cliles

New Member
Mar 18, 2018
12
5
162
I'm a bit confused also T727, do you have to run the .bat file each time you get new slaves or will it apply the rules to every new slave you get?
 

Deleted member 360737

Well-Known Member
Jan 4, 2018
1,515
1,767
362
I'm a bit confused also T727, do you have to run the .bat file each time you get new slaves or will it apply the rules to every new slave you get?
Yes, each time as I can't modify the game whilst it's running so this program updates the save-file. I suck at explanations. Sorry...
But you can have the game running for until you get kitty ears and or tails floating about.
I give it ~1 hr then do a exitsave as the obedience and fear for example takes a while to build up or decrease.
For newly acquired members of your staff it can be a good thing to close the game down(exit to desktop) and run the .bat to filter it with your rules.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Question: Does Hydroponics require workers? If so, how many? Or is automatic?

BTW, graphics have gotten MUCH better lately, I'm liking them a lot!

Ideas/Suggestions:

1) Doors. Purely for aesthetic reasons.

2) Option to save custom outfits so they can be rubber stamped faster.

3) More supervisor positions (ala Free Cities) - jobs to oversee spas, schools, arenas, etc.

4) Tourist & resident tabs (ala Startopia). Don't just tell me that people are bored - let us know why and what, exactly, they're looking for.

5) More non-sexual entertainment & businesses. I miss the old tourist shop. Again, think Startopia. Dance clubs or strip joints where girls can boost customer happiness without necessarily having to fuck everyone. Ditto for the bar - why not bartenders and waitresses to boost popularity & revenue?

6) More detailed finances, with a proper finance tab. Let us see what each business made per month. How many customers, who is working there, etc.

7) Option for monthly pause to read those reports.

8) Yes, I used to play EvE Online and I love spreadsheets, dammit.

9) This may be a bit of a stretch, but would it be possible to have combat on the station itself? Train the most loyal slaves as guards & police, then use them to capture those criminals and liberators who keep showing up in random events. Make security a thing, basically. We wouldn't need to have combat animation per se, just play some dice & stats to turn the random events into RPG style encounters. A Crusader Kings style pop-up window is all we'd really need to show the results.

10) Speaking of pop-up windows, those might be an alternative to having it actually change the entire screen for every event. While some events warrant this, not all really do.

11) Train smart slaves as technicians and repair your ships faster and/or for less money. Assign to hanger. This can be a foundation for when you want to actually do ship captains and stuff later on.

12) In game encyclopedia and/or manual. Tutorials are nice, but I tend to forget things pretty fast.

13) Option to raid ships and not just whole planets. Less rewards, but also far less risk.

14) More ways to develop planets that don't all revolve around slavery, and more rewards for doing it. Generally speaking, more population & more tech levels should generate more income. Go from there.

15) Economic warfare. Why conquer an opponent when you can just buy them out? Blockade them, hire privateers to raid them, manipulate their stock values and reduce their cashflow until they're helpless. Not all hostile takeovers require guns.

16) As a long term thing, have you considered adding a tech tree? (Startopia again) - build a lab to unlock things instead of just tossing money at it. Find ways to make stuff cheaper or improve efficiency after it's built. Now smart slaves have a proper use.

17) Better camera controls during sex scenes. All I can figure out how to do is rotate. Freecam would be a lot better.

18) Green arrows during furniture placement to show which end is front. It can be hard to tell.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Also, Megaupload link to extreme content mod appears to be broken. It downloads but always comes back as a corrupted file.
 

skyshreder

Newbie
Jan 28, 2018
38
19
18
Also, Megaupload link to extreme content mod appears to be broken. It downloads but always comes back as a corrupted file.
The Extreme content mod file is just a dummy. The game checks if it's there. Just create a file and name it "ExtremeContent.mod". Then put in in the game folder. That's all.

In case you are too lazy, here is mine:
 
  • Like
Reactions: mecha_froggy

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
I was thinking about space combat and the lack of any kind of time controls in this game (no pause, no accelerate) and I've got an idea that I think would help.

