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Author Topic: [MOD] LCS Gen [v 0.9] - armors conceal guns properly  (Read 62294 times)

Deon

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Re: [MOD] LCS Gen [v 0.7]
« Reply #90 on: November 09, 2011, 04:00:54 pm »

Can you send me a save please? Where they go there themselves :).

Also check 0.7, I rewrote the firing range to be a totally new list different from "students", see if it helps.
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voodooattack

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Re: [MOD] LCS Gen [v 0.7]
« Reply #91 on: November 09, 2011, 05:02:52 pm »

Ahh...



I think that universe just imploded.

Edit: I think it might have something to do with a signed/unsigned conversion or subtracting from 0 with an unsigned int.
« Last Edit: November 09, 2011, 05:04:46 pm by voodooattack »
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Jonathan S. Fox

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Re: [MOD] LCS Gen [v 0.7]
« Reply #92 on: November 09, 2011, 05:31:35 pm »

Hey Deon, will you upload the source code as well? It will be a lot easier for me to help identify bugs if I can see the code with your modifications.
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Putnam

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Re: [MOD] LCS Gen [v 0.7]
« Reply #93 on: November 09, 2011, 05:59:07 pm »

So all cars are worth -bajillions of dollars.

This makes the game ridiculously easy if you're willing to exploit.

voodooattack

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Re: [MOD] LCS Gen [v 0.7]
« Reply #94 on: November 09, 2011, 06:24:14 pm »

So all cars are worth -bajillions of dollars.

This makes the game ridiculously easy if you're willing to exploit.

If you sell stuff for negative money that puts you in debt.

I wouldn't mind buying stuff in negative money though. Too bad purchases aren't affected by the same bug AFAIK.  :-\
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Putnam

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Re: [MOD] LCS Gen [v 0.7]
« Reply #95 on: November 09, 2011, 06:30:42 pm »

So all cars are worth -bajillions of dollars.

This makes the game ridiculously easy if you're willing to exploit.

If you sell stuff for negative money that puts you in debt.

I wouldn't mind buying stuff in negative money though. Too bad purchases aren't affected by the same bug AFAIK.  :-\

No, the post was trying to say that BUYING them costs -bajillions.

Blaze

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Re: [MOD] LCS Gen [v 0.7]
« Reply #96 on: November 09, 2011, 07:59:55 pm »

So all cars are worth -bajillions of dollars.

This makes the game ridiculously easy if you're willing to exploit.

If you sell stuff for negative money that puts you in debt.

I wouldn't mind buying stuff in negative money though. Too bad purchases aren't affected by the same bug AFAIK.  :-\
They are.


Also, I noticed two more option when starting, Marathon Mode and Extended Endgame. What do they do?
« Last Edit: November 09, 2011, 08:09:10 pm by Blaze »
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Putnam

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Re: [MOD] LCS Gen [v 0.7]
« Reply #97 on: November 09, 2011, 08:15:40 pm »

The extended endgame prevents the liberal amendment that forces a congress turnover and makes congress limited to 1-year terms.
Marathon mode prevents the liberal amendment that purges the supreme court and replaces it with a group of elite liberals.

G-Flex

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Re: [MOD] LCS Gen [v 0.7]
« Reply #98 on: November 09, 2011, 09:06:50 pm »

Reading the OP, some of the changes seem a tad... ill-conceived?

  • I'm not sure what the purpose is of having the corporate slaves wear bondage uniforms. I just... don't get that. Why even sexualize it?
  • Why do augmented humans start showing up at certain levels of legislation? Does human/corporate rights going conservative suddenly plunge the world into the cyber-future? That doesn't make any sense to me.
  • You're introducing a lot of new weapons and clothing articles to the game. This might not actually be a good thing, since LCS is notoriously opaque to the player when it comes to what actually does what. If the player can't easily see what different clothing/armor/weapons are good for and how they compare to each other directly, then making lots of specific items and minor variations will just confuse the player even further. LCS needs more usability, not less.
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Deon

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Re: [MOD] LCS Gen [v 0.7]
« Reply #99 on: November 09, 2011, 10:01:08 pm »

Hey Deon, will you upload the source code as well? It will be a lot easier for me to help identify bugs if I can see the code with your modifications.
Today after work. Those car errors must come from me trying to make that armored stuff with vehicles :). I will fix that.

