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Messages - SlatersQuest

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301
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: February 02, 2017, 01:41:41 pm »
It's in the cheat code documentation file  :P

Go to a liberal (any liberal) on the review liberal screen. Press 'n' to get a new name. Type "Cheat Legislate Superhumans +" or  "Cheat Legislate Superhumans -" (the former will make the law more liberal, while the latter will make it more conservative). repeat as necessary.

302
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: January 28, 2017, 08:18:57 pm »
Argh - that's going to be really hard to find without a specific report.

Current workable solution: do you know what the superhuman rights law should be? If so, then you can use cheat codes to set it straight.

303
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: January 21, 2017, 12:21:16 pm »
Oops - sorry I've been out of touch. i've been working on the mod, but haven't been on the forum!

Did you notice when superhuman rights laws got turned into something outside of possibility? I just took a cursory glance through and couldn't find any obvious bugs.

I am midway through the movie-making 1.1. All of the places where movies can be inspired in-game are now included, but the code that handles the movies themselves is not.

Public opinion on food is influenced by the Vegan Coop and Juice Bar.

IsaacG put up a link to his Windows version - look for it.

304
Curses / Re: Corin's Mystery Massacre
« on: January 05, 2017, 05:50:19 pm »
Edit: wrong game

305
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 27, 2016, 08:14:29 pm »
I am trying to add movies.cpp and movies.h to the game now, but having some problems compiling as a reconfiguration of the make file causes compiler errors. I have isolated the problem to one file, Markup.cpp. I cannot find any connection of Markup.cpp to anywhere else in the LCS code, and am tempted to just remove it. Before I do that, though, are any of you aware of what its role might be/have been?

Well, I am unable to solve this problem. If I try to run ./configure, and then recompile using make, I get the following error message:

Code: [Select]
Undefined symbols for architecture x86_64:
  "_iconv", referenced from:
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
  "_iconv_close", referenced from:
      TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
  "_iconv_open", referenced from:
      TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [crimesquad] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2


This means that I cannot add new files to the game. I can add functions to existing files, though, since I don't need to configure unless I edit the makefile. I will try to add the movies functions to monthly/tvrecord.cpp in the meantime, but if possible I would like to add a movies.cpp.

If anybody can fix this problem, please let me know. I tried to do some research, and uninstalled Macports - it did not help.



Edit:
New features in progress:
-In the process of adding marriage as a sleeper activity (recruit into LCS via seduction)
-If a liberal loses contact with the LCS, then his or her means of losing contact will be the same as that of his or her contact
-Added tornadoes to the list of obstacles that can be encountered in a car chase (just for fun)

Bugs fixed:
-Fixed a bug causing display issues with TV-added classes

306
Curses / Re: LCS 4.07.0 How to level sneak?
« on: December 27, 2016, 12:35:22 am »
Stealth can be leveled up just like Disguise, but Stealth is harder because Disguise takes precedence over it.

My solution would be to train in a location with an inappropriate disguise but which is good for stealth. Cheaply, this means a black turtleneck while sneaking around in the AM Radio and Cable News stations.

307
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 27, 2016, 12:34:01 am »
I am trying to add movies.cpp and movies.h to the game now, but having some problems compiling as a reconfiguration of the make file causes compiler errors. I have isolated the problem to one file, Markup.cpp. I cannot find any connection of Markup.cpp to anywhere else in the LCS code, and am tempted to just remove it. Before I do that, though, are any of you aware of what its role might be/have been?

308
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 22, 2016, 08:13:04 pm »
So, I recruited the president twice, and had two of the same president. That doesn't seem right...

It's going to create bugs in other ways, too. I will try to fix that.

309
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 22, 2016, 11:54:06 am »
That's not quite true: saves from Windows do sometimes work on the Mac version, but not vice-versa. I suspect that it has something to do with the different end-of-line characters that Microsoft uses versus what Unix uses (Mac is Unix).

310
Curses / Re: Creating a new creature
« on: December 09, 2016, 09:39:01 pm »
You need to look up the function definition, which will tell you what the matching object types are. The function definitions are contained in the various .h files scattered around in the src/ directory.

Beyond that your question is not detailed enough that I can really follow how to answer it.

311
Curses / Re: Halo Mod
« on: December 08, 2016, 11:41:54 am »
Wow, this is quite the mod. I'm wondering how you plan on making the design for it.

