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Logan1377

Active Member
Feb 13, 2023
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We discussed this at length yesterday. I already told Redle about the VC girlpack editor, linked its thread, and explained how easy it is to use; but some people just refuse to do any editing themselves.

However, I think you're wrong about one thing, which I originally assumed was true too, but prices and requirements costs from the VC girlpacks aren't used by TUSC, and it bases their hiring price solely on the girl's Popularity value alone.

I was complaining that the new hiring haggling process was too opaque, and the prices seemed too random in relation to their skills, and so Disgruntler (VC's dev maintainer) told me about this key difference. It's unfortunate that it's not well documented, so even if you miss just one or two pages in this thread, you'll never hear about the differences between how girlpacks are utilized between the two games.



While I agree that default "generic" videos would be a pain to implement, and that it would lead new players to the wrong impression of the game; I disagree that this issue doesn't affect gameplay. Lots of people come to this thread, including myself, wondering why the gym/bath/spa doesn't work, even though we have to unlock them for other club upgrades. It doesn't matter in the mid or late-game when you're swimming in money, but in the early-game where most players struggle, it can impact your finances. Also, we never learn if the Massage skill/stat actually does anything.

My suggestion is to use a still image portrait from the same girlpack as a placeholder. This way, it's clear to the player that content is missing, so there's no confusion that it's not the intended media; but at the same time, it allows girls from those packs to complete the same gameplay mechanics, just without any videos. It would be easier to implement too.

(Edit: btw, thanks for contributing to making girlpacks.)
I have no knowledge of the inner workings of the game, but I use the Lst editor with all of my girlpacks, and set prices for all of them based on who I feel has the most content, or is the most special. And at least in my personal experience, I've found a direct relationship to the ones that I priced higher for VC being also priced higher in TUSC. Not the same numbers, but sort of a proportional variance. I set all of the girls skills to zero that are editable in there for each one. So I'm not sure what else could be happening *shrug*
 

WarblGarbl

Member
Oct 10, 2017
285
250
Would a it be possible to create a tool that would fill the videos for massage and gym and that by just copying other videos from the girlpack? Like say grab blowjob vids for gloryhole. It wouldn’t be new content and would bloat the size for little gain but it would allow the positions in tusc that need them an easier opportunity. I’m not thinking built into the game, more like the program that exists now for managing girlpacks. Probably too niche to actually make it though, and I have no programming skills myself.
 

Logan1377

Active Member
Feb 13, 2023
877
1,220
Would a it be possible to create a tool that would fill the videos for massage and gym and that by just copying other videos from the girlpack? Like say grab blowjob vids for gloryhole. It wouldn’t be new content and would bloat the size for little gain but it would allow the positions in tusc that need them an easier opportunity. I’m not thinking built into the game, more like the program that exists now for managing girlpacks. Probably too niche to actually make it though, and I have no programming skills myself.
You can copy and paste videos from one folder to another within the girlpacks very easily if you want. No need for another tool. Just take the ones you want to duplicate and put them in both folders. Once you download the pack, you can make it your own and do whatever you want with it. I add videos to all of mine over time.
 

redle

Active Member
Apr 12, 2017
626
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Code:
cost = 200

if (popularity > 5):
  cost = 25 * popularity
That's the only stat involved, and it's exactly that.
That means 100g isn't the floor of cost, but 75g is. Not sure any girlpack or someone doing manual edits has used a Popularity=6, but that would make cost 150g (with half obviously being 75)

On a completely separate note (and feel free to ignore, the following isn't directly aimed at you Disgruntler) I decided to do a least a relatively quick glance through of some of the GUI and interactions.
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Ah, lovely, it "cleans up" (i.e. deletes) all my indents for organization on posting... Hopefully I re-indented to match where indents are supposed to be.
 
Last edited:

Disgruntler

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Game Developer
May 2, 2021
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That means 100g isn't the floor of cost, but 75g is. Not sure any girlpack or someone doing manual edits has used a Popularity=6, but that would make cost 150g (with half obviously being 75)
I misstepped there, editted it, the cap is 10 for scaling to start, not 6.

