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toolkitxx

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A member registered Feb 21, 2021

Recent community posts

Without taking a side in your ongoing discussion I'd like to say this though:

The developer has both the right and the responsibility to design as in 'make the entire game work'. You as a player refer to the past and insist on 'old' design while the developer has clearly changed the design. It has been clearly stated that there is still development ongoing which is why you should have kept the old version if you insist on a particular way of playing it.

You wish for a particular design to cater Your way of designing characters is a very personalized view whereas the developer has to cater for more than just one style. This game has excellent ways to modify things by yourself if one just invests a minimum of time and willingness to do so. This is the 21st century and editing simple code is not rocket science nowadays anymore. Make a mod. Really. That simple. Many coders started that way because they where not happy with how something worked. Dont make developers jump through hoops and risk the entire project being delayed or broken. Become part of the process instead.

This has been a life saver so many times already for me. Have been in need several times to have a city map for one of my prototypes and this created them for me in mere seconds without being the same over and over again. Well done!

I apologize for the wrong assumption then since i never caught those. Maybe simply reduce the disappearance timer for those messages then? I never really noticed them - but I am also old and require a bit of time compared to a youngster :D

I really like the look and the game loop is great. But the game requires some serious work on some form of feedback loop as well. Without a proper feedback system why a decision is correct or wrong the game wont bring real satisfaction to the player.

As others have pointed out: the symbols leave room for interpretation. This can easily be solved by showing the player some actual result when making the decision and enabling the player to learn which symbol matters when. You answered with a mathematical point to another user regarding this issue - but you dont show this to the player in-game. I assume you actually add and subtract behind the curtain - simply show the result to the user after a decision has been made or as an overview when a round fails.

Failing should also be reset per promotion. Currently one is kicked back all the way to the beginning level like a noob. This is mildly infuriating actually ;)

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You extract them into your image folder for the game. If you are not sure where that is go in-game and select any character and click 'Full body image'. This opens the dialogue for selecting portraits and body images. On the right is a button 'Open system folder'. Clicking that will open the path to where you want to extract those images to.

Default is usually %user/appdata/Roaming/Strive

P.S. Each part should have their own sub-foolder there btw. So portraits go into a portrait folder and body stuff into a body subfolder - just in case you dont have those folders. These packages have those folders in the packed version and you need top make sure to extract them accordingly. This is needed if you want the game to be able to match races with images automatically.

See - i knew it was some dumbness on my side! Thanks for the solution!

Thank you so much for the numbers and the tip. I assumed as much but hate to assume when it comes to games that require management or strategy - which is why i asked to begin with.

My main confusion came due to getting jobs from the board that mentions both a stat and a factor and using numbers for both (which makes a lot more sense to me any-ways) but using word descriptions then in the character overview. I noticed the same with classes by the way. So if the devs are silently reading - this could really use a proper clean-up to use either or consistently.

I hope this is not another dumb oversight of myself but I am seriously confused by the switch between setting numbers in a characters profile for the stat factors and what they actually translate to when you are actually looking at a person's profile in-game.

When creating a character i spend points into each stat but once i am actually in-game i am presented with wordings like 'poor', 'terrible', 'average' and so on. But I fail so far to find any way to actually translate these words into proper numbers again. I have been on each and every screen by now and cant find any tooltip etc that would give me a proper description which numbers translate to which. Any help?


No bug , no complaint - just some anecdotal posting of a changing personality :)

Background-story: I used to cherry-pick whom to capture when i won a fight based on preferred traits and/or race. At some point that seemed too easy and I decided that only the leaders of a group should be getting a new home and job - no matter what stats or race they are. 

Thus she became my first victim of the new policy. I didnt check anything about her when i clicked capture and wasnt happy at first. But then it hit me like a truck - she should be the total opposite of what she was before! Result: total satisfaction. She is our 'exotic whore' now and best earner at that :)


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These are awesome - thanks for sharing them. And very curious to see of you can get the whole AI-generated thingy to work. I dabbled just a bit with this stuff and it really showed me my limits.

edit: spelling

This is one of the best mods around - the arrow-solution was a pain. Thank you!

quote '4.) I like getting idols with lower stats and building them up (it's just the way I play :P I enjoy it). However, is there a way we can train the idols first before they debut? Like, have the ability to put an idol we hired under training and then do a "debut" campaign or something? This is just an idea that I am sure is not original buttttt I wanted to suggest it XD'

I personally use the sister group functionality for this. I create a 'trainee' group that keeps training until each of them have certain stats at a certain standard, then i move them into another group and let them debut. To get those extra groups i basically game the system by mass-hiring from local auditions to open up extra sister group functionality and firing those mass-hired ones after i created the necessary groups.

So it can be done via workaround currently but i fully agree it would be nice to have this as a common feature like a sister group for a prize in terms of money and limited functionality (no single releases, certain contracts cant be assigned to its members etc).

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I'd like to remind about this one - it is actually still part of the game after Update 20.

Despite it probably being a bug as you said I'd like to add it as a suggestion as well: Currently destroying a room at a given position will shift all other rooms of that floor to the left which is more than inconvenient - especially combined with the current excessive raise of the rent.

My suggestion would be to 'add' a functionality to 'replace' a given room with another one of the same size. In any other case destruction as of now would still apply. Codewise this could probably be accomplished by simply combining the destroy and add functions after making a check for the room size - so hopefully not a brutal biggy but actually a great rise in quality of life :)


P.S. The change in rent for a given floor is something that confused me from the get-go btw. Just as a thought for this: Why not go for a model where you have to rent an entire floor at a time (as would be the same in real life) and adjust the prize for adding, changing rooms instead? Adding a room costs like now but changing it cost both a destruction and a renewal fee etc. This allows for a more natural progression for the rooms especially in Sandbox games.