videos. When are they meant to appear?The ASCII videos won't work for me. Why?
I dunno. Do they work for anyone? They haven't worked when I'm debugging for ages, but I always just figured that was just specific to what I was doing in the debug environment, and it would clear up when doing releases. Maybe they're just broken?
Mmm... special news stories, mainly. Police beatings, bright liberal guest on a conservative TV show, things like that.
I get crashes on starting too. I haven't looked much at the new code but it looks to me like the member variable city for locations isn't being initialised. For the homeless shelter, city has the suspect value 1851850798. It gets that from its parent Industrial district and it gets it from its parent Seattle and it looks like Seattle would only have initialised the value if it was less than 0 (in the constructor for locations).
Wait, the game had movies? It seems there could be broken content that we just assume is non-existent in the game
Wait, the game had movies? It seems there could be broken content that we just assume is non-existent in the game
The search engine says .cmv is a CorelMove CorelDraw 4.0 file? Can this even be opened by any modern software? I very much doubt there's a library for it.
Gah, I can feel the digital dark age (https://en.wikipedia.org/wiki/Digital_dark_age) creeping in...
The search engine says .cmv is a CorelMove CorelDraw 4.0 file? Can this even be opened by any modern software? I very much doubt there's a library for it.Wait, the game had movies? It seems there could be broken content that we just assume is non-existent in the game
Yes and exactly. The .cmv files in the art directory are movie files. They've probably been not loading or playing for years now, and people just didn't notice their absence, because who expects movies in an ASCII game?
But it's a Bay12Games ASCII game. There are movies in Star Zoo and Dwarf Fortress. Should it be so surprising that there are supposed to be movies in LCS too?
Edit: By "movies" I mean "animated ASCII cutscenes".
Gah, I can feel the digital dark age (https://en.wikipedia.org/wiki/Digital_dark_age) creeping in...
I think a starting and ending movie/movies would be nice, if you know how to make them. Something like the starting for DF. You could have animations for C+ and L+ amendments, and the squad being wiped out.The search engine says .cmv is a CorelMove CorelDraw 4.0 file? Can this even be opened by any modern software? I very much doubt there's a library for it.
Gah, I can feel the digital dark age (https://en.wikipedia.org/wiki/Digital_dark_age) creeping in...
I believe that in this case the .cpc and .cmv files are in a format created by Tarn Adams, and the editor was never released.
On the plus side, the LCS source code includes the code needed to load, save, and render them, so they aren't black boxes, and it wouldn't be impossible to make an editor.
In related news, I got the movies playing on my machine.
fix works here tooI get crashes on starting too. I haven't looked much at the new code but it looks to me like the member variable city for locations isn't being initialised. For the homeless shelter, city has the suspect value 1851850798. It gets that from its parent Industrial district and it gets it from its parent Seattle and it looks like Seattle would only have initialised the value if it was less than 0 (in the constructor for locations).
Found, fixed, and committed. Thank you!
Good news, everyone! The game is supposed to have movies!
Good news, everyone! The game is supposed to have movies!
Haha! You know, years ago, when I first found this game, I kind of wondered why those event messages were displayed at the bottom of an empty black screen. Then I got used to it and eventually stopped paying any attention to it whatsoever. Just how long did this manage to go unnoticed? :P
How do you make ASCII movies anyways?
Fox, can you settle a minor dispute between those of us debating over sniping?
Are you, if you ever add it, going to make it so we need to give a liberal the specific job of holding a sniping position, instead of any other job? Or will they defend automatically?
How about just guarding the entrance in general?Fox, can you settle a minor dispute between those of us debating over sniping?
Are you, if you ever add it, going to make it so we need to give a liberal the specific job of holding a sniping position, instead of any other job? Or will they defend automatically?
Haven't decided. A third option is to go with a system where you equip a character with a sniper rifle like a normal weapon. Perhaps it has high damage but low accuracy; not a terribly great weapon, all in all. In a siege situation, anyone equipped with a sniper rifle will be considered a designated sniper for the siege. Anyone who isn't equipped with a sniper rifle will not. If you want to just keep the rifle sitting around the safehouse, and have someone who normally uses an assault rifle switch over to sniper rifle for a siege, you can do so after the siege begins by just changing their equipped weapon manually.
How about just guarding the entrance in general?
Also, will we ever be able to carry more than one weapon per lib?
