Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mazur

Pages: [1] 2
1
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: July 24, 2014, 12:27:32 pm »
You know what's fun? A jailbreak... with a vehicle and chain! Works in the movies, doesn't it? Create a new handy dandy entry/exit point with the help of some major leverage.
Probably best applied to police or court jails.
It's been done, hence reinforced modern walls that can withstand such an easy breakout.

It could be done with building site vehicles perhaps, which, due to their slowness, would have to be abandoned after a quick assault on the prison wall, since they are too slow for escape.  They would also have to be "liberated" first, in another moment of police risk, which might be reduced with forged paperwork in addition to an appropriate disguise?

2
Since I saw you mention the problem about entering a new slogan by mistake elsewhere, I'll write what I found out about it here and now.

It is like you said, a library function that gets called.  There are two ways to get out of this: CTRL-C (which sends a SIGINT) and CTRL-\ (which sends a SIGQUIT).  Both, however, currently immediately terminate LCS.  One could do two things here: replace the library function by reading single characters at a time, until ENTER or RETURN is encountered and end the loop without saving the newly read line if ESCAPE is read.  The other way would be to use a signal handler to catch SIGINT and continue after the enter_name function, again without saving the new line (easiest way is setting a bool variable to "do save" just before the "enter_name" and setting it to "don't save" in the signal handler before returning, I reckon).

I also had a go at modifying basemode/activity.cpp according to my notion, only to discover there has not as yet been defined a way to compare temppool[p]->defaultactivity != ACTIVITY_HEAL or
temppool[p]->defaultactivity == ACTIVITY_HEAL.

Since I do not know C++ I'm not too keen as yet to try and alter the appropriate definition to include those.  So that may take a few days more.

3
Curses / Re: Some questions about the code
« on: August 28, 2013, 10:54:41 am »
As I am Dutch, and we historically made a living in trade, understanding foreign languages (and cultures) was always lucrative, and consequentially the languages of our neighbors are mandatory up to a point in highschool.  So I know enough French and German to get by day to day if dropped without preparation in the middle of it.  I had a special affection for English, so I elected that one to graduate in. I also enjoyed two years of Latin and 6 years of classical Greek back then, but my knowledge of those two has sunk to a level of recognizing commonly used wordparts in Greco-Latin fancy words.

Dutch, a germanic language closely related to Low-German, also has three genders, masculin, feminine and neuter.  In German the prepositions for those are, respectively: Der, Die, Das.

4
Curses / Re: LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 26, 2013, 11:48:23 am »
This feature request is getting a just a wee bit too intricate and complicated. Anyway I have a question. Most boats are not sailboats. So should the skill for using boats be called "Boating" or "Sailing"? The first step towards implementing boating is, of course, adding that skill, but first we need a name for it. I'm leaning towards "Boating", since most ships aren't sailboats. When boats are first introduced they'll just be simple things to get from point A to point B across bodies of water, even simpler than cars, since cars have car chases but boat chases can't be implemented until AFTER we have the Boating/Sailing skill, have several types of boats that can be used for transport across bodies of water, and have that all set up (requiring new functions, variables, and a new Boat class, among other things). Once we get the basics implemented, THEN we can start worrying about the more complicated stuff. So the first order of business is getting the name for the Boating/Sailing skill. And also, what skill should it be based on? Agility, just like Driving, is what I think. You have to be agile to know how to move something around and be able to do it fast with good coordination. That would be a better fit than, say, Intelligence or Strength.

"Boating" would be an amibiguous term, as in the English language, as far as I know, it's normally used for rowing and/or punting.  See 19th century books set around Universities and such.  Motorboating would be better, in my opinion.

And it should be more intelligence based, because manœvring for mooring off and passing locks can be quite complicated.  For instance, when in reverse, you have to realise at minimal speed the turning of the propeller will drag the stern to the left (as seen from behind).  You also have to consider which direction the wind will be coming from when moored, if you'll need to anchor to keep the boat from being bashed against the quay all night.  For instance, did you know, that when a Supertanker is aiming to moor at Rotterdam (the Netherlands), it has to put  the engines in reverse around the time they pass the Calais-Dover line?  Yes, shortest distance is way shorter, but that'd be likely to wreck engines and shafts.

