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Messages - Jonathan S. Fox

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361
Curses / Re: Liberal geezer squad
« on: March 01, 2013, 11:35:13 pm »
Hmm... I would work them up bit by bit, starting by aiming for 50, then 200. As you advance, their agility will pick up, and you can move into more combat-oriented methods that will take you the rest of the way to 1000.

362
Curses / Re: LCS 4.06.4 Download (Bank Heists, Jan 2013)
« on: March 01, 2013, 11:32:38 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.

363
Curses / Re: how do i kidnap
« on: February 28, 2013, 05:52:06 pm »
If you need to kidnap someone who is normally too well-armed, you can drop a pickup line and then try to kidnap them on the date. They won't bring their weapons along on the date, so you have a much better chance of success there.

So how come this works with conservative celebrities who use persuasion attacks against you?  ;)

Persuasion attacks don't impact your ability to kidnap enemies, but sometimes enemies that don't attack with weapons still have them equipped. The CEO, for example, will have a handgun, but won't use it except to ward off kidnapping.
Or if the fight goes for more than one round (trying to injure rather than kill, for instance...); CEOs can and do shoot Liberals with their DE50AE BLOWING THE LIBERAL'S HEAD OFF!!!

:0

The things you learn about your own code... :P

364
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: February 28, 2013, 02:08:58 pm »
may i suggest make the sight radius be a cone or triangle in the beginning when you have one survivor
or if it's possible make the light of sight not go through the wall block?

I don't want to implement directional vision, since it's a significant amount of work to do so, and it would only really make sense when you have one person. I'm not a huge fan of directional vision in these sorts of games, since I think it implies the character has poor situational awareness and isn't looking around. I'd need to add buttons to let you turn around in place without taking time, and then that would add several extra keystrokes for the player to do what's a very simple action in real life.

Light is already blocked by walls right now, but it's (intentionally) on the generous side when calculating what squares you can see.

also please please move the add a space between the name and weapon column
i randomned christopher richardsWeapons i know it's just cosmetic sorry

I think this really comes down to "Christopher" and "Richardson" both being too long for the space provided; it's hard to squeeze a name like that in while still making room for everything else in the game. I'll shrink those and a couple other long (10+ letter) names, using similar substitutes like "Chris" and "Richards".

365
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: February 27, 2013, 11:02:24 pm »
Sweet!

I think there might be some sort of bug in the attack probabilities when you attack very wounded zombies.  I seem to get in very long miss streaks against them despite easily hitting normal zeds.

Hm, I'll have to check into that. The hit/miss mechanics are very new, so they might be buggy.

366
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: February 27, 2013, 08:20:07 pm »
The main changes are skills, recruitment, and jobs for people who aren't headed out with the raiding party. The scavenging job is very powerful early on, but will drop off in effectiveness as you use it more, since your scavengers will have a harder time finding unlooted locations. Currently, there's no risk to scavengers. I'm planning to change that.

The changes are pretty substantial here, and saves aren't compatible with the previous release. I'm still planning to have more save compatibility between releases than with LCS, but I elected to not spend the extra effort of converting the old Rick Grimes saves to the new random character stuff.



Download:
http://www.jonathansfox.com/ZSS/zss_python_2_27_2013.zip

Changelog:
- Added recruitment
- Added scavenging, basic tending to injuries
- Added skills
- Changed attributes
- Changed starting situation to a much more spartan beginning
- Increased sight radius
- Prohibited enemies from spawning within sight of the player
- Juggled item spawn probabilities, increased water drop slightly, added a couple new weapons
- Used combat skills to influence hit/miss in combat
- Made you autopickup items underfoot even when you're attacking

367
Curses / Re: how do i kidnap
« on: February 27, 2013, 03:12:53 am »
If you need to kidnap someone who is normally too well-armed, you can drop a pickup line and then try to kidnap them on the date. They won't bring their weapons along on the date, so you have a much better chance of success there.

So how come this works with conservative celebrities who use persuasion attacks against you?  ;)

Persuasion attacks don't impact your ability to kidnap enemies, but sometimes enemies that don't attack with weapons still have them equipped. The CEO, for example, will have a handgun, but won't use it except to ward off kidnapping.

368
Curses / Re: how do i kidnap
« on: February 26, 2013, 10:00:26 pm »
for some reason i cant kidnap anyone without it sayin "all of the targets are to dangerous" or I just straight up kill em.There has to a way if you have martial arts skill or something you can just knock them out.

