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Messages - SlatersQuest

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286
Curses / Re: Terra Vitae problems
« on: April 08, 2017, 09:19:39 am »
You are playing with version 0.1. I do not know how or where you got that version, but I fixed this bug a long time ago. Download the newest version. It has different bugs.  ;)

287
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 30, 2017, 09:48:24 am »
Loitering is when they can't find anything else to nail you with. However, if you're not wanted for anything, you shouldn't be able to break under police pressure and rat out your fellows, which makes me think you were flagged for something and didn't realize it. By knowing what that something was, I can tell you whether this was a bug or not.

288
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 29, 2017, 09:26:00 am »
Uh-oh. If the link is down, then Dwarf Fortress is down! I will keep an eye on it and if it's not back up in a week, I will try to find another solution.

Did you check to see what your guitarists' rap sheets were while in the police station? What you describe shouldn't have been possible, but there are ways to get flagged for crimes upon arrest.

edit: testing:

http://dffd.bay12games.com/file.php?id=8634

Edit: okay, the above link works. For some reason the one in the opening post does not.

Edit: link is fixed. I don't know what happened, because I didn't do anything to it. In any case, it works now.

289
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 19, 2017, 10:13:26 pm »
I have just made all of the movie messages subject to whether or not the LCS "can see things" (i.e. not disbanded, not in prison). That should fix the disbanded slog.

The only other time that you should get lots of messages is at the end of months. You actually probably want to read those.

The producer's political alignment depends on the inspiration for the movie. If they're inspired by LCS activity, then they'll be more liberal. AM Radio and Cable News, however, worship Ronald Reagan like a god, so movies inspired by them will be C+. (By the way, you can cut down on those movies by making AM Radio and Cable News less popular)

290
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 19, 2017, 09:35:46 am »
Sorry for the late response - can you give me a little more detail? Have you disbanded and are waiting? I can make the message disappear when you aren't looking.

291
Curses / Re: I am wanted for finding a bug?
« on: March 07, 2017, 02:05:52 pm »
It means that you are wanted for a crime, but that the game does not have a text message available for the crime for which you are wanted. In other words, there is a bug in the code.

Can you (1) tell us what version you are playing on and (2) look through the criminal rap sheets of your liberals at this safehouse and let us know what (if any) crimes they are wanted for?

292
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 07, 2017, 02:04:16 pm »
Maybe, in hthe future, some of these lobbies might have additional faculties: for exemple corporations might have private militias ala Pinkerman and give funding and the Churches might lobby for the freedom of prisoners.

What you are describing is a feature that I plan on giving factions, which I plan on adding after lobbies (technically lobbies are a kind of faction, but this will be the general case).  :)

293
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 05, 2017, 11:27:28 am »
Thanks for the bug report. I have a fair idea of where those bugs are and will try to fix them. Was the siege a police siege or was it some other kind of siege?

*

Meanwhile, the next major version is going to include lobbies.

To summarize:

Lobbies are additional legislative bodies. Each lobby has one or a few laws that it cares about and legislates. Lobbies do not care about public opinion, or about any other laws. A sufficiently powerful lobby will be able to push legislation through regardless of who is in congress, but a weaker lobby will only be able to propose law changes.

Each lobby has a range of alignments that it can have. A lobby that gains enough liberal influence (see below) will shift to a more liberal alignment in that range if it can (i.e. there are more liberal alignments available), while a lobby that gains too little liberal influence will shift to a more conservative alignment if it can (ditto). A lobby that cannot shift will become weaker and less effective if the direction of the influence is counter to the alignment of the lobby.

Each lobby consists of one or more character classes. Any creature of one of those classes belongs to that lobby. Any given character classes can belong to any number of lobbies. This means that a character belonging to such a class belongs to every lobby that xer class does.

Lobbies gain liberal influence through any of the following:
-A lobby's members being recruited by the LCS (regardless of their original alignment)
-A lobby's conservative members being killed by the LCS in a site action (provided that the masses are not alienated)
-The LCS' sleepers of a lobby advocating liberalism (even for things like hippies that otherwise are useless as sleepers).
-If a character class cannot appear due to successful LCS activity (e.g. the laws are too liberal for death squads, or the CCS has been defeated), then the lobby will gain liberal influence for as long as this situation persists.

Lobbies gain conservative influence (identical to negative liberal influence) through any of the following:
-Members of the LCS who belong to said lobby dying or leaving the LCS (this effect is smaller than if they joined the LCS)
-Every lobby gains a small amount of conservative influence each month by default
-If a character class cannot appear due to unsuccessful or incomplete LCS activity (e.g. the CCS has not been formed yet), then the lobby will gain conservative influence for as long as this situation persists.

All lobbies will be defined in lobbies.txt which will be a tab-delineated text file located in the art/ folder. An instruction manual of how to edit your own lobbies, as well as several pre-built lists of lobbies inspired by stories from various other media (e.g. Star Wars, Indiana Jones, James Bond, etc.) will be included for quick use.