Multiple weapons, as seen in ZSS, might be neat-o but seem like they'd make combat an extremely viable option. Being able to carry both a knife & an M4 (or even a knife/9mm) would basically let Liberals effortlessly slay their way through just about any civilian structure, and would probably suffice against Police as well.
Fox, can you settle a minor dispute between those of us debating over sniping?
Are you, if you ever add it, going to make it so we need to give a liberal the specific job of holding a sniping position, instead of any other job? Or will they defend automatically?
Haven't decided. A third option is to go with a system where you equip a character with a sniper rifle like a normal weapon. Perhaps it has high damage but low accuracy; not a terribly great weapon, all in all. In a siege situation, anyone equipped with a sniper rifle will be considered a designated sniper for the siege. Anyone who isn't equipped with a sniper rifle will not. If you want to just keep the rifle sitting around the safehouse, and have someone who normally uses an assault rifle switch over to sniper rifle for a siege, you can do so after the siege begins by just changing their equipped weapon manually.
Also, will we ever be able to carry more than one weapon per lib?I talked about that a few weeks ago http://www.bay12forums.com/smf/index.php?topic=123248.msg4160771#msg4160771
BTW, FOX:
The new movies are top notch.
Trying to set up a business front at the homeless shelter makes the game unresponsive.
Trying to set up a business front at the homeless shelter makes the game unresponsive.
This is probably a bit of a stupid question, but where exactly in the source code is the part that decides if the CCS/police/other will attack and where?
What about CCS attacks on non-LCS sites?This is probably a bit of a stupid question, but where exactly in the source code is the part that decides if the CCS/police/other will attack and where?
Roughly the first 900 lines of siege.cpp.
What about CCS attacks on non-LCS sites?
A - Engaging in Liberal Activism
B - Legal Fundraising
C - Illegal Fundraising
D - Make/Repair Clothing
H - Heal Liberals
S - Stealing a Car
T - Teaching Other Liberals
I - Tend to a Conservative hostage
M - Move to the Free CLINIC
Z - Dispose of bodies
E - Equip this Liberal Enter - Confirm Selection
X - Nothing for Now
I don't see the go to the university option but it works if i press LNot sure if this is the right place to ask gameplay questions, but is there a way to abandon those liberals lame enough to get put in jail? Need more recruiting slots!What kind of a Liberal are you?
Not sure if this is the right place to ask gameplay questions, but is there a way to abandon those liberals lame enough to get put in jail? Need more recruiting slots!What kind of a Liberal are you?
There is a chance that low-juice liberals will spill their guts, and they will no longer be part of the LCS. However, their superior will then be charges with racketeering.
Not sure if this is the right place to ask gameplay questions, but is there a way to abandon those liberals lame enough to get put in jail? Need more recruiting slots!What kind of a Liberal are you?
There is a chance that low-juice liberals will spill their guts, and they will no longer be part of the LCS. However, their superior will then be charges with racketeering.
An efficient one! And alright, thanks for the help.
Not sure if this is the right place to ask gameplay questions, but is there a way to abandon those liberals lame enough to get put in jail? Need more recruiting slots!What kind of a Liberal are you?
There is a chance that low-juice liberals will spill their guts, and they will no longer be part of the LCS. However, their superior will then be charges with racketeering.
An efficient one! And alright, thanks for the help.
Is there a post somewhere explaining the bonuses you get from different outfits? In particular, are there any outfits which aid persuasion recruitment or seduction?The LCS wiki should answer many gameplay questions !!
Confirmed in 2 saves. When you release from jail in 4.07.1a, LCS members are not released. tried both releasing their floor and all floors in both cases. Also tried releasing oppressed. LCS members in jail are ignored.The message won't show. (The real jail, not the cells in police or court)Also the bug with enlightened who can recruit is visual. It says 0/0 recruits instead of can't recruit, but it stays 0/0 even with 600 juice.I have this issue too. It probably happens because the jailing code doesn't specify which prison.
Also the bug with enlightened who can recruit is visual. It says 0/0 recruits instead of can't recruit, but it stays 0/0 even with 600 juice.
Is it possible to drop pickup lines to the guards?
Yes, overhauling how crimes are tracked isn't terribly glamorous, and is fairly complicated, so it's the type of thing that I'm less likely to work on in favor of other shiny features. Making stealth kills not show up as crimes (or give you heat) is a one line change, however, so I'll do that now and it will show up next release.
Edit: I'll take the assault charge off of successful sneak attacks as well, since it'd be weird to have one and not the other.
