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Messages - The Cheshire Cat

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16
Curses / Re: An LCS Remake
« on: August 08, 2019, 08:21:15 pm »
I don't have any specific plans aside from the enhancements I've already done. I have a few concepts I've thought about playing around with but I would likely do them as some sort of offshoot rather than roll them into the main project.

17
Curses / Re: An LCS Remake
« on: May 14, 2019, 03:14:50 pm »
Ah, yeah, just trying to open up the project in VS won't work because it needs to hook in to the editor. The way Unity is set up is kind of weird - VS is used to WRITE the code but doesn't actually build it, the editor will do that. What you want to do is unzip all the project files into their own folder, then through the launcher, choose "open" or "add" (depends on what version of the launcher you have) and go to that folder. It will import the project into the editor and then from the editor you can edit the code via the Assets/Open C# Project menu.

18
Curses / Re: An LCS Remake
« on: May 09, 2019, 07:32:12 pm »
It looks like you might be missing the Unity libraries for visual studio (or you have them but they aren't enabled) - you have to set it up to work with it: https://docs.microsoft.com/en-us/visualstudio/cross-platform/getting-started-with-visual-studio-tools-for-unity?view=vs-2019

19
Curses / Re: LCS on raspberry pi
« on: April 04, 2019, 09:28:03 pm »
I don't really know anything about Raspberry Pi but it seems like the issue is that it's having problems parsing the XML data. Does the version that works use externalized data or is it all hard-coded (I know at one point everything was hard-coded but I don't know when the shift over to XML data was done)? Does Raspberry Pi maybe use a weird library for parsing XML files? Alternatively, does the file formatting need to be changed to be compatible? There may be some kind of conversion that the base files need to be run through in order to parse correctly.

20
Curses / Re: An LCS Remake
« on: March 31, 2019, 10:44:14 pm »
Generally the way that the supreme court works is that they will vote to move laws towards their preferred alignment. This means that moderate liberals will actually vote with the conservatives if a law is at L+. For a supreme court that pushes all laws to elite liberal, they need to be majority elite liberal themselves.

21
Curses / Re: An LCS Remake
« on: March 30, 2019, 08:13:14 pm »
That sounds like it's a bug - I found a few other spots where I was accidentally using the base value of the stat when I'd meant to use the modified value as well. The wiki info might not always 100% match the way it works in my version since it's based on the original release, but for the most part I tried to match mechanics 1:1.

22
Curses / Re: Legal Crime Squad?
« on: March 25, 2019, 10:55:10 pm »
Yeah when a target is considered "dangerous" (meaning they have a weapon) you can't kidnap them until you drop them down to critical health. This is tricky to do generally and the fact that you need to get them out alive afterwards is even harder because they're probably bleeding to death (if your libs have first aid skill they will try to patch up hostages but if they have internal damage they can't do anything about that). Trying to grab a specific person requires a lot of trial and error.

The best approach to kidnapping a target like that is to get them on a date first (pickup lines aren't guaranteed to work either but if you fail at least you can leave without shooting your way out), then kidnap them from there. Make sure to bring a weapon.

23
Curses / Re: Legal Crime Squad?
« on: March 25, 2019, 08:09:04 pm »
It is possible, but you can only get it from a CCS leader, who are only ever encountered in the special boss tiles in the CCS safehouses, or in CCS raids against your own safehouses (in which case you'd still end up violating your general "don't do crimes" approach because you're gonna have to shoot some people. They won't get counted as murders though).

The way you could theoretically do this involves a lot of seduction and good disguise skill - you might argue that breaking into restricted areas is "trespassing" but the game doesn't consider it a crime so you probably shouldn't worry about it. Basically what you'd need to do is first seduce a regular CCS member (who as mentioned, you can find in the gentleman's club) to get the location of the Desert Eagle Bar and Grill. There, you'll need to head in to the boss tile without raising an alarm of any kind (your seduced CCS member will spawn as a bouncer so you don't need to worry about getting in the door). Then you have the option of trying to seduce the CCS boss. This is pretty difficult to do since dating is done by rolling against the opponent's wisdom score and CCS bosses have extremely high stats all around (10-25 BASE, and they get juice bonuses on top of this), but if you have a character with high seduction you'll probably wear them down eventually.

After that you pretty much just have to set them to snoop and wait, because they'll start with infiltration basically maxed out anyway.

The thing that makes all of this difficult is to get the stats required is basically impossible without committing some kind of crime. Juice is mostly gained through illegal activities, and the lighter crimes stop giving juice at relatively low caps. Without juice, most characters' base stats are really going to be too low to give a high enough cap on seduction to stand a chance at seducing the CCS boss. Hell, training up seduction skill itself is most efficiently done via prostitution, which is of course illegal on its own.