But I did rigorously test it with a wide selection of girls and popularity.
 
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Disgruntler

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Game Developer
May 2, 2021
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?

what do you mean? to fire all the other girls when you go to 100 accidentally and then try to hire some girl to work for 100?

Its a very flawed system that can be amde much more enjoyable. Point
No. You just have 100 and a girl who works for 100. That one girl will work, the rest will take the night off. Not having enough to pay a girl just means she takes the night off. So if you have one girl working you're able to make money and get back to being able to pay the others.
 

Logan1377

Active Member
Feb 13, 2023
877
1,220
Code:
cost = 200

if (popularity > 5):
  cost = 25 * popularity
That's the only stat involved, and it's exactly that.
I really appreciate the advice, and I love the work that you guys are doing with these games, and the willingness to help. And I'm absolutely not trying to be an ass or a troll, but if I have a bunch of girls where the popularity is set to zero, and some are asking for 200, others 500, some 1200, and some 2500, is there something else going on? And it doesn't seem to be random, as the same girl will ask for the same payment every time I restart and meet her again.

On a different note, I noticed that about 75% of my girlpacks have the popularity set to zero, but a handful are other numbers that the creator set and I never changed, and the girls with those larger popularity numbers never show up in TUSC for me. I'm going to experiment setting all of those to zero and see what happens with a new playthrough.

EDIT: I saw your other post after this. So you're saying that any girl who's popularity is more than 10 won't show up in the game? That explains what I've been seeing if so.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
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EDIT: I saw your other post after this. So you're saying that any girl who's popularity is more than 10 won't show up in the game? That explains what I've been seeing if so.
No.

But, if a girl has a data.yml file where the there's an illegal value, that girl doesn't show up. So, if they have a proficiency higher than 4, and so on. The data.yml has primacy over the description.json and anything in the former will be looked at by the game if it exists. It only looks at the json if the yml is missing.
 

redle

Active Member
Apr 12, 2017
626
1,094
I really appreciate the advice, and I love the work that you guys are doing with these games, and the willingness to help. And I'm absolutely not trying to be an ass or a troll, but if I have a bunch of girls where the popularity is set to zero, and some are asking for 200, others 500, some 1200, and some 2500, is there something else going on? And it doesn't seem to be random, as the same girl will ask for the same payment every time I restart and meet her again.

On a different note, I noticed that about 75% of my girlpacks have the popularity set to zero, but a handful are other numbers that the creator set and I never changed, and the girls with those larger popularity numbers never show up in TUSC for me. I'm going to experiment setting all of those to zero and see what happens with a new playthrough.

EDIT: I saw your other post after this. So you're saying that any girl who's popularity is more than 10 won't show up in the game? That explains what I've been seeing if so.
What his post said (in English rather than Code):
Anyone whose popularity is between 0 and 9 will have a suggested starting salary of 200.
Anyone whose popularity is 10 or above will have a suggested starting salary of 25 times the value of their popularity.
- popularity = 10; salary = 25 * 10 = 250
- popularity = 62; salary = 25 * 62 = 1550

As for manually editing the girlpack and not seeing the above results...
- check that you do not have girlpacks in 2 different places on your harddrive where you are editing one but the game is using another
- check that the data file used by the game is where your changes are actually being made (as an example Disgruntler pointed out that there are 2 different potential data files that a girl pack may have and TUSC has its own rules as to where it gets its data
- if all else fails on getting a girl into the game, try downloading the Example Girl from the OP and copying the data.yml file from it into the girls folders (edit it with the proper girl's name) and then try again.
 
