Mod Ren'Py Space Journey - Gameplay Mod for SJx2.00.010c & d - Version 2.0b

5.00 star(s) 1 Vote

OhWee

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I don't have this icon...
It should be there. My only guess is, well try checking the computer terminal again after you advance to the next day...

My other guess is that the files weren't 'merged' properly. Did you get a message about replacing a bunch of files? Using the /game folder inside of this attachment?
 
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konstant61

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May 3, 2017
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no changes, no icon...((((((((((

I looked at the latest archive, there is no image folder in it, where this icon should have been....
 
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SilverFire

Member
Apr 28, 2017
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sweetit and SilverFire and others

I really do want to get a feel for how y'all feel about bot values overall. IMHO, selling high value bots at say 15-20m CR a pop in the early game pretty much 'breaks' things, and leaves me wondering why the MC would actually want to go home if he's raking in that sort of cash. It also totally devalues cargo missions, as you should just focus on bot building instead... using Bounty missions to rake in the bot crates.

I''ve already nudged bot values down a bit, but people are expecting similar values for the bots. Cutting the total bot value by say 50-75% but keeping arcade income around the say $1-2 million per night range would make things a bit more 'balanced' IMHO, but then people will get depressed because Galaxina isn't valued at 50-80m Cr anymore...
To be perfectly honest, i really don`t care that much about bot values... as long as the game reflects the fact that a bot equipped with gen 3 military grade parts and add-ons is much more valuable than a gen 1 one.

An idea to scale bot values for early/late game income would be to add traits/personalities to shells, meaning that whatever traits/personality a bot has, adding a shell would overwrite the initial traits/personality with new ones. I don`t know if that`s already in the game, i`m just done around 75% through the game atm so there might be stuff and content that i haven`t reached yet, so i can`t be sure, but i do posses elite shells and they don`t add anything except value ofc and change it`s appearance. And also i`m a noob, there are still a lot of things that i don`t know/understand yet. I will have a list of questions at the bottom of my post, if anyone would be kind enuff to answer them i would be very grateful. But my reasoning is this: So far, i`ve created many bots. One of the hardest things to do is to get the right attitude/traits/personality for it. I`ve spent many many hours over many many MANY re-rolls. Sometimes i would spend 10-15 minutes out of pure autistic ambition just doing re-rolls for a newly generated normal cortex to get the green attitude, both pink traits and pink personality, regardless of their IQ. In the beginning i would sell high IQ bots with those desired traits/personality because it said they were illegal and i wasn`t aware yet of the fact that i just had to send them to the arcade from the Pirate Station instead. Other times i would just disregard completely rolls with high IQ but good traits/personality. Looking now in hindsight, i know it was a mistake. So far, i only got like 3 or 4 or 5 of newly generated cortexes to have green/pink/pink attitude/traits/personality, from the one hundred bots or so that i have made and i guess many many hundreds of re-rolls. For a precursor cortex, getting all green/pink/pink attitude/traits/personality on a roll is nearly impossible and extremely frustrating. Having the option to re-write a bot`s attitude/traits/personality by just adding a shell would be a very useful tool to have.

Also, i have noticed that although this is a very time consuming game, it offers very little content. Like, you spend hours on a quest, just to get an image or two as a reward. Kinda dissapointing, imo. And the sex scenes are the same. Chat - chat - chat - finish, with a gif running in backround :LOL: . Very dry. I know it has nothing to do with your post, i just wanted to say it :LOL:

Also, i have noticed that although this is a resource oriented game (meaning that there are dozens and dozens of minerals and stuff, you have to mine resourcess, etc.) you only use them for trading. Why not use some of them to upgrade your ship for example. In the Bot Lab`s case, add the possibility to upgrade the lab to manufacture more complex bots, meaning that for each upgrade you get more traits, starting from the undesireble and white ones up to the green and pink ones. Also make it that you have to upgrade the Lab in order to be able to use gen 2 or 3 cortexes and parts. This would also solve the issue of generating 20m value bots in early game.

And my questions:

I understood from the walkthrough that personality/traits affect the bot`s value. But is that the only thing they do? As far as i understand the situation: The income a bot generates per night is based on a percentage of it`s value, meaning the more valuable a bot is, the more income it generates. Do the traits/personality influence the income it generates in some OTHER way than just influencing it`s value? So far i was operating under the premise that the arcade basicly being a brothel, the bots need traits or personalities to help them in brothel related activities. So if that`s not the case, and what matters more for a sexbot is it`s value, then i will stop trying to get that impossible combination of pink/pink traits/personality with low IQ and just look for the highest value i can generate for a cortex, regardless of it`s traits/personality.

What is more important, the bot`s likes and dislikes or it`s traits/personality?

What does the "Special" skill do?
 
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OhWee

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no changes, no icon...((((((((((

I looked at the latest archive, there is no image folder in it, where this icon should have been....
Stupid question time... (cue lame tech support phone voice)

Do you have multiple game folders for SJx? I.E. is the game you are running the modded version?

If you open up 710_computer_captain.rpy file in the 700_minigames folder using notepad, does line 245 look like this?

