4.60 star(s) 45 Votes

Godogma

Newbie
Aug 16, 2017
48
46
Training bots is where the money is; which makes sense - you're training an AI. They may have learning algorithms but most people lack the skills and or time to do the necessary work.

High end programmers even these days make circa $100,000 - $200,000 a year for the top companies (Amazon, Google, etc) and they aren't selling trained AI just working on projects.

Then the cost of the parts comes in and finally the appearance and quality of the bots (the lower ranked bots and even lower ranked bots with high end parts don't sell for nearly as much).

All that adds up quickly.
 

Hermenegild

Member
Sep 18, 2017
411
229
It kinda supposed to be grindy. I guess i can add tweaking xp gains to tunings.json, so you could tune your preferred difficulty level to how you like it.
I don't have an issue with grindy games if the grind is tolerable and I can see some results pretty soon. In fact, the two games I love the most are pretty grindy: HHS+ (release 1.10! yay!) and LabRats2. This game is way beyond them as far as grind is compared.

I like random, when it is win you happy, when it is bad streak you smash your keyboard, it's fun, emotions are good, yes? :D Well, i know it's not exactly predictable, but it is not completely rabid either. Plus proper balancing at this point don't make much sense, as it is still early stage of development.
As Godogma said above, randomizing a loot is not much of a problem, randomizing the grind step result is. You end up with one hand hovering above F5/F8 all the time, reloading the failures, saving the good results. Makes for a pretty bad playing experience.

EDIT: As for balancing the game, your approach of balancing towards the end makes a lot of sense if you're doing the development behind closed doors and only want to show the final product to the world. However, it hurts you if you want to engage the community: you have to involve people, get them to play, to give you feedback, so you can improve the game. The game being fun to play early on is key here. If you fail to do this, you risk turning the community off your game, which results in nobody wanting to play and the game getting worse - or at least not as good as it could be.
 
Last edited:

Raventhrall

New Member
Aug 31, 2017
1
0
Installed this & Sithlord's mod & am now getting this error
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Installed this & Sithlord's mod & am now getting this error
You don't have permission to view the spoiler content. Log in or register now.

I am getting this exact same error trying to load Daedalron's mod pack and a few other random mods from the mod list on the site...
 

Hermenegild

Member
Sep 18, 2017
411
229
Radnor, as far as professionalism is concerned, the less emotions you show, the more professional your image is ;)

There is a solution, however, which leaves the randomness intact during the beginning phase of getting expertise, and reduces it in the later phases of your career. Simply treat the expertise level as a number: F - 1, E - 2, D - 3, and so on. This number is a number of "dices" you throw for the result. A "dice" is not necessarily 6-sided, but rather in a range of [0, 2x], where x is an average outcome you want (you have to compute it beforehand, but I assume you're doing it anyway); this range has to be divided by the number of "dices" being "thrown".
  • if your skill is F, you get one dice of range [0, 2x], with the result being linearly probable in the range of [0, 2x];
  • if your skill is E, you get two dices of range [0, x], so the result's distribution will be triangular, with x being most probable (but still with only 1/x probability) and both 0 and 2x being almost impossible (requiring two zeroes or two xs, so 1/x2 probability);
  • if your skill is D, you get three dices of range [0, 2x/3], so the result's distribution will be somewhat 'hat-shaped', with a maximum around x and much less area in the sides,
  • as your skill grows, the number of dices grows as well, and the "hat" gets taller and thinner, concentrating the result around x.
Come to think of it, you can simply leave out computing x in the first step and have your "dices" be of constant range all the time. This way you take care of both the randomness reduction and productivity growth at the same time, by simply increasing the number of dices thrown.
 

Mr_Shaky

Member
Nov 6, 2017
216
200
Installed this & Sithlord's mod & am now getting this error
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I am getting this exact same error trying to load Daedalron's mod pack and a few other random mods from the mod list on the site...
You're likely missing required mods. If I recall correctly that error means that one of your modded bots is trying to spawn with parts from a mod you don't have installed or there is an error in the json. Likely a spelling error in that case.

Make sure that:
1. You have the required mods installed.
2. If you're running Sithlords mod make sure you download my fixed json since last I checked his original causes crashes.
Check the mod list for links and requirements.
 
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SmaugTheDragon

New Member
May 27, 2017
5
21
Some quick feedback on balance:

Far too easy to get high quality parts by just continuously pulling high-grade bots from the dump and scrapping them, maybe make scrapping one part take 1AP and reduce the durability/chance to break it with lower skill levels/proficiency.