Only 1, I tried that and it worked once actually, then it wouldn't let me drop a second line to pull of the second guard. Regardless, I'm not sure if I could stealth stab him at that point, since they're aware of your presence.Could you then seduce/brainwash the dated guard and get them to let you in?
Pah, who needs stabbing when you have 6 agents armed with machineguns.Yep.Only 1, I tried that and it worked once actually, then it wouldn't let me drop a second line to pull of the second guard. Regardless, I'm not sure if I could stealth stab him at that point, since they're aware of your presence.Could you then seduce/brainwash the dated guard and get them to let you in?
Getting a bit off topic but still related to this release, I was going ahead and testing the assassination of the CCS Bosses. The Bar and Grill one was really easy, my sleeper got me past the guards and I stealthed my guy over to the Boss and killed him, no problem at all. So then I moved on to the Fallout Shelter. I had used seduction to get the location, but didn't grab the guy as a sleeper, just got the location and broke off the dating. Because of this, I couldn't get past the door. I didn't test it, but would you need 2 stealth guys to be able to get past the entrance undetected? There's always 2 door guards, so if you stabbed one of them, the other would see and you'd go to alarmed state. Since there's no other entrances, would the only way to assassinate the boss then be to have 2 stealth liberals? In any case, I feel that there should be some secondary way in, like maybe a back entrance with only 1 guard but a high-security door that's tough to open, just so that it's somewhat plausible to do one-man-army assassinations.I think Fox changed it so you can get past the B&G bouncers without a sleeper; the latter two locations are completely nonpublic, though. As such I know I didn't make a back door, and haven't gotten that far in my playthroughs to check on the new maps.
Getting a bit off topic but still related to this release, I was going ahead and testing the assassination of the CCS Bosses. The Bar and Grill one was really easy, my sleeper got me past the guards and I stealthed my guy over to the Boss and killed him, no problem at all. So then I moved on to the Fallout Shelter. I had used seduction to get the location, but didn't grab the guy as a sleeper, just got the location and broke off the dating. Because of this, I couldn't get past the door. I didn't test it, but would you need 2 stealth guys to be able to get past the entrance undetected? There's always 2 door guards, so if you stabbed one of them, the other would see and you'd go to alarmed state. Since there's no other entrances, would the only way to assassinate the boss then be to have 2 stealth liberals? In any case, I feel that there should be some secondary way in, like maybe a back entrance with only 1 guard but a high-security door that's tough to open, just so that it's somewhat plausible to do one-man-army assassinations.I think Fox changed it so you can get past the B&G bouncers without a sleeper; the latter two locations are completely nonpublic, though. As such I know I didn't make a back door, and haven't gotten that far in my playthroughs to check on the new maps.
(Guard/Bouncer positions always have two people in the current coding--unless the alarm's going off already, at which point they're unstaffed.)
I know I've been able to drop lines to generic Conservative encounters and subsequently fade into the shadows. Perhaps leaving the encounter and coming back might leave the lone guard and set up a backstab?
I don't think that is a bug. Banks keep high security for a very, very long time.It happened only once
It should be possible for a high-level sleeper to assassinate people. Maybe around 95-100 percent would work.Getting a bit off topic but still related to this release, I was going ahead and testing the assassination of the CCS Bosses. The Bar and Grill one was really easy, my sleeper got me past the guards and I stealthed my guy over to the Boss and killed him, no problem at all. So then I moved on to the Fallout Shelter. I had used seduction to get the location, but didn't grab the guy as a sleeper, just got the location and broke off the dating. Because of this, I couldn't get past the door. I didn't test it, but would you need 2 stealth guys to be able to get past the entrance undetected? There's always 2 door guards, so if you stabbed one of them, the other would see and you'd go to alarmed state. Since there's no other entrances, would the only way to assassinate the boss then be to have 2 stealth liberals? In any case, I feel that there should be some secondary way in, like maybe a back entrance with only 1 guard but a high-security door that's tough to open, just so that it's somewhat plausible to do one-man-army assassinations.I think Fox changed it so you can get past the B&G bouncers without a sleeper; the latter two locations are completely nonpublic, though. As such I know I didn't make a back door, and haven't gotten that far in my playthroughs to check on the new maps.
(Guard/Bouncer positions always have two people in the current coding--unless the alarm's going off already, at which point they're unstaffed.)
I know I've been able to drop lines to generic Conservative encounters and subsequently fade into the shadows. Perhaps leaving the encounter and coming back might leave the lone guard and set up a backstab?