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dooka58

Member
Nov 18, 2020
117
91
Just FYI, I do actually do plenty of creating, editing, and modding myself. But in this instance that does not actually accomplish what I want, nor would it improve the game.
You said that you only asked for randomized prices because of the selection process always favoring some girls over others, which I agree would help replayability if implemented, but this would limit our selection in the early game regardless. After I explained this, later you agreed with me that an one-time lowering of the Popularity values, thereby lowering the costs for every girl across the board, would achieve a better result than random high salaries for some (or fixed high prices for certain girls as it stands now)

Therefore, I lowered all my popularity values to below 50 using the VC girlpack editor in less than 5 minutes, and that fixed the limited hiring options and terrible financial choices issues in the early-game. So, I don't understand how that didn't address at least one of things we were talking about.

On a different note, I noticed that about 75% of my girlpacks have the popularity set to zero, but a handful are other numbers that the creator set and I never changed, and the girls with those larger popularity numbers never show up in TUSC for me. I'm going to experiment setting all of those to zero and see what happens with a new playthrough.
Bear in mind, some of the prices haven't changed in my current playthrough because I think the character data was already loaded into the save, but any new girls I've encountered do show up with a reasonable asking price, which can be reduced -50% by grinding relationship to 100.

Also, some girls who have higher Popularity values seem to show up in establishments other than the typical bar or gym, but I haven't done enough testing to know if this isn't just perception bias. I do know that girls with 80 or 100 popularity used to show up, and now, ones with 50 still show up. There are some I haven't seen yet in either playthrough, but I don't see any correlation to high popularity ones not appearing.

Please report your findings after lowering the popularity to zero because I've only changed mine to ≤50. If this works as intended (everyone costs 200 to hire), then I don't see how this particular pricing issue isn't resolved by just "normalizing" popularity values.

===

In any case, I'm glad Everglow is considering adding messages and popups to show what actions do and their results as well as indicator text for skill/stat checks. Happy to hear you agree with our suggestions, thanks.
 
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Logan1377

Active Member
Feb 13, 2023
877
1,220
What his post said (in English rather than Code):
Anyone whose popularity is between 0 and 9 will have a suggested starting salary of 200.
Anyone whose popularity is 10 or above will have a suggested starting salary of 25 times the value of their popularity.
- popularity = 10; salary = 25 * 10 = 250
- popularity = 62; salary = 25 * 62 = 1550

As for manually editing the girlpack and not seeing the above results...
- check that you do not have girlpacks in 2 different places on your harddrive where you are editing one but the game is using another
- check that the data file used by the game is where your changes are actually being made (as an example Disgruntler pointed out that there are 2 different potential data files that a girl pack may have and TUSC has its own rules as to where it gets its data
- if all else fails on getting a girl into the game, try downloading the Example Girl from the OP and copying the data.yml file from it into the girls folders (edit it with the proper girl's name) and then try again.
OK, thank you for that info. All of my girlpacks, along with the VC and TUSC games and their associated files are stored on the same external drive, and I have so many that I've just dedicated one exclusively to them.

I keep my porn videos on a different external, and when I add scenes that I cut myself, I then save those directly into the girlpacks. Its been a pretty effective system for me.

Then I open the Lst_Venusclub program and make any adjustments to them as needed, checking boxes and making sure the pictures work, etc.
 

redle

Active Member
Apr 12, 2017
626
1,094
You said that you only asked for randomized prices because of the selection process always favoring some girls over others, which I agree would help replayability if implemented, but this would limit our selection in the early game regardless. After I explained this, later you agreed with me that an one-time lowering of the Popularity values, thereby lowering the costs for every girl across the board, would achieve a better result than random high salaries for some (or fixed high prices for certain girls as it stands now)

Therefore, I lowered all my popularity values to below 50 using the VC girlpack editor in less than 5 minutes, and that fixed the limited hiring options and terrible financial choices issues in the early-game. So, I don't understand how that didn't address at least one of things we were talking about.
Your answer was fine. I was never complaining about it or saying it was not useful (in general, it just wasn't a solution to what I wanted). But the game has varying pricing. And the game has a popularity stat. Both of those two elements have obviously been intentionally placed in the game and used by the game creator. So my expectation remains that either there is a purpose to having both or in the future as the game evolves they will have a purpose (or the developer will decide on his own to remove one or both). My initial post was never intended to be "about right now." I am not trying to "fix" anything in the existing version. I am thinking of the future. My post was about the future. As the game changes and evolves and popularity has value and maybe even is required to succeed, I see no reason to plan on manually editing my girl packs every time there is a new version to best "cheat" the current release. I would rather the game work well out-of-the-box. And so I provided a suggestion that I thought would improve future releases.

