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Author Topic: [MOD] LCS Gen [v 0.9] - armors conceal guns properly  (Read 62301 times)

MetalSlimeHunt

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Re: [MOD] LCS Gen [v 0.4]
« Reply #45 on: November 05, 2011, 12:29:05 pm »

Yet, they can't handle vengeful mechanics crushing the city with bulldozers:
http://www.youtube.com/watch?v=PZbG9i1oGPA
Note that they were almost prepared to call in an Apache to anti-tank missile the shit out of the Killdozer, but were hesitant to do so due to the implications of having a helicopter launch missiles in the middle of this town.
Thanks for clarification. I thought SWAT are like Spetsnaz.
In addition to everyone else's comments, the best US analogue to Spetsnaz in the military sense is the Special Forces, but they are far less secretive and terrifying. SWAT fulfills some of Spetsnaz's peacetime roles, but they certainly don't have the same level of armament. I also think SWAT teams are locally funded, but that doesn't make much difference.
It is possible for the government to send in an elite military team like the Navy Seals or another special forces unit, it just would need to be authorized by Congress. It would be interesting to have an actual event in LCS where Congress votes to authorize deploying elite military forces against the LCS.
I think we could use a system similar to the Issues to show the reaction to the LCS. It could start at Unknown/Disbanded/Harmless and top off at National Security Threat. As the LCS commits violent acts, this "response meter" would rise until the government is specifically sending out platoons of elite soldiers to hunt down LCS members specifically. As this would not be tied to the country's liberalism/conservatism but instead how much chaos you cause, it would remain a threat all throughout the game.
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klingon13524

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Re: [MOD] LCS Gen [v 0.5]
« Reply #46 on: November 05, 2011, 12:48:21 pm »

- Mint (makes money out of air, attracts a lot of heat).
Great idea. Also, a chance of the money being discovered fake depending on the skill of whoever made it. (Science or new skill dictates that?)

- Pirate radio station (works like liberal guardian).
Yes, just make it expensive

- Infirmary (liberals resting here heal faster).
Heal rate depends on the healing skill on the best healer in the safehouse. (Or whoever you assign to fix up wounds)

- Workshop (allows to make various stuff like makeshift guns and tools).
Nah.

High level clothing should require a proper installation too.
Components that have a chance of dropping form vandalized textile machinery?
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Jonathan S. Fox

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Re: [MOD] LCS Gen [v 0.5]
« Reply #47 on: November 05, 2011, 12:53:49 pm »

Infirmary could certainly affect the level of healing available at that safehouse, and I think the workship idea is kinda neat as long as there are additional things you can make. This could be things like bombs or illegal gun mods to existing weapons.
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Deon

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Re: [MOD] LCS Gen [v 0.5]
« Reply #48 on: November 05, 2011, 12:54:07 pm »

I know that first aid helps to heal, but non-sieged safehouses still heal people, and the infirmary should increase that rate.

I am not sure about gun-making too, I feel like we do not require THAT level of management; guns should be looted/bought :P.

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and I think the workship idea is kinda neat as long as there are additional things you can make.
If I will be able to wrap my head around making a "misc" inventory slot for minor trinkets/items which increase skills or add some abilities (gas mask, sunglasses etc.) then a workshop could be used to make those.
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Deon

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Re: [MOD] LCS Gen [v 0.5]
« Reply #49 on: November 05, 2011, 01:00:25 pm »

I should probably try to read some C++ documentation someday :P.
It's not easy to mod the source code when I haven't learned any C at all.

But there's a big leap between a+b=c and the game-level coding, so learning to code just to mod a game is a bit much for me right now (not enough time mostly).

I mean I barely understand what are the header files for and I don't know how do structs work. I just read the code and try to write in the same "manner" (well, syntax). It works most of the time, but it's hard to change global stuff :P. Well, I'll learn I promise.
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Callista

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Re: [MOD] LCS Gen [v 0.5]
« Reply #50 on: November 05, 2011, 02:38:17 pm »

It's not hard to learn. Just get yourself a textbook (buy it used--old editions go for peanuts on amazon and other used book sites) and start experimenting with stuff. You can get IDEs free online, too. I'm not that good at coding yet, but it's a lot of fun to play with, so I guess I'll get better.

