mecha_froggy

Active Member
Oct 17, 2018
913
1,661
OK, couple of bugs:

When my game started I was already getting tribute from one plant, and the planets list + galaxy map were enabled even though I had no desk. There was nothing on the planets list - the money was coming from... nowhere. Then I conquered a plant much later and that planet ended up on my list twice. As did the next one and the one after that. So after conquering three planets I now have six on the list. These clones are also linked - anything that happens to one happens to both. Loading a saved game seems to fix this, thankfully, but that has it's own issues...

Next bug is the hypdroponics, which give $5000 a month passive income (Which is kind of side when I've got 16 of them, evaporates away to nothing. It just... stops. Which is kind of side when I've got 20 of them. I tried a factory before, but it costs twice as much and even with 50 menials only produced less than $3500 per month.

Final bug: When loading any save game it immediately charges you $800,000 to "build the spire" ... which is bad.
 

lodadsaq

Futa Church of Holy Cock Rings
Donor
Mar 3, 2017
320
343
OK, couple of bugs:

When my game started I was already getting tribute from one plant, and the planets list + galaxy map were enabled even though I had no desk. There was nothing on the planets list - the money was coming from... nowhere. Then I conquered a plant much later and that planet ended up on my list twice. As did the next one and the one after that. So after conquering three planets I now have six on the list. These clones are also linked - anything that happens to one happens to both. Loading a saved game seems to fix this, thankfully, but that has it's own issues...

Next bug is the hypdroponics, which give $5000 a month passive income (Which is kind of side when I've got 16 of them, evaporates away to nothing. It just... stops. Which is kind of side when I've got 20 of them. I tried a factory before, but it costs twice as much and even with 50 menials only produced less than $3500 per month.

Final bug: When loading any save game it immediately charges you $800,000 to "build the spire" ... which is bad.
i cant say anything about the other bugs, but the hyroponics and factory, do you mean you get those amounts every month, or every repot, each report is weakly except 1 where it is monthly, as far as im aware
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
389
935
I'll check out the pillar/game load bugs. Thanks for reporting!

Also, you're right that I stole a lot from Startopia. That's one of my favorite classics. There's also a fair amount stolen from Evil Genius, and some stolen from Stellaris. I'm an equal opportunity idea thief. I hope to one day steal stuff from Mount and Blade, but that's a stretch goal.

Edit: I forgot Honey Select and Dungeon Keeper.
 

stauffi

Member
Jul 23, 2017
247
111
StationmasterDev, don't forget Skyrim and FalloutNV/4 with the loverslab mods. There are so many good kinky mods for those games, they might give you some futher inspiration :)
 
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Yeto1964

Newbie
Nov 12, 2017
57
19
but I have a graphic issue:
Very often the text is unreadable...

EDIT:
I'm using the Linux-Version 0.17c
It could be, that it is because of the nvidia-graphic-driver (I have to test...)
Well, I tried the Nuveau-graphic-driver from Linux.
Same problem as above. It starts after playing a few minutes...
 

Daishi

Member
Jan 7, 2018
322
254
I'll check out the pillar/game load bugs. Thanks for reporting!

Also, you're right that I stole a lot from Startopia. That's one of my favorite classics. There's also a fair amount stolen from Evil Genius, and some stolen from Stellaris. I'm an equal opportunity idea thief. I hope to one day steal stuff from Mount and Blade, but that's a stretch goal.

Edit: I forgot Honey Select and Dungeon Keeper.
I'd like to suggest taking the fleet off of the actual build floor and making them more something you'll see/hear about int he background. That way we don't have silly shit like Dreadnoughts the size of Semis.

And being able to hire guards and commandos could be interesting...

EDIT:

One problem I just saw... no more "sell all" option after going on a conquering spree.
 

Dravak

Member
May 15, 2018
141
62
For some reason, every slave I get - by any means - is either under 20 or over 45. I've never seen a slave arrive aged between 21 to 44. Does anyone else have this issue?

Also, random face generator could use... uh... help.
That is a unhappy slave. yes most look unhappy when you enslave them :p Gee how would you look when you are enslaved :p

But other side build a slave quarter build a surgery and you can go adjust the face you want with lips cheeks chin etc.
And yes tons of slaves between 21 and 43.

Sadly the real age prevents you from pushing the body frame to older age, but you can always make them younger.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,661
Maybe my randomizer just isn't working or something, then. It seems the default value of any slave on the over 40 age line is always pin-prick eyes, walrus nose and a neck thickness that puts Henry Rollins to shame.

