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Messages - Jonathan S. Fox

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3391
Curses / Re: saving
« on: June 17, 2007, 04:08:00 am »
Wow! I didn't think that would be it because I figured the whole game would be pretty broken if you were running the game from inside the archive. I'm impressed that the game performed as well as it did!  :D

Glad it's working now.

[ June 17, 2007: Message edited by: Jonathan S. Fox ]


3392
Curses / Re: saving
« on: June 16, 2007, 06:27:00 pm »
By the way, just so you know --

- 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.


3393
Curses / Re: saving
« on: June 16, 2007, 06:23:00 pm »
You're probably using Windows? What version? Windows XP, Vista, 98?

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.


3394
Curses / Re: saving
« on: June 16, 2007, 04:16:00 pm »
That sucks, it should be saving every day. LCS is a long game, you need to be able 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.   :(


3395
Curses / Re: Disguise/stealth abuse?
« on: March 09, 2008, 02:22:00 pm »
You shouldn't have to merge. I resolved the conflicts by wiping out all my changes and going with yours. I only committed a one line change to something that wasn't in the same area as your code.

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 ]


3396
Curses / Re: Disguise/stealth abuse?
« on: March 08, 2008, 11:43:00 pm »
Irony! I actually did fix the disguise/stealth abuse problem, in exactly the way you described. When you posted this, I thought I had done it already, but I figured I must have imagined it. Turns out, I did, but it was the LAST THING I DID, and I forgot to commit it. Going back and updating, I now have a conflicted stealth.cpp.   :roll: Ahem. My bad. Fixed by going with yours for all but one line (made holding spraypaint suspicious).

3397
Curses / Re: Disguise/stealth abuse?
« on: March 04, 2008, 08:14:00 pm »
quote:
Originally posted by a1s:
<STRONG>that makes sense.
speaking of disguise, shouldn't actors have it?</STRONG>

I thought they did?  :(


3398
Curses / Re: Disguise/stealth abuse?
« on: March 04, 2008, 08:12:00 pm »
Sounds great to me.

3399
Curses / Re: LCS interface
« on: June 09, 2007, 12:03:00 pm »
Well, LCS is intended to be a parody of the game Oublette, which guided some of his decisions on interface design. :P

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.


3400
Curses / Re: LCS Faq
« on: August 30, 2007, 07:33:00 pm »
No way to stop bleeding on a mission at the moment, but a medical skill for that and healing outside of missions is on the list for development. That was one of the last things I was working on, but it's not finished.

3401
Curses / Re: LCS Faq
« on: June 04, 2007, 09:45:00 pm »
You need someone with reasonable intelligence and at least two levels of computer skill to hack. Then tell them to make trouble from the [a]ctivation screen. Instead of running around town splashing paint on fur coats, they'll sit in a dark basement pondering what cyber-mischief they can get into. You may need to wait a few days before anything happens, but eventually you'll start seeing results. Just bear in mind that such behavior is considered criminal.  ;)

3402
Curses / Re: LCS Faq
« on: June 04, 2007, 05:17:00 pm »
You're welcome. When you have any other questions, feel free to ask!

3403
Curses / Re: LCS Faq
« on: June 04, 2007, 04:59:00 pm »
1) Any benefit to car theft other than access to outskirts?

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 ]


3404
Curses / Re: [LCS] A place for all our knowledge.
« on: March 01, 2008, 03:57:00 pm »
NPCs aren't very smart, even when you're shooting; they can't tell the difference between the AR-15 and M16. Since the AR-15 is legal at Conservative gun control level, you can take advantage of this to get away with carrying assault rifles around in public earlier than you could with any other weapon. The biggest difficulty is just in getting the guns in the first place.

3405
Curses / Re: [LCS] A place for all our knowledge.
« on: March 01, 2008, 07:00:00 am »
No good on AK-47 actually -- soldiers don't use them in the US, so you still look suspicious.

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