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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 469,938 Replies: 2,460
Viewing posts 401 to 420 of 737 · Next page · Previous page · First page · Last page

Something odd happening with the impregnation function - on clicking next day button:

SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
          At: res://files/globals.gd:1132

Hmm, I think I know what that is from, I had looked it up when someone posted the same error in another thread. Theirs was at 1131, but I imagine that just means you have an extra line of code somewhere before that in your version of globals.gd. The error in question is most likely a result of the impregnation function not being passed a "father" person, like would happen during most of the sex jobs, or randomly to someone being a housepet or sleeping in the kennel. The random events that involve sex with a random "male" character that isn't you or a slave will also pass no father to that function.

Original impregnation would create a random generic person to be the father in those cases but the edits to how breeding slaves works broke that functionality. I have made a bunch of changes to that function and the ones that use the outputs from it myself, but haven't gotten around to testing them yet, if they work when I do test them I will post them.

Yeah, looks like it's the slave I have on escort duty that's causing that one

So I had to basically rewrite the entire breeding code... again, but I have managed to get my drow slave to breed with a kennel hound while sleeping in the kennel an produce a healthy baby halkin wolf/drow. It will take a little while for me to isolate all the changes to make that happen.

(1 edit)

Hmm not quite as bad as I thought... 

Only minor changes to constructor.gd, basically I moved the <type>_race_arrays out of the set genealogy function so that I could look at them in globals, rather than rebuilding the arrays myself. (edit: I am also using the arrays in multiple functions within constructor itself, but that is for an entirely different unfinished thing)

I added entries to races.gd for each of the animal types, a little bit of work to prevent characters generating with an animal race but not that hard, most character generation is either already filtered or used globals.allracesarray when generating characters, so I just had to prevent the animal races from being populated into that array.

For globals.gd I did the aforementioned filtering to keep animal races out of allracesarray
had to make major changes to the impregnation, race_breed_compatible, and fertilize_egg functions, 
as well as adding another array for race groups to be used with the getracebygroup function, including adding addition group filters to said function 

And lastly in every file that calls globals.impregnation without providing a father person, I had to add a new input to target either a specific race or group of races to generate a father from.

Aric if I can get my internet to cooperate I will try to send the changes on discord, if you need them. It would be quite the wall of text to post it here.

I've got a problem where after I tried installing the mod I had some weird errors and saw where I messed up on the installation, I tried to fix that by deleting both the executable and data folders so I could try the mod installation over with a fresh download. It seemed to mostly work but I ran into two problems where the notifications on the right hand side wouldn't have the letters appear but they would still pop up as well as any portrait and body images not appearing at all. So I once more deleted the data and executable folders to try and revert to a vanilla download with the saves I backed up but now the problem carries into the unmodded version. I'm new to modding and I'm sure I messed up bad but any help would be appreciated. 

Please read this thread for similarities and the likely cause: https://itch.io/t/702443/bug-single-color-portraits
Your computer may be different and their solution may not work for you.

(1 edit)

Quick suggestion regarding the new breeding system - there should be some way for the the PC to gain the ability, at least temporarily, to impregnate and be impregnated by any race.

Perhaps a very mana-intensive spell that just lasts the day - or even a single sex interaction? Would be a great mana sink for the oceans of the stuff you inevitably wind up with late-game

The racial restrictions are removed in v0.9.6 with the exception of Slimes (who will have their own unique breeding mechanic).

I agree with centerflag on the idea. When we can expect v0.9.6 of this awesome mod?

The primary changes are done and it’s now in Bugtesting phase. Basically whenever I can run it and don’t see any fun new console errors while playing around with it, I’ll release it.

How is testing going?
Waiting for update, as v0.9.5 is bit unplayable for my playstyle, 
due most of the bugs mentioned in these posts on v0.9.5. 
And your mod just adds to much good content to ignore.
For future:
I recently realized it is similar mechanic on cross-breeding compared to Strive 2 alpha game.
So having like a breeder trait from Strive 2 alpha would be awesome.
And you could apply also that partially to current MC breeders trait also.

