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Topics - KA101

Pages: [1]
1
Curses / Hospital bills
« on: May 07, 2013, 05:45:40 pm »
I've sent Liberals to the Uni Hospital from time to time (my LCS can afford it) but never noticed a financial hit for their care.  Is there a screen I missed, L+ Health Care that doesn't bill the LCS, or was it just abstracted out somehow?

2
Curses / CCS power levels
« on: April 14, 2013, 11:16:45 am »
I've heard that the CCS gets stronger over time; We Didn't Start the Fire claims to start them "extremely strong".

Where does this sort of thing happen in the code?  I'm curious as to how the CCS is supposed to level up, chiefly because I just got the Liberal Guardian up and it's stopping the CCS from affecting public opinion.

(Thinking the CCS at high/max power might be able to take a cue from the Firemen, and attack Liberal Guardian sites without needing Heat on the site.)

3
Curses / Department Store expansion
« on: January 01, 2013, 02:55:26 pm »
As I posted about in Donuts' mod thread, here's my upgrade to the Department Store.  Feel free to read and comment--laptop battery is low so will be stepping off for a while.

Code: [Select]
<shop name="DEPARTMENT_STORE">
    <only_sell_legal_items>true</only_sell_legal_items>
    <fullscreen>false</fullscreen>
    <allow_selling>false</allow_selling>
    <exit>Leave</exit>
   
<department>
<entry>Clothing</entry>
<letter>C</letter>
<fullscreen>false</fullscreen>
<exit>Done buying Liberal clothing</exit>
<item>
        <class>ARMOR</class>
        <type>ARMOR_BLACKCLOTHES</type>
        <letter>t</letter>
        <description>Buy a Black Turtleneck</description>
        <price>50</price>
    </item>
    <item>
        <class>ARMOR</class>
        <type>ARMOR_CHEAPSUIT</type>
        <letter>c</letter>
        <description>Buy a Cheap Suit</description>
        <price>400</price>
    </item>
   
    <item>
        <class>ARMOR</class>
        <type>ARMOR_EXPENSIVESUIT</type>
        <letter>v</letter>
        <description>Buy an Expensive Suit</description>
        <price>5000</price>
    </item>
   
    <item>
        <class>ARMOR</class>
        <type>ARMOR_BLACKSUIT</type>
        <letter>s</letter>
        <description>Buy a Black Suit</description>
        <price>500</price>
    </item>
   
    <item>
        <class>ARMOR</class>
        <type>ARMOR_CHEAPDRESS</type>
        <letter>h</letter>
        <description>Buy a Cheap Dress</description>
        <price>400</price>
    </item>
   
    <item>
        <class>ARMOR</class>
        <type>ARMOR_EXPENSIVEDRESS</type>
        <letter>d</letter>
        <description>Buy an Expensive Dress</description>
        <price>5000</price>
    </item>
   
    <item>
        <class>ARMOR</class>
        <type>ARMOR_BLACKDRESS</type>
        <letter>r</letter>
        <description>Buy a Black Dress</description>
        <price>500</price>
    </item>
</department>

<department>
        <entry>Hardware</entry>
        <letter>H</letter>
        <fullscreen>false</fullscreen>
        <exit>Done buying Liberal hardware</exit>
<item>
            <class>WEAPON</class>
            <description>Buy some Chain</description>
<type>WEAPON_CHAIN</type>
<letter>c</letter>
            <price>15</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a Prybar</description>
<type>WEAPON_CROWBAR</type>
<letter>p</letter>
            <price>15</price>
        </item>
<item>
            <class>WEAPON</class>
            <description>Buy a Knife</description>
<type>WEAPON_KNIFE</type>
<letter>k</letter>
            <price>25</price>
        </item>
<item>
            <class>WEAPON</class>
            <description>Buy an Axe</description>
<type>WEAPON_AXE</type>
<letter>x</letter>
            <price>30</price>
        </item>
</department>

