- Sep 1, 2024
- 45
- 6
The game is average by all standards, but still better than the rest of the slop posted on this site, so its hard to actually answer this question. Its even more difficult due to (most of) us knowing it inside out.So yall, what's the most legendary thing that happened to you in this game?
Yeah I've tried to outmatch the barrage of warnings before to keep the relationship going, but it rarely works out. If all you want to do is prevent that one interaction then that's very simple to do. I can slap a module together later unless somebody else does it first. You can even name the module.Alright... need help with my flytrap again, so someone capable of making or editing modules would probably be able to help.
Turns out, the casanova and polyamorous modules arent perfect, and even though these remove the cheater status after each break period, sometimes the flytrap gets warned and broken up with during the same period. Relationships can last in sub-21 love count environments, but not when one side considers the other a cheater, and the AI is surprisingly adept at issuing warnings, which resulted in my flytrap getting dumped on multiple occasions.
I need some way of suppressing or, flat out, removing the "warn about cheating" interaction directed at a card. Thats the only way i can see to be able to fix the issue im having. Any way to kill it would be great.
Oh man. If you made a module that suppresses the cheater warning, i would *** ****** *** ** (too gay to post! LOL ).Yeah I've tried to outmatch the barrage of warnings before to keep the relationship going, but it rarely works out. If all you want to do is prevent that one interaction then that's very simple to do. I can slap a module together later unless somebody else does it first. You can even name the module.
Alright I've got something that works. I still need a name for the module. I'm currently going with the name "Free Pass", but I'm open to suggestions for a better name.Oh man. If you made a module that suppresses the cheater warning, i would *** ****** *** ** (too gay to post! LOL ).
While i need it for my flytrap, theres nothing standing in the way for us to use it too... hm hm hahahahaha!
Appreciate your work! You can name it whatever - youve made the module, its literally yours to christen it. I will probably rename it to "Flytrap" to not lose sight of it, but thats for my specific need for its function.Alright I've got something that works. I still need a name for the module. I'm currently going with the name "Free Pass", but I'm open to suggestions for a better name.
You know, theres a few interaction results that come remotely close to warning about cheating. When two cards compete over a third, if neither competitor is chosen, they both gain 4 dislike towards the card competed over. Pretty tame, but manageable (especially if you were the one competed over and are keeping count).Also, not sure if you've ever tested how big of an impact that interaction has on the relationship. I tested it during the course of testing the module, and it's a whopping 5 Dislike Count, and 5 Hate Count every time the interaction is performed.
Get it while it's hotFree PassWill not be warned about cheating by their lovers.
[PC/NPC]
I always thought it was short for "Matchmaking" since it's matching up 2 NPCs togethersomething ive coined as "MM" or "Mystery Mechanic".
Ive called it that, because i cant determine what triggers it. We only see its effects in game. MM is drawn to cards with the Charming and Chivalrous traits (limited by Bad with x trait), but i know NOTHING more beyond that, as all cards eventually get hit by it.I always thought it was short for "Matchmaking" since it's matching up 2 NPCs together
I've never really paid attention, but by your observation is it something that runs only when a card is added to the class, or does it happen repeatedly over time for cards that are already in the class? From what I an tell the game tries to match up characters at the start of the game, and then beyond that it's hands off and what happens after is up to the PC/NPC interactions, unless a new card is added to the class at some point.Ive called it that, because i cant determine what triggers it. We only see its effects in game. MM is drawn to cards with the Charming and Chivalrous traits (limited by Bad with x trait), but i know NOTHING more beyond that, as all cards eventually get hit by it.
Heres what i DO know about it: just like youve said - every card in class is implanted with MM upon introduction. The matter of manifestation of MM differs: ive seen some cards gaining too much like points to be a threat to my girl, others gain a lot of love count, which i squash when they manifest... but then ive seen situations, where MM raises love count of one side, while raising hate count in the other or like count in both sides, though the latter, i think, is tied to the affable trait working alongside MM and failing at both. MM doesnt last forever - i would say it adds a total of 30 count (not necessarily love count) points and then stops. The only way it can manifest itself again is if you put a new card in the batch. Then the ridiculousness happens when a nobody jumps up to the 5th spot of the popularity list, due to MM, and other cards respond to it (so, i guess, it does re-emerge, in a way).I've never really paid attention, but by your observation is it something that runs only when a card is added to the class, or does it happen repeatedly over time for cards that are already in the class? From what I an tell the game tries to match up characters at the start of the game, and then beyond that it's hands off and what happens after is up to the PC/NPC interactions, unless a new card is added to the class at some point.
