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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 596314 times)

Weirdsound

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #840 on: August 04, 2012, 11:52:02 am »

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.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #841 on: August 04, 2012, 07:43:09 pm »

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?
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #842 on: August 04, 2012, 11:12:45 pm »

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.
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Rowanas

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #843 on: August 05, 2012, 04:28:22 am »

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*
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Man of Paper

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #844 on: August 05, 2012, 07:05:34 pm »

I'll play doubly hard for you Rowanas.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #845 on: August 06, 2012, 04:22:30 pm »

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*

:(:(
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #846 on: August 06, 2012, 04:35:24 pm »

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

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

Enjoy!
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a1s

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #847 on: August 07, 2012, 07:23:30 pm »

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?
« Last Edit: August 07, 2012, 07:32:17 pm by a1s »
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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #848 on: August 07, 2012, 07:31:18 pm »

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. :)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #849 on: August 08, 2012, 04:57:07 am »

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 :).
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silverskull39

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #850 on: August 08, 2012, 11:18:31 am »

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.
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Girlinhat

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #851 on: August 09, 2012, 07:41:03 pm »

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?

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #852 on: August 11, 2012, 07:28:47 pm »

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.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #853 on: August 19, 2012, 12:56:22 pm »

Just thought I'd throw up a quick update in advance of tomorrow's blog entry. I've got 10 skill trees planned out for each era (making 30 in total); a large number of these have been fully developed, and one should be visible in tomorrow's entry in a finished form (fingers crossed). They are designed to give a lot of interesting choices between different directions, and I'm currently debating the exact mechanics of limiting skill tree progression beyond a certain point - to elaborate on that, see tomorrow's blog entry. Next month I'll be starting to properly program 0.2.0 and would expect a release in October, with basically a re-tooled combat system and the ability to deal with the skill trees. However, I need to finalize the trees (at least the medieval ones) before I program them in as this kind of 'unique' structure will be tricky to change, so that's why there's a lot of concept work going into it at the moment. Anyway, more detail on all this madness tomorrow...
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #854 on: August 19, 2012, 01:38:48 pm »

So what will the other 2 eras be?
The age of discovery? The Modern age?
Then little mini eras in between, like an ancient era before the medieval era, then between the age of discovery and the modern age the industrial revolution?
That's the first thing that popped into my head, but I am interested in what you plan on doing.
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