Poll

What should I prioritize next? (a * after a choice means I am currently working on that)

Player Stuff
20 (8.5%)
Girl's interactions (with each other)
25 (10.7%)
Scripts (interactions with the player)
46 (19.7%)
New Stats, Skills and Traits
10 (4.3%)
Existing Stats
1 (0.4%)
Existing Skills
3 (1.3%)
Existing Traits
6 (2.6%)
Customers
5 (2.1%)
Gangs
12 (5.1%)
Rivals
8 (3.4%)
Buildings
7 (3%)
General Jobs
4 (1.7%)
Farm Jobs
9 (3.8%)
Matrons
9 (3.8%)
Items
2 (0.9%)
Remaking the interface
15 (6.4%)
New stuff
8 (3.4%)
Whore Master Editor
4 (1.7%)
No priority
3 (1.3%)
WM7
This poll will be reset when I start a new section or add more choices so check back often.
37 (15.8%)

Total Members Voted: 136

Author Topic: Updates and Notes for Crazy's Mod --- Current Version .06.04.01  (Read 937825 times)

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Offline Whitetooth

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #240 on: January 22, 2015, 10:56:06 PM »
I have added limiters to sabotage gold collected.
The rival will still lose the same amount but you will end up with much less.
 - some of the gold can 'disappear' before the gang reports in.
 - some gold is lost in burnt 'Gold Bearer Bonds'.
 -  - This will happen a lot so I need more texts options for taking but not keeping 10k+ gold
 - some gold is used to facilitate escape.
 - some gold is paid as a bribe to guards.
I'm guessing those factors are based on there skills which make sense. For Example:
Men - Overall number of people able to carry gold after sabotage.
Combat - total amount of gold each man can hold.
Magic - Amount of extra gold the gang can carry with magic not relying on combat or men. Magic could be bonus gold that can't be dropped, bribed, or stolen on the way back.
Intel - Could be a overall factor to check if the gang knows what is valuable and what isn't.
Agility - Could be a check for clumsiness of the gang; they could drop valuables on the way back.
Tough - Checks if there tough enough to intimidate any guards or protect the money they have.
Charisma - Factors how much gold they have to bribe to guards if they get caught and can't intimidate them.

The order of checks could be -> Intel -> Magic -> Men - > Combat -> Agility -> Tough -> Charisma
« Last Edit: January 22, 2015, 10:59:17 PM by Whitetooth »

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #241 on: January 22, 2015, 11:20:59 PM »
I'm guessing those factors are based on there skills which make sense. For Example:
Men - Overall number of people able to carry gold after sabotage.
Combat - total amount of gold each man can hold.
Magic - Amount of extra gold the gang can carry with magic not relying on combat or men. Magic could be bonus gold that can't be dropped, bribed, or stolen on the way back.
Intel - Could be a overall factor to check if the gang knows what is valuable and what isn't.
Agility - Could be a check for clumsiness of the gang; they could drop valuables on the way back.
Tough - Checks if there tough enough to intimidate any guards or protect the money they have.
Charisma - Factors how much gold they have to bribe to guards if they get caught and can't intimidate them.

The order of checks could be -> Intel -> Magic -> Men - > Combat -> Agility -> Tough -> Charisma
Well I just had it do them all based on the amount of gold but I can add stat checks into them.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline Whitetooth

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #242 on: January 22, 2015, 11:25:53 PM »
Well I just had it do them all based on the amount of gold but I can add stat checks into them.
I should be modding with you all to be honest. It's been a while since I've coded anything. You all have been doing a great job with WM so much so that I really like what you all are doing with the under the hood mechanics. If you do make it stat based I'll come up with flavor text to add.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #243 on: January 23, 2015, 12:25:35 AM »
I should be modding with you all to be honest. It's been a while since I've coded anything. You all have been doing a great job with WM so much so that I really like what you all are doing with the under the hood mechanics. If you do make it stat based I'll come up with flavor text to add.
Make the texts for as many ways the gang could get away with or lose some of their gold and I will put them in.
If you can write the code for it as well that would be helpful.


ps. I haven't seen any comments on the Preparing Game screen.
Doesn't it make the game a little less annoying when starting the game not being stuck on the load or new game pages?
If anyone has a good image or a few images that can be used for it, post them.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #244 on: January 23, 2015, 12:38:01 AM »
hey joey, you could always use the images that was submitted to the evolved help wanted thier are alot of images there

Please Enjoy all the hard work i Do to help make the game and forums a better place :)

Offline Whitetooth

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #245 on: January 23, 2015, 12:40:54 AM »
Don't worry I'll create a image; how big should it be?

