- Apr 12, 2021
- 290
- 145
Seems that milking pics in pic\scene are not used. I looked into codes, all milking pics are ones in pic\girls\sex_scenes.
Seems that milking pics in pic\scene are not used. I looked into codes, all milking pics are ones in pic\girls\sex_scenes.
Seriously? Which sort of game do we speak of here? A slave training game or a zoo management one?Living expenses can be reduced. If you find that you don't have enough savings to pay the bills for more than one decade, then you can cancel the rent until you save up enough to cover your expenses for a longer project. Producing more valuable product will increase your cashflow, so you can afford more expenses. Supplemental income also helps, but again, is optional.
On normal difficulty, the rental cost for Taurus is 200 sparks. At B+ standard of living, other expenses range 80-120 sparks, offset by secretary. Food cost depends on ingredients, but for S+ meals it ranges from 4-10.5$/day (vegetarian diets are more expensive). Worst case, 105 sparks/decade for master meals. Add 20 for assistant, 20 for slave. That's a total of 465 sparks before accounting discount.Yeah well I'm playing a slave trader so I don't think slave trading being my only source of income is unreasonable. Supplementary income should be just that: supplementary.
It was like this in previous versions too and it was fine, the issue is with how high costs of living have become versus how little money you're making with anything but high class slaves. I was playing M'Lord here, a high skilled slaver with money in the bank, but still I was heading for bancruptcy eventually because by default you will lose money if you produce less than a D+/C- Slave per week.
For hard difficulty, that is what I'm aiming for, yes. But your "cushy job" concept seems to be what the majority of players here want (at least the ones commenting about it).To me a slaver is a pretty cushy job, very high income with lots of leeway in terms of working hours. Like most unsavory jobs, pimps etc. The benefit you get for doing a job that most people won't do. Then you can do it poorly and live an ok live or ace it and make mad bank. But outright bancrupcy should be something you only face when you blow all your money on coke and gold watches.
You seem to want it more in line with a precarious gig worker, always facing destitution. Eviction and bancrupcy always only a paycheck away, needing savings and a 2nd or 3rd job just to survive, with only the very best being able to break the cycle and thrive.
In the end it's a balancing and atmospheric choice and I would have made a different one.
Rules that slaves refuse to follow can be enforced (option at the bottom of the rules list), but you need items from the Steel Rose shop in the Necropolis to enforce them. For example, the silence rule can be enforced if you have a gag. If you set the rule and enable enforcement but lack the item, it's treated the same as if you didn't enable enforcement for that rule.Not my experience. If I would make rules other than masturbation and orgasm denial (and very rarely housework for slaves that were meek out of the box) I would get a rebellion increase and a mood decrease, starting the downward spiral. If I'd punish them I'd get despair, if I wouldn't they'd keep refusing an I'd lose obedience. Either way, it'd be a loss.
Mood can be capped at hopeful or optimistic even with the mood drop from being naked. "Encourage" and other positive mood effects can help with this. In this case, being naked has no downside and is better than a sundress for athletics or sex lessons. Leaving a slave naked overnight increases her taming.Again, not my experience. Them being naked would always lead to a mood drop, a diligence decrease and the ol' downward spiral. Every single time. Whereas giving them a sundress would always do the reverse. It may not be decisive by itself, but it is a factor in the first few days where you're usually facing a depressed naked chick that hates you, hence why it feels forced to make her less naked and less depressed asap if you want any chance to turn her into something sellable in the few days you have.
The gratitude/mood boost effect is a legacy from 1.2.1.Ok now this is actually something where our understanding of psychology just seems to differ fundamentally. If I'd not punish rebellion, or even reward it with lenience, behaviorism would not expect gratitude and behavioral change, it would expect more rebellion. Because you reinforce the rebellious behavior.
If this is indeed how the background mechanics work then I understand better why I'm running into so much trouble.
Again, design choice, again, I'd do it differently.
