Probably this also is why I only see newer mothers when I hover over my child count, and not the ones who gave birth in a previous version/savegame?
Correct. The child count is retroactive, but who their mothers are is not. Any new children born will be identified, but not the earlier ones.
I don't understand this...Carrie is an employee but not a relative. Why would her opinion of incest matter?
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Hmm, never seen that before. I'll look into it.
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The girl finally gave birth
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Is it the mother or the grandmother? (or "Mom" replaced the name)?
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She can go over 100?
Like in real life some women don't go into labor until a bit after their due date. I suppose the preg % should stop going up though. The "my mother Mom" is his literal quote so it refers to Patrick's mom, but it's using Mom instead of her name. (This is not the only place that happens and I don't have a good fix for it). I can remove the "my mother' part but then you lose context of how that person is related to the speaker.
The skill shouldn't go past 100. I don't think I've ever tried to keep training someone once their skill gets that high. Usually 70+ is starts to lose effectiveness. Will fix.
So here's an interesting bug that I thought was harmless, but ended up being a problem.
My marketing manager shows up as employed by both my club (The Palace), and an NPC club (Leggz) at the same time. When the NPC club went under from debt she was marked as unemployed, and I had to re-interview and hire her back again. When the NPC club opened again, she once again showed up in both places. I haven't seen this happen with any other NPCs.
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Yeah this is a bug but the worst kind to find and fix. Obviously Charlotte can only have one job, and is the one she has on your club. However at some point she must have been employed by the other club and when she stopped working there she was unemployed but the club data must have still shown her as working on a room there. The process to remove that info must have failed. (The info displayed is the same because that's coming from the character data).
Would you consider displaying this real "internal" number so that the player knows how close they are to getting above the minimum? I.E. if minimum is 50 and real number is 30, show "50 (30)" etc to indicate that it calculates 50 for customers but your fame is 30. This is also something that should be mentioned in the tutorial and in the help button menu.
Sorry if this wasn't clear before. There's no internal value, there's the value that the formula says but if it's less than 50, then the value is 50. I get that's confusing and while I try to explain thing in details when someone asks here, trying to explain that on a tutorial or help file would be very confusing.
Anyway, the bottom line is that this process is too messy and I should come up with a better more intuitive way to handle it.
Suggestions I would like to see:
- On the Town Map, I would like there to be some kind of indicator of how popular the location is or rather if there are people there at all.
- Head shots by character names during mingle selection of a party. I can never remember names. And squinting to see through the semi transparent window to see the head shot in the location screen also kind of sucks.
- Mark special character names with a color so that when the number of characters at a location exceeds the head shot display limit that there is still a somewhat easy way to differentiate character, since I dont remember names well.
- Allow more then 50 Portraits at character creation via an options. Right now when selecting white male, the number of choices available exceed 50. Another option is to include physical characteristic choices at the first new game screen such as fit/slim/average/curvy. Thus decreasing the choices.
- UI changes to allow a 3440 x 1440 setting to work. The UI breaks when the screen size gets outside the norm. And I like running game full screen. This initially turned me off from the game when I first tried it with version 1.05. This may be a difficult and time consuming ask, but it is still an issue i have with the game.
- When arriving at a location, without having selected a character, display the current characters available, on screen in a smaller size. A collage of characters so to speak. You have a lot of screen real estate that isnt used.
As has been explained before, the first bullet can't be done because with the exception of people that work there, the other people in a location aren't moved until after the MC moves. This is for performance reasons as having to move 300+ characters in each time period in the late game would slow things too much. So only a percentage of people are moved each turn, except when the MC moves we make sure to populate it a bit more to make it more interesting.
And I get that remembering the names can be hard, specially for those that are not English speakers. I wish I had a better way to represent those images, but haven't come up with something that works. I do like the collage idea and at one point I thought about putting all the images of all characters in a location together. Unfortunately it doesn't quite look right because different images have different sizes and to make it look right I would need to keep track of that distance so I could show them in the proper order. Anyway, something to think about out.
The number of images during the character selection can be adjusted via an config option. I don't remember if it's available in the in-game menu (and can't check it right now) but if it's not someone else explained how to set it via the user config file.
Unfortunately I don't have a monitor capable of showing that resolution so can't see why it won't work. It's probably an aspect ratio thing. But I don't know what the issue would be and without being able to play with it and see the results, I have no way to fix it.