Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: torrentsearcher on May 22, 2014, 04:54:42 AM

Title: Possible Add-Ons to the Game?
Post by: torrentsearcher on May 22, 2014, 04:54:42 AM
Hello everyone, i didn´t know where to put this, so i decided to start a new thread. i hope i didn´t just oversee one i could have put this in.


For starters: This game is huge fun, i have been playing Crazy´s mod for some time now that it is mostly stable. But after playing for that time, some things came to the front that imho the game might benefit from. i have absolutely no idea how far it is possible to implement something (if anything) from this in the game, it´s just my little bit of thinking about what might be even more fun in it! of course i would be delighted to see some of this in future updates, so if u are one of those guys who know about this programming mumbo-jumbo, go ahead and include it!  :)


1.: The distribution of girls after recruiting them
Most of the time when i recruit a girl i want them to work in a different location than they were found. So it´s recruiting, then transfer girl, find her, do the transfer... or not find her, go to dungeon and so on. something like a "girlpool" or "office" to put ALL newly found girls would make this a little more comfortable. You are running a business there and promise the girls a job, after all, so why not have an office? ;) i would even go a step further and make that a place to stay for those girls that u (for whatever reason) don´t want to get put in the dungeon, where they get tortured. as it is now, all girls there get worked on if u have a torturer selected, spoiling your relation with those that u maybe just want to "store" for a few turns.


2.: Transfer page
This is mostly a matter of design, i guess: So far u have two lists, start and destination of the transfer. Just talking about myself here, but i barely ever transfer girls back and forth in one go, it´s mostly cramming more girls into one place. So would it be possible to change the transferpage to "one-click design"? Almost as it is now, but with only one list in the middle and initiating the transfer by clicking on the desired destination? maybe even symbols on some bigger buttons for start and destination could get used for that to speed things up, like numbers for the brothels u have, a bandaid for the clinic, a camera for the studio, house for the mansion, phone for the (not existent) office and so on. With a little counter on the buttons to show the available rooms near all that transfer management would become more intuitive. maybe even a smaller version of the girl´s info could be put in next to the list of girls, so they are easier to find. sometimes i spend a lot of time only finding the girls i want to transfer...


3.: The clinic / arena
Those two could use a little love! The studio works great, as it is. But clinic and arena are basically only recruitement centres so far, with the advantage that u get a little money from the arena if u have girls fighting there and can grow a nice little pool of security workers to draw from. For the clinic i haven´t found a real use yet, as all actions u can do there can be done faster and easier with items u can buy or find. So here´s my crazy idea: Have like a list of "wounded" girls that get treated there. The matrons could have girls transfered there and brought back once a girl is fully treated, and a stay in the clinic with the care of medical staff would probably speed up the healing process nicely. on the other hand make it so that the healing items do only work on the girls as long as their level of "damage" is lower than the amount the item can heal. so a medium healing potion can not heal a girl with 60 % damage, while a large one could. of course u would need to spend more girls to be doctors and nurses there, not to mention money for the stay and the equipment of the clinic, similar to the gangs weapon levels. better equip = faster healing for the girls. then the clinic might have a laboratory where u could have the more intelligent girls work as scientists who first develop and later produce stuff like the drug cures, perfect philtres of abortion and so on. medical supplies. u want to have a little stock of that, anyway, and u could have a limit set after which the excess gets sold automatically. for a reduced price of course, as if you sold it to the merchant. last but not least: The beauty treatment. This would go into micromanagement a little, but once the clinic has a doctor with enough "doctoring" skill, i would absolutely LOVE to be able to select a few traits the girls get after being under the knife. there´s items like "boobjob" "amazing boobjob" and even one "cosmetic surgery". So basically all stuff u´d do in a clinic, anyway, and with the features mentioned above included into the clinic, you could add or remove more easily, other than having to wait for the merchant to have the items you need to give her that set of minimoon tits!  ;D Of course nothing comes for free, so this would be a nice way to spend some of the money that u earn on.

4.: The studio
Works great, so far, just one little thing: Maybe some girl could work on something like a "customer survey" ( don´t know how to call that, in german it would be (brace yourself) either Marktforschung or Kundenzufriedenheitskontrolle). Basically have her find out what the pervs who watch your videos want to see, and then reward the player for producing movies that the customers ask for. Kinda similar to the "have 57 monster girls in total" but more with "produce a movie with 13 girls with small boobs, a pony, strawberrys, whipped cream and 2 futa-catgirls covered in warm chocolate". Or the like. and then get paid extra if u make that happen.  :)


5.: Male slaves
This one shouldn´t be that hard,and as there is a "futa"trait already, I would vote for having male slaves included. give them traits like the girls already have, just fitting for them. so let it be "horsecock" instead of "abnormally huge boobs", "girlish" instead of "manly" and so on. picturewise that should not be too hard, and while i feel most male slaves could be more usable for combat or security, there´s surely some female customers you could lure into your brothels for some additional money that u get paid for the services of the girlish slave with that huge.... well, you know. Come to think of it, it might even be possible to include those little missions u get at times here, too. Like: "The mayor´s wife feels adventurous. Find her that little futa-horse slave she saw on the market to improve your legal rating" or just for additional money. And if you dot want males, just make the slave market so that u can choose which ones u want to get shown, male, female, all, and just don´t buy them. it´s always easier to not use something that is in the game than to use something that´s not in it, right?


6.: A "Farm"
Now with all above said, here´s the weirdest idea of all: As there´s a pregnancy system in the game already, why not use it for even more of those aforementioned mission? Have a cosy little place out of town, select two slaves, or maybe one and a beast that was bought or captured and have them go at it to produce the results that are desired. This would, of course, mean that male slaves make it into the game somehow, or, at least, the player character gets some traits for the offspring to inherit, too, and which u can maybe select at the start of a game. But I think it might be more fun with male slaves included, so if u aim to get a minotaur guard, have your favorite bovine girl and that manly, security providing hunk spend some time at the farm, then wait for the results. again, and that´s already possible now, undesired offspring could be sold to the slavemarket, once of age, of course.


That´s it, longest post I ever made on here, and again, just MY two cents on this. But I think this game is just too much fun to not grow some more, contentwise. More girls are fun, more missions, more locations and more stuff to do is even more fun. And again, I do not know if it is technically possible to include something of the above. My knowledge of programming is basically: hit keyboard with hammer, make weird stuff appear on screen, get game!  :P


So whoever takes the time to read this and maybe even include this: Thanks for your time and efforts! Have a good one, signing off now.   
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on May 22, 2014, 10:58:09 AM
A lot to go through. I have answers to all but I type slow so this will take a while and will change over time.
Priority 0-10:
0: Will not do it ever - ie, reduce minimum age below 18
5: Will get to it when I can
8: In planning.
10: currently working on it
Finished 0-5:
F0: Finished. No plans to return to
F3: Finished. Probable expansion in the future.
F5: Finished. Working on expanding

1.: The distribution of girls after recruiting them
At the moment, when you recruit a girl in a nonbrothel building, if her rebel is low and there is room, she will stay in that building.
If you get someone from town or the market and there is room, she goes to the current brothel.

Priority: 4 - I'll see if I can make a "send new girl to..." option, but that may take a while.
Priority: 5 - Add an "Orientation Building" to be a safer version of the dungeon.

2.: Transfer page
Priority: 8 - I have already been thinking about reworking the transfer page.

I like the 2 column way it is now but splitting the column like the items page with building sorting on top:
Building | # Rooms | # Girls | Free space
and girls below:
Girl | Health | Happy | Tired | Rebel

Priority: 6 - Creating an xml for transfer page to allow for user customization.

3.: The clinic / arena
Priority: 4 - Auto transfer to clinic - Lots of programming but I'll see what I can do.
Priority: 5 - Equipment levels for more healing without potions
Priority: 6 - Buy potions to heal girls faster
Priority: 7 - Make healing jobs cost more money based on amount needing healed
Priority: 7 - Pharmacy job - creates potions, cures, etc.
I believe Crazy is working on Clinic jobs.

4.: The studio
When I made the movies store their own run times, I had also intended to work on the actual composition of the movies but I got side tracked on that.
Priority: 10 - Make film scenes track who and what are in them
Priority: 8 - Be able to make movies out some of the scenes and keep unused scenes available for next movie.
Priority: 6 - Sales mod based on weekly "Perv Choice"
Priority: 6 - Girl Job: "Survey Pervs" - less accurate but that girl's movies will increase sales, +fame
Priority: 6 - Gang job: "Survey Pervs" - more accurate

5.: Male slaves

There are already a few male slaves, they are just not called male.
Priority: 2 - Male slaves would require more programming but it could be done. I probably will not get around to it.
Priority: 4 - Quests that require futas

6.: A "Farm"
Priority: 7 - I already intend to add a farm.
Priority: 7 - Moving beast caring jobs there, adding food production, etc.
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on May 22, 2014, 08:15:44 PM
wow, i didn´t even expect u to answer this lengthy.   
i really am happy to see that at least i did not get a "too long, did not read"!
and first, i did by no means mean to urge u to include any of those changes. as i said, it´s just stuff that I would love to see in the game somehow. if i could make it happen myself, i´d happily do it. maybe crazy or someone else gets to read the post, too, who knows?
anyway, i´ll keep playing the game anyway and will happily try to find any bugs in the versions that get released. btw, at least in my version there still is a crash if u try to go to the studio from any other brothel than the first during week review. easy to avoid though, just stay in number one when changing sites.... =)


and as u mentioned changing some existing pages: do u think it might be easier to change the shop´s layout a little? maybe change the sorting options into: drugs and potions, armour and weapons, clothes and shoes, sextoys, food, magic stuff? that way u would get slightly longer lists than with the existing sorting options, at least on the shop´s side. there usually is not that much stuff to choose from, i.e. when u want to buy underwear, a dress and shoes for the girl his selection could usually fit on his side of the trading box without scrolling. would safe a few clicks for the players.


anyway, a HUGE thanks for this game and the work u put into it. if u ever make it to germany i owe u a beer.


have a good one!
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on May 22, 2014, 08:45:01 PM
First off, to me "TL/DR" is rude. Even if it is stupid, I will read it all, then, if I have anything to say, I'll respond.

Second, I didn't create the game. I started playing it about 2 weeks before my first post on this site.
When I found the source code, I considered it a challenge to see if I could make the game better.
It is a good way to teach myself C++

As for the items list, the items are grouped by how they are "used" by the girls as well as the game:
Food (consumables) are supposed to be used up while most other items should stay on and be removeable.

Priority 10 7 - If I can, I will make the main item group list box a multi-choice box so they show all items from multiple groups.
Update: After looking over the code for this, it looks like I may have to completely rewrite most of the cScreenItemManagement pages to make multi-select work properly. I will keep looking at this but it may take a while before it gets into the game.

btw, at least in my version there still is a crash if u try to go to the studio from any other brothel than the first during week review.
This bug was fixed in version .05j.02
The current version is .05m here http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593 (http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593)
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on May 22, 2014, 11:25:01 PM
For the clinic i haven´t found a real use yet, as all actions u can do there can be done faster and easier with items u can buy or find.
Maybe the problem is the items are just to good and need rebalanced.  With all the surgery jobs I added I want people to have to use them and not just put items on girls to make them the best.
3.: The clinic / arena
Those two could use a little love! The studio works great, as it is. But clinic and arena are basically only recruitement centres so far, with the advantage that u get a little money from the arena if u have girls fighting there and can grow a nice little pool of security workers to draw from.
Arena main use right now should be that its a way to get new unique girls.. but I dont think many of the girl makers make arena girls as the WMedit doesn't have it as an option.  So yeah it needs more and Im trying to figure out what to do with it.
5.: Male slaves
I always wanted to replace gangs with single named people..  Have like Batman or goku been ur guards... Maybe extened the jobs they can do.  That would be as far as I would go with that.
Priority: 5 - Add an "Orientation Building" to be a safer version of the dungeon.
Thought about doing this a few times.  But not sure I got the skill at coding to do it.
Priority: 6 - Girl Job: "Survey Pervs" - less accurate but that girl's movies will increase sales, +fame
Priority: 6 - Gang job: "Survey Pervs" - more accurate
Always thought there needed to be a gang job to work in the movies cause right now it uses the PC for all scences that get filmed.  And that really dont make sense to me.
I believe Crazy is working on Clinic jobs.
Yeah I am.  But work is kicking my ass right now so not much time.  Maybe on the weekend I can do some coding in
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on May 23, 2014, 05:56:36 AM
arena: maybe it´s possible to let some "events" happen there? like those little quest events. have the possibility to bet girls on the fights, maybe? ur fighter wins, u get the loser? or gain fame bonuses for wins? or what about changing the recruit options for the arena? as it is, clinic, arena and studio just spill out an abundance of girls. so why not abandon the opportunity to hire girls there? that would make kidnapping, fighting for pricegirls in the arena and the recruiter job that a girl can do at ur own house much more valuable, while decreasing the amount of "spamgirls" u have to sell or find places for. some way to make it worthwile to sell a girl would be nice, too. maybe have their price raise with their skills, so it can be worth the effort to see a firstclass whore. or have them get married to someone for benefits?


clinic: as mentioned be4, i´d love it if some effects like boobjobs and reductions or so, would be available there for a higher price than from items, but permanently. i would not abandon the healing items, after all there´s magic in the world, so why shouldn´t there be a "have a sip and raise from the almost-dead" potion? but make it more rare. maybe even include a pharmacy at the clinic somehow, to keep the drugcures and some potions in stock? or add a "first-aid"kit to the brothels? for those cases where a secutity girl gets beaten up and a matron needs to patch her up again? she could buy the potions at the clinic, provided u have girls working at the pharmacy to create them? something like that?


changing gangs for single chars: that doesn´t sound too bad, maybe there could be traits from those chars added in that u get in case of a pregnancy from them? don´t know what exactly, but maybe strong for superman, quick learner if it´s batman and abnormally large boobs if u have the minotaur preg some whore? that would make selecting "gangs" far more interesting than it is now. there would need to be more to choose from, though.... =)

Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on June 01, 2014, 03:25:02 PM
Is there any plan on doing anything with .roomsx? In the default Data folder.
I assume it's a leftover file from the legacy version of the game that's been essentially abandoned ever since.
Room customization would be nice, and since work on implementing it already began, maybe there's some code for it already written as well?

What would be even better is more expanded brothel customization options. Something that one of the versions of Sim Brothel had (I forgot which one). I'm basically talking about more options than just "buy more rooms".
Adding  individual rooms would cost money, and then upgrading rooms already bought would cost money as well. This is where the .roomsx comes in action.
The status of the rooms could directly affect the multiplier of how much the girl's happiness, tiredness and health are influenced. Aside from obvious things like customer satisfaction, of course.
Maybe it could even decrease the odds of an unfortunate random event affecting her.

Certain areas and places should also be unlockable for every individual brothel - like the Bar, Strip Club, Beast Pens and so forth, so that you need to buy them in order to unlock new features and work opportunities available for your girls.

I'm essentially talking about progress/career "start with a rickety whorehouse and end with a pussy palace" kind of scenario.



Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on June 01, 2014, 04:50:03 PM
First, the beast pens will eventually be moved and expanded when The Farm gets made.

Doing anything with the .roomsx is currently low priority at the moment as it would require extensive work.
What is there has little notes on how they intended it to work.
Making the other parts of buildings unlockable would be easily done at the same time.

I agree, the more customization the better, but lets get what is here already working properly first.
Title: Re: Possible Add-Ons to the Game?
Post by: Sorren on June 13, 2014, 06:49:49 PM
I always wanted to replace gangs with single named people..  Have like Batman or goku been ur guards... Maybe extened the jobs they can do.  That would be as far as I would go with that.


Why not extend it as being able to assign Gang Leaders for additional bonuses?
Title: Re: Possible Add-Ons to the Game?
Post by: Yukinohki on June 14, 2014, 11:15:28 AM
Maybe the problem is the items are just to good and need rebalanced.  With all the surgery jobs I added I want people to have to use them and not just put items on girls to make them the best.

The problem are also many of the unique girls.
They just start with a ton of good traits and perfect looks (very good constitution and combat stats as well).

A good idea for players to make their game more challenging would be to open each girl file you use
and delete 1-2 traits you think aren't really fitting to that character (or add a bad trait/addiction)
and maybe tone down her stats a bit as well.
That would also increase the use of the clinic, (+ drug councelor) and arena training job,
because more girls would need some "love" in game to make them perfect.
Title: Re: Possible Add-Ons to the Game?
Post by: Sorren on June 14, 2014, 11:58:39 AM
We could also add more ways to lose, gain and tweak traits via normal job events.
Title: Re: Possible Add-Ons to the Game?
Post by: Yukinohki on June 14, 2014, 12:20:26 PM
Modifying girl files is something anyone can do until the programmers find the time to change the main game
but yes loosing good traits through torture/dungeon is a good idea,
Maybe a new job for the clinic, magical support for the doctor, to decrease time by 1-2 weeks depending on the magical skills
and make standard surgery times a bit longer, changing a scarred, malformed old hag into a sexy, young and beautiful Miss Crossroads takes some time
even with all the fantasyworld support you can get.

There could also be a rare chances for events like some "Curse of the evil demon king" which takes a lot of good traits/stats from one of your girls
because you made him angry somehow
or a fire which destroys some of your items or give some of your girls some bad burns which you have to heal in the clinic.
Title: Re: Possible Add-Ons to the Game?
Post by: BlackWolf Inc. on June 19, 2014, 10:34:39 AM
This sounds a little ambitious in my head, but is it possible to have scripts that only trigger above/below a certain disposition, because it sometimes features in one or two of my scripts
Title: Re: Possible Add-Ons to the Game?
Post by: Brozita on June 20, 2014, 06:17:00 PM
So I just got (what I would say is) a really good idea! I can't remember exactly where I read about if, but somewhere around there is a suggestion about making a less harsh dungeon, which is a good idea, but I'm thinking why make a new? Why not just improve the old?


So here comes my idea.


Make "jobs" in the dungeon. Just like we have them in any other location. There could be a seperate tab for the imprisoned girls and those who work with these girls. In the imprisonment tab, you could have stuff like torture and different degrees of it, this would also allow girls to be in the dungeon without getting tortured, and maybe some training? And with the girls working with them we could have medical personal who keeps the girls from dying and torture personal that well tortures..


The idea probably needs some work, but I personally think that this could be a great way to improve the dungeon. But yeh suggestions and comments are very welcome!
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on June 21, 2014, 05:46:47 PM
i like the idea of a "multi-level"dungeon. not that i would understand a lot of it, but it´s probably just another brothel with jobs like "get broken" "get tortured" "just stay inside"... :) and u could get more girls to work, too. one torturer for a dungeon filled with 30+ girls must have a very busy day.
and after starting a new game again, i´d say that the game could do with a little less speed. once u got a certain number of girls it gets a little boring. personally i think the starting phase of a game is the most fun, so far. so my stupid idea: remove arena recruitment and walk in e.r.. replace walk in town with "hang out in bar" or "clubbing" or basically some "look for girls" option. castings are ok, i think. or keep the existing option, but limit the amount u can do in one day. a walk and a casting, ok. but checking out 4 places in one day? little too much. and to help players look for certain attributes and skills in girls: maybe add in a bar ( u might even be able to gamble there, or rent out a girl to strip or dance? ) where u can find girls with good service skills, the farm or maybe woods for girls who "like" animals and so on. maybe even make the clinic a building to recruit girls with high intelligence, or some college or so. add a doctor´s office where u can have ur girls do the beauty operations, instead of a public hospital. a pharmacy, where smart girls can discover and produce potions. would be a nice way to get rid of some money, too, after all u need to equip the laboratory first, and then buy the stuff u need to brew things.


probably a lot for those guys who actually know how to program. if u ever intend to include something of the above: i don´t know how to implement things into the game, but if u need something written for the menu boxes or so, just send me a message. i will at least try. ;)
Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on June 23, 2014, 03:09:55 AM
Because of the speed that aevojoey is pushing the WM prog I see a small chance to a an old idea again.

I would really like to have  unique daughters implementated into the game.

Any chance?
Title: Re: Possible Add-Ons to the Game?
Post by: Brozita on June 23, 2014, 03:31:17 AM
I would really like to have  unique daughters implementated into the game.

I like the idea, but what would some examples of this be?
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on June 23, 2014, 05:34:14 AM
that´s fairly easy: custom girls u can´t get from any other way of recruitement. maybe let them have special bonuses, too, like higher income when whoring or a lowered tiredness of all employees of a brother if they work as matron. after all, they have grown up in one, most likely.... ;)
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on June 23, 2014, 10:08:11 AM
ok

So far I have the base in.

In the (r)girlsx add '   YourDaughter="Yes"    '  to the <Girl ... > section
Both add the "Your Daughter" trait

I have not gotten to the part where the "Your Daughter" trait adds the "Your Daughter" status yet,
Not sure if I should.
If the  "Your Daughter" status is any daughter,
then the "Your Daughter" trait can be for adopted daughters as well.
Otherwise a new trait would have to be added.
But If the  "Your Daughter" status is only for girls you have fathered,
then it would make family trees easier to add in later.


Now I am adding the actual handling of the daughter creation


Edit:
Real life has been busy so I have not had much time to code.
I removed some of what I was working on so it will not break the stuff Crazy is adding.
I will keep working on it but it may take a little longer.

The YourDaughter="Yes" part of the (r)girlsx should still work to give her the "Your Daughter" trait but will not separate the girl out of the regular girls pool yet.
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on July 01, 2014, 03:06:01 PM
just a thought that i had while i looked at a horribly crowded dungeon the other day:
can´t we find a way to make getting rid of some girls more interesting? i am pretty sure we all have some girls that we don´t want to keep, even if u can bolt some nice tits on them in the clinic now. yes, just click sell and be done with it is one option. but wouldn´t it be fun (and make the arena a little more useful, too! ) if there was a way to bet the girls? maybe there could be some event at the arena once a month or so where u can bet a girl or maybe more of them on some fight. if ur girl loses, the girl is gone. if she wins, u get to choose from a little selection of non-random girls or specially created random girls with good skills. this would be a nice way to get rid of the casting button there, too. as it is, u can grow the number of girls u have far too fast and easily. getting a new, non-random girl should be a reward, not business as usual. ;)


and imho the game would become a little more interesting if u had to plan a little more. things like having to decide if u want to fuck some girl and maybe get a child from her OR if u better spend ur time out in some location, scouting for a new girl would spice things up a little and give some long-time motivation to the game. the slave market could be open only once every month, too. and instead of selling girls from the dungeon some auction could be held there, where u choose a certain contingent of girls to be sold. those girls get presented at the market and u get the payment for them, minus a share for the slavers of course.  8)


and maybe another way to use some of the girls that u don´t want to keep: have a poker tournament at ur house or a brothel with a gambling hall, and let one of ur cardsharkgirls play there for u. if she wins, she gets a raise in fame and some money for herself, maybe wins her freedom, and u get money and to choose from some girls again. if she loses, u lose her and the girls u bet on the game.


anyway, looking forward for the farm now, lets see how it will work out!
great job from all of those who actually can contribute to this by programming!
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 03, 2014, 01:14:49 PM
Submitting my personal trait ideas for the new version. Some of them are modified ones from my own old CoreTraits.traits - I've replaced their names and descriptions to my taste, turns out they wouldn't work that way.
Whether aevojoey feels like replacing the names/ descirptions or adding these as standalones is up to him.
Side note: I also replaced the "Great Arse" trait with simply "Great Ass" on my CoreTraits, because seriously, who the hell says "arse", aside from brits?
Mind you, I try to make the descriptions as "poetic" as possible, but that is not always the case. Keep in mind that, as stated by the man himself, anyone is capable of changing their description themselves.

Square brackets indicate which traits they've replaced if that's the case and what stats/skills they affect (that should be included in the description IMO, so people know which traits do what ["new" traits include my own vision of balanced stats/skills, although in MY opinion, EVERY current trait modifying anything above 10 should have that amount cut in half for balance])


[Originally replaced Manly]:
Tomboy
This girl is feisty tomboy and her personality is somewhat manly. [+10 CONF, -10 OBE, +10 SPI]

[Originally replaced Merciless]:
Brawler
This girl knows how to whoop asses when necessary. [+20 to combat ability]

[Originally replaced Fearless]:
Audacity

She certainly doesn't lack courage and will put up a challenge to anyone who wishes to dominate her. [+30 SPI]

[Originally replaced Fleet of Foot]:
Agile
This girl is quick on her feet and swift with her hands. She has natural gift of dexterity. [+50 AGI, +5 Handjob]

[Originally replaced Fragile]:
Delicate
This girl is as fragile as porcelain. She gets tired quickly and bruises easily if she's hit. [Easier to hurt]

Beauty Mark
She has a visible beauty mark somewhere. Above her lips, on her cheek or maybe on her tits. [+3 BEA, +3 CHA]

Exotic
Her skin colour is unusual. It could be natural chocolate, tanned orange, perhaps even alien green or purple. [+6 BEA]

Flat Chest
This girl's boobs aren't just small - her entire chest area is practically plank-shaped. [Titty Sex set to 0]
{ALTERNATIVELY, if possible to code, have the girl not be able to perform titty sex at all}

Mature Body
A girl no longer, this woman's lascivious body is a fruit ripe for the picking.
{Basically, the MILF trait for women that haven't formally given birth to anything yet}

Broodmother
Her mighty thick thigs and body are capable of giving birth to children by the dozens.
{Already planned to be implemented. Could affect a new "Fertility" stat?}

Muscular
This girl has a toned body with visible muscles. She definitely lifts. [+10 CONST, +15 Combat]
{Should logically cancel "Plump"}

Plump
This girl has more than a few soft bits. Plenty of supple flesh to squeeze and pinch. [+5 CONST, -5AGI]
{Should logically cancel "Muscular"}

Slut
She definitely wouldn't make a good wife. A good whore on the other hand... [-15 CHA, +15 LIB, +5 OBE, +5 CONF, -5 SPI, +2 all sex skills]
{Consider -15 to Refinement/Dignity if they make it in as new stats}

Bimbo
This girl is, like, a total ditz. [ -40 INT, -20 SPI, -20 CONF, +20 OBE]
{Consider -20 to Refinement/Dignity if they make it in as new stats}



Here's my "rework" of the new oral traits, including some new ones, ascending from weakest:



Strong Gag Reflex
This girl just isn't used to sticking things down her throat. [-10 Oral]

DSL
Common abbreviation meaning simply: "dick-sucking lips" - her lips are gorgeously full and they look even better when they're sucking on something. [+3 Oral]

Nimble Tongue
She's capable of doing amazing things with her tongue. [+6 Oral]

No Gag Reflex
Putting things down her mouth is no big deal for her. [+10 Oral]

Well Throated
This girl's throat can handle almost anything and she won't even blink at the most vicious deepthroat attempts. [+25 Oral]



And another "rework" on the milk traits - it seemed inadequate for me to have girls with the word "milker" in them, since a milker is someone who milks, not is being milked. Grammar must sein.