(1 edit)

I'm not exactly a fan of this suggestion, as this still feels like a pretty hefty nerf to the Breeder play through. Seems kind of unfair that a specific PC play through would have to jump through so many hoops just to actually be, y'know, a Breeder. Some other way to spend mana might be nice, especially at endgame, but this suggestion isn't a proper solution. Right now, I've essentially quit playing the game until 0.9.6 releases, as the Breeder is the only play though I haven't done yet. I was waiting on Farms to be fully implemented before giving Breeder a go, and then I delayed even more when I heard that 0.9.5 would have a whole bunch of reworked impregnation/races/interactions and stuff. But then the new changes also inadvertently nerfed Breeder almost into the ground, so now I'm just chilling till 0.9.6.

Hey Aric, will you include my items in 0.96?

Not in v0.9.6, but I plan on working on those for v0.9.7 alongside the item crafting system. V0.9.6 is mostly focused on rebalancing and fixing the new changes in v0.9.5.

For clarification, the latest version of your tweaks is still v0.3 on the forums right?

I haven't really changed anything significant other than tweaking a few weapon stats balance-wise, so yes.

hi, i've been having this issue where children aren't loading properly and i'm getting this error:

thank you

Have you already applied this hot fix? https://itch.io/post/1552449

i did not. sorry, i wasn't sure how to search the forums for this issue. each character seems to work now though, so thank you very much

Glad to hear that!

Hi - One question. Is there any way to change the full body images of the unique characters from the story mode in this most recent update?  (Portraits still seem to be changeable) I'm guessing this has something to do with the Unique Character Naked Images update with 0.9.5. locking these images as this was doable through the Full Body Image in game button in v0.9.4.
Does anyone know if there's a quick way to get around this by commenting out or deleting some lines from the game files? Since I'm guessing I can't really change the .png.import source files with new ones to get around this. 

If you comment out every section of code in updateBodyImage in expansion.gd that has “if person.unique == etc etc” then change the elif of the check below that to an if you can change the unique character body images again.

Is there a way to give your main slave (the one chosen at character creation some of the new traits (like Elasticity, or Egg strength, for example)?  Can they be obtained later? Or would I need to change something in the code to make them available at creation ?

There is not currently a way to, but there is planned content that will involve the slave sacrifice feature of the Crystal in the near future that can do exactly that.

(+1)

I just wanna say I think what you're making is really great man. Thank you for all the time and effort you've spent on this mod. 

Thanks! That means a lot to hear and helps keep the motivation alive. I really appreciate the support and hope you keep enjoying the mod!

Hey, can someone help me out with snails? I bought the hatchery and got a snail, but it's not letting me breed. I'm able to use other breeding, but the box is grayed out and says 'you don't have any free snails' even though it says I have a snail on the farm page

Is this on v0.9.6? If so is it an existing save or a new save?

9.6. No idea why, but I tried reinstalling the mod and now it works fine

Hi, i just wanted to let you know i have found something. I don't know what it is or if i myself did something wrong, but if someone would take a look at it that would be great.

Here it is,

With high regards,


Reinyn

Is this a new or existing save? And was this just happening while exploring and fighting?

Lets see, It is a completely new save. As from when it happened that i cannot say for certain.

(2 edits)

Errors found on 0.9.6 (game is still playable).
Errors after having fun with doggy or horse (not sure which one):

Error during event funs one you own and some unknown character: 

Error on sandbox creation (could not repeat):

Error during side quests: 

New game or existing save?

New game

(+1)

First off, a big thank you and congratulations to your 0.9.6 release Aric! Your hard work and effort are greatly appreciated. Of course a big thank you also goes to Deviate for sharing not only his ideas with us but also all his code and work. Thank you both!

But as any developer knows, after a release is before the next release. To keep the current momentum strong I have possibly three bugs to report that I came across during my recent play test (of a save file begun with the previous 0.9.5 version). The good news is, I can provide the solution to one of them and can give directions to hopefully quickly resolve the second. For the third one I’m not sure whether it is a bug at all or if this ‘strange behavior’ was inherited from V0.9.5 where I had the same problem. So here goes:

1.) The kennel sleeping place, which together with the housepet job are some of my personal highlights of Deviate’s additions, bugs out the spreadsheet of the Headgirl, making it break the drop down menus and depending on the location of the servant within the hierarchy prevents the spreadsheet’s completion.

