Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 19

Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 40377 times)

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #150 on: January 04, 2017, 09:16:26 pm »

crops and crop events and even food sources could be fleshed out over time to deepen the game or some abstract elements
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #151 on: January 05, 2017, 12:50:41 am »

The plan eventually is to change the way farming works, farming won't produce money but instead food, you will have farms yourself but there will be other farmland in your kingdom not owned by you that also produces food

All food produced on your farms is provided to your units first of all, the left over can be used a multitude of ways, you can trade or sell it, distribute it to the poor or do all of those, this will make crop events very interesting, of course as king you won't really bother much with these things as you will have a minister of agriculture who will automate the process for you mostly, though there will be crop failures which will result in food shortages, you will be able to buy granarys to store surplus food in preparation for those shortages, you may need to trade food from another kingdom, as each kingdom will produce and eat food each turn, adding a new element to the game, the ability to starve out a kingdom.

Kingdoms will each have their own food types as well as some basics that most or all kingdoms will have, these food items will replenish x points per item, some kingdom units will need to eat more than others, so for example snotlings will eat a tenth of what a minotaur will eat

You can trade with other kingdoms for food or sell it to them, kingdoms who are starving will pay more, witches curses can cause your crops to fail, starved people will die and you will lose public opinion, if things get really bad people can even become cannibals.

There are lots of ways this will be developed but this is all planned to be done alongside the economy update which is coming at some point, and will add more use of the currencies each kingdom uses, will add business and industry to the kingdom, will add mines giving you ore instead of gold, will add the marker and various other things and should make the game far more dynamic! :)

omada

  • Bay Watcher
  • Let's quack to death
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #152 on: January 05, 2017, 01:05:19 am »

PTwatching as i liked the idea but i can't test the game right now :v
Logged
Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #153 on: January 05, 2017, 07:27:23 am »

I have a suggestion.

I think it'd be good to expand on the Ancient Lands (or whatever they are called). I've been messing around and I can't even access the sites after I found them because they have not been implemented in yet!

...

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #154 on: January 05, 2017, 05:05:52 pm »

Hope you like it when you get the chance, Omada

Asin, I really want to expand the ancient lands, need some ideas for what could be there :)

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #155 on: January 06, 2017, 07:28:24 am »

ancient rare units could be found and recruited as one idea.  Opens up possibilities
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #156 on: January 12, 2017, 03:30:31 am »

Massive Update today, the main additions are most new encounters, but also a few new cool features, happy to answer any questions!

* Added outskirts bandit throne room encounter
* Added Bad Jester throne room encounter (credit u/GrimyDime)
* Made rebel plotter encounter slighly rarer
* Made all bandit captured encounters slightly more common
* Added Goblin accuses you of being a bad king throne room encounter (credit u/PJvG)
* Added Pee Pee Goblin throne room encounter (credit u/PJvG)
* Made slave agitiator encounter slightly rarer
* Added escaped slave throne room encounter (credit u/reddish_kangaroo)
* Made hello townsman encounter 3x rarer
* Added stray cat throne room encounter (credit u/PJvG)
* Added farmers cattle killed throne room encounter (credit u/PJvG)
* Added Coin of fate encounter to the throne room
* Fixed rihhm village using smallhaven data
* village champions are from rihhm and smallhaven in grand tourney
* Added dynamic 256 encounter insulting man throne room encounter (credit u/PJvG)
* Added crazy man, talking procedurally generated gibberish. (credit u/PJvG)
* Added Gamesmaster and sudden death dice game to throne room
* Fixed only able to select one random race instead of 5
* Added Two women both claim a baby throne room encounter
* Added mother of a dead soldier alms throne room encounter
* Added new name to human names (my name)(the best name)
* Fixed soldiers text instead of knights
* Fixed arena upgrade screen accessible without owning arena
* Fixed ability to watch animal fights without beast cages unlocked
* Updated loading screen to show independent lord generation
* Fixed succesfully defending a battle showing the wrong figure for your losses
* Added special hidden cheat code
* Person giving you praise and compliments throne encounter (credit u/PJvG)
* Added dynamic independent lord loyalty description
* Added Bad General throne room encounter (credit u/GrimyDime)
* Added Ex-slave, please destroy slaver fort throne room encounter
* Added rich ex-slave, ill pay to destroy slaver fort throne room encounter
* Added slavers looking for hire throne room encounter
* Added cursed man throne room encounter
* Added clanlands kingdom type to game (great cheif and warlords)
* Added system that sets certain kingdom types to certain civilisation levels (ie a bunch of savage goblins wont be a dutchy, it will mostly likely be a clan)
* Added 8 new roof tiles
* Added 2 flag parts
* Added 25 new name suffixes
* Added basis for independent kingdom system types (totalitarian, central, feudal ect)
* Added Void Army to the game
* Fixed gifting land to independent but no lord for it
* Coded independent lords do not return when their land is gained back

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #157 on: January 12, 2017, 07:45:00 pm »

First off, Void Army?

What are they?

Second, a secret cheat code?