First: Making space easier to manage. First, going to the space map should pause the game. Period. Instead of ordering raid or conquer at launch, the player should just give move orders. When you leave the space map things actually start moving. Once the ships arrive a pop-up would appear on the station screen asking what the player wants to do: Raid, conquer, or just hold position. If you later want to add things like blockades and orbital bombardment, well, now you already have the framework in place for it. Ships should also remain where sent until recalled. Do you want to keep pushing forward in a blitz or head back for repairs first? Should they hang around and defend while you save up enough to buy proper defenses for the planet?

Next: Difficulty sliders. Let players choose how aggressive & competent enemy factions are. How much starting wealth they get. How hard it is to make money & train slaves. How hard it is to keep tourists and residents happy. How big the space map is. How fast mutator machines work (growth hormones, etc). How often good or bad events trigger.

Next: Your enemies not all be buddies with each other. It shouldn't just be you against the galaxy. Let the other factions waste ships & money sparring with each other from time to time, potentially creating weaknesses to exploit or - more importantly - gaining allies for your own campaigns. People would be a lot faster to commit to war if they knew that someone powerful is backing them up.

Next: Better planet tracking. One column for "race" (which would instead just list any furry mutators in effect if those are used) the next for "hair" then "skin" and finally "breasts" and "gravity." After a while it becomes a serious pain the ass to keep track of which planet gives what in tribute. Currently the only way to check is to actually go through each planet, one by one, and check them by hand. It's tedious.

Next: Put some numbers on the furry slider. It goes from left to right, and where it stops it... does... what, exactly? There is nothing on there to show what the slider actually does. What if you want to stop at heads? What position would that be, exactly? What if you want to stop at accessories? Where is that on the bar?

Next: Real ship variety. Meaning instead of linear "bigger is better" have different ships have different strengths and weaknesses. Capital ships should be best at knocking out planet defenses but be weak against fighters & bombers. Fighters & bombers, on the other hand, should do better at raids than the larger ships simply because raids are all about speed. Think rock, paper, scissors. Fighter beats Bomber. Bomber beats Capital Ship. Capital Ship beats planets in conquest, the bigger the better but also the bigger the more vulnerable they are to fighters and bombers (this would mean that frigates and such would still serve a purpose as screening ships). Also add a carrier that increases the effectiveness of fighters and bombers when used together with them.

Next: More sex positions. Cowgirl & lotus that require high obedience. Also, is there any way to actually put the player avatar with the girls instead of just a floating disembodied penis?

Next: Drugs. Just stuff to put in slave's food that can increase obedience, along with increasing or decrease fear.

Next: Make factories mean something. Have them actually produce products and have certain new business types only unlock when you have a factory that makes them. For example, a hydroponics can opt for food (unlocks restaurant) or drugs (unlocks drug den). A factory could make tourist kitch (unlocks tourist shop), clothes (clothing store), retail goods (gift shop), weapons (gun shop), all kinds of things. As always, think Startopia.

Next: Make factories really mean something. As an alternative to just tossing cash at things, have all rooms, ships and furniture require build points. Build points can either be bought on the spot with cash (like now) or can also be stockpiled by factories dedicated to producing "station materials." Now the factory isn't producing any cash, but those build points can be used towards everything else that you might want to build (given enough BP, which takes time). So instead of "poof, new stuff!" the player could alternatively go into planning mode, lay down blueprints for items and then they can watch as their factories assemble them. So the new method would be when you go to place things blueprints appear. You can then click on them again and choose between "cash" and "BP" to actually make it with. If you currently don't have either, that's OK - it will just get added to build queue for when you do have enough.

Next: Hybrid furries. Spend an hour on E621 and you're bound to see at least one character who's species is anybody's guess - and probably a mix of several. Split the mutator up into body locations, with a different choice for each. Head, arms, legs, torso and accessories (head & tail stuff). So you could put bunny ears and antlers together, or a fox tail on a mouse girl. Trust me, fur fans will love it.