To solve this, the following three changes are necessary: 1. In globals.gd the “var sleepdict” needs to be expanded by the entry “kennel = {name = "Dog Kennel"}” 2. In Mansion.gd “func sleeppressd” needs to be expanded by the following four lines:

button.add_item(globals.sleepdict['kennel'].name)

if person.sleep == 'kennel':

button.set_item_disabled(button.get_item_count()-1, true)

button.select(button.get_item_count()-1)

and 3. also in Mansion.gd right under the “func sleeppressed” the “var sleepdict” needs to be expanded by “4 : 'kennel'”

I have verified that this should fix the issue and allow the user to set a sleeping place of his or her choosing for a servant from the Headgirl’s spreadsheet.

2.) The second bug is one I have mentioned during the 0.9.3 Version and pertains to the hatching of snail eggs or rather the plus button on the snail management tab. When I dug through the code I found in the Mansion.tscn that comes with your mod that the assignhatch/add signal ‘pressed’ was connected to “_on_snailpanelfoodadd_pressed” instead of “_on_snailpanelhatchadd_pressed”. Which, from my experience with Godot, should be an easy bug to squash permanently.

3.) Lastly the iffy one. I have problems with the milkproduction of my cows. When they start to lactate normally (whether they start trough the leak spell or by giving them a potion doesn't matter, I haven't tested pregnancy) they give a huge amount (sometimes going up to around 300) of milk on their first day of milking. Thereafter they are dry for days, sometimes even more than a week only to produce another huge load the next time I can milk them. The only feedback I get then from their daytime activity during the dry period is that “ServantName did not successfully produce any milk today”. Administering a hyperlactation potion yields more or less the same result: Cows only give milk in huge bursts and not continually in smaller amounts. On that note a question, is it intended behavior that if the milking fails all other activity, like breeding or harvesting other fluids, fails as well? While I took a quick peek at your code I hadn’t had yet the time to properly find the answer to this one.


Aside from these bugs, I also have two questions. Seeing how with Deviate’s code and the integration of Ankmairdor’s and Dabros’ Tewaks and Bugfixes, I wanted to ask whether you would be interested in integrating more fixes pertaining to the base game, even if these are only minor ones. The second is more like a feature suggestion/request to your mod. Have you ever considered integrating the Entrancement Spell into your mod? I think it would fit in very well with your conversation/fetish/permission system. Depending on how powerful one wants the spell to be it could either add a bonus to the various checks or, as I currently use it since it’s less work, I simply use it as an ‘or’ before the checks thus providing me with a good mana sink and instant positive results to my requests.

Anyway, thanks for for all your hard and continuous work, I very much look forward to how you will develop this expansion further.

(1 edit)

Getting this error when trying to run new update with Improved Random Portrait, Anyone able to help?

SCRIPT ERROR: GDScript::reload: Parse Error: Variable 'randPortrait' already defined in the scope (at line: 11).

          At: res://files/scripts/slave_tab.gd:22
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: openslavetab: Invalid call. Nonexistent function 'slavetabopen' in base 'Control'.
          At: res://files/scripts/Mansion.gd:613

Generally, this error means that you have installed the Random Portrait mod more than once at the same time, so the duplicate code causes errors. This can happen if Aric's mod is re-installed without removing all the other mods, as the act of deleting the backup folder causes those mods to become part of the default scripts. The simple fix would be to un-apply the Random Portrait mod to see if it remains installed and play like that. Otherwise you will need to start a fresh Strive program folder and reinstall your mods.

Thank you, turns out that was exactly what was wrong. Did a fresh install and its all working now with no issues.

Awwww, man...

the Sex menu does not respond after loading my old saves. 


Aric's Expansion v0.96
SCRIPT ERROR: updatePerson: Invalid get index 'racialbonusesapplied' (on base: 'Dictionary').
          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:315
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
          At: res://files/scripts/sexdescriptions.gd:793
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
          At: res://files/scripts/sexdescriptions.gd:907
SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
          At: res://files/scripts/sexdescriptions.gd:152
SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/newsexsystem.gd:1925
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
          At: res://files/scripts/sexdescriptions.gd:793
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
          At: res://files/scripts/sexdescriptions.gd:907
SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
          At: res://files/scripts/sexdescriptions.gd:152
SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/newsexsystem.gd:1925

I applied the  Hotfix btw

Which hotfix are you describing? I haven’t released a hotfix atm for v0.9.6, it may be whatever was applied there.

same problem with sex menu as Raziel99xx but without any hotfixes

With a pre-v0.9.6 save? Did you get the same “racialbonusesapplied” error?

maybe it had something to do with  the randomportraits mod still active on my old saves?

