- Oct 23, 2021
- 5
- 2
ok Question guys Y r none of the images loading at all is there image pack i need to or what?
I remember those variable typos - I started the game with XxxxxCccccc, but the more I got into the coding, the more I favoured xxxxxCccccc, which in no way was a wise move...I am the one that made the bugfix mod and it's been made "official" by Faldir/Beornwahl. Is there some other reason you don't want to use it?
I don't recall the exact problems in the original. It's been over a year and I made a lot of changes. I do remember (from checking my notes) that there were many instances where variable names had typos. For example:
Code:BastetChildren bastetCildren NisseChildren NisseCildren
The passages that deal with births are "High Births", "Low Births", and then the various races such as "fox", "mouse", etc.
The passages "High Preg" and "Low Preg" calculates whether or not impregnation occurs.
The passage "End Week" also deals with incrementing the various pregnancy tracking variables.
EDIT: I just remembered that all the girls were indexed into a single array. In order to pass information between various passages, a variable (I think it was $activeSlave) was used to keep track of the index of the current girl you're interacting with. However, I think in some cases $activeSlave got changed inadvertently which caused the wrong girl to be affected when the player did not switch interaction targets.
$HumanGrandchildren
SetSugarCube.State.variables.HumanGrandchildren = 0
in the browser console.
I have noticed that with other gifs as well... Guess when we got free time we gotta make some mods to replace some of the old stuffSame problem as Briget here, none of the videos are loading, I've used both of the 3.1 html versions, bugfixed and the original.
Not very sure how to code in the different set of images, but you can always double and rename set of images you already use. (Copy and rename images from Image1...3 to Image31..33) Since it is random choice of what image set would be used it would work in the same way as decreasing amount of sets , but will not allow you to make game lighter.Hey,
maybe you guys can help me.
I´m trying to change the pics of the monsters a litte bit. ( mostly because i hate censorship xD )
got new pics but many monsters have 30-40 different sets. i want to get the set number down to 10-15 per monster type.
i tried differt things, but they havent worked.
can someone help me to change this in the code/settings?
not sure if i understood it correctly.Hey,
maybe you guys can help me.
I´m trying to change the pics of the monsters a litte bit. ( mostly because i hate censorship xD )
got new pics but many monsters have 30-40 different sets. i want to get the set number down to 10-15 per monster type.
i tried differt things, but they havent worked.
can someone help me to change this in the code/settings?
thats probably the easiest way to do this.not sure if i understood it correctly.
as far as i know every "girl" has a number = 1-first manticore and hers scenes are "1sex" and "1sex1"
you need to give the files that name 1sex and 1sex1 so they can link to the girl "1" file . and so the others scenes for they girls ( the different numbers 2,3,4....) .
if you want to repeat just make a copy of the files and give them diferent numbers. same file = 1sex , 2sex , 3sex . this will be the first sex scene for the girls 1, 2 and 3.
* watch for the file extensions , do the same way as the original files ( just webm ? change the extensions of your gifs to webm to avoid errors) ( watch for spaces in the file names, name need to be exactly as original)
sorry for bad english not my native one . hope this helps
I have exactly the same problem; Tiamet and Emelie's quests are complete (variables are, respectively, quest:100 and quest:6) but several hundred rounds exploring the plains and jungles have not allowed me to find/build the dragon lair and pig sty (which further locks out Sita). I don't think it's just RNG if we both are missing the same set, perhaps some conditionally triggered bug.ok I guess I'll just keep exploring then. But it's really weird anyway because I already was searching A LOT and all the other building places exept these two were found in first 2-4 weeks in every location.
go to regions->Plains->outposts and change the status of outpost 0 (the 'Dragon Lair' or 'Ziggurat Temple') from '0' to '1' (for discoved) or '2' (for built). The 'Pig Sty'/'Gathering Post' is the same; it's outpost 0 of the JunglesIf you're well into a game, tweaking the variables might be the better idea.
