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Messages - SlatersQuest

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331
Curses / Re: Religion in Liberal Crime Squad
« on: October 12, 2016, 08:12:36 pm »
I don't presently have meditation, although I might use it in the future. There is a Magic skill in the TV mod, and having it in C+ religious rights laws is witchcraft.

332
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: October 12, 2016, 04:38:37 pm »
All right; I am having some issues here. I cannot reliably replicat ehe bug that causes the game to crash in Vivian Pines' bed. Sometimes I get it, and sometimes I don't. This makes it a pain to debug...

333
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 29, 2016, 08:22:57 pm »
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.

Shouldn't they disappear when you talk to them?
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.

Bug fixed.

I've identified that something is wrong when trying to encounter the Terra Vitae leader. I will release version 1.03 when I find that.

334
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 24, 2016, 07:12:26 pm »
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.

I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.

Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(


Quote
One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.

Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?

335
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 23, 2016, 08:41:47 pm »
Thanks for the reports - I am surprised, as I had thought that I had fixed the Rural America bug.

Mutants do not "graduate". However, mutants with superpowers do qualify as superheroes/supercriminals already as far as soliciting donations while wearing a costume goes, so I see no reason why they need to graduate for this. :)

There is currently no way to gain superpowers except through having it and training with it. The reason it works this way is because superheroes in comic books are almost always either born super or become super through some kind of accident or procedure; it's not a skill that they learn. Once they have powers, they can get better at using them, which is why the game treats it as a skill, but you can't learn to use something that you don't have.

I am willing to consider story events that may cause your characters to acquire superpowers, though (some secret missions might qualify, for example, such as the one about Amerindian relics).

336
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 22, 2016, 09:26:20 pm »
First things first:

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Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.

I was about to ask you that, since this is a known bug. I am working on fixing it now.

Save your game file. I should be able to fix the bug without making the saves incompatible, so you won't lose your game.



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i hope i posted this right and that i diddnt goof up some how and made a new thread  insted but the tv house has bed bugs entering that tile crashes the game

I'm not sure I understand your bug, although it sounds like it might be one that I fixed already. Which version are you using? And can you send me your save file?



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Shouldn't Western influe on Amerindian rights?

Yes, definitely!

337
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 21, 2016, 01:03:23 am »
LCS Goes to the Movies has eight genres, but they have no effect on the game and are purely cosmetic (and can't be predicted ahead of time). There is also always exactly one movie per month, and like the genre, the views that it affects are completely random. Nothing you do in the game has any effect on movies except for their alignment and their power. It does have the protagonist view and setting view structure that I took from it and am using here, though.

I've been wanting to include a prison genre. The challenge is how to implement it. What kind of events in an LCS game would result in prison movies? I can think that courtroom battles could inspire movies due to liberals going to trial, with liberals being acquitted making for liberal courtroom movies and liberals being convicted leading to conservative movies. Those movies, however, would be legal dramas, which are related to prison movies, but not the same. There are also executions, which are public, which I suppose we could use. Finally there is also the ability of the Liberal Guardian to publish prison files, but that last one, appropriate as it might be, would lead to a very limited selection of main protagonists. Maybe events in prison of whether your jailed liberals are gaining/losing juice? Help me out here. :)

338
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 20, 2016, 11:54:47 am »
All right, here's how I'm planning on incorporating movies. I'm writing it up here because input would be welcome! I am going to color-code anything that I am particularly looking for input and suggestions on in blue.