<department>
        <entry>Sporting Goods</entry>
        <letter>G</letter>
        <fullscreen>false</fullscreen>
        <exit>Done buying Liberal ...goods</exit>
<item>
            <class>WEAPON</class>
            <description>Buy a Baseball Bat</description>
        <type>WEAPON_BASEBALLBAT</type>
          <letter>L</letter>
            <price>25</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a MP5 SMG</description>
<type>WEAPON_SMG_MP5</type>
          <letter>P</letter>
            <price>1100</price>
        </item>
    <item>
            <class>WEAPON</class>
<description>Buy a .44 Magnum</description>
            <type>WEAPON_REVOLVER_44</type>
          <letter>F</letter>
            <price>500</price>
        </item>
<item>
            <class>WEAPON</class>
            <description>Buy a Civilian AR-15</description>
            <type>WEAPON_SEMIRIFLE_AR15</type>
          <letter>R</letter>
            <price>450</price>
        </item>
<item>
            <class>WEAPON</class>
            <description>Buy a Mil-Spec M16</description>
            <type>WEAPON_AUTORIFLE_M16</type>
          <letter>M</letter>
            <price>1500</price>
        </item>
<item>
<class>WEAPON</class>
<description>Buy a Mil-Spec M249 MG</description>
<type>WEAPON_M249_MACHINEGUN</type>
          <letter>G</letter>
<price>15000</price>
</item>
</department>
    <department>
        <entry>Sporting-Ammo Counter</entry> <!--Renamed from "Ammunition" at Shade's suggestion. -->
        <letter>A</letter>
        <fullscreen>false</fullscreen>
        <exit>Done buying Liberal ammo</exit>
        <item>
            <class>CLIP</class>
            <description>Buy a .44 Speedloader</description>
            <type>CLIP_44</type>
            <letter>m</letter>
            <price>40</price>
        </item>
        <item>
            <class>CLIP</class>
            <description>Buy a 9mm SMG Magazine</description>
            <type>CLIP_SMG</type>
            <letter>s</letter>
            <price>50</price>
        </item>
        <item>
            <class>CLIP</class>
            <description>Buy a Rifle/Aslt.Rifle Mag</description>
            <type>CLIP_ASSAULT</type>
            <letter>r</letter>
            <price>50</price>
        </item>
<item>
<class>CLIP</class>
<description>Buy a .50 AE Mag</description>
<type>CLIP_50AE</type>
<letter>f</letter>
<price>100</price>
</item>
<item>
<class>CLIP</class>
<description>Buy an M249 Drum</description>
<type>CLIP_DRUM</type>
<letter>d</letter>
<price>500</price>
</item>
    </department>
</shop>

Edit: Turns out that the Sporting Goods department needed letters specified for each item when I went shopping last night (2x M249, 6x MachinGun Drum if you're curious--much safer to spend $33,000 than get two Treason charges).  Easy enough to hotfix, and I've updated the code here.
Would like to know if the Ammo Counter stops selling the belts once Gun Control moves off C+ (as it should); the L+ Pawn Shop still sold Aslt/Rifle Mags last game, which I'm pretty confident isn't intended behavior. -KA101

Further bug-fix: Jboy2000000 found that I hadn't fixed the Hardware department when I fixed the Sporting Goods; same bug.  Taken care of now; thanks for the report.  Removed the AS12 as that's something I made and haven't uploaded.  This should now be functionally identical to the trunk version.  (And I've discovered that even tagging the clips.xml with legality ratings didn't solve the problem.)

4
Curses / XML help: my AS12 is jammed
« on: December 23, 2012, 11:29:22 pm »
As in, its code seems to be screwing up the file: weapons.xml refuses to load with it in.  I used the shotgun_pump code as a template, with some help from the various auto-weapons.  I'm sure the problem is something trivial, but can't for the life of me figure it out right now.  Would appreciate outside checking & input.

