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Messages - Paul

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2986
Curses / Re: Code-derived questions/suggestions
« on: August 11, 2008, 09:37:19 pm »
Maybe you should add a check to the graffiti code to distinguish between buildings? Spraying it in the police station or one of the more heavily guarded areas (like say CEO residence) might net 2 per, but the non-conservative buildings like homeless shelter crack houses and the vegan place should be 0.

2987
Curses / Re: LCS 3.15.1 Release (Bug fixes)
« on: August 11, 2008, 09:32:26 pm »
Everything seems to be working fine - No crashes from the sieges yet, but then again I've only had about 15.

The CCS sleeper changes are especially welcome, no more horde of CCS sleepers in random parts of the city that do nothing :)

2988
Curses / Re: Newbie thoughts on LCS
« on: August 11, 2008, 10:37:52 am »
Speaking of "tazed", it WOULD be rather nice to have nonlethal weapons like stun guns and tazers that you can use to disable people without killing them. That way you can swarm that CSS boss and taze him and kidnap him instead of having to shoot him half to death and have him die before you escape. Or zap people enough to get away without racking up murder charges.

2989
Curses / Re: Newbie thoughts on LCS
« on: August 10, 2008, 11:09:03 pm »
Having your people deported drops the leader's juice though, doesn't it?

Sending them naked into the police station to let the cops shoot them to death is better than THAT :) The funny thing is the news story just says that they were all killed or arrested and doesn't list anything that you did. If you instead give up your guys get brought to the courthouse on a loitering charge. The funny thing is I got 2 months in prison for it when using the court appointed attorney.

I wonder if the code recognizes that the cops killed them all for loitering and gives the cops a bad rep for it, or if it does nothing?

2990
Curses / Re: Newbie thoughts on LCS
« on: August 10, 2008, 09:50:28 pm »
I was thinking the same thing when one of my chars got all of his teeth knocked out and nose shot off (in the same fight, too). I want dentures and a new nose! :)

I too would like a way to send people away, especially sweatshop workers :)

Sending them to the police station naked and letting the police gun them down works, but it seems so cruel.

2991
Curses / Re: Funny Names
« on: August 10, 2008, 08:36:42 pm »
Haha, I spent the $100 - I really wanted the pair, it still failed though :)

2992
Curses / Funny Names
« on: August 10, 2008, 08:12:42 pm »
I talked to a bunch of hippies, and recruited a handful of ones with good agility and health, then set about training them for fighting. I later noticed a two of their names: Jessica Simpson and George Bush.

I think it's kind of funny but I don't think much of it. Later George is off spraypainting the city park with a couple other hippies for juice and I come across a soldier and agent together. I decide it's time to get some armor from the soldier, but there's a moderate teacher in the same spot and I don't want to alienate. I also want first shot for minimal injuries, so I have George seduce the teacher  (he started with a bit of skill in it randomly) - and he succeeds. So I kill them, grab the stuff, and get out of there.

Then the date screen comes up, and I see the name of the teacher. George Bush has a date with Laura Bush. Talk about coincidence, not only do the names line up - the real Laura Bush is a teacher too. Sadly, the date failed. It would have been nice to have them as a team.

2993
Curses / Creatures lacking SMG skill?
« on: August 10, 2008, 05:57:48 pm »
I was looking through the list of creatures, and noticed none of them have SMG skill assigned, even though several of them can have SMGs. Is this intentional, or an oversight?

2994
DF Suggestions / Re: On the Topic of Lethal Sparring
« on: August 10, 2008, 05:57:01 pm »
In that regard, I realise my post could also be seen as a "it doesn't need fixing since you can work around it like this" post. I agree that the sparring system should be tweaked, as the lethality is a bit absurd. I was just listing ways to help work around the system as it stands :)

2995
Curses / Re: Armor - is it working properly?
« on: August 10, 2008, 04:36:16 pm »
If someone was going to add more categories, there could be special SWAT armor and special army armor for the soldiers that come with tanks eventually. The special army armor could be a bit heavier version of standard army armor, perhaps 1 extra chest/head armor with some extremity protection. It just seems like they would come with better protection than soldiers strolling through the streets. After all, the people that come after SWAT should probably be armored at least as well as SWAT, if only for gameplay reasons. Whether or not this heavier version should be accepted as a army disguise would be up for debate.

Head protection could be removed from standard police armor (so it's just a vest, slightly better than the civilian one).

Adding a bunch of extra categories isn't really trivial though, at least 6 different files reference them - ranging from the disguise stuff to the pawning price. I'll definitely play around with it for my own game though :)




2996
Curses / Re: Armor - is it working properly?
« on: August 10, 2008, 02:30:04 pm »
I've been messing around with how armor works, and tweaked it a good bit. I added prot2 and prot3 for head and extremity protection, changed the hit location checks to use them, and shifted the hit location checks above quality/damage so that it would affect all 3. I also upped armor values a little, doubled the effect of mod2, and added 2 extra tiers for very low mod values in order to make armor more effective against small arms and a bit more effective in general (right now a lucky roll tears through armor even with a weak gun). The armor piercing guns still tear you apart, it just helps vs pistols and such - and even the non-piercing guns like shotguns and pistols can still do serious damage and kill you (shotgun blew my arm off even with the extremity protection of army armor), you just live a little bit longer with armor.