My 2 ¢.

5
Curses / Re: Some questions about the code
« on: August 26, 2013, 11:05:49 am »
I sit¹ corrected.

And I was lied to in French in highschool, where I was taught that neutral words (in my native Dutch, which has male,  female and neuter as word genders) always got the male pronoun in French.  But as you´ve just expostulated, that is not completely right.

¹ As I'm nor standing (lame joke).

6
Curses / Re: Some questions about the code
« on: August 25, 2013, 10:38:14 pm »
Thanks, but in France we always use “he” as the default gender because it's an old rule that we learn as soon as possible when we study french language. Use “she” will be to weird and will be confusing for most of the people, we will consider it as an grammatical mistake.
I haven't test your code yet but it should probably work fine, and I will see in the same time your changes on the function heshe().

Quote
because it's an old rule that we learn as soon as possible

That sounds Arch-Conservative to me...

To you, perhaps, but in French, "he" is equal with "it"¸ and therefore already perceived as fairly gender-neutral.

7
Curses / Re: LCS What bonuses do important conservative sleepers give?
« on: August 25, 2013, 05:59:02 am »
I wonder why Hairstylists have no more than normal influence when advocating: lets say they see some 4 customers a day on average for at lest one hour, and these people have their hair cut once every single(?)/two(?)/three(?) months, that would give you on average about 88 per month is some 180 customers they (regularly) chat with.  Now I´m not saying they will go into politics with each and every one, but a Liberal Advocate would be sure to undermine any (Arch-) Conservative views.being bandied about.  Not by direct confrontation, most likely, but by planting seeds of doubt and pointing out contradictions, pleasantly.  Unless of course a customer demands a kaukasian stylist, in which case they are hurled arse over tits onto the pavement.

(Exmple: "All those immigrants are too fscking lazy to do honest work for honest pay, they just come here and expect hand-outs." (Minute later) "And those immigrants, working day and night, 7 days a week, it's not natural!")

8
Curses / Re: National LCS Revisited (4.07.3 Beta Release!)
« on: August 22, 2013, 05:14:48 am »
About the dismantling of Business fronts.

Suppose the Police raid a suspected business front for a wanted person, and they find none there, but proceed to dismantle it and confiscate stuff.   Now suppose that the owners sue the City in a business court for unwarranted seizure.  Now the City (ii.e. Police) had better be able to produce proof of illegal activity, or not only will the City have to restore and refund, but lose another big chunk for loss of business and reputation damage of the business in question.  Especially in a Conservative climate, where Business is President, King, Undisputed Ruler of the Galaxy and God.

And there would be no jury to influence with innuendo and gossip by the defense.  Judges see right through it, they're trained for that shit.

So in that view, the dismantling and seizure of funds and equipment is not so logical.

9
Ah, that simple.  If this avatar is somehow unacceptable or too annoying in some way, please tell me, and I shall use the other one.

Thanks a bundle.

[Edit: Bugger that, it was annoying me.]

Mazur

I'm not a moderator of these forums or anything like that, I don't have any authority here. So you don't need to ask me for permission to do anything on these forums, I'm just a regular user on these forums like you.

I found out about the https:// thing not working for avatar links because I recently changed my avatar and was trying to change it to an https:// link and had the exact same problem until I figured out that changing it to an http:// link got it working as an avatar on these forums. That's all.

Oh yeah, and I don't quite follow your feature request, could you try and explain it in more detail, it's a bit confusing. You want some new thing added to the user interface to set the default action for each member of the LCS, so that after getting back from a raid, they do their default activity, or you can have them temporarily do something else like an interrogation, but then go back to their default activity. And the default activity would be customizable by some kinda option. Is that what you're requesting?