Next: Roving ships in space. Pirates, traders, colony ships... instead of being random station encounters, put them on the space map and let players decide how they want to deal with them. Intercept or ignore? And how many ships to send?
 

ta513

New Member
Apr 26, 2017
14
21
31
Just a quick comment; I don't know whether it was mentioned or not, but having Raza's auction event select a random famous art piece (ideally that has not yet been selected) would be a nice touch. Getting the Mona Lisa as a gift twice in one game devalues the gift a bit. I don't know how much coding that would require, and it certainly isn't a priority, but just a thought I had when it happened just now.
 

zebles

New Member
Jan 15, 2019
10
7
13
Great game, really nice conception and design.
What is needed:
1. Moar animations. Animations never be too much.
2. More mini-games. A minigame for each activity, in ideal. Arena fights, races, planet raids, slave education, etc... every action deserve an appropriate minigame.
3. Events SHOULD be a pop-up dialogs in default. More information and options in those dialogs.
Also, events need more love, make them deeper and more variative. Make them require some resourses, for example, "rival stationmaster" shouldn't be just a free slave giveaway. If you choose "crush her", you should spend some funds for this, or complete a mini-game.
4. More love to alter-ego. As it was in the Strnghold series. Everyone likes to wach to himself. Maybe female alter-ego?
 
  • Like
Reactions: StationmasterDev

alex7sea

Newbie
Jan 21, 2018
32
24
120
@mecha_froggy
"Next: Your enemies not all be buddies with each other. It shouldn't just be you against the galaxy. Let the other factions waste ships & money sparring with each other from time to time, potentially creating weaknesses to exploit or - more importantly - gaining allies for your own campaigns. People would be a lot faster to commit to war if they knew that someone powerful is backing them up."

I think it is OK as it is. Because when you come in to the game it is a equilibrium between the factions. (or call it a Cold War)
But when you come in to the game, you become the unknown as you grow taking over other stations and planets.

The problem as I see it is that all the actions against you start very late in game, relationship < 50 and really war at relationship < 10.
The incident between NSA and Angela Merkel show us that actions start much earlier, even with bed friends. relationship > 80.
And one thing is what the Faction leader do and an other what the military and secret security service do.
I'm trying to do a War Mod about this. Just waiting for 0.20 to see if something have change and I will put it in here to get some critic about it.
 
  • Like
Reactions: StationmasterDev

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
In addition to what Zebles said:

1) A proper bed. Sex animations either have girls floating in the air via tentacles or laying on the floor. I paid $50K for that damn orgy bed, why are we still doing it on the ground? Customization options can come later. Also... I have an orgy bed and still can't do threesomes? *cry* And again, please give us a FreeCam mode.

ScreenShot11.png


2) Pop-up for minigames. I like Zebles idea although I'm not big on the idea of having direct player involvement. Just slave vs slave or slave vs NPC is fine. Another good place for pop-ups, CK2 style. "Arena Fight Results: Jasmine (str 50 agl 75) beat Roxxy (str 40 agl 50). Event earned $500. 17/50 bleacher seats and 2/5 box seats were filled. Fans rated event 3 out 5 stars."

The same thing could later be used for space combat, as well.

1549977188403.png




3) In-game memory sweep. Most graphic bugs can be cleared by saving & reloading, but is there a way to just clear it while in game? A button we could push to give us a black screen for a couple seconds while it reloads all the graphics? I'm no programmer, I have no idea if it would work, but there is something like this for Rimworld to clear up the memory bugs & leaks in that game (it's a mod, not base game).


