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Messages - Ultima Ratio Regum

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856
My personal opinion is that you should include options 2 and 3 or some other form of "partial knowledge" choice. A really intriguing way to do it in my opinion would be to tie the knowledge given into the character you start as. I.e. if you start as a general you know all about the size of the territory and the army etc, but next to nothing about the economic side of things, or if you start as a diplomat or lawmaker of some sort you know all its policies but relatively little about the army.

That... is an interesting suggestion. I'll mull it over. Hmm. Yeah, that is an interesting idea! Maybe I'll have a 'Character Knowledge' option as well as total knowledge, which is dependent on the kind of class you start as...

So I started playing, and immediately ran into a cyclops.  I figure I'm dead anyways, but meh I'm still gonna fight.

Is your character supposed to be retarded at combat?  I attacked the left leg every time, but I did more damage to the torso and the right leg than to the left leg!  I mean, a bit of skill-based randomization might be neat, but statistically speaking I'm hitting my intended target less often than if I were randomly swinging.

And I know it's in alpha/beta, but are there like key game elements missing?  Claiming to be a strategy roguelike, but it seems that the skills and army management screens aren't in yet, and there appear to be no towns or cities at all.  So it's neat and all, but it currently doesn't do anything it wants to, or am I just missing it?

Well, no - as I've said assorted times, 0.2.0 is going to address that and totally redo combat. And you aren't hitting the intended target less over a sufficient sample size; even with low skills you currently hit accurately more than you don't. Also, again, see above - one man development team, part-time. Those components are not in yet, and will not be until 1.0.0 at the earliest; 0.2.0 is going to redo combat and skills, 0.3.0 implement remaining individual mechanics (hunger, thirst, tiredness, etc) and then 1.0.0 will start with history generation and civilizations. And by "currently doesn't do anything it wants to" - apart from the world generation, user interface, inventory systems and a huge amount of under-the-hood work on saving, loading, data structures which have about fifteen months work behind them...
 
it's a sort of 'tech demo'

it's nowhere near complete, it's just a sort of download that shows what some systems are like.

This is accurate. I have started what will probably be a project for maybe a decade, and not all features are going to be in from the start.

857
Hi. I didn't actually read the 50+ pages of this thread, so maybe this was asked before.

You mention in the downloads section that people found too many skills in your alpha release. I couldn't even find one. Actually I couldn't find anything (no humans, no shops, no animals) except occasional cyclops (huh?) attacking me with a naginata (wth?). Is my version bugged, or were you talking about something else, and it's working just as intended?

Because of that, skills were removed from the first alpha, and are being redone for 0.2.0, which I'm working on at the home. And no, the version isn't bugged; it's a first alpha of a one-man development team, there isn't a lot there yet! And things are going to change pretty significantly in the near future: for 0.2.0, humans will appear if only to test out the redone combat/skills on, and mythical creatures are going to take a break...

Just your your latest post. Sounds interesting, and this is something I've wanted someone to do for quite a while. I'm looking forward to seeing how well it works in execution.

Personally, I'd probably end up using the option with the most information most often. Not because I'd want things to be easy, but because it'd be interesting to see how the world ended up. Also, I could pick an area that would have interesting things going on in it for me to do and try to effect.

Which is nice, because your system allows for different ways to get challenges. Just because I know what's going on doesn't mean I can't pick a difficult situation to throw myself into. :)

Yeah, I think I'm going to change it to 3 options - no civ, random civ, total choice of civ; I think options 2) and 3) I identified in the list are actually a little redundant. Still, glad you like the sound of it; that kind of civ selection probably won't appear for 1.0, which'll be focused on history generation and getting the civilizations and appropriate data stored in the game, then 2.0 will have them appear, I think :).

858
A big design, theory, brainstormy entry, about the future of the game:

http://www.ultimaratioregum.co.uk/game/2012/08/06/brainstorming/

Enjoy!

859
I had this problem as well at when I started the game.
Go to options, change resolution.
If that doesn't help then I can't help.

Can you print-screen and show me what it looks like?

Never mind. My windows virtual machine has crashed, and I deleted my linux VM because I never use it.

It's alright.. I'll just.. sit over here and watch URR. *soft weeping*

:(:(

860
I can't get my screen to allow me to see the bottom of the game window. Is there some trick that I don't know?

I have that problem as well.

Huh. This is a new one. Do you have a screenshot?

861
Just after you post saying "OSX unlikely", my XP VM dies on me, forcing a full hard reset every time i try to oepn it. No more URR for me, it seems :(

Nooo! Would a Linux version be more palatable? I'm working on that for 0.2.0.