Sort of: the actual default action would be just what you have just set through the normal interface, then when you get back to the activate screen that lists the squad, you'd press [X] to toggle the "Set default activity" mode, then you press the letters for those persons whose current activity you want to be their default, until you've done all those you want to, press [X] again and you're back to normal "Assign activity" mode of the game as it is now.
Nyx has been playing with something along those lines, I think, but that version used separate screens for setting default activities, which I think requires copying all the "Assign activity" code, since "Making clothes" was not yet implemented; the way I just described is much simpler and requires only someplace to store the default activities and a function to copy the current activity to that, beside the minor interface addiction of X and Y.

Then if you come back from all the raids you just press [A], then [Y], and everyone who was had theirs defined are assigned their default activity.
That way you only set them for the raiders, for instance, and not for "office staff" like programmers, who'll keep laying low or hacking as you have them with regard to their current heat. And, as I said, I'd exclude changing those "Tending to injuries" as well.

Hm, since that is an activity you only need when there are wounded, and that's automatically set when you get home, one could use "Tending to injuries" to mean "No defailt activity set" if defining a separate pseudo-activity would not be preferred.

Oh and being able to press Escape to get out of setting the slogan or to cancel other things would be a good idea, yes. I'm not exactly sure how to implement that, though. For instance, I think that when you do the thing to enter the slogan, the program calls a function for entering in a line of text, which probably has exclusive access to the keyboard, and I think it might be part of some standard C++ library and not really be customizable, so adding the feature of being able to press Escape to cancel, well there are key codes and such and it's rather complicated figuring out how all that stuff works.

Yes, that might be tricky, but I can't help thinking that it must be possible somehow.  I'll look into it myself, maybe it's already possible, if I only find out how.  ;-)

To be honest, I mostly focus my programming efforts on the parts of the code I am able to understand really well, where I can spot bugs and make improvements. But the areas you're talking about aren't exactly my area of expertise in C++ programming. I mostly focus on how the game processes data, its algorithms, which functions call which other functions, what the variables do, the logic of the code. But input and output, I don't understand that as well. It's different in every programming language, after all. I have actually done more Java than C++ programming. Luckily the syntax of both languages is very very very similar. The main difference is how you declare a class and create objects of that class, the Object-Oriented part of the language. Java is quite more sophisticated when it comes to Object-Oriented stuff like classes. However, the downside is that Java programs are much slower than C++ programs, and require you to have Java runtime installed to run them, plus Java doesn't do as good a job as C++ at integrating with the operating system's APIs. C++ by its nature is prone to programs that have memory leaks, null pointer exceptions, etc. Java does not have these problems, but it is slower and its garbage collector, which takes care of all that stuff, takes up huge amounts of overhead, and you especially notice this in launch times, how soon after you click on a program's icon is the program up and running. Much faster with C++.

My own area of expertise used to be plain old K&R C, though most of my experience actually lies in shell scripts and basic Perl.  I was a systems programmer in a previous life, until they did not want me anymore.  I stupidly neglected to learn OO programming when I was much younger, at its beginning.

10
The avatar thing is simple. These forums require the avatar to have a URL beginning "http://", and yours begins "https://". Remove the offending "s" so it starts "http://". Here is the image with the URL that works for a profile image:



Ah, that simple.  If this avatar is somehow unacceptable or too annoying in some way, please tell me, and I shall use the other one.

Thanks a bundle.

[Edit: Bugger that, it was annoying me.]

Mazur

11
I've seen setting default assignments being bandied about, and I was wondering what the status of that potential option is.

On the assign activities sceen I'd add two more keys: X - Set Default mode (toggle0  and Y - Activate default assigments
If you press X once, any character letter would toggle setting that characters default activity to whatever they have now: a second time it would reset that to a special activity NO_DEFAULT_ASSIGNMENT, which would make it insensitive to the Y key.

Pressing X a second time would return to normal activity assignment.

Pressing Y would assign all characters that do NOT have NO_DEFAULT_ASSIGNMENT or are  tending to injuries their default activity.

I'd make some indication with the listed assignments to indicate  the status of a characters deafult assignment, if their currnet assigment is their default assignment, print in yellow, if their current ass. isn't print in orange.  If they don;t have a default, the current colour.