Dry Milk

This girl is incapable of producing milk of any worth.

Scarce Lactation
Her breasts produce a smaller amount of milk than usual.

Abundant Lactation
Her breasts produce a large amount of milk at a faster-than-average rate.

Cow Tits
This girl's breasts produce an astoundingly large amount of milk at an extremely quick rate. Her mammaries are practically overflowing with deliciously sweet and rich milk.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 03, 2014, 01:59:42 PM
They all look good.

A few notes for why the existing should not be removed while adding the new ones:
[Manly] - adjusts physical appearance
Tomboy - is more of a personality trait

[Merciless] - is a mental trait
Brawler  - is more of a learned trait

[Fearless] - is a mental trait
Audacity - would be more of a social trait

[Fleet of Foot] - should affect movement speed
Agile - should affect movement accuracy

[Fragile] or Delicate?  - http://forum.wordreference.com/showthread.php?t=1200111 (http://forum.wordreference.com/showthread.php?t=1200111)

Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 03, 2014, 02:22:14 PM
I'll edit the upper post whenever I come up with more traits/descriptions/stat effects.
I added my iteration of the milk traits as well, I hope you're not upset that I thought mine sound better due to reasons.

Like I said, the traits I replaced were done so only out of necessity (I thought that the stat modifying effect would work regardless of the name), so adding the ones I had as replacers as new traits should definitely be an option.

A few notes for why the existing should not be removed while adding the new ones:
[Manly] - adjusts physical appearance
Tomboy - is more of a personality trait


Arguable, but I'd tend to agree with you regardless. What I meant by the trait is that the term "tomboy" is commonly identified under a certain fetish category, that correlates to a bodytype as well: http://gelbooru.com/index.php?page=post&s=list&tags=tomboy&pid=0 (http://gelbooru.com/index.php?page=post&s=list&tags=tomboy&pid=0)



[Fragile] or Delicate?  - http://forum.wordreference.com/showthread.php?t=1200111 (http://forum.wordreference.com/showthread.php?t=1200111)


I personally like Delicate more, it makes me think of weak women (or effeminate men), while the first thing that pops in my mind when I hear "fragile" is that warning on shipping boxes: "CAUTION, CONTENTS ARE FRAGILE"
Nothing stops us from adding one or the other word under the description, however, since the terms are - more or less- synonymous.
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on July 04, 2014, 03:00:39 PM
just one of those thoughts i had while playing the game again:
after a few dozen girls the brothel page gets a little crowded and it gets hard to find single girls.
is it possible to split the brothel screen into a few seperate ones? like one for bar, one for gambling hall, brothel and one for the general jobs? often i just remember what job a girl does, but to find her among them all... ;)
Title: Re: Possible Add-Ons to the Game?
Post by: TIFFD on July 04, 2014, 05:53:21 PM
I don't know if it would be possible, but something I occasionally have trouble with is remembering what jobs the girls that have been put on rest by the Matron originally had.
Is it possible to denote which jobs (if any) they had prior to the Matron putting them on rest on the Girl Summary Page?
Title: Re: Possible Add-Ons to the Game?
Post by: TitanSon on July 04, 2014, 06:19:12 PM
What do you think about some sort of kindergarden? ... there are no images in it (dont even think about lolicon  :-\ ) but you could train the children from ur girls there? stat-boosting for the fruits of your lends till they are 18?
btw you could go deeper for schools etc with specific stat-based fields of attention and a new cat. of jobs for the slaves ^^


another idea would be (look at the soccer world championships) if you could go to different sport tournaments against the KI ... or something like some competitions at some clearly event-dates or something like that
Title: Re: Possible Add-Ons to the Game?
Post by: Drugas on July 05, 2014, 02:59:17 PM
As much as I'm in favor of non-sexual activities to raise my numerous offspring in and interacting with them in the super-long time frame that it takes them to grow up (my games are more like 'Slave harem gambling hall master' than 'brothel master') I think a kindergarten is a little out of the direction of the development group.

For it to be viable, the children would have to be tracked separate from the parent. They currently are not, until they reach maturity.

Title: Re: Possible Add-Ons to the Game?
Post by: TitanSon on July 05, 2014, 07:50:37 PM
As much as I'm in favor of non-sexual activities to raise my numerous offspring in and interacting with them in the super-long time frame that it takes them to grow up (my games are more like 'Slave harem gambling hall master' than 'brothel master') I think a kindergarten is a little out of the direction of the development group.

For it to be viable, the children would have to be tracked separate from the parent. They currently are not, until they reach maturity.


I see your point ... and it seems to me that you are right.


Some other ideas I had a few moments ago ... how about some sort of Score-Board how we human whoremasters are in comparison with/against the AI?
A few new Job-Ideas such as ... escort-service and phone-sex how about that community? ^^
Title: Re: Possible Add-Ons to the Game?
Post by: hewhocumsbynight on July 25, 2014, 01:56:16 AM
Hey, I don't know if this has been brought up, but I'd like a girl who is happy to have spirit restored during time off, much like libido.  As far as I know, there is no non-item way to restore spirit, which is something that I've been looking for.
Title: Re: Possible Add-Ons to the Game?
Post by: Yukinohki on July 25, 2014, 04:04:54 AM
higher spirit = higher rebelliousness
so i don't think thats a good idea with the current interpretation of spirit.

I don't want my slaves to get ideas after it took half a year to beat those ideas out of them in my dungeon.
(and i miss an evil emoticon here)
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 25, 2014, 08:12:50 AM
I said this before somewhere, giving the girl gold as a gift should increase rebeliousness, because it effectively spoils them. But due to rebeliousness being a stat calculated on other stats, it should increase spirit instead, despite not making much sense.
Some detrimental effect to giving gold to a girl should definitely be added though, since it's easy to roll in dosh and just slap your girls with wads fairly early.
Also, girls with the "Queen", "Princess" and "Elegant" traits should be satisfied only with higher amount of gold IMO.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 25, 2014, 10:26:33 AM
Hey, I don't know if this has been brought up, but I'd like a girl who is happy to have spirit restored during time off, much like libido.  As far as I know, there is no non-item way to restore spirit, which is something that I've been looking for.
Currently the only things that increase Spirit are:
If there are multiple nurses working while the girl is getting surgery.
 - When the surgery is finished, "The Nurses kept her healthy and happy during her recovery." so +5 Spirit.
Working Customer Service has a chance to raise Spirit


I had been thinking of adding "Vacation" as a House job, giving the girl a week off and sending her on vacation.
That could raise her spirit, her love for you and some other things.
Complete health, tiredness and happiness recovery.
Possible stat or trait gains or losses.
If she hates you, she may not come back.
If she loves you, she may bring someone back with her.


I said this before somewhere, giving the girl gold as a gift should increase rebeliousness, because it effectively spoils them. But due to rebeliousness being a stat calculated on other stats, it should increase spirit instead, despite not making much sense.
Some detrimental effect to giving gold to a girl should definitely be added though, since it's easy to roll in dosh and just slap your girls with wads fairly early.
Also, girls with the "Queen", "Princess" and "Elegant" traits should be satisfied only with higher amount of gold IMO.
I should also adjust rebelliousness to take love/hate/fear more into account.
If she loves/fears you a lot, she should be less rebellious.
Title: Pregnancy changes
Post by: aevojoey on July 25, 2014, 11:22:53 AM
I am changing pregnancy to allow for premature/late term births:

If a girl is with a customer near her due date:
The customer may
 - help with the birth
 - runaway when she goes into labor
They may then
 - offer to buy the baby
 - kidnap the baby
 - kill it if it is not human



Suggest other options
Title: Re: Possible Add-Ons to the Game?
Post by: hewhocumsbynight on July 25, 2014, 11:55:56 AM
How about the presence of a customer near her due date increases the likelihood of a premature birth, or introduces the possibility of damaging the fetus?
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on July 25, 2014, 05:56:08 PM
dont be so quick with killing... this oughta be fun, don´t u think?
but make customers get less interested in girls as their pregnancy advances. not all guys like those big bellys. make the girls earn A LOT less than normal, so the player has a reason to think about knocking his fav whore up.
the idea about having them kidnapped is kinda cool, too.
maybe there´s even a use for boys u have from ur girls, like increasing some of ur gang values somewhere? after all there was plenty of time to learn what daddy needs at work.


and i still think the idea of getting some selected girls through "breeding" the whores u have with either the player or maybe some special customers is kinda fun. ever wanted a centauress? well, bring that cute pony... ;)


in general, getting girls with that "daughter" trait should be something to think about. let the girls have special abilities or something, but make getting them if not harder, at least a lot more expensive. just my two cents.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 26, 2014, 01:58:21 AM
but make customers get less interested in girls as their pregnancy advances. not all guys like those big bellys.
make the girls earn A LOT less than normal, so the player has a reason to think about knocking his fav whore up.
Or the farther along in her pregnancy, the fewer customers she can see.
Adding "Pregnant" to the fetish list and causing it to have customers not choose the girl should be easy to add.
When the pregnancy gets to the second or third trimester, add/remove traits milf, lolita, great figure, adventurer, etc.
I think I already added a check for pregnancy to the vaginal surgery job but I will double check it.
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on July 26, 2014, 03:31:27 AM
Or the farther along in her pregnancy, the fewer customers she can see.
Adding "Pregnant" to the fetish list and causing it to have customers not choose the girl should be easy to add.
When the pregnancy gets to the second or third trimester, add/remove traits milf, lolita, great figure, adventurer, etc.
I think I already added a check for pregnancy to the vaginal surgery job but I will double check it.
and to continue and finish that thought: maybe have an option to either have her put back to work with the traits lost right away, or decide to have her off work, recovering and working out to gain traits like great figure and so on back. a check on her constitution without items could decide the time it takes her to gain them back, a fitter girl would be able to work out more, after all. not sure if meek or dependant could shorten the time it takes, one might argue that u could spur such girls on to work harder a lot easier.
but in general i like the idea of treating a pregnancy like a special trait a lot, the chance for customers to like that towards the end (imho) should be a lot lower than the others, though.
would be great if it made that into the game. it would allow for more decisions without adding a huge search and click orgy for micromanagment!  :D
Title: Re: Possible Add-Ons to the Game?
Post by: dmotrl on July 27, 2014, 04:04:05 AM
Hm, does Free Time have any possible negative effects?  I'm thinking things like being attacked by rival gangs (possibly injured), or being accused of stealing/shoplifting (if low Rebel/high Obedience, go to Jail; if the opposite, fight back and return to Brothel, raising suspicion).  ... For that matter, what *does* Suspicion do (if anything, yet)?  Not sure I've had it do anything obvious ....
Title: Re: Possible Add-Ons to the Game?
Post by: Sorren on July 27, 2014, 11:57:49 AM
While tweaking some of my girls folders earlier I had a stray thought about a new trait, I was thinking that a trait like Resourceful would be useful. In my mind it would decrease the rate someone breaks at, give them a small chance to find basic items and a higher chance of escaping/evading capture.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 28, 2014, 09:23:00 AM
While tweaking some of my girls folders earlier I had a stray thought about a new trait, I was thinking that a trait like Resourceful would be useful. In my mind it would decrease the rate someone breaks at, give them a small chance to find basic items and a higher chance of escaping/evading capture.


And a higher chance at finding items/girls in the catacombs as well. That's a good trait idea. But couldn't "Adventurer" already serve that purpose?

Title: Re: Possible Add-Ons to the Game?
Post by: Sorren on August 02, 2014, 03:26:28 PM

And a higher chance at finding items/girls in the catacombs as well. That's a good trait idea. But couldn't "Adventurer" already serve that purpose?


Kind of, I was more thinking of it as along the lines of Survivor and tying it into the idea of basic and luxury items that I mentioned before. Effectively no matter what job a girl has she might find a basic weapon on the street or left behind by a customer, likewise she might find some food, a basic healing item or a basic piece of clothing.


So, effectively it would be Adventurer without the Combat buffs.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on August 18, 2014, 04:03:39 PM
So after a long time of making folders of custom girls I can't help but wonder if it would be possible for the game to manage subdirectories when fetching the girl data and her image folder.
The "Characters" folder is getting rather hard to navigate.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 18, 2014, 07:47:45 PM
So after a long time of making folders of custom girls I can't help but wonder if it would be possible for the game to manage subdirectories when fetching the girl data and her image folder.
The "Characters" folder is getting rather hard to navigate.
I was planning on doing that at some point but have not gotten around to it yet.
Title: Re: Possible Add-Ons to the Game?
Post by: dullman on August 22, 2014, 11:46:30 PM
what  i want to propose it's not add-on rather than changing in mechanic. First every time i have source code i add to interface info about number of customer (total) so it's possible to add this info to game for everyone?? Also what pissing me in basic version is number of clients that come to brothel (it's enough to lay every girl in brothel) for me the girls shouldn't really have max allowed customers every shift but only in rare cases and only the most popular, so clients when come to brothel should have their preference if it's not meet there is a large chance they will leave, also there should be a possibility that customer comes into brothel and the girl he choose is already busy with another customer. The jobs besides whore should increase the chance that customer didn't leave but will wait to girl be available or choose another girls in meantime he leaves some of his money in our bussiness.
And the last thing pay for girl service i believe it should be somewhat fluid since some customer don't have enough money so rather every sex gives you 100g should be that every good sex gives you some percent of customer money, the more wealthy customer the bigger money we get, also wealthy customers should have higher propability to have exotic tastes. To not allow customers with low money use our girl we can set a base amount of money that customer is allowed to enter brothel, it will increase usability of different brothel since we can have one brothel towards poor and one brothel towards rich
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on August 24, 2014, 10:31:56 AM
Just a pre-emptive safety question for the future, aevo:
If you would make a footjob skill eventually, would it fetch images named "Foot#" or "Feet#"? I think the first one is pretty logical, but better ask than regret.


When making girl packs I keep stumbling on footjob images every now and then... and while the fetish doesn't particularly strike fire within me, I'd rather have those images ready, just in case something similar to the handjob addition happens.


And while we're on the subject already - separate image fetch for the bedwarmer function in-game, named "Bed#"? Have it work similarily to how bondage and torture/BDSM image fetching works  - if it doesn't find a "Bed#"image  file, then it fetches the "Ecchi#" images. 


I'm only asking for this because all my "Ecchi#" images are  too diverse: girls in lingerie or other undergarments, swimsuits, alternative costumes, including ultraslut costumes, or just slutty poses.  Ecchi for me serves the general purpose of being an image dump for images that are too sexual for the "Profile#" pictures. And I do have plenty of images that are perfect for bedwarmer, but would make no sense when being fetched for the other ecchi functions (which were the barmaid if I'm correct?? Which makes no sense, because why not just use "Wait#" or "Bunny#" for that?)
The "Ecchi#" images need more uses in-game IMO in general.

Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on August 24, 2014, 11:58:02 AM
from my point of view there is no need for having an own picture-type for feet, but it would be still ok for me.

But what I definitely don't need is to have a picture-type  like "bedwarming".  For me ,the existing pictures are absolutely fitting perfect all the bedwarming situations.

What I really prefer is to have a better script option. This could exactly help in many cases, also in terms of individual bedwarming things.
And in terms of scripting I would like to come back on having an  order to show torture pics without having all the hardcoded things behind the "player torture target girl" things.

Generally speaking : I am working hard  to update hundred of girls in this direction that they  match the  latest release with all types of pics. And I dont feel happy to start this again and again...

So please aevo could you give us a final statement again about all type of pics for now and for the next future? ( and of course , if there is a really need of a new picture-type in the far future, then that should be implementated, of course.

Kind regards,
HuiBui
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on August 24, 2014, 12:22:16 PM


But what I definitely don't need is to have a picture-type  like "bedwarming".  For me ,the existing pictures are absolutely fitting perfect all the bedwarming situations.


That's great, you won't have to add any images then, because what I suggested is for the function to fetch the currently default "Ecchi" images in case if there is no new image type that I'm requesting.
It's just a minor, optional function, really. For you there won't be no difference at all if it'd be added.



Generally speaking : I am working hard  to update hundred of girls in this direction that they  match the  latest release with all types of pics. And I dont feel happy to start this again and again...


That's what I did, when the Handjob skill and "Hand#" image type were added.
You do realize that we are most likely getting more image types anyways, right? For the new Farm function, for example.

So please aevo could you give us a final statement again about all type of pics for now and for the next future? ( and of course , if there is a really need of a new picture-type in the far future, then that should be implementated, of course.


I asked the very same question some time ago: here [/size][size=78%]http://www.pinkpetal.org/index.php?topic=3446.msg28458#msg28458 (http://www.pinkpetal.org/index.php?topic=3446.msg28458#msg28458)[/size]
To quote the answer of the man himself:


Not really, I am adding things as I go through the code.
I don't really make plans as to when I do things, I just think of things to do and do them when I get to them.



Which is why I decided to assume that there WILL be a "Foot#" function and am adding images pre-emptively.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 24, 2014, 12:59:13 PM
If you would make a footjob skill eventually, would it fetch images named "Foot#" or "Feet#"?
...
And while we're on the subject already - separate image fetch for the bedwarmer function in-game, named "Bed#"?
"Foot" for foot job
"Bed" for bed warmer
"Farm" for farming
"Herd" for herding animals on the farm
"Cook" for cooking and brewing in the farm
"Craft" for making items
"Swim" for swimsuits if I ever get around to adding "Vacation" as a better rest job to the house

There are hundreds of possible image types that could be added, it is just a matter of if enough girl packs have enough pics for that type.
Adding the types to the code is fairly easy.
Adding the images to existing girl packs is the hard part.

Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on August 24, 2014, 01:33:12 PM
"Foot" for foot job
"Bed" for bed warmer
"Farm" for farming
"Herd" for herding animals on the farm
"Cook" for cooking and brewing in the farm
"Craft" for making items
"Swim" for swimsuits if I ever get around to adding "Vacation" as a better rest job to the house

There are hundreds of possible image types that could be added, it is just a matter of if enough girl packs have enough pics for that type.
Adding the types to the code is fairly easy.
Adding the images to existing girl packs is the hard part.


NICE, good to know what images to search for already.
Improving girls packs won't be as difficult as it seems to me. It's not about setting up her descriptions,stats,skill,traits and all that, it's just about lurking about for the correct image, which is the most fun aspect of girl-making for me.






Ooh, I have a suggestion since we're on topic already.


How about adding a "Bath" image type for a lewd bathhouse job or player interaction script where you bathe with the girl?
SlaveMaker has something like that, and it's another potential job opportunity to put the girls into.

It just hit me how many images there are out there of girls bathing, especially considering eastern sources.
I usually just save them under the "Nude" category, if the girl is alone in the image. If not... I miss out on a good image, because there's often nothing inherently sexual going on in it, just some fondling or whatnot.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 24, 2014, 01:41:37 PM
"Bath" could be used as an alternate for rest jobs until an actual bath job or whatever is made for it.

I remade the list of image types and moved it here - http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877 (http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877)


On another note, I am fixing a few things in various sections of the game and I came across the hotkey switching which is currently the home and end keys.
While playing I occasionally hit home or end and it annoys me when the hotkeys switch so I changed them to control+home and control+end.
This gave me an epiphany, "Why not make the House a Home and the Turn Summary the End?"
Title: Re: Possible Add-Ons to the Game?
Post by: Lurker on August 24, 2014, 04:26:05 PM
"Bath" could be used as an alternate for rest jobs until an actual bath job or whatever is made for it.

I remade the list of image types and moved it here - http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877 (http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877)


On another note, I am fixing a few things in various sections of the game and I came across the hotkey switching which is currently the home and end keys.
While playing I occasionally hit home or end and it annoys me when the hotkeys switch so I changed them to control+home and control+end.
This gave me an epiphany, "Why not make the House a Home and the Turn Summary the End?"

Liking the list. What i was curious about was which jobs use which image categories. Some are pretty obvious but others not. Like swim... Is that swimming or just said girl plancing about in a swimsuit? xD
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 24, 2014, 04:38:24 PM
Liking the list. What i was curious about was which jobs use which image categories. Some are pretty obvious but others not. Like swim... Is that swimming or just said girl plancing about in a swimsuit? xD
I am still working on that post to add more information.
I just finished adding the new image types to the image handler part of the code but as of yet none of the new types are used for anything but alt types.
The alt type list will be up shortly and I will add info on what some of the image types are used for after that.

Swim can be either the girl swimming or just prancing around in her swim suit.
I will probably use it for "Vacation" or rest jobs.
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on August 28, 2014, 07:20:02 PM

Hi, relatively new user, just a few weeks. I've been making my own girl packs - it takes more time than I thought, so I'm impressed by all the packs that exist.

My suggestions below are intended to remove game-play irritations and/or clarifying points to help pack creators. I am playing the newest release.

The brothel screen allows you to change from one brothel to another using the next and previous buttons. The studio and house screens are static. I don't see why the previous and next buttons shouldn't cycle through all locations. If you think it would be annoying to have to scroll past a lot of uninhabited locations in the early game, well, just have the code skip uninhabited locations. You have to transfer a girl to a location before that location would be available from the prev/next buttons.
Your post describing the new picture types has been great. The fallback tree when the program can't find a particular picture has been useful during debugging. Unfortunately, the functional difference between 'nude', 'ecchi' and 'strip' pictures still tends to elude me. In particular, is there anywhere in the program that starts with a nude picture, falling back as necessary but initially expecting to show you 'more than ecchi' but 'not a striptease'?

When running through the turn results, there is often a jarring difference between what the girl does during a shift, and what she looks like in the summary line for that shift. I'm not sure if that is because of poor pack construction on my part, or if the game specifically puts a profile pic into the summary line all the time. Either way, I'd like summary lines to display a picture appropriate to the shift. For the most part, I think shift summaries should just use a picture of the same type as the shift detail. [/size](IE - an ecchi summary for the strip club barmaid to match the ecchi detail line.) But for shifts [/size]where she strips or has sex, shouldn't she end the shift nude? (She's not stripping or having sex anymore, but she most likely is, indeed, naked.)  I think the shift types to get a nude summary would be: strip club [stripper | whore], gambling hall [whore | xxx entertainer], brothel [whore | stripper | peep show].)
[/size]Anyway, sorry for being long-winded, I hope what I said was clear, and hopefully there's a useful nugget or two in there.  Great game, keep up the good work!
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 28, 2014, 10:50:05 PM
The brothel screen allows you to change from one brothel to another using the next and previous buttons. The studio and house screens are static. I don't see why the previous and next buttons shouldn't cycle through all locations. If you think it would be annoying to have to scroll past a lot of uninhabited locations in the early game, well, just have the code skip uninhabited locations.
You have to transfer a girl to a location before that location would be available from the prev/next buttons.
The reason the buildings do not scroll between the non brothel buildings is because each building has its own file in the code.
All the brothels are controlled by the same file so cycling through them is easy for the code to handle.
Also, eventually every building will have multiple buyable locations, for example I want to make the town screen into a Country screen and there will be multiple cities with 1 of each building type in it.

You have to buy the building on the Town screen before you can change to it or transfer anyone to it.
The only place that unowned buildings are shown is on the town map and the turn summary screen.
I have not gotten around to removing them from the turn summary screen yet but I will some time.

To change what building you are in use the F1, F5-F9 and F12 keys. To change between the sub-buildings, use 1-7 keys.
9 and 0 will show you the hotkeys globally and locally.


Your post describing the new picture types has been great. The fallback tree when the program can't find a particular picture has been useful during debugging. Unfortunately, the functional difference between 'nude', 'ecchi' and 'strip' pictures still tends to elude me. In particular, is there anywhere in the program that starts with a nude picture, falling back as necessary but initially expecting to show you 'more than ecchi' but 'not a striptease'?

When running through the turn results, there is often a jarring difference between what the girl does during a shift, and what she looks like in the summary line for that shift. I'm not sure if that is because of poor pack construction on my part, or if the game specifically puts a profile pic into the summary line all the time. Either way, I'd like summary lines to display a picture appropriate to the shift. For the most part, I think shift summaries should just use a picture of the same type as the shift detail. (IE - an ecchi summary for the strip club barmaid to match the ecchi detail line.) But for shifts where she strips or has sex, shouldn't she end the shift nude? (She's not stripping or having sex anymore, but she most likely is, indeed, naked.)  I think the shift types to get a nude summary would be: strip club [stripper | whore], gambling hall [whore | xxx entertainer], brothel [whore | stripper | peep show].)
The image type tree is not really incorporated into the actions of the game, just the output of the individual image types.
As such, the code of the game does not care about images, it just tries to give you what you want or it finds and gives you something similar using the tree.

For when the image of the girl working, the picture for every job should not be 'taken' at the end of the shift because that would not really convey the 'Job' she was doing, just what she looked like after the job.


Anyway, sorry for being long-winded, I hope what I said was clear, and hopefully there's a useful nugget or two in there.  Great game, keep up the good work!
The more information provided the easier it is to figure out what can be done about it.
When I am writing a large amount of text, I always try to start a new line after each sentence.
This helps me when reading it by reducing the amount of automatic line wraps and makes it seem less "long-winded".

"It is better to be told what you are doing wrong so you can fix it rather than continuing to do it the wrong way."
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on August 29, 2014, 10:35:48 AM
To change what building you are in use the F1, F5-F9 and F12 keys. To change between the sub-buildings, use 1-7 keys.
9 and 0 will show you the hotkeys globally and locally.

I did not know about the hot keys, thanks!

For when the image of the girl working, the picture for every job should not be 'taken' at the end of the shift because that would not really convey the 'Job' she was doing, just what she looked like after the job.

I think you misunderstood.
I do not want every line in the summary to look like 'end of shift'.
I DO want the end of shift summary lines to look like her at the end of the shift.

When I am writing a large amount of text, I always try to start a new line after each sentence.
This helps me when reading it by reducing the amount of automatic line wraps and makes it seem less "long-winded".

Tried that in the previous response. I guess styles differ, I prefer "long-winded" to "choppy". I think reasonable people can disagree.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on August 29, 2014, 03:08:42 PM
Nurse# image type, maybe?  Since the farm has more than three of its own separate image types,  I think it'd be appropriate if we could add one for the clinic jobs. Especially considering that nurse outfits images are about as popular as bunny girl images, so there'd definitely be some pool of material.


I was considering a Movie# as well, but it'd be pointless, considering the image fetched is dependant on the type of role you pick for the actress.
Title: Re: Possible Add-Ons to the Game?
Post by: Lurker on August 29, 2014, 04:50:55 PM
Nurse# image type, maybe?  Since the farm has more than three of its own separate image types,  I think it'd be appropriate if we could add one for the clinic jobs. Especially considering that nurse outfits images are about as popular as bunny girl images, so there'd definitely be some pool of material.


I was considering a Movie# as well, but it'd be pointless, considering the image fetched is dependant on the type of role you pick for the actress.

