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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 598362 times)

Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #930 on: October 10, 2012, 06:12:33 pm »

Useful info on morale for groups: When a unit starts backing up without being ordered to, it's a sure sign that they are doing poorly and probably about to get trounced.

I do a lot of SCA recreation combat, and it's interesting how much of an effect morale has even when you aren't actually in danger of getting seriously hurt. I often find myself yelling at people not to back up, because a unit that is backing up (without being ordered to) is a unit that is dying. There ends up being a momentum effect where the retreating unit is off-balance, so the other group pushes harder and is more effective, making the survivors back up more, and it all goes downhill from there unless someone does something to change it.

It's one of the reasons having a reserve or flanking unit can be so powerful. Having another unit at your back or seeing an ally charge in from the side does wonders for your morale.

That is *really* interesting. So Group A sees Group B retreating, pushes forward more, so Group A feels they can back off more, so group B continues to push, and the line disintegrates? Fascinating - and I see what you mean about flanking. The exact morale system I'd like to be very complex, but also very transparent - if something like you described happens, I want the player to be alerted to the fact Group A is retreating for the reasons they are. I don't think that's something I want to keep under the hood - the player needs to know immediately where the problem stems from.

Sort of. It's not so much that Group A feels that they can back off more, it's that they will back up. Pretty much involuntarily.

A well disciplined group, of course, is much more resistant to this sort of thing. It's one of the defining differences between professional soldiers and militia/levees. The militia starts to back up and it all goes downhill. The professionals will hold the line until actually ordered to back up, which can them be done in an orderly fashion without hurting morale any.
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Smashness

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #931 on: October 10, 2012, 06:12:53 pm »

This sounds like it's going to end up like Dwarf Fortress, it's going to be a crapload better than most games now, but I'm going to have to wait hilarious amounts of time for new stuff.

Anyway, what I was wondering was how you are going to handle stealth, like using guerrilla warfare and such.
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #932 on: October 10, 2012, 06:24:30 pm »

So will we have randomly generated speeches?
I love how Rome: Total War did it, where having better command will cause a longer speech and certain traits will cause your general to sometimes say different things.
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Rowanas

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #933 on: October 11, 2012, 08:56:08 am »

Useful info on morale for groups: When a unit starts backing up without being ordered to, it's a sure sign that they are doing poorly and probably about to get trounced.

I do a lot of SCA recreation combat, and it's interesting how much of an effect morale has even when you aren't actually in danger of getting seriously hurt. I often find myself yelling at people not to back up, because a unit that is backing up (without being ordered to) is a unit that is dying. There ends up being a momentum effect where the retreating unit is off-balance, so the other group pushes harder and is more effective, making the survivors back up more, and it all goes downhill from there unless someone does something to change it.

It's one of the reasons having a reserve or flanking unit can be so powerful. Having another unit at your back or seeing an ally charge in from the side does wonders for your morale.

That is *really* interesting. So Group A sees Group B retreating, pushes forward more, so Group A feels they can back off more, so group B continues to push, and the line disintegrates? Fascinating - and I see what you mean about flanking. The exact morale system I'd like to be very complex, but also very transparent - if something like you described happens, I want the player to be alerted to the fact Group A is retreating for the reasons they are. I don't think that's something I want to keep under the hood - the player needs to know immediately where the problem stems from.

Sort of. It's not so much that Group A feels that they can back off more, it's that they will back up. Pretty much involuntarily.

A well disciplined group, of course, is much more resistant to this sort of thing. It's one of the defining differences between professional soldiers and militia/levees. The militia starts to back up and it all goes downhill. The professionals will hold the line until actually ordered to back up, which can them be done in an orderly fashion without hurting morale any.

Even though I can't currently play (my experiments have not yet come to fruition), I keep an eye on what's going on over here, and I thought I'd add my two pence, garnered from LARPing and study:

The hardest bit of keeping a shield wall intact is convincing the guys at the front to ignore whatever gets through and reform. If someone breaks the wall, there are ranks behind whose job it is to down whatever did it. When the front line gets panicky and tries to do the job themselves, they cease being a shieldwall and become a tightly packed mess with no front, and from there it's all pretty bad.