[Edit 20-08: Forget about the colour comment, that'd break the current colouring system, it's have to be some kind of (D) added, IF you wanted to make it being set visible.]

I think this would be the easiest to implement, and I'd do it myself today if I knew OO programming.


A second idea: make the Escape key break off and return to the previous page from whereever tyou ended up:
I am not a good typist, and my finger macros regularly go awry, so i keep getting into the set slogan thingy unintentionally,  and then I can't back out of it.


And now a question: I've been trying to set an avatar in my profile, with this image:
But each time I press Save, the page returns reporting having succesfully saved my profile, but reset to No Avatar.  Any idea what might go wrong?  And how I can fix it?

Once more: thanks for a brilliant game, everyone.

Mazur.

12
Curses / Re: Perl script to help Initial character creation.
« on: August 17, 2013, 11:28:25 am »

The starting skills are pretty unimportant. It helps to have your first skill points in things like stealth and security so you can train easier, and it helps to get points in things like religion and business that are hard to train at all, but if a skill you want conflicts with a stat you want, go for the stat.
I don't know, I trained business up from 2 to 3.87 by selling T-shirts for I think it was 2 weeks.  And how about the University?  They teach economics...

But I'm an unashamed power gamer, what I say is by no means the one and true way of playing LCS.
Sure, but I'm handicapped with a deeply ingrained abhorrence of violence, so I'll have to grow into it.  ::)

Mazur.

13
Curses / Re: Perl script to help Initial character creation.
« on: August 16, 2013, 09:41:08 pm »
I wrote "avoid violence", but sometimes you have to crack a hard egg to let some light in, you know?   ;)
So I won't be dropping agility, especially since sneaking past an armed conservative after the alarm can be harmful to ones health.

More importantly, beteen the time I created this thread and this post I have been finding errors in my script with respect to  assinging points by creating new characters along the formulas people's reactions inspired me to.  Those are now fixed.

So anyone who dowdloaded the script before now, do so again before you rely on it.

Mazur

14
Curses / Re: Perl script to help Initial character creation.
« on: August 16, 2013, 07:44:25 pm »
You get trained on dates?    Not my usual style for dating, but I'm game if they are.   ;D

With meetings you mean recuirment talks?

But the implied question in my previous post was, given scores of 9 and 8 for Intelligence and Charisma, what would experienced people advise:  like you said, CHA is important in confrontations, too, but if Charisma 8 is enough to allow for the relevant skills to be trained to skin-saving point, I'd give the 9 to intelligence, since htere as so many skills linked to.

Also, if Security is not that important to start out with, which skills are best selected to have some starting score in?

As for my style, as a novice and a pacifist I'm starting out learning the game with avoiding violence as much as possible and in Classic mode.

Mazur.

15
Curses / Re: Perl script to help Initial character creation.
« on: August 16, 2013, 06:47:05 pm »
A point of note - it is usually better to have one skill at eight and another at ten than two at nine. Your maximum effective skill is 1.5 multiplied by the base stat (i.e. no juice) rounded down, so making your base stats even numbers is highly recommended.

My problem, as a novice, is that I don't know yet the relative importance of heart, intelligence and charisma.  I know intelligence is the basis for the majority of skills, but from reading around I guess that charisma is the basis for some key skills , used when brainwashing conservatives.  The best attrinute scores are along the lines of:
HRT: 10   INT: 8   WIS: 1   CHA: 9   STR: 5   AGI: 8   HTH: 9   and
HRT: 10   INT: 9   WIS: 1   CHA: 8   STR: 5   AGI: 8   HTH: 9

You can get int to 10 with the basic three close together, but that costs a point in agility. which I'm as yet loathe to do.

I suppose apart from an initial point for Security to avoid needing lessons to start picking locks all skills are trainable in one way or another, so choosing which to start with is purely a matter of taste?  And some teaching is handy, for transferring obtained skills to recruits.

Mazur

Pages: [1] 2