As for limited selection in the early game, I have no problem with that existing as a game mechanic. The concept that as a new business manager I can only afford to hire employees from the bottom rungs and need to work my way up, I find that concept perfectly reasonable. However, yes, the exact current release is very light on any real strategy. If I lowered everyone's popularity and thus their wages I could treat everyone equally and hire whomever I choose. That could work just fine. It is not what I was seeking, but I agreed with you that it is a viable solution for the current build for those that seek to make play easier or have greater freedom of choice.

Either way it is nice to know that a pack editor exists. I may or may not make use of it for other purposes. But for the point of having different people be expensive and cheap for different playthoughs, that's a feature I would like added to the core game (unless the developer decides to do away with the mechanic and make everyone cheap). My assumption is that a new business owner will always need to seek out the cheap employees as their early hires.
 

dooka58

Member
Nov 18, 2020
117
91
Either way it is nice to know that a pack editor exists. I may or may not make use of it for other purposes. But for the point of having different people be expensive and cheap for different playthoughs, that's a feature I would like added to the core game (unless the developer decides to do away with the mechanic and make everyone cheap). My assumption is that a new business owner will always need to seek out the cheap employees as their early hires.
The fundamental issue is the dev didn't decide whether anyone is expensive or cheap, so it's not directly intentional design; it's only indirectly related since it's based on the arbitrary value the girlpack creator decided, as it stands now. So, if most girlpack creators put 0 popularity, then that's totally valid. It's not "cheating" because the value was arbitrary, perhaps intended for VC mechanics, and isn't related to other skills/stats, which I think should impact the price rather than suggesting it be more random in the future.

Again, I think the randomness is something that I would not like. For instance, if you disassociated price from popularity and made it completely random, then popularity would matter even less. You're right in that there is a logic, if popularity works as intended, increasing the draw of customers, thus increasing earnings; but I'm not sure there is such a strong relationship between popularity and earnings versus other stats and unlocks.

I wouldn't mind differing prices for different respective earnings levels, but only adding random prices would make the salary/wage disconnect worse, not better, in my opinion. In your example, you're imagining prospective employees with differing experience and proficiency levels being hired for different salaries, but the reality of implementing this would be an even greater discrepancy between price and revenue, meaning bottom rung prospects would be expensive while skilled workers might end up cheap. Whether we randomize popularity linked to price or randomize price in isolation, I think the end result would be a worse experience, especially for new players.

That said, Disgruntler did mention making a script to randomize popularity with the option to scale it to training stats and work proficiency, so that's much better than just randomizing popularity or price, imo.
 

CaptC

Active Member
Nov 20, 2019
531
1,037
The randomizer that I wrote (available in the script directory from my sig) has a few random girls getting extreme prices and/or skills just for interest sake, but the majority of the girls have a cost that is somewhat related to their skills.
 

CaptC

Active Member
Nov 20, 2019
531
1,037
Holy moly, the last 3 pages are wild :p



A suggestion dev

Don't you think it's better to be able to start the bar even if you can't pay all the girls in advance, but you lose the game if you go negative after the night is over?
...or have the local loanshark advance you a loan, at ruinous interest rates.

For that matter, having a 'take out a loan' option works even if the girls still demand their money up front. "A shady guy steps out of the shadows. 'Nice club you got there. A shame you can't afford any staff tonight. I am prepared to lend you $500 to let you open tonight... But you gotta pay me back $1000 first thing tomorrow.'" Player then chooses one of 'accept loan' or 'skip opening club'.
 
