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Author Topic: Bugs, UI issues and Minor Suggestions  (Read 27481 times)

Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #195 on: January 19, 2012, 01:57:02 pm »

The graffiti changes look sensible, but I would suggest a different solution to the redneck attacks:

I have found no more bugs that haven't been found already, and it doesn't look like I will, so here are some suggestions.

activities.cpp:
2022    else if(trouble[t]->get_skill(SKILL_HANDTOHAND)<4)

This decides if the rednecks attack. They can somehow tell if you can fight, but they still rush in when you have an AK47 at your side when a knife is enough to scare them away. They didn't use to.
I suggest changing it to this:

else if(trouble[t]->get_skill(SKILL_HANDTOHAND)<4 && trouble[t]->weapon_is_concealed())

I am assuming here that empty fists are always concealed.

This check should just be removed entirely -- its purpose was originally to protect you from being beaten up if you're badass enough to fight them off. That is no longer necessary, since there is code shortly after to handle that situation; the fact that this check still occurs and filters out martial artists from being jumped at all is an oversight. An AK47 is also threatening and therefore prevents the fight in the next check when you scare them off, similar to if you're carrying a knife. It's better that the player is able to SEE that they prevented a fight by carrying a weapon (or won the fight by being Bruce Lee) than if the game just quietly decides these things in the background and never tells the player. That way, you know you're playing well, not just getting lucky.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #196 on: January 19, 2012, 03:52:54 pm »

I would completely agree, were it not for the fact that scaring off the mob gives juice up to 50. I'm seeing a reckless and timid mob as a way to raise anyone up to 50 juice followed by a new member, 30 goto 10; and unlike the old spraypainting idea, this one doesn't risk on-site combat or 5-10 months in prison should they get convicted.

I was sure this post would be bigger when I started it.

P.S. Last post was edited, wouldn't want you to miss anything.
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #197 on: January 19, 2012, 05:00:32 pm »

I would completely agree, were it not for the fact that scaring off the mob gives juice up to 50. I'm seeing a reckless and timid mob as a way to raise anyone up to 50 juice followed by a new member, 30 goto 10; and unlike the old spraypainting idea, this one doesn't risk on-site combat or 5-10 months in prison should they get convicted.

I was sure this post would be bigger when I started it.

P.S. Last post was edited, wouldn't want you to miss anything.

I see what you're saying, but I'd rather resolve that by reducing the juice bonus for scaring off the mob (it could be capped at 20, where the activities juice is capped anyway) than just precluding the encounter entirely.

The management screen is doable, but I think the benefit in usability from being able to toggle things like that is pretty marginal, so I wouldn't leap to work on it myself.
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cors

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Re: Bugs, UI issues and Minor Suggestions
« Reply #198 on: January 22, 2012, 07:58:25 pm »

Hey there. Just downloaded and started playing the game a while ago after seeing a Let's Play of it. I think it's loads of fun and am very happy there are still people developing it. I wanted to throw out a couple of minor suggestions for the game - I suspect there's a strong chance someone's already suggested them, please forgive me if that's the case.

- There's objects in the game which should be worth a decent chunk of change but have a value of 0 at sale, most notably in my mind the flamethrower.
- Item stacking is unusual at the moment; items won't stack with one another automatically, but will be grouped into stacks if you activate a squad and go into their safe house's equipment list.
- You don't retrieve the loot from enemies you kill outside your safe house during a siege, if you choose to confront them before they raid you. Is that deliberate?
- Could we have a way to reload weapons from the safe house, instead of it being possible only in the field?
- And possibly a command to highlight every item in your assets list at once?

Aside from that, there are some features I've noticed missing or slightly damaged from older versions, like melee attack-countering and weapon concealment and the non-police/military raids (although CCS ones still work occasionally, but not in my current game for some reason), but I guess everyone already knows about all that and it's redundant to mention it again.

I'll keep my fingers crossed for a new release at some point in the near future. :)
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #199 on: January 28, 2012, 09:10:09 pm »

In honor of Fox unexpectedly sort-of-but-not-really promising an update in 2 days, here is the last "bug"-report and how I suggest addressing one of the issues.

reviewmode.cpp and commondisplay.cpp each contain 2 lines that looks like this:
Code: [Select]
addstr("                                                                                ");
These should have about 3 more spaces each to hide the cutting-off of words that happens when you rename Liberals.

The thing with the corporate publishing : 2-fold.
First:monthly.cpp
90    int guardianpower=0;
91    if(nploc.size()>0&&!disbanding)
92    {
93       //DO SPECIAL EDITIONS
94       int loottypeindex=choosespecialedition(clearformess);
95    
96       if(loottypeindex!=-1)
97       {
98          guardianpower+=10*nploc.size();
99          printnews(loottypeindex,nploc.size());

...changed to...
Code: [Select]
int guardianpower=10;
if(nploc.size()>0&&!disbanding)
{
   //DO SPECIAL EDITIONS
   int loottypeindex=choosespecialedition(clearformess);

   if(loottypeindex!=-1)
   {
      printnews(loottypeindex,guardianpower);
Second:lcsmonthly.cpp
Between lines 620 and 621 add this:
Code: [Select]
change_public_opinion(VIEW_LIBERALCRIMESQUAD,newspaper);
change_public_opinion(VIEW_LIBERALCRIMESQUADPOS,newspaper);
...then delete all the change_public_opinion(VIEW_LIBERALCRIME-lines from earlier in the function.

