Create and Fuck your AI Slut -70% OFF
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jan^s

Active Member
Dec 19, 2019
951
824
217
I am gone for few hours and then a new god is brought to life.
Did Vren just reach cult like reverent status? So many questions follow.
Are women mandatorily given to members in this cult?
Are there member dues?
Can I join?
 

Ranker

Member
Jul 20, 2017
165
86
230
Does this have NTR?
if so what kind of NTR?
You can prego or have access to all characters so far, married or not. But in the mod area there is one that your mother and sister bring people in. but you have to turn that option on.
 

hyfka

Active Member
Mar 8, 2021
548
835
150
Does this have NTR?
if so what kind of NTR?
If you encourage it, mom will give her boss a blowjob.
You can also pimp out your employees to an investor.

Neither is "technically" NTR since they don't leave you for them or anything, just do sexual acts with people besides the MC. Sharing/Prostitution would be more fitting.
 

Wraft

New Member
Mar 19, 2018
13
13
118
How? As far as I can tell most things are in name.xxx format but whenever I try with a random it gives a name or attribute error.
 

Hermenegild

Active Member
Sep 18, 2017
604
367
285
How? As far as I can tell most things are in name.xxx format but whenever I try with a random it gives a name or attribute error.
Instead of calling them by name (which is only available for special girls), interact with them and enter the console during the interaction. The girl will be in the variable called "the_person".
 
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hyfka

Active Member
Mar 8, 2021
548
835
150
Too bad after a certain amount of gamplay you can meet every single person in the city. No new ones seem to spawn.
There aren't many games that have you build relationships with infinite NPCs.
"infinite" NPCs would have to be coded differently to avoid performance issues.
If you move and modify every NPC on each time step it's simply a lot of processing, see for example HHS+ or Strive for Power: Conquest

A workaround would be semi-randomly populating the cell the player is in and then only updating those NPCs, but that would need a complete rewrite of the code.
 

Diconica

Well-Known Member
Apr 25, 2020
1,155
1,220
295
There aren't many games that have you build relationships with infinite NPCs.
"infinite" NPCs would have to be coded differently to avoid performance issues.
If you move and modify every NPC on each time step it's simply a lot of processing, see for example HHS+ or Strive for Power: Conquest

A workaround would be semi-randomly populating the cell the player is in and then only updating those NPCs, but that would need a complete rewrite of the code.
Infinite isn't even a possibility thousands even a million can be done rather easily.
It depends though on the language you are using and what libraries you choose to use.

If you use renpy with the basic cpython 3.* your limitation is set by pygame for the most part.
Pygame:
If you have a 3ghz cpu you can update about 3000 items every 1/60th of a second if the update is done correctly and not to excessive. In short you won't be able to do it if you are using large nested if else methods.
Renpy:
It has a Rollback system that causes even greater limitation.

SDL isn't the issue. Using C/C++ on the same system you can update around 40,000 in the same 1/60th of a second.

If you use a well designed ECS(Entity Component System) system with C/C++ you can get a fairly decent boost in performance because of reducing upper cache and memory calls. You can move that into the hundreds of thousands even millions. If you don't have to render each and everyone of them you can save a good bit of performance as well.

Of course you could create update groups for real time systems. Objects/ AI's that are visible or with in eye sight are update instantly, the rest can be updated every other or even 3rd call. All the main calculations are time based anyways. Those that aren't it won't matter.

Back to renpy:
The biggest problem you have with large numbers of characters when it comes to renpy is he rollback system. Every time it updates and stores those variables takes time and the more you add the more it takes.
If you want to use a large number of characters getting rid of the rollback system is a good place to start. Fully disable it.
It might also be more preferable to use a database like SQLite to store all the characters in. You could then update them as needed through out game play and not have to do all of them at a single time.

Given games using renpy are generally not in Real time you don't have to finish in 1/60th of a second 200ms is fast enough in most cases to feel responsive. That means if you write your update system properly and don't uses stupid nested if else methods you could handle about 3000 x 12 Characters = 36,000.

Those numbers don't take into any account of other stuff Renpy may be doing that uses performance up.
It assumes the two primary and most costly factors are the use of pygame and the rollback system.
If they remake menus each time rather than work from a saved copy of the menu then that would also be something that causes significant performance hits. That's just one example.
Profiling it would probably give you better ideas on what else is a performance sink and bottleneck
 

markconnor

Newbie
Aug 31, 2020
98
636
218
Too bad after a certain amount of gamplay you can meet every single person in the city. No new ones seem to spawn.
I believe you can guaranteed spawn a new one through a random event downtown, and do so an unlimited number of times.

If I'm not mistaken, the event where you see a lady drop a wallet will always spawn a newly generated girl. If you keep the money, the new girl is deleted after the event. If however you catch up to her to return the wallet and money to her, then you've got a new girl that stays in the game and hang around the city in one of the areas.
 

XulOnTuesday

Member
Aug 7, 2022
222
277
162
Huh. Storing the character data in SQLite seems ... surmountable. Hell, you could even finagle a pretty fast rollback system, depending on how Ren'Py implements it. But would that be worth it? If you have too many NPCs, you get procedural soup. You stop seeing differences and start seeing similarities. Lab Rat's thirty or so is pretty much there already.

The real solution is not more NPCs, but fewer. There is no way for NPCs to permanently leave the game, and there should be. Be it death, emigration, or human trafficking, there needs to be a way to GTFO and make way for new arrivals.
 
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