4) Take avatar to the next level. Again, do what Zebles said and run with it. Guys, girls, straight, gay & bi all love sex games. In the long run, being able to determine the gender of the player's avatar & having a slider to select distribution of slave genders (like in Strive for Power) would expand the game's appeal to a much wider audience. (Hint: You'd make more real world money off Patreon). And while futa isn't my thing, egads it seems to be the fetish of 99% of the internet these days. Surprised it wasn't added on day one. ;)


5) Player stats. Starting off with god-like enhancements in a game where you station starts off with basically nothing seems weird, plus it turns events kinda of same-ish. I think it would be more interesting if these are things that you have to build/buy/research over time, and then event outcomes can change depending on whether certain enhancements are present or not. Think any RPG - a good example would be Pathfinder, where certain choices are limited by player alignment.

Untitled.png

Only instead of alignment, options would depend of having installed certain enhancements. So you wouldn't start off with super strength or bulletproof skin, and you wouldn't be able to exploit those powers in events unless you had acquired them along the way.


6) Shrink the spire. It just takes up too much visual space for being something that is so rarely interacted with. How about this instead - just put an elevator there. You click on the door and it switches to a simple 2D "map of the earth" kind of screen that shows the building slots and what is in them (think X-Com reboot). It would be easier to use, less graphically demanding, and give us more room on the station itself to work with. You could then link the simple 2D pictures of the inserted buildings with easy to read data on them. "Factory - Earns $5K per month at full crew. Current workers: 25/50" Now we know exactly how many menials and bioreactors we need. And switching to 2D would make it easier to add more building types later.

800px-2015-01-21_00001.jpg


7) Complete grid overlay while building. Think any Sims game. Also a "Confirm Y/N" button or an "Undo" button when letting go from dragging, because it's really easy to mess up there.

IMG-TS4-build_009.jpg
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
Don't worry too much about where you post stuff. I get automatically alerted on all of the English-language forums that I know about, and keep tabs on them all for good ideas.

I really like a lot of what's here, and a ton of it is going on the list of community improvements. The next couple patches are jam packed with core content (holy shit furry content and gender overhaul one after the other. I'm dying), but I'm planning on doing a community improvements patch once the gender overhaul is sorted.
 

meh65

Member
Aug 8, 2016
404
457
249
As someone who doesn't like furry and find it honestly weird, since most furries I know are just...weird.
I like this kind of "furry" which IMO is what the cool kids call anthropomorphic. They have legit animal heads for example, not some humanoid version of animal heads.

And the hybrids are similar to say thundercats or something ACTUALLY hybrid I don't consider that furry, similar to khajit in elder scrolls I don't think of them as FURRY. So goodjob with this route.

What I described may give a "what? no its all furry" which ya sure, but to me there is a difference between the furry of say sexualizing the talking animals found in disney movies that are clearly animals yet act like humans and look like humans. And this, which is less fantasy looking and more raw.

The other thing is context, the context works, you are gene splicing and the looks matches the context.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
I like this kind of "furry" which IMO is what the cool kids call anthropomorphic. They have legit animal heads for example, not some humanoid version of animal heads.

And the hybrids are similar to say thundercats or something ACTUALLY hybrid I don't consider that furry, similar to khajit in elder scrolls I don't think of them as FURRY. So goodjob with this route.
You're probably referring to the old "furry scale" thing, right?



Even I won't go past that 70% mark, because IMHO past that it's just plain beastiality (though many in the furry community call it "feral" - don't ask me why). And I get what you mean about "furry" vs "anthro": IMHO, anthro only becomes furry when someone sexualizes it. So if it's G-rated, it's just anthro - kid friendly cartoons, Disney stuff, totally innocent. Only when it becomes R-rated does it become furry. Lingerie, sex scenes, and all that jazz. So unmodded Elder Scrolls, that's anthro. If you sex mod it to bang a Khajitt, then it's furry. But only if.



I really like a lot of what's here, and a ton of it is going on the list of community improvements.
If I could be so bold as to suggest it, of all the ideas I've pitched I think the spire overhaul should be first. It would make the game easier to work on for you later.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Graphic glitch with fuckdolls:

Untitled.png

User and employee not using the same stall. Fuckdolls also continue to animate long after users have left.
 
3.60 star(s) 57 Votes