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Author Topic: CCS now under development  (Read 32734 times)

LordBucket

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Re: CCS now under development
« Reply #135 on: March 12, 2010, 03:10:15 pm »

no change from the existing black screen and hourglass, unfortunately.

Yes, unfortunate.

Out of curiosity, what happens if you delete  your .tome configuration folders? It will be in wherever your operating system puts user files, and not your install directory. For example, on windows vista it's in c:\users\"User Name"\.tome.

In paticular, all the .cfg files in .tome\3.0\settings, but if that doesn't work, you could try deleting absolutely everything in .tome, but doing so will also delete your save files.

Any change?







Jonathan S. Fox

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Re: CCS now under development
« Reply #136 on: March 12, 2010, 09:22:06 pm »

Hey now, deleting the .cfg files in .tome\3.0\settings didn't work, but deleting the entire .tome directory did work. Nice call.
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EuchreJack

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Re: CCS now under development
« Reply #137 on: March 16, 2010, 04:15:44 pm »

LordBucket, in Bubblegum Crisis, how do I talk over counters?  This is a major roadblock to my enjoyment of the game.

As a brief aside, not all the keys are documented in most TOME games, including this one.  Bubblegum Crisis is monumental in actually stating what some of the keys are.

LordBucket

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Re: CCS now under development
« Reply #138 on: March 16, 2010, 05:25:14 pm »

LordBucket, in Bubblegum Crisis, how do I talk over counters?  This is a major roadblock to my enjoyment of the game.

I would think that the massively incomplete nature of the game and completely missing critical features would be a greater roadblock...but it's good to know that you are enjoying it anyway. :)

To answer your question, walk up to the counter and dialogue should begin automatically. No keypress is needed.

The counter at Funy Day and the bar at Hot Legs are not implemented, and unlike the ticket counter at Hot Legs, there is no "implement me" message for those two. Go to Sanwa Bank or Heavy Induststries to see functional counters. (Though strangely I see for Heavy Industries in the public release you get teleported into the middle of the building for some reason.)

Note that getting the contact number for Heavy Industries is necessary to order hardsuit components. Once you have the number you can place an order at any time from your cellphone.

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As a brief aside, not all the keys are documented in most TOME games, including this one.  Bubblegum Crisis is monumental in actually stating what some of the keys are.

For a version .5 release, it was very well documented, yes, thank you. :)

I've always preferred to have useful help systems. Try some of my more finished modules. Zombie Horror has both a quick reference and a complete list, and Dragonball T has ~35K of help files.




EuchreJack

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Re: CCS now under development
« Reply #139 on: March 16, 2010, 08:08:16 pm »

Ah, so the counters in fact work, and I can play!  Yay!

LordBucket

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Re: CCS now under development
« Reply #140 on: March 16, 2010, 08:53:17 pm »

Ah, so the counters in fact work, and I can play!  Yay!

Out of curiosity, which counters were preventing you from playing? Several are not implemented, but I think all of the important ones are.

Cheddarius

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Re: CCS now under development
« Reply #141 on: March 16, 2010, 09:03:44 pm »

Uh, what?
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EuchreJack

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Re: CCS now under development
« Reply #142 on: March 17, 2010, 05:29:50 pm »

Ah, so the counters in fact work, and I can play!  Yay!

Out of curiosity, which counters were preventing you from playing? Several are not implemented, but I think all of the important ones are.

Oh, the ones at the Hot Legs and Funy Day did not work, so I assumed they all did not work.  My bad.

On a related note, the building labeled FUSHI has nobody and no counter inside.  Is this because Fushi Cybernetics was not implemented, or do I need to do a mission before they sell to me?

I am currently running on the assumption that all the parts suppliers will provided more and better parts as my team develops closer relationships with the Corps, and that Fushi will not sell "neutral" organizations, but only those that it is friendly with.  I'd rather not know just how things will work, but rather if they will work like this.

EDIT: May also be a time thing.  I'm only on the second day.  Oh, and Prisis is dead.  Well, the Knights don't need people who can't hold onto their cash anyways, lol.  By the way, I think you set the boomer encounters way too high.  On the second day, I have over 400 messages about boomers, and I only have messages because they kept spamming my phone.  There is also a "minor error: failed to properly place ADP for random boomer" which I would like to just not recieve, as it occurs way too often but does not seem to matter.

