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Messages - SlatersQuest

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316
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 21, 2016, 06:34:37 am »
Quote
Is it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals

Sadly, no - that feature was added to vanilla LCS after TV was developed. We really need to re-sync the mod with the core game. Maybe we should embark on that this coming week?


Quote
Another thing I noticed about Terra Vitae was that spouses of new recruits can occasionally join them in the fight for Liberalism, which is a feature that I absolutely love. Does anything affect the odds of a spouse also joining up?

Yes, quite a lot of things, in fact. The code is in SeekRecruitSpouse() in additionalchars.cpp. To summarize:

1. The most important determining factor is how the liberal was recruited. Liberals recruited via persuasion are more likely to bring their spouses than liberals recruited via seduction. Enlightened liberals will never come with spouses (you didn't kidnap the spouse to enlighten xer).

2. The second main factor is the recruit's age. Recruits have a maximum chance of being married at age 32, and drop off rather precipitously if they are younger and more gradually if they are older. Thus if you want to recruit people's spouses, it's best to aim for recruits in their early thirties.

3. Conservatives are more likely to be married in the first place. Therefore if you recruit a liberal via persuasion, it is somewhat more likely that the recruit will bring xyr spouse if xe was previously conservative prior to recruitment. However, liberals are more likely to approve of and be open about their extramarital affairs with their spouses, so if you are recruiting via seduction, a recruit is more likely to bring xyr spouse if xe was already liberal prior to recruitment.

4. Every profession belongs to a social class, and some social ranks are more likely to have spouses than others (although only the destitute gang members and homeless people are markedly different). People you recruit are also typically more likely to marry within their social class or a nearby social class. The classes are destitute, blue-collar, academic, military, professional, respected, and rich.

5. CCS members are more relatively likely to be married to fellow CCS members than would be expected for people at large. The same applies to criminal professions like gang members and the Mafia, to the super-powered community, and to Terra Vitae. The Terra Vitae leader is always married (to a TV Agent).

6. People are assumed to be 80% heterosexual and 20% homosexual. Homosexual conservatives are less likely to be married than homosexual liberals. Vivian Pines is always heterosexual, but her successor(s) can have either sexual orientation (although in her case this doesn't matter for having a spouse).


Also note that there is a "Cheat Marry Me" code.

317
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 20, 2016, 01:11:08 pm »
Well, I didn't know what Debian was, but looking it up I get the impression that it's an open-source operating system? I don't know why it would suddenly be lacking in libraries, but...

318
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 19, 2016, 08:21:52 pm »
These look like compiler errors of the sort that can happen when you don't have the complete set of libraries. You were able to build it before, right?

319
Curses / Re: What is happening in your Liberal Agenda?
« on: November 16, 2016, 09:56:59 pm »
You guys are missing the point. :)

Every law in the game has five possible states: L+, L, m, C, C+. In the TV mod, there are 23 laws in the game (19 in vanilla LCS). This means that there are 523 = about 12 quadrillion possible alignments ("only" 519 = 19 trillion in vanilla). Right now we have only six alignments, but once I have the streamlined political system in play, it will be trivial to add more.

There are only eight color options. There is only so much room on the Liberal Agenda screen. It's these gameplay-display issues that are the problem.

Edit: there is one other problem (also gameplay-caused): the Liberal Crime Squad (i.e. the player) is Elite Liberal. This means that shuffling politicians around on axes other than the liberal-conservative axis will be counterproductive to the player, which means that having sliders that can move along axes other than the liberal-conservative axis break the game unless they can be forced to move onto a liberal-conservative axis.

320
Curses / Re: What is happening in your Liberal Agenda?
« on: November 14, 2016, 01:13:08 pm »
Ah, I see what you mean now.

LCS does actually have something qualitatively like that in the game already: the Stalinist Comrade Squad and its associated political alignment, which is L+ a some of the issues but C+ on the rest. For a while, there was a plan to incorporate many different alternative alignments akin to that of the SCS, but so far that hasn't been implemented. Eventually, I plan on revamping the electoral system in LCS, specifically to accommodate things like this.

As for Trump himself, personally I'd rather wait to see his politics in practice before trying to make up a new political alignment specifically to describe him. He has said or focused on different things at different stages of his campaign. I really don't feel like I have a good enough impression of him to parody yet (and am inclined to doubt that many other people do either).

However, it is inevitable that politics in America will change, e.g. liberalism in LCS is very obviously post-Vietnam war in sensibilities; before the war, it was the liberal Democrats who were the party of war while the conservative Republicans were the party of peace. Ergo we should consider restructuring LCS' political system to incorporate some amount of new flexibility.

***

So, with that, the plan that I had for restructuring politics was to have an array of probabilities for each elected office (president, house, or senate) seat in any election that will reflect public opinion on all views. The L+ alignment, for example, be at its maximum probability if all views are 100% liberal, while other alignments will want some views to not be liberal, etc. Non-elected offices (supreme court) will work in a similar fashion, but instead of checking public opinion directly will create a surrogate public opinion based on the alignments of the offices responsible for appointing said offices.