I second this.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 29, 2014, 08:05:34 PM
I think you misunderstood.
I do not want every line in the summary to look like 'end of shift'.
I DO want the end of shift summary lines to look like her at the end of the shift.
I see now.... I will see what I can do.

Nurse# image type, maybe?  Since the farm has more than three of its own separate image types,  I think it'd be appropriate if we could add one for the clinic jobs. Especially considering that nurse outfits images are about as popular as bunny girl images, so there'd definitely be some pool of material.

I was considering a Movie# as well, but it'd be pointless, considering the image fetched is dependant on the type of role you pick for the actress.
"Nurse" can be added easily.
And "Formal" for fancy dresses for the Escort job and similar things.
Title: Re: Possible Add-Ons to the Game?
Post by: hewhocumsbynight on August 29, 2014, 08:42:28 PM
On a related note, when a girl beats up a customer, could it refer to a combat image instead of a profile image?  I think that it might work a bit better.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on August 29, 2014, 08:54:24 PM
On a related note, when a girl beats up a customer, could it refer to a combat image instead of a profile image?  I think that it might work a bit better.
When I start working on the Brothel Building code, I will do that.
Title: Re: Possible Add-Ons to the Game?
Post by: hewhocumsbynight on August 29, 2014, 10:04:56 PM
When I start working on the Brothel Building code, I will do that.
Thanks!
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on August 30, 2014, 06:19:43 PM
I see now.... I will see what I can do.


I appreciate your efforts! Thanks!
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on August 31, 2014, 02:12:43 PM

So, I've been playing the latest version a bit, and one thing kinda annoys me/kills the buzz.


The stripping sex thing in the current version doesn't really work for me. The text talks about the girl stripping, but the picture is some random sex act.  Worse, as a pack maker, I don't even know how to find a picture for “stripping sex”.


I'd suggest one or the other of the following changes:


Option 1:


In this option, stripping is not a sex act per se. It is a prelude that modifies how well the ensuing sex goes, generating a multiplier for how much money the girl makes in the ensuing sex act. Good stripping increases money, bad stripping reduces.


The picture presented should be for the sex act itself. 


If the girl has a low stripping skill, then the girl might just skip stripping altogether. But if she does decide to strip for the customer, the text for the event should be something like:


<Text on reason customer picked her>
<girl>  <shyly | coyly | hotly>  strips for the customer.
90% multipler: “Her customer is not amused by her clumsy striptease, and impatiently gestures for <girl> to get on with it. “
100% multiplier: “Her customer enjoys the appetizer, and is ready for the main course.
110% multipler: “Her customer follows her every move raptly, and looks ready to explode.”
<Text describing what they actually do together.>


Option 2:


A good reason to have stripping as a separate sex act, is that it gives an excellent use for all those strip pictures. (Ditto for masturbation sex acts as well.)
If you want striptease (and masturbation) to be a separate sex act, then the problem is, what is the customer doing? The reality is, the customer is jerking off while the girl does her own thing. (pun intended)


In that case, display either a mast or strip picture, and generate text appropriate for what is actually going on:


low [strip | mast] skill, low appearance&charisma:  “The customer attempted to get off watching <girl> [strip | masturbate], but left unsatisfied and demanding a refund.”
low [strip | mast] skill, great appearance&charisma:  “The customer is amused by her clumsy [strip | masturbation] routine, but manages to rub one out anyway and leaves satisfied.”
good stripping skill, low appearance: “The customer became increasingly aroused as <girl>'s [strip | masturbation] routine proceeded, and enjoyed the experience.”
good [strip | mast] skill, good appearance&charisma: “The customer was excited before she even started, and completely lost control during <girl>'s enticing [striptease | masturbation].”


Of course, the best of all worlds, is do both options. They aren't mutually exclusive, as long as you don't have an initial strip/masturbation sequence precede a striptease/masturbation ending. But I suspect option 1 requires significant coding, while option 2 is possibly just text modifications.
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on September 01, 2014, 06:42:18 AM
On a related note, when a girl beats up a customer, could it refer to a combat image instead of a profile image?  I think that it might work a bit better.
This was an easy one and I got it done.  Will be in the next update I send
Title: Re: Possible Add-Ons to the Game?
Post by: Lurker on September 01, 2014, 01:25:33 PM
Was pondering if you should add an image categori for the Advertising job aswell. Plenty of images of wiminz waving signs or doing other junk that could be advertising. Anywho, just a thought i had while going through some images.
Title: Re: Possible Add-Ons to the Game?
Post by: nicentra on October 21, 2014, 12:53:00 PM
Don't know if it has been suggested before but would it be possible to add clinical treatment for artificial insemination? Like there is for nearly everything a pair (i.e. boob job; boob reduction). There is abortion but why not artificial insemination in two ways either your brothermasters seed or bestial seed with 100% succes after the 3-5 weeks waiting time.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on October 21, 2014, 01:58:54 PM
Don't know if it has been suggested before but would it be possible to add clinical treatment for artificial insemination? Like there is for nearly everything a pair (i.e. boob job; boob reduction). There is abortion but why not artificial insemination in two ways either your brothermasters seed or bestial seed with 100% succes after the 3-5 weeks waiting time.
It is not really necessary because all you need to do is not have the girl use antipreg and she will probably become pregnant before the 3-5week waiting period.
If she is sterile, she can get fertility treatment to have that removed.
Something like this was discussed for the farm to get the girl inseminated.
It could be added as a job in the house to get her pregnant by the player but personal training without antipreg should do that eventually.
Title: Re: Possible Add-Ons to the Game?
Post by: nicentra on October 21, 2014, 02:27:55 PM
It is not really necessary because all you need to do is not have the girl use antipreg and she will probably become pregnant before the 3-5week waiting period.
If she is sterile, she can get fertility treatment to have that removed.
Something like this was discussed for the farm to get the girl inseminated.
It could be added as a job in the house to get her pregnant by the player but personal training without antipreg should do that eventually.
Thanks for the reply well okay. Would have been practical for inseminating multiple girls at once since per day/week you can only do a handful of actions.
Title: Re: Possible Add-Ons to the Game?
Post by: TNT90 on October 24, 2014, 07:48:45 PM
I apologize in advance if this was brought up in the past.

I think it would be useful if there was an export button for a brothel so that you could export the data on all the girls in a brothel to a spreadsheet (excel, openoffice calc, etc...) and be able to do the micromanaging without having to flip back and forth between the stat and other screens (inventory, job select, etc). Ideally you'd just export whenever you feel an updated list needs made in response to character improvements.

Even if a direct .xls can't be made, some form of importable .txt would be an improvement over manually typing in each bit of info.

I've been doing this manually and I have a pic attached showing how I went about it. All the major jobs with their ranks. A's get bolded, S's get bolded and underlined. The girls disposition is shown by the color of the cell (yellow = dislike, white = neutral, green = like, blue = love). 
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on October 25, 2014, 12:08:24 PM
I apologize in advance if this was brought up in the past.

I think it would be useful if there was an export button for a brothel so that you could export the data on all the girls in a brothel to a spreadsheet (excel, openoffice calc, etc...) and be able to do the micromanaging without having to flip back and forth between the stat and other screens (inventory, job select, etc). Ideally you'd just export whenever you feel an updated list needs made in response to character improvements.

Even if a direct .xls can't be made, some form of importable .txt would be an improvement over manually typing in each bit of info.

I've been doing this manually and I have a pic attached showing how I went about it. All the major jobs with their ranks. A's get bolded, S's get bolded and underlined. The girls disposition is shown by the color of the cell (yellow = dislike, white = neutral, green = like, blue = love).
This could be done.
Exporting the info as a csv would probably be easiest but then you would have to apply the formatting yourself.

Title: Re: Possible Add-Ons to the Game?
Post by: TNT90 on October 25, 2014, 12:51:09 PM
A csv would work, if I can't find a convenient way to import to excel (openoffice calc) then I'm sure I could write something in java given enough time. Would certainly go along with my learning how to make Jframes and the like.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on October 25, 2014, 05:28:12 PM
Starting with the next version, if you hold <ctrl> when you click the save button, it will save the girls as a CSV.

I need to make the job ratings into their own function before they can be added into the CSV.

Traits would be rather difficult to add to the CSV if you wanted any way of sorting them.
Title: Re: Possible Add-Ons to the Game?
Post by: torrentsearcher on December 05, 2014, 03:31:13 AM
to give the player a little feeling of achievement: maybe a little text that describes the building that u bought? not as long as the story when u start the game, but a little more like: you finally managed to get your hands on the clinic! for the upcoming future your girls will get healed and improved at this place, another step in the long way of rebuilding ur father´s empire.
and what about random events? during the turn summary there could easily be messages that give u little bonusses or hindrances for the next or the next two turns. some customer being not pleased with a girl, maybe, and working at the town council who is able to send the police to raid one of ur brothels. stuff like that. that might add a little spice to the game. =)
Title: Re: Possible Add-Ons to the Game?
Post by: Pintero on December 07, 2014, 11:39:07 AM
Hey guys. I'd like to see the gang system a bit more fleshed out. Ultimately, a "Gnagsters" kinda thing would be ideal, but I'd like to have more scope of my criminal empire. How big, how many buildings, what neighborhoods etc. Not looking to make it the focus, but it should definitely be more fleshed out.
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on December 09, 2014, 01:40:44 PM
How about a Re-name function....rename brothels, slaves, gangs....for that more personal touch?
Title: Re: Possible Add-Ons to the Game?
Post by: TitanSon on December 09, 2014, 09:40:52 PM
i think we dont really need a rename-function cause you can name the gangs etc in the files ... but it could be nice to do it while you play ^^ ... otherwise ... what about change/give names of the own daughters? ;) maybe it would be cool to have a first and last name ... so every daughter is name with the same last name ... and we could choose the first names while playin ^^
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on December 10, 2014, 03:19:01 PM
I have had occasions to regret the name I gave a later brothel...and slaves have been given new names on many occasions....that is why I said them....but the gang are like sports teams....the name should be able to be changed by the new owner/sponsor.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 11, 2014, 01:48:40 PM
I have looked at adding a name change function and plan on it sometime in the future.
When Player stuff gets added, you will be able to choose your first and last name (possibly gender also).

Usually when I get the "kidnap customers wife and daughters", I want to have them all have the same last name so I know where they came from. At the moment, I have to do that manually in the savegame file.

I don't really look at the gang names, just their stats, but the ability to change their names can be added.
Gangs in general will need a lot more work.
Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on December 14, 2014, 07:45:12 AM
Is there any possibility to code the town screen into that , that if you meet a girl on the streets you can see a picture of her?

Scripting again ( of course my favorite ;-) ):

Its impossible to get more than one picture during a script is running. Is there any chance to to make it possible that there can be shown more than one?
For an example: The order "have strip"  followed by "have Nude" will show both, one after another?

Scipting again: There is no order which will show the name of the girl.
If you will ever improve the scipting Editor, I would really love to see this implemented.

Kind regards,
HuiBui
Title: Re: Possible Add-Ons to the Game?
Post by: bsin on December 22, 2014, 03:02:20 PM
>Aevojoey

Some code submission for the game in the attached file. It's basically modified source from the 126 revision.
The #readme contains info about what is changed
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 22, 2014, 06:56:49 PM
>Aevojoey

Some code submission for the game in the attached file. It's basically modified source from the 126 revision.
The #readme contains info about what is changed
A request to make checking changes easier, use #if/#else/#endif to contain changes.

Code: [Select]
#if 0
    //your code
#else
    // old code
#endif

When you are testing your code set the #if to 1.
When I am checking it I just need to search for the #if to find any changes.

I started using this for my changes so I can push out versions with incomplete changes commented out.
It makes the files a bit bigger but the compiler does not include the commented out sections when building.
Title: Re: Possible Add-Ons to the Game?
Post by: bsin on December 22, 2014, 07:08:30 PM
Will do.
Forgot to mention b4 - I tried to tag all real changes (anything more than spelling fix) with a comment starting
Code: [Select]
//SINSearching for this tag should flag changes.

I will use your #if 0 system for future additions...

How about typos tho? Am spotting some. Impractical to #if #else these. Simpler to leave alone or better to fix?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 22, 2014, 08:07:40 PM
How about typos tho? Am spotting some. Impractical to #if #else these. Simpler to leave alone or better to fix?
For typos, fix them, I use notepad++'s plugin compare to look over the small changes line by line.
I have even added a few things to your changes.

The #if makes larger changes more noticeable and easier to debug without changing the old code.


Update: I have finished adding all but the cGirls.cpp changes, I will get that shortly.
I am going to use both the old and new texts as random options.
Update2: Finished cGirls.cpp part, 30% chance for old text, 70% for the new.
Title: Re: Possible Add-Ons to the Game?
Post by: bsin on December 24, 2014, 02:13:04 AM
>aevojoey
Great. Here couple more. just additional dialogues here for variety and tailoring to girls...

compiles fine, and done some testing and seen most branches in action, but wouldn't say 100% tested.
Used the #if system as suggested

Hope all good...
Title: Re: Possible Add-Ons to the Game?
Post by: Gmind on December 26, 2014, 08:20:00 AM

[size=78%]Would be pretty cool if an Armory or smithy building type  were added to the game to craft weapons and armor. Possible job posts could be weapons smith, armor smith, assistant, enchanter, and perhaps even a merchant or sales clerk to sale your wares. [/size]


Skills that could affect the craftsmanship of such levels could be Crafting (low Craft = shitty product), Magic (for enchanting or a small chance to add a combat modifying trait to the weapon/armor when it is generated), Combat (It's one thing to know how to make a blade, it is another entirely to know how it is used in combat and how to use said combat experience to make a better overall product), Intelligence (Could affect amount of items generated; High Intelligence has made the weaponsmith more efficient and allowed her to forge two weapons instead of one. Could also affect base material prices (copper, iron, leather, etc...) as well as Trait %chance)


Going with the weapons/armor crafting idea, combat items could be modified when instanced/created to reflect a certain level of craftsmanship, such as a slight bonus to Agility/Constitution or Combat if it was forged by a girl with good combat skills (IE she knows what features can be removed from weapons/added to weapons to save weight/add lethality) or a %chance to be destroyed if it was forged by a girl with poor Crafting skill level. Also, could also have the possibility of certain items to be forged if the girl(s) meet certain criteria, such as skill levels that meet or exceed the requisite needed to produce that laser rifle you've always been wanting...


Going into the Gangs, I would love to be able to rename them (has been brought up in an earlier post); "Bloodthirsty Noobs" just makes me think of a bunch of brats from some multiplayer game. Also, should give them the ability to raid rival gangs for money/women and have the same happen to the player (hostage exchanges, coercion, etc...).


Would also be interesting if there was some gang-modifying benefits for territorial gains, such as acquiring a print shop that boosts gang recruitment. Also, Gang Housing could be interesting; Would give the player a way to increase the number of members for a certain gang while also forcing them to prepare housing for any new gangs they may wish to acquire. Would also be cool if a players more combat-oriented girls could be allowed to lead or be accompanied by a gang to do certain jobs, such as assassinations or catacomb runs.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 26, 2014, 12:55:41 PM
[size=78%]Would be pretty cool if an Armory or smithy building type  were added to the game to craft weapons and armor. Possible job posts could be weapons smith, armor smith, assistant, enchanter, and perhaps even a merchant or sales clerk to sale your wares. [/size]


Skills that could affect the craftsmanship of such levels could be Crafting (low Craft = shitty product), Magic (for enchanting or a small chance to add a combat modifying trait to the weapon/armor when it is generated), Combat (It's one thing to know how to make a blade, it is another entirely to know how it is used in combat and how to use said combat experience to make a better overall product), Intelligence (Could affect amount of items generated; High Intelligence has made the weaponsmith more efficient and allowed her to forge two weapons instead of one. Could also affect base material prices (copper, iron, leather, etc...) as well as Trait %chance)


Going with the weapons/armor crafting idea, combat items could be modified when instanced/created to reflect a certain level of craftsmanship, such as a slight bonus to Agility/Constitution or Combat if it was forged by a girl with good combat skills (IE she knows what features can be removed from weapons/added to weapons to save weight/add lethality) or a %chance to be destroyed if it was forged by a girl with poor Crafting skill level. Also, could also have the possibility of certain items to be forged if the girl(s) meet certain criteria, such as skill levels that meet or exceed the requisite needed to produce that laser rifle you've always been wanting...
I was going to add magical weapons as a way to counter the Incorporeal trait.
If the Mage tower ever gets added, an armory could be done at the same time.
If smithy jobs were added sooner, they would be added to the arena.
I started something with the arena cleaners where they maintain the weapons, armor and equipment.



Going into the Gangs, I would love to be able to rename them (has been brought up in an earlier post); "Bloodthirsty Noobs" just makes me think of a bunch of brats from some multiplayer game. Also, should give them the ability to raid rival gangs for money/women and have the same happen to the player (hostage exchanges, coercion, etc...).


Would also be interesting if there was some gang-modifying benefits for territorial gains, such as acquiring a print shop that boosts gang recruitment. Also, Gang Housing could be interesting; Would give the player a way to increase the number of members for a certain gang while also forcing them to prepare housing for any new gangs they may wish to acquire. Would also be cool if a players more combat-oriented girls could be allowed to lead or be accompanied by a gang to do certain jobs, such as assassinations or catacomb runs.
Gangs still need a lot of work.
I am looking into adding renaming capability for as much as I can.
If you want to remove some names from gangs before they are created, edit the "\Resources\Data\HiredGangNames.txt".
If you want to change the names for existing gangs, you need to edit the savegame.
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on December 26, 2014, 01:14:45 PM
Some code submission for the game in the attached file. It's basically modified source from the 126 revision.
The #readme contains info about what is changed
Computer is hit or miss right now on working but I finally got around to checking some of these changes out and must say I love the addict one you added to the strippers.  Ill give it a test and make sure it works.

Good work so far hope you keep helping.  You just looking to do changes like that or maybe something bigger?
Title: Re: Possible Add-Ons to the Game?
Post by: bsin on December 29, 2014, 10:53:46 AM
Hi Crazy! Yeah, having trouble seeing addict event in action. Only managed to trigger it 2x and then item did not appear in inventory. I think code looks right, so maybe girl uses the item before I can see it? (maybe test with different items, to see if get added)
Need to get my head around the save game structure to make custom saves to test things like this (e.g. 30 addicts of each type in a super huge place!) I'll go back to that...
No real plans to do anything bigger; mainly just playing around with the codebase to see what can do. Will help out tho, if there is anything.


Anyway, crazy, joey, more code here. Mainly added new content/trait-based variety for gambling hall roles, tidied up/sorted all the new traits in girls (cGirls) file. Also caught logic bug that was/is making some events that were meant to be rare happen every time (they were bypassing a dice check) - see the readme.

Hope you can use...
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on December 29, 2014, 04:38:30 PM
Hi Crazy! Yeah, having trouble seeing addict event in action. Only managed to trigger it 2x and then item did not appear in inventory. I think code looks right, so maybe girl uses the item before I can see it? (maybe test with different items, to see if get added)
Need to get my head around the save game structure to make custom saves to test things like this (e.g. 30 addicts of each type in a super huge place!) I'll go back to that...
I tried it and it worked but only tested twice. If I remember right a girl will use all the drugs she has each turn. That would be why u won't see it in her inventory.
No real plans to do anything bigger; mainly just playing around with the codebase to see what can do. Will help out tho, if there is anything.
Sounds good to me. Love seeing what others come up with for the jobs.

One thing I've been trying to do is come up with something's for your daughters. I've been having a hard time coming up with much maybe u can come up with something
Title: Re: Possible Add-Ons to the Game?
Post by: bsin on December 30, 2014, 01:50:20 PM
Quote
One thing I've been trying to do is come up with something's for your daughters. I've been having a hard time coming up with much maybe u can come up with something
Was thinkin bout that trait. tricky one. done badly could make game very niche! but options are otherwise pretty limited short of making new job roles. will post any ideas.

have one idea 4 possible new job feature, but looking over code now to see if workable within my skillset/freetime


last question: is source for script editor anywhere? it could use some attention to make scripting easier...
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 30, 2014, 01:55:58 PM
last question: is source for script editor anywhere? it could use some attention to make scripting easier...
Whoever created the original script editor is long gone along with the source code for it.
We basically gave up on the old script editor and have been contemplating either changing the way scripts are handled or writing a new script editor from scratch.
If you want to do something with that, go for it.
If you change the way the scripts are handled, be sure to keep the old code so the older scripts still work.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on December 30, 2014, 02:48:06 PM
if the scripts are using lua you can make it so the scripts can be read and wrote to a plain text document, then just make a file with all the features that you have added, aswell i can decompile it down so he could have the source
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on December 30, 2014, 03:12:35 PM
Was thinkin bout that trait. tricky one. done badly could make game very niche! but options are otherwise pretty limited short of making new job roles. will post any ideas.
Yeah it is a tricky one cause I'm trying to avoid that niche. But feel as u can have daughters they should have more special things happen with them.  And it's hard to come up with events for them.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on December 30, 2014, 03:36:34 PM
never mind, it wouldnt decompile, sorry for the false hope
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 16, 2015, 03:20:33 PM
Hello, first time poster :/ I was just curious about a few things.

Is it possible to add functionality to the center to remove aggressive/tsundere/yandere?
Unless it's to add to the difficulty of the game (because they attack customers) (which doesn't really add much), I think those three stats are unnecessarily difficult to remove?
(Unless I'm missing something)

Also is it possible to remove/change the "potential recruit" buttons on each of the buildings/town? I think the game already allows such easy access to TOO MUCH girls (imo) that those buttons could be used for another purpose?
(Potential interaction with the matron/house girl or quest interaction?)

I also had lots of questions regarding ways to augment the "difficulty" of the game (which I think it's a bit too easy esp with all the unique girls beauty/looks ~100), but maybe I'm already breaking some rules with this post lol idk

P.S. Love this game and all the effort. I enjoy this game more than a lot of the triple A titles :/
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on January 16, 2015, 05:00:46 PM
Is it possible to add functionality to the center to remove aggressive/tsundere/yandere?
Unless it's to add to the difficulty of the game (because they attack customers) (which doesn't really add much), I think those three stats are unnecessarily difficult to remove?
(Unless I'm missing something)
I've had a job coded to do just this for awhile now I just never finished adding it to the game guess maybe I should do that
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 16, 2015, 05:06:37 PM
Hello, first time poster :/ I was just curious about a few things.
Welcome.

Is it possible to add functionality to the center to remove aggressive/tsundere/yandere?
Unless it's to add to the difficulty of the game (because they attack customers) (which doesn't really add much), I think those three stats are unnecessarily difficult to remove?
This is already in the works, there are Therapy jobs are in the code but not finished.
It should be working in the next few versions.

Also is it possible to remove/change the "potential recruit" buttons on each of the buildings/town? I think the game already allows such easy access to TOO MUCH girls (imo) that those buttons could be used for another purpose?
(Potential interaction with the matron/house girl or quest interaction?)
Removing the buttons entirely will probably not happen, adding more buttons probably will.

I also had lots of questions regarding ways to augment the "difficulty" of the game (which I think it's a bit too easy esp with all the unique girls beauty/looks ~100), but maybe I'm already breaking some rules with this post lol idk
Ask anything you want.
 - Most questions will be answered.


Suggest anything you would like to see added to the game.
 - Any suggestion that could be useful will probably get added at some point.
 - The easier the suggestion the faster it will get added.
 - If your suggestion is for text type things to be added, attach the text file to your post and it will get added faster.


There are not too many rules here to break.
Don't be afraid to ask a stupid question, some stupid questions can actually be quite useful.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 16, 2015, 09:53:45 PM
I appreciate the welcome and quick reply :D

The game's quite good and I only wish I knew how any semblance of coding to help lol

Also the few things I was wondering
1. Is there any thoughts behind the difficulty of this game?

I've downloaded and use all of the Lurker's girl pack, and even previously, I've realized that the game suffers from "Quantity" > "Quality"

I've tried to vary different approaches to the game such as not having ANY sex workers (By having most girls just explore catacombs, arena, etc etc) but I usually ended up with too much money/girls in about a week's time.
I was curious whether anyone was working towards perhaps adjusting multipliers to reduce income and maybe removing unique girl rewards from most situations.

I really have 0 knowledge of the game's inner workings, but from the cursory glance of the player, there is a distinction between unique and random girls? Maybe removing unique girl rewards from catacombs or applying stat restrictions to achieving certain things?
-Magic stat = Rarity of found items?
-Char stat = Quality of girls found?
-Strength stat = Beasts found?

Also adjusting Sex worker income?
-Money = Job Income x Looks x Obedience
-Obedience = Love - Fear (With certain traits reverting this stat such as Broken Will?) + Player Charisma (If you were looking into giving the Player some stats?)

2. Also the catacombs granting ANY items seems to litter the inventory and even with 100 different items the chances of getting the items you want seems slim
-This would probably be alleviated with the previous suggestion to gate item rarity with character stats
-But also maybe if most consumables were removed from the pool? (Possibly adding another item tag to make this easier? Pretty odd to find Underground plastic surgery in a dungeon :/)

3. The gang system seems quite lackluster?
-Robbery seems TOO high risk with extremely low reward?
-Sabotage seems too low risk with extremely high reward?
-Weapon Upgrade doesn't seem to have much impact?
-The effects of the gang stats seem vague

Is there any development planned for this section? Gangs seems to be a mad cash grab early and very pointless after a few weeks in.
Honestly, even though most of the game makes my brain explode with "what if?" ideas, the gang system feels very dull. Honestly feel like maybe if the Arena could add a tab for "gang-function"... and that section be remodeled into something else...

3. I was wondering if the "Customer can't pay" interaction could be expanded to actively allowing kidnapping?
It was the most exciting portion of the game to have a change of pace from waiting for another week of flood of girls/items/money
-Adding a similar interaction for sabotage, but with "The Rival Gang sends you a girl  as a sign of peace"?
----Possible negotiation interaction regarding the "quality" of girl?
----Rejection = Another assault on your business (from the insult)
----Accept = Girl reward + Rival gang is refreshed/receives more funds or gang + % Gang death (from Espionage?) / % Cash loss?
-Adding another set of interaction for actually kidnapping girls from local business?
--Acquire Business Interaction?
----Accept = Money / Item / Girl / Cash?
----Refuse = +x Business
----Possibly extending it further? Revamping the Acquire building section to a minigame?
-------Buildings bought gives you a girl (blackmailed daughter/wife? Maybe the harder buildings = More Family members up to 2~3 with higher resistance?)
-------Acquiring building attempt = Large down sum + breaking the girls' wills to X fear/love (devotion)?
-------The former acquiring business could be scrapped to another gang interaction or revamped into something else?