Here's the code:
Code: [Select]
<weapontype idname="WEAPON_SHOTGUN_AS12">
        <name>AS12 Assault SG</name>
        <name_future>HvyPlasmaBurstgun</name_future>
        <shortname>AS12</shortname>
        <shortname_future>HvyBrst</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <legality>-1</legality>
        <fencevalue>600</fencevalue>
        <bashstrengthmod>125</bashstrengthmod>
        <size>15</size>
        <attack>
            <priority>1</priority>
            <ranged>true</ranged>
            <attack_description>shoots at</attack_description>
            <skill>SHOTGUN</skill>
            <ammotype>CLIP_AS12</ammotype>
            <random_damage>201</random_damage>
            <fixed_damage>10</fixed_damage>
            <shoots>true</shoots>
            <bleeding>true</bleeding>
            <damages_armor>true</damages_armor>
            <armorpiercing>0</armorpiercing>
<number_attacks>2<number_attacks>
            <accuracy_bonus>1</accuracy_bonus>
<successive_attacks_difficulty>2</successive_attacks_difficulty>
            <critical>
                <chance>50</chance>
<hits_required>2</hits_required>
                <random_damage>301</random_damage>
                <fixed_damage>10</fixed_damage>
                <severtype>NASTY</severtype>
            </critical>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>swings at</attack_description>
            <skill>CLUB</skill>
            <strength_min>6</strength_min>
            <strength_max>12</strength_max>
            <random_damage>21</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

If anyone's interested in the theory: I felt that Shotgun skill needed something to make it competitive at C & C+ Gun Control.  The AS12 fires two-shot bursts, can be fired ten times before reloading, has a 50% crit rate once both shells connect, and isn't concealable.  Hopefully the double-shots and increased crit rate help offset shotguns' negligible penetration.  Gun is purchasable for $1200 (between MP5 & AK47); ammo is $60/drum.  (12g tubefeed for the pump gun costs $25/6 shells in the XML, so I think that $60 is fairly in line for 20 shells & drum mag.)  Wouldn't know how to issue it to CCS/military/corp raid-mercs, the potential non-LCS markets.

(I've written corresponding code in clips & armsdealer.  clips loads--I neglected to close a tag there, fixed--and no idea re armsdealer.)

Thank you for your time, consideration, and hopefully assistance.

5
Curses / LCS Crimes Code
« on: November 21, 2012, 01:09:39 am »
I think it's time to at least start laying the groundwork for a wiki page on what does & doesn't get charged.  (There are a few surprises; the mass-Treason and Theft are what got my attention.)  Here's what I know, no particular order:

Treason: Break into an Armory (either the MilBase or the Nuclear Plant), Any attempt to hack the IntHQ Supercomputer, Use Secret Documents or the Intel Data Disk for a Special Edition (charges everyone at the same location as a Printing Press)
Terrorism: Mess with the On/Off Switch at the Nuclear Plant.
Murder: Kill someone outside an LCS or CCS safehouse (including car chases after raiding a CCS safehouse); self-defense presumably comes in as part of the trial.
Flag Murder: Use the P button when you have a Flag under siege during C+ Flag Burning; attaches to everyone present.  (My squad tends to get a lot of these as part of resisting the Firemen.  "There is but one thing that will burn here today.  And That Is THIS!" <lights flag>)
Escaping Prison: be sprung by a fellow LCS member after arrest/conviction.  Chances are, you didn't actually walk out of there under your own power, but that doesn't affect anything.
Releasing Prisoners: Any attempt to open cells, whether successful or not.  (Releasing Oppressed after successfully opening the cells sets off the Conservatives Alarmed, but opening the cells draws the charge.)
Theft: Any attempt to crack a safe, or being caught grabbing a miscellaneous object during a site action.  Stealth and the political leanings of whoever saw you seem to affect the result (alarm/charge-attachment).  Safe-cracking attaches to everyone, but grabbing an item seems to only go for the first person in the squad.
Resisting Arrest: Not submitting to police when they catch an Activated Liberal.  Probably attaches for fighting police during a site action, but I haven't tried that yet.
Assault: Use Martial Arts on someone outside a safehouse, and don't kill them.
Aggravated Assault: Use a weapon on someone outside a safehouse, and don't kill them.
Kidnapping: Take a hostage on-site, fail to date-nap, or take too long converting someone you date-napped.  Current release/compiled version gives this for tripping security on some of the new Hacking results; it's a bug that's been fixed in the code but not yet released in a pre-compiled version.
Rehabilitation: Not a charge per se, but will attach to someone who lasted long enough under Interrogation to be missed.
Harmful Speech: Write for the Liberal Guardian under C+ Free Speech.  Surprisingly high-powered--worse than Escaping Prison.
Drug Dealing: Get police attention whilst selling brownies.  Attaches even if you successfully flee; probably if you kill the cops too (but then you've got Murder).
Vandalism: Spray a tag on-site (one per tag; these add up and are the reason tagging-for-Juice isn't perfect) or be caught Making Graffiti.  The latter is a good way to rack up Resisting Arrest charges if you run.
Breaking and Entering: Kick in a door.  Crowbar probably qualifies too.
Jury Tampering: Fail to quite convince a deliberating jury.  (Working the room like in 12 Angry Men includes the jury not telling people about your assistance.)
Disturbing the Peace: Take over a broadcast studio; possibly some of the Liberal Disobedience.  Surprisingly low-level in comparison to Harmful Speech, so far as I can tell.
Hacking/Electronic Sabotage: Trip security when Hacking Networks.  Not sure what, if any, difference exists between the two.  Hacking the IntHQ Supercomputer is Treason, but causing a scare by breaking into CIA networks is Hacking.  [This is only fair, IMO, because there's no way for the player to micromanage xyr Hackers away from the CIA networks, and Treason is a lot worse than Hacking.]
Credit Card Fraud: Trip security when doing Credit Card Fraud.

