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Messages - SlatersQuest

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376
Curses / Re: [LCS] Are some high-rank conservatives unpersuadable?
« on: January 31, 2016, 11:19:55 am »
A quicker way to test this: try to persuade-recruit an Agent. Agents have even more juice than Eminent Scientists, but none of the Science skill. I believe you can recruit an Agent this way, and if you can't, it's a design flaw in the game and needs to be fixed.

If you can get an Agent this way, then the inability to get an Eminent Scientist owes to your lack of Science skill (which is realistic, incidentally).

377
Curses / Re: Do Sleepers get promotions?
« on: January 15, 2016, 12:32:26 am »
Sleepers do not get promotions to different character types, but they can become more powerful at what they do (more juice, better skills, etc.). Honestly, there are a lot of things that sleepers should be able to do but can't (for example, right now they can only recruit via regular recruitment, but theoretically they should be able to at least get married, too, right?)

378
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: January 15, 2016, 12:30:49 am »
Sorry for being unresponsive. I've been busy with groundwork needed for this mod.

Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.

It's not implemented yet, but it's something I would like to do.


Hi guys, been looking at this mod for a while and have to say that I'm very interested :)

But being the computer illiterate idiot I am, I have tried and failed repeatedly to compile the source code into a working exe...I think I may have even managed to launch a drone into space in the process, however.

Could I politely ask for a .exe here?

As soon as I manage to make a .exe, yes!

379
Curses / Re: LCS Picture Editor
« on: January 07, 2016, 10:43:21 am »
Thanks!!

380
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: December 31, 2015, 01:41:45 pm »
Quote
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.

I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.

They should be the typical stereotype of married couples who still don't know how the reproductive system works :P

Excellent idea - I will probably change that!

The reason that I had were that wedding clothes tend to be made to have both the people getting married as well as the others around them (best man, maids in waiting) look very attractive.

As for LCS liberals and their opinion on marriage, check out the Terra Vitae spouses. TV isn't the LCS, but TV definitely supports the "swing marriage" idea.

381
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: December 30, 2015, 03:45:50 pm »
Did anything ever come of trying to make a windows version?

Purple Gorilla made one, I believe, but don't know where it is currently posted. I haven't installed SDL yet, so I am unsure, but I will try to do it as soon as I have version 1.0 ready.

382
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: December 17, 2015, 11:12:44 am »
Hopefully some time in January. I'm on hold again until this semester's teaching load finally comes to an end.

383
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: December 05, 2015, 05:09:35 pm »
I am hard at work making version 1.0 (at long last!). I plan on fixing the bugs observed in version 0.5, and this new version will focus on adding the full-blown supervillains to the game, as well as provide the alternate win condition of defeating the NEC.

384
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: November 10, 2015, 08:45:42 pm »
In a traditional makefile, it would be in the linker command, but here you should put it into the LIBS.
The makefile from DEV-C contains that line :
Quote
LIBS =  -L"F:/DEVC/lib" -L"F:/terravitae0.5/src/sdl" pdcurses/pdcurses.lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer  -g3
The bolt text is for SDL, the other things (except curses) are compiler specific.
Your makefile has a LIBS variable, too, so it should go to the linker, if you put it there.

Still not sure I understand, as I still don't recognize the format of a gcc makefile. It has a LIBS command, but I don't recall it looking like that. Maybe when I try out SDL I will understand.


Quote
The message was "You have received an anonymous tip, that the Mafia is planing to attack Vivian Pines house." It was just a random message, that poped up while I was waiting. Now even I got a message, that conservatives have raided it, and nobody was there. I offended only the corporations in this game, but had nothing to do with the Mafia or Terra Vitae.

Aha! That's not a bug.

Terra Vitae has enemies of its own independent of those of the Liberal Crime Squad, and these include the CIA, and they can contract the Mafia to attack them. Occasionally, as with corporate raids, it is possible for the LCS to get an anonymous tip of upcoming Mafia raids, even if the LCS has no sleepers. What this means is that the Mafia raided Terra Vitae (specifically, Vivian Pines' house) for reasons unreleated to you, the LCS, but you did through your criminal network hear about it.

I may want to edit the messages you get if you don't control the safehouse just to avoid confusion.

Quote
Code: [Select]
   if (law[LAW_SUPERHUMANS] == 0)
   {
      offended_superheroes = 0;
      offended_supercriminals = 0;
   }
   
Is this supposed to be ==, not >= or <= ? They can't raid you, if the law is moderate, but they can raid you on both extremes ?
[/quote]

That is correct. When laws are moderate, the world degrades toward realisim, including, among other things, an absence of super-powered crimefighters and criminals.

This will change with the next edition, because once the NEC is exposed, the supers will show up even if laws are moderate.

385
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: November 09, 2015, 09:17:42 pm »
Now, I was now able to compile it without moving any files. You have to add the SRC\SDL directory to the library directories, and the linker finds the libraries there. It is better this way, as you can use different versions of SDL in different projects.

I used Bloodshed DEV-C++, which is based on GCC. If you use Visual-C, the tutorials say, you have to directly link the SDL2.LIB and SDL2main.LIB, and I assume you have to link the SDL2mixer.LIB too. Doing this in DEC-C, the linker doesn't find the symbol winmain@16, which is something Visual-C spezific, and linking the SDL2test.LIB gives me many linker errors. Further, you have to link the PDCURSES.LIB, if you haven't already.