It should be much rarer to find whole bots in scrap and these should be mostly limited to lower grade models and really banged up stuff (people ain't gonna throw 80k of parts away). The flea market could sell the higher grade broken bots.

Some quests pay out way too much, could be normalized somehow.
 

Radnor

Member
Game Developer
Nov 9, 2021
365
943
I'd certainly appreciate it; it can be really stupid when you suddenly only manage to train bots for under 100 experience when normally they get over a thousand (with a NeuroTech v7 or better chip).

Random in the case of loot is much more tolerable than the utterly strange experience modifiers that don't make a lot of sense, at least in my opinion. Trying to train a bot with an A or B rank skill with them having nothing in it and only managing to teach 68 experience worth is just frustrating.

I've even had similar things happen with S rank skill.
Average training xp gains grows steadily as you get your skills higher, bot parts, plus it depends quite linearly on difficulty level, so it is not completely random.
XP gain spread is design choice as a tool to create bad/great streaks, generating player emotions. I understand it is not for everyone, so as i mentioned earlier i will try to add some ways to tune this with json mods, xp gain for sure and maybe xp gain spread too.

I don't have an issue with grindy games if the grind is tolerable and I can see some results pretty soon. In fact, the two games I love the most are pretty grindy: HHS+ (release 1.10! yay!) and LabRats2. This game is way beyond them as far as grind is compared.



As Godogma said above, randomizing a loot is not much of a problem, randomizing the grind step result is. You end up with one hand hovering above F5/F8 all the time, reloading the failures, saving the good results. Makes for a pretty bad playing experience.

EDIT: As for balancing the game, your approach of balancing towards the end makes a lot of sense if you're doing the development behind closed doors and only want to show the final product to the world. However, it hurts you if you want to engage the community: you have to involve people, get them to play, to give you feedback, so you can improve the game. The game being fun to play early on is key here. If you fail to do this, you risk turning the community off your game, which results in nobody wanting to play and the game getting worse - or at least not as good as it could be.
If you need to press F5/F8 too often then try playing on lower difficulty or use mods making life easier or just use console to avoid grind.
Code:
mc.mechanics.progress=0.99
will give you enough xp to level up next time you get xp. Same for other skills. There is no "oh, player cheated, punish them!" checks in game.
If you want to play how you like it there are enough ways to do so. If you want to play game as i been making it then i don't think complaining is a good idea, it's like "hey, i want to cheat, but i don't want to cheat, so make game easier officially". No offence.
Plus as mentioned above i will try to add ways to make xp gains more controllable via mods/difficulty.

As for development process. I have irl business to manage, then i do freelance paid gigs, and only then, when i have free time, i work on DSCS, it was a hobby/pet project from very start. Patreon not exactly making me a bank, so i would rather work on it at comfortable pace. While i love community, i'm not exactly interested to do everything people suggests, you can check previous pages to see really ... unconventional ideas :D
If you like game concept, like mechanics, then you can try modding game.

Again, no offence, please. I understand your concerns, but i'm a single person with certain game vision and limited time/resources. I do what i can, but don't expect miracles.

Radnor, as far as professionalism is concerned, the less emotions you show, the more professional your image is ;)

There is a solution, however, which leaves the randomness intact during the beginning phase of getting expertise, and reduces it in the later phases of your career. Simply treat the expertise level as a number: F - 1, E - 2, D - 3, and so on. This number is a number of "dices" you throw for the result. A "dice" is not necessarily 6-sided, but rather in a range of [0, 2x], where x is an average outcome you want (you have to compute it beforehand, but I assume you're doing it anyway); this range has to be divided by the number of "dices" being "thrown".
  • if your skill is F, you get one dice of range [0, 2x], with the result being linearly probable in the range of [0, 2x];
  • if your skill is E, you get two dices of range [0, x], so the result's distribution will be triangular, with x being most probable (but still with only 1/x probability) and both 0 and 2x being almost impossible (requiring two zeroes or two xs, so 1/x2 probability);
  • if your skill is D, you get three dices of range [0, 2x/3], so the result's distribution will be somewhat 'hat-shaped', with a maximum around x and much less area in the sides,
  • as your skill grows, the number of dices grows as well, and the "hat" gets taller and thinner, concentrating the result around x.
Come to think of it, you can simply leave out computing x in the first step and have your "dices" be of constant range all the time. This way you take care of both the randomness reduction and productivity growth at the same time, by simply increasing the number of dices thrown.
I'm not sure if i should care about my professional image on forum focusing on pirating questionable porn games, discussing my even more questionable porn game, using throwaway account :D

Internally skill/expertise levels work as you said F - 1, etc. Formulas are different though, often custom to specific situations. Making things too uniform is easier when programming, but way too boring to play, at least for me. Narrowing spread was never my intention, but somehow basing it on skill level seems interesting, not going to change whole thing to it, but for some things it can be interesting.