I also noticed that my MC can get Fae girls pregnant but not the antenna head girls. I even installed pregnancy boosters and still get nothing. Is there a rules set? Is there a wiki? We need a wiki for this game.

I'm also hoping that someday the "felis" and "canis" girls get a proper furry makeover, or at least the option for it. Yes, . Deal with it.

vlcsnap-2015-10-07-06h32m58s67.png
 

mazqaz

Well-Known Member
Feb 19, 2018
1,318
2,193
Maybe my randomizer just isn't working or something, then. It seems the default value of any slave on the over 40 age line is always pin-prick eyes, walrus nose and a neck thickness that puts Henry Rollins to shame.

I also noticed that my MC can get Fae girls pregnant but not the antenna head girls. I even installed pregnancy boosters and still get nothing. Is there a rules set? Is there a wiki? We need a wiki for this game.

I'm also hoping that someday the "felis" and "canis" girls get a proper furry makeover, or at least the option for it. Yes, . Deal with it.

View attachment 164895
You can get the antenna slaves preganant, not sure why its not working for you. Make sure you check if they are steralized or not or try putting them in a brothel and they'll get knocked up real soon especially the fertility implants.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
389
935
Furry content is a voting option. It came in second place this election, so it will likely be in 0.19. Don't worry, I know who has the money in the adult games community.

It's honestly only been this long because the furry patch pretty much constitutes a re-launch to a major demographic, and I wanted to get the rest of the game more solid with the general community before I went that route.

I'm aware that the face generator is hilariously bad at times. I'm planning on releasing a system that lets you export and import faces in the next patch. Once that's in, I'm going to need the community's help to generate a ton of actually good-looking ones. If I have those, I can use that as a training set instead of randomizing them, and the girls should look a lot better.
 

Lostlegends

Active Member
Modder
Jul 9, 2017
592
1,159
Maybe my randomizer just isn't working or something, then. It seems the default value of any slave on the over 40 age line is always pin-prick eyes, walrus nose and a neck thickness that puts Henry Rollins to shame.

I also noticed that my MC can get Fae girls pregnant but not the antenna head girls. I even installed pregnancy boosters and still get nothing. Is there a rules set? Is there a wiki? We need a wiki for this game.

I'm also hoping that someday the "felis" and "canis" girls get a proper furry makeover, or at least the option for it. Yes, . Deal with it.

View attachment 164895
Now they are some models I would love to make, however it may be a little bit taxing in the game. Not into furry stuff myself just love a challenge.
 

Wolfman13

Newbie
Aug 5, 2018
41
35
Some things i noticed with 0.17c (but might be there before and i didn't notice):

  • Eye of Entropy charges correctly, but when used i only get a window with "New Text". This window can't be closed!
  • The "Chase" Event seems to use the fear-condition badly. Slave has 100 Obedience and 0 Fear, still the {fear high} content is executed.
  • Tried 2-3 new games to test, but the Tributes from the other competitors (Micah, Fei, Speaker etc.) didn't come up even once.
  • Found some entries in EnslavementEvents where at the position of the variable for "virgin/nonvirgin" only "n" or "v" was in the field.
Over all the update was great (as usual ) :)

One thing at last. I really miss the propper facial expressions when a Slave got Devoted/Obsessed and high obedient by low fear. They still look soooo sad and depressed ... Let them smile ... At least they are happy with their state now ;)
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,661
Once that's in, I'm going to need the community's help to generate a ton of actually good-looking ones. If I have those, I can use that as a training set instead of randomizing them, and the girls should look a lot better.
Slave Design: Might I suggest extending the body sculpting sliders for a start? Or perhaps a in-game technology that the player can research to allow for extended sliders? And not just for tits, dammit! ;)

Time Lords: Also, for the chrono-chamber you could steal the double age stats from Rimworld. In that game they use chronological age vs biological age, which in that game reflects how long someone was in hypersleep but in this game could reflect the difference between who old a slave really is vs what you changed them into via the chrono-chamber. This could be useful because, if you ever feel like throwing in deeper skills & experience system for slaves you would then have a rationalization for how a slave that looks 20 has the knowledge of a 70 year old.

