- Dec 30, 2020
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Ok...so I got to sandbox...is there somewhere to click for events? Or will things just trigger automatically?
I've done that for about two days now LOL. The sandbox timer really, really needs improvement.That's the move I'm just gonna leave mine running all night and then spend all my coin on money making edicts my military can afford to stay pathetic for a while
I'm guessing when the next update drops we will see navigation buttons like we have with the brothel. We will probably have notifications pop up for upcoming battles, etc.Ok...so I got to sandbox...is there somewhere to click for events? Or will things just trigger automatically?
Click on the "edicts" button, go to "Societal" section and scroll down to "City Expansion" section and click on it. There you can expand your city.How to increase the number of citizens if they hang on 1000 people and does not hang in any way ?!
Dude, I think by now we all get your hardon for sandbox style games, but not everyone agrees. I personally do not mind sandbox games as sandbox games. This one however had such an intense totally immersive VN prologue that dropping that sandbox felt like a major boss fight in say an old school Warcraft raid dungeon. You prepare all week for the fight and then you get your warrior on and bring the smackdown to the boss. You get to the final blow and then WTF? Server shutdown for emergency maintenance and you are left hanging. Metaphor aside the sandbox was a letdown and break in immersion. No matter how good a sandbox can be it cannot bring in the level of immersion that was going on in the prologue. It becomes mechanical and your suggestion you keep harping on for a quest log may be valid for a sandbox but it only adds to the mechanical feel of the sandbox style game. Instead of waiting with baited breath for the next thing to happen in the story you are detached looking to check off items on the quest log.that problem can be solved by adding a proper quest log. Sandbox or not, production takes time
i think u should play "vae victis & lord king"
How would we turn this into a patch for the game or drop it in to fix the timer?The main issue with the sandbox is the time counter. The appropriate speed range should be 50-500 ms. Other than that I'm fine with it and who knows, maybe I'll actually enjoy it if passing edicts triggers h-scenes. Anyway, my hackneyed fix for the problem:
Python:#models.rpy init -3 python: class TimeChart(): MINUTE = 0.01 HOUR = MINUTE * 60.0 DAY = HOUR * 24.0 WEEK = DAY * 7.0 def __init__(self): pass @staticmethod def get_cooldown_in_weeks(cooldown): cooldown_weeks = int(cooldown / TimeChart.WEEK) if cooldown % TimeChart.WEEK > 0 : cooldown_weeks += 1 return cooldown_weeks
You just became everyone's hero on here! Thanks mate!Open models.rpy in notepad and change the value of MINUTE to 0.01 (=1/100 s or 10 ms, you can put any number you like).
BrothelOnce you get to the Sandbox mode, is there any other story content or advancing with love interests or anything?
Bj hj FJ epquestion, am I missing something or what I don't know, vaginal sex only Morgana with the King ? does the MC have a sex scene?
"Stay calm.":
$ leader_stat =+ 1
scene six_zero_nine_10
with Dissolve(1.0)
label calm_alissa_troops:
scene one_zero_24
with Dissolve(1.0)
$ leader_stat =+ 2
$ leader_stat += 1
and $ leader_stat += 2
respectively.Yeah, that's how python works, += indicates, leader stat= leader stat+xMad King There is a variable fubar in code of "0.9 update story", line 112, and in "1.0 update story", line 47 that is meant to add integers to leader_stat but instead makes it equal to the integers. Below is the code. I've corrected it in my forthcoming multi-mod but thought you should be aware. Regards.
"0.9 update story", line 112
"1.0 update story", line 47:Code:"Stay calm.": $ leader_stat =+ 1 scene six_zero_nine_10 with Dissolve(1.0)
It should be:Code:label calm_alissa_troops: scene one_zero_24 with Dissolve(1.0) $ leader_stat =+ 2
$ leader_stat += 1
and$ leader_stat += 2
respectively.
Any update when your mod going to finish?Mad King There is a variable fubar in code of "0.9 update story", line 112, and in "1.0 update story", line 47 that is meant to add integers to leader_stat but instead makes it equal to the integers. Below is the code. I've corrected it in my forthcoming multi-mod but thought you should be aware. Regards.
"0.9 update story", line 112
"1.0 update story", line 47:Code:"Stay calm.": $ leader_stat =+ 1 scene six_zero_nine_10 with Dissolve(1.0)
It should be:Code:label calm_alissa_troops: scene one_zero_24 with Dissolve(1.0) $ leader_stat =+ 2
$ leader_stat += 1
and$ leader_stat += 2
respectively.