This is to simplify future changes that may be made to how effective publishing is at changing the public's view of the LCS. (Perhaps depending on the liberals present at 'printing press'-locations)
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #200 on: February 07, 2012, 10:15:34 am »

This part from activities.cpp:
Code: [Select]
1534 int issue=VIEW_LIBERALCRIMESQUAD;
...
1637 if(issue==VIEW_LIBERALCRIMESQUAD)
1638 {
1639    change_public_opinion(VIEW_LIBERALCRIMESQUAD,LCSrandom(2),0,65);
1640    change_public_opinion(VIEW_LIBERALCRIMESQUADPOS,!LCSrandom(8),0,65);
1641    public_interest[issue]+=power;
1642 }
1643 else
1644 {
1645    change_public_opinion(VIEW_LIBERALCRIMESQUAD,LCSrandom(2)+1,0,85);
1646    change_public_opinion(VIEW_LIBERALCRIMESQUADPOS,!LCSrandom(4),0,65);
1647    public_interest[issue]+=power;
1648    background_liberal_influence[issue]+=power;
1649 }
has rubbed me the wrong way for a while because when they make a mural about the LCS itself, it uses the worse, 'default' upper part. Fortunately, "issue" is not read inbetween without having been overwritten first, so this could be changed to the following:
Code: [Select]
1534 int issue=VIEWNUM;
...
1637 if(issue==VIEWNUM)
1638 {
1639    change_public_opinion(VIEW_LIBERALCRIMESQUAD,LCSrandom(2),0,65);
1640    change_public_opinion(VIEW_LIBERALCRIMESQUADPOS,!LCSrandom(8),0,65);
1641    public_interest[VIEW_LIBERALCRIMESQUAD]+=power;
1642 }
1643 else
1644 {
1645    change_public_opinion(VIEW_LIBERALCRIMESQUAD,LCSrandom(2)+1,0,85);
1646    change_public_opinion(VIEW_LIBERALCRIMESQUADPOS,!LCSrandom(4),0,65);
1647    public_interest[issue]+=power;
1648    background_liberal_influence[issue]+=power;
1649 }
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #201 on: February 13, 2012, 06:02:22 am »

Politics.cpp
In accordance with How the Electoral College works, I suggest moving this bit:
Code: [Select]
473    //SENATE
474    if(year%2==0)
475    {
476       int senmod=-1;
477       if(year%6==0)
478       {
479          senmod=0;
480       }
481       if(year%6==2)
482       {
483          senmod=1;
484       }
485       if(year%6==4)
486       {
487          senmod=2;
488       }
489          
490       elections_senate(senmod, canseethings);
491    }
492
493    //HOUSE
494    if(year%2==0)
495    {
496       elections_house(canseethings);
497    }
...to before the presidential election itself (line 142). There's no gameplay change, it can just break immersion to have things happen in the wrong order.
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #202 on: February 13, 2012, 03:36:19 pm »

Politics.cpp
In accordance with How the Electoral College works, I suggest moving this bit:
Spoiler (click to show/hide)
...to before the presidential election itself (line 142). There's no gameplay change, it can just break immersion to have things happen in the wrong order.

It's not unrealistic to have the vote for President first. They happen simultaneously in the real world; you cast one ballot with votes for House, Senate, and President, and the votes are counted up and provisional results are reported on in all contests in real time. While the electors are equal in number to the Representatives and Senators (plus 3 for DC), they aren't the same people and don't depend on the results of the House and Senate elections, so it's possible (and very probable) that the media can correctly call the results of the Presidential election before the exact makeup of the House and Senate are determined. The most recent Presidential election is a great example -- it took weeks to determine the congressional results in 2008, but Barack Obama was known to have won the night of the voting.

Though the electoral college exists, which arguably makes the "real" election much later, that's just a formality. The system is so arcane that it would be abolished if it were anything more than nominal. The electors are pledged, so the result of that vote is known well in advance. There's often one or two rogues who vote for some third party person instead, but that never matters. There's only been a serious conspiracy among pledged electors to break faith once -- that was more than a hundred years ago, and even then they didn't succeed in preventing their protested candidate from taking office.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #203 on: February 20, 2012, 06:39:12 am »

My old part from commonactions.cpp needs revising.
Code: [Select]
733    int CCSisDead = 0;
734    if(!core_only && endgamestate>=ENDGAME_CCS_DEFEATED)
735       CCSisDead = 1;

Two things about this.

1)Since this is only used in arithmetic, the int can be short.

2)When the CCS first shows up (goes from ENDGAME_NONE to ENDGAME_CCS_APPEARANCE) the CCS issue is set at 0, which makes sense since they hadn't been formed before. And so, if endgamestate is ENDGAME_NONE, CCS should still not be picked as an issue.

