Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TastyMints

Pages: [1] 2 3 ... 5
1
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: December 30, 2018, 04:28:28 pm »
Thanks for the updates fella. Menu quantity prompt bug aside, seems very stable running XP SP2 compatibility on administrator. I did encounter a dead savegame bug where one of my liberals was attacked in the Projects, escaped out the front door, then disappeared from my active liberals list for two days before the Wait a Day option started causing unavoidable CTD. Don't know if that's useful to you or not.

2
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: February 13, 2018, 02:59:59 pm »
Sorry to hear about your situation, I hope things get better for you. Don't think I'd hound you for anything we're speaking about though. The time and hard work you and others put in to make an old niche game better is more than great. Frankly I'm just happy I haven't insulted you with my multi-paragraph "Idea Guy" rambling or by challenging your concept of what the LCS is or how they act.

You're two steps ahead of me in the powers and LCS department with the juice idea. That all makes perfect sense.

To add on to your case about the CCS being able to use violence more freely, it's worth noting that while Cable News could be argued as a netural institution the AM Radio Station is most surely a conservative news establishment and a functional equivalent to the Liberal Guardian. Both organizations feature Arch-Conservative NPCs at the very least. It makes sense for CCS to have a built in advantage as far as press releases are concerned. I wonder if it'd be possible to have them actively hijack Cable broadcasts like the LCS does, or otherwise sprinkle in some activism with their ultra violence.

3
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: February 12, 2018, 04:29:35 pm »
That sounds like a fantastic idea, and there's a lot of things in prison that political activist types do to better themselves. Right now I think events pop up that either wound your character, increase their Juice, and I believe the capacity to learn skills from other criminals. Meeting contacts and sleepers in prison could be useful for a character that picks up a several year sentence. My imagination runs with things like an LCS prison gang opposed to the Conservative Brotherhood prison gang or the Mafia's prison mooks. Not sure if the prison event system could even handle complexities like that, so take those less as suggestions and more as idle thoughts.

Targeted violence sounds like the way to go. It creates a procedure of gameplay through which multiple characters with various skills can excel and contribute to a common goal. Think about it: Let's say you want to commit acts of violence against the Corporation. You would want to go in and steal Secret Corporate Files, publish them, and then when the public is scrutinizing them you come in and start breaking things and shooting people to win the day through the public's very short attention span. Constant and sustained violence would require hackers, sleepers, and skilled thieves to be working constantly alongside journalists to manipulate public opinion in favor of liberal idealisms even though the media are owned by conservatives. Public opinion polls would be much more useful, maybe even necessary.

Now that I think about it, I'm wondering if the news system could be a battleground all to itself. I'm sure that within the context of the game the conservative media establishment would be more than happy to throw its own under the bus in order to draw attention away from issues you've made hot topics in the media. The Corporation might leak Evidence of Church Corruption to take attention off of itself, or the AM Radio Station could run a news story on corruption within a petty liberal business or institution like the Latte Stand that actively turns public opinion against liberalism. Turning conservatives against eachother temporarily to save their own skin would be a great liberal victory for the LCS! Maybe it'd give you free license to attack a new target instead of the one you had intended too. Bonus points for the Liberal Guardian's monthly publishing being the limiting factor in violence. (I'm not sure how these things work so please don't take offense if I'm spouting off about things I clearly have very little understanding of.)

I'm not quite sure the LCS would have ethical limitations in regard to genetic experiments. They don't have ethical problems buying up AK47s illegally, gunning down crowds of people, or kidnapping then brainwashing via savage beatings and mind bending drugs. LCS are very much pragmatic hypocrites convinced of their own utter righteousness and the endgame of genetic experimentation is something extremely liberal: engineering people so there is no significant differences between anyone, and things like skin color or race would be regarded as entirely cosmetic since everyone's a post-human. Forcing equality on everybody is clearly the most liberal thing there is. But then this is your LCS in your mod, so they are whatever you want 'em to be. ;) Cheers.

4
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: February 11, 2018, 11:33:12 am »
...realistically, I'd agree with you on all points. But this is Liberal Crime Squad, a video game and a zany one at that!  :)

There is a surrender to the police option that you can use and high-juice liberals can use it if you are appropriately prepared with the legal system. Sleeper judges can throw out witnesses that rat you out and dismiss them as evidence. If your rap sheet is relatively short of serious crimes, getting off with a good lawyer/judge combo is possible. Should be more possible, IMO, but you can do it.

