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#1
HHS+ / Re: Feature requests and wishl...
Last post by Reinyn - Today at 06:34 PM
Quote from: TBBle on May 19, 2024, 03:50 PM
Quote from: Reinyn on May 19, 2024, 11:19 AMCould you please explain to me how the teachers build up their skills? Honestly i normally just select all classes for each teacher but i don't really know what the benefits and drawbacks are for that choice. To me it just seems easier that way because you have more options for lessons to give.

In a general sense, the teacher's skill is determined by their teaching experience in that subject, experience in that subject area and related subject areas, and their stats. The mix varies by subject, some are heavily based on direct experience, and some are mostly about the teacher's stats, e.g. education level.

The Principal's Primer tells you which subjects belong to which subject family, but there's also some overlap, e.g., Physics is a Physical Science, but is also influenced by the Mathematics subject family.

When you look at the Teacher Assignments UI, at the bottom of the screen when you hover over a subject assignment box, it shows two bars. I'm not totally sure exactly what goes into the first one (It's not just raw teaching experience, I think it's taking subject-area experience into account too in some way, I couldn't actually find a combination of numbers that matched it), but the second bar "General Qualification" tells you how good they are at teaching that subject, taking all influences into account.

When teaching, their direct subject experience goes up, as does their "subject family" experience. The other things that influence their teaching outcomes in a subject are also generally improved by teaching that subject, but at a lower rate.

So generally the best teachers to have teaching a subject are the ones who have good general qualification and as a tie-breaker, lower experience, because that suggests that as their experience grows in that subject, they'll have a higher peak. You also ideally want teachers who're teaching multiple subjects in the same subject family, to get synergy in their subject family experience. (The attributes often overlap too).

However, in the details, this can sometimes go wrong when the subject's success is heavily tied to attributes, and only minimally tied to scores. It's not super-clear from in-game data,

In summary, since experience is per-subject and teacher improvement over time is going to be related to which subjects they teach, you want teachers to be fairly focussed in what they're teaching.

I generally have only one teacher teaching a given subject at a time if possible; although sometimes I need to double-up to make the schedule work temporarily, for example for a teacher whose best subjects are unlocked later, so they'd otherwise either be teaching subjects they're bad at, or overteaching subjects that aren't a priority.

I did a worked example (with numbers pulled from the game data) at https://henthighschool.net/hhs/gameplay-questions-38/msg5343/#msg5343 for "Who are the best teachers for Physics and Chemistry", and hacked together a proof-of-concept mod that will let a teacher explain what affects their General Qualification in a subject they're teaching at https://henthighschool.net/hhs-mods/mod-1-10-6-0-poc-5p-proper-principalling-prevents-poor-pteaching/msg4827/#msg4827. I thought I had a more-complete explanation somewhere, but can't find it now. It might have been on the old forums...
Thanks for telling me about this, i have tried it for a bit but honestly to me it is a bit of a nuisance afterwards to check if every class has a teacher or not. I guess to me personally it is just a bit easier to let everyone do everything because then i don't have to worry about that particular problem.
#2
Brothel King / Re: Suggestions
Last post by Yasaki74 - Today at 10:05 AM
@Goldo
Upload the game on github, since you can work on the main game while reading some of the code added by other people to the game. Seems like a good Idea no?
#3
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - May 24, 2024, 11:44 PM
Side update

Sunday's update is moving to Monday, and for the few days I have been collecting art for references for when I start which is hopefully tomorrow. Sorry if I sound like a broken record for that. Most of the references I will try to work into as an event, but can't guarantee it.

Anyway the numbers for the reference art is as such:

