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Author Topic: Bugs, UI issues and Minor Suggestions  (Read 26266 times)

SealyStar

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Re: Bugs, UI issues and Minor Suggestions
« Reply #150 on: November 13, 2011, 10:20:01 am »

Not sure how "minor" it would be, but... what if you could sneak into the tank garage at the army base?
Hijacking the tank would be hard, and would instantly alarm all conservatives. Once inside, you would drive it out... with a cannon.

Oh yes, and liberating Slaves at C+ tax structure should be considered theft.
And there should be a statue in the park. At elite liberal laws it would be of a liberal figure. When things got arch-conservative, it would be a conservative pig, like Ronald Reagan.
« Last Edit: November 13, 2011, 07:04:59 pm by SealyStar »
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I assume it was about cod tendies and an austerity-caused crunch in the supply of good boy points.

klingon13524

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Re: Bugs, UI issues and Minor Suggestions
« Reply #151 on: November 13, 2011, 10:36:12 am »

Everything Deon modded into LCS.
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Deon

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Re: Bugs, UI issues and Minor Suggestions
« Reply #152 on: November 13, 2011, 05:03:25 pm »

Okay, I think the bug with "always concealed weapons" comes from this code:

Code: [Select]
   if(hasdisguise(cr)==false)
   {
      incharacter=-1;
   }

   if(suspicious)
   {
      if(concealed)
      {
         // if(illegal) return -1; else // OK, but busted if you shoot it
            return 0;  // OK
      }
      else // if(illegal)
         return 2;
      //else return 1;
   }
   return 0;
Apparently "suspicious" is required for the weapon size check to happen.
« Last Edit: November 13, 2011, 05:07:09 pm by Deon »
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Deon

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Re: Bugs, UI issues and Minor Suggestions
« Reply #153 on: November 13, 2011, 05:17:52 pm »

Okay, I don't know how I've fixed that (other than I've changed the check for incharacter which was possibly wrong and also moved all the weapon size/armor concealment size into this function) but this code works and hides weapons appropriately:

Code: [Select]
char weaponcheck(Creature &cr)
{
   bool suspicious=cr.get_weapon().is_suspicious();  // Does the weapon look at all suspicious?
   char illegal=0;     // Is the weapon illegal?
   char incharacter=-1; // Is the weapon in character for the clothing the LCS is wearing?
   bool concealed=0;   // Is the weapon concealed under clothing?