How fast is fast enough? And does it vary depending on what you're asking her to do?Also not my experience. The result I want is a slave that does the things I tell her to do. And there are very few interactions that I found that lead to that (or to be more precise: very few interactions that I found that lead there *fast enough*). Hence why the gameplay feels forced, and not just to me
To paraphrase, you expect successful punishments (of any kind?) to have a greater positive impact on diligence and you expect the slave's mood to be a smaller factor. Correct?Again, playing M'Lord. Good skills, good attributes, so I would expect punishment to have the desired effect: a more obedient slave. My experience however was that it would give me a more depressed and less diligent slave. Her obedience might also increase in the background, but in terms of performance that would be far outweighed by the other negatives, so I would not get the outcome I want. What good is an obedient slave that's unable to increase her stats (and thus sales value) because of mood problems. And so we are back to being forced into sugardaddy mode
I hear you. Making the game fun for the community (not just for me) is, of course, the goal. Figuring out exactly what that entails is the challenge.But I feel like we are going in circles here. You are clearly an absolute master at this game and know every single trick and mechanic there is. You'll look at a slave and see numbers, knowing exactly what to do to increase what and what threshold would be needed where, to make X happen.
As such, no matter what I say or complain about you will always find an example of how to overcome that particular situation so to you the games balancing seems fine. Maybe easy even.
But consider for a moment that not everyone, in fact barely anyone, knows the game as deeply as you do. Most of us are just winging it with the information thats on the screen (not in the code) and common sense knowledge about things like behavioral psychology (which, as mentioned above, I do think the game violates). And that makes us constantly run into walls with the ever looming threat of bankcrupcy just days away. Which is simply not fun
Not sure what else to say. I'll leave it at that and come back in a few months to see if the game is once again enjoyable for me
I suspect that you are confusing disobedience with lackluster performance.
As I said, I don't consider myself being a beginner around the game, I had a slave which was the same, high pride and feeling that those tasks were "beneath" her. So I just found her passion and made sure to give her lesson on it so she'd actually perform well, felt merit and could receive great rewards to motivate her.I started a normal game with Blade and acquired a slave who is Arrogant, Uncertain, Intelligent, Reactive, Sensitive and Healthy. This is a slave that is biased towards being disobedient. She is also particularly resistant to doing housework because she is Arrogant and Intelligent. A slave with these attributes considers menial labor "beneath" her and therefore needs a higher level of obedience before she stops refusing to clean for you. So the one specific action we want her to perform happens to be something that she particularly does not want to do.
Look at all those "prerequesite", this is what most people have been complaining about, it's too much, and still gets nowhere since here you're stuck in what other already depicted as the depression loop.On day 2, after raping her three times, explaining her position once, flogging her with a belt twice, taking her on a naked walk once and spanking her once, she has two fear, five despair, no awareness, two taming, no habit, no spoil. She no longer refuses to clean the house, but she does such a poor job that she feels guilty afterwards (she expects that she will be punished).
This slave has the maximum level of despair because I raped her repeatedly. If I end the day like this with this particular slave, she kills herself (another slave with the same stats might not choose to kill herself on this particular day). If I had an assistant, I could have her supervise the slave to try to prevent suicide. If I had a dungeon, I could lock her in to prevent her from harming herself. If I had enough magic skill, I could cast Sententia Veritas and Domini Dictum on her to mind control her into feeling merit so I could give her a good reward without spoiling her. If she didn't kill herself overnight, I could let her end the day with unpunished guilt to boost her mood the next day. (This technique is explicitly mentioned in the tutorial lectures.)
But I'm still in the Slums, don't have an assistant, don't have a dungeon, and don't have magic skill. Still, there are multiple other ways I can prevent the suicide. One way is raising her mood. Keeping it simple, I gave her an undeserved gift of a mini pony and dressed her in a maid outfit, hijab and soft slippers. This spoiled her but also raised her mood to melancholic and let me end the day without a suicide. (I could've also paid for a spa visit or done other things to boost her mood, but it wasn't necessary.)
