devolution

Author Topic: Brothel Facilities in XML  (Read 23152 times)

0 Members and 1 Guest are viewing this topic.

Offline delta224

  • Dev Team
  • *****
  • Posts: 577
Re: Brothel Facilities in XML
« Reply #30 on: January 07, 2010, 01:31:25 PM »
I was thinking more optimized random tactics to spice up the reporting, with the r-p-s thing being more a multiplier.  For example a smart mage would focus more on using magic than running head first into battle, if magic was the best option.

Offline DocClox

  • Dev Team
  • *****
  • Posts: 1867
  • Messing Around With Python
Re: Brothel Facilities in XML
« Reply #31 on: January 07, 2010, 04:16:16 PM »
Sounds good.

Someday, it would be cool to be able to challenge rivals in the arena - send their best girl to fight in the arena. Losing girl becomes the slave of the winning side - if she lives. Could get into the tactics of it a bit more like that.

Real long term stuff, though.

Offline Bloodly

  • Jr. Member
  • **
  • Posts: 63
Re: Brothel Facilities in XML
« Reply #32 on: January 08, 2010, 07:24:18 AM »
This is really something.  I've changed my mind-it's not Galciv, it's Evil Genius.  And just like there, it seems space is going to become a major concern real quick.  It's going to be interesting working out how to get money given the setup costs seem to be far higher than today.  The initial setup is going to need a lot of looking at, I'll bet.

Offline DocClox

  • Dev Team
  • *****
  • Posts: 1867
  • Messing Around With Python
Re: Brothel Facilities in XML
« Reply #33 on: January 08, 2010, 07:41:04 AM »
This is really something.  I've changed my mind-it's not Galciv, it's Evil Genius.  And just like there, it seems space is going to become a major concern real quick.  It's going to be interesting working out how to get money given the setup costs seem to be far higher than today.  The initial setup is going to need a lot of looking at, I'll bet.

Yeah, I agree.

I'm thinking of doing some crowdsourcing once the basics are in place. Get everyone to post their tweaked configs to a thread so people can try out other setups and see what works for them. With a bit of luck we'll get some sort of consensus emerging.

[edit]

Speaking of Evil Genius: I've been thinking that a lot of specialist rooms could work better as fixtures and fittings. For instance, what is a BDSM room if not a generic lounge area with a few racks and frames and eye-bolts? Strip that all out and replace with a few couches, coffee tables and the odd pot plant, and you've got a basic reception room.
« Last Edit: January 08, 2010, 06:39:06 PM by DocClox »

Offline Midnight_Amratha

  • Full Member
  • ***
  • Posts: 124
Re: Brothel Facilities in XML
« Reply #34 on: January 09, 2010, 11:13:44 AM »
i take it you have concidered the various acommodation levels girls have to be reflected in the amount of rooms they have? i mean to have high clas acommodations would at least require a suite whereas a poor acommodation only would take a small room with a cot. Also the accessories you have to buy to place girls into a high clas acommodation. Am i being too restrictive or is it a good way to create money sinks (upkeep of high class acommodations require at least one refurbish every year at minimum :P )
 
The line between lunacy and genious is very thin.
So far i haven't been able to find it.

Offline sgb

  • Sr. Member
  • ****
  • Posts: 380
Re: Brothel Facilities in XML
« Reply #35 on: January 09, 2010, 01:17:14 PM »
Looks awesome.  I have some concern over the 'Repair Bay' thing though.  In particular, who's going to bother with constructs if they require a unique (and possibly expensive) add-on to keep their health up?  This is one of those cases where balance needs to trump realism IMO.

Offline z-master

  • Newbie
  • *
  • Posts: 14
Re: Brothel Facilities in XML
« Reply #36 on: January 09, 2010, 02:50:56 PM »
First of all: Hello to everyone.

Looks awesome.  I have some concern over the 'Repair Bay' thing though.  In particular, who's going to bother with constructs if they require a unique (and possibly expensive) add-on to keep their health up?  This is one of those cases where balance needs to trump realism IMO.

Constructs don't get tired, right? So they can work and work and work and ... and generate more money than other girls due to this fact. So it seems to me, that the repair bay is a good investment. And I only have to buy it when the first construct is damaged and after all it will pay for itself within some turns.

Offline Zuul

  • Newbie
  • *
  • Posts: 32
Re: Brothel Facilities in XML
« Reply #37 on: January 09, 2010, 03:30:45 PM »
Oh, they do tire, dear sir, they do... and it's a pain in the ass to get their tiredness back down.
What I'd rather like to see is that the repair workshop pimarily lowers the constructs tiredness and only secondarily repairs them. Anybody with me?

Offline z-master

  • Newbie
  • *
  • Posts: 14
Re: Brothel Facilities in XML
« Reply #38 on: January 09, 2010, 04:58:55 PM »
Ok, but if the repair-shop is here due to realism then constructs shouldn't tire.

Offline Vorpal

  • Newbie
  • *
  • Posts: 25
Re: Brothel Facilities in XML
« Reply #39 on: January 09, 2010, 05:37:28 PM »
I've never seen Kos Mos, Aegis, Yuki Nagato, or any other unique construct get even just a little bit tired, for any reason, even when they perpetually work double-shifts that would exhaust any other girl in just two turns.

I have, however, seen the Windows girls (random contructs) get tired, sometimes all-too-easily. And then it's as if they need two months vacation just to get to working order.

Actually, that may be a bug.

Offline Zuul

  • Newbie
  • *
  • Posts: 32
Re: Brothel Facilities in XML
« Reply #40 on: January 09, 2010, 05:55:03 PM »
Nope, thats probably because most of the construct girls also have the 'tough' trait, plus some high starting constitution. So its not a bug, just a pain in the ass.

Offline Vorpal

  • Newbie
  • *
  • Posts: 25
Re: Brothel Facilities in XML
« Reply #41 on: January 09, 2010, 06:01:40 PM »
You're right; I didn't notice that. For some reason I thought Kos Mos was tough, but not Nagato, but checking up on it, they all are.

Offline Mehzerz

  • Hero Member
  • *****
  • Posts: 564
  • Rockin' the after life after party
Re: Brothel Facilities in XML
« Reply #42 on: January 10, 2010, 03:57:26 AM »
Oh man. You guys had me worried for a second. Thought I fucked up the girls lol.
Starter girls image additions progress:
26 girls, 18 to go

exodia91

  • Guest
Re: Brothel Facilities in XML
« Reply #43 on: January 11, 2010, 04:18:06 PM »
maybe change repair shop to machine shop and give it some other functions on top of repairing constructs.... like making random template construct girls... or create mad SCIENCE! devices... or something. Creating robogals might be fun though... there could be a security type, a management type... and a "comfort" type =)

Offline DocClox

  • Dev Team
  • *****
  • Posts: 1867
  • Messing Around With Python
Re: Brothel Facilities in XML
« Reply #44 on: January 11, 2010, 04:32:30 PM »
maybe change repair shop to machine shop and give it some other functions on top of repairing constructs.... like making random template construct girls... or create mad SCIENCE! devices... or something. Creating robogals might be fun though... there could be a security type, a management type... and a "comfort" type =)

At this rate, everything I had planned for Abby's Crossing will end up in the main game before I have a chance to start :)

Seriously, there's no reason that couldn't be done. It'd need a bit of support at the scripting level, but the idea of being able to create your own construct girls certainly appeals. Some sort of cloning facility might be possible as well...