Sep 21, 2018
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I like the way you think! Unfortunately I haven't this far seen any way to pay rent for the old lady in the first place.

Using first someone's pure generosity to then collect rent from subtenants sounds to me exactly like something the House Carozza would do, but perhaps I am just unaware of some finer details of the rental systems of Ikaanos.

Please tell me exactly how you rent houses from old ladies if you will, so I could perhaps do the same in my own game.
You cant rent apartments in the game.
 
Sep 21, 2018
353
303
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Trying to set up a team of good scavengers from "random" captures is proving difficult (while also trying to keep other functions manned). Is it possible to guarantee a significant flow of merchandise every day, so you can use manufacturing more often? I have 8 scavangers all with the scavenger trait, survival skills vary and some other traits like nerd or techie. Apart from end-of-day scavenging, I'm getting what I can by scavenging with my main combat squad (because I'm also trying to be ambushed to hunt down and sell more slaves while also possibly getting a bit more merchandise). Should I, instead, equip and train a secondary squad of my 4 scavengers with best fighting skills, and only scavenge with them? With what I'm gathering, certainly less than 100 merchandise per day and a lot of scrap metal and other crap I'm already sitting on too much of. Can't produce more than a batch of 50 rifles, say, every 2 to 3 weeks. Or keep the sweat shop running and forget about it (runs out of merchandise faster than I can refill it). Not necessarily anything wrong, it's just that manufacturing doesn't seem to be the fast cash farming method people say it is. Maybe it was nerfed? Should I be looking into gunpowder and making ammo instead of rifles? I did the math for weapons, and standard rifles (non-automatic) seem to have the best return per materials and production units combined, but didn't include ammo in my spreadsheet.

Another question, if I eliminate a faction (say, the red river pirates) to stop their impact on my investments, do they have a chance of returning if control is very low, or are they gone for good? Since high level enemies seem to be the quickest cash cow available, I'm reluctant to do away with them completely
1. The scavenging part is pretty early game, and even if you dedicate an entiree household to scavenging they still woulndt bring enough to feed your workshop, you need either to buy it or set the orphanage to do things for you.
2. Eliminate factions dont come back.
 

cleanfeel

Active Member
Jun 16, 2017
750
2,159
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Great, so, from the 0.8.4.4 changelog:
Aria's quest > Kymanto route (CHAPTER I)
If you decide to honor your family's connections with The Kymanto Syndicate and hand over a fully trained Aria to Chancellor Mordecai Adler, you'll now be contacted by an envoy after 7+ days (in Redhaven, at noon), with an invitation to speak with The Chancellor himself

Now the changelog didn't have a mention of any influence limit, so I may have misremembered that, or maybe you just need to meet the limit to be able to enter the palace area (10k?). So if you wanna find out for sure, make a save, pass like 7 days and hang around Redhaven at noon to see if it works.
It's not working for me unfortunately. Do you know where it is in the code? Maybe I can read it.
 

Clemency

Well-Known Member
Jan 21, 2024
1,219
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Is it possible to guarantee a significant flow of merchandise every day, so you can use manufacturing more often? [...] Can't produce more than a batch of 50 rifles, say, every 2 to 3 weeks.
You use manufacturing more often by buying the materials discounted from Aimee's Goods and turning them into profit.
 

GGG232

Member
Nov 25, 2021
144
18
117
what is the best way to increase manipulate?

already do
  • Read the Rule Your Enemy, Obey, Invite Yourself, and Dama's Handbook found on the " " at (+9, 8-10, 10-13, 9-14).
  • Attend at (+2-6).
  • By completing an RPG campaign (Arrange Event > RPG night); +1; no cap.

    my manipulate now only 31,is that RPG campagin only one time? after i finish the campagin i cant do again
 

Zarkhy

Engaged Member
Nov 4, 2018
2,043
1,447
338
what is the best way to increase manipulate?

already do
  • Read the Rule Your Enemy, Obey, Invite Yourself, and Dama's Handbook found on the " " at (+9, 8-10, 10-13, 9-14).
  • Attend at (+2-6).
  • By completing an RPG campaign (Arrange Event > RPG night); +1; no cap.

    my manipulate now only 31,is that RPG campagin only one time? after i finish the campagin i cant do again
If you read all the books how is your manipulate only 31...?

Best way to increase is demand sex manipulatively, critical successes will bring you up to 100.

And yes, RPG campaign is one time.
 

burned01

Member
Jun 3, 2024
276
158
129
So I was digging through some of the code and came across a one-off variable I'd love to know the origin of and what it was intended for -- "$duckperv". It's undefined but checked to see if it's true and if it is (it never is since it's undefined) an npc's Pervert and Nympho traits get raised. Not sure how long it's been there, but at least since 8.4.1. Triggered my curiosity in an unhealthy way. With over 400,000 lines of code I'm sure there's a few of these.
 

bolondro2

Active Member
Oct 12, 2018
750
811
212
A question about the Tavern.