Yes, I realize this is an abaondoned 0.5 alpha version of a game.  And I also realize these errors will not be fixed.  But just in case you ever want to update this game, I best mention these things.

EDIT2: Just wanted to mention that I like the documentations for all your games, and found them to be quite useful, not to mention establishing the setting.

praguepride

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Re: CCS now under development
« Reply #143 on: March 17, 2010, 07:23:32 pm »

What are the key commands? I was able to enter the lingre store but I couldn't leave :(
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

EuchreJack

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Re: CCS now under development
« Reply #144 on: March 18, 2010, 01:19:14 am »

< or > on the square with the same symbol.  It's like Dwarf Fortress.

LordBucket

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Re: CCS now under development
« Reply #145 on: March 18, 2010, 04:14:55 am »

the building labeled FUSHI has nobody and no counter inside.
Is this because Fushi Cybernetics was not implemented

Fuchi Cybersystems is not implemented. But neither is the hacking system, so it's no tremendous loss. Fuchi is taken from Shadowrun, since I never found an appropriate source for cyberware in the BGC universe apart from Genom, and they needed to have a competitor.

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I think you set the boomer encounters way too high.

Keep in mind that "the plan" was for partied team members to fight with you. So keep in mind that you're fighting only one vs. a couple boomers, when (if it were implemented) you could be fighting four vs. a couple boomers.

Even so, the general consensus from playtesting as of two years ago was that boomer encounters were way too easy. Hardsuit design and combat have a bit of a learning curve. Once you're more familiar with how things work, it will become fairly trivial to kill boomers with zero damage.

For example...try this:
1) Start as, or swap to Sylia as the active character.
2) Go to Kyuusei Heavy Industries, get the contact number, and place an order for 10 plasteel armor plates. If you want to be seriously abusive, also order a set of 10 plasteel structural components. Pay for express delivery.
3) Do delivery missions until the shipment arrives.
4) Press G to spend your skill points. Three points in hardsuit design will allow you to install the plasteel plates you ordered. Spend the rest in marksmanship.
5) Strip the particle cannon from Priss' hardsuit, put it on Sylia's suit so that you have a laser on one arm and the cannon on the other. Install one plasteel plate at each location. You're now a ranged attacker with 70% damage absorbtion to physical attacks. Since plasteel is light, you have a movement speed of +8, which will allow you to outrun most melee boomers. If you went the "seriously abusive" route, remove the steel structural components and replace them with plasteel. You're now very delicate, but your speed will be +16, allowing you to massively outrun most things. Lasers and cannons don't generate much heat, so heat dispersion systems aren't needed.
5) Press F to change your firing mode, and set to group fire. You'll now fire both weapons with every attack.

You can now run in circles around melee boomers and pelt them indiscriminately at range. If you get stuck in a corner, you have 70% damage absortion. Of course, this sort of design is horribly weak to ranged boomers, but since you have four party members you could always grab Priss, for example, give her a pair of beam sabers, nitro-coolant, ECM and reflective armor so she can chew up the ranged boomers. Take both to your mission sites, and then swap to whomever you need.

Note that while experimenting...it appears there's a bug that causes the game to crash when entering the area 1 apartments. Don't accept missions that require you to go there.

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will not sell "neutral" organizations, but only those that it is friendly with.
I'd rather not know just how things will work, but rather if they will work like this.

That was more or less the plan, yes. Though most of those organizations are corporations, so they'll sell standard equipment to anybody, but you would need higher reputation to gain access to more "secret" things as well as the higher level espionage missions. You can see reputations on the C screen.

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What are the key commands? I was able to enter the lingre store but I couldn't leave

As EuchreJack  said, < and > to enter/leave areas. Whicever symbol you see is the symbol you press to use the exit. (Though from a quick glance, I only see > in actual use.) The game mixes standard roguelike stairs with "walk off edge" mechanics. For example, to exit the Silk'nDoll it's >, but to exit an apartment building you walk off the edge of the map. This gives room for ADPolice and boomer events to occur. I don't remember exactly how thoroughly implemented it is...but I think the ADPolice can arrive on scene if you take too long during an aparment assassination mission.