More ideas were had but these were the most prevalent  :D
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on January 16, 2015, 10:31:35 PM
I appreciate the welcome and quick reply :D

The game's quite good and I only wish I knew how any semblance of coding to help lol
Lol we pride our selves on quick replies
Also the few things I was wondering
1. Is there any thoughts behind the difficulty of this game?
Well sence this thread does say anything about what game exactly it is for
whore master evolved i am working on dificulty and making it have a large effect on the gameplay
I've downloaded and use all of the Lurker's girl pack, and even previously, I've realized that the game suffers from "Quantity" > "Quality"
I am planning on the reverse
I really have 0 knowledge of the game's inner workings, but from the cursory glance of the player, there is a distinction between unique and random girls? Maybe removing unique girl rewards from catacombs or applying stat restrictions to achieving certain things?
-Magic stat = Rarity of found items?
-Char stat = Quality of girls found?
-Strength stat = Beasts found?

Also adjusting Sex worker income?
-Money = Job Income x Looks x Obedience
-Obedience = Love - Fear (With certain traits reverting this stat such as Broken Will?) + Player Charisma (If you were looking into giving the Player some stats?)

2. Also the catacombs granting ANY items seems to litter the inventory and even with 100 different items the chances of getting the items you want seems slim
-This would probably be alleviated with the previous suggestion to gate item rarity with character stats
-But also maybe if most consumables were removed from the pool? (Possibly adding another item tag to make this easier? Pretty odd to find Underground plastic surgery in a dungeon :/)

3. The gang system seems quite lackluster?
-Robbery seems TOO high risk with extremely low reward?
-Sabotage seems too low risk with extremely high reward?
-Weapon Upgrade doesn't seem to have much impact?
-The effects of the gang stats seem vague

Is there any development planned for this section? Gangs seems to be a mad cash grab early and very pointless after a few weeks in.
Honestly, even though most of the game makes my brain explode with "what if?" ideas, the gang system feels very dull. Honestly feel like maybe if the Arena could add a tab for "gang-function"... and that section be remodeled into something else...

3. I was wondering if the "Customer can't pay" interaction could be expanded to actively allowing kidnapping?
It was the most exciting portion of the game to have a change of pace from waiting for another week of flood of girls/items/money
-Adding a similar interaction for sabotage, but with "The Rival Gang sends you a girl  as a sign of peace"?
----Possible negotiation interaction regarding the "quality" of girl?
----Rejection = Another assault on your business (from the insult)
----Accept = Girl reward + Rival gang is refreshed/receives more funds or gang + % Gang death (from Espionage?) / % Cash loss?
-Adding another set of interaction for actually kidnapping girls from local business?
--Acquire Business Interaction?
----Accept = Money / Item / Girl / Cash?
----Refuse = +x Business
----Possibly extending it further? Revamping the Acquire building section to a minigame?
-------Buildings bought gives you a girl (blackmailed daughter/wife? Maybe the harder buildings = More Family members up to 2~3 with higher resistance?)
-------Acquiring building attempt = Large down sum + breaking the girls' wills to X fear/love (devotion)?
-------The former acquiring business could be scrapped to another gang interaction or revamped into something else?

More ideas were had but these were the most prevalent  :D


but for most of your thoughts, ill see what i can do about adding them into Evolved
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 17, 2015, 01:49:31 AM
The game's quite good and I only wish I knew how any semblance of coding to help lol
Coding help, while helpful, is not as needed as text help.
If you can write texts for anything, jobs, skills, buildings, etc. we can code them into the game.

Also the few things I was wondering
1. Is there any thoughts behind the difficulty of this game?
Yes, Lots of things are planned and hopefully the update to rivals in .06.00.26 will make the game a little more difficult.

I've downloaded and use all of the Lurker's girl pack, and even previously, I've realized that the game suffers from "Quantity" > "Quality"
The basic girl packs from the early years of the game were more Quantity over Quality but that is why the current pack makers are updating them.

I've tried to vary different approaches to the game such as not having ANY sex workers (By having most girls just explore catacombs, arena, etc etc) but I usually ended up with too much money/girls in about a week's time.
I was curious whether anyone was working towards perhaps adjusting multipliers to reduce income and maybe removing unique girl rewards from most situations.
The catacombs are a little overpowered at the moment and they will get another update sometime.
I did work on them up a few months ago but didn't do too much to weaken it.
Basically the only stats that really affect the outcome in the catacombs is the girl's combat and magic.
More stats/skills can be added to make it better.

I really have 0 knowledge of the game's inner workings, but from the cursory glance of the player, there is a distinction between unique and random girls? Maybe removing unique girl rewards from catacombs or applying stat restrictions to achieving certain things?
-Magic stat = Rarity of found items?
-Char stat = Quality of girls found?
-Strength stat = Beasts found?
Unique girls are made to be specific girls, Random girls are supposed to be commoners.
Unique girls always start with the same stats, skills and traits while Random girls have a list of traits that are randomly applied and their stats/skills are within a set range.
Both types can be categorized into a few types, Slaves, Catacomb Girls, Arena Girls, etc.

Also adjusting Sex worker income?
-Money = Job Income x Looks x Obedience
-Obedience = Love - Fear (With certain traits reverting this stat such as Broken Will?) + Player Charisma (If you were looking into giving the Player some stats?)
The Girl's "Ask Price" is based on several stats/skills/traits and will vary over time, usually increasing.
The Girl's Rebelliousness is also based on several stats/skills/traits and ranges from -100 to 100.
 - The lower Rebel the more likely she will cooperate.
 - Anything above 0 will have more rejections and refusals to work.

2. Also the catacombs granting ANY items seems to litter the inventory and even with 100 different items the chances of getting the items you want seems slim
-This would probably be alleviated with the previous suggestion to gate item rarity with character stats
-But also maybe if most consumables were removed from the pool? (Possibly adding another item tag to make this easier? Pretty odd to find Underground plastic surgery in a dungeon :/)
The items from catacombs are completely randomly chosen from the items you have in the ./Resources/Items folder.
If you don't want certain items in the game, remove the .itemsx file for it.

3. The gang system seems quite lackluster?
-Robbery seems TOO high risk with extremely low reward?
-Sabotage seems too low risk with extremely high reward?
-Weapon Upgrade doesn't seem to have much impact?
-The effects of the gang stats seem vague

Is there any development planned for this section? Gangs seems to be a mad cash grab early and very pointless after a few weeks in.
This is the section I am currently working on.
True, Weapon Upgrade does have very little effect but there is some.
A more important factor for gangs is Healing Potions. Take the number of potions you have and divide them between all your gangs. This is how many that gang can use each turn.
So if you have the max 200 potions and 8 gangs, each gang can heal 25 times per turn.
Considering that the things they fight probably do not have potions, this can easily turn the tide in a battle.

Honestly, even though most of the game makes my brain explode with "what if?" ideas, the gang system feels very dull. Honestly feel like maybe if the Arena could add a tab for "gang-function"... and that section be remodeled into something else...
Making the gangs more expansive and including girls into it has been talked about a lot.
When this happens, it will probably be done with the Prison being made into its own building and all gang and guarding activities being done from there.

3. I was wondering if the "Customer can't pay" interaction could be expanded to actively allowing kidnapping?
It was the most exciting portion of the game to have a change of pace from waiting for another week of flood of girls/items/money
-Adding a similar interaction for sabotage, but with "The Rival Gang sends you a girl  as a sign of peace"?
----Possible negotiation interaction regarding the "quality" of girl?
----Rejection = Another assault on your business (from the insult)
----Accept = Girl reward + Rival gang is refreshed/receives more funds or gang + % Gang death (from Espionage?) / % Cash loss?
-Adding another set of interaction for actually kidnapping girls from local business?
--Acquire Business Interaction?
----Accept = Money / Item / Girl / Cash?
----Refuse = +x Business
----Possibly extending it further? Revamping the Acquire building section to a minigame?
-------Buildings bought gives you a girl (blackmailed daughter/wife? Maybe the harder buildings = More Family members up to 2~3 with higher resistance?)
-------Acquiring building attempt = Large down sum + breaking the girls' wills to X fear/love (devotion)?
-------The former acquiring business could be scrapped to another gang interaction or revamped into something else?
Interesting idea, probably can be done.
I have not really had much intention of making rivals be able to become allies, that would require a ton of coding.
Title: Re: Possible Add-Ons to the Game?
Post by: Torajidi on January 17, 2015, 03:29:31 AM
Coding help, while helpful, is not as needed as text help.
If you can write texts for anything, jobs, skills, buildings, etc. we can code them into the game.

Is there a list of wanted or needed pieces of text anywhere? I feel like there would be a lot of text contributions if people knew what was needed or wanted.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 17, 2015, 04:48:11 AM
Is there a list of wanted or needed pieces of text anywhere? I feel like there would be a lot of text contributions if people knew what was needed or wanted.
There is not really a list, basically anything you can think of that could use better or other texts can add them.
Most jobs could use a few more text options.
Almost all of the farm jobs need text added for them.

Pick a job and think of some things that a girl could do in them.
Even if the job already has some text for it, more can always be added.

Think about how an unskilled person, a moderately skilled and an expert would react to a job.
The base Stats + Skills ranges from 0-200 with traits adding or detracting to this.
There are basically 7 levels of text groups for each job:
>= 350IncomparableShe is a god at this job
>= 245SuperiorShe amazes even the stingiest customers
>= 185AmazingShe always dos a good job
>= 145BetterMost of the time she does well
>= 100Can do itOccasionally she gets the job done right
>= 70Don't botherThe girl fails half the time
< 70Expect FailureThe girl can't or shouldn't do this job

Look at some traits and see how they would affect the job.

The more options you can think of the better.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 17, 2015, 01:27:37 PM
I appreciate the quick and thorough responses!

I honestly don't really care which the suggestions gets added to, I just hope that my suggestions can fine tune the game in any way.

Regarding the rebelliousness, I was just disappointed regarding how random it seemed to be? (I'm still not 100% sure how it works)
-The girls seems to refuse jobs even at -30+ to do something minor as practice skill and there doesn't seem to be a distinction between being an escort or whore (unless there is a girl preference I think?)
-Also I felt that the asking price seems to be too high when there are several girls working several men at the same time (which is usually the case for sex workers) Even with a few girls (because the unique girl stats are so high), they end up making buttloads of money even if one or two of them refuse jobs.
---I think with the obedience stat working against the pay grade would increase the difficulty without the need to decrease the sheer amount of girls being added to the game (which is great.)
---Maybe a "prison escape" sort of scenario could occur making "recapture" more relevant based on rebelliousness x agility/strength stat?
(Sorry, I'm a bit focused on somehow upping the difficulty because the game is very fun to play managing the brothels and girls, but there doesn't seem to be a good payoff at the end that made me feel like I had worked for it?)


For the last section, I wasn't saying add the rival to your gang, I was saying maybe to "refresh" the rival if you accept their "slave/female rival boss's sexual favor" to keep the rival gang numbers high without a constant stream of "new challenger arrived" scenario.
It would also give more sense of "I have truly dominated this rival" feeling?
-Fleshing out the gang section with more branching results to actually dominating the gang?
Maybe a text of the interaction might help iterate what I'm trying to suggest :/
**refer to Gang interaction text



I was curious how the strength and magic stats actually affect the outcome?
It feels as though strength = less gang rape
And magic... I'm not sure..?


If it is feasible (and desired) maybe rebelliousness could roll for a "escape into the dungeon" event?
Charisma gate whether you receive a "dungeon boss" girl and simply remove lesser girls being acquired here?
This could also allow for the "animal" girls to be functioned over to the farm to "breed?" or "capture?"


The MAIN thing that I was really hoping that you guys were working towards was gating features for higher levels by stats such as:
-Items from the catacombs (by magic stat?)
-Girls from the catacombs (by charisma stat?)
-Girls from Arena (By charisma x strength stat?)
-Jobs that girls could do? (Obed lv 1 = Brothel... Obed lv 2 = Strip joing... Obed lv 3 = Gambling Hall... Obed lv 4 = High Class bar...)
(((Maybe X girls working as escorts = the black mail events mentioned in previous posts?)))
**I got into writing some scenarios :/ refer to Blackmail event**


Some way to feel like your character can utilize your vast number of sex workers? (bed warmer action for other than the girls at your house?) (Maybe some "favoured girl" label?)


Sorry for barraging you guys with constant stream of texts. Maybe these ideas are good? too bothersome? not where you want things to go?


xD
(http://www.pinkpetal.org/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABs0lEQVQ4jY2SP4viQBiHX0UQWz/AXb+VX8Iu/YqFhdhcd5BKEOTKC9jJFYrFgo3FIjYiCRauhTCQDMp4bJFklzCuLJLOWNj8rpDMJt7u7Q08xQzze953/hAR0el4QJLw8KR4fXkE/Wtch01zjP6gmxLsd9uPJafjAf1BF82WjmZLR61eRa1eVfNmS4cMxP8JksGk6FPB6XjAii1Qq1fBBYMMBL79+InvDIrbB0CzIpSmQHF0RnF0vkiTFxZX7A+6MOzwU0FxdEZKYJpj1fp1eO5KzF0JzYreF/iekzr77QMUhh2q1zDsUIULPQl6fXkEFww53cWKLWCaY3DBVMuaFWHuSsT7fM/5W5DTXYUMBGQgUJoCpelFst9tcc84DDuE7znQrAiFnrwIkuGY/W6rBIYdQgYC7RmHZkXwPQf3jL8JiCglISLKVCaqzfhZfc9RcMFwc/eMfGd9EWQbS+R0F9nGEtnGEpnKBJnKJFWxPNygPNygPePggqE942nBdTjG9xyUhxvVcqEnsWILrNjiTfCRJN9ZI99Zp8LxWsy73ztTmYCI6ObuGV/7Tym+/PqtICL6A7F/dNYyWabFAAAAAElFTkSuQmCC)
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 17, 2015, 01:36:34 PM
P.S. This might be a bit too much but I was curious whether... a school building was under any sort of consideration?

Activities
-Class recruitment
---Teacher corruption => student recruitment?
-Your girls could be "enrolled"
---Stat changes => Science +Int + Spirit + Conf +Rebel
---Stat changes => P.E. +Str + Agi + Spirit + Conf +Rebel
---Stat changes => Magic +Mag  +Comb +Spirit +Conf +Rebel
---Stat changes => Sex Ed. (Rebel check)=> +Normal Sex +Rebel + Conf +Spirit
---Stat changes => Home Ec. => +Beauty + Char + Conf + Spirit + Rebel
-Trait changes
--- Remove Slow Learner
--- Add Quick Learner
--- Add Student => Grows to Teacher
-Public Toilet
--- (-)(-)Spirit, (-)(-)Conf, (-)(-) Rebelliousness
=Personal Class (For personal instruction / possible events?)
--- (-)Teacher's rebelliousness (Student becomes your spy)
--- (-) Rebel, (+) Sex

More ideas to be had, but I guess I gotta check if this is interesting? lol
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 17, 2015, 07:06:57 PM
Regarding the rebelliousness, I was just disappointed regarding how random it seemed to be? (I'm still not 100% sure how it works)
-The girls seems to refuse jobs even at -30+ to do something minor as practice skill and there doesn't seem to be a distinction between being an escort or whore (unless there is a girl preference I think?)
-Also I felt that the asking price seems to be too high when there are several girls working several men at the same time (which is usually the case for sex workers) Even with a few girls (because the unique girl stats are so high), they end up making buttloads of money even if one or two of them refuse jobs.
---I think with the obedience stat working against the pay grade would increase the difficulty without the need to decrease the sheer amount of girls being added to the game (which is great.)
---Maybe a "prison escape" sort of scenario could occur making "recapture" more relevant based on rebelliousness x agility/strength stat?
(Sorry, I'm a bit focused on somehow upping the difficulty because the game is very fun to play managing the brothels and girls, but there doesn't seem to be a good payoff at the end that made me feel like I had worked for it?)
The rebelliousness check has not been updated in years so it could use some work.

The other factor in girls not doing their assigned job is their enjoyment of that job.
If a girl constantly fails at a job she will start to hate doing it.
This is listed under the job preferences section of the girls details.

For the last section, I wasn't saying add the rival to your gang, I was saying maybe to "refresh" the rival if you accept their "slave/female rival boss's sexual favor" to keep the rival gang numbers high without a constant stream of "new challenger arrived" scenario.
It would also give more sense of "I have truly dominated this rival" feeling?
-Fleshing out the gang section with more branching results to actually dominating the gang?
Maybe a text of the interaction might help iterate what I'm trying to suggest :/
**refer to Gang interaction text
This can be done but it will take some time.

I was curious how the strength and magic stats actually affect the outcome?
It feels as though strength = less gang rape
And magic... I'm not sure..?
I am currently updating gang-gang and girl-gang fights.
With gang-gang fights:
 - Each gang member fights another one on one until either of them dies
 - First an attack type is chosen, combat or magic, then that is rolled to hit.
 - Damage is rolled the same for both types ((weapon level+1)*5) but magic gets an extra ((magic/10)+3) damage.
 - The damage can be dodged with agility and reduced by constitution.
 - Healing potions (+30 health) are used if they have any.
 - If the number of gang members is cut in half they have a 40% chance of running away

Girl-gang fights will have a similar flow but with a few adjustments on the girls side:
 - Trait group Strong Magic->Muggle will adjust the magic damage
 - Trait group Tough->Fragile will adjust damage soaked
 - Several other traits will affect other things
 - If a girl's health drops below 20, she looses.

If it is feasible (and desired) maybe rebelliousness could roll for a "escape into the dungeon" event?
Charisma gate whether you receive a "dungeon boss" girl and simply remove lesser girls being acquired here?
This could also allow for the "animal" girls to be functioned over to the farm to "breed?" or "capture?"
The catacombs would require a ton more expansion for this to be feasible.
The farm still needs a ton of work just to get it working with what it has now but adding more to it is planned.

The MAIN thing that I was really hoping that you guys were working towards was gating features for higher levels by stats such as:
-Items from the catacombs (by magic stat?)
-Girls from the catacombs (by charisma stat?)
-Girls from Arena (By charisma x strength stat?)
-Jobs that girls could do? (Obed lv 1 = Brothel... Obed lv 2 = Strip joing... Obed lv 3 = Gambling Hall... Obed lv 4 = High Class bar...)
(((Maybe X girls working as escorts = the black mail events mentioned in previous posts?)))
**I got into writing some scenarios :/ refer to Blackmail event**

Some way to feel like your character can utilize your vast number of sex workers? (bed warmer action for other than the girls at your house?) (Maybe some "favoured girl" label?)
I will be adjusting the catacomb jobs (girl and gang) to use more stats/skills but that will be for a future update.
I believe Crazy has been working on the arena jobs.
Making jobs only be available to certain girls could cause problems, but could be done in the future.
As for the Blackmail event, if/when the building costs get a variable price, that could be added to lower its cost.



P.S. This might be a bit too much but I was curious whether... a school building was under any sort of consideration?
A school building has been discussed before and will probably be added in some time in the future but making the existing stuff work needs to be done first.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 18, 2015, 12:33:56 AM
Regarding Gang interactions:

Is there a need for the distinction of attack types?
(Is it hard locked into the game?)
-In my opinion, considering there is no difference in results whether you win by magic or combat, isn't it just easier to use only combat for the fight and magic for another interaction?
((or perhaps there is future plans to expand that section?))
--Traits such as Strong Magic could just add combat value and muggle could be negative combat value (as being completely unaware of magic would still be a combat disadvantage)

Also, I was always curious why there isn't an initial cost to hiring gangs?
Every game I start with:
- Lv 3 Weapons
- Approx 2~3 gangs with decent comb/toughness stat
- Set the high combat ones on Sabotage, other on Guard/training (because the first few turns is pretty much no risk)
--- This usually nets me an easy 5~10+ k within the first few turns if lucky? without any other income
I feel this could be alleviated a bit with incremental cost to hiring gangs?
-This would allow the natural struggle at the start from lack of resources and difficulty could easily be manipulated with configuration file?
(Or an addition of difficulty option in-game)

Just a question is there ACTUAL combat simulated behind the scenes when sabotage occurs?
(Curious because you've mentioned dodging and such)
(I thought it was just a dice roll to reduce "gang members" by X until death)

It's quite cool that the combat system would be updated to be something with much more depth!

Will this involve more details involving gang fights?
-It was hard to get excited about any gang results as the only information that you saw was "gang is sabotaging" + a message when someone's eliminated.

Random thought:
Maybe failure state (or even some success state) should result in lowering of brothel security? (Maybe it already does and I haven't been paying attention?)
-Also making "Brothel security" a percentage instead of a flat number? (Which I haven't quite understood how that worked)
--Very low security could also  reduce happiness of everyone in brothel? (Effectively reducing efficiency of brothel making the failure state a bit more detrimental while not crippling?)

Not sure how I came across with the plethora of complaints lol, but thanks for listening

For text contributions, are you needing random brothel sex results? Also would they be attached to this thread, if I was interested?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 18, 2015, 12:57:05 AM
Is there a need for the distinction of attack types?
(Is it hard locked into the game?)
-In my opinion, considering there is no difference in results whether you win by magic or combat, isn't it just easier to use only combat for the fight and magic for another interaction?
((or perhaps there is future plans to expand that section?))
--Traits such as Strong Magic could just add combat value and muggle could be negative combat value (as being completely unaware of magic would still be a combat disadvantage)
Technically, there is no need for anything, combat could just be done with a single % check.
Adding more details allows for more varied combat.

There is a difference in results, magic adds to damage thus increases the chance of casualties.
While in the long run this balances out, in the battle itself it does make a difference.

The traits are currently not in so exactly what they do is yet to be determined.

Also, I was always curious why there isn't an initial cost to hiring gangs?
Every game I start with:
- Lv 3 Weapons
- Approx 2~3 gangs with decent comb/toughness stat
- Set the high combat ones on Sabotage, other on Guard/training (because the first few turns is pretty much no risk)
--- This usually nets me an easy 5~10+ k within the first few turns if lucky? without any other income
I feel this could be alleviated a bit with incremental cost to hiring gangs?
-This would allow the natural struggle at the start from lack of resources and difficulty could easily be manipulated with configuration file?
(Or an addition of difficulty option in-game)
That is one of many way to play the game.
Whether you start with a a lot of girls or a lot of guys, it is up to you, the Player.
This is also why I reduced the safe time from 7 months to 3 months, to make it harder, faster.

Just a question is there ACTUAL combat simulated behind the scenes when sabotage occurs?
(Curious because you've mentioned dodging and such)
(I thought it was just a dice roll to reduce "gang members" by X until death)

It's quite cool that the combat system would be updated to be something with much more depth!

Will this involve more details involving gang fights?
-It was hard to get excited about any gang results as the only information that you saw was "gang is sabotaging" + a message when someone's eliminated.
Yes, fights do play out in the background.
Girl-gang fights do have text that you can see in the gamelog.txt.
If I ever get around to it, I could probably add the same thing for gang-gang fights.
Expanding on the turn summary will probably be added sometime in the future.

Random thought:
Maybe failure state (or even some success state) should result in lowering of brothel security? (Maybe it already does and I haven't been paying attention?)
-Also making "Brothel security" a percentage instead of a flat number? (Which I haven't quite understood how that worked)
--Very low security could also  reduce happiness of everyone in brothel? (Effectively reducing efficiency of brothel making the failure state a bit more detrimental while not crippling?)
Brothel Security does have a negative effect on brothel business but not until it passes 2000.
Low security does attract more customers, for better or worse.
The numbers will probably get lowered because it seems too high for me when I play.

While brothel security does not stop all attacks, it does prevent a lot of them.
When an attack is attempted, your security level does drop some.
Brothel security drops naturally based on how many girls you have in the brothel.

For text contributions, are you needing random brothel sex results? Also would they be attached to this thread, if I was interested?
Attach your submissions to what ever post you are writing.
Include some details about what the submission is.
If your submission is too big to attach, zip it up and put it on a reputable free file sharing site, https://mega.co.nz (https://mega.co.nz) is a good site.
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on January 18, 2015, 06:11:09 PM
For anyone wanting to do writing for the mod I suggest starting with when a girl has sex with low skill it says Her inexperience hurt her a little.  What I would like is more of this but for all the different skills.  For example with low anal skill it can say Her inexperience hurt her or Her inexperience hurt her. It's now quite painful to sit down.  Hopefully this makes sense as having a more of these but for all skills would be nice.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 19, 2015, 06:37:35 PM
I wrote out something similar to original text in game. Is this what you guys want???


Edit: More modular sex text? (With BDSM this time) Should I keep writing things vague? Do I need more graphic stuff? (Feedback would help  :-[ )
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 19, 2015, 06:40:38 PM
I wrote out something similar to original text in game. Is this what you guys want???
Not bad.
I will add it in after I fix the player child surname bug.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on January 19, 2015, 06:48:30 PM
it was funny my characters last name is Lovestone yet child came out player im like wtf

Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 19, 2015, 07:19:47 PM
Doh, I was testing the player daughter bug with a game that was started with the default names set.
So, I'm not sure if it was working before I started rewriting it but now it is definitely working.

If you are having the same problem, edit your save game and search for "<Player RealName=".
If you have
Code: [Select]
<Player RealName="Master Player" FirstName="Master" Surname="Player" BirthMonth="1" BirthDay="1"
                     Suspicion="0" Disposition="100" CustomerFear="0" WinGame="0">
Change them to what you want.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on January 19, 2015, 07:26:31 PM
will it work with a new game?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 19, 2015, 08:39:11 PM
will it work with a new game?
After testing .28, it does not work.
It does work in .29.
I am occasionally getting a crash on birth so I need to find and fix that before I can release .29.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on January 19, 2015, 09:27:26 PM
would you like me to help ya find it, if you push the changes ill see what i can do to help ya out

Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 19, 2015, 09:32:58 PM
would you like me to help ya find it, if you push the changes ill see what i can do to help ya out
Already found and fixed it.
It was crashing on empty traits.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on January 19, 2015, 09:52:48 PM
ok then ill just work on Evolved
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 20, 2015, 09:51:33 AM
I wrote out something similar to original text in game. Is this what you guys want???

Edit: More modular sex text? (With BDSM this time) Should I keep writing things vague? Do I need more graphic stuff? (Feedback would help  :-[ )
I'll take whatever you write and make it work.
I have already started adding your Brothel Sex.txt texts and used it as a base for an intro to the sex acts.


First off, use plain txt not doc.
In general keep each section under a few hundred words.
If a section has multiple options use something like 1)   2)   3)   to denote the options.
If a trait can affect the outcome, note it.
Separate sections with something that makes it clear it is a new set of text.
If you can, set your text editor for UTF-8. Some of the extra characters in other formats don't show up right in the game.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 20, 2015, 03:57:43 PM
More Normal Sex + Low Skill + Various traits.

Still unsure of format, but here's the second attempt. Hopefully, I'll get it the way you guys want it soon :)
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 20, 2015, 06:18:02 PM
More Normal Sex + Low Skill + Various traits.

