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 - SlatersQuest

Pages: 1 2 [3] 4 5 ... 46
31
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: May 30, 2020, 05:05:48 pm »
You're going to need to provide more details on how it happens, because it works for me. Another user has recently thought xe had a bug, but after looking at it more closely realized that xe didn't read the interface correctly.

32
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: May 16, 2020, 04:23:10 pm »
Hmm... interesting idea

I'm thinking that they would be a style of superhero(villain). Chainmail doesn't normally do much in LCS, and swords are less effective than most ranged weapons in most circumstances.

33
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: April 25, 2020, 11:34:04 pm »
It's equivalent to Treason, so very, very serious.

A hint: conservative sleeper loveslaves are secret affairs. You can recruit a network of conservative judges safely even in nightmare mode.

Another hint: conservative judges have higher infiltration than liberal judges, so a sleeper conservative judge will do a better job at keeping you safe from the legal system than a sleeper liberal judge.

34
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: April 25, 2020, 06:18:57 pm »
It has to do with having attributes that are high enough to make you a desired mate in the eyes of society (10 intelligence or 10 health can do this).

If you manage to have your affair in secret, then you won't be dinged for it. I don't recall how I coded the secrecy, but it's in there.

Also, having Sexual Freedom laws being anything other than C+ will exonerate anyone and everyone of sexual treason charges.

35
Curses / Re: An LCS Remake
« on: April 13, 2020, 06:58:29 pm »
Factions are a completely new and as of this post unreleased feature; they will be added in 2.0, which I plan to get up as soon as I get the rest of the ground work done and some of the bugs tested.

At the moment, factions can interact with each-other but don't directly interact with the player. Eventually I plan to add functionality such that they behave more like the CCS with safehouses of their own, yes.

36
Curses / Re: An LCS Remake
« on: April 13, 2020, 04:14:48 pm »
I'm close to releasing version 2.0 of the TV mod, complete with factions that can be customized with text files. I'm wondering if something similar could be implemented here?  ;)

(I've been wanting to make a TV version of your remake, but not knowing where things are, this would be something I would need to collaborate on)


EDIT: Sorry for blowing my horn so hard. That was arrogant of me. :-[

37
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: April 09, 2020, 10:22:18 pm »
All right, almost ready; chasing bugs.

I found and fixed the bug that causes initlocation to print an error message.

I am still unable to replicate the ammo loading bug. It works fine for me.

38
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: April 07, 2020, 10:39:52 am »
Just busy - need to find the time to fix the bugs that I've been alerted to.

39
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: March 12, 2020, 05:26:17 pm »
Uh-huh, so if I get it right, GitHub is where you upload how many files at a time, and deposit them how? The advantage of the way TV Mod is currently distributed is that you can download a single zip file and unzip it, and all of the necessary files for compilation are already in the proper places. You don't have to reconstruct the files every time you download it. This is the problem that I've always had when trying to use GitHub - not only have I not known what a branch or a fork is or which one to use, but I've had no idea what to do with the files I downloaded.

A lot of the terms you're using are still mysterious to me, though. I'm used to programming on a computer, and then sharing the code as a block.

40
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: March 10, 2020, 11:02:05 am »
All of the keys are hardcoded, and changing that will require a great deal of additional work and probable bugs. I can do it, but it won't be quick.

As for Github...

What is Git BASH? How do you use it?
What is a Github desktop?
What's a branch?
What is repo?

Like I said, I might as well be computer illiterate when it comes to Github.

41
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: March 08, 2020, 07:21:36 pm »
What are you trying to type and hitting 'b' for?  :o

I can try to implement key bindings, but they'd have to be situation-specific.

I do not understand Github. At all. I can't either upload stuff or download it. I have the feeling that there's something with the command protocol that I just don't get. Can I have, like, a tutorial?

42
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: February 22, 2020, 04:47:27 pm »
Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.

43
Curses / Re: Modding the game
« on: February 06, 2020, 09:08:46 am »
This question is too vague for me to answer (and is the same reason why I can't mod Cheshire Cat's version, sadly). If you tell me what you want to mod, I can tell you where to find it, assuming it's in vanilla LCS or Terra Vitae.

44
What is the information for the LCS Discord server so I can join it?

45
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: February 05, 2020, 03:58:01 pm »
There is an LCS discord? Send me the link, please  :)

Pages: 1 2 [3] 4 5 ... 46