tooldev

Active Member
Feb 9, 2018
504
492
Helpful. Does this lead us anywhere? Other than closing and restarting the game more often, I mean.
This is just a shot from the hip now: There are 2 levels of memory management at play here. Windows does its thing and so does Unity. The error seems to be a mis-sync between the two and Unity seems to lag behind. So it tries to address something in memory without actually validating first that the memory address is still available. Windows cleans and commits according to what applications asks for etc - so the immediate action is probably just frequent saving and restarting. Funny that I never had that error - guess it is time for a marathon run.

P.S. I failed to check earlier, but has any of you with the crashes overclocked anything? Also - try to disable xmp profile as a first countermeasure
 
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TotalFluke

Member
Game Developer
Aug 24, 2021
283
577
Regarding the club rules about relationships, it seems they only apply to people who already work there. For instance, I have it set to romantic only within the club. So I just hired a new waitress who came with a boyfriend attached (about 34/38 relationship). He's still attached.
I was having sex with her before he entered the picture, so maybe this is a factor. His existence didn't keep us from continuing, even before hiring her. We are continuing. I assume, then, that the rule has no teeth on new hires. Or maybe that only applies if you were already involved.
Only one thing I don't understand. Does this rule, at its core, prevent committed people from seeking or accepting work with me?

Edit: I'll update this to say an existing employee has added a boyfriend outside the club. This rule might be rather porous.
Just because they have the rule doesn't automatically mean they will follow it. If they are breaking the rule, you have to call them on it. However, if you hired someone that was already in a relationship that's on you (although I think the game doesn't handle that right).

View attachment 4199017

The Finances screen seems to be showing me only one payday's worth of salary for "rest of month", but there are two in the month. It should be around 213k.
Hmmm, yeah I've seen a similar issue to that with values that are way higher than they should be, never lower. But can't seem to track it down. Do you remember what day of the month it was when it did that?

Is there a summary of storylines in this game?

The little sister seems to just endlessly generate random interactions with no ending or resolution beyond her being a stripper in your club.

The cult can be taken over and used to generate Lewdness in it's members.

The porn storyline seems to just result in jobs in porn, nothing more.

And then the mafia just demands payment. Is it supposed to advance further?

Is there anything else I'm missing?
None of the stories have a proper ending. Once you get to a certain point, they just keep repeating themselves. The little sister probably needs something else at the end but haven't come up with it yet. The mafia one has a way to make him your friend and you can then hire him to do bad things.

How does the mafia storyline start?
When i start a new game, is it possible for me to start in downtown (center of map) location?
Is there a way to prevent the game from generating fat/obese NPC`s?
When considering the weight an opinion has on voting a law, for example "younger people" for Drinking age lower than 21" laws, does it matter if she only likes that opinion, instead of loving it? Also, when it says, for example for the service club taxes: "Helping Others -0.20", does that mean the npc needs to have a negative opinion about helping others to be able to pass the law?
The mafia starts when the majority of the clubs are making money.
You can't start on downtown, that's location is overpowered given how the game calculates clients.
Love is better than like for those situations. And if the factor is negative, then yes, you want them to have a negative opinion.


Helpful. Does this lead us anywhere? Other than closing and restarting the game more often, I mean.
12 hours is an insane long run. So yes, save and exit the game every few hours. It does look as if the Unity code is trying to access an invalid memory location but why I have no clue.
 

leequiring

Member
Dec 12, 2018
242
155
Just because they have the rule doesn't automatically mean they will follow it. If they are breaking the rule, you have to call them on it. However, if you hired someone that was already in a relationship that's on you (although I think the game doesn't handle that right).


12 hours is an insane long run. So yes, save and exit the game every few hours. It does look as if the Unity code is trying to access an invalid memory location but why I have no clue.
I left it running overnight. Wasn't sitting here playing all that time. I swear. :)

Regarding relationships, I have lost track of who that was. I'll pay more attention in the future. But the girls consistently dally with other club members, since I'm just one guy and can't keep 50 people happy. But actual relationships do seem to be rare.
Hey, I just discovered that you can address this with them. I think 30 days is sufficient. :) Thanks!
 
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Not YrBroom

Newbie
Feb 9, 2023
88
91
Hmmm, yeah I've seen a similar issue to that with values that are way higher than they should be, never lower. But can't seem to track it down. Do you remember what day of the month it was when it did that?
That was on the 14th. I think it showed the same earlier in that week. Payday the next day was $113,732 (not the $106k projected) and now it shows $53k projected for the rest of the month. Here's what it looks like on the 15th:

1730752063426.png
 

devil999LEXX

Member
Feb 5, 2021
169
58
regarding finances, it is there a way how to increase size of main screen ?
to nod display only last 2 days and last 2 months, but add last 2 weeks there too ? to have backreturn of your changes ?
like if you made services/products cheaper/more expensive to see if they have positive effect on profit or not.
 

leequiring

Member
Dec 12, 2018
242
155
I thought so the first time, and the second time, and now I'm really tired of how much work it takes to get little sister to quit her stripper job. What a PITA she is. I've spent two months hammering on her stamina every shift. I'm changing her opinion about entertainment work and steering her toward working in my pool. Still, she's satisfied with her job.