All that said, you don't technically HAVE to destroy the CCS to win the game. The goal is to turn the country elite liberal - the CCS will work against you but you can overpower their influence.

24
Curses / Re: An LCS Remake
« on: February 14, 2019, 11:59:05 pm »
I just published a new build which should address some of the issues people have been having - I tracked an earlier save corruption issue to a bad item being placed in base inventories when you had sleepers snooping around and they send evidence to the homeless shelter. I've also changed up how base inventories work in general so there should be less problems related to them going forwards - these changes also apply to hostages and dead bodies.

Actually new in this build is sneak attacks, which I had stubs for ages but never actually got around to implementing. They work the same way they did in 4.07, where knife type items can be used to make a special high damage attack against enemy wisdom instead of dodge, and if it kills them, you won't trigger an alarm.

25
Curses / Re: An LCS Remake
« on: February 10, 2019, 11:21:42 pm »
Interesting. Are you eventually going to implement the features from the unofficial LCS 4.07.0 version?

I'd actually used 4.07.4 as my base for mechanics when building this version, so most of the complete features from that are in this version - I emphasize "complete" there because part of the nature of an open source project is there's a lot of half-finished cruft in there that people added over the years but ended up being abandoned, so it's technically accessible but doesn't actually work. So things like the Stalinist Crime Squad or the white house site aren't things I'm planning on adding to my version - although ideally I'd be able to get it into a state where someone could mod that stuff in if they wanted it.

26
Curses / Re: An LCS Remake
« on: February 08, 2019, 12:52:23 am »
To be honest the way I'm handling base inventories (which includes dead bodies and hostages) isn't great and is prone to a lot of synchronization issues. I've done a re-write of the system to handle it better, but I haven't tested it much yet so I probably won't post a new build yet. I'm working on some general refactoring to try to simplify the game logic overall, although most of this isn't going to be visible from a player's perspective.

27
Curses / Re: An LCS Remake
« on: February 07, 2019, 01:21:25 am »
Can you post a copy of the output_log.txt and your save from the folder C:\Users\(your username)\AppData\LocalLow\Lazy Dog Software\LCS from after a crash? Also is it an actual hard crash to desktop?

28
Curses / Re: An LCS Remake
« on: January 16, 2019, 06:32:19 pm »
I've posted a quick update that addresses your issues - I'm not really sure what was causing the crash when you were exiting a site since I can't seem to reproduce it, but it might have been related to the save corruption. The new version should be able to correctly load your save now - there was an issue of an item recorded in a safe house inventory that no longer existed in the save. When you load it now the game will just purge the bad reference and continue.

29
Curses / Re: An LCS Remake
« on: January 16, 2019, 04:11:56 pm »
Next time you get the black screen can you post the output_log.txt from C:\Users\(your username)\AppData\LocalLow\Lazy Dog Software\LCS (You might need to enable hidden files to be able to see it)? It sounds like there might be an uncaught exception which would be recorded in there. Your save file is also in that folder and might also be helpful.

30
Curses / Re: An LCS Remake
« on: November 23, 2018, 09:06:17 pm »
That's related to Unity's component interface. Here's a screenshot of the Liberal Agenda game object selected in the inspector (note: your layout might not look exactly like this since I don't remember what the default arrangement is but all of the elements should be there somewhere):

https://i.imgur.com/l0vTMFL.png
(linked because it's a fullscreen image)

On that object are two components, the Rect Transform (which is a default component that will be on every UI element) and the actual Liberal Agenda Impl script. The various things inside the second component are all the hooks for the public members of the class - basically this is how Unity sets the default values of a monobehaviour instead of using a constructor. So for a few examples, the UI Controller is, in the script code itself "public UIControllerImpl uiController;" - just being public exposes it to the Unity interface. Then it's set by just dragging in an object that has on it a UIControllerImpl component (in this case, the MasterController object that's farther down the hierarchy window). Not all of those references are to other objects in the scene - some of them might be image or prefab references being pulled from the asset explorer in the project tab in the bottom right. If you want to see where any of the actual referenced objects are, you can just click on them once on the LiberalAgendaImpl component and it will highlight it in the hierarchy/project window.

You might want to look up some basic Unity tutorials if you want to dig into editing the code/interface itself. Basically everything I did was very simple usage of the built in UI system, which is mostly playing with layouts, and then having some master objects to handle all the logic and read data from the game state to feed into the UI.

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