Some quick feedback on balance:

Far too easy to get high quality parts by just continuously pulling high-grade bots from the dump and scrapping them, maybe make scrapping one part take 1AP and reduce the durability/chance to break it with lower skill levels/proficiency.

It should be much rarer to find whole bots in scrap and these should be mostly limited to lower grade models and really banged up stuff (people ain't gonna throw 80k of parts away). The flea market could sell the higher grade broken bots.

Some quests pay out way too much, could be normalized somehow.
Ah, cmon! People been complaining about not getting enough high-level stuff during scavenge and way too little AP.
My view on normalization is above. I don't like too much uniformity. Life is unbalanced, why should game be?

This is why i rarely listen to balance complains, it is impossible to balance game while major parts of it are not yet implemented. Plus there always will be people complaining game is too easy/hard, no matter how it is rebalanced. So when i'm happy with mechanics and general story/world i will do major rebalance/clean up to make game more enjoyable in it's final form. Earlier? Unlikely.

P.S.: Again, sorry everyone, if i'm being bit too rude sometimes, but it is impossible to make everyone happy. When i can i try to make things more enjoyable for more people. Honestly.
 

Hermenegild

Member
Sep 18, 2017
411
229
If you want to play how you like it there are enough ways to do so. If you want to play game as i been making it then i don't think complaining is a good idea, it's like "hey, i want to cheat, but i don't want to cheat, so make game easier officially". No offence.
Not my point. The game is not hard, it's grindy, as in tedious. You are forced to spend a lot of time doing the same things over and over again. It's a lot of effort for very low gains. I'm not sure about others, but this kind of approach is what turns me off the game quickly. Want to make the game harder? Create content which is only available after some quests, like when you sell somebody a great bot, they contact you privately for a special order, giving you at the same time a name of the BBS where you can find some rare stuff the police is looking for. Or make it possible to use your high-tech bots to infiltrate police, for example (as a secretary, an arms technician, or a car mechanic with a knack for electronics/computers). Or try to gain control over the company that fired you, by supplying the CEO with a spying bot. The possibilities are endless, and they do not necessarily increase grind.

No offense intended, though. I understand you're a one-man team and I don't expect all (or even any of) those things to be implemented. You have your vision of the game, and it's your right to implement it as you see fit. It just makes me sad to see such a good idea for a game going down the drain just because the dev thinks grind makes a game difficult.

It doesn't. It makes it boring.

While i love community, i'm not exactly interested to do everything people suggests [...]
...and that's the right approach. Trying to please everyone is a straight road to failure. But on the other hand, you do have Patreon, so growing and tending to an active community around your game directly influences your finances. Being rude to the community actively hurts your income, so I don't really understand it.

I'm not sure if i should care about my professional image on forum focusing on pirating questionable porn games, discussing my even more questionable porn game, using throwaway account :D
Best line EVER! :ROFLMAO:
Maybe, but it's missing my point entirely, too. I was not talking about Radnor's professionalism. I merely suggested that in real life the more professional you are, the less likely you are to achieve critical successes or critical failures, and less likely to get affected by emotions if that happens. I'd like to see that implemented in the game, regarding MC. That's my basis for asking to reduce outcome randomness.
 

Radnor

Member
Game Developer
Nov 9, 2021
365
943
... Create content ...
That is main issue. I have long todo list, both for features (small and major ones) and story/quests, and even more ideas swarming inside my head like a proper zerg hive.
But as i mentioned i have little time and resources to spend on this one, sadly. I like this game myself, i like playtesting it, i want to make it better. Just can't to do everything right now. Especially after that war shit started, some old business stuff got screwed and i have to spend even more time to keep irl things going.
This is why i tried to add modding asap (it wasn't planned when i first released game actually, purely slapped on top of existing game, this is why some code is weird, some is inconsistent).

If you or anyone else like this game, consider making mods, not necessary girl, can do missions or bbs stuff or random events. It requires very little knowledge of programming, just a good idea and basic understanding of how this game work.
If you or anyone else really like this game, contact me, maybe we can talk about doing some permanent stuff, adding bigger things.
Or just like my posts, these tiny numbers feel strangely good, nudging me to spend hour or two more on game, knowing people care about it. :D

As for reducing critical success/failure as you progress. I'm not saying it is totally bad idea, or it is impossible to do so. When i get to adding xp gains tunings to json mods, i will try to make it possible to tune gains based on some kind of string formula, this way it will be relatively easy to do as you explained. I'm not sure everyone will like it though, so doubt i will add it as default for every difficulty, but maybe i will add "Custom Difficulty Settings" screen, where it will be possible to change various stuff without messing with mods or even vanilla codebase.

