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Messages - Jonathan S. Fox

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346
Curses / Re: I have the same problem
« on: March 18, 2013, 02:25:48 am »
I have the same problem, however I am using Ubuntu, and emulating windows via Wine. None of my saves are actually created. What do you think it may be?

The Windows version of the game saves to the same directory the executable is in. Might crimesquad.exe not have write permission to its own directory?

347
Curses / Re: LCS 4.06.4 Download (Bank Heists, Jan 2013)
« on: March 17, 2013, 07:32:19 pm »
Hi, I've run into a bug of some description. I disbanded the LCS, then tried to regroup, and the game has crashed.
Now when I open it, Windows just pops up saying "crimesquad.exe has stopped working" and then it closes.
It's the latest version (LCS 4.06.4).

It's annoying, as this time I was doing well enough to get an Elite Liberal president, and I thought I might actually beat the game this time.  :P

Oh, and I've finally registered an account on these forums, despite reading them for the last fortnight or so. Hello Liberals!

Try renaming save.dat to save_backup.dat and see if the game starts up. If it still fails, redownload the program and transfer your backup save over, renaming it to save.dat.

If it succeeds in starting when you rename save.dat, that means the crash is coming from a corrupted save file, so your game is lost. I don't think I can help there, sorry. :(

348
Curses / Re: A Feature Idea: Prison Effects
« on: March 09, 2013, 06:33:07 am »
Ok, I new a few people may be sick of me Necroing posts, but with a new version out that may have a bug fix soon, I thought Id look through the forum a little and bring up a few ideas that look good.

I would do this by making a new thread containing links to several older posts. Pulling the threads up to the top has a couple of negative effects -- it can confuse people into thinking that the discussion is current, and it can displace active discussions from the front page. The latter isn't as big an issue in Curses since it's quiet enough that the front page contains stale threads anyway, but it's still cleaner to link older threads rather than post in them. This also lets you quote or link to the parts of the thread you want to direct attention to more precisely.

349
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: March 09, 2013, 06:23:03 am »
I have a first draft of rationing in, but I'm not entirely happy with the interface screen or the effects, and there's still some remaining rough areas I want to get ironed out before making a release.

For some cooler news, I may not have mentioned that I added some rudimentary stealth effects earlier: Lone characters are much sneakier than groups. No skill rolls at the moment, but it's still a neat effect, and one that I think I like better than a stealth mode toggle.

One of my goals is to minimize the number of buttons and keys on the exploration screen, and drill your input down to interesting decisions rather than bookkeeping. A stealth toggle would need a drawback to be interesting, and the drawback needs to be finessed well or you're likely to want to always activate it out of combat and deactivate it in combat, reducing it to bookkeeping. Passive stealth avoids that potential problem.

350
Curses / Re: LCS for android.
« on: March 08, 2013, 04:17:54 pm »
Anything's possible, but it wouldn't be easy. The input and display code would need to be rewritten at the very least.

351
Curses / Re: Weaponry Question
« on: March 08, 2013, 05:32:03 am »
Oubliette is right on for swords.

For other weapons, the pawn shop is a great place to find guns. If you need illegal weapons, you might try visiting the crack house or housing projects in the industrial districts, and try to find a gang member willing to sell you weapons. Anything you can't buy one of those two places, you'll need to find through site actions -- breaking into the national guard armory, for example, or killing enemies likely to carry guns.

352
Curses / Re: Appreciation post.
« on: March 08, 2013, 05:23:25 am »
ThreeToe is Toady One's brother, Zach Adams. I don't have a clear understanding of how big of a role he plays in Bay12Games, but my best understanding is that while he doesn't program the games, he is a major contributor to the design and vision of both early LCS and Dwarf Fortress. I don't think I've ever asked, but I imagine he does indeed deserve thanks in helping to make LCS.

353
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: March 08, 2013, 04:53:27 am »
Lighting is finished, and I'm pretty happy with how it turned out. I also fixed the pathfinding per Sheb's suggestion. I had disabled them paying attention to other creatures when pathing due to a bug that came up when that happened, but I was able to find and squash said bug this time, so enemies will now swarm you somewhat intelligently.