Still unsure of format, but here's the second attempt. Hopefully, I'll get it the way you guys want it soon :)
I finished adding your Brothel Sex.txt but did not get to the BDSM or Traits files yet.
Title: Re: Possible Add-Ons to the Game?
Post by: Naturalrice on January 22, 2015, 08:03:49 PM
Blah
Title: Re: Possible Add-Ons to the Game?
Post by: deadkingblue on February 07, 2015, 01:04:50 PM
How about a simple way to change the girls images based on their traits, like naming a file futasex so that if the girl becomes a futa the game will use futasex instead of sex. or/and item specific images, like if you equip the maid outfit then the game would use profilemaid instead. less important is a personal hygiene stat for the girl (probablynot thought). or maybe a simple ffiii style fighting system with either girls/gangs instead of a dialog box. Maybe, if you use a specific item (this is if you add item spec images) you can change your girl and the images she uses ie zero suit samus, and samus, or zelda and sheik, or like a transformation of other sorts, and a trait to indicate that the girl has a transformational form (or not, that seams really hard from a coding standpoint). Maybe furniture for girls. maybe adding more detailed item options, ie socks, pantys, bra, (panties and brah would unequip when using regular underwear.) shoes, pants, shirt, dress (dress would unequip pants and shirt) medicine, food, (instead of just consumable, though i doubt it would be usefull to add those). Maybe an easy way to add special interactions to a girl (like stat specific dialogue options, and being able to pick a specific image for unique dialogue) ie love 50 would maker her say something new, or unlock new options for sex or other things. Maybe make gifs usable in a simple format (like .gif) and actually work (though i don't know others interest in this and the coding it would invovle) Maybe exporable random dungeons that would cause a fight (like the one suggested) for unique rewards and girls instead of just 'catacombs'. Maybe i've suggested alot of nearly impossible/unwanted things, maybe there was one or two good ideas in there. maybe this post is really long. maybe i'm rambling. Maybe make it 16:9 apsect ration (as all computers are that aspect ratio now) anyways thanks for reading this. sorry for going on. I really like this game, and your mods to it, and really appreciate it. (this is the only game with regular updates.) ;D
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on February 07, 2015, 05:02:45 PM
First off, I like the enter key, but that's just me :p

How about a simple way to change the girls images based on their traits, like naming a file futasex so that if the girl becomes a futa the game will use futasex instead of sex.
While there are not too many futa girls or images for them, this could be done.
If/when male characters are added, futa specific girls will be too.

or/and item specific images, like if you equip the maid outfit then the game would use profilemaid instead.
Maid images are already available but not as you describe.
They are just used for cleaning jobs and a couple of other times.

less important is a personal hygiene stat for the girl (probablynot thought).
If/when the game goes from a weekly to a daily time schedule, then yes.
It is just assumed that the girl showers every once in a while.

or maybe a simple ffiii style fighting system with either girls/gangs instead of a dialog box.
This could be done but not any time soon.

Maybe, if you use a specific item (this is if you add item spec images) you can change your girl and the images she uses ie zero suit samus, and samus, or zelda and sheik, or like a transformation of other sorts, and a trait to indicate that the girl has a transformational form (or not, that seams really hard from a coding standpoint).
As there are over 500 items available, making individual images for them would be unfeasible.

Maybe furniture for girls.
There is furniture but it is in the Misc group.
It could get its own category if/when more building details are added.

maybe adding more detailed item options, ie socks, pantys, bra, (panties and brah would unequip when using regular underwear.) shoes, pants, shirt, dress (dress would unequip pants and shirt) medicine, food, (instead of just consumable, though i doubt it would be usefull to add those).
When the shops are divided into categories, then more specific categories can be added.
There already are Food and Makeup categories but they are combined into Consumable.
Medicine will probably be added before specific clothing types.
There are several Socks in Misc that will probably get their own category.

Maybe an easy way to add special interactions to a girl (like stat specific dialogue options, and being able to pick a specific image for unique dialogue) ie love 50 would maker her say something new, or unlock new options for sex or other things.
That is what scripts are for.
Also, many jobs have variations based on stats/skills.
If you want more added, write the texts for them and post them.

Maybe make gifs usable in a simple format (like .gif) and actually work (though i don't know others interest in this and the coding it would invovle)
I have tried to add gifs a couple of times but that requires a little more programming than I can do at the moment.

Maybe exporable random dungeons that would cause a fight (like the one suggested) for unique rewards and girls instead of just 'catacombs'.
This may be added in the future.

Maybe i've suggested alot of nearly impossible/unwanted things, maybe there was one or two good ideas in there.
Nothing is impossible, its just a matter of time.

Maybe make it 16:9 apsect ration (as all computers are that aspect ratio now) anyways thanks for reading this.
I have been meaning to make a 16:9 interface, I just have not gotten around to it.

maybe this post is really long. maybe i'm rambling.
...
sorry for going on.
 I really like this game, and your mods to it, and really appreciate it.
 (this is the only game with regular updates.)
I'll read just about anything and will comment where needed.
An unasked question gets no answers.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on February 07, 2015, 07:22:36 PM
Replying for EM:Evolved


How about a simple way to change the girls images based on their traits, like naming a file futasex so that if the girl becomes a futa the game will use futasex instead of sex.
Evolved will use tags instead of file names, so if the girl has become a futa then it will use a image with a futa and sex tags


or/and item specific images, like if you equip the maid outfit then the game would use profilemaid instead.
As stated above it will try to choose images based on clothes and things like that


less important is a personal hygiene stat for the girl (probablynot thought).
evolved currently doesnt have hygine stats, but it will probably be added soon


or maybe a simple ffiii style fighting system with either girls/gangs instead of a dialog box.
Currently evolved is planning on a mix bwtween ff tactics and ff 8 batle type system


Maybe, if you use a specific item (this is if you add item spec images) you can change your girl and the images she uses ie zero suit samus, and samus, or zelda and sheik, or like a transformation of other sorts, and a trait to indicate that the girl has a transformational form (or not, that seams really hard from a coding standpoint).
Evolved currently doesnt support Transforming girls


Maybe furniture for girls.
Currently, evolved is planning on making a room inventory, where you can equip certain items to the room, like a bed


maybe adding more detailed item options, ie socks, pantys, bra, (panties and brah would unequip when using regular underwear.) shoes, pants, shirt, dress (dress would unequip pants and shirt) medicine, food, (instead of just consumable, though i doubt it would be usefull to add those).
Evolved Currently is going to have more item slots to equip items, although they will only remove items from the slot that it equips to


Maybe an easy way to add special interactions to a girl (like stat specific dialogue options, and being able to pick a specific image for unique dialogue) ie love 50 would maker her say something new, or unlock new options for sex or other things.
Currently Evolved doesnt have scripts built into them, but ill see what i can do about that


Maybe make gifs usable in a simple format (like .gif) and actually work (though i don't know others interest in this and the coding it would invovle)
I will look into loading gifs with Evolved


Maybe exporable random dungeons that would cause a fight (like the one suggested) for unique rewards and girls instead of just 'catacombs'.
already Planning on it :)


Maybe i've suggested alot of nearly impossible/unwanted things, maybe there was one or two good ideas in there.
Nothing is imposible given enough time


Maybe make it 16:9 apsect ration (as all computers are that aspect ratio now) anyways thanks for reading this.
Evolved is already running on a mostly 16:9 aspect, although unlike WM evolved only comes in one size


maybe this post is really long. maybe i'm rambling.
...
sorry for going on.
 I really like this game, and your mods to it, and really appreciate it.
 (this is the only game with regular updates.)
Yea, sorry Evolved currently isnt far enough to even be released, but once it is released ill see what i can do to fix it
Title: Re: Possible Add-Ons to the Game?
Post by: PolitenessMan on May 30, 2015, 04:14:46 AM
I dunno if this has been discussed yet, but is there a plan to 'race lock' daughters?  For example daughter of a demon girl will be a demon girl, not some random monster? 

Maybe have a specific trait the mother has will decide what the daughter will be at birth?
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on June 03, 2015, 05:07:15 AM
I dunno if this has been discussed yet, but is there a plan to 'race lock' daughters?  For example daughter of a demon girl will be a demon girl, not some random monster? 

Maybe have a specific trait the mother has will decide what the daughter will be at birth?


I bet my parents would like to be able to decide of what I'd be at birth. Fuckin' ayy, zing, and whatnot.




But seriously, how would this work? You get to "pick" the race of your born daughter? IMO give her a 50/50 (or different ratios depending on a variety of factors) chance to inherit the race of the father or mother.
I think, "race locking" seems too much like easy mode. If you want a demon girl daughter, you're gonna have to keep making them until you get one.


If aevo would be willing to go super tryhard mode he could even code in some kind of genetics system with hidden variables about the what the girl's offspring could potentially inherit. Instead of just depending on traits.
Title: Re: Possible Add-Ons to the Game?
Post by: GonDra on June 03, 2015, 07:04:24 AM
But seriously, how would this work? You get to "pick" the race of your born daughter? IMO give her a 50/50 (or different ratios depending on a variety of factors) chance to inherit the race of the father or mother.
I think, "race locking" seems too much like easy mode. If you want a demon girl daughter, you're gonna have to keep making them until you get one.
I think the intention was that if the player gets a child with a demon it shouldn't come out as a catgirl, alraune, slime or construct but as a a demon/half-demon.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on June 03, 2015, 11:16:14 AM
I think the intention was that if the player gets a child with a demon it shouldn't come out as a catgirl, alraune, slime or construct but as a a demon/half-demon.
Oh.
I misunderstood the post completely then.
Yes, it would make sense for the race to be inheritable.
Although, if you consider genetics, who's to say the mother doesn't have some kind of monster further down the line in her heritage tree... Crossgate is a strange city in a strange world.
Title: Re: Possible Add-Ons to the Game?
Post by: Romanul on June 07, 2015, 08:51:55 AM
Would it be possible (and not time consuming) to add different counters to the game  for us people with stats fetish? :)

I mean counters/stats like:


-how many clients a girl served
-how many children you have(with your girls)
-how has she been your slave/ working for you (for free girls)
-how many types she has been raped/assaulted

Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on June 07, 2015, 06:14:14 PM
Although, if you consider genetics, who's to say the mother doesn't have some kind of monster further down the line in her heritage tree... Crossgate is a strange city in a strange world.
That could be a random chance for Any birth.....say 1 percent per child of some random non-human race.
Title: Re: Possible Add-Ons to the Game?
Post by: zafer on June 08, 2015, 01:04:50 AM
Would it be possible (and not time consuming) to add different counters to the game  for us people with stats fetish? :)

I mean counters/stats like:


-how many clients a girl served
-how many children you have(with your girls)
-how has she been your slave/ working for you (for free girls)
-how many types she has been raped/assaulted


Quote
stats fetish

O god yes, I'm sure this would be to much work for not enough people but It would scratch my management itch so good.

-lifetime total gold earned
-lifetime gold earned for each job she has worked   (ie: Whore =### Barmaid=### ect.)
-average gold earned for each job   (we already have this for the whore jobs as avg. customer pay)
-weekly girl upkeep   (besides accommodations I don't know what else there might be though)
-lifetime girl upkeep
Title: Re: Possible Add-Ons to the Game?
Post by: Jacko on June 21, 2015, 07:17:49 AM
O god yes, I'm sure this would be to much work for not enough people but It would scratch my management itch so good.

-lifetime total gold earned
-lifetime gold earned for each job she has worked   (ie: Whore =### Barmaid=### ect.)
-average gold earned for each job   (we already have this for the whore jobs as avg. customer pay)
-weekly girl upkeep   (besides accommodations I don't know what else there might be though)
-lifetime girl upkeep


I'll second this, along with times girl has had sex, and with how many partners, etc.
Title: Re: Possible Add-Ons to the Game?
Post by: Packster on June 24, 2015, 12:49:15 AM
long, long time lurker, loving crazys mod, and finally peeking my head out to post an idea (and hopefully put up some packs soon)

I think I know why gang stuff has been left to basically simmer so long. Their just kinda... there. You have no investment in them, no real way to develop them, or reason to care about them aside from "Goddamnit, I got raided and half my girls are dirty/dead now" "I just lost half my turf, wtf!!" or "Wont they hurry up and get me more girls/territory/money"...

Why not hack up up/modify girlsx files to make gangsx files? Thered still be your standard rGangs, but you could also recruit, say, Homra, the Dai Gurren Brigade, each of the 13 Court Guard squads...  8)

Then, just add a new room to each building call it the Back Room or something, its where your gangs work out of, and co-ordinate with your girls. Every gang you have guarding gives you one guard slot for a girl in the general tab, same for security slots, and catacomb explorers but in reverse. A few girl specific jobs like "medic" (patches up gang members potions cant save) and "gang whore" (self explanatory I'd think, maybe assignable to a specific gang to do targeted morale raising of a powerful gang or keep from losing one that got thrashed last turn) "Recruiter" to add some sex apeall and maybe recruit more members to low gangs.

That opens up a few more gang specific jobs too. Have a gang with crazy good charisma and looks? Assign them to the studio to work as extras, or add security guards to the studio to keep your promoter, or movie shipments from getting attacked. Hospital? Launder prescriptions, harvest organs refine drugs to narcotics, run ambulances (good morality gangs find people and need and help them, evil gangs make patients). Arena? Bookies (high int is good) beast control (without this, the girl just may find herself being killed by or mated with the beast that beat her right there in the arena sand) combat squad (v.s. girls could get you the spectacle of a challenger getting 'banged in' after being beaten, the chauvinistic power-trip of a girl being "put in her place" or the dark spectacle of one being killed depending on the gang you assign; v.s. other gangs for small unit combat) Farm? Supervise labor (keep the slaves in line) Breed fighting beasts (creates more items like guard dogs to assign to gangs/girls) Grow Narcotics. Cook Drugs. Distill Moonshine. Smuggle goods.

Gangs treated more like girls also frees up a home for the gratuitous amount of gear you tend to end up with a few good catacomb exploring girls once they level up a few times. One girl is easy to equip, but 15 guys?

Added investment for when a girl the player character knocks up has a boy. He grows up and goes to a gang. Gang specific traits like "Bosses [different variants for different positive or negative effects, anywhere from the fruit of your looms being an insurmountable bad-ass that shoots to running the gang, to a failure and an embarrassment you hope gets killed quick]

For girls, well, gang related traits "[gangname] member" - Jumped in or banged in, she wears [gangname]s colors, and they count her as her own.
                                                      "[gangname] leader" - in the [gangname] she calls the shots, and they call her boss
                                                      "[gangname] mom" - so many of the boys are her kids, all of them just call her mom
                                                      "[gangname] mascot" - she found some way to worm her way into their blackened hearts, now they'll kill anyone who so much as looks at her wrong
                                                      "[gangname] queen" (princess/queen only) - (same as gang mom but with royal terminology)

Girls joining gangs, a cross between the housing equation (the more she has in common with them, the faster they want her as one of their own), each job assigned with the gang adding a variable tick to a tracker until you get an event like a customer who cant pay. "The [gangname] all shuffle into your office after their job for the day is done, and the leader steps forward "Sir, we wanted to talk to you about [girlname]. We've been working with her for a while now, and well, she fights with us, bleeds with us, parties with us, hell, she cries for us when one of the boys ends up dead. We, we wanted permission to make it official, sir." -  you can choose 'jump her in' (test girls combat skill against gangs, anywhere from girl dies to girl puts the whole bunch in the hospital and is the new leader) 'bang her in' (test girls sex skills, throw a few images and scripts up, anywhere from them losing interest, to her having a gang baby) 'ask [girlname] (she decides whether she wants in or not, and how she wants in) and 'up to you boys (they pick, or ask what she wants). This would also cross with the growing morality system, and allow for some traits to show how rooted in good/evil/stuck in the gray in-between a gang/girl are. A girl that is a paragon of virtue and justice could turn a kinda mean bunch of hooligans to be just like her over enough time. Or a naive young girl ends up totally corrupted by the worst of the worst; put either end of the spectrum together, and prepare to lose one or the other, one way or another. Pair up like moralities for a girl ending up part of a gang in record time.

The gang tab? thats where you assign your gangs their jobs.

Add a Gang Management tab by building management, there you choose your gangs rules, and buy nets/potions like you do anti-preg.
     -Girls join gang on:
          +With your permission (default, goes to the event chain I have above)
          +Jumped in when she earns it (after enough combat missions)
          +Banged in if shes worth it (gang generates enough lust for the girl)
          +Jumped in if she's going to fight with them (on first shared combat job)
          +Banged in when you giver her to them (on first shared/assigned sex job)
          +Never (minus gang morale/happiness)


Sorry about the wall of text, heh  ::) I was really, REALLY bored at work today... Hope the ideas help
Title: Re: Possible Add-Ons to the Game?
Post by: qwayne on June 26, 2015, 06:09:02 PM
Oh.
I misunderstood the post completely then.
Yes, it would make sense for the race to be inheritable.
Although, if you consider genetics, who's to say the mother doesn't have some kind of monster further down the line in her heritage tree... Crossgate is a strange city in a strange world.
Some sort of trait inheritance system would be good. I have been impregnating a lot of queens but none of my daughters are princesses.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on June 26, 2015, 06:25:50 PM
Some sort of trait inheritance system would be good. I have been impregnating a lot of queens but none of my daughters are princesses.
I thought that was in there but I will check it again.
Of course, a bastard child of royalty is not always allowed title.
If marriage ever gets into the game, this will need to be improved on.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on June 27, 2015, 10:25:24 PM
Some sort of trait inheritance system would be good. I have been impregnating a lot of queens but none of my daughters are princesses.
I thought that was in there but I will check it again.
Of course, a bastard child of royalty is not always allowed title.
If marriage ever gets into the game, this will need to be improved on.
I have added special inheritance checks for Queen, Princess and Noble traits.
Children of Queens will have a 60% chance of being recognized as a Princess or a Noble.
Children of Princesses will have a 40% chance of being recognized as a Noble.
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 03, 2015, 08:14:39 PM
Some more changes to jobs.

- Several new traits can be gained from jobs, like Brawler or Strong.
- Pregnant girls get more tired when they fight in the arena, explore the catacombs or do other physically demanding jobs.
- Minor nerf/tweak to brothel jobs.

I don't like the formula of the brothel jobs too much (I know it's from the ancient times), to be honest. Right now Charisma, Beauty and Fame determine how many customers she can fuck. Then the same stats are used to determine how many customers she'll look for (and suceeds to attract).

The second one is (in part) a matter of appeal (maybe a better word for looks than looks?), so Charisma, Beauty and Fame are justified, but the first one sounds like a matter of Constitution to me (how many people she can fuck in a shift). Using the same stats for everything is meh too, and right now libido has no saying in anything.



I was thinking about adding a penalty to jobperformance for very high Tiredness (enough to get a warning). Yay or nay?


Edit - There was a problem in the brothel jobs with a parenthesis. Now it's fixed.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 03, 2015, 11:07:57 PM
Edit - There was a problem in the brothel jobs with a parenthesis. Now it's fixed.
Instead of replacing the first zip file, make a new one with the new changes so I don't have to go over them all again.
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 04, 2015, 07:00:27 PM
Instead of replacing the first zip file, make a new one with the new changes so I don't have to go over them all again.

Ok.

Just a few tweaks to the Cleaning job, and fixed the issue of the incestuous daughters.
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 08, 2015, 05:55:17 PM
Changed the way fame is gained in non-whoring jobs. Before it was +1 per shift, no matter she was awesome or injured half of the customers. Now it depends on jobperformance.
Plus a few other tweaks I don't remember right now.


Suggestions -  Pregnant fetish for customers, fast pregnancy and slow pregnancy traits. After all, it's a fantasy game.
Title: Re: Possible Add-Ons to the Game?
Post by: mata123 on July 08, 2015, 07:35:48 PM
I would sugest auction for virgins firs night. Now it's somehow wasted.


It would be also good if it was possible to eliminate other gangs (your competitors) either buy them or use money to bribe guards to destroy  or attack them or use your girls or gangs to eliminate them step by step.


It would be also nice to rebalance the incomes from different jobs aka whores are making too much in comparison with others (like when I send girl with maxed stats to shoot film, she makes about 15% of what she would get from whoring). I would advise to scale all jobs incomes much more according to girls stats.


And one last thing - how about Tournaments in Arena (either with only your girls or some kind of mix up)
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 08, 2015, 10:07:46 PM
Changed the way fame is gained in non-whoring jobs. Before it was +1 per shift, no matter she was awesome or injured half of the customers. Now it depends on jobperformance.
Plus a few other tweaks I don't remember right now.
I added in all but the WorkBarWhore.cpp and WorkSleazyBarmaid.cpp without many changes.
Those two had more changes so I will have to go over them more thoroughly later.
I have also started updating many of those jobs to get them more in line with the other jobs I had worked on.

Update:
I am getting way too carried away with updating WorkBarmaid.cpp
If all the other jobs need this much work, I will be busy for a while.

It would be also nice to rebalance the incomes from different jobs aka whores are making too much in comparison with others (like when I send girl with maxed stats to shoot film, she makes about 15% of what she would get from whoring). I would advise to scale all jobs incomes much more according to girls stats.
Most of the income for the studio is made when you actually make the movies from the scenes.
Each movie is sold for 35 turns so the more movies you make, the more money you get.
All the jobs will get updated as I get the time.
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 09, 2015, 04:18:00 AM
I added in all but the WorkBarWhore.cpp and WorkSleazyBarmaid.cpp without many changes.
Those two had more changes so I will have to go over them more thoroughly later.
I have also started updating many of those jobs to get them more in line with the other jobs I had worked on.
Ignore the WorkBarWhore, it shouldn't be there. It's the file I've been using for experimental purposes for whoring jobs and it's not even finished. It slipped in when I zipped the jobs.

Update:
I am getting way too carried away with updating WorkBarmaid.cpp
If all the other jobs need this much work, I will be busy for a while.
Is it due to the brothel rewrite?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 09, 2015, 08:32:55 AM
Is it due to the brothel rewrite?
Not exactly.
I started adding the divisions like I did for the farm jobs and found a few areas that needed improvement.
A few of the new things:
Drinks Sold - based first on job performance then modified by several things
Drinks Wasted - from spills, customers not paying and free drinks
Combined number changes into variables for easier use

There are a lot of other things that I started to change but have not finished so I can't push it to github until it compiles properly.
My new job is taking a lot more of my time.
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on July 09, 2015, 05:17:51 PM
Hey everyone know I've been quite here lately but just been kept busy with work and such. But hoping to have time to code some soon.

I would sugest auction for virgins firs night. Now it's somehow wasted.
I've had this planned since day one of starting my mod. Just haven't figured out how to get it in game yet.
And one last thing - how about Tournaments in Arena (either with only your girls or some kind of mix up)
I've been working on trying to add a few new jobs to the arena for awhile. But again its just figuring out how I want them to be added in. Depending on what u mean by tournaments it might be what ur looking for.

And as far as the income for jobs goes whores should make the most by alot. But they might be making to much right now I agree.  But I've always thought it should go like this on pay scale.

Whore
A good dealer
Stripper/porn star
Peep/masseuse
Other jobs
That said whore should make 30-40% more I think and right now it does more then that I know but balancing the game right now seems a waste as for every new job or skill/stat or whatever we add it would need another balancing and that is just to much work I think. Now I could be wrong on this not the best coder or planner but that's my thoughts.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 10, 2015, 12:28:43 AM
I got the jobs cleaned up and pushed them to github.
WorkBarmaid.cpp got the most updates.
Several others got some small updates, mostly variables renamed to match the farm jobs I did already.
I started breaking the code up into sections but didn't finish moving things around yet.
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on July 10, 2015, 08:24:40 AM
On the girl's first night thing:  Why not make that a scripted action?  I haven't really looked at triggers much, but is there a hook that will be activated when a virgin starts a job requiring sex?  If so, how would someone write a script that will be triggered correctly?  If not, make such a trigger and tell story designers how to access it.

And for that matter, anal virginity should also be an auctionable commodity...
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 10, 2015, 07:16:49 PM
Nothing major, just tied fame progression to base fame so fame-granting gear don't disrupt it.
Title: Re: Possible Add-Ons to the Game?
Post by: pronatrator on July 10, 2015, 09:37:36 PM
I have no idea how feasible this would be, but would support for webm be possible?  Don't get me wrong, I'm over the moon about how you got gifs to work in the game, but making all these new gifs has really shown me the limitation of gifs.

For example, I made a gif and after trimming it and compressing and optimizing, the best I could do was 3.4mb.  However as a webm (http://gfycat.com/SociableVigilantDromaeosaur) it's only 547k.

Like I said before, I'm ecstatic that you actually got gifs to work, but I am curious as to if webm's are possible.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 11, 2015, 07:37:15 AM
I have no idea how feasible this would be, but would support for webm be possible?  Don't get me wrong, I'm over the moon about how you got gifs to work in the game, but making all these new gifs has really shown me the limitation of gifs.

For example, I made a gif and after trimming it and compressing and optimizing, the best I could do was 3.4mb.  However as a webm (http://gfycat.com/SociableVigilantDromaeosaur) it's only 547k.

Like I said before, I'm ecstatic that you actually got gifs to work, but I am curious as to if webm's are possible.
Anything is possible(well, almost anything, President Trump is impossible)
I tried looking for someone who has made webm play with sdl but i didn't find much.
If you can find someone who has gotten webm to play with sdl, point me to it and I will see what I can do.
Title: Re: Possible Add-Ons to the Game?
Post by: pronatrator on July 11, 2015, 12:41:22 PM
Anything is possible(well, almost anything, President Trump is impossible)
I tried looking for someone who has made webm play with sdl but i didn't find much.
If you can find someone who has gotten webm to play with sdl, point me to it and I will see what I can do.

Please understand I have very little understanding of what I'm looking at here, but do any of these help?
http://wiki.webmproject.org/ffmpeg/building-with-libvpx (http://wiki.webmproject.org/ffmpeg/building-with-libvpx)
or
https://code.google.com/p/webm/source/browse/third_party/sdl/x64/debug/SDL.dll?repo=webmdshow&name=webmmf-0.14.0.0-20110122&r=6344785c0f36ae7f4a14059e8743f5552c5240f4 (https://code.google.com/p/webm/source/browse/third_party/sdl/x64/debug/SDL.dll?repo=webmdshow&name=webmmf-0.14.0.0-20110122&r=6344785c0f36ae7f4a14059e8743f5552c5240f4)
or
https://code.google.com/p/webm/source/browse/third_party/sdl/?repo=webmdshow&name=webmmf-0.15.0.0-20110124&r=7ddf3fbedff8473d51127b10ab7af76915c2cd10 (https://code.google.com/p/webm/source/browse/third_party/sdl/?repo=webmdshow&name=webmmf-0.15.0.0-20110124&r=7ddf3fbedff8473d51127b10ab7af76915c2cd10)
or
http://code.metager.de/source/xref/google/WebM/webmdshow/third_party/sdl/include/SDL_cdrom.h (http://code.metager.de/source/xref/google/WebM/webmdshow/third_party/sdl/include/SDL_cdrom.h)
or
https://github.com/doublec/webm-player/blob/master/webm.cpp (https://github.com/doublec/webm-player/blob/master/webm.cpp)
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 11, 2015, 07:27:49 PM
Please understand I have very little understanding of what I'm looking at here, but do any of these help?
https://github.com/doublec/webm-player/blob/master/webm.cpp (https://github.com/doublec/webm-player/blob/master/webm.cpp)
This one may help.
When I have the time and energy to tear it apart, I'll see what I can do.
Title: Re: Possible Add-Ons to the Game?
Post by: mata123 on July 12, 2015, 11:12:26 AM
I've had this planned since day one of starting my mod. Just haven't figured out how to get it in game yet.