In my experience, early game TV depends on how dangerous you've been taking. There are strategies that liberalize public opinion very quickly, yet keep your founder pretty safe (a founder who mainly recruits and masterminds from the shadows, and your own death squads that don't get taken alive is an obvious one. A founder who steals documents and publishes them in the Liberal Guardian is another good one). It's definitely possible to liberalize the country (excluding the supreme court) with one election cycle.
Aye, it feels a little dirty making the game mimic real life more closely doesn't it? Kinda strips it of its character in the same way that removing some of the long term bugs, placeholders, or oversights in DF can strip character away. Like how elephants used to be, or how prolific sudden and fort-lethal panic spirals used to be.

On the topic of prison and the courtroom, I've had 4-5 sleeper judges and good lawyers that have gotten me off of things up to a charges of Treason but that's less of the prison system being used and more of the justice system being rigged. What I mean to say is that prison itself is under-used and doesn't fulfill much of a purpose outside of gunning your way inside and breaking out your people. In reality the justice system revolves around extremes: You'll either never go to prison, or you'll probably be able to bust it wide open. But there's no real reason to choose surrender or allow your liberals to survive encounters with police outside of those. That's great for the personality of the game, but it also narrows the scope and adds spikes to the brick wall learning curve.

I've seen some mentions in other threads of violence being overpowered and I fully agree. When I've started new games I've tended to stay quiet early, legal fund-raise, and publish newspapers. That might be why things are slow going for me. Once corporate mercenaries raided my compound and killed half of my liberals I recruited a bunch of Sweatshop workers with my founder and made an Illegal Deathsquad out of them. After that the country started to liberalize more rapidly. I wonder if there could be some kind of diminishing returns and negative values instituted on violence so that constant and brutal violence would not only generate tremendous heat but also perhaps even harm the liberal agenda. Mass killings two or three times a month should probably make liberalism, not just the LCS, gain a poor image.

Anywho, more in reference to TV: I actually felt some nostalgia for City of Heroes when I played through TV for a while. I never really connected the two, but a faction of militarized hippy deathsquads carrying out terrorist acts would have fit right in CoH. I wonder if you have considered adding mad science type stuff for LCS to do to go with the theme like genetic experiments with mutants? Would be neat for high Science skill characters.

5
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: February 10, 2018, 07:27:21 pm »
At the moment, no, cops aim for the chest and death squads for the head. I might make SWAT aim for the legs.

My understanding of police procedure is that cops aim for the largest target (the torso) because if they're using guns, they're past the point of attempting non-lethal force. Part of this is because there is no "safe" part of the human body where you can shoot without killing someone. There are important blood vessels everywhere.

Also, this is Liberal Crime Squad. The cops are Conservative - they're supposed to be the bad guys. I suppose I might make police negotiators aim for the legs when they have to use their guns, and I suppose maybe also Amerindian police, but they're the only ones.
By and large shooters are trained to aim for the center of the mass. Aiming for the head or legs is very much a videogame and movie thing. LCS is a videogame and a fairly zany one at that so it fits. If I were feeling daring I'd suggest "Shoot to Kill" and "Shoot to Wound" instead of Aim for Head or Aim for Legs but that would look really weird with melee weapons and it's probably hard coded to use the same menu options. Maybe a combination, Aim to Kill or Aim to Wound. It's a shame LCS doesn't have comprehensive damage tracking like DF. It would go a long way toward keeping Murder charges from racking up and maybe dial down the effectiveness of mass shootings in-game. The presence of EMTs and hospitals seems to be nonexistent within the game mechanics. Maybe that should change at some point, or at least get mentioned in newspapers.

Oh and on the topic of cops as conservatives within the context of the game that may not be entirely true on a situational basis. Keep in mind that the average beat cop could be liberal, and is only chasing or engaging your liberals because they broke the liberal laws. A Deathsquad is most surely conservative, but police or even SWAT responding to a crisis or pursuing a criminal are not necessarily. Having normal cops shoot to wound makes sense in my opinion. Especially since running from normal cops can very often result in death for poorly trained liberals and early game founders. Being shot in the back and killed by a cop for setting off a car alarm and running is a little strange, yeah? Deathsquads or Gang Units maybe, but normal Cops?