862
If you do get a forum, please keep posting the changelogs here as well. I'm interested in a lot of games, and I just can't check all their fora/blogs regularly.

Worry ye not, I definitely would/will keep posting here and on other sites too!

863
The absence of Mac version still makes me sad. I can play it fine, but I have to open up the XP VM to do so.

I'm working on a Linux version, but a Mac version is proving very tough, especially given that libtcod isn't really compatible with OSX. A good six hours' work couldn't get it to compile; I'll give it another shot for 0.2.0, but I'm not hopeful :(

As for a forum, I do intend to add one to my site eventually, but let's be honest, there isn't much point yet. Come 1.0.0, I'll put one up, but for the next year until all the combat mechanics, other unit mechanics (sleep, food, etc etc) and some basic history generation is in, there isn't that much to discuss. I'll definitely put one up once history generation is fully implemented, though, as I'll be interested to see what people make of that...

864
Just updated the development plan for 0.2.0 - here's what I'll be working on:

http://www.ultimaratioregum.co.uk/game/development-plan-2/

865
When I first saw this I was like,
"Mount and Blade meets Dwarf Fortress? Have you been looking into my dreams?"
I'm sure this will be worth the wait.

Yes, yes I have. Most of it was horrifying, but I did extract the M&B/DF blend you desired...

Thanks :)

866
Something tells me you'll be suffering from sleep deprivation for the next 6 to 8 months  :(
Don't push it too hard, man. We can wait.

I think you're right - two/three months for skills, another two after that for mechanics, then history. I mean, history MIGHT end up way easier than expected, but... I wouldn't count on it. Thanks :) - don't worry, I'll take the time to get it right.

I think he mentioned he was a Grad Student. Sleep deprivation should in theory be his default state.

I also noticed 'undead civilization' mentioned several times on the world gen options. Can't wait to see how undeath will be handled without magic.

Yes, I am indeed doing a PhD, which is my priority for the coming month, as I have 40k words to submit before the next academic year starts, and I'm working on a paper to try and get published in a journal. There's a blog entry up today on z levels (go read! http://www.ultimaratioregum.co.uk/game/2012/07/24/faux-3d/) and there will be another in a fortnight, but development is slow at the moment. This is also because I'm doing a lot of concept work on how I want skill trees to function before I actually go around and implement the things. Yes, if you enable mythical creatures, the undead will appear, but I'm not sure about the specifics...

867
I haven't read a fraction of this thread, I haven't even played the game.
But I have to say this.

Fuck Yes Please.

That is all.

Excellent.

Played a bit after finally getting back from a long family vacation. It works really well - the interface is easy to navigate, makes sense, and is great in general. Went and fought a couple cyclops, found that they're insanely strong and incredible at messing up my skull. Died twice due to a shattered skull, managed to kill one by taking out its torso.

No complaints, everything that was promised works perfectly. I'm sure the next release will be even more awesome!

Glad to hear it; yeah, combat needs a lot of balancing. See 0.2.0 for details. Thanks! :)

However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(.
!!!

Haven't been keeping too much up with the thread, but... plans for magic were dropped?

Same here, haven't been following in here either, and this makes me a little disappointed. However, I'm sure there's good reasons for it. Power level, coding issues, possibility of it becoming too much of a 'unfun' mechanic, etc. etc.

This game can be (and is on track to be!) an amazing game without it, so that in itself is one reason not to include it, I suppose.  :P

The basic reasons are, 1) I want a 95% realistic world if you enable mythical creatures, 100% without; 2) a thousand other games have magic, 3) I don't want to spend the amount of time I would spend on magic on magic, since I could be spending it on all the strategy/4x/political/social stuff I want to explore instead, which remain totally new to ASCII games (as far as I know). The default setting is very much 100% realism; you can add mythical creatures if you want, but their role will be small. Also, thanks! There was also an issue about not being sure how to balance magic in a large-scale game like this...

So expanding from what you said to my idea, there is a time to technology level? Ranging from basic stones and sticks to arrows and swords, to perhaps basic firework artillery and basic firearms? Or wut?

Yeah, I've been thinking about technology levels for a bit. Depending on the setting, I'd like to go from absolute basic weapons (the lowest will likely be bronze age weaponry) up to perhaps very, very early gunpowder (or maybe even modern era, but let's not ahead of ourselves!). You choose the amount of history in the world generation.

Oh. This is out now? Awesome. I've been peeking at Other Games and checking at this every so often. Can't wait to give it a try when I'm not bogged down with forum games.

Gratz on release.

Thanks - feels great to have it playable, and to have a coherent plan for the next two releases, too.