Gainful Employment: Finally, I recall in an older version of this game there was another facility besides the bar to generate tourist revenue. Shops or market or something? Not sure what became of that, but I'm thinking you could do two things in conjunction to diversify a bit. One, obviously, would be giving more types of tourist/resident commercial things (shopping, dining, movie theaters, etc) and then allow players to staff them with the slaves. Finally, add slave skills for these regular kinds of jobs that can improve over time & make those businesses run better. Example: Drink dispenser $1 when used, but a bar unit would generate $5 per customer - so long as you've got a spare slave to work it. Better yet, it generates $1 x slave bartending skill instead. Train them up and get better results. This also opens the door for even more training facilities, or at least a branched-out schooldesk that can teach job skills in addition to just base-line intelligence boosting.

More to Life that Fucking: I mention this because, honestly, right now past a certain point there really isn't an incentive to keeping a large supply of slaves other than eye-candy variety. But... if players could get more income by replacing the auto-vendors in their bar with flesh-and-blood slaves, well, that's different. Now we have staffing needs that need to be addressed. Again, this goes back to Free Cities and other slave games where you needed things like maids, cooks, tavern wenches, etc. In other words, filling in all that empty space between the nameless hordes of "menial labor" and the player's personal harem. IMHO, the best way to look at it is like the world of Blade Runner; an alternate timeline where AI & robotics never really took off but genetic engineering did, so they use what is really just organic slave labor to do all the work that we, in the real world, build machines for. There is just so much potential for slave work that doesn't always revolve around straight-up sex all the time. Heck, even a strip join could be thrown in (generates low revenue in itself but increases business at the brothel).

Reputation and Influence: Maybe I just haven't gotten far enough, but do these numbers actually do anything? I figured influence could be something that could spent like a currency to make certain things happen. For example, spend 1000 influence and get 50% off on a spire upgrade. Or perhaps influence could be used to shape a planet's development in lieu of cash for certain things.

Space combat: A very cool idea that has lots more potential. Strategy & tactics would be something that I hope could be added in at some point. Nothing fancy, just something like the warfare system that one version of Free Cities uses (all just text & numbers, I'm not asking to create an actual combat sim or anything crazy like that). This is another area where having trained slaves could be applied, alongside menials, as the commanders and crews of your fleet. Obviously drones would be exempt, but a starfighter might require a pilot. A destroyer might need a named slave for a captain and, say, 50 menials to crew it. This, of course, opens the door to leveling up captains to increase ship performance, as well as adding a sense of caution in because having a ship blown up can cost you some really good slaves as well. Oh, and instead of just a one-shot "repair upgrade" for the station we could assign both named & menial slaves as technicians to repair ships instead (named slaves can skill up and perform better, menials would be stuck at level 1 forever but are cheaper - in fact that could be done for pretty much any job).

Research Labs: You've played Startopia, I don't need explain this. ;)

The right person for the job: Use their current intelligence stat as a variable that influences how fast they can learn other skills. So if you're playing for the long haul it may be better to spend time training up their basic brainpower first before trying to teach them specific job skills. Ah, but then why not just make an army of nerds? Because each job would have an ideal intelligence rating, and there could be such a thing as being too smart for a job. Sure, your girl working in the research lab would work best with a maxed intelligence, but having a 200IQ girl working as a janitor would only cause her to lose obedience over time due to frustration. This would also make lobotimization (or its replacement) something actually useful... at least sometimes.

Port Royale 2: Slaves can try to escape if their obedience is too low and they're not restrained via room devices. Ah, but a high fear rating would counter those chances. Now there might actually be an upside to being a sadistic jerk after all.

Sharing the love: Option to assign a named slave to an apartment as the owner's personal concubine. This could massively increase their rent based on the slaves sexual skills. An alternative to just packing a brothel for the general public and focusing more on your loyal subjects.

A piece of the action: Instead of "sell slave" being a single button, have an actual slave market room type where you can put them up for auction. Your head girl acts as auctioneer and her skills would effect the final sale price. Furniture could be an auction block, seller's stand, pens for lining up a sales queue, benches & chairs for buyers (the more people bidding the better, right?), advertising TVs to lure in customers to the seats, etc.

Anyone home?: QOL suggestion to add something to show when an apartment is being rented out, who lives there, and a "find resident" button to check up on them & how they're doing.

Covert Ops: Want a planet without going to war with a major power over it? Throw money, influence, and maybe even some combat trained slaves to start a revolution and turn it neutral. Then conquer it like normal afterward... but you'll need to get there before the enemy takes it back.

