Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - couchchou

Pages: [1] 2
1
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: December 25, 2018, 10:59:42 pm »
Equipping the clips from the base menu is exactly what I did in the picture there. It might be a bug specifically for the Windows compiled version--I may get the chance to test out this mod using a Mac soon and confirm this.

The Supervillain Minion crash is when entering the siege defense site and entering a tile with the ENEMY.

2
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: December 23, 2018, 02:42:15 pm »
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.

I have been unable to duplicate this bug.

Can you post screenshots of exactly what you are doing, and describe exactly what key strokes you are making, so that I can find out?

It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.

If it's only ammo you're trying to equip, there's an alternate method to doing so: press the up arrow key while in the equip menu, and then it will ask you which liberal to add a single clip to.

Here's some other bugs I ran into:

When Supervillains attack the wilderness "just for kicks" trying to fight them off causes the error message Creatures : : Get_supervillain_Type: index 3 bad to appear, and then the game will crash.

Also, I had an incident where there were 2 Supervillain lairs with the same name, but upon reloading the game, one of the names changed to something else.

Thanks again for all your hard work on this mod!

Edit: Here's a picture of the prompt that appears in the 4.12.31 version of normal LCS:

Spoiler (click to show/hide)

I cannot get this prompt to appear in the Terra Vitae 1.62 version at all, while in some older versions it would appear. Without the prompt, nothing gets equipped at all if it needs to first use that prompt.

You get to this prompt by pressing the number assigned to the clips you are trying to equip: In my screenshot that is A.

3
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: November 24, 2018, 12:03:28 am »
Thanks for all the hard work!

I ran into some things that might not qualify as bugs, but they certainly seemed strange based on the comments in the code I was scrounging around for when I was experiencing that crash on TV missions (this was all after obtaining and publishing the NEC Conspiracy Evidence):

Just about all of my generic missions took 30+ days to complete, and I would only get the Final Mission if the TV Leader was not planning the secret missions.

This makes me think that something in the Windows 1.6 version is bugged with regards to that activity, since it is implied that the TV Leader is supposed to be the only one to enable the Final Mission.

4
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: November 22, 2018, 04:35:28 pm »
One weird thing I just realized is that my game seems to create two different save files: one named "saveTV1.5.dat" and one named "saveTV1.6.dat". They seem to have some sort of strange influence on each other, because I was having issues getting secret TV missions until I deleted the saveTV1.5.dat file.

I still seem to get random crashing when trying out secret missions too.

Basically, if both dat files are in the same folder as the .exe then the only prompt when trying to get a secret mission is "looking for possible mission goals" and will never find a mission.

If you delete/remove the 1.5 dat file, then the prompt will be to "weaken/destroy the NEC!" and missions CAN activate.

EDIT: The game used to save after each day, but now it doesn't. It DOES still save if pressing x to quit the game. Is the daily save function saving itself as 1.5 instead of 1.6?

5
Curses / Re: Terra Vitae Mod (version 1.6 released!)
« on: November 22, 2018, 01:52:21 pm »
I've tried out the new 1.6 Windows version, and I can now use the TV House and Office as safehouses! Yay!

One weird thing I had in this save was that there were two "Spacious Sewers" as Supervillain Lairs. I don't know if that's intentional, one was in Downtown and the other was outside of the city.

6
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: November 21, 2018, 12:55:28 am »
I know earlier there were some issues that seemed exclusive to the Windows version, perhaps that's what's going on here as well?

7
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: November 20, 2018, 10:42:16 pm »
Getting an unavoidable crash on 1.493 at month's end several months into the game, and which persists in transfers to 1.494, that seems to be related to film releases and other related activity since I've had several playthroughs killed off in that exact fashion before I finally found the xmllog file.

Spoiler (click to show/hide)

Here's the save.


Also, there's a really annoying issue in 1.493 (didn't see any mention of it in the post about 1.494) whereby certain items, with no apparent rhyme or reason, are unselectable for selling in the pawn shop, forcing category sales in order to get rid of them. Not too annoying for clothing but having to juggle valuable loot like M4s and M249s to get rid of Gavels and Shanks blows.

I was able to get your save to load on my system, but I also had a consistent crash right when the first movie is displayed. Using the cheat to clear movies caused the game to progress normally, and I made it to March 1st!

Also, I think the reason certain items cannot be sold is because there are more than 1 of the item.

Just like with the ammo equipping bug, if there's more than 1 of the item there's no prompt to choose how many of the item you wish to sell, so no item gets sold at all. Just like with equipping ammo, if there was a stack of, say, 5 clips, choosing to equip it does nothing (because the prompt to enter how many of the 5 to equip never appears), but if there was a single clip, it would be equipped.

