Curses / Re: saving
« on: June 17, 2007, 04:08:00 am »
Glad it's working now.
[ June 17, 2007: Message edited by: Jonathan S. Fox ]
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Glad it's working now.
[ June 17, 2007: Message edited by: Jonathan S. Fox ]
- LCS saves very quietly. It doesn't tell you it's saving or pause the game to ask what to call the game or anything, it just saves instantly and quits.
- Your save will be deleted instantly if you die or win the game. This won't affect your high scores though, and if you have no high score board, that probably means that this isn't the problem you're having.
The file save.dat is your saved game -- not having one means there is no saved game. If you had a save.dat and still couldn't load your game, then that would have meant that your game was being saved, but it wasn't loading. Since you don't have a save.dat, and because your game isn't displaying a high score board, then that just means that LCS probably wasn't able to create a new save game file.
I'm not sure that this will fix the problem, but if you have Windows you can try downloading version 3.11 here:
https://sourceforge.net/project/showfiles.php?group_id=198808
Version 3.11 attempts to save at the end of each day. Try starting a new game, [w]aiting a few days in the game, and then (without quitting LCS) opening up the folder the game is in to check if there's a save.dat file. That should give the latest version plenty of opportunities to try to save.
The game is clearly *not* working the way it's supposed to for you. I need to know some things:
What is your operating system?
What version of the game are you running?
Do you have a save.dat file in the game's directory?
Did you compile from source, or download the game?
When you start the game or die, do you have a high score board? Does it have previous games recorded on it?
Where on your computer do you have the game saved?
I can't guarantee I'll know what to do, but I'll do my best to figure this out.
Edit: Sorry, you will have to merge, but you shouldn't have to do it manually, is what I mean. Just get the latest build from SVN if it won't let you commit your changes because your copy is out of date. It will merge for you without breaking a sweat. You won't have to worry about resolving conflicts unless we edit the same part of the file and it gets confused.
[ March 09, 2008: Message edited by: Jonathan S. Fox ]
quote:
Originally posted by a1s:
<STRONG>that makes sense.
speaking of disguise, shouldn't actors have it?</STRONG>
I thought they did?

I don't have any suggestions, primarily because I'm used to it, but I will say this. If the interface was overhauled, it could make it easier to add new features. As it is, every time I want to add something to the [a]ctivation screen, or to the store, I need to think about a new unassigned letter. It's not that bad, but it's something to think about.
If you have a good driver in your squad, it can. Otherwise, not really. If you cause a big ruckus and don't get out quickly enough, you'll likely get pursued. Having a car or not determines whether there's a foot chase or a car chase. Car chases have the advantage in that you only have to worry about the skill of the best driver in the car, and naturally a very good driver will get a lot out of a very fast car. Combining them will provide you extra insurance against a close shave: if your liberals are already shot up, they can't run fast, but if all they're asked to do is sit in the back of a car and bleed, they're as fast as the car, and that saves lives -- assuming the driver can avoid smearing the entire squad across the pavement.
2) What do the investments do for the safe houses? I think I know for some, but I've really no idea for others (Power Generator?), so please just gimme a rundown.
Siege Fortification: Dissuades police from assaulting the compound directly. Eventually they'll get impatient, but in the mean time, you can sit around and wait them out if you have the rations. This may be somewhat useful for gaining publicity.
Security Cameras: If attempting to escape or engage, and you pull up the map, you'll be able to spot all of the attackers at any time and maybe even plan for how to avoid some.
Generator: If the police disconnect you from the power grid, you'll lose the lights in the compound. This will deprive you of prior knowledge of all the static information on the map. A generator ensures you've always got a little backup.
Printing Press: Enables you to publish the Liberal Guardian, which is most notable for publishing secret corporate documents, and any of several other special items you may be able to dig up... once I get another update out, it'll also enable you to tell people to write news articles, attack essays, and other information. That's currently unreleased and unfinished, and may undergo some changes.
Business Front: Makes it much harder for the police to track you down. Much harder.
Booby Traps: Can immobilize attackers, making them easy to evade, and if you do want or need to engage them, they tend to be pretty busted up by the trap.
Tank Traps: For the particularly belligerent revolutionary who has demonstrated that they are well beyond anything that mere law enforcement can handle...
3) What's the difference if any, between the University Hospital and the Free Clinic?
None right now, actually.
4) When viewing a squad, skills are listed as #/#, what is the second number for?
The first number (as you probably figured out) is the sum of all the skills that the squad member has. The second number indicates how many of those skill points are in the relevant weapon skill used by their primary weapon. Their physical attributes, the nature of the weapon used (for example, there's a big difference in power between the .22 revolver and the .44 magnum revolver), and other factors will also play a role. But all else being equal, someone who is (7/5) is often considerably more dangerous in combat than someone who is (18/0).
[ June 04, 2007: Message edited by: Jonathan S. Fox ]