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Author Topic: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!  (Read 264512 times)

greatorder

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #540 on: April 14, 2012, 10:51:12 am »

vast cave systems?

by which I mean vast, non-twisty cave systems, like in journey to the center of the earth (that place with the hugeass sea in it)

also, to get a mount, can we tame them, or will we always have to buy them? and if we tame them, will they have difficulty (trivial to impossible?(literally impossible))
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #541 on: April 14, 2012, 11:17:48 am »

I think itd be a stretch for us to tame our own mounts, perhaps capture them then take them to be trained or something but I dont know how training them ourselves would work
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #542 on: April 14, 2012, 02:06:06 pm »

Talking about explosives... Maybe we could build our own hand grenades. They should be very difficult and expensive to make though.

Anybody played Assassin's Creed: Revelations? You can make customized bombs and it would work very well for URR.

1. Bomb case. Does it bouce, stick, explode on impact or be planted and triggered?
2. Gunpowder. Better gunpowder, wider range.
3. Bomb's effect. Fire, shrapnel, posion, smoke bomb, or a liquid.

Wil there be anything steampunky in the game? Like replacing a severed arm with a mechanical one.

Spoiler (click to show/hide)
« Last Edit: April 14, 2012, 02:07:55 pm by Leatra »
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Urist McScoopbeard

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #543 on: April 14, 2012, 02:21:55 pm »

Please no, I was under the impression that this was medieval high-fantasy. Steampunk hopefully will not make an appearance here, not that ive anything against it but I think it would somewhat ruin this game.
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Dutchling

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #544 on: April 14, 2012, 02:28:14 pm »

I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
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Rowanas

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #545 on: April 14, 2012, 03:59:48 pm »

I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.

You sir, have earnt yourself a quoting.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.

Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #546 on: April 14, 2012, 04:14:27 pm »

Ooookay.

So, magical regeneration for severed limbs it is.
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #547 on: April 14, 2012, 04:43:13 pm »

I'm pretty sure you lose a limb it is not coming back, Who wouldn't want to be an eye-patch wearing, one-armed bad-ass soldier veteran.
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #548 on: April 14, 2012, 05:11:45 pm »

Okay.

Crutches it is.

My eyes are getting bloody.
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Korbac

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #549 on: April 14, 2012, 05:17:04 pm »

Okay.

Crutches it is.

My eyes are getting bloody.

Then you'll need...

An eye patch!

 ;)
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Edmus

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #550 on: April 14, 2012, 06:36:14 pm »

Eye-patch...
Pirates...
sea-travel?
I have a feeling this has already been brought up though.
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Some1fromMKD

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #551 on: April 15, 2012, 04:12:24 am »

I have a question which may have been brought up, but I can't seem to find it so here it goes.

About the magic in this game. How will we be able to learn it? Will we read books or raid tombs and what not? Or will we be able to make a really low-skill magician at character creation? I actually prefer learning magic in-game if it is actually possible at first.

I know that this won't be in the first alpha build, but any idea at all when will it be implemented?

Again if these questions have been asked already, I apologize.

Great game by the way. An extremely complex DF adventure mode is what I always wanted since I discovered Dwarf Fortress.
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varsovie

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #552 on: April 15, 2012, 08:52:28 pm »

Ooookay.

So, magical regeneration for severed limbs it is.

Nha, just tame and strap a Gnome to your stump. ;)
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WraithLord24

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #553 on: April 16, 2012, 01:56:16 am »

Wow  :o you never know what you'll find when looking through forums like ...
Spoiler (click to show/hide)


 :-[ (Coughs) Question after reading whole thread
   .will you be able to upgrade units with better stuff like your one elite badass Cyclopes from simple loincloth to Plate Mail and gaint maul that fits him but is very hard to get. Or will he just have to get lucky with finding stuff on the battlefield?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #554 on: April 16, 2012, 09:42:27 am »

I'm glad you like the idea for the cultural difference marriage proposal idea. I've got plenty more. I'm actually quite excited for this game.

Another thing I want to ask is, assuming towns are settled around some kind of resources and there is a lot of trading, will caravans be travelling from town to town so as we can actually attempt to intercept them for their resources OR be paid to protect them on a voyage *temporarily putting them in our character's party* As well other guards could be protecting ones we are trying to loot, depending on the value of what is inside.

