Poll

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

Player Stuff
12 (9.5%)
Girl's interactions (with each other)
20 (15.9%)
Scripts (interactions with the player)
27 (21.4%)
New Stats, Skills and Traits
4 (3.2%)
Existing Stats
1 (0.8%)
Existing Skills
0 (0%)
Existing Traits
1 (0.8%)
Customers
3 (2.4%)
Gangs
6 (4.8%)
Rivals
4 (3.2%)
Buildings
8 (6.3%)
General Jobs
3 (2.4%)
Farm Jobs
8 (6.3%)
Matrons
9 (7.1%)
Items
0 (0%)
Remaking the interface
11 (8.7%)
New stuff
4 (3.2%)
Whore Master Editor
2 (1.6%)
No priority
This poll will be reset when I start a new section or add more choices so check back often.
3 (2.4%)

Total Members Voted: 69

Author Topic: Updates and Notes for Crazy's Mod --- Current Version .06.03.07  (Read 472127 times)

0 Members and 4 Guests are viewing this topic.

Offline Hazure

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #930 on: January 24, 2018, 05:40:04 PM »

When my gangs go down from one job, I will put them on training until the numbers are up to a minimal job...say 10 or so...and that way, the eventually don't go down and tear through the other guys.

Offline CaptC

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #931 on: January 28, 2018, 03:04:19 PM »
Mine the catacombs early for easy starts.


Get one gang working the catacombs day one.
Turn off the (currently) useless beasts, lower the incidence of girls until later.
Sell any loot worth more than 1,000.
Turn the money gained into weapons upgrades, before investing anywhere else.
Your gang plundering the catacombs will get tough, really really fast.
Now you have one gang full of tanks, level 4 weapons backed by great skills, that you can do anything with while you train greener gangs


Side bonus: a second gang at weapons level 4 early on, will simply toast the opponent's gangs. Sabotage for another good revenue stream. These guys will get very powerful, very fast, as well.
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Offline samu3l

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #932 on: February 24, 2018, 04:03:49 PM »
Hello,
just some questions or suggestions,
On the turn summary menu, when you end a week could it be possible to have a button to pass from one event to another one whithout having to click on the list on the left ?
And also,same screen, is it just me or button next only work for the first"event" of the list ? for others events it will bugged out and go back to the first one


sorry for the mistakes i'm not english ...

Offline Sorren

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  • Posts: 90
Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #933 on: April 17, 2018, 04:50:29 AM »

Changing item colors in config.xml does nothing, changing other options such as fullscreen works but the item colors don't change. There is only one config.xml in the root folder alongside the exe.


EDIT: Figured it out, it's being overridden by the now default J_ skins, I'd suggest altering something so the config still overrides that.
« Last Edit: April 17, 2018, 04:54:50 AM by Sorren »

Offline Strec

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  • Posts: 2
Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #934 on: May 12, 2018, 11:49:37 PM »
Hello, new user here :)

In a game I think there 2 important things that are the UI and the documentation and I don't see them in the pool, is it normal?

For now I try to give for each job the better girl but it is very (very) difficult without knowing exactly which are the requirements for each job ^^


Offline spiker1984

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #935 on: May 15, 2018, 07:59:11 PM »
it is very (very) difficult without knowing exactly which are the requirements for each job ^^


Very very difficult. I finally found the requirements for Matron by searching one of the many threads here, but a lot of the others are mysterious. I agree with you - I'd love to be able to really focus on a girl and train her in certain ways to make her better at a particular job :(
Or to raise her love of doing a certain job.

Offline fenicearcana

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  • Posts: 57
Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #936 on: May 16, 2018, 10:43:46 AM »
Hello, can i ask something a bit nerdish?
i'm alwais studyng to understand how one specific part of this game works and cant really get it. Users can add folder with specific girl name and the game somehow read it and add girl folder and picture. i tried to figure out which part of the game code do this but cant find. can someone point me out to understand where that code is and how it works? if i'm correct the game load those new folder just when it start the first time, but if i add other folder later they wont be loaded.  i would like to change that so that i dont have to restart every time i want to add girls.
Thanks for any help XD

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #937 on: May 18, 2018, 08:53:20 PM »
In a game I think there 2 important things that are the UI and the documentation and I don't see them in the pool, is it normal?
For now I try to give for each job the better girl but it is very (very) difficult without knowing exactly which are the requirements for each job ^^
Very very difficult. I finally found the requirements for Matron by searching one of the many threads here, but a lot of the others are mysterious. I agree with you - I'd love to be able to really focus on a girl and train her in certain ways to make her better at a particular job :(
Or to raise her love of doing a certain job.

Some of the basic concepts and variables in Crazy's Mod
>> Jobs in each Building


Hello, can i ask something a bit nerdish?
i'm alwais studyng to understand how one specific part of this game works and cant really get it. Users can add folder with specific girl name and the game somehow read it and add girl folder and picture. i tried to figure out which part of the game code do this but cant find. can someone point me out to understand where that code is and how it works? if i'm correct the game load those new folder just when it start the first time, but if i add other folder later they wont be loaded.  i would like to change that so that i dont have to restart every time i want to add girls.
Thanks for any help XD

The .girlsx files are only loaded when the game is loaded.
If you edit an existing girl, you have to remove them from the save file to have the game load the updated file.
 - remove the girl from the <Girls_Files> section and the <Girls> section

In the code they are loaded in  cScreenPreparingGame.cpp 

The folders and images in them are accessed by the game when they are needed so you can add more images to a girl anytime.

The .girlsx file is what is required to add a girl to the game, the folder is optional but needs to have the exact name from inside the .girlsx file (not the file name).
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<Girls>
    <Girl
        Name="LadyDevimon"
        Desc="-"
        Charisma="80"
...
In this case the file name is "digimon.girlsx" but the folder for the girl would need to be "LadyDevimon"
« Last Edit: May 18, 2018, 09:02:16 PM by aevojoey »
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Offline Strec

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.03.07
« Reply #938 on: May 19, 2018, 01:48:14 AM »
Some of the basic concepts and variables in Crazy's Mod
>> Jobs in each Building


Before posting I did spend a week to search the datas I need I I did read your thread completly and It's a good work referencing the jobs and what each job do but there are very few information on the best skills to have for each job.


Mainly I did find the stats needed for matrons (in headgirl description) but it is not really sufficient :)