I just realized... even if you backstab the guards, you'd probably set the alarm off before you get to the boss, since people will find the body and set off the alarm after X amount of time. So it seems REALLY implausible to assassinate Bosses anywhere that you don't have Sleepers. Maybe make some change to make it plausible? I like the system, but it seems impossible to do assassinations without Sleepers...
Also, bug that I noticed in this non-SVN version (not sure if fixed yet): Got sleeper for Bar and Grill, attacked it, sleeper gets outed from the attack. Now have no sleeper there. Go into the site with combat squad again, "Go right on through", the door guards acted as if I still had the sleeper active. Weird.
I think the seduction skill could be looked at. Ive been trailing along a Deathsquad Officer for over two years, and since then the police regulation and death penalty laws have become C, so they don't even exist anymore.
You should also cross-train into persuasion and psych. Also, get your founder up to 1000 juice, and max out seduction.I think the seduction skill could be looked at. Ive been trailing along a Deathsquad Officer for over two years, and since then the police regulation and death penalty laws have become C, so they don't even exist anymore.
Yeah, seduction is a little off in general. Regular people are incredibly easy to seduce, even Police Officers aren't that bad. But high level Conservatives? Forget it. I recently spent about 3 in-game months trying to get a CCS sleeper, had to go through about 12 different guys to finally get one with my 20 CHA and 17 seduction founder with 3+ business/science and a bit of religion, plus some of the common skills like driving and such that the CCS guys tend to have (so I get better rolls on the dates), all while spending money on every date. A large portion of the time, they would drop me on the first date. With 17 seduction. Some of these formulae really need some changing, maybe rebalancing like making it easier to seduce but it costs more money/takes more time.
You should also cross-train into persuasion and psych. Also, get your founder up to 1000 juice, and max out seduction.I think the seduction skill could be looked at. Ive been trailing along a Deathsquad Officer for over two years, and since then the police regulation and death penalty laws have become C, so they don't even exist anymore.
Yeah, seduction is a little off in general. Regular people are incredibly easy to seduce, even Police Officers aren't that bad. But high level Conservatives? Forget it. I recently spent about 3 in-game months trying to get a CCS sleeper, had to go through about 12 different guys to finally get one with my 20 CHA and 17 seduction founder with 3+ business/science and a bit of religion, plus some of the common skills like driving and such that the CCS guys tend to have (so I get better rolls on the dates), all while spending money on every date. A large portion of the time, they would drop me on the first date. With 17 seduction. Some of these formulae really need some changing, maybe rebalancing like making it easier to seduce but it costs more money/takes more time.
Could someone help me out with a future DFBT bit? I was thinking of recording the LCS 'breaking into' my recording and commandeering it, but my voice isn't good for that.. Would anyone like to volunteer?
*Waves AA-12 Shotgun*
Speaking of which, are AA shotguns the new M249? The almost-unobtainable superweapon? 'Cause right now, my army of Child Laborers with ceramic armor and M249s can decimate anything. Maybe they need a nerf.
Which brings me to my next point: Fundraising is too easy. We need either taxes and tax exempt status, possibly including Conservatives doing what Real Life Liberals are doing right now (using the IRS to withhold tax exempt status from opposing groups), or an option at the start to nerf fundraising.
You can get AA12s from CCS leaders. I think that there should be some things you cannot buy, to make it more interesting.
Which is better, an M16 or an AA-12?
That's what I was thinking, but I wasn't sure.You can get AA12s from CCS leaders. I think that there should be some things you cannot buy, to make it more interesting.
Which is better, an M16 or an AA-12?
AA-12 is just like a shotgun, it doesn't fare too well against armored opponents but absolutely obliterates unarmored ones
You can get AA12s from CCS leaders. I think that there should be some things you cannot buy, to make it more interesting.There are precisely 3 CCS leaders in the game; I presume they all carry a full load of magazines. Even if none of them gets a shot off, that's still only 30 mags total; 8 rds/mag, 2 rds/attack, so 4 attacks per mag. Maximum of 120 AA-12 discharges available for the LCS if AA-12 ammunition (even without the guns to go with) isn't purchasable. I'm not sure how that's particularly interesting.
Which is better, an M16 or an AA-12?