Other important keys:

? - help
G - Gain skills
Ctrl-Q - Quest log
F - Modify firing groups / change current firing mode
C - Character sheet
u - use item (a lot of the game requires extensive cell phone use)
Y - talk (moving into an unpartied friendly talks by default, but if you party up, this key allows you to talk with your teammates instead of pushing them out of the way)
T - Tactical display mode on/off (hardsuit only)
f - fire ranged weapon
ctrl-X - save and exit

The totally unintuitive keys are ToME defaults. Most everything else in done by moving into something (melee attack, talk to friendlies, use a payphone or computer, buy a subway ticket, talk to someone at a counter, leave an apartment complex, etc.)

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I like the documentations for all your games, and found them to be
quite useful, not to mention establishing the setting.

Thank you. I've always thought help should be...well, helpful.

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I realize this is an abaondoned 0.5 alpha version of a game.  And I also realize these errors will not be fixed.  But just in case you ever want to update this game, I best mention these things.

I was quite fond of BGC. In theory, the engine will be going to beta soon. When that happens I may pick up some of my older modules. As was mentioned a page or two in the thread, whichever ones get the most feedback from players will be the ones I spend the most work on.

EuchreJack

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Re: CCS now under development
« Reply #146 on: March 18, 2010, 12:05:12 pm »

Ok, just to clarify, I'm not saying the number of boomers per encounter are set too high (they max out to three currently, which I can live with), but the number of encounters (boomer sightings) are too high.  How is my little 4 girl team suppose to deal with over 400 encounters over two days?  That's like 200 encounters per day, with many triggering simultaniously.  Of course, I can split up my team to different sections of the city, but the encounter rate is still too high.  It should max out to around 100 boomers sightings per day, I'd reckon, and that is probably a high number (as no boomers encourages to team to do other missions).  I quite literally get one call for every two steps my character takes.

I can confirm that the assasination missions will trigger the police if the perpetrator stays too long.  Which usually means that if I kill someone on the second floor, the cops will be waiting on the first.  As to the cops, they're too weak to be any sort of threat, but my assasin is required to kill two cops in order to escape, further hurting the team's image with the cops.

Hacking is implemented in regards to entering the apartments, but 1 skill in hacking is always enough.  Curiously, 1 charm is not, and the skills charm and hacking start in the same character.  I do not know the anime, but if Nene was not known to do both in the anime, you might want to take her one skill point in hacking and give it to Leina, and boost her charm to two, and set the skill check so Nena sometimes can talk her way into the apartments with that.  Then again, I tend to use Nena as a utility character, sending her to enter the apartments unsuited and letting the assasin enter, then sending her off.

Apartment 1 is no longer bugged, I personally killed someone there.

EDIT: By the way, I just found Prise.  Yes, I mean the dead team member.  She was wandering around the area she was killed, unsuited.  After she died, I found her suit accessable at the Silk computer, and was able to strip off all the weapons/armor/etc.  I can talk to the dead Prise with Y, and even order her to follow someone, but I can not switch to her.  I'll probably stow her somewhere I expect not to go.  Wait, I may not be able to get her to stop following me!

EDIT2: Sylvia just died because I forgot to suit her up before fighting a boomer, lol.  Figure I'll keep playing this file, and compound all my mistakes in one game.

EDIT3: Just killed my first boomer, but calling Mackie gives me no option for him to retrieve the boomer.  Is salvage of boomers implemented, and how do I do it if it is?

LordBucket

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Re: CCS now under development
« Reply #147 on: March 18, 2010, 03:16:21 pm »

number of encounters (boomer sightings) are too high.

That's a bug. If you watch the voicemail, it's like every 60 seconds of game time that a sighting happens.

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It should max out to around 100 boomers sightings per day

It's supposed to start out at one every 8 hours or so.

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How is my little 4 girl team suppose to deal with

They're not.

