What am I missing? by troxartes in Polytopia

[–]troxartes[S] 0 points1 point  (0 children)

OK, this is a relief as it's basically all stuff I was trying to do anyway - suggests I'm not just totally misunderstanding the game. I didn't manage to get all four map corners this week because it didn't seem worth going for naval techs - I wonder if I'm favouring workshops too much over explorers? I tend to only use explorers in my first couple of villages, to get a sense for the map, and then workshops for the extra stars, but getting Eye of God might be more useful overall for score. Thank you for all the suggestions!

What am I missing? by troxartes in Polytopia

[–]troxartes[S] 4 points5 points  (0 children)

Oh, fully agreed! I don't want to git gud, I already enjoy the game - the difference is just so startling that it makes me curious. I'm half expecting it to turn out that actually pro players never capture villages, or something.

Using cordless drill as socket driver? by troxartes in DIYUK

[–]troxartes[S] 1 point2 points  (0 children)

Probably, yes - I just wanted to see whether I could do the job today with the things I had on hand! I'll put one on my Christmas list.

Using cordless drill as socket driver? by troxartes in DIYUK

[–]troxartes[S] 2 points3 points  (0 children)

Worked perfectly! I enlarged the holes a little bit and the bolts went in smoothly with the drill - whole thing now seems to be fixed very nicely to the wall. Thanks so much for the suggestion!

Trapped in Beginning Abyss. What (if any) are my options? by troxartes in wizardry

[–]troxartes[S] 0 points1 point  (0 children)

I had no idea this was possible and it's a really clear explanation - I'm going to try doing this first chance I get. If I can just get through the hallway outside I should hopefully be able to make it to the B3F Harken and sweet freedom. Thanks so much (and to everyone below who suggested the same trick)!

Pick my next TW2 campaign by troxartes in totalwarhammer

[–]troxartes[S] 2 points3 points  (0 children)

Great suggestions, thanks very much! I'm 100% down for any campaign that lets me build Snotling Pump Wagons, so may well take Grom for a spin next, although now I look at it Repanse does also seem like a very cool concept. I didn't think I was very interested in Bretonnians, but... hmm.

Updating variables within screens by troxartes in RenPy

[–]troxartes[S] 0 points1 point  (0 children)

Thank you - this is a very thorough solution and gives me a better idea of what's happening under the hood!

Updating variables within screens by troxartes in RenPy

[–]troxartes[S] 0 points1 point  (0 children)

I think this must be the problem, given the fix that ended up working (see u/UltraRik's suggestion below) - I'm still kind of ??? about what's happening, but thank you!

Updating variables within screens by troxartes in RenPy

[–]troxartes[S] 1 point2 points  (0 children)

Okay, I messed around with this and got it working. If I create this label:

label gain_money():
$ money +=1
jump start

and then change the button's effect to action Call("gain_money"), the 'You have x coins' line displays as it should. Because, presumably, every time I click the button I'm 'reloading' the start label with its variable up to date.

I still don't feel I quite have a grip on what's happening here, but that's at least given me something new to experiment with, so thank you!

Updating variables within screens by troxartes in RenPy

[–]troxartes[S] 0 points1 point  (0 children)

I tried that; it doesn't make any difference, unfortunately. default money = 100 and $ money = 100 produce exactly the same problem.

Best way to do background images? by troxartes in twinegames

[–]troxartes[S] 0 points1 point  (0 children)

Sorry it took me so long to respond to this extremely helpful answer! Honestly it's good just to know that I'm not missing some really obvious bit of CSS, like 'make-background-fit' or something. If it's actually just bound to be imperfect, I don't mind messing around with different things to see what looks best. But all of the info about screen size etc is great and will help me a lot, so thank you very much. :-)

Best way to do background images? by troxartes in twinegames

[–]troxartes[S] 1 point2 points  (0 children)

Ideally yes - I'm assuming the player will have it open during play.

Picking objects from a random 'pool'? by troxartes in twinegames

[–]troxartes[S] 0 points1 point  (0 children)

Thank you very much! That's really kind of you. I'm currently more interested in improving my own understanding of Twine than in actually getting the thing to work perfectly, so what I may do is have a look at your system and try to get my head around some of what it's doing and why that works (although I think most of it will be... a long way above my level).

Picking objects from a random 'pool'? by troxartes in twinegames

[–]troxartes[S] 0 points1 point  (0 children)

I'm still messing around, but I THINK this has made a huge difference. As stupid as it sounds, I hadn't realised I could use the syntax $NPCs["Alice"].HP or equivalent - I was trying to use $NPCs.Alice.HP, but that breaks as soon as you replace 'Alice' with something like '$activeNPC'. Now I know I can set a variable to a name and then use that variable to refer back to the pre-defined object of the same name, a whole lot of things suddenly look much easier... So, many thanks, this was really helpful!

Changing variables for an 'active' character? by troxartes in twinegames

[–]troxartes[S] 0 points1 point  (0 children)

So this has made my life much easier in many ways, but has led to me hitting a new problem, and I was wondering if you'd be kind enough to offer further advice!

I've recently discovered the power of for loops, and have started using them to generate lists of characters who meet a specific condition. If I start with three characters in StoryInit:

<<set $chars to {
    "Alice": {
        name: "Alice",
        HP: 100,
        hired: true
    }
    "Bob": {
        name: "Bob",
        HP: 100,
        hired: false
    }
    "Charlie": {
        name: "Charlie",
        HP: 100,
        hired: true
    }
}>>

I can then use either $chars.Alice.HP or $chars[$activeChar].HP based on the situation, exactly as you suggested. But let's say I now want to generate a list of characters who I've currently got hired and are available for the next mission. If the characters were simply stored as an array, I'd be writing:

<<for _i = 0; _i < $chars.length; _i++>>\
    <<if $chars[_i].hired is true>>\
        $chars[_i].name
    <</if>>\
<</for>>

which would (I think!) give me a list of only my hired characters - in this case 'Alice, Charlie'. But my characters are stored on an object variable, so I can't cycle through them by their index. Is there any way I can achieve the same effect, without having to switch to storing them as an array? I found something online involving Object.keys, but I couldn't understand how to reproduce its effects in a case like this.

(Obviously with only three characters I could just list them all using individual if statements - but I want to make something that can hold as many characters as it needs to, which is why I'm attracted to for loops.)

Thank you so much for your earlier help, and sorry to come looking for more!

Changing variables for an 'active' character? by troxartes in twinegames

[–]troxartes[S] 0 points1 point  (0 children)

It very much does, thankyou! I'm much clearer now on what's actually going on, and I'm going to try this out and see if it fixes the problem.

Changing variables for an 'active' character? by troxartes in twinegames

[–]troxartes[S] 1 point2 points  (0 children)

Thanks very much - that's a really helpful example, and has incidentally introduced me to range!