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Author Topic: No Recruit Limit  (Read 2459 times)

The Scout

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No Recruit Limit
« on: January 22, 2010, 06:14:46 pm »

Can someone tell how to get rid of limits.
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Kurper

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Re: No Recruit Limit
« Reply #1 on: January 22, 2010, 06:21:13 pm »

Getting rid of them entirely would probably be fairly complicated, but it's pretty easy to hack it up so that they're ridiculously high. Check out the current source from Subversion, and in src/common/commonactions.cpp do the following:

1. at line 789, between "if cr.flag & CREATUREFLAG_BRAINWASHED)return 0;" and "int recruitcap = 0;", insert the line "return 10000;". This will make everyone's recruit cap equal to 10000.
2. at line 835, between "{" and "int loveslavecap = cr.skill[SKILL_SEDUCTION]/2+1;", insert the line "return 10000;". This will do the same, but with seduction caps.

Then compile and run as normal. That should be all you need to do.
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The Scout

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Re: No Recruit Limit
« Reply #2 on: January 22, 2010, 06:25:20 pm »

Getting rid of them entirely would probably be fairly complicated, but it's pretty easy to hack it up so that they're ridiculously high. Check out the current source from Subversion, and in src/common/commonactions.cpp do the following:

1. at line 789, between "if cr.flag & CREATUREFLAG_BRAINWASHED)return 0;" and "int recruitcap = 0;", insert the line "return 10000;". This will make everyone's recruit cap equal to 10000.
2. at line 835, between "{" and "int loveslavecap = cr.skill[SKILL_SEDUCTION]/2+1;", insert the line "return 10000;". This will do the same, but with seduction caps.

Then compile and run as normal. That should be all you need to do.

Uhmm that's more complicated then I can do.
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Jonathan S. Fox

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Re: No Recruit Limit
« Reply #3 on: January 22, 2010, 07:32:23 pm »

Then you can't remove recruit limits. They're hard coded into the game, so you'd have to do as Kurper suggests and edit the source code.

Edit: You can always just earn more juice for your characters, which will increase the recruit limit the normal way.
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Demonic Pancake

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Re: No Recruit Limit
« Reply #4 on: January 22, 2010, 08:51:52 pm »

Hey Jonathan, why dont you just compile a version for him? I'm sure it wouldnt take you too long...
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Jonathan S. Fox

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Re: No Recruit Limit
« Reply #5 on: January 23, 2010, 06:14:28 pm »

That would be really nice of me, but I'm not quite that nice. There's not enough satisfaction for me customizing unique versions of the game for people, even if it's only a few lines of code, to justify the time spent. If someone else would like to, they're welcome to.

If I were to pull up the code and compile a new version here, I'd instead implement a cheat/debug key that would let you type cheat codes/debug commands, and I'd make lifting recruit caps one of the possible things you could do with that. I wouldn't mind doing that, but I have to clear out my to-do list for more pressing things first, and that might not happen.
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Demonic Pancake

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Re: No Recruit Limit
« Reply #6 on: January 23, 2010, 06:54:07 pm »

That would be really nice of me, but I'm not quite that nice. There's not enough satisfaction for me customizing unique versions of the game for people, even if it's only a few lines of code, to justify the time spent. If someone else would like to, they're welcome to.

If I were to pull up the code and compile a new version here, I'd instead implement a cheat/debug key that would let you type cheat codes/debug commands, and I'd make lifting recruit caps one of the possible things you could do with that. I wouldn't mind doing that, but I have to clear out my to-do list for more pressing things first, and that might not happen.

Well I was kidding...
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EuchreJack

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Re: No Recruit Limit
« Reply #7 on: January 24, 2010, 10:36:57 am »

Personally, I'd much rather have LCS 4.02 than some debug/cheat mode.

The Scout

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Re: No Recruit Limit
« Reply #8 on: January 24, 2010, 06:59:28 pm »

Getting rid of them entirely would probably be fairly complicated, but it's pretty easy to hack it up so that they're ridiculously high. Check out the current source from Subversion, and in src/common/commonactions.cpp do the following:

1. at line 789, between "if cr.flag & CREATUREFLAG_BRAINWASHED)return 0;" and "int recruitcap = 0;", insert the line "return 10000;". This will make everyone's recruit cap equal to 10000.
2. at line 835, between "{" and "int loveslavecap = cr.skill[SKILL_SEDUCTION]/2+1;", insert the line "return 10000;". This will do the same, but with seduction caps.