   //CHECK UNIFORM
   if(cr.get_armor().get_weaponsize_concealment() >= cr.get_weapon().get_size())concealed=1;
   if(cr.get_weapon().get_itemtypename() == "WEAPON_SYRINGE"
      && cr.get_armor().get_itemtypename() == "ARMOR_LABCOAT")
      incharacter=CREATURE_SCIENTIST_LABTECH;
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_GAVEL"
           && cr.get_armor().get_itemtypename() == "ARMOR_BLACKROBE")
      incharacter=CREATURE_JUDGE_LIBERAL;
   else if((cr.get_weapon().get_itemtypename() == "WEAPON_REVOLVER_38"
            || cr.get_weapon().get_itemtypename() == "WEAPON_REVOLVER_44"
            || cr.get_weapon().get_itemtypename() == "WEAPON_DESERT_EAGLE"
            || cr.get_weapon().get_itemtypename() == "WEAPON_BERETTA_9MM"
            || cr.get_weapon().get_itemtypename() == "WEAPON_USP_45"
            || cr.get_weapon().get_itemtypename() == "WEAPON_NIGHTSTICK"
            || cr.get_weapon().get_itemtypename() == "WEAPON_MP5_SMG")
            && (cr.get_armor().get_itemtypename() == "ARMOR_SECURITYUNIFORM"))
      incharacter=CREATURE_SECURITYGUARD;
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_REVOLVER_38"
            || cr.get_weapon().get_itemtypename() == "WEAPON_REVOLVER_44"
            || cr.get_weapon().get_itemtypename() == "WEAPON_DESERT_EAGLE"
            || cr.get_weapon().get_itemtypename() == "WEAPON_BERETTA_9MM"
            || cr.get_weapon().get_itemtypename() == "WEAPON_USP_45"
            || cr.get_weapon().get_itemtypename() == "WEAPON_NIGHTSTICK"
            || cr.get_weapon().get_itemtypename() == "WEAPON_SHOTGUN_PUMP")
   {
      if(cr.get_armor().get_itemtypename() == "ARMOR_POLICEUNIFORM"
         || (cr.get_armor().get_itemtypename() == "ARMOR_POLICEARMOR"))
         incharacter=CREATURE_COP;
      else if(cr.get_armor().get_itemtypename() == "MASK_CHENEY")
         incharacter=CREATURE_HICK;
   }
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_SMG_MP5"
           || cr.get_weapon().get_itemtypename() == "WEAPON_CARBINE_M4")
   {
      // Police, military, or, in extreme times, security
      if(cr.get_armor().get_itemtypename() == "ARMOR_SWATARMOR")
      {
         incharacter=CREATURE_SWAT;
      }
      if(cr.get_armor().get_itemtypename() == "ARMOR_SECURITYUNIFORM"&&law[LAW_GUNCONTROL]==-2)
      {
         incharacter=CREATURE_SECURITYGUARD;
      }
      if(cr.get_armor().get_itemtypename() == "ARMOR_MILITARY"
         || cr.get_armor().get_itemtypename() == "ARMOR_ARMYARMOR")
      {
         incharacter=CREATURE_SOLDIER;
      }
   }
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_AUTORIFLE_M16"
           || cr.get_weapon().get_itemtypename() == "WEAPON_SEMIRIFLE_AR15")
   {
      // Military
      if(cr.get_armor().get_itemtypename() == "ARMOR_MILITARY"
         ||cr.get_armor().get_itemtypename() == "ARMOR_ARMYARMOR")
      {
         incharacter=CREATURE_SOLDIER;
      }
      if(cr.get_armor().get_itemtypename() == "ARMOR_DEATHSQUADUNIFORM")
      {
         incharacter=CREATURE_DEATHSQUAD;
      }
   }
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_AXE"
           && cr.get_armor().get_itemtypename() == "ARMOR_BUNKERGEAR")
   {
      incharacter=CREATURE_FIREFIGHTER;
   }
   else if(cr.get_weapon().get_itemtypename() == "WEAPON_FLAMETHROWER"
           && cr.get_armor().get_itemtypename() == "ARMOR_BUNKERGEAR"&&law[LAW_FREESPEECH]==-2)
   {
      incharacter=CREATURE_FIREFIGHTER;
   }

   //CHECK LEGALITY
   if (cr.get_weapon().get_legality() < law[LAW_GUNCONTROL])
      illegal = 1;
   else
      illegal = 0;


   // If your disguise is inappropriate to the current location,
   // then being in character isn't sufficient
   if(hasdisguise(cr)==false)
   {
      incharacter=-1;
   }

   if(concealed)
   {
   return 0;
   } else
   {
   if(incharacter!=-1)
   {
   return 0;
   } else return 2;
   }

   return 0;
}
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #154 on: November 13, 2011, 07:28:08 pm »

Open
Make S key not skip the encounter appearing text (to avoid unnecessary loss of life)

My suggested fix:

Go to sitemode.cpp and find this part:
Code: [Select]
set_color(COLOR_WHITE,COLOR_BLACK,1);
move(16,1);
addstr("There is someone up ahead.      ");
refresh();
getch();
prepareencounter(sitetype,location[cursite]->highsecurity);
break;

Change "getch();" to "while(getch()=='s'){}"
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #155 on: November 13, 2011, 09:00:47 pm »

It's possible that the real problem was with no weapons being marked as suspicious. The suspicious flag is intended to be used so that you can have large weapons that aren't really that weird, like guitars. But it's far better to have all weapons suspicious than no weapons suspicious.
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Deon

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Re: Bugs, UI issues and Minor Suggestions
« Reply #156 on: November 13, 2011, 09:51:39 pm »

Guitars out on the street are actually suspicious, especially in the world where musicians can turn people from conservative to liberal with a few chords.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #157 on: November 13, 2011, 10:36:04 pm »

One last thing that should be mentioned.
One of the changes to justice.cpp from version 349 to version 377 was this:

Code: [Select]
               defensepower=LCSrandom(71)+sleeperlawyer->skillval(SKILL_LAW)*4
                                         +sleeperlawyer->skillval(SKILL_PERSUASION)*4;
becoming this:
Code: [Select]
               defensepower=LCSrandom(71)+sleeperlawyer->skillval(SKILL_LAW)*2
                                         +sleeperlawyer->skillval(SKILL_PERSUASION)*2;
I don't know if the skillval function worked differently than get_skill, but the end result of it all is that the sleeper lawyer cannot possibly be good enough to make "several of the jurors stand up and shout \"NOT GUILTY!\" before deliberations even began.", something that would otherwise grant juice beyond what is normally available to sleepers. This needs to be addressed in some way because it itches.
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Deon

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Re: Bugs, UI issues and Minor Suggestions
« Reply #158 on: November 14, 2011, 03:18:46 am »

Does it have not enough law/persuasion for that? Because for me all it does is reduces the impact of lawyer's skills twice.
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #159 on: November 14, 2011, 03:27:43 am »

Does it have not enough law/persuasion for that? Because for me all it does is reduces the impact of lawyer's skills twice.

It takes 145 or 146 points to get the top level. Since the best the lawyer can hope for is about 40 skill at super duper insanely elite levels (requiring massive juice and experience already, which sleepers won't have), the best possible score is 150, and that's if they're both as good as the Elite Liberal Ace Attorney and exceptionally lucky. So it's virtually and effectively impossible to get the maximum level.

Unless there's a serious balance issue with these numbers relative to the prosecution power, the top flavor text (and juice bonus) should probably just be easier to achieve.
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Elodie Hiras

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Re: Bugs, UI issues and Minor Suggestions
« Reply #160 on: November 19, 2011, 05:44:17 am »

Hello!

Minor suggestion:

How about having some notifications in-game for important Liberal days, like the transgender day of remembrance (20 november), like a special cosmetic edition for the Liberal Guardian?

Ie: 19 november. W Wait a day.

*Liberal Guardian screen*

Today is the Transgender Day of Remembrance. Have a thought for all those who were born with the wrong sex and are/were killed/harassed/refused medical care (depending on Gay Rights issues)...

Would be a nice touch!

Edit: correction gender ---> sex.
« Last Edit: November 19, 2011, 05:50:35 am by Elodie Hiras »
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G-Flex

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Re: Bugs, UI issues and Minor Suggestions
« Reply #161 on: November 19, 2011, 05:47:46 am »

I don't think any real-life Elite Liberal would say that anyone is "born" with gender at all. Hell, I wouldn't even do that! I think you're thinking more "transsexual" than "transgender", and even then, "born the wrong sex" still sounds too much like they need reassignment, which (in my opinion) goes against the grain of L+ "do whatever you want" kind of social philosophy.
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #162 on: November 20, 2011, 05:06:12 am »

I think having special events that are just flavor on certain days is a great idea. Nice sense of theme, captures the sense of time passing.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #163 on: November 20, 2011, 11:57:35 am »

First thing : Thanks to blomkvist for revision 583

Second thing : This is the juice-giving function from commonactions.cpp
Code: [Select]
void addjuice(Creature &cr,long juice,long cap)
{
   // Ignore zero changes
   if(juice==0) return;

   // Check against cap
   if((juice>0 && cr.juice>=cap) ||
      (juice<0 && cr.juice<=cap))
   {
      return;
   }
   
   // Apply juice gain
   cr.juice+=juice;
   
   // Pyramid scheme of juice trickling up the chain
   if(cr.hireid!=-1)
   {
      for(int i=0;i<pool.size();i++)
      {
         if(pool[i]->id==cr.hireid)
         {
            addjuice(*pool[i],juice/5,cr.juice);
            break;
         }
      }
   }

   // Bounds check
   if(cr.juice>1000)cr.juice=1000;
   if(cr.juice<-50)cr.juice=-50;
}

If someone is at the cap their boss won't gain any juice, even though they would had the person not been at the cap.

I suggest changing...
Code: [Select]
if((juice>0 && cr.juice>=cap) ||
   (juice<0 && cr.juice<=cap))
{
   return;
}

// Apply juice gain
cr.juice+=juice;
to:
Code: [Select]
if(!(juice>0 && cr.juice>=cap) &&
   !(juice<0 && cr.juice<=cap))
{
   cr.juice+=juice;
}
This way, they can keep juicing up their boss after reaching the juice-cap.
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #164 on: November 20, 2011, 06:13:35 pm »

Why should the boss get juice if the subordinate isn't? The trickle up is a reward for subordinates earning juice, which isn't happening if the subordinate already has too much juice to be rewarded by the action they just took.
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