I was thinking about it and the best option seems to me to use menu for Interact with. You can add something like "virginity auction" to the option, then check if she is virgin and if she is, you can proceed. This seems like the easiest way.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on July 13, 2015, 03:56:20 PM
so i found out, since i got new computer the game can handle touch screen input but the selections are quite erattic at times, like trying to click new game you never know what your going to hit instead

Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 13, 2015, 06:37:06 PM
so i found out, since i got new computer the game can handle touch screen input but the selections are quite erattic at times, like trying to click new game you never know what your going to hit instead
Touch screens work basically like a mouse but with less precision depending on the size of your finger or stylus.
Try calibrating your touchscreen and see if that helps.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on July 13, 2015, 06:46:28 PM
kool ill let you know
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 13, 2015, 07:48:52 PM
Added a penalty to jobperformance for very tired girls.
Title: Re: Possible Add-Ons to the Game?
Post by: CaptC on July 14, 2015, 12:05:38 PM
Added a penalty to jobperformance for very tired girls.


This brings up a problem I have, with matrons.  I think matrons should be programmable.  IE - you should be able to give your matron orders to work the girls to death, or to keep them at peak health. 


Right now, matrons are kind of wishy-washy about it.  For certain girls, they take them off shift as soon as they get even a teensy bit tired.  Other girls they work until they drop.  I guess I really don't know why...  Anyway, it seems to me that a matron concerned about making money should be making girls take days off when the girls are suffering performance penalties, whereas truly evil matrons should regularly be killing girls from overwork.
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 16, 2015, 05:55:20 PM
A few new items plus some balancing for old ones I made. They were too weak/expensive because they were made for WM EX which had items' stats halved.

I've split the Schwarzenegger rings in two. Originally they were the Constitution rings, but when Strength was added to the game, Strength was added to them.
Now Schwarzenegger rings are the Strength rings (I think it makes more sense than Constitution for a Swarzenegger item), and the new Toughness rings are the Constitution rings.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 18, 2015, 11:00:48 AM
Added a penalty to jobperformance for very tired girls.


Any more details on that? How is it calculated exactly? 1% performance loss per 1 Tiredness?
Do girls stop working at anything at 100 Tiredness?
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 18, 2015, 06:49:11 PM

Any more details on that? How is it calculated exactly? 1% performance loss per 1 Tiredness?
Do girls stop working at anything at 100 Tiredness?

It's not added to the source code yet, but it's a 30 point performance loss plus an extra point per 1 Tiredness over 80 if the girl Tiredness is over 80 (enough for the girl to be displayed in red in the girl management screen, I think). There's no penalty if Tiredness is below 80.

I did nothing for 100 Tiredness.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on July 18, 2015, 09:01:47 PM
surprised no one takes some of the ideas from here and request them as new features for evolved.
i would greatly help the development process and progress
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 19, 2015, 12:27:49 PM
Added a penalty to jobperformance for very tired girls.
I changed it to:
Code: [Select]
    if (!estimate)
    {
        int t = girl->tiredness() - 80;   
        if (t > 0)
            jobperformance -= (t + 2) * (t / 3);
    }
81  =  1  |  86  =  16  |  91  =  47.6  |  96  =  96
82  =  2.6  |  87  =  21  |  92  =  56  |  97  =  107.6
83  =  5  |  88  =  26.6  |  93  =  65  |  98  =  120
84  =  8  |  89  =  33  |  94  =  74.6  |  99  =  133
85  =  11.6  |  90  =  40  |  95  =  85  |  100  =  146.6
I think this will make it a little more harmful to let your girls get too tired.
(I got this by throwing numbers in a spreadsheet and seeing what worked.)

Some jobs will use slightly different numbers but should basically be reduced by tiredness over 80.


Do girls stop working at anything at 100 Tiredness?
I will add a stop working function at 100 tired and/or <0 job performance
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on July 22, 2015, 04:49:53 AM
I will add a stop working function at 100 tired and/or <0 job performance

Have them get ill and be unable to work for g_Dice % x weeks (less if they rest at the hospital). (just an idea)
Title: Re: Possible Add-Ons to the Game?
Post by: PolitenessMan on July 28, 2015, 12:21:00 PM
How hard is it to add new jobs?  I had this idea of a new house job/mechanic after I saw the 'assassinate' option in a girl's list.

After your fame reaches a certain level, the location of your home should be known right? So maybe you can set up a system where after a certain fame/infamy level is reached, there is an X % chance of a rival gang attacking your home directly.  If they successfully raid, they could take items, girls, and money not stored in the bank.  Maybe if the player has stats, also wound you to keep you from directing anything for a few weeks.

Having a gang in place reduces the chances of them successfully raiding your home, and girls with a high combat skill can be assigned as 'House Guard' to reduce those chances further.

If girls are taken, it is treated the same as they run away, and you have to send your gangs to get them back.

Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on July 30, 2015, 08:58:53 AM
Kidnapping of your girls is definitely something that should be a danger the player should be aiming to avert. If you can kidnap women, why shouldn't the enemy gangs do the same to you?
Also, maybe for the sake of ease of use, simply add two gang mission types - one wold be for kidnapping girls from the enemy gangs and territories and the other would be for re-capturing them - although that one could simply be included in the runaway recapture job.

Say, how does a girl calculate the chances of her being raped / beaten by clients? Now that I think of it her chances of kidnapping should most likely be calculated in a similar manner, although I wonder if that formula in the first place couldn't use some improvement.

As for attacking the PCs house - not a bad idea either, maybe provide some kind of "Home Guard" mission for your gangs? In fact, the whole home of the PC could use a bit of expanding.
Maybe some kind of storage system, some kind of marriage system to keep your wives, etc.
God damn, there sure is a lot of ideas and only one top lad to implement them.
Title: Re: Possible Add-Ons to the Game?
Post by: Baltazaar on July 30, 2015, 12:38:47 PM
As far as I see it:

- make the home a fully functional bordello. With only one guest: yourself.

- let it count for the number of gangs you can hire. because protecting your home, you do want some sort of praetorian guard.

- you also should have a chance to get attacked. Like, the more bordellos you have, the higher the chance gets that the others will attack you.

- for defense, count in two waves: Outside, and inside.

- outside defense is taken over by girls on watch, and regular gangs.

- regular gangs fighjt regularely against the enemy gangs, plus rthe security girls help out. The secuirty girlks can not be harmed in the outside fight.

- after the outside has been cleared, let the enemy gang decide how they want to progress. Just retreat? or, do they want to tresspass on inwards.


Ok, time for an example.

Rival A sends 2 gangs of 100 men after my home, to "teach me a lesson" about those Bars I burned down. And those bordellos I raided. And about kidnapping his girls... And taking his mens families.... ( huehuehue...)

One gang is doing praetorian guard duty, and defends my holdings. In my house, I have ten suped up crazy bitches on the walls, while the gangs duke it out in the street in front.

Gang 1 gets decimated to 25 men, who are mostly hurt, shot up, or crippled. Lets talk about christmas bonuses Later. Gang A has 97 men, and Gang B has 6 men.

Now, you do the first check. The invasion force is bigger then 50 % of what they were before they left for my house, so they decide to go in. A random roll confirms it: They want to take my girls!!! 5 of them, to be precise.

Since my home is a maze pof dark corridors, all alike, a single girl can keep them busy in the halls.

So, we have them capturing their objectives. they meet two guard girls, who kill each 10 of their men ( guard girls get not6 killed), fight the captured 5 girls ( subdual / nonlethal damage only), who each kill 3, and then, two men have to carry a girl.

So, in total, they are now down to only gang A, with 61 people remaining able to fight. Now, as they leave, they notice a thing: we entered phase 3 of the battle, the run. all the remaining people in the gang, plus all guard girls, will now fight them. 25 against 61 people. 25 men of my gang, plus my remaining active watch girls,kill 50 men, before they themselves are out of comission, and thus, a party of 11 members of gang A leave. remember, I said two people per girl, o they are exactly one person above the threshhold.

Had my girls rolled betterm, and killed only two more people, their mission would have failed, and they would have been captured.

Would this be possible?

Because that way, I can send gangs as well to my enemies compounds. A snatch and grab mission  could also be a "Kill all the girls mission", or a " Burn the building " Mission. Hell, I could even steal the money they stole from me back from the people that stole it from me.

Only one thing: I would love if you could scale the strength of the enemy assault with the ammount of ressources i have. Because with the above modell, you would literally expect dozends of gangs to attack each day.

I would much rather see a gang that has lost 200 + members reduced to recruiting back the girls they lost, and thus, unable to attack again.

Also, I would like to see me being able to target specific gangs. So, when I want to do a punishment expedition towards the fuckers who torched my club house, I want them to be hit, not some third grade outsit that does not deserve it.
Title: Re: Possible Add-Ons to the Game?
Post by: pronatrator on July 31, 2015, 06:35:47 PM
How feasible would it be to add an option to specify a "common" image folder in the girls editor?

I have no idea what the backend of WM looks like, but if I understand correctly the game looks for a particular image type in the girls folder.  If it can't find that image type, it looks for the next applicable image type. (e.g. Anal, if none then Sex) If it can't find that it looks for the first image type under DefaultImages.  Is that more or less what is supposed to happen?

What I'm asking is if it's possible to add another step, so that the game would look in another common folder before DefaultImages.

The reason I'm asking is because a while back I started working on a girlpack for Kato aka Steamgirl.  She has a lot of different image sets and they were diverse enough for me to make different girlpacks for many of them.  (About 30 at the moment  :P )  She's a softcore model, so to fill in the gaps(e.g. sex, oral etc) I used gifs of models that either looked like her, or gifs that I liked but have never been able to identify the model.   I separated the gifs by hair color because that was what the different sets had in common, and then added them to the relevant folders.  E.g.  gifs with white or blonde hair go in the sets where she has white hair, brown hair gifs go in the brown hair sets etc

About half of her girlpacks use the white hair gifs, and it would save me about 5 gigs of disk space if I was able to only have 1 folder of gifs for her(kato white common) and have all of those girlpacks look there for the non profile images.

I was also thinking about other ways this might be useful.  If you had a busty girl you could have the girlpack look in the 'busty common' folder so you could get an image relevant to that girl's bodytype instead of say, displaying a loli image.  Or vice versa.

Anyways, been kicking that idea around in my head for a few days and just wanted to know if that was something that would even be possible.  Not asking if you would do it, just if you could do it.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on July 31, 2015, 07:01:50 PM
How feasible would it be to add an option to specify a "common" image folder in the girls editor?

I have no idea what the backend of WM looks like, but if I understand correctly the game looks for a particular image type in the girls folder.  If it can't find that image type, it looks for the next applicable image type. (e.g. Anal, if none then Sex) If it can't find that it looks for the first image type under DefaultImages.  Is that more or less what is supposed to happen?

What I'm asking is if it's possible to add another step, so that the game would look in another common folder before DefaultImages.

The reason I'm asking is because a while back I started working on a girlpack for Kato aka Steamgirl.  She has a lot of different image sets and they were diverse enough for me to make different girlpacks for many of them.  (About 30 at the moment  :P )  She's a softcore model, so to fill in the gaps(e.g. sex, oral etc) I used gifs of models that either looked like her, or gifs that I liked but have never been able to identify the model.   I separated the gifs by hair color because that was what the different sets had in common, and then added them to the relevant folders.  E.g.  gifs with white or blonde hair go in the sets where she has white hair, brown hair gifs go in the brown hair sets etc

About half of her girlpacks use the white hair gifs, and it would save me about 5 gigs of disk space if I was able to only have 1 folder of gifs for her(kato white common) and have all of those girlpacks look there for the non profile images.

I was also thinking about other ways this might be useful.  If you had a busty girl you could have the girlpack look in the 'busty common' folder so you could get an image relevant to that girl's bodytype instead of say, displaying a loli image.  Or vice versa.

Anyways, been kicking that idea around in my head for a few days and just wanted to know if that was something that would even be possible.  Not asking if you would do it, just if you could do it.
It could be done but I have less time than I used to since I started my new job.

Many of the Sailor Moon packs and Cure packs have the same image used for multiple girls.
This would definitely cut down on space for them.

You can start it off by creating a "Common" folder next to the "Characters" and "DefaultImages" folders.
In that, make the sub categories that could be generic enough to work across the board or girl group folders.
For girl group folders, make the name of the files include the girls in it with "_" instead of spaces in their names.

I have always wanted to make file names more expansive so images don't need to be copied if they can be used for multiple categories.
If this gets done then expanding the names could be done at the same time.
Title: Re: Possible Add-Ons to the Game?
Post by: doubleDolp on September 01, 2015, 08:57:11 PM
Hey I have i suggestion. Could you add more places to go in the town area that does not require a specific amount of gold and owned territory like a library or a park or npc house, something to do to give the player more opportunities to gain items or stats.
Title: Re: Possible Add-Ons to the Game?
Post by: Baal on September 02, 2015, 01:27:00 AM
I'd love a temple and some traits based on religion (Devoted, Cynic, Stoic, Ascetic, Pious, or Spiritual) since often the whore go to church in this world. Well that and I love to own a church. Holy whores, has a nice ring to it after all. Tell me if I need to go into more details.
Title: Re: Possible Add-Ons to the Game?
Post by: deadkingblue on September 16, 2015, 11:47:54 AM
A plqyer profile with player stats. can lead to more player customization and interactions, plus skill dependant actions, like training, bribing city oficials, taxes, store income, girls liking you, and even selectable player gender.
Title: Re: Possible Add-Ons to the Game?
Post by: andy_and on September 27, 2015, 08:43:32 AM
Is it possible to add a function, such as holding down ctrl and click on a job, and that will add the job to both day and night job?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on September 27, 2015, 09:39:45 AM
Is it possible to add a function, such as holding down ctrl and click on a job, and that will add the job to both day and night job?
This was added in .06.00.15
Title: Re: Possible Add-Ons to the Game?
Post by: andy_and on September 27, 2015, 09:53:34 AM
oh  ???  i never noticed
Title: Re: Possible Add-Ons to the Game?
Post by: Hanzo on October 08, 2015, 08:19:01 AM
I'm busier than in summer but I've added a few things (some of them bad) to the matron job. Some could be adapted to the other "matron" jobs.

I was thinking about the matron changing the brothel restrictions to her liking (High Obedience would prevent it). However I dont know if it would be better if she did it on her own, or with a trigger (when it triggers the player gets to choose to accept or not), but currently I don't know how to do it that way.
Title: Re: Possible Add-Ons to the Game?
Post by: crazy on October 22, 2015, 01:22:42 PM
I'm busier than in summer but I've added a few things (some of them bad) to the matron job. Some could be adapted to the other "matron" jobs.
Everyone seems to have been busy lately so no problem there nice to see u adding stuff still.
I was thinking about the matron changing the brothel restrictions to her liking (High Obedience would prevent it). However I dont know if it would be better if she did it on her own, or with a trigger (when it triggers the player gets to choose to accept or not), but currently I don't know how to do it that way.
No clue how u would do that.

Got it all merged in and sent to the SVN.  Thanks keep up the work man
Title: Re: Possible Add-Ons to the Game?
Post by: watts on January 03, 2016, 04:35:48 PM
Hi.

I'd like to suggest a few features for Crazy's Mod. I'm assuming this is the right place to do it, as indicated by the mod's main post.

First of all, I think it would be cool if we had a couple more traits that changed a girl's fertility rate. So, as of last version, we have "Fertile" and "Broodmother". I think adding a "Low fertility" (lower than the base preg change) and "High Fertility" (this one being between 'Fertile' and 'Broodmother') would be nice. Maybe even a "Very Low" and a "Very High" for maximum variety.

I like to play WM somewhat differently, meaning that I try to get most of my income just from breeding the girls. Twisted, I know, but having those traits would add another layer of complexity to the game, and also make my custom 'game mode' that more interesting.

Now for a somewhat more complex suggestion: If the game could keep track of each girl's interaction stats with players, customers and beasts, it would honestly make it perfect for me. Stuff like # of times you (or customers/beasts) have come inside/out (with total volume in milliliters), number of bj's, and so on. Really pervy stuff, I know, but I know I'm between friends and I'm sure you guys will understand.

Thanks in advance.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 03, 2016, 05:15:53 PM
First of all, I think it would be cool if we had a couple more traits that changed a girl's fertility rate. So, as of last version, we have "Fertile" and "Broodmother". I think adding a "Low fertility" (lower than the base preg change) and "High Fertility" (this one being between 'Fertile' and 'Broodmother') would be nice. Maybe even a "Very Low" and a "Very High" for maximum variety.

I like to play WM somewhat differently, meaning that I try to get most of my income just from breeding the girls. Twisted, I know, but having those traits would add another layer of complexity to the game, and also make my custom 'game mode' that more interesting.
Adding more fertility traits would be fairly easy.
I will look into it after I am done with the Slave Market texts.

Now for a somewhat more complex suggestion: If the game could keep track of each girl's interaction stats with players, customers and beasts, it would honestly make it perfect for me. Stuff like # of times you (or customers/beasts) have come inside/out (with total volume in milliliters), number of bj's, and so on. Really pervy stuff, I know, but I know I'm between friends and I'm sure you guys will understand.
The game already tracks how many customers the girl has sex with and I already plan to add the number of times she has sex with the player.

The more details that get tracked, the larger the savegame gets.
When I started trying to make the Milking job in the farm work, the math for the volumes broke my brain, and that was just with 3 variables, breast size, lactation traits and lactation stat.
There would have to be a lot more variables for semen tracking because the customer would have a lot of variables, and  they would need to have traits added.
Way too much stuff would have to be added to make semen tracking possible.

Number of bjs could be added (oral + (group * men in group) + 69s) but that would be low priority.


Title: Re: Possible Add-Ons to the Game?
Post by: watts on January 03, 2016, 05:42:21 PM
Adding more fertility traits would be fairly easy.
I will look into it after I am done with the Slave Market texts.

That would be absolutely perfect. Thanks for considering my suggestion.

To be honest, I've actually tried to add said traits myself before writing my post. Seeing as I had already fiddled with a few parameters of the vanilla game, I thought it would be a trivial thing. But turns out I had absolutely no clue of what to do. I guess that, in the end, it's better to leave it to the professionals.


The game already tracks how many customers the girl has sex with and I already plan to add the number of times she has sex with the player.

Way too much stuff would have to be added to make semen tracking possible.


Ah I see. Semen tracking would be nice and all, but considering the technical hindrances, I guess is not just worth it. Totally understandable.

Will keep an eye out for future updates regarding the 'Sex with player' counter. And while we're at it, could a "Sex with beast" counter also be in your plans?

Anyway, thanks for the quick reply.

Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on January 03, 2016, 07:35:30 PM
Instead of actually tracking the individual amounts, you could just get new flavor text added to the end of the night summary....if say the girl did several group sessions...."She has been coated in seamen, from head to foot."....that might help scratch that itch....other flavor text could be done too.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on January 04, 2016, 09:43:44 AM
Was there any progress done on implementing "learning" items, or "tomes", that would raise skills/stats in time when equipped?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 04, 2016, 06:21:27 PM
Was there any progress done on implementing "learning" items, or "tomes", that would raise skills/stats in time when equipped?
Not lately.
There are a few items that are used at the end of the day but most of the books are only used if the girl is resting.
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on January 04, 2016, 08:43:06 PM
Not lately.
There are a few items that are used at the end of the day but most of the books are only used if the girl is resting.


Since the latest WME has no such function, I assume it is hardcoded into the separate item files on its own?
Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on January 08, 2016, 03:24:12 AM
I would like to ask you again if there is a chance to get more than one picture from one  girl during a running script ?
That would enhance the quality of a script so much.
For example . You start a script with fluff  supported by a "profile"pic  followed after a decision with a " strip"  then a "nude" etc..
any chance?

My second wish would be to recode the selection window which pops up while a script is running and a choice is offered.
Now the position and the size is fixed in the hardcode and the window pops up allways in the center of the screen. I would love to have it in the xml documents of the interface so that i'm able to rearrange this.

Kind Regards,
HuiBui
Title: Re: Possible Add-Ons to the Game?
Post by: watts on January 14, 2016, 12:47:06 PM
Kind of an weird idea, which I know is unlikely to be implemented due it's narrow scope, but I thought I'd share it anyway, for no specific reason. Here it goes:

Basically, another tier of player interaction with a girl could be added, labeled 'Deep/Rough Sex'. This option would:

-Increase chance of pregnancy by a certain % (this would have to be balanced, but I think 20% should be okay)
-Increase the chance of multiple birth by a certain % (again, the % could be tweaked)
-Have a 5% risk of giving a girl a "Sterile" trait (instead making her pregnant, obviously)
-Have specific dialogue
-The girl would be 30% more likely to refuse this interaction if she doesn't love the player, and 10% if she does.

Now, if you don't mind me asking, is it possible to add this kind of interaction (and extra traits) without recompiling the game, or are they hard coded? If it's the former, can someone provide me with some quick insight on how to do it (namely which files should I look into)? I'm no programmer, but I reckon that as long as I'm pointed in the right direction, I should be able to at least give it a decent try.

That's all. Once again, thanks for everyone's time.

Title: Re: Possible Add-Ons to the Game?
Post by: lindivor on January 22, 2016, 06:09:59 AM
Well... since there is a farm add a Breeding Area or something where you can use your girls for breeding beast (adds Dark Rep) and for the clinic a Special Ward area :)
Title: Re: Possible Add-Ons to the Game?
Post by: 0nymous on January 25, 2016, 07:08:43 PM
Suggestion: stats/skills requirements for items.
Let's say you want to make a "Fuckhuge Sword" item for girls, but it wouldn't make sense for a girl with 5 strength to use it effectively.
This is just an example, and it would have other applications (refinement and dignity requirements come to mind).
Also, my queries a couple of posts above still stand. 
Title: Re: Possible Add-Ons to the Game?
Post by: Baal on March 14, 2016, 08:48:23 AM
Wonder if it would be possible to set a default amount of rooms in the config for each brothel when you start/buy it?

Might also suggest something akin to a cosplay club, for images that have animal ears/tails/paws on a normal girl.
Title: Re: Possible Add-Ons to the Game?
Post by: dullman on March 28, 2016, 07:07:19 AM
I would propose to slowly change the code towards generic person class which has few inherited classes (in simplest way female and male), as c++ allows classes to inherent from multiple parent class it can be joint with player/opponent/npc/etc classes, and create a base for new mechanics in games, the change in this allow us to have multiple new features introduced in game (like male npc/custom made player character which behaviour similar to standard npc/gangs made from singles npc which allow us to add girls to gangs/opponents which exists in the same format as player which allow us more deep interactions between them (like stealing slave from opponent/and many more).
Since it's take quite a lot job to do this, i would propose to slowly make the base classes outside current game flow and only when the base are made include it's into current game flow.
Title: Re: Possible Add-Ons to the Game?
Post by: Chaoswings on December 17, 2016, 09:39:21 PM
I know it will looks like necro posting, especially since it's my first post (long time lurker, first time poster..)

I would like to know if it is possible to implement a simple Yes/No tag inside of Random Girls template files to determine which of them can be born from a girl's pregnancy

While for some it looks logical (schoolgirls/idols), getting a Milf or Teacher or even Maid template doesn't look logical.


I know that there is also the concern for retro-compatibility of the .Rgirlsx to take into account but is it possible that if the tag is missing the game automatically consider it as a Yes (this way it will be like any previous version), so that way any user can customize the files themselves and and modify the value to whatever they like, or touch nothing and it'll behave like before.

I thank you in advance for whatever answer you can provide.
Title: Re: Possible Add-Ons to the Game?
Post by: MuteDay on December 17, 2016, 10:11:58 PM
I know it will looks like necro posting, especially since it's my first post (long time lurker, first time poster..)

I would like to know if it is possible to implement a simple Yes/No tag inside of Random Girls template files to determine which of them can be born from a girl's pregnancy

While for some it looks logical (schoolgirls/idols), getting a Milf or Teacher or even Maid template doesn't look logical.


I know that there is also the concern for retro-compatibility of the .Rgirlsx to take into account but is it possible that if the tag is missing the game automatically consider it as a Yes (this way it will be like any previous version), so that way any user can customize the files themselves and and modify the value to whatever they like, or touch nothing and it'll behave like before.

I thank you in advance for whatever answer you can provide.


Will also keep this in mind for my projects that i have going.


the one problem i see with this is. pregnancies can be either unique or random girls


although i think for my other games we will be avoiding the system like WM due to we are going for a sprite based system instead of a Picture based system
Title: Re: Possible Add-Ons to the Game?
Post by: Cavey on December 26, 2016, 06:36:04 PM
Please add a "Cure Diseases" task to the clinic. It's hard to describe how scary it is to have a girl catch a life-threatening disease and realize that I have no way to help her. =3

I've been using this item as a workaround to the problem, which you are welcome to add to the game, especially if updating the clinic would be too much work to be worth it at the moment. I'd much rather have the new feature, though!
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 26, 2016, 08:37:55 PM
Please add a "Cure Diseases" task to the clinic. It's hard to describe how scary it is to have a girl catch a life-threatening disease and realize that I have no way to help her. =3

I've been using this item as a workaround to the problem, which you are welcome to add to the game, especially if updating the clinic would be too much work to be worth it at the moment. I'd much rather have the new feature, though!
I will add both.
Adding the item was the easy part  :)

Working on the job:
The more people you have taking care of her the faster she gets cured.
You can have 2 Doctors and 4 Nurses working for the fastest cure, any more than that doesn't count.
If you have more than 2 Doctors working, then two are chosen randomly from all the Doctors on duty. Same with Nurses.
They use their Medicine, Intelligence, Magic and Herbalism skills.
Her constitution helps a little and there are a few traits that help and the same amount that hinder the process.
The maximum percent completed per week is about 89% so it will take a minimum of 2 weeks (4 shifts).
If her % is negative, she gets sicker.

It will cost you 50-500 gold in medicines per shift to cure the girl depending on what diseases she has.
Herpes=50, Chlamydia=100, Syphilis=150, AIDS=200,  If she has more than 1, add them up.
If she has more than 1, the one that gets cured is chosen randomly.
Testing with 6 girls, 1 got cured the second week, 5 the third week.