The prison system should see a bit more use I think. I don't interact with it much because my liberals usually get killed in gunfights or running from cops rather than arrested. In fact, it's preferable that way since they can't rat you out if they're dead and a lot of times they're facing execution if caught and imprisoned. Low Heart liberals being captured can have serious consequences so it may act as a balancing mechanism for violence to up the survival rate on getting shot or police encounters in general. Early game TV tends to skew toward Arch-Conservative and Deathsquads within the first 5-8 years anyway. If the game's going to bust your founder it should do it before minor crimes are answered with the death penalty.

6
Curses / Re: LCS 4.12.08 Now With A Save Editor
« on: February 10, 2018, 07:20:08 pm »
Hey I thought I'd pop in and say thank you for your hard work in making LCS more moddable. I haven't checked in on LCS for a long, long time but it's amazing to see the things coders are doing with it. Cheers.

7
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« on: October 06, 2015, 06:44:55 am »
We miss you Suds. Come back to us. :'(

8
Quote from: Toady One
11/18/2014 I cleaned up some crashes today. One of them involved a night creature that had wandered into a shop and killed the owner... the creature then somehow got assigned as the owner. The crash happened when the night creature tried to come up with things to say to potential shoppers, since it didn't have a civilization as a frame of reference. I fixed that part, but I still have no idea why it thought it should change professions in the first place...

Upon seeing this my mind immediately turned to creatures in mythology that kill and take the place of individuals in society. For example the mythical twin-tailed cat demon of Japan. The legend goes that if a female cat lives long enough its tail will split and it will try to kill the woman of the household and take her place in the family. Spouse Snatchers exist already, sure, but Identity Snatchers not so much. I think it'd be a great way to add interesting storytelling if the reason for this behavior could be isolated and applied selectively. It could also help to facilitate spies within intelligent races as their function is relatively similar.

9
DF General Discussion / Re: Future of the Fortress
« on: June 05, 2014, 12:47:42 am »
With the separation of movement and attack speed being implemented does that also mean that Crossbow and Bow Users no longer stand planted in one spot while "reloading" their weapon? For example: Can an archer knock a new arrow while moving? If so is there a stat penalty or skill roll associated?

10
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2014, 09:42:10 pm »
Cheers Toady, waiting patiently.

11
DF General Discussion / Re: Future of the Fortress
« on: May 08, 2014, 02:39:37 pm »
According to the 2/17/2014 Devblog post:

Quote from: DevBlog Post
So you could throw a head into a room to freak people out, which is cool, but you can also throw a single tooth, and it would work too, if the person is dead. And if you drop a tooth from a bar fight in a different room with some relatives, nobody will care, but if you later go and kill the former owner of the tooth, then you'll hear people cry out in the distance as long as they are still on the map, since they'll suddenly recognize the tooth as belonging to somebody deceased. That's okay, as far as we need it to work for now.

Will creatures react emotionally to butchery returns as if it were a piece of a dead creature's corpse? Can I butcher a historical Giant Dingo, eat it, and throw its heart onto a table in a tavern to show everyone it is dead?

12
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2014, 01:36:08 am »
Will it (soon or eventually) be possible to give plants or plant products
either a "happy" flag or an "euphoria" flag (beyond the happiness
provided by eating something a particular dwarf likes)?


For example from the THC in hemp+flour biscuits (ie hash brownies),
or the theobromine in cacao-seed products.

Depends on what part of the plant is used to create the food. Hemp seeds don't have THC in them, or at least not enough for it to matter. The part of the plant that generates the most THC is the flower buds. I happen to recall smokeables being mentioned in the devblog and older FotF posts so in a future update you might very well get what you're referring to or at least the ability to mod it into the game.

Would a syndrome be the best way to approach happiness?  Or, would it
be possible to give such foods (as opposed to drinks) the alcohol tag,
so they prevent an unhappy thought in dwarves the way alcohol does?