Land of the Free: A possible alternative to certain staffing problems, hire tourists for the position. They become a resident and grab apartment appropriate to their new income. Free staff wouldn't generate as much money while working (they gotta get paid after all) but it would create a more immersive way to justify having people living on your station (read: they have an actual job to pay the rent with). The other plus is that you won't have to worry about them being disobedient, trying to escape, rebelling, etc.

Vassalization: An of course, another idea from Free Cities that can be stolen is the option to appoint a devoted slave as the local governor of a planet that you control. Depending on theirs brains and skills, they'll have passive positive effects (basically boosting the planet's stats slowly over time without having to keep throwing money at it). Yet another good use for an overstocked slave pen.
 

Rituam

New Member
Jun 15, 2018
5
3
Impregnation room for non-human aliens, such as slimes and tentacles.

Decoration for the station with bdsm slaves and a dungeon for tortures.
 

t727

Well-Known Member
Jan 4, 2018
1,515
1,720
Possible bug or am I doing anything wrong? (v.17c)
I can't purchase menial slaves from the market.
I've built the different type of rooms(factory, bio... etc)
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
389
935
Damn, that's a lot to get through. I'm going to go in order.

I like the idea of just widening the sliders, but it's going to cause some crazy shit in some cases, so that's a lot of testing. In any case, it's on the list for the next time I have a polish patch.

There is already a double-aging system (that's what the Chrono chamber touches), but it's not directly displayed to the player.

I eventually replaced the market with the bar because it seemed to fit the theme of "Space Vegas" better (and there was better Asset Store content for it, TBH). One of the voting options is to expand that more into a full casino and everything though.

I think part of the issue is that the economy of the station is kind of inconsistently described. It's a post-need society, and nobody really earns money with labor anymore. The citizens and tourists on your station are already the idle rich who are living off of investments, because they would be slaves otherwise. That's going to be expanded with more detail in some of the new date events.

One of the side effects of mechanization is that nobody on your station really has any reason to be employed. If someone doesn't have enough money to live comfortably, you can just enslave them. There's no reason to pay for labor.

That all being said, I like the idea of more diversity in slave jobs. There are two voting options that cover that in some capacity: the casino (which will have slave dealers), and the station decorations (which will let them pose, dance, and otherwise just look nice in public areas).

Reputation and influence mostly have effects in events, but they're used in a bunch of pretty subtle ways. With the new update, some of the more altruistic faction leaders will start to declare war on you if your reputation gets too terrible.

I plan to take space combat in a more "Mount and Blade" direction, but that's on the stretch goal list, and likely won't get hit for a while. Slave fighters are also cool, and I've been thinking about that on and off for a while. An earlier design had a "troop transport" unit, and I might end up merging that idea with a new ship that I've been toying with (one that gets built from the pillar) I think the issue that they will eventually address centers more around occupation. The next patch adds "Proxies," which are slaves assigned to guide development of your owned planets.

I'm hoping to add more of a tech tree soon, but it will likely be something you get from conquest, not from research. Mostly because it's a lot easier, and there's a ton to do as it is.

Escape attempts are currently handled by events. There's no chance that they succeed at the moment, but that might change as part of my "randomize event outcomes" list item.

I actually designed a slave market in for a previous patch, but cut it because I didn't have the time, and now it's just sitting on my backlog, taunting me.

A couple of these point to specific people being assigned to specific items (apartments mostly), and the AI system doesn't currently handle that at all. In fact, citizens don't stick to the same apartments. They just go to the first open one that fits their social class. Changing that is a pretty major AI rework, but it's on my list, mostly because I want you to be able to pick up slaves and drag them places using security drones.

Edit: Missed one. Buying planets or otherwise taking them over nonviolently is also on my list, but it's a frankly colossal list. One of these days I'm going to take a couple weeks to just get through all of the random polish stuff I've collected since the last big QoL update.
 
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BlazeWizard

Newbie
Oct 5, 2018
33
21
So bugs in 17.c I found.
1) If you send a large fleet against a planet, regardless of the casualties you suffer you have to repair the entire fleet.

2) For some reason, the Arenas can seem to lock up, might be potentially due to your combat slaves being reassigned mid fight. The same happens to the Xeno arena in that after the fight, the arena wont reset (the alien is teleported away, but no more fights seem to happen even if you've got a ready participant for it to fight. Rebuilding the arenas seems to fix this problem.

3) The lobotomizer implant can be "removed." While functionally this does nothing, I can see this as being confusing to players who aren't paying attention.