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redle

Active Member
Apr 12, 2017
626
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The fundamental issue is the dev didn't decide whether anyone is expensive or cheap, so it's not directly intentional design; it's only indirectly related since it's based on the arbitrary value the girlpack creator decided, as it stands now. So, if most girlpack creators put 0 popularity, then that's totally valid. It's not "cheating" because the value was arbitrary, perhaps intended for VC mechanics, and isn't related to other skills/stats, which I think should impact the price rather than suggesting it be more random in the future.

Again, I think the randomness is something that I would not like. For instance, if you disassociated price from popularity and made it completely random, then popularity would matter even less. You're right in that there is a logic, if popularity works as intended, increasing the draw of customers, thus increasing earnings; but I'm not sure there is such a strong relationship between popularity and earnings versus other stats and unlocks.

I wouldn't mind differing prices for different respective earnings levels, but only adding random prices would make the salary/wage disconnect worse, not better, in my opinion. In your example, you're imagining prospective employees with differing experience and proficiency levels being hired for different salaries, but the reality of implementing this would be an even greater discrepancy between price and revenue, meaning bottom rung prospects would be expensive while skilled workers might end up cheap. Whether we randomize popularity linked to price or randomize price in isolation, I think the end result would be a worse experience, especially for new players.

That said, Disgruntler did mention making a script to randomize popularity with the option to scale it to training stats and work proficiency, so that's much better than just randomizing popularity or price, imo.
The thought of randomly shifting prices without also shifting the price drivers to match never even crossed my mind as a possibility. I agree that would make no sense under any circumstance. If price is simply arbitrary then there is no point to it. Either salary difference makes sense and has value or it does not. If it does not then it should not exist in the game. Whether it exists or does not, at this point doesn't matter at all to me. That all depends on design decisions and how balance and strategy is going to be implemented as the game continues.

In your example, you're imagining prospective employees with differing experience and proficiency levels being hired for different salaries
No, I never gave any example at all. I have no interest in low cost but high value and high cost but low value people. You may have heard me asking for price variation and assumed I did not think that price drivers would be shifted to match, but that was never the case. All I ever said was that I do not want the same people to be out of reach every game and correspondingly the same people be who get owned early every time. Maybe everyone else likes it playing the same every time. Maybe everyone else goes and manually changes all their people before they start a new game. Personally I'd rather get variation, and I'd rather have it built into the game. Therefore I suggested it as an idea for future inclusion. You or anyone else is free to say you dislike this idea. The developer is free to implement it or not.
 

redle

Active Member
Apr 12, 2017
626
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The randomizer that I wrote (available in the script directory from my sig) has a few random girls getting extreme prices and/or skills just for interest sake, but the majority of the girls have a cost that is somewhat related to their skills.
Sounds like a cool tool. Who knows, maybe it will eventually be incorporated to some degree. I haven't looked at it any, but of course you can always add slider settings to allow for more or less of those crazy price points.

...or have the local loanshark advance you a loan, at ruinous interest rates.

For that matter, having a 'take out a loan' option works even if the girls still demand their money up front. "A shady guy steps out of the shadows. 'Nice club you got there. A shame you can't afford any staff tonight. I am prepared to lend you $500 to let you open tonight... But you gotta pay me back $1000 first thing tomorrow.'" Player then chooses one of 'accept loan' or 'skip opening club'.
And yeah, I mentioned paying at the end of the day rather than before, having a loan mechanism, or adding in a cash-reserve system as at least 3 potential ways of dealing with the problem. Also mentioned the game really needs to tell a person their game is over when they really are never going to be able to "open for the day" ever again.
 

Disgruntler

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Game Developer
May 2, 2021
1,048
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Sounds like a cool tool. Who knows, maybe it will eventually be incorporated to some degree. I haven't looked at it any, but of course you can always add slider settings to allow for more or less of those crazy price points.
To this point, the randomizer I am working on for TUSC relates proficiencies and persuasion-related stats to the scale of popularity and therefore expense. More popular girls are less likely to reject you in training and more proficient in performances which directly impacts earn along side their popularity.