First, the basics: each movie will be inspired by something happening in the game. A huge variety of different in-game events can inspire movies, including the following:
-Background broadcasts by AM Radio and Cable News
-News stories of raids by the LCS and CCS
-Terra Vitae secret missions
-Liberal Guardian special editions
-Sufficiently liberal paintings/songs/t-shirts sold by the LCS
-Love-stories of people in the world (including people seduced by LCS agents)
-Other movies

Movies go through phases. All movies begin in the inspiration phase, and move on from there to subsequent phases. There is a roughly 1/3 chance each month of a movie moving from one phase to the next. I don't know how to go about incorporating budget into movies, but bigger-budget movies will move more slowly. The phases are as follows:
Inspiration phase: all movies start here. Somebody is thinking about the movie, but production hasn't actually begun. Movies will have no effect on gameplay at this stage or any of the next three stages.
Writing phase: A writer is building the script for the movie and the cast may be under assembly, but no shooting has occurred yet.
Production phase: The actors are on the set, the scenes are being shot.
Editing phase: The film for the movie has been shot, but re-takes, computerized special effects, and various other edits are being made.
Release phase: The movie is out in theaters. The movie has its biggest effect on public opinion in this phase.
Legacy phase: The movie is no longer being shown in theaters. It will continue to influence public opinion, but at a much reduced rate.

Each movie will have four parameters that describe it. These will be its alignment, protagonist issue, genre, and setting issue. They each have the following effects:
-Alignment will determine the direction of the effect the movie will have on public opinion when it is released. A movie can have any of the political alignments in the game (L+, L, m, C, C+, S), as well as anything else that you or I can think of. In general, the alignment of a movie will be determined by two things: (1) the mood of the public when script writing began, and (2) the alignment of the faction responsible for the movie. Thus, activity by the LCS will result in more liberal than average movies, while the CCS, AM Radio, and Cable News will have more conservative than average movies, Terra Vitae may have its own alignment, etc. LCS infiltration of the movie industry can also make movies more liberal directly.
-Genre will be determined by the type of action that was responsible for the movie being inspired in the first place. For example, terror attacks by the LCS and CCS most commonly make for either action movies or dramas, TV secret missions often inspire spy or sci-fi movies, and seducing people into the LCS is likely to inspire romantic or pornographic movies. Genres are related to setting views, and an incomplete list of genres is below.
-Protagonist issue is one of the public opinion views in the game that the movie affects. It, too, will generally be influenced by the nature of the action responsible for inspiring the movie; for instance, publishing CIA secret documents in the Liberal Guardian might inspire a movie where the protagonist is snooping for the government, etc. The protagonist view is completely divorced from the genre, so any genre can have any protagonist.
-Setting issue is also a view in the game, but unlike the protagonist, it is closely tied to the genre. In general, the inspiration for the movie will not affect the setting issue directly, but each genre has a fairly short list of setting views that it can influence, and so will affect the setting view indirectly.

A partial list of genres and their applicable setting views are as follows, but more input would be welcome:
Action (CEO salary, corporate culture, drugs, election reform, gun control, judicial reform, police behavior)
Adventure (Amerindian rights, biodiversity, free speech, military spending)
Comedy (CEO salary, election reform, judicial corruption, taxes, women's rights)
Drama (Amerindian rights, civil rights, death penalty, free speech, gay rights, labor rights, women's rights)
Fantasy (Amerindian rights, biodiversity, pollution, religious freedom, superhuman rights)
Horror (animal rights, food ethics, genetics, nuclear power, pollution, religious freedom, superhuman rights)
Mobster (death penalty, election reform, judicial corruption, labor rights, police behavior, prison regulation)
Mystery (athletic freedom, food ethics, gay rights, gun control, taxes)
Noir (gay rights, police behavior, pollution, women's rights)
Pornography (athletics, civil rights, free speech, gay rights, sexual freedom, women's rights)
Romance (civil rights, gay rights, sexual freedom, taxes, women's rights)
Sci-fi (free speech, genetics, nuclear power, privacy, superhuman rights)
Space opera (civil rights, election reform, military spending, religious freedom)
Spy (corporate culture, drugs, military spending, nuclear power, patriotism, privacy rights)
Superhero (AM radio, animal rights, cable news, drugs, genetics, nuclear power, pollution, superhuman rights)
War (gay rights, military spending, patriotism, women's rights)
Western (amerindian rights, animal rights, corporate culture, police behavior, sexual freedom)

Note that several views are missing from this list (LCS, CCS, TV views) or badly underrepresented (AM Radio, Cable News), so input on where to put these is welcome.