There's something broken in the recent update with regards to whatever function handles the "How many would you like to sell/equip?" prompt.

8
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: November 19, 2018, 11:32:44 am »
Am I using the correct version of the mod? The link on the first post goes to 1.493, but in the comments there's one called 1.494.

The 1.493 version has music, while for the 1.494 one only the NoMusic is available for download.

9
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: November 17, 2018, 05:13:40 pm »
The Terra Vitae mod for Windows links to a 1.493 version on the front page, while there's a 1.494 version posted a few pages back. Is there a difference there?

Using the 1.494 Windows version, here's some issues I had:

Like someone earlier posted, ammo can't be equipped in the inventory screen. It can't be equipped at the home base or from looted bodies--it would seem like the code that asks for "how many" clips are desired isn't functioning properly, because if you try to equip the wrong ammo type the correct error message is displayed. When the previous person was saying it can be equipped in stores, it's that when buying ammo for the correct weapon automatically equips the ammo, and doesn't ask "how many" clips you want, since you can only buy them one at a time.

At the start of the game, I can visit the TV Offices and Vivian Pine's house like normal, but after some time into the session the TV Offices and Vivian Pine's house are always (under siege) and can't be visited for me. I assume this is because I've built up enough of a relation to use them as safehouses, but they were attacked and put under a siege that's never lifted. I've never been able to use them as a safehouse.

Finally, this is the most nonspecific bug I have, but sometimes the game crashes when trying to start a Secret TV Mission. It seems to always happen whenever the mission is "You Find the Heart of the NEC" but it has also crashed for other missions too.

10
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: August 19, 2018, 02:33:50 pm »
Fixed another serious bug in the First Trial of the Phoenix (dying with alternate lives caused you to be revived with 1 hp left)

Have you tried using cheat commands to find the TV House or TV office on the Windows version yet?

Using the cheat commands places the character into the TV House and into the TV Office, but the sites are still not revealed.

11
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: August 02, 2018, 02:08:34 pm »
Could anyone using the Windows version of 1.491 check that the TV Office and TV Leader's house are present in their game? I wonder if it's specific to the Windows version.

12
Curses / Re: Terra Vitae Mod (version 1.49 released!)
« on: July 31, 2018, 09:42:30 pm »
Maybe I'm really dense, but I still can't seem to find the Terra Vitae office or the TV Leader's house in non-National mode even in the new 1.491 version. They are present in National mode, though.

13
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: July 26, 2018, 08:59:31 pm »
I was running into an issue when trying to find all the Supervillain layers in National LCS mode:

In only 2 cities could I find any Supervillain Minions--Seattle and Detroit.

In Seattle it worked normally, but the Supervillain Minions in Detroit would be from "Seattle" and turning them wouldn't reveal any new lairs. Is there a better way to go about finding these lairs in National mode?

14
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: July 25, 2018, 11:38:02 pm »
Thanks for the quick update! I have yet to find a TV Agent in the wild, but I did acquire a sleeper TV Agent at the Office--this didn't reveal the location of the office, so I'll have to try out your suggestion--I'll update this post if I get results.

I did find one thing that is arguably  a bug--Although fighting Superpowered minions at the Secret Lair doesn't net you any crimes, if you try to leave the lair and get followed by conservative swine, fighting those minions WILL get you murder/assault charges. A case could be made that since it's outside the lair, the government would know about it.

Also, I have a suggestion--doing secret Terra Vitae missions is basically a skill check for those that go on the missions, and failure means instant death for all involved. I have a feeling this would be a lot more coding work, but maybe if you fail a mission, instead of having all those agents instantly get killed, you could be placed in a site surrounded by hostile, alarmed conservatives that the agent(s) need to escape from. It would still allow the raw randomness and importance of having skilled agents, but also would have at least a little bit of player control in salvaging the failed mission.

UPDATE: Loveslaves/recruiting doesn't seem to reveal the location of the offices. I have yet to successfully try interrogation since it's hard to do so against moderate/liberal characters.

Also, Supervillains spawning in the wilderness seems to crash the game.

Finally, you are correct about the TV Leader's house--It appears in National LCS mode properly. I think I will simply start anew in National Mode next time, and to recommend to anyone starting a game to use National LCS Mode, otherwise you'll not be able to work with Terra Vitae.

15
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: July 25, 2018, 07:33:26 pm »
I just tested out the new update, and I wanted to ask before I got too far into a new session:

In non-National mode (the default) I couldn't find the Terra Vitae Offices, and in National Mode I found them in California. In neither mode could I find The TV Leader's house.

I was just curious if this was an intentional change from 1.4 -- Since previously both were accessible right from the start. Thank you for making the new version, by the way!

Pages: [1] 2