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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 186507 times)

SlatersQuest

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #825 on: September 02, 2020, 03:05:35 pm »

Updated the First Trial of the Phoenix RPGMaker game. The update fixes some balance issues and other bugs.

Edit: more balance issues discovered (early game can be screwed by the RNG too easily). Will upload another update soon.

Edit to edit: I'm discovering major plot holes, too. I may have to restart that project from scratch. Oh well. There's still LCS!
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Broseph Stalin

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #826 on: September 04, 2020, 04:46:37 pm »

Quote
It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.

Can you tell me which screen you get to the equip liberal screen from? I just tested it myself from the main base mode screen and it works perfectly fine, complete with the "how many?" question exactly as depicted in your v.4.12.31 screenshot. I've never seen this bug...


Fresh installation of the windows version of 2.0. Held down E during character creation, went to pawn shop with $57, purchased one crowbar. Single crowbar could be selected for sell individually. Bought second crowbar, stack of two crowbars could not be selected.

Durian Hohlades

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #827 on: September 08, 2020, 02:45:33 pm »

is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive
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SlatersQuest

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #828 on: September 11, 2020, 08:55:40 am »

is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive

The whole premise of Liberal Crime Squad is highly unrealistic.

As I explained in the opening document, the world of LCS changes depending on the laws, and changes in ways that are beyond what laws can realistically do. The world approaches realism when the laws are moderate, and becomes more and more fantastical the farther laws get from moderate.

This is true even in vanilla LCS; animals can talk when Animal Rights laws are L+. Less blatant, but similar things happen in response to Women's Rights, Nuclear Power, Pollution, etc.

In Terra Vitae, magic and superpowers behave similarly. When the laws are moderate, they don't exist. When the laws are L+, they do, and are used for good. When the laws are C+, they do, and are used for evil.
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EuchreJack

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #829 on: September 11, 2020, 11:20:37 am »

is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive

You're probably looking for the base game, I think it had the cities and other stuff.

Plus the lame mutants that don't shoot power balls with their minds, hence my preference for Terra Vitae.
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I think the word you were looking for is "monster".

Durian Hohlades

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #830 on: September 13, 2020, 04:58:22 am »

But Vanilla has only 4 cities including Washington
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SlatersQuest

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Re: Terra Vitae Fork (version 2.0 released!)
« Reply #831 on: September 13, 2020, 10:09:46 am »

But Vanilla has only 4 cities including Washington

Vanilla has only four cities; this is correct.
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