I'd be happy to have hemp especially provoke whatever strange mood
he codes behind the scenes for "euphoria". ;)

Hemp generally refers to the fibrous materials extracted from the body and stem of a cannabis plant. In modern times "Hemp" is a generalized term to refer to strains of cannabis that have been bred specifically to generate a lower amount of THC than other varieties. More than 100 years ago and the distinction is pretty much null. Europeans grew cannabis for centuries and very likely smoked it. Up until about a century ago it grew wild almost everywhere on the American continent which is why it garnered the term "Weed."

In reference to your question about syndromes I'm afraid I don't quite know. I am unaware as to whether syndromes can effect the emotion system so I think that's a good question for Toady: Will it be possible for syndromes to cause specific emotions in creatures?

Could we in some kind of way relabel certain combinations of ingredients
with a recipe name?


So, if you do create a "hemp biscuit" with flour you could name it "hash brownies",
and the game would call future prepared meals (with any amount of hemp and flour)
that in the expanded summary screen.

Sorry if parts of this feel close to the edge of a suggestion.  I'm more curious
what tools we'll get with this release to mod in some of these effects.
For example, I think we could obviously mod in quite a variety of recipes,
and make them available for reactions in the kitchen, but I think I like
better the retroactive naming of a list of ingredients.

As far as the production of food in the game goes you can have the kitchen or brewery have a custom reaction that turns specific kinds of items into other items. I'm sure the day the release comes out somebody will make "That Weed Mod." It wouldn't be that hard really, just add a harvestable "bud" much in the same vein as quarry bush leaves and allow it to be cooked into a hash cake or something. You could make the food item cause dizziness and have a high value so it makes dwarves happy when they eat it but dizziness causes them to drop things and cancel jobs due to losing the job item which turns into a real pain. I mean that's if you REALLY want your dwarves stoned. Personally I think being stoned is more of a hobbit activity myself and since dwarves are constantly drunk anyway I doubt they would bother.

13
I shall construct a great Ziggurat. At the apex of this Ziggurat shall be the entrance to a staircase. The staircase will lead to a winding catwalk tour of the cavern layers deep into the world. Far below the Ziggurat, just above the magma sea, will be a Great Arena built with many pitfalls and dangers. The greatest engravers shall line its walls with the majesty and glory of my people and the greatest mechanics will create instruments of death that will honor our ingenuity. I shall create various challenges for any siegers who challenge the arena.

I will name both the Ziggurat and Arena "Armok's Hammer" in honor of whom it was built to please. It will be populated by crundles with "Trap door" bridges holding cells full of war dogs and giant cave spiders. Cells holding giant animals I have bartered from filthy elves shall also play an integral part of the ritual. Like the goblins they play their part in the completion of The Hammering. If the elves find war with me more favorable than trade they will come as challengers themselves. I'm sure a horde of naked emaciated elves would serve as a good warm up for any army of goblins looking to seek their glory. I will not allow the challengers to face too much more than they could conceivably handle.

The final challenges shall be forgotten beasts isolated on a far platform by a center platform with drawbridges on either side. When the drawbridges lower the forgotten beast will be loosed onto the challengers. Should they slay the great beasts they will prove themselves worthy of Armok's favor. The Ziggurat constructed above will be dropped on The Arena and all inside will be crushed to dust by the Wrath of God.

Our children and their children will rebuild this Temple until this world is shattered and forged anew. Blood must flow without end or life will cease to be. Armok be praised.

14
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2014, 01:36:40 am »
On January 9th of this year the devblog post references a Necromancer who could not find any corpses because she was too busy camping out and teaching apprentices secrets of death. Will creatures and regions be capable of I_EFFECTs like ADD_SYNDROME, RESURRECT, and ANIMATE during world gen and off-loaded world progression? For example: Will corpses of historical figures who die in evil reanimation areas get back up and wander around, or out of, the region?

15
DF General Discussion / Re: Future of the Fortress
« on: February 01, 2014, 12:32:39 am »
Cheers and thanks for the reply Toady.

I wondered about that actually, the Gray Goo thing threw me off. Very peculiar thing, those demon sites; Toady, you certainly have done a good job teasing us, for those and in general.

I wonder what those items are...

Various pointy objects with with few peaceful uses, no doubt.

Pages: [1] 2 3 ... 5