There may be a bug that introduced itself here in the late game. Traveling dancers and fellow actors in the porn films all show as "a stranger", and never get names.

I'm thinking this save might be borked. I've started over at least 15 times now. What's one more? :)
 
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devil999LEXX

Member
Feb 5, 2021
169
58
when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
 

Goodfall

Newbie
Aug 3, 2023
18
2
1730813385149.png
Can someone explain to me how to use the cheats, I want to change the characters' opinion and attraction towards me.
 

tooldev

Active Member
Feb 9, 2018
504
492
when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
I translate this again as before:

System 1 is employees. Employees are hired once, a wage is agreed on. There is System 2 which is finances. These two intersect by having employees either being paid by hour they work or by flat wage over their employment. Currently these 2 systems work in sequence System1 -> System 2 (System1 feeds into System2). As the NPCs are defined currently, the only way to extend System1 is to use Greed as the key attribute for a 'negotiation' system. As you can see this is a complete new system to be implemented. At best the negotiation segment during a job interview could be reused, but has to cover each and every NPC, not only the ones in your club. Simulating negotiations at other clubs will not be a simple task and will raise complexity level quite a bit.

So not only do you want to introduce a new system , but you also want System 2 to deliver feedback to trigger that new system. The effect will be a hefty change in the entire simulation, as greedy chars will constantly try to re-negotiate terms or constantly quit and re-apply somewhere else.

This is what I meant earlier with 'lack of structure'. Ideas are plenty, a structured thought process of what actually needs to be changed makes ideas good or bad. Also thinking about the possible effects is what makes you either the idea guy or the suggestion guy.
 
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bkfse

New Member
Jan 11, 2019
5
0
I've been having some issues in the newest version with getting laws passed. These issues never seemed to be problems before. Sometimes the commissioners are hard to get to agree on laws and/or they do it in the wrong order but that's fine early game. The bigger issue I've found is that even after I've gotten commissioners elected with the agreement that they will vote the way I want them to, they still don't agree on voting a law.

I've had several play throughs that I'm over a year into with 4+ commissioners that have been elected with that agreement and I get stuck in this holding pattern trying to pass laws because at least 1 if not 2 of MY commissioners won't agree on the laws I want and so they're always voting for something else and more often than not, no law is getting voted in because they just won't agree on what law to vote in. It makes the whole, effort and waiting game of getting commissioners voted in frustrating and pointless.

I have not done any edits to configs to make laws easier or harder because in older versions I thought it was fine, I could get lucky and get laws passed without commissioners or I would have to wait till I have my own commissioners and I was fine with that, but on this newest version, I have always had this kind of issue with the laws.
 
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Rabbit121

New Member
Feb 18, 2019
8
3
Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
 

tooldev

Active Member
Feb 9, 2018
504
492
Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
I made an overview some time back for all the jobs and their requirements which also doubles as 'problem source' indicator.
Job Cheatsheet StripClubWars.png
One thing that might be the cause of your situation is, that there are conflicting age groups and opinions. So if there are not many people, who are not against menial work for example, then your ads will be stuck for a while, as applying requires their opinions and age etc to fit your job. You might have to approach people directly and trigger an interview by directly inviting them to it.
 

devil999LEXX

Member
Feb 5, 2021
169
58
I translate this again as before:

System 1 is employees. Employees are hired once, a wage is agreed on. There is System 2 which is finances. These two intersect by having employees either being paid by hour they work or by flat wage over their employment. Currently these 2 systems work in sequence System1 -> System 2 (System1 feeds into System2). As the NPCs are defined currently, the only way to extend System1 is to use Greed as the key attribute for a 'negotiation' system. As you can see this is a complete new system to be implemented. At best the negotiation segment during a job interview could be reused, but has to cover each and every NPC, not only the ones in your club. Simulating negotiations at other clubs will not be a simple task and will raise complexity level quite a bit.

So not only do you want to introduce a new system , but you also want System 2 to deliver feedback to trigger that new system. The effect will be a hefty change in the entire simulation, as greedy chars will constantly try to re-negotiate terms or constantly quit and re-apply somewhere else.

