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Messages - esran

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1
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 05, 2017, 02:46:58 pm »
Thanks for the bug report. I have a fair idea of where those bugs are and will try to fix them. Was the siege a police siege or was it some other kind of siege?
I believe it was some other kind of siege, although there doesn't seem to be any way to check, and I don't recall what kind of siege it was.
Looking through the gamelog.txt I think it was this: "Masses dissatisfied with Terra Vitae's lack of respect forChristian faith are storming the Vivian Pines' House!"

2
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 04, 2017, 10:30:02 am »
In windows version 1.1, vivian pines house went under permanent siege. I could still continue as normal, but the siege never ended( I waited several months), and I couldn't travel to vivian pines house.
At the time I had not recruited vivian pines (though I had failed to several times) and I had accidentally shut down vivian pines house several times, provoking terrae vitae to attack me back. (for some reason they only sent unarmed college students)

3
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 22, 2016, 12:57:26 pm »
does using unix2dos work?

4
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: December 20, 2016, 11:56:41 pm »
So, I recruited the president twice, and had two of the same president. That doesn't seem right...

5
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 25, 2016, 09:47:15 pm »
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.

Shouldn't they disappear when you talk to them?
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.

6
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 23, 2016, 07:21:36 am »
Other bugs in Windows version:
Game still crashes on TV house bed tile.
When I send people on Secret Missions, they continue to plan missions while gone and aren't removed from squads.
The day after exposing the NEC, game consistently crashes with no message.

7
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 22, 2016, 03:56:09 pm »
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
^.^ glad to be of service.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip

(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe

This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.
Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.

8
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 21, 2016, 01:58:16 pm »
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
^.^ glad to be of service.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip

(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe

This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.

9
Other Games / Re: Infraarcana: a lovecraftian roguelike
« on: July 08, 2015, 02:41:13 pm »
I won again, this time with the occultist.
I found an amuulet of haste, a ring of spell reflection, a ring of fire resistance, a plus 3 dagger, and a rejuvinator device, and two blaster devices. I also found around 5 potions of vitality, and plenty of potions of antidote. In addition, I found important spells like bless, and sacrifice spirit/life early on. So, basically I obliterated everything in my path. This is what happens when you play the game too much I suppose, eventually the RNG gives you a perfect run.

10
Other Games / Re: Infraarcana: a lovecraftian roguelike
« on: July 05, 2015, 12:14:51 pm »
I just beat v 17.0. Spoiler filled description of victory and comments below:
Spoiler (click to show/hide)

11
Other Games / Re: Incursion (open source) play & development
« on: June 25, 2015, 05:20:17 pm »
There are concerns that the random number generator is low quality:

  https://bitbucket.org/rmtew/incursion-roguelike/issue/238/dice-generator-issues

Anyone else noticed anything like this?
For what its worth I play this game a lot and haven't noticed any problems.

12
Other Games / Re: Incursion (open source) play & development
« on: June 03, 2015, 10:21:39 pm »
Is there currently any way to redeem fallen paladins? Becoming good again doesn't seem to help.

13
Other Games / Re: Incursion (open source) play & development
« on: August 18, 2014, 05:36:37 pm »
Is that build Y12?  I'm running Y11 and the savegame isn't showing up for me.
Yeah, its Y12. I thought that was the most recent build?

14
Other Games / Re: Incursion (open source) play & development
« on: August 18, 2014, 01:02:14 pm »
Well, see, that's just it...  Hesani won't nuke you on a whim or summon a bunch of dire panthers on top of your head.  Also, Hesani is a cinch to please if you have companions and disabled transgressions...  You can get your followers to absolutely slaughter everything and he won't give a damn.  Also, Hesani at least doesn't give two puffs if you have evil critters with you, s'long as you're not fighting them he's good with it (so far as I can recall, at least).


Just make a couple appropriate sacrifices on each of their altars.  The way gods are viewed in Incursion is basically that they have no influence outside of their "scope", and their "scope" is those individuals and places that have interacted with them in some way.  So all the nice quelling and allying you've been doing hasn't been seen.  All they see is some stranger walking in asking for divine attentions.

Sacrifice some lovely gold coins to Hesani, and some evil creatures to Essiah (NOTE: Stuff like goblins, orcs and the like?  Not inherently evil.  There are neutral and even good-aligned goblinoids that get spawned, and Essiah is NOT happy about you attempting to sacrifice them), then try converting again.
They won't let me sacrifice to them. When I try to sacrifice gold, by praying on their altar and hitting 's', that's when I'm told I'm not worthy.
edit: https://www.dropbox.com/s/luiouptlcsfyei2/Brandy.sav?dl=0     That's the link to my save I think. If its not level 4 bard in the alter room I linked the wrong thing. So, any reason why gods woldn't let a character sacrifice?

15
Other Games / Re: Incursion (open source) play & development
« on: August 18, 2014, 01:28:23 am »
So I've been playing a halfling bard and bards are actually really awesome. I can quell anything quellable, and then recruit anything sentient. I do have a problem though.
I got to the temple and I want to essiah or hessani or both since both tolerate eachother. However, for some reason when I try to convert, or even just make sacrifices, I get "thou art not worthy of my gifts". Anyone know why this is happening?
My characters desired alignment is lawful good, and he has strong good tendencies, and very strong lawful tendencies. He's never served nor sacrificed to any gods before. When fighting he always quells and enlists if possible, and failing that uses sneak attacks and his +5 shocking elven longsword of fey trapping. For particular difficult encounters he uses call companions to summon a wrecking ball of carnage that destroys all in its path. I disabled complicity transgressions because my allies won't stop attacking neutrals, and, every so often, eachother (although high bluff usually handles that). I am allied with both evil and good allies, which I am worried might be why the gods won't accept me.
Does anyone know why this is happening, and if it is caused by evil party members? If I have to arrange for my evil party members to die I can, but I would prefer to avoid such drastic measures.

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