I started a new game today and had no errors

Already this makes the game a lot better. Can't wait for the dates and hypnosis

Thanks!

Errors found on 0.9.6:

SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
          At: res://files/globals.gd:312
SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
          At: res://files/scripts/exploration.gd:56
SCRIPT ERROR: eval: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
          At: <built-in>:3

It appears that you have not completed the installation of the mod.

  1. If you have not applied the mod through the game's mod system, then it is found in the main menu. Select the "AricsExpansion" mod, then press apply.
  2. If you have applied the mod in the game's mod system, then the folder path for the mod is probably incorrect. There are a few possibilities.
    1. You have renamed one or more of the mod's folders. The game expects a fairly specific path.
    2. You have the mod in too many or too few folders. Changing the depth, changes the path.
    3. You have selected a path for the mod folder in-game (even if it was not changed). There is currently a bug that causes errors when this path is selected.
(1 edit)
Hi Aric, thanks for your effort, but I have such issue indicated in following image and I can't impregnate my slave Slime using your cheat.  Besides, what does that passive error mean?   

"Passive" is the name of a function in the 'abilities.gd' file, which corresponds to a type of effect applied to combatants. Specifically it results from using the "Armor Breaker" weapon, as that weapon has incorrect data and code, causing it to generate errors and backfire against the person holding the weapon.

I believe that Slimes were changed so that they no longer get pregnant in the same way as other characters, as stated on the first page:

Currently, the only restriction on breeding is Slimes. Slimes can't currently breed or be bred by other races (there's some new functionality coming for them soon to match their lore and give a different breeding option).

Thanks for your reply.  I would also like to ask following question - I was putting my slaves into dog kennels and tried to get them impregnated, however,  there are such error shown in the image and I never get my slave impregnated by kennels, what can I do to refine the code?

It appears that there are some typos in that line of code. On line 1173 of globals.gd, it should probably be:

mother.preg.womb.append({id = father_id, unique = father_unique, semen = cumprod, virility = virility, day = 0,})

since this would use the substitute variables instead of trying to use indexes of the "father" argument. There could be other problems because I haven't tested it, just skimmed through the local code.

Caught and fixed. Thanks mate

Thanks for the code.  This is another error of I tried to impregnate my slaves with them in sleeping in dog kennel.   I can't impregnate my slaves with any other animals, neither.

There are 2 problems here: the simple irrelevant one that causes the error message, and the more complex issues of string inequality and genetic sums.

Each of the lines like "father.dog" is missing ".genealogy", which is where the animal indexes are found. So "father.dog" should be "father.genealogy.dog". This also needs to be fixed for "bunny", "cow", "cat", "fox", "horse", and "raccoon".

However, just a couple lines later "set_genealogy" is called, which will attempt to re-assigns these same values. At least it would except that the virtual father has his race assigned to "dog", which does not decode to any expected race(the code looks for "Wolf"). So it should blow up at line 513 of constructor.gd. We can prevent this by adding  "father.race = " followed by the string found in the "genealogy_decoder" function of constructor.gd that corresponds to each of the animals we fixed above, though it's a rough fix.

This brings us to the next issue, relatively minor, the "fertilize_egg" function in globals.gd is setting a single race's genetics to 100, but it never clears the rest of the percentages that are created for the virtual father. "set_genealogy" also never clears these extra percentages, and while it should equalize to 100 at the end there will likely be some percentage that remains a random race. To fix this, we would need to zero all percentages in the genealogy similar to "var genealogy" in person.gd instead of assigning 100 for each animal, which means deleting the lines that would have been fixed at the top. So copying "var genealogy" into the start of the "fertilize_egg" function and replacing each 100 assignment with "father.genealogy = genealogy" should fix this, again it's a rough fix.

Thanks for the reply.  I have a funny issue anyways:

Dark Elf father and Fairy mother rose a human child?