Have... Have towns been implemented?
*sigh*
waiting eagerly...
I'm fairly certain that we need to wait at least 2 or 3 more years until all the core features are fully implemented.

Not even close, Devling :)! Give it six-eight months for history generation (after all combat and basic gameplay mechanics) then we'll see what the next priority is.

868
As long as you don't Post-Morrowind the skill list (referencing The Elder Scrolls and the baleetion of a good 50-60% of the skills between Morrowind and Skyrim [not saying their skill list didn't need some clipping!]). I definitely trust you know what you're doing though.
This game being released, even in this barest of forms, has been one of my top highlights of this month so far (seeing Roger Waters perform The Wall is the only thing right now that I can think of that I was more amped for).
Even including the bugs that you've been stomping at an awesome pace, I find myself starting up URR before I realize what's going on.  As was previously stated, I can see this quickly becoming the game.

Also, you're awesome, and you should know that.

Oh no - and thanks, hopefully I do! I've been doing a lot of sketching and design work on skill trees this week (I've been helping out at a conference, and between talks there's a lot of spare time). I'll probably upload some blurry teaser photos at some point :). Thanks so much, both re: highlights, and awesomeness; it really means a lot that you're that taken with the game. I think enough bugs have been stomped for the time being, so 0.1.3b is going to be the last until 0.2.0...

Finally got a chance to try it out last night. Looks great, good interface, played smooth. No crashes, but then I didn't get to do much. Mostly just walked around, picked up some random stuff (a wooden mace and an Amber? Halbard). Then got attacked by wolves.

Killed most of them, but died to the last one.

Fun! I'll have to try it some more. Although the random materials for items was a bit odd. How do you get an Amber Halbard?

Excellent! Ah, yes, materials need changing at some point. They were implemented in that fashion back when I thought it was going to be much more of a dungeon-crawling game. I have no idea how you get an amber halberd :(

oh awesome, B12 in acknowledgements!

trying to think of other quotes that'd be suitable. closest I got was 'before you criticise someone, walk a mile in their shoes, because then you'll be a mile away, and have their shoes.'

I need to work on finding more suitable quotes :/

Ninjaedit: 'I must study politics and war, that our sons may have liberty to study mathematics and philosophy'-John Adams

knowing me though, you already go that one

Haha; I do like the shoes one. I've heard the pol/war one before, but it wasn't on the list - it is now, though!

Jurassic Park obviously. Which begs the question and/or suggestion. Can we have a secret volcanic island that would be home to dinosaurs on spawn. And perhaps neanderthals for a civ? Kind of like "The unclaimed new world" That would be a cool little adventure to have on a boat. Just saying. Then you could get amber-material weapons. Aww yeah.
I heartily endorse any and all Dino-biomes
Yeah, see Im not the only one who wants this lol. Of course itd be down the road, but something to think about.

It's... an interesting idea. I can't promise anything, but I may add in other external world generation sliders in the far future that would make something like that possible. If you pick younger human civilizations, there may be mammoths and things around, at the very least...

I don't recall if it was discussed, probably was knowing you guys, but I'd love to eventually have the opportunity to interact with tribal or civilizations similar to the Aztecs, Mongols, Native Americans and the like. They could have unique weapons and such, and of course their troops and customs would vary widely. It'd also add another interesting aspect if a base magic is introduced (I'm in favor of a magic system that remains mid(?)-fantasy, like alchemy and rituals and the like), especially with groups similar to the Central American tribes, centering it around a few high priests, sacrificial rituals, and neat junk like that. Of course, that'd be so far down the line (and unlikely to happen) that I feel silly mentioning it.

Yes - I 100% don't want all civilizations to have the same technological level, for one thing. Setting the age of human civilization will determine the *highest possible* technology, but it's unlikely all civilizations will have reached it. I have a massive file in notepad++ with civilization/political/social/cultural ideas, and these are very similar. However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(. Everything else about varied civilizations I fully want to implement, though! I'd like there to be a mix of empires, countries, city-states, tribes, civilizations cut off from the rest of the world, cosmopolitan ones... I think (especially in younger worlds) it would be really fun to play around with civilizations like the aztecs, and get a nice bit of culture shock going!

869
0.1.3b released:

http://www.ultimaratioregum.co.uk/game/downloads/

Right, that's the final release for a while. I'm now working on combat and skill trees for 0.2.0, as I decided a skill tree system would be much more interesting, and much more balanced. It'll also allow me to put in choices for the player to make about prioritizing some areas over others rather than being able to just train any skill. Plus the original skills list was a little... long...

870
Volcanoes were still buggy, but FINALLY dealt with it. 0.1.3b tomorrow :)

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