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #158 on: January 13, 2017, 03:04:04 am »

The void army are a secret factions and the secret cheat code? can't tell ya :) it's a mystery for now

Mookzen

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #159 on: January 13, 2017, 01:15:05 pm »

Is the game feasibly playable on the hardest difficulty ?
« Last Edit: January 13, 2017, 01:56:48 pm by Mookzen »
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #161 on: January 14, 2017, 05:00:00 am »

Hey guys, little update today, fixed the bug you've all reported where loading a save crashed the game, sorry about that one, and added some cool little things. While there aren't many things in the list, a lot of them are pretty hefty, new resurrecting races, a new race, and a large overhaul of the way independent lords work, with more in the pipeline, hope you guys enjoy!

* Added Half-Demon Race to the game (red humans)
* Fixed the save game crash bug
* Fixed Duchy typo (credit /u/Darkseh)
* Added 8 new roof tiles
* Added sleeping with skeletons throne room encounter
* Added new building tile
* Added ability to ask independent lords about their system of nobility
* Added ability to view lords stats
* Fixed choice2 lands bug
* Added hidden nobility talk easter egg
* Added resurrection test cheat (388)
* Added resurrection race prefix (50% chance when killed they will resurrect in battle)
* Added 20 new name suffixes

As always get the game on the sidebar of www.reddit.com/r/warsimrpg

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #162 on: January 16, 2017, 08:56:47 pm »

Todays update while not a huge one has a few cool new features in it, aside from a few bug fixes and tweaks, we have a new staff member which can be gained only though the throne room, the games master allows you to play coin flip and sudden death at anytime from your staff screen, though I will be adding more games in future so let me know if you have any ideas, also the ability to attack and own the mystery slaver in the east, just one of many tweaks to the exploration screen we'll be seeing soon, also finally a new random race suffix called Wasting whereby the race will slowly lose it's lands, hopefully plenty to keep you guys going!

**New Features**

* Added ability to attack mystery slaver
* Added ability to earn income from mystery slaver
* Added ability to hire Traveling Game Masters as staff
* Added new staff member Game Master
* Added Wasting race suffix (random chance for lands to go barren each year)
(credit u/reddish_kangaroo)

**Bugfixes**

* Fixed gift lands beyond lands bug (credit to Madkiwi)
* Fixed unable to imprizon changeling
* Fixed 'an training ground' text bug
* Fixed 'Bookk' text bug
* Fixed shrine of harvest description
* Fixed barracks upgrade bug
* Fixed crazy man throne room encounter text
* Fixed praise encounter text spacing bug
* Fixed greenskin mining company encounter even after mine bought

**Other**

* changed resurrection text
* Updated upgrade descriptions
* Added ability to buy shallowrock mine through throne room encounter
* Added face colour for staff members

AzyWng

  • Bay Watcher
  • Just one of many
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #163 on: January 16, 2017, 09:14:44 pm »

Gotta keep an eye on this for sure.

Posting To Watch.
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #164 on: January 19, 2017, 03:17:26 am »

Decent update today, I've made an effort to try and clear through all of my warsim notes and get through my backlog of feature ideas/plans and to do's so the majority of these additions are a part of that, biggest features are mad races which will randomly love and hate everyone including you, some changes to exploration screen places, you can now buy and own and destroy the scorpion pit, and if you run of ore in shallowrock mine, fear not, you can now prospect for more ore, you can also see who destroyed the Krut, Erak and rebels!

**New Features**

* Added mad race prefix that makes their relationship with everyone change each turn massively (credit u/reddish_kangaroo)
* Added so that chaotic, psychotic and warped races also have the mad trait
* Added ability to buy scorpion fighting pit
* Added ability to destroy scorpion fighting pit
* Added the ability to prospect within shallowrock mine for more ore
* Added Krut death screen
* Added rebel death screen
* Added erak death screen

**Throne Room Encounters**

* Added Distant cousin throne room encounter  (credit u/PJvG)
* Added buy monfort mine throne room encounter (dynamic price)
* Added slave soldier requests freedom throne room encounter
* Added Diplomat wants to quit throne room encounter
* Added Spymaster wants to quit throne room encounter
* Added general wants to quit throne room encounter
* Added man attacked shopkeeper throne room encounter
* Added Void Visitor throne room encounter
* Added Diplomat payrise throne room encounter
* Added spymaster throne room encounter
* Added general throne room encounter
* Added Demon Warder throne room encounter

**Bugfixes**

* Fixed armoury building descriptions
* Fixed massive bug that made all units from foreign kingdoms incredibly weak
* Fixed sleeping with skeletons encounter killing a rebel
* Fixed hiring indepedent troops not dividng by land

**Other**

* Added building description to explorers guild
* coloured title text for choosing difficulty
* Added graphic to choosing game mode (5 graphics total)
* Added 6 new tile sets for buildings
* Added 2 new roof tiles
* Added Dwarf joke to jesters and joke tellers
* Added 5 new name suffixes
* Lowered battlescore hire minimum from 2500 to 2000
* Added 5 new flavour texts to arena fight
Pages: 1 ... 9 10 [11] 12 13 ... 19