CCS squad leaders carry them, too, and there are a least a couple of those per siege.You can get AA12s from CCS leaders. I think that there should be some things you cannot buy, to make it more interesting.There are precisely 3 CCS leaders in the game; I presume they all carry a full load of magazines. Even if none of them gets a shot off, that's still only 30 mags total; 8 rds/mag, 2 rds/attack, so 4 attacks per mag. Maximum of 120 AA-12 discharges available for the LCS if AA-12 ammunition (even without the guns to go with) isn't purchasable. I'm not sure how that's particularly interesting.
Which is better, an M16 or an AA-12?
Hamstone: So sexy you violate fundamental constants of the universe.
On the tropic of the lack of stat caps and the inevitable ensuing 21 charisma:Quote from: AlexorHamstone: So sexy you violate fundamental constants of the universe.
Check National LCS board, he is indeed working on it and releases patches every few days
Perhaps the shotgun could apply a % stun or knockdown?I was just thinking about different kinds of ammo.
Maybe add non-lethal rounds?
Perhaps the shotgun could apply a % stun or knockdown?
Maybe add non-lethal rounds?
If you select E options during chargen, you still don't have any maps (4.07.0).I can confirm as of my new game just last night.
Yeah the last time I beat the game I abused that glitch. I could form people into a squad from prison then go forth to a safehouse and viola, it's like the courts never sentenced them to death in the first place.
It balanced out though because of the glitch where if the CCS captures a safehouse, you can never take it back from them. Even after eliminating them via Backer's List, my old safehouse just disappeared.
Actually that's kind of brilliant. You could intentionally have your most dangerous liberals arrested. There are already shivs lying around at the location for you to procure. And I'm always a fan of having more safehouses.
Actually that's kind of brilliant. You could intentionally have your most dangerous liberals arrested. There are already shivs lying around at the location for you to procure. And I'm always a fan of having more safehouses.
Just to add a little bit more, since the prison will be a safehouse, and will act like a stronghold for you, the Police, Military and Agents will try to retake it, but its pretty hard because all the prisoners will be armed with guns and riot gear from the dead prison/riot guards. Therefore the advantages of you controlling the prison are: You have a stronghold and you could easily hire readily armed recruits. The disadvantage is that the prison is prone for attacks (Heat: 100 (or over)).
Will it be possible to, after a certain number of raids on the police station, have them realize that it's really best to leave you alone?
If you select E options during chargen, you still don't have any maps (4.07.0).
Am I supposed to be able to upgrade apartments with business fronts? And, actually, all of the safehouse upgrades? I feel like I'm not supposed to be able to.
Using version 4.07.1
Actually that's kind of brilliant. You could intentionally have your most dangerous liberals arrested. There are already shivs lying around at the location for you to procure. And I'm always a fan of having more safehouses.
Just to add a little bit more, since the prison will be a safehouse, and will act like a stronghold for you, the Police, Military and Agents will try to retake it, but its pretty hard because all the prisoners will be armed with guns and riot gear from the dead prison/riot guards. Therefore the advantages of you controlling the prison are: You have a stronghold and you could easily hire readily armed recruits. The disadvantage is that the prison is prone for attacks (Heat: 100 (or over)).
That's interesting. I like that idea added onto Finetal's
I'm not exactly where to post bugs, but I guess here it is. It seems that the day before my founder comes back from vacation I will always crash whenever waiting, going for a raid etc. Is there anyway to fix this?
I'm not exactly where to post bugs, but I guess here it is. It seems that the day before my founder comes back from vacation I will always crash whenever waiting, going for a raid etc. Is there anyway to fix this?
I suggest that you wait for a reply, or post the bug here http://www.bay12forums.com/smf/index.php?topic=130777.0
If you do not receive a reply I suggest you to start a new topic about it to get everybody's attention.