Feel free to add and/or comment.

6
Curses / Curious: Sleeper actions
« on: October 28, 2012, 04:34:57 pm »
The crime-free LCS thread got me thinking: I know that tangible sleeper actions such as snooping or stealing only take place at end/month, and so far as I can tell only have an effect then.  (Ordering to snoop on the 4th is no more/less effective than so ordering on the 24th, at least to my knowledge.)

Joining the active LCS completes on the next day, so that's pretty quick.

In the rare instances where one can expand the network, those have pretty quick turnaround--usually the new sleeper shows up in a day or three.

But I'm not at all certain about Promoting Liberalism.  I'm guessing that PL efforts (which may or may not be successful/effective) happen on a daily basis, and being set to Promote Liberalism adjusts the sleeper's effectiveness every few days or so?

Thoughts & insights appreciated; thanks much.

7
Curses / First Aid FTW...or not (bug?)
« on: October 27, 2012, 05:55:52 pm »
OK, so I've got a founder with 14+ First Aid because stopping the bleeding onsite gives lots of XP.  He can fix a blasted kidney or collapsed lung in about 48 hours (item no longer appears in the health area), and pretty much guarantees that if my people make it back to base intact that they'll make a full recovery.

At least where "full recovery" = all health indicators reading Liberal.  Most of my daters can't go on vacation anymore because they aren't uninjured, despite showing no lasting injuries and all health readouts in the Liberal.  Does going to Near Death (but having all limbs intact) non-obviously deplete base Health and count as perma-injury?  Something else along those lines?

Compare: my Mutant swordmaster Razor Gale has Elite Liberal Health 24.  He's been shot from time to time (bringing the Sword to a gunfight, and all that) and made the above-mentioned full recovery, but recently he seems a little buggy.
No matter how many healers I assign, he shows Liberal everywhere but his torso, which stubbornly remains Shot.  It doesn't seem to affect him any (no stat depletion, and overall description is Liberal but the docs can't/don't do anything, reset to Laying Low after a day of Tending to Injuries, and I can't send him to the Uni Hospital.  If this particular bullet is a permanent addition to his body, it'd help if the game made that clear--this happened once before and cleared up after he got shot in the arm.  (Both "Shot" statuses cleared up after putting him in medical for the shot-arm.)

Thanks for your time & consideration.

8
Curses / MP5s: am I missing something?
« on: October 20, 2012, 12:32:12 pm »
I'm not sure why I should issue MP5s.

IME they're harder to come by than M16s & M4s, which can be found lying around* at the MilBase.
They do less damage and carry less ammo, and they get banned at C Gun Control so using them can rack up even more charges.  The M4 has a similar accuracy bonus and ammo can be bought at C because it's shared with the AR-15.

About the only time I could justify using MP5s would be sending untrained troops to take over a media station or some other alarm-causing activity, and even then Shotguns (also fairly effective in untrained hands, according to the wiki) would get an extra shot per ammo pack and stay legal through L+ Gun Control.  They'd conceal under Trenchcoats too, IIRC, so I'm at a loss for why I'd use an SMG.  Does 9mm penetrate bunker/police armor more effectively?