Reading the OP, some of the changes seem a tad... ill-conceived?

  • I'm not sure what the purpose is of having the corporate slaves wear bondage uniforms. I just... don't get that. Why even sexualize it?
  • Why do augmented humans start showing up at certain levels of legislation? Does human/corporate rights going conservative suddenly plunge the world into the cyber-future? That doesn't make any sense to me.
  • You're introducing a lot of new weapons and clothing articles to the game. This might not actually be a good thing, since LCS is notoriously opaque to the player when it comes to what actually does what. If the player can't easily see what different clothing/armor/weapons are good for and how they compare to each other directly, then making lots of specific items and minor variations will just confuse the player even further. LCS needs more usability, not less.
There was a big inconsistency. There were many types of pistols with different ammo and generic names and there were real names for assault rifles with generic ammo... I've kinda made that even. Also I didn't add a lot of armor at all. I will maybe make a small wiki later for players to see the changes, and the more usability will come after I've figure it out better, I don't make anyone to play it right now, only if they want :).

The bondage gear is just for the sake of realism: the whole change to slaves and other stuff is pointing to that, and there are news articles about CEOs spending millions on bondage gear; but I agree that not every slave should have it.

The augmented/cyborg stuff is stupid, I will make it less stupid once I start working on the technology change over time, it was just a little gimmick I've started with (trying to add a mob) heh, sorry for that.
« Last Edit: November 09, 2011, 10:03:12 pm by Deon »
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Jonathan S. Fox

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Re: [MOD] LCS Gen [v 0.7]
« Reply #100 on: November 09, 2011, 11:02:19 pm »

Since slavery is illegal, modern society typically sees slaves through the lens of fetish communities, child soldiers, and sex trafficking. But I don't think the slaves in LCS are meant to be that kind of slave; rather, I believe it is just a reference to not-so-ancient US history in which slavery was legal and condoned in the south, and wealthy farmers owned slaves to pick cotton and care for their homes and land. The idea that society regresses to the point where servants are once again slaves, paid only with food, shelter, and a lapse in whipping, is a sort of worst nightmare scenario for the liberal left. LCS portrays a world in which conservatives -- especially wealthy capitalists -- are indifferent to the human interests of their workers, and would happily regress society to permit slavery once again if left unchecked. So in arch-conservative society, CEOs now own slaves to clean their houses, do their laundry, and tend to their landscapes. Perhaps it's not racial slavery anymore, but just a matter of social class, maybe indentured servitude. In any case, they're probably more likely to be wearing work clothes, at least in my vision.
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Bdthemag

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Re: [MOD] LCS Gen [v 0.7]
« Reply #101 on: November 09, 2011, 11:13:45 pm »

I thought that he was just playing off the joke that the CEO's are are extremely immoral and perverted, making their slaves walk around in bondage gear.
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Re: [MOD] LCS Gen [v 0.7]
« Reply #102 on: November 09, 2011, 11:19:27 pm »

I thought that he was just playing off the joke that the CEO's are are extremely immoral and perverted, making their slaves walk around in bondage gear.

This, and I don't think the cyborg stuff is stupid. If gun laws (which could be expanded to mean all military spending) are extremely conservative and it's already been established that right-wingers are exaggerated to the point of farce about not giving a damn about human lives (they have slaves, after all), it makes sense that they would augment their personal bodyguards and make them some form of cybernetic automaton. If you could make it where these guys couldn't be recruited like tanks or something then you'd have a neat little enemy on your hands. ^^^ On the other hand it also makes sense for them to be an enemy type that won't show up until technology passes a certain point, too.
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Re: [MOD] LCS Gen [v 0.7]
« Reply #103 on: November 10, 2011, 12:54:14 am »

Any plans for plastic/re-constructive surgery? I was going to add that myself but I don't want to start a new mod.  :-\
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Re: [MOD] LCS Gen [v 0.7]
« Reply #104 on: November 10, 2011, 05:43:39 am »

Can you send me a save please? Where they go there themselves :).

Also check 0.7, I rewrote the firing range to be a totally new list different from "students", see if it helps.
Here's a save where the Liberal isn't even injured, he just randomly goes to the range (wait 1 day)
Also, there's a version 0.7 already? This was on version 0.5.
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