Movie Mode
I also intend to ultimately include another mode to the game, Movie Mode, which will have its own win and loss condition, which will be accessible from the game start screens (a la nightmare mode, marathon mode, etc). In this mode, the game will play as normal in Liberal Crime Squad, but will have the following differences:

Each combination of movie protagonist and movie genre will have a set of protagonists, some of whom will be heroic and some of whom will be villainous. Depending on the ending of a movie, the heroes may win or the villains may win. In order for the player to win the game, a certain fraction of these villains must be defeated. If a certain fraction of the heroes are defeated, the player automatically loses. This represents the idea that each protagonist/genre combination corresponds to its own separate world, and the liberal heroes must be victorious in some fraction of these other worlds as well.

The cast of each protagonist-genre combination is as follows (colored [c=green]green[/color] for the heroes' side and red for the villains' side; input on this cast is especially welcome):
The Hero(ine), the main heroic protagonist
The Love-interest, somebody to be romantically or sexually involved with the hero(ine) or occasionally the sidekick
The Sidekick, a deuteragonist companion of the hero(ine)
The Mastermind, the villain responsible for instigating the Evil Plan
The Enforcer, the villain responsible for carrying out the Evil Plan

Movies will have effects based on their alignments as follows:
Elite liberal - the heroes all live, the villains are all defeated (happy ending)
Liberal - the villains are defeated but one of the heroes' side died in the process (bittersweet ending)
Moderate - at least one of the villains survived, and at least one of the heroes survived (neutral ending)
Conservative - everybody dies, except maybe for the sidekick or the love-interest (tragic ending)
Arch-conservative - the heroes all die, the villains win (downer ending)
Stalinist - the main villains die, but by the end of the movie the hero(ine) becomes a villain him/herself (alternate downer ending)

Any more ideas for endings are also welcome

339
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 19, 2016, 01:34:12 pm »
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.

340
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 18, 2016, 11:24:46 am »
Quote
Great mod but I do have a problem. I am at the end of the month (June 2010) and it was the first month I began attacking sites. When I get to either the funding report or something about an insidious conspiracy however, I have a segmentation fault (core dumped) error. This was compiled on Linux. Please let me know what info or files you need to help diagnose it. If it helps I edited the xml files in the art folders to more or less give the Liberal Additions mod, but the circumstances of the crash make me think it's not relevant.

Send me the save file, to see if I can reproduce it.

There is something that periodically causes segfaults at the end of each month, but isn't reliable (you can just restart the program, end the month again, and it won't crash). This has been around for a while and I haven't yet isolated the cause. Try it in your case.


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Too bad this game is still a Linux/Mac only

IsaacG I believe has translated it to Windows.

341
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 12, 2016, 11:10:51 am »
Glad you like it (and nice to see a new face) :)

The issue that I'm facing is how to deal with the fact that I want to include a lot more genres than Ed Boy does, and I want those genres to matter (e.g. a romantic movie is different from a science fiction movie, which is different from a spy-action-thriller, etc.).

342
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 08, 2016, 10:28:30 am »
I have fixed the bug that caused secret missions to crash, and am now thinking seriously about how to implement movies.

The bug-fixed version is uploaded. Go get it!

343
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: August 17, 2016, 12:42:24 pm »
Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.

EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought  :P

It sounds like you were using version 0.1, not 1.0 :p


Thanks for the bug reports. I am working on them.

344
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: August 05, 2016, 10:26:44 pm »
Quote
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.

Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.


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How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.

Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.

345
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: July 26, 2016, 02:50:42 pm »
using the new windows version. game still crashes on trying to do secret vitae mission

So I see.

There is another bad bug if the TV office or house gets besieged and you have sleepers there. I will work on these.

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