This is what I meant earlier with 'lack of structure'. Ideas are plenty, a structured thought process of what actually needs to be changed makes ideas good or bad. Also thinking about the possible effects is what makes you either the idea guy or the suggestion guy.
well, if greedy chars under my system will allways push for bigger pay, or quit and try different job....well, i think that will reflect reality well.
and developer himself told, that he taken inspiration from lab rats 2 in which game you have system in which when your employe increase his skills over certain amount, they will demand pay increase. which current game totaly lacks, you can have effectively 3x better employe after some training, for same wage. which is not very realistic.

i can understand you position about adding new systems...but this game is in early stage, so many new systems and mechanics NEED to be added if game is suposed to be fun over longer time. seducing new chars for just few new pics to view (especialy when you view them outside game) get boring realy fast.
 

tooldev

Active Member
Feb 9, 2018
504
492
well, if greedy chars under my system will allways push for bigger pay, or quit and try different job....well, i think that will reflect reality well.
and developer himself told, that he taken inspiration from lab rats 2 in which game you have system in which when your employe increase his skills over certain amount, they will demand pay increase. which current game totaly lacks, you can have effectively 3x better employe after some training, for same wage. which is not very realistic.

i can understand you position about adding new systems...but this game is in early stage, so many new systems and mechanics NEED to be added if game is suposed to be fun over longer time. seducing new chars for just few new pics to view (especialy when you view them outside game) get boring realy fast.
Since you brought up realism: In reality getting any employee to agree to a lower pay, than originally agreed on, is the most extreme (and uncommon) case of a business decision and procedure. It usually only occurs when management has already failed some time before and the entire business is at risk of failing all-together soon, if not extreme measures are taken. In real life a new employee usually has a trial period which makes hiring and firing for example in the US a standard thing. In countries with better employee security laws, it is hard to fire them at all after probational period - the exact opposite is reflected currently in the game because you are forced to keep an employee at least 30 days before you can fire them. The game is about you managing your business in a given set of rules. Constantly changing the rules (mechanics) would mean there has never been a concept to begin with, as mechanics tend to intertwine with each other (system in game design language).

Inspiration never means copy. A game can be a good inspiration but plays out completely different from the old one. TotalFluke has obviously a heavier emphasis on inter-personal stuff than on the deeper details of an economic simulator. Suggesting to make a convertible to become a truck might sound like a good idea but is in reality the worst thing one can do to the convertible. It is better to build a truck from scratch.
 

devil999LEXX

Member
Feb 5, 2021
169
58
Since you brought up realism: In reality getting any employee to agree to a lower pay, than originally agreed on, is the most extreme (and uncommon) case of a business decision and procedure. It usually only occurs when management has already failed some time before and the entire business is at risk of failing all-together soon, if not extreme measures are taken. In real life a new employee usually has a trial period which makes hiring and firing for example in the US a standard thing. In countries with better employee security laws, it is hard to fire them at all after probational period - the exact opposite is reflected currently in the game because you are forced to keep an employee at least 30 days before you can fire them. The game is about you managing your business in a given set of rules. Constantly changing the rules (mechanics) would mean there has never been a concept to begin with, as mechanics tend to intertwine with each other (system in game design language).

Inspiration never means copy. A game can be a good inspiration but plays out completely different from the old one. TotalFluke has obviously a heavier emphasis on inter-personal stuff than on the deeper details of an economic simulator. Suggesting to make a convertible to become a truck might sound like a good idea but is in reality the worst thing one can do to the convertible. It is better to build a truck from scratch.
well, what is better in your opinion ? to negotiate with employees about lowering thier wage or go bankrupt ? as others clubs in your game do, and it can happen to you too.
 

tooldev

Active Member
Feb 9, 2018
504
492
well, what is better in your opinion ? to negotiate with employees about lowering thier wage or go bankrupt ? as others clubs in your game do, and it can happen to you too.
I would argue in the limits set by the rules of course. So i would fire those who seemingly are too expensive and hire others for lower wages. And yes - I would assume that the new workers wont be as good as the ones I am going to fire. This is a typical example of cause and symptom. You are not fixing the cause, but look for a way out to get rid of a symptom. The cause is bad planning or too quickly expanding and not being able to keep up with your income.
 

SilverFire

Member
Apr 28, 2017
102
18
I made an overview some time back for all the jobs and their requirements which also doubles as 'problem source' indicator.
View attachment 4203256
One thing that might be the cause of your situation is, that there are conflicting age groups and opinions. So if there are not many people, who are not against menial work for example, then your ads will be stuck for a while, as applying requires their opinions and age etc to fit your job. You might have to approach people directly and trigger an interview by directly inviting them to it.
I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
 
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tooldev

Active Member
Feb 9, 2018
504
492
I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
This has to be answered by Fluke actually. I made the same assumptions as you did but since cooking is effectively the only job that actually requires 'cooking' as a skill I believe we are right with our assumption. Since it doesnt apply as a skill to bartenders I am almost certain that you can ignore it for them, at least in terms of how effective they are performing.

P.S. There could be the idea of a mixologist or whatever they are called, which would fall into the 'crafting' section when making cocktails
 
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