If you still can't compile it, you could try it with DEC-C instead of Visual-C. Further check, that you don't compile any unneeded files.

As I played it a bit, here is a bug report :
* You should update activate() in ACTIVATE.CPP. Some activities are descriped as  "will send bug reports to the dev team." (line 845), so some cases for new activities (and old activities like repairing clothing) are missing.
* The activity "Write for the Liberal Guardian" is not displayed. It however still works, if you know to press 7.
* The file FACTIONS.CPP doesn't compile, as it needs a nonexisting FACTION.H. Leaving it out, however seems to cause no problems.
* There are occasional crashes at the end of the month. After reloading, you can continue.
* There are empty senate election (by conspiracy) , there is a delay, as if the senate were elected  but no alignments are displayed.
* I got warnings, that the Mafia raids the Terra Vitae, without having anything to do with Terra Vitae or the Mafia (at least I think so)

Okay, I am using gcc, which is invoked using the makefile included in the directory. Will this change what I need to do or where I need to put the SDL libraries?

Thanks for the bug reports!
-Factions.cpp is not in the makefile and so the game should compile - does your compiler try to compile everything whether it's needed or not? The file is a draft of a feature I want to incorporate into version 2.0 (player-defined factions).
-Could you tell me the exact text of the warnings about Terra Vitae and the Mafia and what you did (or didn't do) to provoke them? That will help me narrow down what is happening.

386
Curses / Re: [MOD] Abortion Mod
« on: November 07, 2015, 10:40:10 am »

Yes to everything.  In fact, Abortion Laws and Gender Laws should directly effect whether or not prostitutes or men get pregnant.
Hint: It's mandatory for Men to get Pregnant at L+.

I disagree. The laws affect the world at large, but inside of the Liberal Crime Squad, everything is always at L+, as evinced by the fact that things can remain in the LCS even after they become impossible everywhere else (e.g. dogs in the LCS remain in the LCS even if Animal Rights laws become conservatized again). So for this reason LCS members can impregnate male lovers just as easily as female lovers, regardless of what the laws might be.

However, that would be a neat mechanic to apply to the prostitution activity.

387
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: November 07, 2015, 10:35:05 am »


Should I distribute the *.EXE File somehow ? My E-mail Provider, Google doesn't permit sending Executables, and blocks also most simple workarounds like normal encryption and compression, but I could try to encrypt it  with a selfmade programe (adding some random bytes at the beginning, or xoring with a constant should work) and you can decrypt it with a own programe.

Uploading a WIN32 Version of Terra Vitae at the DFFD would be also good, but SlatersQuest couldn't acess it if I do this.

Purple Gorilla, I just wanted to say thank you so much for doing this!


Incidentally, are the only files you needed to move files in the SDL directories? If so, then I would like to give it a go at trying to compile it myself (that way I won't need to beg for favors in the future!). The compiler I haven't been able to use was Microsoft Visual Studio.

DFFD is a good place to put it up. I will not be able to edit it, but I will be able to download it, and put it up on my page (or just link to yours).

388
Curses / Re: [LCS]Tips for newbies?
« on: October 30, 2015, 08:53:32 am »
The above long-winded description has some errors mainly about the CIA. Among them that I see are:

-The CIA holds grudges, and does not reset the offended_cia switch after a raid. Most of the other factions do reset, however.
-The CIA only gets offended if you publish either the Secret Documents or Intelligence HQ data disk, not just for treason (there aren't many other ways to get flagged for treason, however).


Also, the CCS doesn't escalate the same way that the police do. Police escalation is site-specific, and is reset whenever the police raid a safehouse with nobody there (kill the LCS defending it, or the LCS present surrender). The CCS escalates each month, globally for the entire CCS, based on how liberal public opinion is (60% will escalate to level 1, 80% to level 2, and 90% to level 3). THe CCS will always attack and do anything else at their current escalation level, and the only way to knock it back is to take over a CCS safehouse (or defeat the CCS entirely).


Note that in the Terra Vitae mod, there are "cheat codes" that allow you to have yourself besieged by any faction, reactivate the defeated CCS, activate the inactive CCS, pacify any faction so that they won't besiege you, etc. I like to use these to increase the challenge level because several of the factions don't raid me as often as I would like.  ;)

389
Curses / Re: I'm going to create liberal crime squad in Poland
« on: October 26, 2015, 10:19:39 am »
Conservatives have taken controll over Poland and I'm going to create liberal crime squad in Poland, anyone interested will become polish lcs member

Do you mean making a version of LCS based on Polish politics instead of American politics?  :)

390
Curses / Re: Conservative logic in Martial Arts and Liberal Disobedience?
« on: October 25, 2015, 11:22:07 pm »
Even against random gangbangers with only knives most of the time, Liberals still only attack one target at a time and let the gangbangers cut them up. I kinda wish high Martial Arts actually made Liberals as badass as the game makes them during Liberal Disobedience activities.

What you are asking for is an increase in the effectiveness of the Dodge skill.

Your dodge roll reduces the enemy's attack roll, but is only half as effective as attack. This means that an perfect enemy attack will still hit you, even if you made a perfect dodge. Of course, this works in your favor as well (otherwise Agents would be a lot more dangerous!).

Gangbangers rarely have good combat skills, so a liberal martial artist with a very good dodge skill could fight through them without getting hit. Still, you make one attack per round.

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