This idea has the following problems:

1. Right now, the different political alignments are defined by color. There are only eight colors allowed by the Curses engine that LCS runs on: green, red, blue, cyan, magenta, yellow, white, and black. Of these, blue and white are the only two unused colors with regard to political alignment (black is used for the background), and even red doubles-up for Stalinist and C+ alignments. If we are going to add many more alignments, we will need to think about what alternative ways there are to identify different alignments.

2. The composition of the house and senate on the Liberal Agenda screen will need a massive reformat if we add more than maybe one or two more alignments, because there isn't enough space on the screen. There also isn't that much room for more tabs with laws, etc. either.

321
Curses / Re: What is happening in your Liberal Agenda?
« on: November 13, 2016, 09:21:47 pm »
Heh, lol.

Perhaps I'm missing something (in which case, perhaps you can clarify). How are Trump-style politics different from what LCS already models and parodies?

From what I can see, Trump ran on a conservative platform in the primaries that enabled him to win the party nomination, then switched his tune to be more moderate in order to swing the general election. LCS already has mechanics to handle this. Granted, Trump originated out of business unlike most of the more recent Republican party nominees, but he's not the first U.S. president to do so (again, Ronald Reagan was a movie star before he became governor of California). As for the rash of racist violence that has followed the election, those are Conservative Crime Squad wannabes - again something that LCS has implemented for a long time.

Now, admittedly, I would like to have more detailed modeling of many of the factions in the game, including the major political parties. Still I'm not entirely sure what you're getting at here. Can you be a little bit more specific about what LCS is lacking?

322
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 08, 2016, 10:45:02 pm »
Thanks IsaacG!

Sometimes get this segfault hen conducting a mission.

...

After doing a make install the terra vita office and other tv locations are a blank map.


Hmmm... it sounds like you're missing some maps from the dev/art directory. Can you look to see if there is a mapCSV_TerraVitaeHouse_Specials.csv in dev/art? There should be three TV maps in there.

323
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 05, 2016, 04:14:48 pm »
Bug found and fixed.

Edit: unfortunately, without modifying the save file, you will not be able to continue your broken game. What happened was that I failed to move agents back to their home base after they returned from whatever it was that they were doing. This means that your agents are at location -1, and anything attempting to access location -1 is going to cause a segv.

Version 1.04 is uploaded!


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Are you testing on linux?

No, Mac OS


Quote
Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough.

Or just use my "Make Mary Sue" cheat code :p

(Seriously, that's why the cheat codes are there - for setting up scenarios and debugging!)

324
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 05, 2016, 12:24:31 pm »
I am testing it out, but it will be a little while before I get a squad ready to finish a mission, and see if I can replicate the error.

I do not get constant random segmentation faults, though, so I suspect that is something on your end.

325
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 04, 2016, 11:13:23 am »
Code: [Select]
location[pool[AgentList]->location]->loot.push_back(newloot);
Well, I see why that would cause a segv, but I can also tell you that it is an error in the code as there is no line in daily.cpp that has that. The line that I have in my code is:

Code: [Select]
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
My guess is that something happened to your source before you compiled it. I'll also note that the line numbers disagree, so I suspect that there are other problems as well. Can you download it again and look at the code and see what you have? That will tell us if the download stored on DFFD is itself corrupted, or if something went wrong on your computer.

As for the random segfaults, I am guessing that it's probably again alterations to the code that are causing it. I have been playing myself without those segfaults, and moreover, deletions to the code might cause overwriting of addresses in the game as it is running, which can cause segfaults like that as well, so I suspect that whatever happened to your code is responsible for both problems.

326
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: November 03, 2016, 10:44:54 am »
Sorry for the late reply; the way that movies are planned to work are summarized in post #264.

327
Curses / Re: What is happening in your Liberal Agenda?
« on: October 23, 2016, 05:56:26 pm »
Actually, that's not true: Ronald Reagan of all people was a populist celebrity (he made his name as a movie star).  :)

Also, the Stalinist Comrade Squad isn't exactly populist. Populist is like Teddy Roosevelt, which is pro-freedom, among other things.

328
Curses / Re: What is happening in your Liberal Agenda?
« on: October 23, 2016, 11:19:29 am »
Trump is something that can't exist in LCS at the moment: he's a member of the Conservative party that the regular conservatives in the legislature won't want to cooperate with.

I'd love to incorporate things like that into the Terra Vitae mod, but have so many other things I want to do first...

329
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: October 23, 2016, 11:17:37 am »
Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.

Then I'll start working on the movies.

330
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: October 17, 2016, 08:38:58 pm »
 
Wow, glad I get to see that you managed to spit in your doubters faces.

 :)


I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.

I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?

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