Open your console (Firefox F12, Opera under "Developer tools", etc), and type SugarCube.State.active.variables
Now you can browse through
<<set $matriarchs.Sarai.quest is to -1>>
. The "is" should not be in there.The fix setsMakes sense for the matriarch bug; you're proposed code fix looks like it would have the potential to leave " $regions.Plains.done " permanently false if I'm understanding but I don't know if that would cause any problems.
$regions.Plains.done = false
whenever the player gets redirected to the broodmother's quest line. If the player doesn't get redirected, then the variable isn't changed and stays either true (if the broodmother's home sublocation is the last undiscovered sublocation) or false (there is more than 1 undiscovered sublocation).If you really want to change it, then addI'd also run into the 1000 loop limit and was guessing it was baked into the programing environment but hadn't gone looking for it yet. I'll probably try and increase it and see how it goes 'cause it's bugging me to only be able to have ~30 monster children per outpost (with ~100 human and elven children) with outpost population limits at 45.
Config.macros.maxLoopIterations = 5000;
(or whatever you want the max to be) to the JavaScript. I've already made some edits so I don't know the exact line number. You can do a search for Config.passages.nobr = true;
.Looks like that's another bug I have to fix... Search forAlso, if anyone knows, why is the giant population limit so low at 15? Every other outpost goes to 45. Are they too OP, too large, were there not enough variation in images or something? Or am I somehow failing to upgrade the outpost? Just curious.
name="race home"
. In that passage, scroll down until you find <hr><center>__Construction__</center>
.<<if $raceData[$race].room lt 20 and $Wood gte 500>>
/* stuff */
<<elseif $raceData[$race].room lt 20 and $Wood gte 1500 and $race is "giant">>
/* stuff */
<<elseif $raceData[$race].room lt 30 and $Stone gte 500>>
/* stuff */
<<elseif $raceData[$race].room lt 30 and $Stone gte 1500 and $race is "giant">>
<<if $raceData[$race].room lt 20 and $Wood gte 1500 and $race is "giant">>
/* stuff */
<<elseif $raceData[$race].room lt 20 and $Wood gte 500>>
/* stuff */
<<elseif $raceData[$race].room lt 30 and $Stone gte 1500 and $race is "giant">>
/* stuff */
<<elseif $raceData[$race].room lt 30 and $Stone gte 500>>
Amazing! Gotta say: anyone who gets 1000 children is a gaiadamn legend!lolopolop ThatCoolDude
In light of your bug reports, I have gone back over the code I wrote and I think I understand what's going on.
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Faldir
While hunting for this bug I also discovered that I seem to have left 2 bugs in regards to the Plains region. When failing/refusing Sarai's quest, I accidentally wrote<<set $matriarchs.Sarai.quest is to -1>>
. The "is" should not be in there.
Also, I forgot to limit Inanna's quest appearance in the exploration events. She's different from the other matriarchs because she moves to your camp before her quest is over and quest continuation is supposed to be from direct interaction instead of exploring.
There's also the bug pointed out by PaleContrast on page 201 of the thread.
Should I (or you) create a new patch?
EDIT: For the bugs mentioned above, directions if anyone wants to patch the game themselves:
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The reviews mentioned an error being thrown because of a repeated loop running over 1000 times. This is the default setting for SugarCube, so this will happen if the player has over 1000 human & monster girls combined. The 1000 limit can be raised higher, but I'm uncertain if this is necessary.
The reviews also mentioned pregnant girls not being able to give birth. I haven't run into this bug, and I don't know if it's the same bug as above (since the loop gets cut, not all girls are processed so those unprocessed girls won't give birth). I also don't know if it might simply be an outdated version of the game.
I will release a patch after a couple full playthroughs to see if I can replicate it or find any more bugs.
IDK, maybe I'm weird (or an obsessive completionist), but with 28 monster girl races, 10 (11??) types of humans, and 6(??) variants of elves with a minimum population cap of 45 I feel like 1000+ total offspring is kind of expected if you don't rush the play-through; the reason I figured it was a programming environment variable was I didn't think the author would set a population limit lower than the sum capacity of the outposts.Amazing! Gotta say: anyone who gets 1000 children is a gaiadamn legend!