This confused me a bit because I noticed during testing that that interaction didn't appear in the INTERACTIONS_IN and INTERACTIONS_OUT arrays. Upon further testing it seems that only interactions that require some sort of response to determine success or failure get added to those arrays. Interactions that just happen with no response from the target don't get added. I tested with the Slap interaction as well and that one also didn't show up.And there isnt any hidden interaction there (hidden, as in, a batch of numbers, rather than an actual description, like "warn about cheating" or such)
From what i can tell about this specific bit - MM is hidden from us, and manifests only when an interaction occurs. It doesnt matter what the interaction is.. it might be encouragement to study or a praise or even an insult, but it has to be *something* . If no interaction takes place - MM sleeps. This caught me off guard on a few occasions, where i would get in the pants of a low/lowest sociability chick, and would see no MM for the longest time (up to the end of second week, almost), to then suddenly see her and some random guy shoot up with love count out of nowhere (probably as a result of a call out to study or something). The longer it takes for MM to manifest, the stronger it hits. Its like its charging up throughout its "sleep" to them explode when an interaction takes place later on.This confused me a bit because I noticed during testing that that interaction didn't appear in the INTERACTIONS_IN and INTERACTIONS_OUT arrays. Upon further testing it seems that only interactions that require some sort of response to determine success or failure get added to those arrays. Interactions that just happen with no response from the target don't get added. I tested with the Slap interaction as well and that one also didn't show up.
Doesn't sound like it can be easily cleaned up with a module then if it's happening at random. I do know that the true relationship status doesn't manifest itself until 2 characters actually interact. For example, if you use the Crush module to make one character instantly fall in love with another character, even though the Crush module has added 30 love count, if the 2 characters haven't spoken yet it'll still just show the status as "Haven't spoken to". So if the game were to try and match up 2 characters by dumping a bunch of love points on them initially, but then they don't actually speak to each other for a week or 2, then it wouldn't be obvious at all what actually happened.From what i can tell about this specific bit - MM is hidden from us, and manifests only when an interaction occurs. It doesnt matter what the interaction is.. it might be encouragement to study or a praise or even an insult, but it has to be *something* . If no interaction takes place - MM sleeps. This caught me off guard on a few occasions, where i would get in the pants of a low/lowest sociability chick, and would see no MM for the longest time (up to the end of second week, almost), to then suddenly see her and some random guy shoot up with love count out of nowhere (probably as a result of a call out to study or something). The longer it takes for MM to manifest, the stronger it hits. Its like its charging up throughout its "sleep" to them explode when an interaction takes place later on.
Yeah, but we dont really want to kill MM (even if it was possible). MM is the only thing that makes things move in this game. Otherwise you would end up with an entire class sitting with "Dont know" status for a while, until it would deteriorate due to AIs insulting, fighting and spreading bad rumors about eachother. Kinda like me and the rest of the guys in class - i just dont fuck with them, because im not gay or even bi, so i have no reason to speak to them, but i do drop a single friendly talk (or use a shortcut - the "go eat" call out) to clear the "Havent spoken to" status. Even so, one or more of them will always approach me and hurl an insult my way, for no apparent reason. I tend not to take it to heart, so i smash their face in as a response, and thats where i get my fun from... heh.Doesn't sound like it can be easily cleaned up with a module then if it's happening at random.
Yeah, ive been testing dropping a number of love count on two cards before with QtEdit, and i know there wont be any change until the two cards interact, but thats not how MM works. Its completely hidden from us in QtEdit, and - if the cards interact with eachother, you can perceive the change, as its gradual (4 love count increments after 1 interaction, 4-5 after the next, and so on). But if they never interacted before - its an explosion of 10-20 love count in a single "burst".I do know that the true relationship status doesn't manifest itself until 2 characters actually interact. For example, if you use the Crush module to make one character instantly fall in love with another character, even though the Crush module has added 30 love count, if the 2 characters haven't spoken yet it'll still just show the status as "Haven't spoken to". So if the game were to try and match up 2 characters by dumping a bunch of love points on them initially, but then they don't actually speak to each other for a week or 2, then it wouldn't be obvious at all what actually happened.
I dont play with modules AT ALL. I strip all the cards of modules upon download. What youre mentioning are the very basics of the game, game that ive written a number of guides about. MM is what ive mentioned it is, and if youre that bothered, you might want to search this thread for either "MM" or "Mystery Mechanic" and you will find my "research posts" from millions of years ago. The AI isnt competent enough to do anything in this game, and it wouldnt get anywhere without MM. Thats just a fact of life in AA2. Gotta learn to deal with it.Monosomething
Don't you think that what you named as a MM is summarized effect of asking help for boosting relation, when NPC asks help of other NPCs related to target (good rumors spreading - almost all mechanics in it game based on rumors system - it can broke down your stabile relation in fact in one break when your enemies boost dislike/hate rumors about you to your lover)? And if you are playing in AA2U against of original AA2 then there is a big chance that cupidon or hater (I forgot module name - change dis points to hate points incoming from bad rumors) come in process; plus that persona can have double-effecting love/hate points (module) put into targets by rumors.
(Good spreading from cupidon with love doubler boosting love of target to someone very effective and fast - it is checked.)
That situation almost unbeatable, but there we don't have any Mystery Mechanic...
One thing what player can do (without stupid cheating) - is create and support (level of) dislike/hating of your lover(s) to some specific personas (by rumors), because of that they will rejecting rumors spreading by that personas.
It make playing hard and tiring (if your persona don't have hater + hating doubler, but this is worked only for AA2U as you know).
And that personas can try and using a mentioned above mechanic for restoring they relation with your lover(s) (with using of help of they common friends) - and in a result we come to that our lover needed to hate them all if we really want to protect our relationship.
That as I see it question.
If you sooo interested - then you can try and set off rumors spreading in game at all and then see what be going.