I haven't figured out what distribution of 5ers to the rest of the field I want (even with 1/4th the field as 5ers it feels like too many to me) but I can say that with relationship halving the price of girls the actual 'is the juice worth the squeeze' on earn shows up a lot sooner and you can afford to take on more expensive girls. When before, you'd take on pop5-10 girls to keep your spend in the 200-250 per range and feel squeezed, remember that same amount of spend gets you pop16-20 and I do recommend testing the earn rates for those girls. I've even started testing having 30-40 pop girls (750-1000 base means a more affordable 375-500 after affinity grinding) in my early few girls and finding decent success with it. But the relationship grinding also means that you're not as likely to be hiring more girls than you have slots to work them, so you can match with upgrades in a more organic manner.

Then again, I've never been a fan of 'just buy Bar 3 and then invest in bar snacks' way of gaining money, it feels too much like I'm ramping up to do things I don't actually care about. Being able to start with VIP 1 out the gate and even possibly get its slot filled out the gate sits well with me.
 

redle

Active Member
Apr 12, 2017
626
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To this point, the randomizer I am working on for TUSC relates proficiencies and persuasion-related stats to the scale of popularity and therefore expense. More popular girls are less likely to reject you in training and more proficient in performances which directly impacts earn along side their popularity.

I haven't figured out what distribution of 5ers to the rest of the field I want (even with 1/4th the field as 5ers it feels like too many to me) but I can say that with relationship halving the price of girls the actual 'is the juice worth the squeeze' on earn shows up a lot sooner and you can afford to take on more expensive girls. When before, you'd take on pop5-10 girls to keep your spend in the 200-250 per range and feel squeezed, remember that same amount of spend gets you pop16-20 and I do recommend testing the earn rates for those girls. I've even started testing having 30-40 pop girls (750-1000 base means a more affordable 375-500 after affinity grinding) in my early few girls and finding decent success with it. But the relationship grinding also means that you're not as likely to be hiring more girls than you have slots to work them, so you can match with upgrades in a more organic manner.

Then again, I've never been a fan of 'just buy Bar 3 and then invest in bar snacks' way of gaining money, it feels too much like I'm ramping up to do things I don't actually care about. Being able to start with VIP 1 out the gate and even possibly get its slot filled out the gate sits well with me.
Well, I only just tried the game recently for the first time. So I don't really have any previous trends or styles to compare it to. My main experiences at this point are... try to play the game yourself and fail miserably because there is no clue or indication how negotiation works (and end up hiring everyone for Double rather than Half). Then reading on here about how negotiation works and went straight to hiring 100g people. So I can't say I have actually tried getting a minimum-price high popularity person early. I can say that sticking to 100g people early had me earning money hand over fist and upgrading often quite quickly.

Of course without manually editing any files and without the game rebalancing, one is subject to the whims of the pack creators. Depending on any given person's taste, someone could by pure chance download almost exclusively 0 popularity girls and someone else could unknowingly download virtually no low popularity girls at all. So playing with stats determined by random 3rd parties, different for every player, and never rebalanced by the the game already means the game has zero chance of ever achieving any sort of "balanced play." (Sorry drifting on a tangent here)

For me the existing stats are a bit too hidden, a bit too obscure how anything functions, and a bit too micromanagement for me to take interest in them. So I have even less of a clue right now how they do or do not effect profit. About the only thing I really noticed was that hiring only a single person and sitting on that for a while seemed to be the best option. The first person was solidly turning a profit. Hiring a second and third barely changed gross profit at all, meaning they were at best barely paying for themselves and not increasing profits at all. My guess is that it is a customer count thing, as ticket sales seems to be the primary profit driver early, which doesn't matter at all how good, bad, or what type of job anyone is working.
 
5.00 star(s) 2 Votes