When this feature was included, I made a deep run into how it works. And I discovered that the income of a Tavern was tied strictly to it´s reputation. Nothing else matter. The upgrades does nothing to increase your reputation, the workers and performers you assign only give you a bonus to the end of the day check to see if your reputation increase or not, and the goldwalkers more or less the same (and don´t bring any money at home).

But if you assign Mr Doyle, Anselm or Clea, you will pass your reputation check every day with no chance of failure at all (or very minimal). The base Bartender Roll is Extrovert+Charisma+Int. Anselm it´s the weakest Bartender, but with int 56, char 60 and 50 extroverted, plus the +35 special bonus +15 for being above 30, you get a total of 105. 19/20 of passing your daily test.

Have this been modified in any way? The workers, gold walkers and upgrades matter at all?
 
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Zarkhy

Engaged Member
Nov 4, 2018
2,043
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But if you assign Mr Doyle, Anselm or Clea, you will pass your reputation check every day with no chance of failure at all (or very minimal). The base Bartender Roll is Extrovert+Charisma+Int. Anselm it´s the weakest Bartender, but with int 56, char 60 and 50 extroverted, plus the +35 special bonus +15 for being above 30, you get a total of 105. 9/10 of passing your daily test.

Have this been modified in any way? The workers, gold walkers and upgrades matter at all?
Did you factor in the chaos chance?

If you only had the bartender, I assume chaos would be rather high and you'd never actually build any reputation.
 
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json.err

Member
Sep 14, 2016
100
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So I was digging through some of the code and came across a one-off variable I'd love to know the origin of and what it was intended for -- "$duckperv". It's undefined but checked to see if it's true and if it is (it never is since it's undefined) an npc's Pervert and Nympho traits get raised. Not sure how long it's been there, but at least since 8.4.1. Triggered my curiosity in an unhealthy way. With over 400,000 lines of code I'm sure there's a few of these.
If you want some more things to think of here's what I found when was collectin some stats about code. May not be very accurate since I didn't really use this info so didn't double check it. Everything is about version 0.8.4.7. And I removed all commented sections before parsing code since they'll never be executed.
  • Game has 645 passages in total. 54 are either called from old unused code but don't exist or they exist but never called.
  • Game sets or unsets around 9300 different variables, ~5200 are global and the rest are temporary. 359 of them are being unset in the code but are never assigned value. I didn't collect variables that are used in conditions but never set or unset like this $duckperv var but there are quite a few (I've seen at least 10 more).
The conslusion is that the game code has a huge amount of outdated stuff. Some things are commented out, some are surrounded by checks if it's version before 0830 which it isn't for a while but code is still there.
 
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bolondro2

Active Member
Oct 12, 2018
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Did you factor in the chaos chance?

If you only had the bartender, I assume chaos would be rather high and you'd never actually build any reputation.
What are you talking about??


The Chaos factor is increased by:

  • .
  • Gold walkers (Whoring).
  • Performer assignments.
  • City Control 19 or less: +5 Chaos points.
  • City Control 4 or less: +15 Chaos points.
Neither Gold walkers, Performers or Gambling bring anything of value to the table. They earn no money, they not increase your chances of passing your reputation test, so you just don´t do it. Put the girls to work in something useful instead. Chaos factor, only the one given by the City control score, minus


  • Guard pool 20+: -1 Chaos points.
  • Guard pool 40+: -2 Chaos points.
  • Guard pool 50+: -3 Chaos points.
  • -10% of the MC power value
Most of the time, your chaos would be zero, or 1%.
 

json.err

Member
Sep 14, 2016
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Neither Gold walkers, Performers or Gambling bring anything of value to the table. They earn no money, they not increase your chances of passing your reputation test, so you just don´t do it.
It's up to you what you think but you can check TavEff passage and _spool variable.
This is how reputation of my tavern changed overnight (logged in the console):

rep before 641
score 163 roll 85
rep middle 646
chaos 33.7 roll 32
rep after 641

People bring enough score to be higher than first roll to increase reputation (max is 110). But I definitely need to work on reducing chaos. Guess my performers are quite good and bot enough guards to counter that.

And the one below is after I removed 2 performers and 2 goldwakers:

rep before 641
score 77 roll 41
rep middle 651
chaos -23.3 roll 94
rep after 651

Obviously my setup was not good but I don't care much.
Having only Doyle without anyone else gives me 71 score (which is decent enough) and 19.7 chaos.
 
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