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Jan 1, 2018
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Naughty Mod 0.02 [Masters of Raana 0.8.3.7]

This is a framework mod that lifts some restrictions in the main game which:
  • prevent some Cheat Scripts from functioning as intended
  • break the game when using Save Editor to alter values
Function:
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Change-Log:
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Note:
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Main Thread can be found -> HERE
 
Aug 4, 2020
56
17
It's four videos that replaces the victory screen such as for a full women follower team with very short animated AI loops.

Find the section under "/* AFFECTION deterioration */", change

if _npc.masterlove gte 60 and _lossroll lte 3 and _npc.masterlove lte 115 and _grat isnot true>><<set _npc.masterlove-=1

to npc.masterlove-=0

Change the one in /* teenage extra effect */ as well.

It's a very crude and brute force approach.

Or bracket the code section I posted above with /* and */ like so:

/*
<<if _npc.masterlove gte 60 and _lossroll lte 3 and _npc.masterlove lte 115 and _grat isnot true>><<set _npc.masterlove-=1>><</if>>
*/
Oh man, that is incredibly intimidation to me, who has no idea how any of that works lol
 

khumak

Engaged Member
Oct 2, 2017
3,843
3,890
I should be making something wrong

I get my first "batch" of kids. 4 of them, and on day 1 I put them as Guards, under Cassius. Skill i07, Parangon of war, 41 years old, no, he is not in bondage, in jail or as a follower at the end of day. After 36 days I checked, thinking that they would be close enough to 40 skill in Melee/ranged to grab a rifle and put some armor on and go with Daddy to make some easy bounties. But, to my surprise, they are weapon skill 13 and 3 of them are Disc 10

There are some cap or big penalties for the kids in their 1st year? There are some influence in the number of soldiers assigned at the captain (I have been keeping roughly a dozen of them during this period)?. Any other Idea?
How many guards do you have total? There is a limit to how many guards your captain can train. I don't know what that limit is, but if you go past it they will gain zero skill no matter how long they're guards. I usually limit myself to a total of 4 guards since I know that works and seems to match up with how many people your slave trainers can train.
 
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Mar 6, 2020
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The last one is Avery Dixon's twin. She is in Crystal Heights, appears only once, and is a . The blonde Scandi girl can be generated by very petite or was it petite female captives. Control + R or F5 to refresh the captive when processing to change the image. Or wait for the next version in mid to late December since her Av folder will also be used for a semi-scripted NPC from the upcoming Marston watchtower quest (like Julie Wilson where the model will still be used by random NPCs but also by one scripted encounter and stats NPC). The other girls can be generated by captives too.

This is not the Space Hulk. This is , another enemy in Kasey Park, an ex-gladiator.

As for why the Space Marines at the Park are prowlers, ask Akari Ito, the female in the final space marine group.
Great, thank you for your help

I still have one more question about Dixon, if she appears once and I miss her, is there any way to recover?

Really thank you very much
 

tsap

Member
Apr 19, 2019
266
256
Great, thank you for your help

I still have one more question about Dixon, if she appears once and I miss her, is there any way to recover?

Really thank you very much
She will appear again 'endlessly' in case you didn't buy her. The forename and stats change, but the girl is essentially the same.
 
  • Yay, update!
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bolondro2

Active Member
Oct 12, 2018
592
640
How many guards do you have total? There is a limit to how many guards your captain can train. I don't know what that limit is, but if you go past it they will gain zero skill no matter how long they're guards. I usually limit myself to a total of 4 guards since I know that works and seems to match up with how many people your slave trainers can train.
Not sure about the exact number but in the period where the thing don´t worked right, about a dozen, or at least ten. I have reduced the number to 6 and seems to work fine now
 
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Sarius_1

Newbie
Nov 4, 2017
18
26
Not sure about the exact number but in the period where the thing don´t worked right, about a dozen, or at least ten. I have reduced the number to 6 and seems to work fine now
I think that is quite interesting. It seems that only about 6 or 7 guards are affected by the captains training (I assigned almost my whole household as guards, but only some received melee / ranged stats. And there were more than 6 with low enough stats to be able to receive training benefits) but i couldn't find any obvious evidence for that in the code.

The relevent part in the code seems to be:

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I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
I think this is most likely a bug and not an intended feature. To fix this one could either move the initialisation of the random loops into the for-loop (would make the training sucess chance among slaves independent. Not sure if that would be intended and is possibly computationally a bit more expensive than it is now) or create copys of them and only modify the copys in the loop (would be closer to how it works at the moment)

My suggestion to change that part in the code would be:

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So GD-studios feel free to edit this part of the code the way i suggested so that skilled guards don't have a negative effect on other guards training chances (if they are before them in the $npc list, which i am not sure how it is ordered) in the next version of the game.
 
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Clemency

Active Member
Jan 21, 2024
837
1,014
I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
Interesting. I always thought the guard training penalty was intended like the slavemistress training penalty above 4 assigned trainees, so you can avoid an entire battalion being trained all at once. I did not think the penalty stacks like that.

My suggestion to change that part in the code would be:

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Gonna try this one and I also posted the screenshot of this post and the bug post above in discord.
Time for my wife to show her quality.

Screenshot 2024-12-01 233810.png
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
903
3,242
I think that is quite interesting. It seems that only about 6 or 7 guards are affected by the captains training (I assigned almost my whole household as guards, but only some received melee / ranged stats. And there were more than 6 with low enough stats to be able to receive training benefits) but i couldn't find any obvious evidence for that in the code.

The relevent part in the code seems to be:

You don't have permission to view the spoiler content. Log in or register now.

I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
I think this is most likely a bug and not an intended feature. To fix this one could either move the initialisation of the random loops into the for-loop (would make the training sucess chance among slaves independent. Not sure if that would be intended and is possibly computationally a bit more expensive than it is now) or create copys of them and only modify the copys in the loop (would be closer to how it works at the moment)

My suggestion to change that part in the code would be:

You don't have permission to view the spoiler content. Log in or register now.

So GD-studios feel free to edit this part of the code the way i suggested so that skilled guards don't have a negative effect on other guards training chances (if they are before them in the $npc list, which i am not sure how it is ordered) in the next version of the game.
Yeah that bug was reported a few days ago so there's a fix for it in 0838. :) I'll add a small saturation penalty based on the number of guards but it won't be near as penalizing as the current (unintentional) one.

0838 Public ETA: 1-2 weeks.

After that I'll start working on threesomes.
 

bolondro2

Active Member
Oct 12, 2018
592
640
You can see it as a bug, or as a feature. After all, even if some of the guards don´t need training at all, if your Guard Corps it´s too big, your Captain can be commanding a desk, being too busy with the pay rolls, dealing with insurances, caring about the state of the equipment and smoothing the small grudges of his guards and have no time at all to do training work
 
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OneMoreZoner

Newbie
May 23, 2022
35
39
Here is a modest QoL improvement proposal:

Reduce your meele clicks by up to 50%!!

As of ver. 0837, melee strikes require 2 or 3 clicks (Strike Enemy+Targetting) or (Power Strike+Strike Enemy+Targetting). Since high melee skill rewards constant use of the power strike, high melee skill players are 'punished' with an extra click.

Solution: Make Power Strike button double as a Strike Enemy button. Then melee is always 2 clicks (Strike Enemy+Targetting) or (Power Strike+Targetting).

Implementation:

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Enjoy.

;)
 
Last edited:
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Nov 22, 2017
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Hello :) I just started playing the game and I have to say it's amazing, addictive to the max! So I have a question: What's the fastest way to stabilize your financial situation so that the money doesn't run out quickly?
 
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