Tarn Adams (www.bay12games.com)
Kevin Sadler
Current Maintainers:
Jonathan Stickles (jonathansfox@users.sourceforge.net)
Chris Johnson (grundee@users.sourceforge.net)
Full list of Contributors:
Ari Rahikkala / arirahikkala (2009-2011)
blomkvist (2010-2013)
BManx2000 (2011)
Callum Davies (2012)
calrogman (2013)
Chris Johnson / grundee (2007-2008)
Christian Sergelius / cribozai (2011)
Ciprian Ilies / Addictgamer (2012-2013)
crickel (2009)
cybengineer (2013)
dreadmullet (2012)
dtomandl (2008)
Firewolf123 (2009-2010)
Gatleos (2010)
Grimith (2013)
Ighalli (2008)
infernozeus (2011)
Janus / brettflan (2010)
Jonathan Stickles / Jonathan S. Fox (2007-2013)
KA101 (2013)
Kay12 (2011)
Kevin Sadler / sadler (2004)
kuactet (2008)
Kurper (2010)
KViiri (2011-2013)
LethalFeline (2013)
mdownie (2010)
nyxwise (2011)
Pesi (2011-2012)
Puzzlemaker (2008)
ransomeliolds (2011-2012)
Rich McGrew / Liberal Elitist / yetisyny (2013)
Scott C. Walton / LiteralKa (2009-2011)
Servant Corps (2009-2011)
seth-dash-dash (2013)
shibby1295 (2013)
Tarn Adams / Toady One (2002-2004)
usr_share (2013)
vherid (2013)
wisq (2008)
Thank you for putting that list together, Liberal Elitist!
Thank you for putting that list together, Liberal Elitist!
There you are, Fox! Been wondering what happened to you.
Sorry for my absence, I've been thinking about other things lately. I got a new job, which saves me from the financial difficulties I mentioned in the liberal fundraising thread, but also leaves me with less time to spend on projects. Probably won't be doing much on LCS (or other projects, like ZSS) in the next month or two, but as I get settled I might come back to it.
Silencers aren't that "silent" in real life, although it would be neat if the alarm would trigger one turn after the shot was fired to compensate for people not recognizing the silenced shot as a gunshot. Because although it isn't quiet, the different noise does throw off people.
Fair enough. If someone decides to pursue it further we can look at emperical data combined with personal anecdotes. As usual, internet is taken with a grain of salt.
This does raise an overall question: how 'cinematic' should LCS be? Would we rather have 'cinema' style silenced guns that shoot whispers or if it turns out that all a silencer system can do is turn ear-bleeding sound into rock concert sound?
Allow high level martial arts to block bladed weapons with their hands? Allow high sword skill to block bullets with the blade?
Perhaps have that as a starting option: Realistic vs. Cinematic. Cinematic would unlock crazy OTT stuff at high combat levels (like trick shooting so a single bullet hits two guys, stabbing through a tank etc.). Perhaps Genetic Mutants should be classified as 'cinematic' and be removed from realistic game play? (Same thing with talking dogs at L+ animal rights etc.
I think it's needless to say I don't play LCS for the realism.
I actually like the idea of silenced firearms and more options for sneak attacks. If it is balanced and adds to the overall gameplay experience, then I am on board. Realism be damned (The day I can't recruit dogs is the day I quit forever, or at least only play older versions)
On an unrelated note I've been looking at articles about 'best free PC games' and noticed a distinct lack of LCS. DF hits every list because...it's DF, if Toady spent time on the UI it'd be bigger then Minecraft, but I think everyone forgets that LCS is still an active game and 1000x deeper then when it first came out as a 'throwaway' curses game. I am not active enough on the internet anymore to try and pimp this game but to those of you who are, it'd be nice to get LCS mentioned again...
I agree in having silenced weapons, you will have the ability to kill a person without having to trigger the alarm, unless you alienate other people.. the drawback in this is that it will have less piercing damage, and trying to kill a guy with Armour with a silenced pistol, that would be ineffective, unless you get the choice were to aim.
I agree in having silenced weapons, you will have the ability to kill a person without having to trigger the alarm, unless you alienate other people.. the drawback in this is that it will have less piercing damage, and trying to kill a guy with Armour with a silenced pistol, that would be ineffective, unless you get the choice were to aim.
I would imagine that one could simply copy & paste the "sneak attack with knife" code to apply to silenced pistols as well. Even someone in full SWAT armor is still vulnerable to someone putting a muzzle to the back of their neck, right?
I feel like choosing your target just adds an unnecessary layer to the attack. If your skill is low enough that a headshot might miss, you're probably not going to be sneaking around the army base. And if your skill is high enough, you're just going to aim for the head every time.
I also considered: why not have every concealable weapon be able to do a sneak attack? Sneaking up on someone with a knife and sneaking up on someone with a pistol don't seem so different to me. But then obviously stealth killing someone with an unsilenced pistol would raise the alarm. (One could even implement this before implementing silenced weapons, as kind of a build up to what may or may not be more complicated and lengthy coding)
And if your skill is high enough, you're just going to aim for the head every time.
The gun only makes noise after it shoots though. I'm pretty sure by that point it's too late.