Again, sorry about being bit edgy, got a flu, not really makes me most pleasant person to deal with :D
 
Mar 27, 2019
425
171
Anybody else having errors when using mods? I have found two different errors. 1 is when you use too many mods 2 with some mods if you go to the flea market and try to buy a android some times it errors and if you ignore the error it acts like they don't have any for sale . I found a bug with using mods at some point when repairing or fixing part or bots it quits giving exp to anyone working on it but it still give the percentage of fixed part just not the exp stuff.

ps does anybody what mods work together?
 

dmmt

Well-Known Member
May 8, 2020
1,003
971
I can only speak to the mods I use myself. I posted screenies a few pages back, showing my mods list.

Pg 82, Post # 1631
 

Otherguy2012

Active Member
Aug 21, 2021
536
632
Where do I look, and what am I looking for; to determine why the bot Waikan does not show as eligible for this greynet offering?

Asks for Grade C, I have Grade B
Asks for Combat Skill A or better, I have A
Asks for Social Skill D or better, I have B

Cahsis Integrity at 100% and PsychoCore is Stable

Page 82, my post #1631, shows the mods installed.

View attachment 1842487
You probably need to interact with the bot and make sure you do not have them marked as Donotsell. I have done it a few times(especially after I tinker and put in a high processor that I do not want to accidentally sell to train them up,I always mark those as donotsell to remind myself to remove the chip first).
 

dmmt

Well-Known Member
May 8, 2020
1,003
971
No, turned out it was a D grade bot, with a B Autonomy, not a B rating. So the offer was for a C grade or better, and mine was a D grade. Hence, she didnt show as eligible.
 

saneulae

Member
Sep 18, 2020
107
55
Ive combined most of the mods available, and the most common issues were spelling errors and folder structure. Or the occasional forgotten value used for testing. Some mods have requirements, (MrShakys filler mod for example) and if those files are missing, then you will get a lot of errors when the game cant find them. The is a tab in the game menu where you can check if the mods have loaded correctly.
Also, if you have multiple bots helping you tinker on a part, not all of them will get the xp reward. How many bots does it take to turn a screwdriver?

Radnor, Im happy to see you back here and taking the time to listen to all of us whine and cry about your awesome game that is stable, mod-able, and outright addictive in its 0.4 release.
 

Mr_Shaky

Member
Nov 6, 2017
216
200
Anybody else having errors when using mods? I have found two different errors. 1 is when you use too many mods 2 with some mods if you go to the flea market and try to buy a android some times it errors and if you ignore the error it acts like they don't have any for sale . I found a bug with using mods at some point when repairing or fixing part or bots it quits giving exp to anyone working on it but it still give the percentage of fixed part just not the exp stuff.

ps does anybody what mods work together?
Check requirements. Some mods require other mods like daedalrons requires my part mod. If my part mod is missing when using his you'd get an error when it tries to generate any bot using those parts.
Only mod I'm confident is problematic is Sithlords mod. There's a fixed json for it in the mod list.
 

Mr_Shaky

Member
Nov 6, 2017
216
200
I added a mod troubleshooting section to my mod list post.
I'd ask that the regulars on here check what's listed and direct people to it if what they're experiencing is there. That way anyone experiencing problems in the future will have an easier time finding it.

Also the list is kinda short right now. I added what problems I could think of of the top of my head. Feel free to suggest other problems I should list on there or any changes/improvements I could make.
 

Klaptrap

Newbie
Aug 16, 2016
63
58
Mr_Shaky If you could please add my mod to the mod list. I've updated the file so that the extra parts from your own mod are now included in mine, so that it can be installed solo.

Contains 16 sexbots, mostly 3d but a couple real. Also has a few furries.
 

Mr_Shaky

Member
Nov 6, 2017
216
200
Mr_Shaky If you could please add my mod to the mod list. I've updated the file so that the extra parts from your own mod are now included in mine, so that it can be installed solo.

Contains 16 sexbots, mostly 3d but a couple real. Also has a few furries.
Mega
If you want to include my parts mod then go ahead. But do it by adding my file alongside yours in the download. Not by copy-pasting my stuff into your mod. Otherwise any update I make won't work with your mod because it will be overwriting any changes. Wheras if you include the original file in the download someone could just replace it with an updated file or skip yours if mine is more recent.
 
4.60 star(s) 45 Votes