(1 edit) (+1)

The child did not qualify for any existing race, so it defaulted to Human. Generally, they need at least 50% a single race or at least 30% of some of the animal types for Halfkin. Edit: corrected conditions

Like Ank pointed out, the racial picker defaults to Human if there isn't a 50+ or 30+ for Halfkin races for the "actual" race. The bonuses are all given via the genetics themselves, but the game has to still have an assigned race for general compatibility. It wasn't the most immersive way of handling it, but it got it functional. I have a new calculation I'm bug-testing that will always try to pick the highest, rarest genetics and give that as the "assigned" race.

Deleted 2 years ago

118% !  The poor girl's genes are overflowing, lol

She's just got that little extra something...

Finally managed to solve whatever issue was stopping me from playing with this mod installed - still don't know what the issue was mind you, just reinstalling 100 times did work in end.

Seem to be having an odd issue with the pregnancy system though. As I noticed in above post there's a known issue with genetics showing up over 100%, which I don't really mind since it doesn't affect gameplay, but the genetics of my child seem to be making a mess of it's race. My MC is a pure demon, and girl he's getting pregnant is 74/26 demon/harpy. I've tried having multiple children with her but they keep being harpy. Whilst that's not impossible given female's harpy genetics, the genetic makeup is showing as 91 demon/55 harpy. Doesn't really make any sense even ignoring the over 100%. If she's higher demon than harpy, shouldn't she be a demon? And how exactly does a combination of parents that's basically 87% demon and 13% harpy get a child 55 harpy? Overall, I get the feeling something in the genetics system isn't working properly.

And as a side note on same system, I noticed that sometimes 'impure' characters are being labelled 'pure <race>' and vice versa.

And just whilst noting things, also having an issue where group sex scenes keep having mentions about 'undersized' shafts even when they aren't. Especially doesn't make sense when it says 'undersized decently-sized manhood' :)

Images for above issues below.


Your child was likely given Harpy as a race since it is later on the list of races checked for 50+ genetics. The latter race checked for is always the one chosen, and the order appears arbitrary. This issue would exist with a 50-50 child, so 100+ genetics is not relevant.

There was an issue with the code to change 100+ genetics to 100 in v0.9.5, so if you got someone pregnant in that version then it would persist even in v0.9.6. If not, then I'm not sure of the cause of the 100+ genetics, since I've read the related code multiple times and not seen anything wrong.

Deleted 2 years ago

I've tested pregnancies in game for v0.9.6 and found several issues related to race, such as half and half children being labeled as 2 halves of the same race. But still zero instances of 100+ genetics in slave guilds, after combat, or from pregnancies.

(+1)

I figured it out, all the slaves have 100 genetic sums, but the description only shows the positive genetics so the total appears higher. There are 2 sources of the problem. 

The first is "set_genealogy" in constructor.gd does not reset the existing genealogy of a person before adding in the new. This is specifically an issue for impregnation from virtual fathers(prostitution or kennel). This is bugged and unless you fix line 1173 in globals.gd it will never happen. When fixed, "set_genealogy" is used to assign custom genetics to the virtual father, thus always ending up with 200 genetics.

The second cause is that "build_genealogy_equalize" has a small defect as it assumes that for 100+ genetics so long as the current genetic line is positive that you can subtract any amount from it. However, that can only be true for purebreeds, otherwise you can end up with negative genetic lines. Thus 100 is always reached, but it in an unbalanced way. The fix for this is simple, "random_number" needs to limited to at most the current value of the genetic line. A similar fix could be made for the 100- genetics, though once the above problem is fixed this function should almost never be used and it is of questionable value to begin with.

Same as Darkness' reply, definitely an issue in .6 version. I couldn't even get the mod working during .5, and did a clean install using .6, so cant be issue with prior version

Ank's fix was the key. It's implimented into 0.9.7 and being bugtested now. I also recalculated the way that races are picked/displayed that I'm testing to see if that will fix the display issues that are showing as being Mixed/Pureblooded when they aren't.

(+1)

Working on testing the fix for the racial issues Darkness, but group sex issues have and continue to be a PITA. That's a future project. It's basically combining the sex partners and trying to parse the text for each of them based on 1 calc I think.

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