Sure any unsilenced firearms would set off the site alarm, and according to previously stated ideas that I agree with, if the alarm is triggered you wouldn't be able to make any additional sneak attacks.
// Keep the top three dice
if(i<3)
roll[i]=newroll;
else
for(int j=0;j<3;j++)
if(newroll>roll[j])
{
roll[j]=newroll;
break;
}
If you think about a sequence of 4 die rolls {3,5,1,6} you will find that when the 6 is rolled it replaces the 3 in the roll array leaving the final state of the array {6,5,1}. To correct this problem replace with code such as: // Keep the top three dice
if(i<3)
roll[i]=newroll;
else
for(int j=0;j<3;j++)
if(newroll>roll[j])
{
int temp=roll[j];
roll[j]=newroll;
newroll=temp;
break;
}
case CREATURE_VETERAN: // for fighting skills
cr->activity.type=ACTIVITY_TEACH_FIGHTING;
- choice='2';
+ choice='3';
break;
// this second block are creatures with Computers, Security, Stealth, Disguise, Tailoring, Seduction, Psychology, & Driving
...
case CREATURE_WORKER_SWEATSHOP: // for Tailoring
cr->activity.type=ACTIVITY_TEACH_COVERT;
- choice='3';
+ choice='2';
break;
// this third block are creatures with Writing, Persuasion, Law, Street Sense, Science, Religion, Business, Music, & Art
I believe I found a bug with the justice system. When You have a person in the justice system you can get them out by making a new squad and selecting their name. They start off in the place they where, thus you end up with a one man squad inside a court house or prison.Download a newer version, it should be fixed.
The game even thinks their prison is a safe house. Must be conservative brainwashing!
(http://s18.postimg.org/pbn8g8lzd/screenshot_283.png)
Download a newer version, it should be fixed.
Download a newer version, it should be fixed.
But isnt the latest version 4.07.0? Its show in the screenshot
Ah I see, I thought the BETA sign meant that it was considered a branch off for now.
for(int i=0; i<options; i++)
{
// Dynamic difficulty for certain creatures, recalculated each time the function is called
if(recruitable_creatures.type == CREATURE_MUTANT)
{
if(law[LAW_NUCLEARPOWER] != -1 && law[LAW_POLLUTION] != -1)
recruitable_creatures.difficulty = 9;
else if(law[LAW_NUCLEARPOWER] != -1 && law[LAW_POLLUTION] != -1)
recruitable_creatures.difficulty = 6;
else
recruitable_creatures.difficulty = 2;
}
}
I had a silly thought about making A Christian Crime Squad mod based off the illustrious works of Jack T ChickPlease, do this, I will pay you with money I don't have...to MAKE THIS SHIT HAPPEN!
Hmmmm. That particular snippet doesn't appear to affect spawnrate at all, only the difficulty of recruiting that specific creature.It affects the diffictuly of finding mutants using the recruitment activity. The chance of encountering them during site visits is elsewhere in the code.
The big advantage of the SEAL suit is its top-notch stealth rating. Same protection from bullets.
The Army Bodyarmor is only better in that it has 2 professionalism. And its super easy to collect at the army base.
Thanks guys.
@Neo: I think reverse discrimination means, basically, minorities getting better benefits etc. from the government, being more likely to be hired for jobs and such over majorities, ostensibly to prevent them being discriminated against.
I guess that's more-or-less what you said?
It seems that in this version there is no way to limit food and water to hostages. Is it just me or was that feature cut out?
I maintain my support for the old enlightenment system. It was far more fun to do the carrot, stick, and LSD-instead-of-water dance to cause Stockholm Syndrome.
It seems that in this version there is no way to limit food and water to hostages. Is it just me or was that feature cut out?
I removed them. It was controversial. I wanted the system to be easier to understand, but a lot of people felt the removed thematic interest those options provided outweighed any benefits in simplicity.
It seems that in this version there is no way to limit food and water to hostages. Is it just me or was that feature cut out?
I removed them. It was controversial. I wanted the system to be easier to understand, but a lot of people felt the removed thematic interest those options provided outweighed any benefits in simplicity.
Please reintroduce them, they made enlightenment so much more interesting.
Also, can we get an .exe of the latest version soon? It seems like there's been a lot of work done on it since this thread was updated.
I am confused are you saying you changed the kidnapping so it is less... Saw?
I am confused are you saying you changed the kidnapping so it is less... Saw?