Fix:
Code: [Select]
733    short CCSisDead = 0;
734    if(!core_only && (endgamestate == ENDGAME_NONE || endgamestate>=ENDGAME_CCS_DEFEATED))
735       CCSisDead = 1;

On that note, when a CCS safehouse is shot up, endgamestate is reduced by one. If it was at ENDGAME_CCS_APPEARANCE at the time, their issue gets reset when they become active again.
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Alpheus

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Re: Bugs, UI issues and Minor Suggestions
« Reply #204 on: April 18, 2012, 03:26:08 pm »

There seems to be a bug in my LCS4.04 game.  I have a 1000 juice character with several skills where the maximum is listed as 24, but the current skills is stuck at 20 and no matter how much I practice them they don't go over 20.  Has anyone else had this problem?
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Soadreqm

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Re: Bugs, UI issues and Minor Suggestions
« Reply #205 on: April 18, 2012, 06:00:42 pm »

There seems to be a bug in my LCS4.04 game.  I have a 1000 juice character with several skills where the maximum is listed as 24, but the current skills is stuck at 20 and no matter how much I practice them they don't go over 20.  Has anyone else had this problem?

I think skills are supposed to be hard capped at 20. Used to be that stats were as well, so that the stat was the skill cap in all situations, so it's probably just showing the maximum wrong.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #206 on: April 19, 2012, 10:10:13 am »

There seems to be a bug in my LCS4.04 game.  I have a 1000 juice character with several skills where the maximum is listed as 24, but the current skills is stuck at 20 and no matter how much I practice them they don't go over 20.  Has anyone else had this problem?
See the top post of page 13
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Jonathan S. Fox

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Re: Bugs, UI issues and Minor Suggestions
« Reply #207 on: April 19, 2012, 05:20:50 pm »

There seems to be a bug in my LCS4.04 game.  I have a 1000 juice character with several skills where the maximum is listed as 24, but the current skills is stuck at 20 and no matter how much I practice them they don't go over 20.  Has anyone else had this problem?

I think skills are supposed to be hard capped at 20. Used to be that stats were as well, so that the stat was the skill cap in all situations, so it's probably just showing the maximum wrong.

Skills used to be intended to be capped at 20, but I didn't mean for them to stay capped at 20 when the stat cap increased.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #208 on: October 31, 2012, 10:18:07 pm »

I am blatantly and shamelessly necro'ing this from page 9 because I may have some upcoming suggestions and bug reports and think this thread is needed. Let the first one continue the existing conversation from April.
----
The skill cap is currently at 40, although one probably wouldn't know this without a code-dive. Turns out that there is ONE kind of character that can exceed this: The Mutant, who can potentially have base attribute points numbering 66, 50 of which can go into the same stat. If this happens to a stat that gets a bonus with age, and the mutant in question then gets 1000 juice, the attribute will be... *drumroll* ...85.

Skills based on it will be stuck at 40, however.
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Pesi

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Re: Bugs, UI issues and Minor Suggestions
« Reply #209 on: November 01, 2012, 01:44:55 am »

Did you know that if LAW_POLICEBEHAVIOR is moderate or better, the police don't respond to alarms at the Gentleman's Club?

Here's the code for the default off-site response team:
Code: [Select]
         default:
            if(law[LAW_DEATHPENALTY]==-2&&
               law[LAW_POLICEBEHAVIOR]==-2)creaturearray[CREATURE_DEATHSQUAD]=1000;
            else if(law[LAW_POLICEBEHAVIOR]<=-1)creaturearray[CREATURE_GANGUNIT]=1000;
            else creaturearray[CREATURE_COP]=1000;
            break;
And here is a portion of the Gentleman's Club:
Code: [Select]
         case SITE_BUSINESS_CIGARBAR:
         {
            if(sec||sitealarm==1)creaturearray[CREATURE_BOUNCER]+=100;
            else creaturearray[CREATURE_BOUNCER]+=10;
            if(sec)creaturearray[CREATURE_GUARDDOG]+=25;
            creaturearray[CREATURE_SCIENTIST_EMINENT]+=1;
            creaturearray[CREATURE_CORPORATE_MANAGER]+=30;
            creaturearray[CREATURE_COP]=+5;
            if(law[LAW_DEATHPENALTY]==-2&&
                law[LAW_POLICEBEHAVIOR]==-2)creaturearray[CREATURE_DEATHSQUAD]+=2;
            if(law[LAW_POLICEBEHAVIOR]<=-1)creaturearray[CREATURE_GANGUNIT]+=2;
            creaturearray[CREATURE_JUDGE_CONSERVATIVE]+=1;
            ...
In the second code-box, one of the lines is not like the others.

Specifically, it has the = before the + which, unless I am much mistaken, overwrites what came before.

Hint : It's this one (creaturearray[CREATURE_COP]=+5;)

The same is true of the CEO's house during high-security. The mercs present due to the high-security prevent the off-site mercs from showing up at all.
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