I'm winning in my test game, thanks in large part to an early influx of money from running a Denial of Service racket, and the ability to visit the black market and load up on SMGs and ammo early on. Here's my founder:
(http://img.photobucket.com/albums/v613/jonathansfox/Picture2.png)
The Heavy Body Armor is the most powerful armor in the game, but it doesn't get you in as a disguise anywhere, and can cause alarm almost as fast as lugging an AK-47 around. I picked it off the body of a dead CCS Ringleader when I attacked one of their safehouses. Note that this guy is a hippie, not a transient -- my original founder died.
Public opinion:
(http://img.photobucket.com/albums/v613/jonathansfox/Picture3.png)
Liberal Agenda:
(http://img.photobucket.com/albums/v613/jonathansfox/Picture4-1.png)
Promotion Screen:
(http://img.photobucket.com/albums/v613/jonathansfox/Picture5-1.png)
The promotion screen went through a lot of ugly revisions before I settled on how it looks now. Implementing recruit caps per person, and making brainwashed and seduced characters behave distinctly from others meant there was a lot of information I had to communicate on this screen.
You can download the new version here:
The source code is on SVN for Linux or OS X compilation.
also, who can guess what is wrong with this picture?
(http://i17.photobucket.com/albums/b84/a1s/wwwtp.png)
edit: yes, both of those influence the caps.
[ May 13, 2008: Message edited by: a1s ]
As for seduced and sleepers affecting the recruit cap, I was able to find that bug. Instead of checking if the subordinate is seduced or brainwashed when determining if it should count, it checks if the boss is. Which means this is doubly buggy, as when the boss is seduced or a sleeper, nobody will count. :roll: I thought I'd fixed this, but apparently I just caught an instance of this when determining how many love slaves people can have, not how many recruits. Easy fix though.
Edit: Seductees will get their own category. People without seduction skill can only have one lover (which is their boss if they themselves were seduced), while people who have seduction skill can pull off having more than one.
[ May 13, 2008: Message edited by: Jonathan S. Fox ]
I would also like to make a few feature requests:
the rhetorically gifted should only try to raise heart if they don't have any weapons.
once CSS activates there should be a small chance that one of your activists engaged in regular activities (causing of trouble, selling of brownies, etc...) will disappear for a few days (without a message), and then reappear back, but is now a spy for the CSS.
also, maybe after they reappear you should get a small period (like a week) when you can interrogate them, and make them a double agent (you get the benefits of a sleeper in CSS and you get to have the activist). If you miss the window it is assumed that the insertion is unnoticed and now you can only send the operative to his or her death to get rid of them. (you could also do this for CSS, i.e. the player thinks she has a sleeper, but really he doesn't do anything)
[ May 13, 2008: Message edited by: a1s ]
I like your ideas a1s. I've actually been planning to make rhetorical Liberals fire guns if they're armed for awhile -- the reason they don't now is that many of them come with weapons (gavel...), and making them ignore their weapons was a quick and dirty way to ensure that they always attack with speech with their default weapons. This should nonetheless be changed for a more graceful solution.
The CCS sleepers would support having the CCS mount raids on your safehouses -- they don't do this now. I'd also like to make it so when you kidnap CCS members, the media doesn't respond to it, and you get an option at the end of whether to make them a sleeper or not (this should probably be extended to all sleepers) -- if they're known to have gone missing by the CCS, they'll be executed or quietly deprogrammed and work as a double agent.