The next morning (day 3), her mood was pessimistic. With this and what she was wearing, when commanded to clean the house, she did it well enough to avoid expecting punishment (she did not feel guilty). So here we have an example of successfully using harsh methods to obtain compliance. This is not an ideal situation, because she has lots of despair that needs to be addressed, but that's what happens when you rape a slave repeatedly in a short span of time. If you're going to use rape, you should know how to deal with the consequences. (If you're in a hurry, Lethe potions can be useful, but there are other ways to reduce despair.)
We're not talking about obedience here, but fear. I expect her to be rebellious because of the treatment she receives. But eventually accept her place and perform tasks as requested doing a least a little rewardable effort so we can start to grow obedience and counterbalance the fear. Which is impossible currently.If you feel that your slaves should become obedient and compliant even faster in the scenario described above, you're in luck, because that feature already exists. Just set obedience difficulty to "easy" in the in-game options menu.
I think it was the tutorial, might have mixed up things a bit, what you said seem just as plausible !Where does it tell you this? That statement is incorrect. Fear goes away over time as devotion increases, but reducing fear is not a prerequisite to achieving devotion.
When looking at her aura, her rebellion buds only goes up.What exactly do you mean by "more rebellious"? Her obedience level goes down?
So yeah I guess I already answered that a little above !If you're starting with a master that can't tie his shoelaces, you can spend some time in the Slums before jumping into an expensive apartment, or utilize tutors/school/Isabella to make up for it. In my earlier post I gave an example of how this can be done, but it's by no means the only way to do it: https://f95zone.to/threads/jack-o-n...ntsman-community-development.390/post-7847729
Seems fair, but hads another layer of complexity to the game and more things to buy.The "personality" or "charisma" attribute in 1.2.1 and 1.7.x was linked to brand reputation, home quality/decor and standard of living. That's not new. What's new is that the attribute declines if you don't maintain the necessary conditions or offset the decline. The reason I did this was to make those features of the game have a purpose. In 1.2.1 and 1.7.x, home decoration and standard of living were respectively irrelevant and nearly irrelevant.
I just wanted to say that I strongly agree here, also why I stated that the game was the "Antithesis of beginner friendly".But I feel like we are going in circles here. You are clearly an absolute master at this game and know every single trick and mechanic there is. You'll look at a slave and see numbers, knowing exactly what to do to increase what and what threshold would be needed where, to make X happen.
As such, no matter what I say or complain about you will always find an example of how to overcome that particular situation so to you the games balancing seems fine. Maybe easy even.
But consider for a moment that not everyone, in fact barely anyone, knows the game as deeply as you do. Most of us are just winging it with the information thats on the screen (not in the code) and common sense knowledge about things like behavioral psychology (which, as mentioned above, I do think the game violates). And that makes us constantly run into walls with the ever looming threat of bankcrupcy just days away. Which is simply not fun
Not sure what else to say. I'll leave it at that and come back in a few months to see if the game is once again enjoyable for me
Hell no.the full insulation patch can't seem to get it to work
do I need to burn it to USB since its a iso file?
Are milking pics in pic/scenes not used at all? In any part of the game, even rules?Seems that milking pics in pic\scene are not used. I looked into codes, all milking pics are ones in pic\girls\sex_scenes.
Search 'milking' one by one, only results of sex_scenes.Are milking pics in pic/scenes not used at all? In any part of the game, even rules?
I know that milking pics in sex_scenes were implemented with the inclusion of the Moo Mod within 2.1. Before that, there was no way to milk a slave in a barn (I think) and the game was still showing milking pictures (and those were the ones from pic/scenes).
If the pictures from pic/scenes were useless legacy remains, I think ImperatorAugustus would have put them in the "unused" folder.
This is the pics shared by someone based on CN version, not all fit the game situation well (no guro and replaced several male npcs with female ones), but maybe useful to replace some low quality pics.