294
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 02, 2017, 01:04:58 pm »
That's odd.

bzero() is a command in the standard C library routine that takes a number of bytes and sets their contents to zero. In this case, I give it the size of the class Movie, give it a pointer to the newly-created Movie, and then tell it to zero everything in the movie. This means that if something goes wrong as I edit the movie, it's because of something I did and not the whims of whatever data was there when the Movie was allocated from memory. I find it very strange that the Windows C compiler doesn't have it, but the same effect would be achieved by manually setting everything in the class to zero.

295
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: February 28, 2017, 06:54:57 pm »
Version 1.1 released!

Follow the link in the opening post

 :)

296
Curses / Re: [MOD]Liberal Additions (Update 2)
« on: February 22, 2017, 10:20:32 pm »
Updated the OP to make it less of a disorganized mess, and I made a Terra Vitae version of Liberal Additions.

Can you tell me how you did that, Taberone, and which version you used so that I can update it as the new version is released?

297
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: February 22, 2017, 07:17:01 pm »
I am going to have to delay the release a bit. Bugs are appearing left and right. I now do have a bug that never appeared before, though, which crashes when I try to seduce Vivian Pines (odd, it used to work...).


Edit, part 1: the Science, Computers, and Religion skills affect the odds of availing yourself of a secret mission. Each mission has a corresponding skill, and if any liberals are deemed fit then they can be sent. Liberals without the skill won't be deemed fit. Success or failure is then determined based on the skill itself, but it is dangerous.

I don't know why it's crashing, but lots of other things are crashing that didn't used to, so we'll see what happens. You can try sending me the save file and I will try to replicate the error.


Edit, part 2: all right, somebody who understands C++ better than me, help me out here: I am encountering a bug where the TV leader can be added to a date, but if she then leaves the date and is not liberalized, her data get scrambled. I believe it has to do with the delete_and_remove function in the date class when the date is deleted, but the UniqueCreature shouldn't be. Does this problem also exist with presidents and CEOs?


Edit, part 3: I have found and fixed one bug that prevented the TV leader from being able to be recruited at all while on vacation in single-city mode. I have discovered another bug - this is probably the bug that causes Taberone's game to crash when visiting Vivian Pines in her bed. What happens is that Vivian's data gets scrambled somehow after anything happens to her (in my case, I loveslaved her, then went back to her house after she had been loveslaved). However something similar happens if her house is closed down for some reason, e.g. by doing liberal biodiversity conservation on the trees in her front yard (which I should probably remove as that's not the point, but anything that closes down her house can have the same effect).


Edit, part 4: The bug causing the game to crash upon arriving at Vivian Pines' bed is a bug in the saving and loading of the game. Thus if you play the game without saving, it works properly, but data get scrambled during the save. I am working on fixing it now.

Edit, part 5: Bug found. The game was saving the data properly, but not loading the html script into variables properly. I also found out what you meant by the game crashing when you attack perusers during athletic activities - I assume you only mean gang members, because it works just fine if I use cops. I will work on fixing that now.

Edit, part 6: Bug found - the game is expecting there to be a news story about the gang member being shot, but of course there isn't one because the attackers are gangbangers, not cops. I will make a news story for this, but will do it tomorrow when I am not tired.

298
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: February 14, 2017, 08:55:19 pm »
Having a hard time finding a bug, but stay tuned.

Quote
Game still crashes when seeing Vivian Pines in her house
-I do not have a problem with Vivian Pines' house. I don't know if this is because I fixed a previous bug or if it's something with the port.
Quote
If you get accosted by gangsters or vigilantes while doing athletic activism, hitting the "fight" option crashes the game
-I haven't tested this, but I will.
Quote
Athletic activism trains dodge extremely slowly (+0.01 to Dodge per day)
-This is true. It was initially deliberate, although I will consider increasing it.
Quote
Front door guards at the Don's mansion let me in, but not the ones outside his office or safe
-I will look into this.
Quote
Terra Vitae safehouses never become available to me, even after I keep shooting up the Wilderness and Injun Reservation
-And this, although you're supposed to get access to Terra Vitae by recruiting the TV leader.

Quote
There should also be a way to get rid of unwanted, damaged, and bloody clothes. After going on a rampage, my Liberals end up with tons of common, useless clothing that is damaged and covered in blood (Ex. wife beaters, bunker gear, cheap suits, black leather). Maybe donating the clothes to a charity or something, or just throwing them in the trash?
Those things are salable, aren't they?

299
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: February 07, 2017, 10:13:58 am »
Update: version 1.1 is almost ready, but I am fighting to kill a few bugs before the release. It is playable.

This new version includes:
-It is now possible for sleepers to get married as an action. This requires loveslave slots and otherwise is similar to recruitment via seduction for active liberals.
-Added "wild west" as a type of execution with appropriate types (hanging, high noon shootout, tying to railroad tracks, etc.)
-And, most important of all, movies!

Movies can be inspired by activity by the LCS (and other organizations). Movies when released affect public opinion. Right now there is no way to alter the effect of a movie once the movie is inspired. This will be included in future updates, however; I just haven't gotten to it yet.

300
The reason this is happening - on my end, at least - is that I have a number of features that I'm trying to add to the game and doing that requires coding. The features that I am adding will eventually be text-moddable with a set of instructions, but first the features need to exist before I can make them user-friendly. At least the TV mod is playable. :)

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