I think I'm missing something but I'm not sure what.  Any advice or corrections?

*Soldier: "Where is my rifle? There are many like it, but mine is missing."

9
Curses / Liberal First-Month Seminar
« on: October 12, 2012, 06:18:56 pm »
Because "Boot Camp" is Conservative.

I was gonna post this in the Training Camp thread, but thought it's kinda large to dump all at once on someone else's thread.  So, here's my notes on how best to grind up skills:

Remember: the most skill one can gain in one day is (currentlevel+1)+0.5.  So someone with 4 skill, no matter the decimals, can only level that skill up to 5.5 after an XP-packed site action.  In theory, one can level up as many skills as are sufficiently exercised.  Tough part is working several skills in the same action.

Having one "trainer" with decent Security is all one really needs for the initial breaking-in portion (named for the smashing-machinery & freeing animals portion of Intro to Liberal Criminality); the trainer can take 5 trainees to the Sweatshop, Factory, or Labs as needed.  Once Juice hits 100 or so, then consider moving to the Courthouse to boost Disguise, possibly Stealth, and petty-thieve up to 200.  After that, you should have a good idea what you want to do with your people, so training should be over.

Stealth: have a point in it either from character creation or training (all trainees need at least one point to make Stealth rolls), then have encounters in secure areas.  Using Black Robes in the Courthouse is ideal, since they give +1 to Stealth actually double your Stealth skill for being Black and are compatible with Disguise there.
Disguise: Can be trained from 0.  Either train as Stealth or raid the Sweatshop naked.
Security: Get someone with a point of Security and hit an Apartment building.  (Watching someone else pick locks is worth Security XP; the highest-rated person does the actual picking or cracking.)  Industrials are good at 1-4 points, Uni could be 3-5 but I've never tried it, and Downtown works OK at 4-6 or so.  Do NOT actually enter any apartment until you've finished with the doors (opening doors is OK) because entering a secure area starts the Conservative Suspicion timer.
Once you're reliably opening every door in the Downtown Apartments, training's over.  You'll need to raid places like Corp HQ/CEO House, the Police Station, and the CIA to level up farther.  Safes tend to take about 10 Security to have a good chance of cracking them; once you're at the point where unlocking doors isn't giving any more points, start hitting safes.  Security tends to top out around 13 points or so, FWIW.
Driving: Drive places.  Simply driving to the Commercial District on a supply run will give Driving XP.  No need to endanger lives, property, or the Liberal Public Image in a car chase to level this up.
Persuasion: Arrange a meeting with someone to talk about the issues, have the meeting, and have them want to come back.  In case of trouble with the first step, hit the Co-Op, Juice Bar, or Net Cafe and look for Teenagers and Highschool Dropouts, as well as the beloved Hippie.  All three are easy to convince and keep meeting with.  If Mutants are around, they're not that much tougher to convince & may have excellent stats, so they're worth the talk too.
Seduction: As Persuasion, but using pickup lines.  Aim for low-to-mid level Conservatives such as Security Guards or Lab Techs to start, then move up to Soldiers, Police Officers, and Club Security once you hit 6 or 7 points in Seduction.  (Existing romantic interests increase Seduction...very slowly.  You might or might not not see a one-point gain...over the course of a year.)
Weapons/Martial Arts: If the CCS is active, find their safehouse and do a non-thorough raid (stop after killing off about 3-4 groups).  Figure a point or two every 2-3 raids or so.  Having a good Driver is advisable in case you took too long and a car chase ensues.
Dodge: Get attacked.  You don't have to successfully dodge in order to gain Dodge XP, but obviously it helps if you aren't killed or severely injured in the process of learning to not get killed or severely injured. ;-)E>
First Aid: Help the poor bastards still learning to Dodge, both by stopping the bleeding onsite and by Tending to Injuries afterward.  One or two Severely Injured people can get their caregivers up a point or two over the course of treatment; my founder is at 8.x so far (from cross-training to 5.x), after helping two shot legs and a burned arm.

Feel free to nitpick, add, whatever.

[Edited to correct effects of Stealth modifiers: most Black clothing doubles one's skill, whilst the Ninja and Cat-suits triple it, according to JS Fox--KA101]

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