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Author Topic: [MOD] LCS Gen [v 0.9] - armors conceal guns properly  (Read 62292 times)

klingon13524

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #150 on: November 14, 2011, 03:51:32 am »

You... I... Wha...

I'm still not done with my last 5.0 game! Stop releasing new versions to tempt me!
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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.

Deon

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #151 on: November 14, 2011, 04:24:22 am »

All the new versions are save-compatible backwards to 0.8 and they will be.
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voodooattack

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Re: [MOD] LCS Gen [v 0.81]
« Reply #152 on: November 14, 2011, 07:54:43 am »

- Expensive suits/dresses are less profitable; go steal some cars or something :). Once I add mints and banks it will balance it out more. Before it was "set ten people on suit making and never worry about money".

I broke down laughing... Plump is going to murder you for this!  :D
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A Dwarven Smokeologist

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #153 on: November 14, 2011, 09:49:09 am »

Is it possible to make it so that when certain police sliders are liberal the police are given tasers and tranquilizer type guns? Basically I'd like to see the police go from full force and murder with C+ to actually capturing your liberals with less lethal means and locking them up.
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Deon

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #154 on: November 14, 2011, 11:13:51 am »

There is already a transition from SMG to pistols to nightsticks.

Tranquilizers are impossible to code in as normal guns because any damage kills. They already arrest you if the death penalty is not there (you get tazed and arrested) but it would be fun to make a guitar-type weapon which stops a person from attacking but does not harm them. I will look into that.

Another thought which crossed my mind: with C/C+ police laws you should be able to kidnap people while wearing a police uniform without alarms. Of course it needs a high disguise check and certain people like imminent scientists or CEO or news anchors should be immune to this, but otherwise it should be possible to make.

I also plan to add police bots to police forces in more distant future which are harder to kill and immune to music. I actually plan to "punish" players (or make the game more interesting for them, depending on their definitions of Fun) more the longer they play, in terms of better gear and special units avaliable to conservatives in the future. Of course it would be good to get their gear too, but you will have to work to earn that.
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klingon13524

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #155 on: November 14, 2011, 11:21:57 am »

imminent scientists
Warning: Science is imminent!
Evacuate immediately!
(I usually don't nitpick about grammar, but that was too good an opportunity to pass up.)
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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.

Deon

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #156 on: November 14, 2011, 11:27:25 am »

1) Another idea which crossed my mind: there should be a location in outskirts, like forest, which should be patrolled by police and where you should be able to drive with a party to dump corpses (with a chance to get a car chase on the way there if police spots you).

Disposing of bodies in the town right now takes only one person which makes it often almost like a death sentence.


2) It would be great to be able to track the duration of laws present. It would require me to figure out how to manage some global variables without stupid things like memory leaks or something like that, but it should be awesome. I.E. with a prolonged presence of C+ personal rights and torture laws in the future the goverment should construct "indoctrination towers" (based on the "Inhabited Island" book/movie) which would make the overall population more conservative and which you could blow up. In the same way with a prolonged use of nuclear power and/or animal research the forest should be filled with mutants.

Stuff like that would make the world much more lively and interesting. Don't expect it any time soon, but I definitely consider making it in a long run.

imminent scientists
Warning: Science is imminent!
Evacuate immediately!
(I usually don't nitpick about grammar, but that was too good an opportunity to pass up.)
Haha, good catch.

P.S. Of course the nuclear mutants should be there only if the polution is high. I also think that a prolonged polution should bring more mutant-NPCs and cause some severe effects which should be visible in the game.
« Last Edit: November 14, 2011, 11:53:15 am by Deon »
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klingon13524

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #157 on: November 14, 2011, 12:23:05 pm »

1) Another idea which crossed my mind: there should be a location in outskirts, like forest, which should be patrolled by police and where you should be able to drive with a party to dump corpses (with a chance to get a car chase on the way there if police spots you).
I had a similar idea. Also maybe a log cabin safehouse, a Bible retreat, move the army base there, a hijack-able train,and a lumber camp.
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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.

voodooattack

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #158 on: November 14, 2011, 07:58:57 pm »

Here's an idea that crossed my mind: How about fake ID cards? You should be able to get those at the crackhouse, they should wipe out your rap sheet clean. But if you get captured later your cover gets blown and you get all of your past charges in addition to identity forgery.

Maybe have agency sleepers create a special kind? A complete fake identity with fake history in the government records (Has a slim chance of discovery) or something of the likes?

Should be useful to manage the heat build-up AND quite costly though.
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klingon13524

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #159 on: November 17, 2011, 07:10:34 am »

Here's an idea that crossed my mind: How about fake ID cards? You should be able to get those at the crackhouse, they should wipe out your rap sheet clean. But if you get captured later your cover gets blown and you get all of your past charges in addition to identity forgery.

Maybe have agency sleepers create a special kind? A complete fake identity with fake history in the government records (Has a slim chance of discovery) or something of the likes?

Should be useful to manage the heat build-up AND quite costly though.
Also maybe you could get one from the
Spoiler (click to show/hide)
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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.

EuchreJack

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #160 on: November 17, 2011, 03:02:28 pm »

I'd also like to recruit that source as a sleeper, once the game enters "future mode".

Spoiler (click to show/hide)

klingon13524

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #161 on: November 17, 2011, 03:10:03 pm »

I'd also like to recruit that source as a sleeper, once the game enters "future mode".

Spoiler (click to show/hide)
Fixed that for you.
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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.

Zangi

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #162 on: November 18, 2011, 11:44:02 am »

By jah...
You are going to make it harder if you leave it at C/C+ longer?  When are you putting that stuff in?  Cause you know, its already pretty easy as is considering it...
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EuchreJack

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #163 on: November 18, 2011, 05:36:10 pm »

I'd also like to recruit that source as a sleeper, once the game enters "future mode".

Spoiler (click to show/hide)
Fixed that for you.

Fixed back.  I perfer all my recruits to meet the liberal in person.  No matter how impractical.

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MetalSlimeHunt

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Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« Reply #164 on: November 18, 2011, 05:48:38 pm »

This is why you don't give supercomputers mobility. It's asking for them to develop sentience and walk out on you to eliminate humankind.
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