based on StripClubWars_1_11_a - gamble.tfl
in the loop from line 1270 onwards, the system checks what was last played. saved in ans_p (1409) and ans_q (1419). however, these are overwritten in lines 1507 and 1520.
Wow, thanks! That's a problem. Not sure how I didn't see when I looked for it yesterday. I guess I thought that last part was outside the loop. Will fix it.
The "not willing to go further because she is too pregnant and not feeling sexy" is a buzzkill. Seems like adding realism at the expense of gameplay.
You just have to try harder to talk her into it. It's no different than being in public or being in a relationship or any of the many other reasons they have not to do it.
To be clear, this is across threesomes that all made it successfully to the full vaginal sex part, and all parties involved were fully nude (using their z9 or z10 images). I very rarely see "have anal sex with X" as an option when both females involved opt to have sex with each other for the "turn". Not too stressed about it, just was curious if there was some requirement behind the scenes I was missing like a required looseness level or if it was purely RNG on what choices appeared.
Ok, then there must be a bug. I didn't see anything obvious yesterday so will need to keep an eye out for it. There anal step has some additional conditions to allow it to avoid complaints so maybe one of those is triggering when it shouldn't.
I increased her parameters I gave her only one task and more or less a dozen fines (not counting the ones I didn't give her, I've been paying her for 6 months to do nothing)
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Ok, I think there may be an issue with this. When the inventory is low enough, a manager should get an alert about it and if they are able to (mainly if they are at work, healthy and not tired) and their skill is high enough (at 92, they will do it 100% of the time, but if their skill is lower, the chances will be lower) they will purchase some of the missing inventory. But I think this may be triggering before they manager shows up to work. I need to do more testing on it to see if that's what's happening.
So does the game get an update every start of the month?
Normally yes. Not this time cause I'm working on a major update which I'm calling Strip Club Wars 2.0 and that's going to take longer. I thought I could work on the 2.0 version while still putting out version 1.12 but it became too messy. I will post more about it on a separate post.
i have a suggestion :
.
i feel like it would be a great addition and an additional way to work the economies and diversify iti feel like it would be a great addition and an additional way to work the economies , supply management and electric bill , i know it might be annoying to put in place but if it's possible it would be great to have that feature
Yeah, that's not how it's supposed to work. It should not penalize you for not having food service until you actually have a cook hired.
I wanted to comment on your game. I love your game. Great job. There's a couple of game breaking bugs that are in the latest release.
1. If you do the high stakes gamble, and lose (or win against another club owner), the winner is supposed to get 10% of your club. Must be a misplaced exponent or something as they will get trillions of dollars, which basically needs to be save edit fixed before progressing as it messes with everything else.
2. If you don't have the correct image at the correct lewdness, at least two things do not work properly. I think it's z4 that you need, but not sure. In the threesomes and the headliner, the overlay gets stuck and you are unable to proceed without going back to the last save. So it may be helpful to introduce some sort of emergency exit if something like that happens, especially if you don't save so often.
I mod or feature I'd like to see would be some mechanism for "trading" employees between clubs. Maybe you can gamble for the trade, or maybe it's a random event. Another would be like some drug to increase the ability to influence the opinions. Something you can use more often than the morality meeting, and something to target to an individual.
Keep up the good work.
I believe #1 was fixed on the patch that was put out on April 8th. Look for it on the thread (it's not in the first post).
#2 I don't quite understand. Can you clarify?
Not sure how feasible trading employees would be. I like the idea, but do their salaries come with them? The AI pays in general way more than you do, but by the time you can gamble it may not matter. And the complications to make sure that both clubs can absorb the traded for employee would be messy, unless you must trade those with the same job. It's going to be very difficult to do. The second part has been asked before and it's on my list to do, but haven't gotten to it.
It's a small thing but, even though I separated my old friend from her husband, she didn't give me the marriage counselor's archievement
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Or did I do something wrong and need to do this specifically?
You get the achievement when she tells you and gives you credit for helping during your next lunch date. (If they broke up for other reasons which shouldn't happen, then you don't get the achievement).
Suggestion/Request: have the time of day display on the map
Also, when an employee wants to quit, it would be nice if that employee would talk to the MC and let them know they are thinking of leaving. This will give the owner a chance to improve their condition. Some positions are difficult to hire for and when characters up and leave, without any way to stop it, it hurts.
I'll consider the time of day in the map. Not sure it's a big need but doesn't hurt. As for the employee telling the MC about quitting, what do you think are all the times they tell you they are unhappy for? When you get those it means that they are going to be willing to look for other jobs. Which accounts for most of the times they quit. An employee could also quit while not looking for another job if an owner of another club meets them in town and asks them to interview and they eventually take the job. But that's very rare.
And if you have a security room and bouncer, they can often give you a warning when someone is applying at another club. Their skill and how much they like you play a factor in this (if they like the employee more than you they won't tell you about it). So hire at least one bouncer and make sure they are happy and they like you.