I've found old textbooks--and I don't mean decades old, just "last edition" old--for as little as $3 online before. It's a great help when the department picks some stupidly written, labyrinthine text because somebody's brother wrote it or something. You just get yourself your own textbook, and you learn on your own, and forget the "official" text altogether.
« Last Edit: November 05, 2011, 02:41:26 pm by Callista »
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Deon

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Re: [MOD] LCS Gen [v 0.5]
« Reply #51 on: November 05, 2011, 02:43:03 pm »

I can find any book in my uni library, I just need time to go there heheh.
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Deon

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Re: [MOD] LCS Gen [v 0.5]
« Reply #52 on: November 05, 2011, 08:20:13 pm »

I've reuploaded a quick XML fix to USP ammo :P. Once I figure out what's wrong with my armored cars, the car armor will be in.
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EuchreJack

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Re: [MOD] LCS Gen [v 0.5]
« Reply #53 on: November 05, 2011, 08:48:41 pm »

I know that first aid helps to heal, but non-sieged safehouses still heal people, and the infirmary should increase that rate.

Currently, skilled liberal doctors can do a better job than the University Hospital.  You'll need to either nerf Liberal backroom doctors without proper facilities, boost the natural hospital rate, or both in order for the infirmary to make sense for the squads with enough experience to afford such a building.

Deon

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Re: [MOD] LCS Gen [v 0.6]
« Reply #54 on: November 06, 2011, 08:58:35 am »

0.6:
- LCS uniform; inappropriate anywhere but with some stealth abilities, face coverage and armor value.
- Many new ads for newspapers.

Still struggling with armored cars, so wait a bit :).
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klingon13524

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Re: [MOD] LCS Gen [v 0.6]
« Reply #55 on: November 06, 2011, 04:03:37 pm »

Bug caused by this: If you have a heavily wounded liberal that 'needs professional treatment', they automatically go to the firing range rather than the free clinic.
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Bitoru

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Re: [MOD] LCS Gen [v 0.6]
« Reply #56 on: November 06, 2011, 04:27:37 pm »

Deon strikes again!
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Grimith

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Re: [MOD] LCS Gen [v 0.6]
« Reply #57 on: November 06, 2011, 04:45:28 pm »

Bug caused by this: If you have a heavily wounded liberal that 'needs professional treatment', they automatically go to the firing range rather than the free clinic.

That's not a bug; it's a feature! The heavily wounded Liberal, upset over not being Martyred, heads to the Firing Range in search of one lucky Conservative to finish the job.

EuchreJack

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Re: [MOD] LCS Gen [v 0.6]
« Reply #58 on: November 06, 2011, 05:13:08 pm »

Speaking of the firing ranges, I think liberals that train at the firing range should be subjected to random wisdom attacks, with the possible gain of wisdom.

Two reasons:
1) The Firing Range is a hotbed of Arch-Conservative activity.  Heck, your liberals are probably training next to the CCS recruits.  Thus, any liberal in such a place is bound to be subjected to Arch-Conservative propaganda.  Any liberal that tries to prevent the persuasion (such as telling the Arch-Conservative to shut up, or arguing with them) would likely be kicked out for "causing a disruption".
2) Anyone that is training up their ability to use Arch-Conservative death machines has obviously "sold out", at least to some degree.  Random wisdom attacks/gains would reflect this fact.

Of course, the Dojo (which I now suggest should be implemented) allows training up of sword, axe, clubs, knives, and martial arts without the forementioned risks of gaining wisdom, primarily because Dojos mix Liberal Oriental teachings in with the swordplay.

EDIT: Note that this poster has experience with both attending a Marital Arts school and a Gun Club in the United States.

Angel Of Death

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Re: [MOD] LCS Gen [v 0.6]
« Reply #59 on: November 06, 2011, 10:32:42 pm »

Deon, I have a suggestion. Fix the all weapons can hide under clothes bug.
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