I tried out the suggestions for using letters for pistols and shotguns, but it's no good. The eye too readily recognizes them as letters. Letters in roguelikes are usually reserved for the first letter of the name of the object or type of object: r for rats, j for jellies, that sort of thing. Going against that causes as much or more confusion and consternation as reassigning the traditional symbol for potions does.

I'll probably throw in rationing and maybe scouting, then make a release late Friday. Rationing is the ability to change your rate of consumption on food and water; it may come with a rewrite of how food and water affect health, and possibly drinking dirty water, but I don't want to overpromise. Scouting is a job used to identify specific one-shot locations likely to have a certain type of loot. Scouting's a pretty big task, but it's a significant step forward.

On a tangent, my computer is having significant stability problems, crashing several times per day. I know at least half and possibly all of the problems are some sort of failures with my 4-year-old video card, so I've ordered a new one, but it won't be here for another week or two. I'm pretty good about saving often, so I haven't lost work to this, and hopefully won't. But it disrupts my workflow, frustrates me, slows me down, and there's always the chance of progress being set back by unsaved work being crashed into oblivion.

354
Curses / Re: Its Name Was Version 4.05
« on: March 08, 2013, 04:21:51 am »
The interrogation system was complicated enough with the limited options...
But I'm sorry that has happened, we would obviously like a new release version but it is your choice after all.  :'(

The current options are a simplified version; I'd actually cut features from the game to make it as easy to understand as it is. This was pretty controversial, and a lot of people wanted the features back. The new version (the one lost to the ether) was intended to bring them back without making the system even more arcane and obscure. It might look more complicated, but it would also be more responsive, so you could learn it more easily.

355
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: March 05, 2013, 08:12:15 pm »
I'm currently working on lighting, so that you have long sight range outdoors or in other lit areas and very limited sight range indoors.

I've been playing some now. A few things I've noticed:

You are playing with an old version.  Survivors are now recruitable, zombies dont groan in agony, complexes are more dangerous, etc.  Also the menus aren't going to be removed, their going to be utilized.  This is a game in early development, don't expect stuff to be finished.

So, this is true. But it's also great feedback, and the older version thing is entirely my fault. I haven't updated the first post in a couple of releases. This is now corrected.

If you redownload, much of your feedback will be addressed. Two ones that aren't addressed are ! feeling wrong for guns, and wanting to see proper pack/horde zombie behavior.

The symbol for guns is easy to change, I'll think about it. I'm not sure what would be a better choice; I hesitate to just use ) or } as they'd appear in Nethack or Angband, since guns do not look like metal bows.

356
Curses / Re: Games Like Liberal Crime Squad?
« on: March 04, 2013, 02:16:20 pm »
Fort Zombie is the best suggestion I can make. It's the most similar game I've seen mechanically, since it has some recruitment, base management, character advancement, sending out a raiding party, assigning tasks day by day. The term "raiding party", which I appropriated in my own zombie game inspired by LCS, is a nod to Fort Zombie. I often wondered, when playing Fort Zombie, if the developers had played LCS and taken inspiration from it.

Red Faction: Guerrilla also comes to mind. It's in a completely different genre; it's a third-person open-world action game, and is very very light on its strategy and RPG elements. I'm not entirely sure why my intuition says it fits here, given how distant it looks on paper. But I know when I played it I was very impressed by the game, thought its shrewd design was underrated, and also wondered if any of the designers had taken any inspiration from LCS.

For a more real-world setting, the old Gangsters: Organized Crime is pretty similar, and I've seen a couple comparisons between it and LCS. It's set in prohibition era, you play as a mafia family, and it's more on the strategy end. Lots of emphasis on business fronts, safehouses, bribing police, rivalries between crime families.

Finally, if you're most interested in the RPG side of the game, Liberal Crime Squad is based on Oubliette, which is one of the foundational games among computer RPGs. I believe the early Wizardry games, which were also inspired greatly by Oubliette, are pretty similar to the RPG and dungeon crawling side of Liberal Crime Squad. They're both fantasy games, though.

357
Curses / Re: LCS 4.06.4 Download (Bank Heists, Jan 2013)
« on: March 03, 2013, 06:10:26 pm »
What the hell? Whenever I get raided a new person or whatever gets in my base and asks people questions. Is that new or something?

No, that's been there since long before I worked on the game. It's pretty rare though, only relatively recently have you had any real incentive to wait out sieges.
What feature is this? I have never seen this. What, exactly, happens?