This happens when they have weapons. Certain targets, like soldiers and police officers, will always be armed and can't be kidnapped on site unless they're badly injured. Other targets that don't always have weapons may be carrying at random; this is especially common in Nightmare Mode, where many people carry guns in public.

If you need to kidnap someone who is normally too well-armed, you can drop a pickup line and then try to kidnap them on the date. They won't bring their weapons along on the date, so you have a much better chance of success there. Dangerous targets may still cause you problems, though; don't expect police to always submit to kidnapping, even if you're armed and they aren't.

369
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: February 26, 2013, 08:44:46 pm »
Tomorrow:

1. Skills and skill gains.
2. Assign people to jobs, starting with scavenging, which scrounges up food and water outside the activity of your main squad. Jobs only done when they're not already acting with your squad.
3. Ability to recruit survivors you meet, if you have room in your squad for them to come with you.

370
Curses / Re: I got an idea for more raids.
« on: February 26, 2013, 08:41:48 pm »
Surprisingly enough, the game itself gives "plot armor" to the founder by reducing all damage to 1/4.

This subtle benefit is actually really important to making combat-based founders viable.

371
Curses / Re: how to make new armor in LCS
« on: February 23, 2013, 10:26:25 am »
That armor definition is correctly formatted and works in-game for me. Make sure it's between the outermost <armors> ... </armors> tags like the other definitions. If that's not the problem, you may have accidentally damaged one of the other armor definitions in the file.

If all else fails, redownload the game, get the original armors.xml, and then copy and paste the fixed armor definition you pasted above into that file, making sure it's above the last line of the file containing the </armors> closing tag. It should work for you.

372
Curses / Re: how to make new armor in LCS
« on: February 23, 2013, 07:16:29 am »
here's the code:

Spoiler (click to show/hide)

1. In your quoted section, there's an extra </armortype> tag at the start. This could just be part of the previous entry, but make sure you didn't add an extra one of these in the actual file when you were copying and pasting.

2. In the <armor></armor> section, you added <legs>10</legs> and <arms>10</arms>. The correct way to do this is to create a single <limbs>10</limbs>, rather than have separate sections for leg and arm armor. See ARMOR_HEAVYARMOR for an example:

Code: [Select]
    <armortype idname="ARMOR_HEAVYARMOR">
        <make_difficulty>17</make_difficulty>
        <make_price>5000</make_price>
        <armor>
            <body>10</body>
            <head>8</head>
            <limbs>4</limbs>
        </armor>
        <body_covering>
            <head>true</head>
        </body_covering>
        <name>Heavy Ceramic Armor</name>
        <shortname>HeavyBodyArmor</shortname>
        <fencevalue>400</fencevalue>
        <interrogation>
            <basepower>2</basepower>
        </interrogation>
        <professionalism>1</professionalism>
    </armortype>

Let me know whether that fixes the issue!

373
Curses / Re: I'm so rich i'm poor
« on: February 23, 2013, 01:43:21 am »
Yeah, you can only make a max amount of 200,000 dollars every month from stealing credit card number. That means you would need to gain the max amont for 10 months, and its hard to do that

This bug shouldn't occur at 2 million dollars, but 2 billion. That would be more than 80 years at 200,000 dollars a month. But that could be accelerated by having all sorts of additional fundraising and tons of people working. Still, it's an epic task to reach this bug, assuming it happened in the predictable way.

a little bit of ALOT of stuff

Must have been!

374
Curses / Re: I'm so rich i'm poor
« on: February 22, 2013, 04:44:43 pm »
i fount a glitch when i was playing when i get a certian amount of money it goes negetive. This glitch makes it hard to be rich. >:(

Due to the way numbers are represented internally on computers, almost all games either cap your money or have a bug where it wraps around and goes negative. In LCS, you'd need more than 2 billion dollars to run into this bug.

I know I should be concerned about the fact that this can happen, but I'm honestly more astounded that you reached that point. How did you do that?

375
Curses / Re: Badly needed weapon: RPG
« on: February 22, 2013, 03:31:42 am »
You could also raid a museum and have a fully functional panzerfaust...
Museum raids... oh the possibilities... World War Two weapons... A place to get medieval gear... Stealing cars from the 1900s.

This exhibit dates back to the year 1176, but its original location of manufacture is unknown. It has puzzled scientists as an anachronism, with a full V6 engine and other parts that have only recently been reinvented. No similar artifacts have been recovered, but extensive historical data contradicts the popular theory that the vehicle is a hoax. The design of this vehicle was the basis for a modern line of cars created by the short-lived DeLorean company.

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