Granted the current rate is bugged...but the plan was never to allow it to be practical for the player to deal with it all. The intended power balance between the Knight Sabers and boomers in the early game is supposed to be such that most players don't even bother trying to fight them until they've spent a day or two building up skills and hardsuits, then cautiously start fighting them four on one, gradually get stronger in the process until an advancer player might possibly be able to fight them one on one, by which time you're fighting tougher boomers anyway. And while this is happening, the "time based" events mentioned in the help files start to kick in, boomer events become more frequent, and with multiple simultaneous events, requiring the player to swap multiple teams across Tokyo simultaneously and generally making it more difficult to deal with it all, compelling the player to find the cause of it all and start working on the actual storyline events. At no point was it ever intended to be realistic for the player to personally resolve every little boomer event that happens. Boomer fights are supposed to be a desperate struggle against fantastic odds, not clock-in, kill boomer, yawn. As an example...in the first episode of the anime it took all four girls together half an episode just to kill one of these things. You'll notice that any mission that has boomers specifies that it is for "competant mercenaries" or "experienced veterans."

Also, if Nene is stationed at ADPolice HQ, she'll inform you of boomer events. Reason being, they're the official organization responsible for dealing with them. That's why there's a limited amount of time to do boomer events. If you're not on-scene fast, ADP shows up and deals with it themselves. At least...if they can.

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Hacking is implemented in regards to entering the apartments

...which is about one tenth of one percent of what was planned. You've seen how there are vidphones and computers everywhere, and how the computer subsection of the hardsuit display is a huge empty blank? Then plan was to build a hacking system reminiscent of the genesis shadowun decking system, and allow the player to hack security systems in buildings. For example...let's say you want to infiltrate Genom. So you station a team at the Genom subway entrance, then have Nene hack into the system from a vidphone and disable the cameras. Swap back to infiltration team who rushes the underground entrance. Nene meanwhile, is monitoring security communications and informs you that roving bands of security boomers are looking for you, and advises you on the best path to take. So on her advice, you blast through a wall, and hop into an elevator, but Genom security disables it and sends a team. So Nene hacks the elevator back into operation.

You get the idea.

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Curiously, 1 charm is not

...no, 1 charm just isn't always enough to do the things you're trying to do.

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if Nene was not known to do both in the anime

...the skill assignments are not random any more than the characterization. Nene is a lovable, airhead, hacker wimp. You've already mentioned how Priss starts the game at the bar without any money. There's a reason for that. Character personality is shown throughout the game. Read the character descriptions when you start a new game. Try calling various characters and chatting with them. You'll get different dialogue depensing on who is speaking with whom. Try examining hardsuits belonging to other people. Have Sylia call Nene to ask for boomer status and then have Priss do it. Try asking Mackie where is he. Swap to a character and call your own phone number to get voicemail. There's a lot of personality in there.

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I can talk to the dead Prise with Y
I may not be able to get her to stop following me!

Try either telling her to "stay here" or to regroup at the Silk'n Doll.

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calling Mackie gives me no option for him to retrieve the boomer.  Is salvage of boomers implemented, and how do I do it if it is?

It's definitely implemented...but there's some sequence of events that can break it so it never works correctly. It's been years, but it might have something to do with the timing of when you place the call relative to the boomer event. Once broken it stays broken...but I think the bug was fixed in the development version roughly the time it was first reported, but that development copy was never released. V055 is the most current public version.

Maybe if there's all this interest I should pick this module up again.

EuchreJack

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Re: CCS now under development
« Reply #148 on: March 18, 2010, 04:15:50 pm »

So I guess Mackie is broken in my game.  Ouch.

It would be nice to see a version with the bugs worked out, and perhaps the computers implemented slightly.  They're currently power sources, but useful especially when you get Nene a point in Engineering.

I fully understand the goals regarding the boomers.

After watching that clip, I also understand why the girls when suited can just tear apart the ADP with absolutely no danger.  Thus, the only penalty for the police showing up is the cops hating the Knights even more, lol.

Zangi

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Re: CCS now under development
« Reply #149 on: March 18, 2010, 08:14:23 pm »

So I guess Mackie is broken in my game.  Ouch.

Yea, I pretty much stopped playing after that.  >.>  Killed my 1st boomer and then I couldn't loot it.  Damn you Mackie. 
Spent an hour trying to figure out how to get him to pick it up.  Switched to every girl, to call him by cell and had at least two of em try to talk to him in-person.

Then the body disappeared.  :'(
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