Safe Reference Art
120

Questionable Reference Art
230

Explicit Reference Art
280

Location Reference Art
0

Holiday Reference Art
18 ATM

Having to look at certain types of art has me warn down, caught myself just mindlessly looking for ones to fit a category just to be finished with it. Anyway, off to game. See ya for Monday's Update.
#4
Brothel King / Re: [Resources] PictureNamer (...
Last post by pasta - May 24, 2024, 08:25 PM
I'm wondering, is there a way to change the girl selection menu to have smaller buttons and not just a vertical list but a grid? The reason I ask is because I have so many girlpacks (that I update not infrequently, so i'd rather not have to keep moving the folders constantly) that the buttons run off-screen. 
I had a look inside the screens.rpy and scripts.rpy files, but although I'm a programmer I've never used python/renpy so I have very little idea of what I'm looking at.
I found the 'get_girl_menu(girl_list)' function in scripts.rpy but that seems to just create the array of packs, and the 'select_girl_pack' function seems to turn that into the menu through '$ result = menu(get_girl_menu(girl_list))', but I have no idea how I would go about editing this (if it's even possible)
#5
HHS+ / Re: Gameplay questions
Last post by Zaiaku - May 24, 2024, 01:22 PM
Nope. If'n I remember correctly, that has to do with their stats and fetishes. Which with the exception of Special Characters are randomly generated.
#6
HHS+ Development / Re: Scenario proof of concept
Last post by ElPresidenete - May 24, 2024, 10:09 AM
Quote from: dedios3 on May 23, 2024, 12:50 PMDo you think it would be possible to expand the number of teachers (I have always seemed very few)? And you may add some history, blackmail or corruption that involves the police itself ...?


There's already a mod that add randomy generated teachers. Teacher Compendium IIRC
#7
Brothel King / Re: [Questions] Gameplay quest...
Last post by Finisky - May 23, 2024, 10:22 PM
Quote from: Mudpony on May 06, 2024, 11:57 AM
Quote from: Finisky on May 02, 2024, 06:38 PMIs there a more efficient training method? Do they gain XP for the skill while working (and is it enough XP to the point where I just have to train them to be willing to work it).
Agree with AlolanNineTales says. Charisma, if not your main stat, should pretty much always be your secondary one and not neglected. And to add to it
Quote from: AlolanNinetales on May 05, 2024, 11:30 PMIf you're really looking for a good strategy, I find myself always investing my skill points into charisma. 
Thank you both! In general I find I already incorporate most of your tips in my gameplay already! For example, I max my charisma first and half shift a lot. I did also notice that sex acts aren't that frugal in the beginning. Thank you for both again for your inputs, I will continue playing as I do right now! Also, I apologize for the late reply.  ;)
#8
HHS+ Development / Re: Scenario proof of concept
Last post by dedios3 - May 23, 2024, 06:50 PM
Well it's knowing. thank you
#9
Brothel King / Re: [MOD] [IN DEVELOPMENT] BK ...
Last post by Goldo - May 23, 2024, 03:27 PM
Quote from: Huitznahua on May 12, 2024, 07:55 PMHi guys.

I've been ... quite struggling. Usually, when I'm stuck, I fuck around a bit, waiting for an epiphany of sorts. Well this time it didn't came.

Anyway, here's the lastest version :
Spoiler
[close]

My issue was (is ?) the rivers. I tried to follow the feedback of @dcsobral by adding new layers and then "digging" those layers to make the rivers beds. It was taking to much space. I felt there was no more room for the future buildings. Plus covering the rivers beds with actual rivers masked the previously dug layers, and making the rivers transparent looked weird.
So instead I added different colored layers on the rivers to simulate depth. It's mostly visible for the lake, not so much for the rivers though.
My last problem with the rivers is that it looks like fucking squidward dancing.

About the walls. Thanks @22ndgentlemen for the comment, I did extend the walls in order to cover more layers. There is many wall tower accounting for the terrain irregularity but maybe it's to much. It is assume that there is grates embedded into the walls for the rivers to pass trough. I'm not sure how to represent that otherwise.

The road leading to the hold is waaaay too steep, I forgot to fix that.

The map looks very cool, I think you're suffering from tunnel vision having worked a lot on this and you beat yourself up too much on minor issues!

I see no problem at all with the rivers. If the road to the castle is steep, well maybe there are stairs at some point and some kind of side path or elevator platform for goods and carriages. Not a big deal!

If we are reaching the point where we can nitpick about the accuracy of the outer wall placement to prevent sea landings, I feel like we are in a good place  ;D .
#10
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - May 23, 2024, 03:05 PM
Quote from: dedios3 on May 23, 2024, 12:50 PMDo you think it would be possible to expand the number of teachers (I have always seemed very few)? And you may add some history, blackmail or corruption that involves the police itself ...?

Each subject has its own teacher, except for classes that are restricted to one room i.e biology, chemistry, etc.

I do have a plan for the police, with some location events.