Sieges mostly bring about a bunch of negative events. Snipers, assaults, other trouble. One rare event is positive: A reporter can get into your safehouse during a siege and interview somebody. If you perform well, it can have a big impact on the issues.

358
Curses / Re: LCS Programming Discussion Topic
« on: March 03, 2013, 06:06:42 pm »
LCS is normally compiled with GCC and GNU Make (both come preinstalled on most Linux distros), and on Windows with Visual Studio Express, which was freeware until 2 years ago. Now it's a stripped-down version of the full VC++ and you have to pay for it after the trial expires.

I think you might be conflating two different products. Visual Studio Express has always been a stripped down version, but this is the first I've heard of it being turned into a trial version rather than a forever free version. Wikipedia says Visual Studio Express is still freeware, Microsoft advertises the line as "entirely free" on their website, and all discussion on tech sites and forums seems consistent with it still being 100% free and not a trial product.

I think you may be confusing this with the fact that you can freely download other versions of Visual Studio, besides Express, which you then have to pay for after their trial elapses. Well, you have to pay for them if you want to keep using them. Obviously they can't make you pay for them.

359
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: March 03, 2013, 05:39:25 pm »
After playing the update, I would say that with the new view range, guns are OP. I can shoot anything, and it will die. Without touching me. I also prefer the tighter view distance, because it adds tension. It felt scary, and now it's nowhere near that.

This is great feedback. I'm leaving the view distance as it stands for now, but I'll be thinking about this and may play with it going forward.

Is the food to water ratio on purpose, Fox?

Not directly, but I'm aware of it and haven't made an effort to strictly balance them. My intent is to have water easier to get a stable supply of in other methods. There's plenty of water around, as I envision it, it's just most is unsafe in several measures. Once you have purification methods, water should be easier to come by than food. Your people should probably start drinking dirty water when you run out, but I haven't written anything to enable that.

360
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: March 03, 2013, 05:28:37 pm »
So I heard the game got a lot easier with the addition of scavenging and recruitment. In this release, the pendulum swings the other way, and combat becomes significantly more dangerous.

Headline features are improved zombie AI and limited ammo on guns. The AI changes include making zombies slow to notice you, but able to hunt you after you slip out of sight. Most notably, however, firing guns will aggro zombies in a wide area around you, who will start to pour in on you. Let me know if it's too much.

Ammo limitations work a bit differently than in LCS. Your squad shares a common ammunition reserve and will freely share ammo with each other. Shotguns reload one shell at a time, and reloading takes an action during combat, but all weapons can be reloaded for free (in terms of time) while moving. When you have two weapons equipped, reloading during combat is prioritized only if the potential damage of the weapon being reloaded is more than four times the damage that would be done by attacking with the other weapon. Reloading is lossless, so non-empty magazines get abstracted back into the ammo pile, but your survivors won't reload guns that use magazines unless they're almost empty. Empty weapons can still be used as clubs, and are more powerful than your bare hands in combat.

Melee weapons are much more valuable this release, and the crossbow also sees its star rise significantly with these two features. The crossbow is both the only ranged weapon that is silent, and the only ranged weapon with reusable ammo. You can usually find its bolts dropped to the floor or stuck in the corpses of fallen zombies. On the minus side, it doesn't share a skill with any of the other weapons, must be reloaded after every shot, and has the least plentiful ammunition. And while its bolts are usually recoverable, they will still sometimes be lost.

These are some pretty substantial changes. Let me know they feel and how they affect the gameplay.



Download:
http://www.jonathansfox.com/ZSS/zss_python_3_3_2013.zip

Changelog:
- Added ammunition
- Added improvised melee attacks with ranged weapons
- Removed defensive benefit from having high dexterity
- Removed the ability to make unarmed attacks when weapons are equipped
- Reduced chance of attacks missing in general
- Reduced availability of scavenging supplies slightly
- Zombies start not noticing player, may take notice when in line of sight
- Zombies wander around aimlessly when not alerted to the player
- Guns are loud and attract zombies
- Zombies that lose sight of the player or hear guns will chase with pathfinding
- Zombies can no longer become incapacitated due to pain
- Armor is now considerably less effective
- Reduced length of some too-long character names
- Fixed crash bug on equipment screen when you had no equipment

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