Then compile and run as normal. That should be all you need to do.

Found the source code but I have no idea what to do. Do you have time for step by step instructions?
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Draco18s

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Re: No Recruit Limit
« Reply #9 on: January 24, 2010, 07:08:03 pm »

Getting rid of them entirely would probably be fairly complicated, but it's pretty easy to hack it up so that they're ridiculously high. Check out the current source from Subversion, and in src/common/commonactions.cpp do the following:

1. at line 789, between "if cr.flag & CREATUREFLAG_BRAINWASHED)return 0;" and "int recruitcap = 0;", insert the line "return 10000;". This will make everyone's recruit cap equal to 10000.
2. at line 835, between "{" and "int loveslavecap = cr.skill[SKILL_SEDUCTION]/2+1;", insert the line "return 10000;". This will do the same, but with seduction caps.

Then compile and run as normal. That should be all you need to do.

Found the source code but I have no idea what to do. Do you have time for step by step instructions?

Do you have a C++ compiler?  If not, get one.  Here's a free one.*
Next, open the file commonactions.cp which is found inside the /src/common/ directory.
Scroll down to line 798 and 835 and make the changes above.  If the editor your using doesn't have line numbers, get Notepad++
Compile.

How you compile will depend on your compiler, so follow its instructions.

*I don't know if this is a command line tool, or the Borland builder I am familiar with, which is a full GUI including source code windows with line numbers, and a very convenient "build project" button.
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The Scout

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Re: No Recruit Limit
« Reply #10 on: January 24, 2010, 07:25:03 pm »

Getting rid of them entirely would probably be fairly complicated, but it's pretty easy to hack it up so that they're ridiculously high. Check out the current source from Subversion, and in src/common/commonactions.cpp do the following:

1. at line 789, between "if cr.flag & CREATUREFLAG_BRAINWASHED)return 0;" and "int recruitcap = 0;", insert the line "return 10000;". This will make everyone's recruit cap equal to 10000.
2. at line 835, between "{" and "int loveslavecap = cr.skill[SKILL_SEDUCTION]/2+1;", insert the line "return 10000;". This will do the same, but with seduction caps.

Then compile and run as normal. That should be all you need to do.

Found the source code but I have no idea what to do. Do you have time for step by step instructions?

Do you have a C++ compiler?  If not, get one.  Here's a free one.*
Next, open the file commonactions.cp which is found inside the /src/common/ directory.
Scroll down to line 798 and 835 and make the changes above.  If the editor your using doesn't have line numbers, get Notepad++
Compile.

How you compile will depend on your compiler, so follow its instructions.

*I don't know if this is a command line tool, or the Borland builder I am familiar with, which is a full GUI including source code windows with line numbers, and a very convenient "build project" button.

It requires me to make an account and asks for my phone number. >:(
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Jonathan S. Fox

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Re: No Recruit Limit
« Reply #11 on: January 24, 2010, 07:28:29 pm »

If you get Visual Studio C++ Express as an alternative compiler, you can open up the project file in the workspaces directory of the source code, and compiling will be easier.
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rawr359

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Re: No Recruit Limit
« Reply #12 on: January 24, 2010, 07:49:58 pm »

Personally, I'd much rather have LCS 4.02 than some debug/cheat mode.

Same here, but in comparison to both, I'd much rather know who is working on that zombie thing...
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Jonathan S. Fox

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Re: No Recruit Limit
« Reply #13 on: January 24, 2010, 08:38:30 pm »

Personally, I'd much rather have LCS 4.02 than some debug/cheat mode.

Same here, but in comparison to both, I'd much rather know who is working on that zombie thing...

I'm planning to work on a squaddish zombie game, but there's a big matter of time. I'm in college full time right now, so I spend a lot of my "free time" poring over textbooks and writing papers.
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EuchreJack

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Re: No Recruit Limit
« Reply #14 on: January 24, 2010, 09:07:21 pm »

I'd imagine upgrading LCS takes much less time than making the Humanz Crime Squad.  Still, it would be awesome.
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