4) The rule assistant is flaky and largely unintuitive. If I wanted to, for example, send slaves with high fear to the spa to recuperate, I wasn't sure if I just selecting all rooms and high fear would rout slaves, or did I need to fill in all the other characteristics blocks. Also, you'd end up with wardrobe changes sticking in some rules even if you had changed them. This could largely be resolved with an update button that resaves the rule that you are working on.

5) All slaves given as tribute from planets are 45+ years old, even if I implement the carasoul edict which should kill off anybody 50+ of age...

Suggestions I have.
1) Expand on what the slaves can do outside of being sex toys for station's pleasure. This would allow for the establishment of a skill system allow for standards and the need to diversify your slave base.

2) At the job screen, give us a rating (numerically preferably) that details how well a slave would perform in a room. If the room has multiple positions in it (like brothel has high class room, low class room, and stall) then return the best potential position for that slave.

3) Make insanity mean something and be useful. This would give weight to the stat and make it desirable in some locations while undesirable in others. I would argue that in any social setting, insanity would be a negative trait for sme brothel jobs such as private rooms and room service, but booth jobs (such as dairy or arcades) and arena jobs wouldn't be affected. Another room, could be a fetish club where insane people are more accepted as workers, or insane slaves could be used in high stress environments ignoring penalties from fear.

4) Add Endurance or Stamina to the slave statblock. This could represent the ability for the slave to exert themselves over a period of time, and withstand high stress environments. It would be benefitial to Arenas and some lab jobs, but also play a tangential role in non upgraded booth jobs such as in the brothel or room service by reducing the need for the slaves to sleep by a small margin. In the Lab or Arena, endurance gives a slave a chance to survive the "Xeno" Arenas (as I'll describe below).

4) Bring in a research component. A research lab could allow for new positions to work under Civilian Scientists. The room would have 2 potential positions, assistant (weighted on intelligence) and test subject (weighted on endurance, but causes fear). The assistant job is straight forwards, intelligence affects the rate of research, maybe a scientist might take her into their office for some "inspiration." Test subjects will periodically undergo alterations to their form both physically and mentally with the risk of death based on the subject's endurance stat.

5) Along with generic research, there could be the option for Xeno-breeding work, unlocked by an event where you are put into contact with a Xeno-wildlife preservation company unlocking the required furniture and lines of research. Xeno Samples can be purchased from the company through the slave market menu, with the rarest samples being rewards from events. Slaves can be assigned as Xeno-breeders, which requires endurance but generates fear (potentially offset by breeding and xeno kinks). The breeding room furniture includes a viewing area for citizens/scientists to observe the wonders of science in action (for a nominal fee of course). Starting out, there should be a really low chance of pregnancy which can be boosted with researched implants. All Xenos gestate as eggs which can be donated to the company for research points, or sold on the black market for a good price. With even further experimentation, hybridization of a sorts could occur (cosmetic stuff, if male/futa content is added genital types).

6) Xeno Arena shouldn't always be a fight to the death, rather a fight to submission. Lethal fights are already strange in my book as it is hard to quantify their effect on your income (is the number of the fights more important than the quality f the fighters for example). That said, I don't think the Xeno Fights should imediately result in slave death, rather that if a slave's endurance is high enough, they just get raped (slaves raped in this fashion should need some form of attention to get them back on their feet, maybe half their endurance till treated?) like the Xeno-breeding labs, there is a small, but enhancible, chance of producing eggs this way for sale or donation for science.

7) Create a fame system for slaves. There is a baseline for this already in place for Ex-CEOs, Dictators, and Princesses you nab from conquering planets. Basically, as a slave does work that they are well suited for, they are more likely to earn and improve their fame which improves their value and the value of their work.

8) Add a room that helps deal with fear, or change the spa to deal with both fear and obedience.

9) Allow the establishemnt of permanent and temporary job assignments. Permanent jobs are those established by you when you view the slave, but temporary jobs can be applied by rules that allow you to automate slave management say from high fear areas to recovery areas. As it stands now, beyond physical attributes, there is no way to differentiate a slave that came from the arena, the dairy, and the brothel, and that makes sorting them clunky.

10) Give us the ability to enhance the productivity and tech levels of planets we acquire. These enahancements could come at a daily cost per planet, and growth being a gradual shift to higher levels with a ceiling in place with current (within the game) tech and max production capability limited by population size.

11) As part of the research allow for enahanced Aging Vats that produce slaves of better quality potentially with eventual stat ranges between below and above average. As it stands right now, vats just seem to output slaves with teh lowest score in every stat.
 
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