I'm the author of the Terra Vitae mod, which does all of these things that you mention, so I can say that I've done them all. However I know nothing about Halo other than that it is a first-person-shooter in a space opera setting featuring a war between a human civilization and an alien one, so I will need to know more about what you mean to do for the custom laws (also, note, if you are trying to capture the Halo feel to it, then you will probably also need to restructure the entire political system instead of just the laws, unless the government in the Halo universe has exactly the same structure as the United States government).

312
Curses / Re: Creating a new creature
« on: December 08, 2016, 11:36:39 am »
Yeah, you've added your creature to the game, but the game does not know how to spawn the creature if it appears, and has no idea of where to spawn them.

-The locations are in the function prepareencounter() in newencounter.cpp
-You need to enable the game to recognize the creature in the HTML file by adding an entry in creaturetype_string_to_enum() in stringconversion.cpp

313
Curses / Re: What is happening in your Liberal Agenda?
« on: December 06, 2016, 11:47:31 pm »
The color could instead show how far the person is from the liberal agenda (or whatever is the player's utopia),light green is someone cool that you wan't to recruit and/or invite to your dinning room, red is someone you wan't dead or kidnapped.

We sort of have that already, but that doesn't solve the problem of the large number of possible alignments on the liberal agenda screen (although we could work that).

First, a person's alignment in-game is not necessarily related to his or her political alignment. For example, consider gang members. Encountered anywhere but the crack house, gang members' alignments are determined by public opinion, but at the crack house, they are always conservative. This is because 'conservative' here means 'enemy', not politically conservative. I do the same for the Terra Vitae and Mafia locations for their respective creature types, despite that Terra Vitae is basically on your side in terms of how they operate in-game.

I like the idea of putting in different alignments using additional screens accessible from the Liberal Agenda screen using different command keys. That might allow breakdowns of the two big troublemakers, who are the House and the Senate (simply because they contain so darn many people).

In addition to the six alignments that we have so far, I can think of the following that I was planning to add (more would be welcome if you can describe how to include them - see below):

Libertarian - diametric opposite of Stalinist, colored probably cyan as they're mostly Liberal but not complete L+. Libertarian politicians would support congressional term limits but not want to flush the supreme court.

Conservationist - almost completely elite liberal except for being C+ on a handful of issues, and would be (indirectly) sponsored by Terra Vitae. These would be military spending (they like to use the military to impose eco-justice around the world against countries that refuse it), gun control (organizations like Terra Vitae like to keep themselves armed), and maybe nuclear power (in reality, radioactive waste is not as destructive to natural environments as it is to human societies). They would support congressional term limits but also want to flush the supreme court.

Mafia - get elected as a result of Mafia corruption, and have nothing to do with public opinion. Once in office they will behave as moderates on most issues, but are C+ on prison regulation (they control prison gangs), drug law (to hedge out competition), police regulation (to keep the cops crooked), and election reform (to keep themselves in power), but are L+ on labor laws (control the unions), and the death penalty (they don't like getting executed). They have their own constitutional amendment that pegs the above at their desired alignments and also repeals term limits if they are in effect, but does not cause the liberals to lose the game as it's possible to defeat the Mafia internally by beating them at their own game.


Now, before you suggest any more, please understand that any new political belief that has congressional representatives has to have an opinion on all political issues, not just a subset that forms the core of a party's platform (this is because they're going to be voting on law changes whether or not they care about them!). So, go ahead and suggest more, keeping the above in mind.

314
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 06, 2016, 08:05:14 pm »
Quote
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher.  Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:

1. Your mate is low-quality. High-quality mates must be one (either) of the following:
     a. have high enough attributes to be eligible to commit sexual treason themselves;
     b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)

2. Your mate is not conservative.


If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).


In your case, the following happened:
-In the first case, the low-statted Fireman was judged to be a low-quality mate, which means your mutant had committed the crime before joining the LCS.
-In the second case, the mutant and dancer are both liberal, and are so guilty for that reason.
-In the third case, they're guilty all right, but managed to pass their skill checks.


Spoiler (click to show/hide)

315
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 02, 2016, 04:09:53 pm »
Well, I recognize one crash happening in the play movie code that I have never modified, so I am not sure what is causing that.

Quote
question, can the founder get superpowers, magic or supersuit in any way?

Superpowers and magic, presently, no. You can get supersuit powers by simply equipping one on your founder and then training with it.

My future plans are to add some more options during character generation that will give access to super-powers and possibly also magic. I was also thinking of having the university offer courses in magic when religious freedom laws are L+.

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