You have to turn the option to bring "companions" with you on in the game menu, it's off by default.I can't for the life of me figure out how to bring slaves in combat. Can anyone explain how?
Thanks. There was nothing about it on the wiki so I just fumbled aroundYou have to turn the option to bring "companions" with you on in the game menu, it's off by default.
Just in general I wouldn't rely on the wiki too much anymore, if you look at "recent changes" it's gotten pretty dead and stuff like the Races page hasn't been touched in forever. Anything on there is likely to be multiple years out of date, for the parts of LT that have changed at all since then at least.Thanks. There was nothing about it on the wiki so I just fumbled around
I mean, we would if we wouldn't instantly get kicked for trying to discuss the subject from her discord/hug box in a way that might potentially lead to some sort of progress. Given how not 100% encouraging Inno in her every endeavor or month long break is enough to earn a swift boot...Y'all'd be in for quite the surprise if you ever actually asked Inno to describe her own code, but do go on, this imaginary version of her is quite entertaining![]()
Debatable.If you're aiming it at that sort of audience, targeting .NET wouldn't be a bad idea. That should allow it to slot into Unity pretty much effortlessly, and I believe there are .NET connectors for Unreal as well. That would also allow it to work with the Mono version of Godot.
Cross-platform desktop support has also been improving drastically in .NET as well, which certainly helps. With the upcoming AvaloniaUI 0.11 offering WPF-style rich text spans, it would be possible to create an LT-like game that wouldn't have to lean on embedded web views.
When I was still in that hell hole, I once asked "Where is the update post?" since she promised earlier that she'd make one by that date, which was already delayed several times. She replied with a crying face, and people started bombarding me with "oh another white name" (means I'm not a supporter) and "she has enough problems" etc. I just noped out of there because nothing good can come out of those pampering white knight behavior. That was years ago and I can't imagine how much it has gone downhill from there.I mean, we would if we wouldn't instantly get kicked for trying to discuss the subject from her discord/hug box in a way that might potentially lead to some sort of progress. Given how not 100% encouraging Inno in her every endeavor or month long break is enough to earn a swift boot...
Having a library like this in native code introduces a bunch of complications. Namely, the fact that it'll have to be built for every platform. At the very least: one x64 DLL for Windows, ELF for Linux/x64 and Linux/arm64, and Mach-O for macOS/x64 and macOS/arm64. Add in a few more if you want to support 32-bit systems. Cross-compiling is possible, sure, but at some point it'll need to be tested by someone who uses the target platform.Debatable.
C++ now have compiler options to let it be translated to pretty much any platform/language in native code.
But yes, on C# its easier, since there are no segmentation fault, in generic case, even if it will be a little bit slower than C++ variant.
I can tell, but it's not like there's much of choice is there?Just in general I wouldn't rely on the wiki too much anymore, if you look at "recent changes" it's gotten pretty dead and stuff like the Races page hasn't been touched in forever. Anything on there is likely to be multiple years out of date, for the parts of LT that have changed at all since then at least.
Remind me, why are we discussing what would be the best way of rewriting LT???If the code is reasonably well-written
Oh, thanks! I thought I already figured that out... When I read nipple-cunts, I imagined something elseFuckable nipples.
View attachment 2050558
You *also* need to be at least a certain cup size, D IIRC. Maybe C. But anything smaller then that is a no-go even with the nipple-cunts.Fuckable nipples.
View attachment 2050558
So, we can't help you. Sorry.ok i found 2 or 3 major problems id like to address 1 weird crash issue if the game runs too long 2 if not crash it does not save 3 the lag holy crap. i sware i can run subnatica on this pc with verry little lag but this no those are my issues
8 gb ram amd ryzen 9 processor 8 core are my specs video card 2gb ddr4
Wont help, at least much.Or contact me and I'll explain how you can run the UI on a separate thread from the game logic to hide the fact that your game stalls so long that Windows thinks it crashed anytime you try and skip time on decently populated save.
Not that you'd need to do something like that if your game didn't borderline crash anytime you skip time. It won't help, but at least you won't see "Not responding!" and the screen turning grey each time you skip a day.
would converting parts of it to some jvm side language make a diffrence? something like kotlin?Wont help, at least much.
From quick, diagonal glance on a code it looks like most of stalling happens due to overcomplicated calculations aka "who shit when under which bushes, while walking three meters to the nearby shop for 17 hours". It all should be reduced in size/complexion/quantity, or calculate it all in steps, aka process npcs with id % 13 == 1 on the next player turn, than npcs with id % 13 == 2 and so on. There are wouldnt be a big difference anyway, since its a turn based game.