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #246 on: January 23, 2015, 12:53:30 AM »
hey joey, you could always use the images that was submitted to the evolved help wanted thier are alot of images there
Don't worry I'll create a image; how big should it be?
I'm actually looking for an image specific to this game, something that would be a good cover art for it.
Basically any size would be good as it can be stretched to any size.
Something that would not look to bad if stretched to either 16x9 or 4x3 aspect ratio.
The image would be used for the background for the Main Menu, Load, New Game and Preparing Game screens.
Each would then have their existing boxes in the center on top of the image.
If it had the name "Whore Master" on the top but no other text on the image, any other text can be added by the code.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #247 on: January 23, 2015, 12:57:03 AM »
so something like the background image i use for Evolved?
Please Enjoy all the hard work i Do to help make the game and forums a better place :)

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #248 on: January 23, 2015, 01:06:39 AM »
so something like the background image i use for Evolved?
Kind of but more colorful and different images on either side of the screen with the coded stuff in the center.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #249 on: January 23, 2015, 01:41:38 AM »
lmao i would have it more colorful, but my graphics artist is MIA
Please Enjoy all the hard work i Do to help make the game and forums a better place :)

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #250 on: January 23, 2015, 08:52:58 AM »
I have been adding a lot of things dealing with Items.

I have added 6 new item categories:
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------
Though they are not fully incorporated into the code, they should load and display in the inventory list.
WME.0.8.17 will have them in it.

The Inventory screen has had several improvements:
 - The Owners Lists now shows how many items the girls have, total and in the selected category.
 - There is now a buy 10 button for infinite shop items. (only when buying from shop to player)
 - Both the Buy and the Buy 10 buttons will turn off if you can't afford the items.

I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
I'm not sure how a give to multiple girls will work, but if it does, I will add it.


I have not gotten to adding the sex texts submitted by Naturalrice or the sabotage limiters suggested by Whitetooth yet but I will get at least some of it in before pushing the next version.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline ShoHaFa

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  • Posts: 37
Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #251 on: January 23, 2015, 10:46:53 AM »
I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
But.. but... I actually LIKE giving my girls 120 Premium Hot Dogs. Well, at least the ones who spent more than 3 weeks in my dungeon.  :D

Offline BlackWolf Inc.

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #252 on: January 24, 2015, 05:41:20 AM »
Not particularly major but isn't it Virgo not Vergo (Being one myself I should know)
Don't look at me like that! I found 'em that way....

Now no-one else has to die...
unless I think of another reason.

If found, please return to Miss Y. Rhul.

Offline ShoHaFa

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  • Posts: 37
Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #253 on: January 24, 2015, 06:50:26 AM »
I have been adding a lot of things dealing with Items.

I have added 6 new item categories:
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------
Though they are not fully incorporated into the code, they should load and display in the inventory list.
WME.0.8.17 will have them in it.

The Inventory screen has had several improvements:
 - The Owners Lists now shows how many items the girls have, total and in the selected category.
 - There is now a buy 10 button for infinite shop items. (only when buying from shop to player)
 - Both the Buy and the Buy 10 buttons will turn off if you can't afford the items.

I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
I'm not sure how a give to multiple girls will work, but if it does, I will add it.


I have not gotten to adding the sex texts submitted by Naturalrice or the sabotage limiters suggested by Whitetooth yet but I will get at least some of it in before pushing the next version.
Copied to notepad, I think I'll be staring at that this weekend, thinking of all the things I could make with it. Especially with the hats and helmets!
By the way, when a girl leaves combat, will she take off the helmet and put her hat back on again?

Offline BlackWolf Inc.

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
« Reply #254 on: January 24, 2015, 07:48:44 AM »
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------

Now THAT is pretty sweet, i was just thinking about how a couple of those types could be implemented
Also frickin' shields man!!!!!!!!!!!!!!!!!!!
Don't look at me like that! I found 'em that way....

Now no-one else has to die...
unless I think of another reason.

If found, please return to Miss Y. Rhul.