Now is your time to get your requests in
I go back to work next Monday so I have 6 full days left to work on the game.
Title: Re: Possible Add-Ons to the Game?
Post by: Cavey on December 27, 2016, 04:15:15 AM
Thank you so much, Joey! That's a huge load off my mind!  :)

I feel bad making a lot of feature requests, so don't feel obligated to do any of these, but these are the things that would make the game most awesomer (lack of grammar intentional) to me:

-Have your currently selected girl also be selected by default when you go to "Transfer Girls" (just like how going to "Turn Summary" currently works).

-Allow us to search through our current girls/items/whatever list. Maybe by hitting ctrl-F, typing, and then hitting enter? (and then the first match found is selected)

-Allow the player to specify what loot types girls should prioritize when they go into the Catacombs (without using the config file).
   You could just change the gang loot sliders that already exist to also affect what loot your girls take, or try something that's fancier, but more work. (maybe a "Job Details" button for jobs that brought you to a window/pop-up that let you specify stuff like that and maybe gave you some information about the girl's job? That could be useful down the line, too)

-Create a "Town Gossip" panel that you could access through a button that displayed current events and miscellaneous information.
   (like your current quest and any recent events that you think are especially interesting, such as "Masked Vigilante strikes again!" or information about any demon lords that happen to be invading Crossgate and how we might go about defeating them.)  ;)

-Create a nice XML-y format that lay-folks like myself could use to add more complex conversations to girls, sorta like a mini dating sim. (or give a short tutorial explaining how this could be done using scripting, if that's not too hard)
---------------------NOTHING BELOW THIS POINT IS ACTUALLY FEATURE REQUESTS---------------------
   I'm thinking something like creating a .chatsx file that could be referenced by a .girlsx or .rgirlsx file. And this file would allow you to create whole branching dialogues that would be used if the player interacted with a girl and selected an option like "in-depth conversation" when interacting with them.
   Each .chatsx file would contain any number of "ChatStates", each of which contains a Name, a Body (stuff the girl and you say before you get to make another choice in the chat, preferably with end-of-line being an allowed character, written as \n or something.), and then a number of Choices which would each contain a summary of your reply and the Name of the ChatState that this choice would take you to. (like <Choice Text="Tell her you love her." Link="MySchmoozyChatState" /> or something) And then there would be special ChatStates, CHAT_BEGIN and CHAT_END, with the first always playing when a chat started and the second always ignoring any Choices that it might contain and ending the chat after playing its Body text (if there was any).
   If you really wanted to go all in, you could add alternate special ChatState names that allowed custom chats to be started in different contexts, like RECRUIT_BEGIN, MISSION_BEGIN, RUNAWAY_BEGIN, ITEMSCRIPT4_BEGIN, or whatever.
   If you REALLY wanted to go all in, you could add Conditionals to ChatStates, which would be checked (in order) before playing a ChatState's Body text and would redirect you to a different ChatState if the girl's stats met a certain condition. (like <Conditional Stat="PCLove" Operator="GREATER" Amount="80" Link="MySchmoozyChatState2" /> or something) Clever writers could even use empty ChatStates that just had a long list of Conditionals to get some pretty interesting functionality here!
       Or if XML can't read items in order (IDK why it wouldn't, but programming is weird) but you still wanted to give people some complex functionality, you could let people write <Conditional Stat1="" Operator1="" Amount1="" Stat2="" Operator2="" Amount2="" Link="" /> to accomplish the same thing, but that seems like it would be a lot of work for you, and people could always use chains of empty ChatStates instead if they REALLY needed that functionality for some reason.
      Of course, the best case would be something like <Conditional Content="(PCLove > 80) OR (PClove > 50 AND Happiness > 90)" Link="MySchmoozyChatState3" /> but that's so complicated I can't even GUESS how you'd make something like that...definitely not worth it, unless someone already wrote a script that could understand something like that. @.@

   If you did add Conditionals in some form, you'd probably also want to add something to Choices to allow them to optionally change stats. Like <Choice Text="Compliment her singing." Link="BadDuetChatState" Stat="Happiness" Amount="7" /> or something. You could do the same Stat1, Stat2, etc. thing here, but I don't think it'd be a big deal, considering that chats could potentially be long enough to alter multiple stats as they moved along ChatStates.

And suddenly while I was thinking all that through and getting all excited an hour has passed. Time for me to go to bed. >.<

Ummm...I tried to order the suggestions based on how much work I thought they'd be for you. The first two wouldn't be too hard (I think), but would be huge quality of life improvements. The last three are things that I think could add a lot to the game, and open up the possibility for doing some really cool things in the future...but they're all rather a lot of work.

You can tell I got a little excited thinking about the possibilities of that last one. Sorry if the excessive detail was annoying or unnecessary cuz there's already an easier/better way to do this through scripts. =3

And thanks for all the great work you've done on this game! This has actually replaced Skyrim as my preferred method of hopping into a fantasy world when I want to relax after a long day...which is either a good thing or a bad thing when you consider that this is SUPPOSED to be a porn game.  :P

---

EDIT: Insomnia's the worst. Since I wasn't sleeping anyways, I went ahead and threw together a very simple hypothetical .chatsx file, which might be more readable than my attempt at explaining the general idea I'd had in mind. =x
 
While I was typing that out, tho, I realized that it'd be cool if you could reference stats, skills, and globals like your own Disposition stat for Conditionals. So at least I feel justified in my sleeplessness. =P

Aside question: Would implementing this format ultimately make it easier for you to implement scripted encounters in the game? Or is it easier for you to just program it straight into your scripting language?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 27, 2016, 11:02:06 AM
Lots of stuff to go over.
I will look at it when I get back from lunch.
Title: Re: Possible Add-Ons to the Game?
Post by: Cavey on December 27, 2016, 02:37:47 PM
I just looked at that post again and WOW that is a textwall. I'm sorry.  :-X

And only the first ~third of it's actually feature requests. The last ~2/3 is just detailing how I imagined the last feature request working for really no good reason. (you can skip that part, lel)

The things we do at 4 AM...
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 27, 2016, 06:01:04 PM
I just looked at that post again and WOW that is a textwall. I'm sorry.  :-X
And only the first ~third of it's actually feature requests. The last ~2/3 is just detailing how I imagined the last feature request working for really no good reason. (you can skip that part, lel)
The things we do at 4 AM...
Text walls don't bother me I just had 2 other posts to go through first.
Done with one of them and almost done with the second.
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on December 28, 2016, 10:51:49 AM
Add the ability to make both permanent and temporary traits to an item....Ex.-take away Fairy Dust Addict, and add Former Addict for 30 turns.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on December 28, 2016, 05:53:50 PM
Add the ability to make both permanent and temporary traits to an item....Ex.-take away Fairy Dust Addict, and add Former Addict for 30 turns.
I have added a part that will allow food and makeup items to do both permanent and temporary traits.
Other types of items should not do temp traits because the trait is removed when the item is.
To make a trait temporary add Duration to the trait line.
You will have to do this manually until WME gets updated.
Code: [Select]
        <Effect What="Trait"           Name="Open Minded"        Amount="1"   Duration="10" />
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on December 31, 2016, 04:24:01 PM
That was fast.....awesome!
Title: Re: Possible Add-Ons to the Game?
Post by: MontyPython85 on January 18, 2017, 10:34:27 PM
Is it possible to create a script in Script Editor that's based on a Girl's Status? I'm not sure there's an option there yet.

Also, It'd be great if the game made it possible to generate girls (via girlsx / rgirlsx files) in more locations (like the Clinic, Centre, etc...)
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 19, 2017, 01:35:59 PM
I am adding 4 new functions to scripts that will be in .06.02.57:
"IfGirlIsSlave" and "IfGirlIsFree" are simple checks.
"IfPlayerHasItem" currently just checks for exact names but I hope to make it get variants as well.
"GiveGirlInvItem" is going to be the hardest because it will need to make sure the player has the item and then give it to the girl.
Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on January 19, 2017, 01:45:47 PM
Happy to see you are back.

From my point of view both commands In scripts should be no problem:

If player has item ""

followed by:
- AddItemtoGirl (*itemname*) (*amount*) (*equip*)

endif
Title: Re: Possible Add-Ons to the Game?
Post by: Dabanisher on January 19, 2017, 06:36:29 PM
oh the interesting fetishes we can do with this

Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 21, 2017, 10:53:05 AM
I am now updating the .scriptx so they save names instead of numbers.
This will make editing scripts a little easier and will help in the future if things get changed.
ie: in older versions of scripts, adjusting skills does not work properly because there are more stats and skills so the numbers in the old scripts do not line up with the new numbers for stats/skills.
This will be much easier to fix now.

Update:
Got it all done :)
This really makes editing scripts much easier.
I am going over DefaultInteractDetails adding and updating things.
I will release .06.02.57 after I finish.
There will be a lot more things available for scripts :)

When rewarding girls by giving them money, the old script was just taking the money from you and not giving it to her.
I added "GiveGoldToGirl (*min*) (*max*)" to fix that.
You can use it to take money from the girl by using negative numbers in the script.

"AdjustTargetGirlStatR (*stat*) (*min*) (*max*) (*temp*)" and "AdjustTargetGirlSkillR (*skill*) (*min*) (*max*) (*temp*)"  for random adjustments

After a lot of trial and error, it is finally done :)
There was way too much in the DefaultInteractDetails script to go over it all.
I did update the training part with the random stats/skills and hopefully fixed the mismatched stats/skills due to old code.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on January 25, 2017, 10:15:15 PM
Thanks for the update! You can do a lot more now! :)
Now the only things i am missing are options to rename girls (or add nicknames) and a way to influence the standard profile picture, depending on certain conditions.
For example, i don't want the same big profile for a matron, torturer, free girl and slaves...so i'd rather want to see as standard (maybe make it a setting in the config or a setting to uniforms depending on building to be able to define the profile depending on jobs and conditions)
- formal or dom for matrons
- ecchi, formal for free
- bunny, wait or maid for service girls
- presented or nude for slaves
- dom for torturer
- farm for free farm workers
- nurse for free clinic workers
etc.
So mainly all imagetypes are already there or could be easily adapted by the players who want to use custom profile pics, all others could simply keep it as is without any changes to picpacks.
Title: Re: Possible Add-Ons to the Game?
Post by: Ponderer on February 01, 2017, 11:10:32 AM

Hey there everyone!  I just returned to this game (Which I have continually picked up and played every now and again) and I ended up with a list of ideas on how to modify, improve or expand it. Nothing should be taken as demands of course, just things I think might improve the experience, that I wanted to invite for consideration!


Bookmarking: Be able to 'pin' girls for interest, causing them to come up at the end of turn summary separately (or at least put up top of their areas) to make them easier to find. I like to keep an eye on newer girls (especially if they're catacombs runners) and being able to flag them might make things easier.


Sorting girls: The ability to filter results by job rather than simply by location.


Interdependence between areas: Such as wounded characters from one area being automatically sent to the hospital area via a caretaker such as a matron, or nurses being able to go out 'on call' to heal the sick without them needing to be moved, or food and drink on the farm being shipped to the bar to increase the value of the food and drink sold there.


Shaman or priestess healer profession: in a game where magic is so prevalent, it seems odd that magical healing is not considered a viable option in hospitals. A high magic and Medicine stat could be used instead of high intelligence, or perhaps all three could be used, where the Shaman or Priestess has different options such as causing positive character states, reducing age, increasing or decreasing fertility, giving a girl regeneration to health or stamina that grant them increased recovery in those respective stats for a certain number of turns, etc.


What a woman wears reflecting their potential customer clientelle: A waitress that came naked from the slave bazaar nude may sound like an enticing idea, but it should raise suspicion quickly and limit the kind of clientelle available. In this vein having clothing items you can find or make (since we now have a tailor job) or they are on a slider similar to a girls housing, where having the highest end clothing may be very expensive in situations where it's constantly getting damaged – arena fighting and beast harem, etc, but in things like bartendering it will be much less expensive. Having a higher end clothing will help attract a higher end clientelle.


Event suggestion: Having a client offer to trade sums of money, territory or rare items for well trained girls they've come to like.


New job: Dungeon Matron – In contrast to the torturer, this woman is tasked with preparing the women to leave the dungeon, building them up rather than tearing them down. A dungeon matron would train girls and work to keep them rested and healthy whether or not they are being tortured as well. This could allow you to make a well trained girl pass her knowledge on to new girls easily – if slowly.
 
Well, I have a bunch more, but I think i'll stop there rather than drown everyone! I'll post more later, unless people think my suggestions aren't quite fitting for the game.


By the way this is not a game suggestion but I was wondering, if there a patreon for the owner of this mod, or should I stick with paypal donations?
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on February 01, 2017, 09:15:50 PM
Bookmarking: Be able to 'pin' girls for interest, causing them to come up at the end of turn summary separately (or at least put up top of their areas) to make them easier to find. I like to keep an eye on newer girls (especially if they're catacombs runners) and being able to flag them might make things easier.
Sorting girls: The ability to filter results by job rather than simply by location.
The studio and Clinic have alternate sorting methods that you can change by pressing "O".
 - Studio: By job
 - Clinic: Patients first (sorted by how far along their surgery is) then staff

If you press "F11" when looking at a girl, it will focus on her in the turn summary.

I plan on updating the turn summary screen sometime after I update the brothel flow.

Interdependence between areas: Such as wounded characters from one area being automatically sent to the hospital area via a caretaker such as a matron, or nurses being able to go out 'on call' to heal the sick without them needing to be moved, or food and drink on the farm being shipped to the bar to increase the value of the food and drink sold there.
I started adding food and drinks from the farm into the other buildings but didn't get far on it.
Beasts raised in the farm do go into the brothels' beast pools.
Some jobs do have girls from other buildings making an appearance but not too many.
A girl on free time may stop by another building occasionally.

Shaman or priestess healer profession: in a game where magic is so prevalent, it seems odd that magical healing is not considered a viable option in hospitals. A high magic and Medicine stat could be used instead of high intelligence, or perhaps all three could be used, where the Shaman or Priestess has different options such as causing positive character states, reducing age, increasing or decreasing fertility, giving a girl regeneration to health or stamina that grant them increased recovery in those respective stats for a certain number of turns, etc.
Magic was supposed to be used by doctors and nurses but they never got put in.
I will add them for the next version.

What a woman wears reflecting their potential customer clientelle: A waitress that came naked from the slave bazaar nude may sound like an enticing idea, but it should raise suspicion quickly and limit the kind of clientelle available. In this vein having clothing items you can find or make (since we now have a tailor job) or they are on a slider similar to a girls housing, where having the highest end clothing may be very expensive in situations where it's constantly getting damaged – arena fighting and beast harem, etc, but in things like bartendering it will be much less expensive. Having a higher end clothing will help attract a higher end clientelle.
It is just assumed that the girls are wearing basic clothes unless they have a clothing item equipped.
Several items do affect texts in some jobs and a lot of side texts and free time texts.

Most items do affect charisma and/or beauty which are averaged to get the looks stat.
If looks is 90+ no customer will refuse them.

When I rewrite the brothel flow, the brothels will run from the customer's side instead of the girl's side so there will be different ways of them choosing the girls.

Event suggestion: Having a client offer to trade sums of money, territory or rare items for well trained girls they've come to like.
This is planned but how exactly to implement it is still undecided.

New job: Dungeon Matron – In contrast to the torturer, this woman is tasked with preparing the women to leave the dungeon, building them up rather than tearing them down. A dungeon matron would train girls and work to keep them rested and healthy whether or not they are being tortured as well. This could allow you to make a well trained girl pass her knowledge on to new girls easily – if slowly.
The dungeon code is extremely old and is basically a sub-building of the first brothel.
To add jobs to it would require making it into an actual building and that would take a ton of changes and would disrupt almost all of the game.

The torturer job works in the dungeon similarly to the way matrons work in the other buildings by affecting rebelliousness.

By the way this is not a game suggestion but I was wondering, if there a patreon for the owner of this mod, or should I stick with paypal donations?
There is no patreon that I know of.
I created my paypal button a long time ago and I'm not sure if it still works.

There is a paypal for the pinkpetal.org owners somewhere but I don't know who controls it or where to find it.
Use this one if you can find it, then let me know if it works.
Title: Re: Possible Add-Ons to the Game?
Post by: Ponderer on February 02, 2017, 06:10:54 AM

There is a paypal for the pinkpetal.org owners somewhere but I don't know who controls it or where to find it.
Use this one if you can find it, then let me know if it works.



If you want me to pay the original pink petal owner, don't worry, I'll give credit where credit's due! But you're the one working on it now, unless you'd be insulted by someone paying you for some of this work, I want to. Take a look at the state of this game, if someone told me you didn't deserve some recognition for it, they'd be just plain wrong.



I plan on updating the turn summary screen sometime after I update the brothel flow.

I started adding food and drinks from the farm into the other buildings but didn't get far on it.
Beasts raised in the farm do go into the brothels' beast pools.
Some jobs do have girls from other buildings making an appearance but not too many.
A girl on free time may stop by another building occasionally.



Besides my prior suggestions, having a famous studio actress promote the brothel or other establishment occasionally could be another one, either as event: "Your shrewd promoter thought of a way to increase exposure to your buildings and your actresses, but it will take some investment..." or as a temporary job (you can do this once every (x) turns once a character gets (x) fame).



Have a deal with the local merchant wherein they buy your stock (or extra stock) of certain items.  Though keep in mind I think dungeoneering is a bit of a fast track in this game, nevertheless with the implementation of properly challenging money sinks and a slower gradient from struggling newbie to powerful manager, this might be useful!



Magic was supposed to be used by doctors and nurses but they never got put in.

I will add them for the next version.



Is magic a binary state in this game? (Pardon my ignorance) I.e. if a girl doesn't have magic, can she train it like any skill?  I've always liked the idea of some set limits on a girl, I.e. strength, magic affinity, that limit the most you can get out of a stat without assistance. I.e. a pixie monster girl may be able to reach 100 magic, but her limited strength will always leave her lacking for physical damage potential since she's too small and weak to wield a longsword, etc. One thing I do right now in late game is just assign girls via shift click to one roll en masse, i.e. let's say i'm making a brothel, I buy up every girl in the slave market for several turns, and send them all home for personal training regardless of ability because, after enough practice, any girl will max out the stats.



Limiting this will make characters feel more unique and offer the player a reason to delve into them and think strategy with their girls in my opinion. Right now there's a lot to manage, but not a lot of depth in management past a certain point the way I see it, so this was one idea I thought might help.




It is just assumed that the girls are wearing basic clothes unless they have a clothing item equipped.



Think adding a more generic 'clothes' would be too much complication then? Okay.



Several items do affect texts in some jobs and a lot of side texts and free time texts.

Most items do affect charisma and/or beauty which are averaged to get the looks stat.
If looks is 90+ no customer will refuse them.

When I rewrite the brothel flow, the brothels will run from the customer's side instead of the girl's side so there will be different ways of them choosing the girls.
This is planned but how exactly to implement it is still undecided.



I have a lot of ideas on these several points, especially if I understand what you mean by brothel flow. The gameplay loop itself is currently 'get girls, make profit, afford land and more girls, which make further profit'. A simple and satisfying gameplay loop of course, but there's so little to inhibit the player from a constant, fast rising upward trend. I don't feel there's enough to challenge them, the occasional gang raid doesn't really cut it in my case. It'd be interesting to see the player start under the thumb of a crime boss, perhaps related to the same rivals that destroyed your fathers businesses, that decided to keep you around because you're useful.



This would mean that they give you a stipend to run their businesses with, but while you're under their thumb you need to do as they say (complete their objectives in a given timeline) or face their consequences, be it removing a swath of girls, or a game over. I also think it would make more sense to turn the word brothel into business, and businesses should have a potential profit value from lowest profit to highest. I.e. at first, he wants you to run a bar to raise the prestige of the area, you buy and sell (or later make) inventory to serve at the bar, you get rated by critics, and try to make a profit. Do you dare to have girls run as escorts that he doesn't know about to squirrel personal money away?


If you are successful enough, he may reward you by mentioning a business of his he'll "let you" buy and manage, a gambling hall, and only after plenty of satisfied customers can you buy a strip club. Eventually you break free from under his thumb, be it with the help of the law, the help of lesser crime bosses that you've earned the loyalty of, or instead of a coup you strike out on our own thanks the use of well hidden assets that his goons never found out about until it was too late, essentially like 'starting over' where you leave everything you managed for him behind and start anew with him as a rival.


I was about to go into further detail about this idea, but only if you think it's warranted. You let me know if you want to hear the idea further and I'll brainstorm it with ya!




The dungeon code is extremely old and is basically a sub-building of the first brothel.

To add jobs to it would require making it into an actual building and that would take a ton of changes and would disrupt almost all of the game.



I wish I could help in that regard, I'm not even sure what the game is made in, is it VB + XML? I wonder if this game would be a good candidate for an RPG Maker remake. I don't know how to program but I've always wanted, and though I do have autodidactic tendencies, I'm not sure I can learn enough in a timely manner to be useful to you. It is something I've been thinking about though! 



Well, while I'm here, let me post a few more ideas I had.  These are copied and pasted here from a brainstorming file I have, so pardon if it seems terse:
Recovering girls allows one to autoreassign them to their old jobs after release from (or instead of putting them into) the dungeons.


Being able to assign full jobs on release from the dungeon – I.e. 'assign as bartender', 'assign as cobbler', 'assign at random' etc, where it gives the woman both day and night shifts of a particular job immediately rather than moving her over assigned only free time.


Being able to get metadata on an area based on the skill of the caregiver (matron, house head, etc), which would show the average money earned, average skill gained, etc, showing top and bottom performers in their fields.


Being able to assign accomodation levels for all girls in an area, or minimum accomodation levels for that area.


Being able to see the girls pictures, jobs locations or other data in the shop. Sometimes it's hard to find the person you're looking to buy an item for.


Potentially the ability to have girls adventure in the catacombs together, where the more that go in at once, the more challenging things they face. Also, girls that get defeated in the dungeon could get captured, needing to be rescued by scouter gangs or catacomb explorerer gangs. (but I do have a lot more in depth ideas about the catacombs)


The ability to have a girl explore the catacombs for longer periods of time, longer journies give greater rewards. I.e. One small excursion might not bring much, but if she risks herself on deeper journies, she has a higher probability of returning with rarer treasures.


The ability to search for or reject girls based on traits, at slave bazaars, dungeons and the like, this could include statistics (at least C in farming, at least 60 looks) or traits (don't bring back non-constructs from the dungeon)


Have the quality of girls available on a wider scale depending on the players fame and acumen, with more expensive girls requiring more territory or influence (or both) to acquire, likely with higher purchasing costs.


It would be nice to have the lefthand statistics infobar put the currently selected building on top for viewing. I.e. If you've selected to send a girl to the farm, you see her abilities by grade as a farm worker. I.e. if you're working at a farm, if i'm not mistaken, farm data should be at the top, but if you're sending a girl to the farm from the dungeon, it isn't.  Having girls work performance grade data put the currently selected 'release to' job performances up top could be useful.

The ability to have certain mp3's or other sound files play at certain triggers (catacomb success or loss, areas you're in, etc)


It would be nice to be able to 'lock' one profile picture per character, so they don't jump around as you look at the menu, this could also make the girls seem more distinctive (at least at first)


Business reviews to challenge the player to diversify as well as give feedback on how the business is doing.



Edit - probably a lot more typos still left, pardon me, early morning brain is tired.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 02, 2017, 09:55:05 AM
If you want clothing to affect job images and texts (or profile pictures), why not make it trait dependant?

E.g. the natural state could be nude, panties would remove that and add topless. A t-shirt would remove both nude and topless. These clothes could also add traits depending on the quality and type of clothes, for example panties and shirt could add "casually dressed" trait, jewelry could add "fancy decorated" and makeup add temporary ones too (like boosting the quality of the outfit or making it one specific type). Shackles could add a "restrained" trait, collar (or leash) "collared", bunny outfits and others could add "costumed", expensive designer clothes could add "elegantly dressed" and if only underwear could add "sexy outfit" as well. All this could be represented in images too, just using the existing categories.

You can make such a system  by adding just one trait category dress and seperate it in nude, underwear, casual, formal, exotic, expensive"work" (nurse, secretary, bunny, dom, maid, slave etc.). Or you seperate in state of dress/undress, quality of clothing and type of clothing (e.g. more than one new trait category and work in changing clothes by adding up to 3 traits and removing up to 3).

You could also use traits to add spice to arena fights, by checking for "unarmed", "lightly armed", heavily armed", "nude", "unarmored", "lightly armored" and "heavily armored" and changing fight texts and public reaction according to who fights against who.

Title: Re: Possible Add-Ons to the Game?
Post by: Ponderer on February 02, 2017, 10:12:05 AM
A very nice way to go about it, though that would require a lot of inventory management and I was thinking of a simpler system, that could definitely work. My thoughts would be that it wouldn't just affect the pictures and flavor text, however, but the kind of clientelle they may attract, how they are perceived in their tasks, etc. A slave that wears nothing more than bindings and a collar might give the customer high satisfaction, but at a higher risk of abuse and lower payout, whereas a woman who at least appears to be of stature would be met by more demanding, and higher paying clientelle. In her case, high quality surroundings (I know i haven't gotten into in-depth building upgrades, but just as an example) and high quality food or drink might be needed to keep the more demanding client satisfied.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 02, 2017, 11:02:51 AM
Yes, it would be more work, but the already existing trait and script editor could handle it. And if you sort the items in larger files, like i did, it actually can be done quite quickly. The main work will be the coding of the conditions and different flavor texts imo. Also you would need a consent on the basic needed traits or you would loose the "easy update" advantage this game has.

This is no real problem unless you mess with the exe or use scripts needing traits not defined or if you replace traits that might be used by anothers script. But i am sure adding complexity can not hurt, unless you replace things (e.g. the basic update could use nude and clothed as traits, but your own external scripts use clothed and more categories like formal, uniform and sexy. But if you remove clothed trait and replace it with the others, the game will crash).

If you look at Pythfall, they did something like you thought about, if i remember correctly. Also traitbased: The girls working in an instance had certain traits and a customer had a favorite or was looking for a specific trait. You could even make it with a priorized list (e.g. no girl with massive, take a girl with big over one with small instead). My c++ days are long ago, but in python it was not a long part of code (basically a random pick per guest what trait they looked for and several versions of an "if" clause depending if they found it or not in addition to the "standard" job text).
Title: Re: Possible Add-Ons to the Game?
Post by: Ponderer on February 02, 2017, 11:50:55 AM
Oop, forgot 2 more ideas:

The ability for the character himself to have builds and options, training in magic, having gear which would allow for things to be checked directly against the player characters abilities such as torturing, branding or soothing girls, fighting off assassins, etc. This could also give the character a limited amount of stamina so he has to carefully choose what he does throughout a turn (whereas right now if i want, i could have him personally train up to 200 girls per turn, that's dedication!)