Glad to hear it :). Yes, absolutely; starving your foes of resources is going to be an important method of attack, and you'll definitely be able to assign guards to your caravans (just as the AI will depending on importance, danger, etc). When you send out a caravan or some other group, you'll be able to decide what level of protection you want to go with them (and, of course, you could go with them too, and if serving an army, you might be assigned to that).

Caravans, that sounds nice, this is shaping up to be an awesome and complicated ( aweplicated ) game.

However, that part where the caravan joins your party...do you mean you'll follow them, or will they actually, inexplicably, join you on adventurers/military campaigns you may have? 

In any case, I like the idea of settlements forming near resources, that's how it happened in ancient history, after all.

Thanks! Depends, I think; if you are in charge, you should be able to create caravans, send them out, keep track of them, etc. Caravans independently may try to trade with you/other sides too, I think.

they will inexplicably join yours under the assumption you are leading them to their destination, so I would say that since you are supposed to lead the way, you could lead them into an ambush go back to the king, shrug your shoulders and say "There was nothing we could do."

Another thing is, if we can become royalty and therefore eventually king, queen, leader, at that point what would we be able to do, change laws, I mean, I'm interested to hear an idea bout how that would work for us.

Would laws be made entirely random in the first place?  If civs and sentient creatures have certain leanings towards certain values and morals, changing laws that are opposite to them will anger them, right?

Laws are an interesting one. Different societies are going to have different social structures, and therefore alongside different laws, I think. Attacking the chief might be illegal among humans, say, but it might be perfectly acceptable for Orcs to decide upon a new ruler, etc.

Ooooh Revolutions/Civil Wars would be cool, be a good way for new empires to be founded if the map is taken up territorially. So there will always be opponents!

Yes! I'd like to enable both in the long run, but I think the map is so vast you're never going to run out :)

vast cave systems?

by which I mean vast, non-twisty cave systems, like in journey to the center of the earth (that place with the hugeass sea in it)

also, to get a mount, can we tame them, or will we always have to buy them? and if we tame them, will they have difficulty (trivial to impossible?(literally impossible))

There will be a subterranean world, primarily accessed via volcanoes and harboring Fiends. There will be some larger underworld areas too, and possibly even some civilizations down there.

Please no, I was under the impression that this was medieval high-fantasy. Steampunk hopefully will not make an appearance here, not that ive anything against it but I think it would somewhat ruin this game.

It's more like medieval mythological, not so much high fantasy. No real steampunk, though replacement limbs will likely exist. The next blog entry is actually going to be a lot about the "setting" of the game, so that should be clearer then.

Eye-patch...
Pirates...
sea-travel?
I have a feeling this has already been brought up though.

Hell yes.

I have a question which may have been brought up, but I can't seem to find it so here it goes.

About the magic in this game. How will we be able to learn it? Will we read books or raid tombs and what not? Or will we be able to make a really low-skill magician at character creation? I actually prefer learning magic in-game if it is actually possible at first.

I know that this won't be in the first alpha build, but any idea at all when will it be implemented?

Again if these questions have been asked already, I apologize.

Great game by the way. An extremely complex DF adventure mode is what I always wanted since I discovered Dwarf Fortress.

Mostly books, or dealing with gods, though you will be able to create the basics at character creation. I'm still not certain how big a role magic will have, and how important gods will be, so this is all largely in the air. No problem :). And thanks!

Wow  :o you never know what you'll find when looking through forums like ...
Spoiler (click to show/hide)


 :-[ (Coughs) Question after reading whole thread
   .will you be able to upgrade units with better stuff like your one elite badass Cyclopes from simple loincloth to Plate Mail and gaint maul that fits him but is very hard to get. Or will he just have to get lucky with finding stuff on the battlefield?

Haha, thanks a lot! I'm glad to hear it looks so exciting! Yes, definitely. You'll be able to manage your forces as intricately or not as you want, but creatures will automatically deal with armor. If they feel they don't have adequate armor and your army is stopping off in a town, for instance, I think it would be neat if they spent some of their own money on improved armor. In general, larger creatures don't wear armor, but Titans and Cyclopes and things do, and so you'll have to find, made or buy appropriately large armor.

Lastly, new blog entry on the breaking of roguelike convention, and a mini-screenshot. Enjoy! http://www.ultimaratioregum.co.uk/game/2012/04/16/size-and-roguelikes/
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