When I think of "depression loop" I think of increasing despair leading to lower sanity. But despair still increases obedience, which is not what you're seeing.She refuses to do anything, there is no performance at all, she just won't do it.
...
When looking at her aura, her rebellion buds only goes up.
...
Look at all those "prerequesite", this is what most people have been complaining about, it's too much, and still gets nowhere since here you're stuck in what other already depicted as the depression loop.
My point was the opposite. There are multiple ways to manage despair even in the early game. Of course, it's better not to create so much despair in the first place.Anyways, I never rape my slaves, I try to avoid beating because of bruises marks, and as you pointed out, none of the solution mentioned can work on early games.
It's clearly not working as expected for you, and we need to figure out what you're doing "wrong" (from the perspective of how the game is reacting to your play-style). Once we identify what is preventing the expected progression of training for you, we can examine if it's a case of the game needing to make it clearer that doing X (whatever it is) is "wrong", or change the definition of "wrong" if we conclude that X should not cause that effect.We're not talking about obedience here, but fear. I expect her to be rebellious because of the treatment she receives. But eventually accept her place and perform tasks as requested doing a least a little rewardable effort so we can start to grow obedience and counterbalance the fear. Which is impossible currently.
I haven't checked for unused media in general. I also haven't had a need to look into this particular image set before now.If the pictures from pic/scenes were useless legacy remains, I think ImperatorAugustus would have put them in the "unused" folder.
Could you upload a saved game? I'm guessing she has the nymphomaniac trait which increases her overnight arousal? Maybe you have her wearing something that also increases her arousal?Am I doing something wrong, or is the game broken, why does my slave c 5 arousal constantly masturbate and cannot reset it, at first I had checkboxes for "no masturbation" and "deny orgasm"
after I removed them there was absolutely no sense,
about behave: alarm is generally a useless option, it just doesn’t happen to me, she doesn’t refuse and doesn’t do wtf?
Event-log:I'm not sure why I'm bothering to feed the troll...
2: 8 years ago.Event-log:
1: I saw the game had an update
2: I remember that I did not understand the mechanics in the LEAST last I saw it.
3: I quickly scanned the last few change-logs and saw nothing but "making the game harder".
4: I asked (perhaps too brashly for your liking), whether any thought had been put towards "onboarding" new players.
5: From how deep I had to dig - you have already confirmed to me that this as "not a game for me".
Reading some recent comments - I saw at least one other player having the same issues as I...
So, no trolls to be found here - Only potential players walking away.
I'll stop disturbing you now, sire.
With each update making the game overall harder then it previously was, I highly doubt that. And it feels very much the opposite.4: We told you that yes, a lot of thought has been put towards "onboarding" new players, and many QOL improvements have been added.
Nope, I don't usually keep saves of every run and everyday, unfortunately. But I keep making new tries.. Which led me to my definitive conclusion. I don't care in what world you live or point of view you can ever see JoNT. It's just too hard.Can you give me a saved game showing it?
You showed how you could have prevented something that happened to you, mentioning magic, potions, and other things that you don't have at the beginning of the game. So "how to prevent something that happened in the early game if it happens to you when you already have tools at your disposals" is not a solution.My point was the opposite. There are multiple ways to manage despair even in the early game. Of course, it's better not to create so much despair in the first place.
I do nothing wrong, that's what everybody feels and been saying for days. We do nothing wrong, the games just works in a way where you have to do tremendous amount of utterly uselessly complex things with a lot of knowledge of the game for it be playable. And every passing second I play the game, get me irratated more and more.It's clearly not working as expected for you, and we need to figure out what you're doing "wrong" (from the perspective of how the game is reacting to your play-style). Once we identify what is preventing the expected progression of training for you, we can examine if it's a case of the game needing to make it clearer that doing X (whatever it is) is "wrong", or change the definition of "wrong" if we conclude that X should not cause that effect.