 
The ability to have seasons and calendars, along with events to match special occasions such as birthdays and holidays.


But, you're talking about doing this myself, is there a way for me to contribute directly to the same mod? I don't really know how at the moment but I could try to learn quickly, I have the free time to try to learn, I'm not sure it will hold out long enough for me to add significantly, but one can never learn from not trying after all!
Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 03, 2017, 05:17:44 AM
Others have already mentioned but I too second the marriage option. For now we'll all settle for a finely scripted scene but ideally in the future it would be great if you gave us the choice of just what role she plays in the organization. Is she going to be a mob wife living her life like a spoiled princess thinking me a legitimate businessman or will she be my right hand girl running things from her place at my side?

And whilst we are on marriage consider looking at the buildup of the LOVE stat because right now I am having serious problems with girls just falling in love with me for no reason. I leave them in the brothel for a couple of weeks with minimal pay and acceptable accommodations and I come back to find them thinking I am their true love. There really needs to be a hard cap on that like say 70 beyond which you can only get by deliberately courting them. Also, do something about the love stat it self so that it differentiates between friendship, familial love (father daughter etc.) and actual love.

Another thing that might use expanding (this is the suggestion thread after all) is the whole political interaction thing. Right now all I can do is set the bribery level. It would be great if I could, as my influence grows, start influencing individual political figures, sponsoring campaigns or even run for office.

Well that and the pet system. Right now I love the house pet job but I'd love to see some variety to it with more things to do when going down that line.

-----
And to think I registered here just to make this post. :)
Guess I really am a fan.
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on February 05, 2017, 01:35:25 PM
If you want me to pay the original pink petal owner, don't worry, I'll give credit where credit's due! But you're the one working on it now, unless you'd be insulted by someone paying you for some of this work, I want to. Take a look at the state of this game, if someone told me you didn't deserve some recognition for it, they'd be just plain wrong.

If you want to send me money, I'll take it, I just mention the site owners because they pay to keep this site running.

Besides my prior suggestions, having a famous studio actress promote the brothel or other establishment occasionally could be another one, either as event: "Your shrewd promoter thought of a way to increase exposure to your buildings and your actresses, but it will take some investment..." or as a temporary job (you can do this once every (x) turns once a character gets (x) fame).


The Advertising job in the brothels has bonuses for the Actress, Porn Star and many other traits if that's what you mean.
Have a deal with the local merchant wherein they buy your stock (or extra stock) of certain items.  Though keep in mind I think dungeoneering is a bit of a fast track in this game, nevertheless with the implementation of properly challenging money sinks and a slower gradient from struggling newbie to powerful manager, this might be useful!

The Marketer job in the farm sells food, drinks and beasts (or at least it should, have not checked it lately)
Is magic a binary state in this game? (Pardon my ignorance) I.e. if a girl doesn't have magic, can she train it like any skill?  I've always liked the idea of some set limits on a girl, I.e. strength, magic affinity, that limit the most you can get out of a stat without assistance. I.e. a pixie monster girl may be able to reach 100 magic, but her limited strength will always leave her lacking for physical damage potential since she's too small and weak to wield a longsword, etc. One thing I do right now in late game is just assign girls via shift click to one roll en masse, i.e. let's say i'm making a brothel, I buy up every girl in the slave market for several turns, and send them all home for personal training regardless of ability because, after enough practice, any girl will max out the stats.
Limiting this will make characters feel more unique and offer the player a reason to delve into them and think strategy with their girls in my opinion. Right now there's a lot to manage, but not a lot of depth in management past a certain point the way I see it, so this was one idea I thought might help.

Magic is a skill like any other.
Currently there are no limiters to skills other than traits that lower the base skill level.
There are a few traits that reduce the amount gained but all girls have the same 0 to 100 (or -100 to 100 for some stats) limits.
Think adding a more generic 'clothes' would be too much complication then? Okay.
I have a lot of ideas on these several points, especially if I understand what you mean by brothel flow.

Brothel Flow is how the turn runs through the jobs.
As example, if there are 10 whores working, the game runs the first girl through all her jobs for the week then the next girl, and so on.
This is why you will get several girls at the bottom of the list who see no customers that week, the girls above her have taken care of them already.
What I plan on doing is instead of running it by the girls, run it by the customers.
That way the first customer chooses a girl from the available girls and the next customer chooses another and so on.
The workload will be spread across all of the girls.
As a side effect of this, the non-whore girls will play more of a part because the customer will be able to do more than just a girl during their visit to your establishment.
A customer may come in not planning on getting laid, but after a few drinks at the bar or shows at the strip club, they may need a little release.
Assigning a girl to work the pole and later the bed, the customer may wait for her at the card table till she gets off so she can get him off.


The gameplay loop itself is currently 'get girls, make profit, afford land and more girls, which make further profit'. A simple and satisfying gameplay loop of course, but there's so little to inhibit the player from a constant, fast rising upward trend. I don't feel there's enough to challenge them, the occasional gang raid doesn't really cut it in my case. It'd be interesting to see the player start under the thumb of a crime boss, perhaps related to the same rivals that destroyed your fathers businesses, that decided to keep you around because you're useful.

This would mean that they give you a stipend to run their businesses with, but while you're under their thumb you need to do as they say (complete their objectives in a given timeline) or face their consequences, be it removing a swath of girls, or a game over. I also think it would make more sense to turn the word brothel into business, and businesses should have a potential profit value from lowest profit to highest. I.e. at first, he wants you to run a bar to raise the prestige of the area, you buy and sell (or later make) inventory to serve at the bar, you get rated by critics, and try to make a profit. Do you dare to have girls run as escorts that he doesn't know about to squirrel personal money away?
If you are successful enough, he may reward you by mentioning a business of his he'll "let you" buy and manage, a gambling hall, and only after plenty of satisfied customers can you buy a strip club. Eventually you break free from under his thumb, be it with the help of the law, the help of lesser crime bosses that you've earned the loyalty of, or instead of a coup you strike out on our own thanks the use of well hidden assets that his goons never found out about until it was too late, essentially like 'starting over' where you leave everything you managed for him behind and start anew with him as a rival.
I was about to go into further detail about this idea, but only if you think it's warranted. You let me know if you want to hear the idea further and I'll brainstorm it with ya!

Back story would be great but would require more work than I have time for.
I wish I could help in that regard, I'm not even sure what the game is made in, is it VB + XML? I wonder if this game would be a good candidate for an RPG Maker remake. I don't know how to program but I've always wanted, and though I do have autodidactic tendencies, I'm not sure I can learn enough in a timely manner to be useful to you. It is something I've been thinking about though! 

The game is written in C/C++.
I had not done any real programming until I started working on this, I learn as I go.
Recovering girls allows one to autoreassign them to their old jobs after release from (or instead of putting them into) the dungeons.

Can be done but not sure when.
Being able to assign full jobs on release from the dungeon – I.e. 'assign as bartender', 'assign as cobbler', 'assign at random' etc, where it gives the woman both day and night shifts of a particular job immediately rather than moving her over assigned only free time.

Can be done but not sure when.
Being able to get metadata on an area based on the skill of the caregiver (matron, house head, etc), which would show the average money earned, average skill gained, etc, showing top and bottom performers in their fields.

Can be done but not sure when.
Being able to assign accomodation levels for all girls in an area, or minimum accomodation levels for that area.

Can be done but not sure when.
I can add a slider to the building setup screen for this.

Being able to see the girls pictures, jobs locations or other data in the shop. Sometimes it's hard to find the person you're looking to buy an item for.

The jobs and data are already available in the J_1920x1080 interface.
You can edit any interface and add them but you will have to make room.
Code: [Select]
<Text     Name="OwnersLeftDetails"      Text=" "                               XPos="20"    YPos="20"    Width="300"    Height="900"    FontSize="12" />
<Text     Name="OwnersRightDetails"     Text=" "                               XPos="1480"    YPos="20"    Width="300"    Height="900"    FontSize="12" />

I was thinking about adding the pictures also but it would take up a lot of space that is currently used for the data.
I will add it for an option soon.

Potentially the ability to have girls adventure in the catacombs together, where the more that go in at once, the more challenging things they face. Also, girls that get defeated in the dungeon could get captured, needing to be rescued by scouter gangs or catacomb explorerer gangs. (but I do have a lot more in depth ideas about the catacombs)
The ability to have a girl explore the catacombs for longer periods of time, longer journies give greater rewards. I.e. One small excursion might not bring much, but if she risks herself on deeper journies, she has a higher probability of returning with rarer treasures.

Multiple girls in the catacombs will be done when the brothel flow gets redone.
As it is now they already go in for half a week per shift if you look at it that way.

The ability to search for or reject girls based on traits, at slave bazaars, dungeons and the like, this could include statistics (at least C in farming, at least 60 looks) or traits (don't bring back non-constructs from the dungeon)
Have the quality of girls available on a wider scale depending on the players fame and acumen, with more expensive girls requiring more territory or influence (or both) to acquire, likely with higher purchasing costs.

Special girl searches can be done but not sure when.

It would be nice to have the lefthand statistics infobar put the currently selected building on top for viewing. I.e. If you've selected to send a girl to the farm, you see her abilities by grade as a farm worker. I.e. if you're working at a farm, if i'm not mistaken, farm data should be at the top, but if you're sending a girl to the farm from the dungeon, it isn't.  Having girls work performance grade data put the currently selected 'release to' job performances up top could be useful.

Will do, don't know why I didn't think of that before.
The dungeon and the slave market will both get this.

The ability to have certain mp3's or other sound files play at certain triggers (catacomb success or loss, areas you're in, etc)

I have not planned on adding audio to the game but it can be done in the future.

It would be nice to be able to 'lock' one profile picture per character, so they don't jump around as you look at the menu, this could also make the girls seem more distinctive (at least at first)

I can look into it.

Business reviews to challenge the player to diversify as well as give feedback on how the business is doing.
Not sure what you mean.




The ability for the character himself to have builds and options, training in magic, having gear which would allow for things to be checked directly against the player characters abilities such as torturing, branding or soothing girls, fighting off assassins, etc. This could also give the character a limited amount of stamina so he has to carefully choose what he does throughout a turn (whereas right now if i want, i could have him personally train up to 200 girls per turn, that's dedication!)
The Player really needs to be updated but that will require a ton of work and I don't have the time to do that now.
 
The ability to have seasons and calendars, along with events to match special occasions such as birthdays and holidays.
That was planned but never had the time to work on it.

But, you're talking about doing this myself, is there a way for me to contribute directly to the same mod? I don't really know how at the moment but I could try to learn quickly, I have the free time to try to learn, I'm not sure it will hold out long enough for me to add significantly, but one can never learn from not trying after all!
The source code is at https://github.com/crazywm/crazys-wm-mod (https://github.com/crazywm/crazys-wm-mod)
You can look it over and if you see something you can add text to, put it in a text file and attach it to a post here.
We will add it in for you.
Or if you are more inclined, you can install Visual Studio Express 2013, download the source code and work on the game directly.
Upload your changes to github and I will go over it and add it in.




Others have already mentioned but I too second the marriage option. For now we'll all settle for a finely scripted scene but ideally in the future it would be great if you gave us the choice of just what role she plays in the organization. Is she going to be a mob wife living her life like a spoiled princess thinking me a legitimate businessman or will she be my right hand girl running things from her place at my side?
There are a few marriage related sections of the code but not a lot in depth beyond the girl having the trait and a few texts.
More is planned.

And whilst we are on marriage consider looking at the buildup of the LOVE stat because right now I am having serious problems with girls just falling in love with me for no reason. I leave them in the brothel for a couple of weeks with minimal pay and acceptable accommodations and I come back to find them thinking I am their true love. There really needs to be a hard cap on that like say 70 beyond which you can only get by deliberately courting them. Also, do something about the love stat it self so that it differentiates between friendship, familial love (father daughter etc.) and actual love.
I agree love is too easy to raise.
I will look into adding limiters so she can't go above a certain point unless you actually interact with her directly such as the interact scripts or giving her items.
I will also look into fear and hate to see if there are any limiters I should add.

Another thing that might use expanding (this is the suggestion thread after all) is the whole political interaction thing. Right now all I can do is set the bribery level. It would be great if I could, as my influence grows, start influencing individual political figures, sponsoring campaigns or even run for office.
Politics will need a lot of time to add to make it worthwhile.

Well that and the pet system. Right now I love the house pet job but I'd love to see some variety to it with more things to do when going down that line.
I don't work on the pet jobs so I can't really comment on them.
Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 06, 2017, 04:37:57 AM
There are a few marriage related sections of the code but not a lot in depth beyond the girl having the trait and a few texts.
More is planned.
To be perfectly honest I'd be perfectly happy if there was a scripted marriage scene you could trigger. Or just some other way to easily assign the "your wife" trait. I could in theory code one my self, but like I really don't have a hang of the whole script system you use here and it's very different from the programing languages I am used to working in.

Quote
I will also look into fear and hate to see if there are any limiters I should add.
Politics will need a lot of time to add to make it worthwhile.
As far as hate and fear go I actually have quite a lot of trouble raising those. Especially fear. Also, is it just me or are certain stats hidden from view, these being hate, refinement and IDK what else. I just can't find them in any of the views.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 06, 2017, 06:39:14 AM
@aevojoey:
One way to limit too fast skill raise might be to keep the always increase +1 and reserve it for training or levelling up events, while making the training from practice skillcheckbased (some pen and paper rpgs have this, like call of cthulhu and older black eye versions). So to raise a skill or attribute it has to fail a check first. So the higher the skill/attribute, the less chance to increase it easily.

I also have a question about maximum values: Is there a difference between some char having a natural 100 skill with items (or traits) equipped to raise that skill and some char who has 80 in skill and items/traits that raise it to 100 equipped?
Afaik, the values are capped and after a certain value, items loose their effect. So basically unless you gain/loose traits from items they become unimportant for skilled chars? Or are they handled ingame with numbers higher than hundred?
If there is no ingame difference, can the char with 80 still raise the skill or have the items/traits to be unequipped/lost?

Oh, and good luck with the taxes!
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on February 06, 2017, 11:15:55 AM
I would like to see the traits and skills altered by items shown as colored on the character inspection....red for reduced stat, or missing trait, green for raised stat, or added trait.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 06, 2017, 02:39:08 PM
Having the ability to "lock" a profile picture would be nice. It would be an alternative way to achieve what i was suggesting. That way i could just make several job related profile pics (like dressed exclusively, dominantly, sexy etc.) and just choose the appropiate one or wait till it appears and then "lock" it. It would be a nice way to distinguish random girls of same type from each other, too.

The business review part might be handled by adding a text to the matron and manager jobs or make an "assistant" job. The accuracy might even rely on a skill to make for fun comparison of "easy" insight by looking at the summary to adding the income/expenses all up by yourself.

The review might also be just included in the stats of the brothel, like average age, beauty, fame, morality, etc. and how common certain traits related to specialization are with the girls working there (or just list the most common one(s)). You then could or could not use these statistics to influence the kind of customers visiting the brothel (especially when linked to fame and disposition). This alone would make for a nice speciality flavor of brothels (like one would be known for big breasts, one for a special skill, one for only noble workers etc.).

Maybe Purple meant something like that?

Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 07, 2017, 05:08:25 AM
This all being said, is there any chance that you will be able to alter the game code so that the weekly reports and movie scenes are saved when the game is? Right now when I save and load a game I lose both and it would be useful if that did not happen.

Maybe Purple meant something like that?
Honestly I basically did not mean much in terms of mechanics. More in terms of basically having scripted roleplay opportunities that let you determine how deep you want your wife and later children to get involved in the family business with the payoff being that later on you might get special event options from it.

Basically the way I run the game I always play the bad guy. Enslave them all, do what it takes to earn the most etc. But there is always this one girl I fall for. It's newer the same one, but there is always one. Pure roleplaying of course. And she usually ends up either as my matron, my house head girl or some other majorly important job to represent that. So having a bit more integration there would be nice.

Right now though I'd be content with a dialog option that goes:
if( love == 100 && has engagement ring)
  show text("Marry her");

If(click that text)
  girl.traits+="Your Wife";
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on February 07, 2017, 08:53:26 AM
To be perfectly honest I'd be perfectly happy if there was a scripted marriage scene you could trigger. Or just some other way to easily assign the "your wife" trait. I could in theory code one my self, but like I really don't have a hang of the whole script system you use here and it's very different from the programing languages I am used to working in.
If you write the text, I or someone else who knows how to can make the scripts.

As far as hate and fear go I actually have quite a lot of trouble raising those. Especially fear. Also, is it just me or are certain stats hidden from view, these being hate, refinement and IDK what else. I just can't find them in any of the views.
Refinement, dignity, lactation and a few other new stats don't really do much so they are not shown.
Fear and hate are shown on the girl list pages as basic texts but not numbers.
Torture and bad items can raise both.

One way to limit too fast skill raise might be to keep the always increase +1 and reserve it for training or levelling up events, while making the training from practice skillcheckbased (some pen and paper rpgs have this, like call of cthulhu and older black eye versions). So to raise a skill or attribute it has to fail a check first. So the higher the skill/attribute, the less chance to increase it easily.
I'll look into it.

I also have a question about maximum values: Is there a difference between some char having a natural 100 skill with items (or traits) equipped to raise that skill and some char who has 80 in skill and items/traits that raise it to 100 equipped?
Afaik, the values are capped and after a certain value, items loose their effect. So basically unless you gain/loose traits from items they become unimportant for skilled chars? Or are they handled ingame with numbers higher than hundred?
If there is no ingame difference, can the char with 80 still raise the skill or have the items/traits to be unequipped/lost?
There is no difference, the final number after all modifiers is the one used.
There has been talk of allowing higher numbers but it has not gotten much traction because it would throw off everything that is already based on the 100 scale.

I would like to see the traits and skills altered by items shown as colored on the character inspection....red for reduced stat, or missing trait, green for raised stat, or added trait.
All text in a block can only be one color, I have not tried finding a way to have multicolored text yet.
In lists, the colors could be changed per item but it would need to be added.

This all being said, is there any chance that you will be able to alter the game code so that the weekly reports and movie scenes are saved when the game is? Right now when I save and load a game I lose both and it would be useful if that did not happen.
The movie scenes should be saved with the game now but the turn summary is not.

Right now though I'd be content with a dialog option that goes:
if( love == 100 && has engagement ring)
  show text("Marry her");

If(click that text)
  girl.traits+="Your Wife";
This should be available for scripts in the next version.
Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 08, 2017, 04:51:32 AM
As far as multiple colors of text are concerned, I have not looked it up in the code, but if you are using visual C++ to develop this (which I assume you are given that you are using visual studio but not C# or VB) you are probably using text boxes that just appear on the screen on demand. In that case you will indeed not be able to have multiple text colors per popup without seriously editing the render code.

If you want advanced formatting you should instead use the RichTextBox. That thing takes input in the rich text format of RTF files. And whilst that's a bitch to learn at first I've done some amazing things with it in the past.

----------
You know, it's kind of ironic that. I actually am a professional programmer. And this game is written in one of my preferred languages. and yet I can't actually program a simple marriage script for my self because that part is handled by some bizarre and convoluted script language utility thing I can't figure out. But no worries. In my line of work you learn to take such things with a bit of humor. :)
Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 09, 2017, 08:58:09 AM
Forget what I said just above. I looked at your code and you are actually drawing the whole thing from scratch. That I can work with.

Now I can't be bothered setting up the whole thing and compiling it all and stuff but I can look at your code and "suggest" how a modified message class that accepts multiple fonts would look like. If you are interested.

No promises though. This thing seems to be pretty hard coded and not at all programmed in an OOP way...
Title: Re: Possible Add-Ons to the Game?
Post by: Dabanisher on February 14, 2017, 12:18:23 AM
would you kindly add a pet picture section it would make my day if ya did
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 15, 2017, 02:53:15 AM
Right now, every brothel plays similar afaik...the only difference seems to be the picture.
Are there other differences already (like different customer options, different risks etc.)?

Do you plan or think it possible to diversify them in terms of being a bar, club or brothel from the start (limiting the available jobs) or maybe limit the max amount of job type, depending on building? For example, if you keep current available jobs, you could diversify by having the official bar building a lot more slots in the bar jobs and less in the brothel department (but they would still be available in that scenario). A spa pictured brothel could for example have more massage and peepshow slots than your starting brothel.

Title: Re: Possible Add-Ons to the Game?
Post by: Dabanisher on February 15, 2017, 08:54:40 PM
a diversified brothel sounds like a good goal instead of having different shops that you earn with territory (or at least a better reward for getting more brothels) lets be honest a sexy nurse brothel or a dojo brothel were all the sexy fighting girls hangout and can get better at their trade maybe not the same idea but something similar would be nice instead of a different background pic to the brothel
Title: Re: Possible Add-Ons to the Game?
Post by: Purple on February 17, 2017, 05:13:34 AM
I have taken that look I talked about and my conclusion is disheartening. The file extension on these things might say C++ but it's not. C++ is a modern object oriented language that just works. The thing is written in C. And not just C. We are talking 1980's caveman, knapp your own tools, C.

I have in my past worked with this type of code and I can confidently say that, in my professional opinion, if you want to rework it in order to allow messages to have any sort of "mixed" formatting your best and possibly only bet would be to rewrite the entire messaging system from the ground up.

a diversified brothel sounds like a good goal instead of having different shops that you earn with territory (or at least a better reward for getting more brothels) lets be honest a sexy nurse brothel or a dojo brothel were all the sexy fighting girls hangout and can get better at their trade maybe not the same idea but something similar would be nice instead of a different background pic to the brothel
If you want themed brothels or bars a much better way of doing it would IMO be to tie it to the goal system. Like, give the player a set of objectives, call them "achievements" if you will. And each of these unlocks a new theme. So like "Capture X girls in the arena" lets you open a Dojo themed something. Or "Have X renowned singer/music girls" lets you open a music themed something.

And than next time you buy a lot you get to pick a theme from the list of unlocked ones.

That way the player can actually strive to achieve these things and get a sense of achievement when he does so as opposed to just tying it to an arbitrary amount of money + territories.
Title: Re: Possible Add-Ons to the Game?
Post by: grishnak on February 17, 2017, 05:27:46 AM
Themes would be ok for me, too, if they were not just cosmetical. Right now we already can customize a bit by unselecting available "acts" in the building setup. Maybe just adding "specialities" could be enough to diversify in combination with themes (like one brothel could be famous for its food, one could be famous for kinkiness and another for offering experienced workers only). Depending on building (or theme...each building could for example have one basic starting theme, that gets unlocked upon buying the brothel). The themes could give mali and boni to certain acts/customers/jobs and affect how renown/fame in the building is earned too.
Title: Re: Possible Add-Ons to the Game?
Post by: Imocla on February 19, 2017, 01:36:14 PM
Would be interesting to have a "Guard dog" or "Monster breeder" job for your home. The jobs would only have sex with other dogs or beasts. If monster breeder, she wouldn't be allowed contraceptives by default. If guard dog there could be some combat related events.


Another idea for a home job would be a job that takes into account the "performance" skill. Like living furniture or a living painting. Living furniture would take into account BDSM and other sex skills depending on the event. Spirit would have a negative effect on being furniture and would decrease slowly over time. Living painting would take into account stripping depending on the event.




Title: Re: Possible Add-Ons to the Game?
Post by: Purple on March 08, 2017, 03:31:53 AM
I've been thinking about that and honestly I think that the best way to do it would be:
1. Move the "one of a type" jobs like torturer and catacomb exploration to the player house.
2. Slightly rework the "general" job category so that it is more generic.
3. Replace the brothel lots with multipurpose lots that only come with the "general" job category and the option to buy a brothel, restaurant, farm, club, studio... etc. or any combination thereof you wish.
Title: Re: Possible Add-Ons to the Game?
Post by: HuiBui on November 27, 2017, 07:48:14 AM
What I really would love to have changed in  this game are more actionpoints per week.
At the moment we only have 20. When you have to handle hundreds of girls it is really not enough.

The easiest way to change that is to enhance the number of actionpoints per week in the code directly. I would prefer 50 as a minimum.

A smarter way would be that everybody could adjust the action points per week in the game configuration.

And the third idea ( lot of work and not shure if this could be done ) is , that the player can by additional actionpoints per round  by spending money which he has earned.  Even later in the game players have so much money and it is nearly useless then.

kind regards

Title: Re: Possible Add-Ons to the Game?
Post by: hmf on January 08, 2018, 09:38:00 AM
Hello, would a naming convention setting for daughters born of a mother possible? I thought of it like this :
                   _FirstName          _MiddleName            _LastName
Mother :       MFN                         MMN                        MLN
Father  :       FFN                         FMN                          FLN                               

the current naming for the player's children is(please correct me if I'm wrong) :
                   RANDOM   +   FLN

I would love to see tweaking the children's name before being birthed possible for each mix of the names like these:
                      _FirstName                     _MiddleName                   _LastName
Daughter :     MFN                                    RANDOM                          FFN
Daughter :     RANDOM                             MFN                                 MLN
Daughter :     RANDOM                             MFN                                 FFN
Daughter :     RANDOM                             RANDOM                          MLN     
Daughter :     RANDOM                             CUSTOM                          MLN

by "CUSTOM" I mean a string of characters that we could write ourselves so that it is always added, for example "Von".
(P.S: It would be great if I am able to see which father/mother the child is from just by looking at his/her name. Dunno if this has been discussed before, though. So I apologize in advance :) )                   
Title: Re: Possible Add-Ons to the Game?
Post by: aevojoey on January 08, 2018, 10:35:53 AM
Hello, would a naming convention setting for daughters born of a mother possible? I thought of it like this :
                   _FirstName          _MiddleName            _LastName
Mother :       MFN                         MMN                        MLN
Father  :       FFN                         FMN                          FLN                               

the current naming for the player's children is(please correct me if I'm wrong) :
                   RANDOM   +   FLN

I would love to see tweaking the children's name before being birthed possible for each mix of the names like these:
                      _FirstName                     _MiddleName                   _LastName
Daughter :     MFN                                    RANDOM                          FFN
Daughter :     RANDOM                             MFN                                 MLN
Daughter :     RANDOM                             MFN                                 FFN
Daughter :     RANDOM                             RANDOM                          MLN     
Daughter :     RANDOM                             CUSTOM                          MLN

by "CUSTOM" I mean a string of characters that we could write ourselves so that it is always added, for example "Von".
(P.S: It would be great if I am able to see which father/mother the child is from just by looking at his/her name. Dunno if this has been discussed before, though. So I apologize in advance :) )                 
The entire pregnancy/children section is going to be rewritten soon so I will add something like this to it.
Title: Re: Possible Add-Ons to the Game?
Post by: Hazure on January 08, 2018, 01:08:02 PM

With the list of items being increased to add witches' shoes, hat, garters, might I ask for a Witches' Broom (item to add Flight).