Did Saw consist of you beating them then yelling Ronald Reagan in their face?
Agreed. Where is my big neon sign that says "NEW VERSION HERE"?It seems that in this version there is no way to limit food and water to hostages. Is it just me or was that feature cut out?
I removed them. It was controversial. I wanted the system to be easier to understand, but a lot of people felt the removed thematic interest those options provided outweighed any benefits in simplicity.
Please reintroduce them, they made enlightenment so much more interesting.
Also, can we get an .exe of the latest version soon? It seems like there's been a lot of work done on it since this thread was updated.
This, it's so confusing trying to find the latest version of this game.
Hrm… It's sad, but not unexpected.My last leader (who was a second successor, if I remember that right) was named Dino Kitchen.Not at all hard to look up yourself, but anyway...
Not recently (https://sourceforge.net/p/lcsgame/code/HEAD/tree/), no, but there are a lot of drive-by contributions anyway.
Try adding upgrades to vehicles, like bullet-proof tires, armored vehicles, and maybe a bit more variety to car chases.Work from the latest version if you can, then, as it changes up some mechanics on shooting vehicles.
So... Is LCS dead? Last official update was 2 years ago, the Stalinist Comrade Squad hasn't been spotted for a while, S. Fox hasn't been active since January, barely anyone posts compared to a few months ago.
So what's the most recent download of LCS?The actual most recent you'd need to compile from the source code, I think it's on GitHub somewhere.
I had a thought while going through my piles of research papers and Judicial corruption evidence. If I publish this huge pile of dirt, they hate me. If I sell it to a public pawnshop, not only is it valuable, but they don't hate me and it somehow doesn't get out.
I can't help but feel like that could do with some revamping.
I just can't see pawnshops rolling out the carts of dosh for dirty laundry. I also really can't see that laundry staying private after the pawnshop owner spends weeks trying to sell the worthless stacks of paper. Anyway, I think there should be two new ways of dealing with the special files. One, handing it in to another liberal newspaper, which decreases both the impact and the backlash from the conservatives, while netting a small finder's fee, and the other ransoming it back to the owners. Imagine selling the tax files to the CEO for a huge pile of money, and some hate if you don't hide your tracks. I imagine it as a hugely high-risk, high-pay endeavor with a chance of mercenaries, cops, or what-have-you breaking up the deal, and the option of you being the one to break faith and gun down the other negotiators... in the middle of the park, creating a publicity nightmare.
Admittedly I'm more interested in the second option, and I'm starting to doubt the use of the first. The Guardian is probably better for most purposes. But yeah, I feel like ransoms would fit the feel of the game and could probably extend to kidnapped prominent conservatives. Just in case you needed even more ungodly amounts of money, or maybe even prisoner exchanges.
tl;dr: Ransoming special files and prominent conservatives for money or Liberal prisoners.
What do you think, coders et al? Can it be done? Should it be done?
I had a thought while going through my piles of research papers and Judicial corruption evidence. If I publish this huge pile of dirt, they hate me. If I sell it to a public pawnshop, not only is it valuable, but they don't hate me and it somehow doesn't get out.
I can't help but feel like that could do with some revamping.
I just can't see pawnshops rolling out the carts of dosh for dirty laundry. I also really can't see that laundry staying private after the pawnshop owner spends weeks trying to sell the worthless stacks of paper. Anyway, I think there should be two new ways of dealing with the special files. One, handing it in to another liberal newspaper, which decreases both the impact and the backlash from the conservatives, while netting a small finder's fee, and the other ransoming it back to the owners. Imagine selling the tax files to the CEO for a huge pile of money, and some hate if you don't hide your tracks. I imagine it as a hugely high-risk, high-pay endeavor with a chance of mercenaries, cops, or what-have-you breaking up the deal, and the option of you being the one to break faith and gun down the other negotiators... in the middle of the park, creating a publicity nightmare.
Admittedly I'm more interested in the second option, and I'm starting to doubt the use of the first. The Guardian is probably better for most purposes. But yeah, I feel like ransoms would fit the feel of the game and could probably extend to kidnapped prominent conservatives. Just in case you needed even more ungodly amounts of money, or maybe even prisoner exchanges.
tl;dr: Ransoming special files and prominent conservatives for money or Liberal prisoners.
What do you think, coders et al? Can it be done? Should it be done?
This isn't really a response to the person above; it's directed towards the reader.
The pawnshop can be thought of as a go-between for the crooked judges, corporations, etc..