$ mActiveElem.append(ActiveElem("03_minigames/mgs_ico_128_touch", "{size=18}{color=#AAA}Gameplay Settings{/color}{/size}", [1750,900], None,
"True", ["icon"] ))
 

OhWee

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SilverFire

I have no idea what the 'Special' skill does. I've seen a few people ask in the SJx game thread, not sure if an answer has been provided by yv0751.

As for what traits do, mainly everything is all about increasing bot value. HOWEVER, my mod does check for trait variety in the arcade, and gives a 'blanket bonus' to income based on the trait (and also attitude and personality) count.

But as for specific, non-monetary effects, yeah nothing extra there. Certain other games to check incoming customers against the traits of available girls, (Brothel King, SimBro, etc.) and tries to 'pair up' like for like when possible, but yeah SJx has no such mechanism.

As for the rest of you post, this sounds like something that is more up yv0751's alley, as it involves the basic design of SJx.

---

Back to my mod though.

If you want the 'default' income generation, the 'patch' I just shared will allow you to change things back to the 'default' SJx experience, well mostly, I tweaked bot valuation a bit already, so bot values will be a bit less, but not significantly less, and arcade income will 'mostly' return to what you remember.
 

OhWee

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problem found...i don't have this picture "03_minigames/mgs_ico_128_touch"...
OK, that's weird. Those are from vanilla SJx, not something that I made. Do you need me to upload said icons?

Note that the _idle.png and _hover.png should automatically added to the end of the image name, to cover idle hover situations, same as the other icons on that screen.
 
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OhWee

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still no changes....((((((((((
I don't know what to do anymore...I waited until the next morning, closed the game...
Try the attached testfix. While it shouldn't matter in the first place, I renamed the icons (so that the names are more 'inline' with the other icon names on that screen), moved them into the 05_gui folder, and pointed the image call at the new icons.

merge /game inside of attached .7z with /game as usual...


I appreciate your patience!
 

yv0751

Well-Known Member
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Jul 8, 2017
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SilverFire

I have no idea what the 'Special' skill does. I've seen a few people ask in the SJx game thread, not sure if an answer has been provided by yv0751.

As for what traits do, mainly everything is all about increasing bot value. HOWEVER, my mod does check for trait variety in the arcade, and gives a 'blanket bonus' to income based on the trait (and also attitude and personality) count.

But as for specific, non-monetary effects, yeah nothing extra there. Certain other games to check incoming customers against the traits of available girls, (Brothel King, SimBro, etc.) and tries to 'pair up' like for like when possible, but yeah SJx has no such mechanism.

As for the rest of you post, this sounds like something that is more up yv0751's alley, as it involves the basic design of SJx.

---

Back to my mod though.

If you want the 'default' income generation, the 'patch' I just shared will allow you to change things back to the 'default' SJx experience, well mostly, I tweaked bot valuation a bit already, so bot values will be a bit less, but not significantly less, and arcade income will 'mostly' return to what you remember.
The "Special" skill (SPE) I kept generic so that it could be adapted by mods.

Being a SciFi game it was originally named "Interspecies" but I thought Patreon would take offense :)

As the name is single source GAME.skillDict could be changed rather easily.
If you want the SPE key to change too its a handful of explicit uses in the code only
(of course you'll need a small data scrubber for MV Pod bot imports too)
 
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OhWee

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no changes, no icon...((((((((((

I looked at the latest archive, there is no image folder in it, where this icon should have been....
Also, stupid question, how are you translating the icon text to Russian or whatever that language is?
 

OhWee

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konstant61

1) Let me know if my 'testfix' works.

2) If not, I have a 'guess' if you are running things through some sort of 'auto-translate' thing. If you are editing manually, change this line:
Code:
    $ mActiveElem.append(ActiveElem("05_gui/ico_GameTweaks", "{size=18}{color=#AAA}Gameplay Settings{/color}{/size}", [1750,900], None,
        "True", ["icon"] ))
to
Code:
    $ mActiveElem.append(ActiveElem("05_gui/ico_GameTweaks", "Gameplay Settings", [1750,900], None,
        "True", ["icon"] ))
I essentially removed the formatting for the "Gameplay Settings" text. The formatting works fine on my end, but not sure if it's tripping up the translation or something.

Also, it's really cool that there's a translated version of my mod somewhere!
 

OhWee

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SilverFire

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Apr 28, 2017
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I loaded a save at the end of the day and used the suggested option instead of default and got this, if it helps you, for a comparison, although so far i`ve NEVER seen anyone else be the best earner, only NAN.
 

OhWee

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I see where I went wrong.

random.uniform (8.0, 12.0) is not the same as random.uniform(0.015, 0.022)

I may need to do some approximation here... i.e. the 'exponent' shouldn't be set to 1 using my formula, otherwise instant billionaires!
 

konstant61

Newbie
May 3, 2017
97
48
@OhWee

I don't understand what's going on, there are no icons, either in the original game or in the translated one... oh well, let's keep playing...


P.S. when I start the game from the beginning, this setting is there...
 

OhWee

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5.00 star(s) 1 Vote