Heres the code I used, just in case you'd want to use any of it (or if any other forum users want to). Parts I changed/added/moved are in red. It all seems to be working fine, but this is the first time I've done any coding in C++ so it could have some unforseen problem.

Spoiler (click to show/hide)

My reasoning behind the changes in head/extremity protection: firstly I felt that the heavy armors should provide more than just a straight 1/2 head protection, and that the civilian armor shouldn't have any (just a bullet proof vest there).
I also felt that the armors should have a bit of extremity protection. I only gave 1 for police, as they probably wouldn't have any except for maybe SWAT teams and such but in game they use the same armor. Army armor I gave 2 with the idea of it being a very light armor that helps a little on small arms but not at all on armor piercing stuff. Then heavy armor I put 4, which helps a good bit vs small arms and has a chance of helping a little even on armor piercing stuff.

Extremity armor isn't unheard of, just google LIMBS or QuadGard as two examples.

2997
Curses / Re: Armor - is it working properly?
« on: August 10, 2008, 12:14:53 pm »
It's funny how one bug can totally screw you up on developing something else. If the armor had been working properly you wouldn't have had so much trouble trying to get molotovs implemented. I can imagine your confusion after upping their damage over and over and yet still finding them seriously lacking in the killing department - a permanent 4 bit shift to the right cuts your damage potential by quite a bit - Instead of 400-800 you're getting 25-50, compared to a .22's average of about 80 :)

As for warding off SWAT teams, I too don't have a problem with them just "warding them off" as in making them flee, but instakilling almost all of them and looting their gear is a bit unbalancing. Maybe less chance of death and more chance of fleeing? After all, if a guy is set on fire he could run back and get his buddies to put him out, instead of just falling over dead.

Or if you wanted them to kill, you could make them have a high chance of utterly destroying the armor in the process(even on glancing hits that kill). That way it isn't just a super way of farming high end troops for armor, and becomes more of a last ditch effort to get rid of enemies.

Also, on the fleeing SWAT teams note - how does that count in sieges? If you make teams of SWAT run away, will it break the siege? Or do you have to actually kill them all?

2998
Curses / Re: Armor - is it working properly?
« on: August 10, 2008, 11:46:28 am »
Haha, yea. After fixing this molotovs are pretty badass. Possibly TOO badass, as I just killed 3 police officers with 3 molotovs - one of which hit him in the arm but still killed him. I then killed 2 SWAT guys out of the group before they shot me to pieces.

Oh, man... hahaha. I just totally devastated several SWAT teams with a group of hippies armed with molotovs. I just threw and killed or severely hurt all the SWAT in one round, reloaded after they were dead/fleeing, went to the next group, etc. I had to keep moving to avoid burning, and took a bit of burn damage while doing it, but that was hilarious.

2999
Curses / Re: Armor - is it working properly?
« on: August 10, 2008, 11:00:57 am »
I looked at the armor mod section a bit more, trying to figure out why it was making red flags go off in my head, and looking at the section that actually modifies damage I suddenly realised that high mod = bad (way more damage), and a negative mod = good (shifts the bit right, reducing the value significantly). So actually:
   int mod2=prot+LCSrandom(prot+1)-armorpenetration;
   if(mod2<0)mod+=mod2;
should be:
   int mod2=prot+LCSrandom(prot+1)-armorpenetration;
   if(mod2>0)mod-=mod2;

This is what's making armor not work. The effect of this mistake is funny, as it not only makes armor useless, it makes armor penetrating weapons do significantly less damage to naked people - yet still do full damage to armored people. Hence the reason I had the results in the first post.

This seems to be working fine after the change - heavy armor actually protects you pretty good vs small arms. Heavy assault weapons are still effective against it with their armor piercing.

With army armor I seem to be able to take a few hits before going down - I went up with a new char with army armor vs 3 cops with shotguns, and managed to kill two of them before the third managed to blow my head off with the 5th shot to the head. The first four to the head only did minor damage, I assume the 5th was a critical - or the armor may have been damaged by then. I also had one leg blown off and my body had been shot 5 times with minor damage. Doing this again with the unmodified save resulted in near death from 1 shotgun blast to the head and my body beng blown to pieces on the next shot to the chest.

3000
Curses / Re: Compiling LCS on Windows XP
« on: August 10, 2008, 01:21:28 am »
Haha, alright. Good to know I didn't do something wrong.

I can't believe compiling it was so simple, I spent like 2 hours trying to figure it out. I guess I should have asked sooner. Now I can tinker with the source - I've been wanting to make changes to some of the creatures. Like raising the $ of some of the ones that seem like they should have more - like doctors and judges (who have way less than, say, a journalist). That way you can solicit big donations from the ones who logically should have money.

Thanks again.

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