Unfortunately this next bit is based purely on texts and accounts, so I can't be quite so sure of it, but apparently witnessing a successful cavalry charge does wonders for infantry morale, but not very much for other cavalry. Perhaps it simply goes without saying that the other guys on hoseback feel pretty good, but there have been a fair few mentions of it that seem limited to infantry (including making a note on it in pretty much every book on war ever written).

As for speeches, I reckon procedurally generated would be pretty cool, as Devling said. The various skills could have a minor effect on the speech, even down to whether you exhort your troops to hack them down, or crush them.
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #934 on: October 11, 2012, 09:57:57 am »

I vote "hell yeah!" for procedurally generated speeches.
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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #935 on: October 11, 2012, 11:33:54 am »

Unfortunately this next bit is based purely on texts and accounts, so I can't be quite so sure of it, but apparently witnessing a successful cavalry charge does wonders for infantry morale, but not very much for other cavalry. Perhaps it simply goes without saying that the other guys on hoseback feel pretty good, but there have been a fair few mentions of it that seem limited to infantry (including making a note on it in pretty much every book on war ever written).

Makes sense. Most cavalry feels pretty safe. Either they're light cav and can ride away from most threats or they're heavy cav and used to bowling things over. Since they don't usually have poor morale, they don't react as much as the infantry does. Especially when you get to much of the middle ages where Cavalry were Knights, and therefore professional soldiers, and most Infantry were levees who had little training or skill.

Speaking of Knights, one thing that might be interesting to model is capturing opponents for ransom. We always think of Knights as using swords, which is very true, but most people forget that swords aren't that great at killing an armored foe. Even if it's just chainmail, a sword is going to be worse at actually killing the other guy than a mace or axe would.

However, swords are great for killing off those worthless peasants that make up the bulk of your opponent's forces while generally keeping the valuable armor wearing prisoners alive.

It's not until later period, when ransoming became less practiced, that all of the real anti-armor weapons got developed and used extensively.
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #936 on: October 12, 2012, 12:58:12 pm »

I like the idea of some kind of rock-paper-scissors system.
So my sword is less effective against a guy wearing a breastplate(if I hit his chest) then if I smack him with a mace or something.
Ransoming is also a good idea, but I would like to see POWs and defeated soldiers become slaves and the like.
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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 #937 on: October 12, 2012, 02:12:03 pm »

I want to turn prisoners into gladiators and give them the opportunity to fight for their freedom.
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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 #938 on: October 14, 2012, 06:46:58 am »

Sort of. It's not so much that Group A feels that they can back off more, it's that they will back up. Pretty much involuntarily.

A well disciplined group, of course, is much more resistant to this sort of thing. It's one of the defining differences between professional soldiers and militia/levees. The militia starts to back up and it all goes downhill. The professionals will hold the line until actually ordered to back up, which can them be done in an orderly fashion without hurting morale any.

Got it. Interesting. I'll definitely implement that kind of difference (I do intend to have militias as an alternative option when in cities, and maybe they can also be recruited when on the march too?).

This sounds like it's going to end up like Dwarf Fortress, it's going to be a crapload better than most games now, but I'm going to have to wait hilarious amounts of time for new stuff.

Anyway, what I was wondering was how you are going to handle stealth, like using guerrilla warfare and such.

Haha, yes - combat/skills this November (0.2.0), then some time early next year for history generation (1.0.0) then I'm going to move onto generating ruins, temples, tombs, catacombs, and also bandits and similar (1.1.0). There won't actually be a lot of combat before then - the world generation is such an important part I feel I have to get all of that in place first, otherwise I'd make some AI, make world generation, then have to change it to reflect the world. Stealth - well, currently there is a 'stealth view' whereby you can see what direction every human in your sight range is facing, and whether they are unaware, suspicious, or totally aware of your presence. Stealth is going to take account of both sight and sound (there are things for both of these in the stealth tree); guerrilla warfare is an interesting one, and that falls into the category of revolutions/uprisings/rebellions ever, which I have a file full of ideas for and am working out mechanics for. Stay tuned on that one :)

So will we have randomly generated speeches?
I love how Rome: Total War did it, where having better command will cause a longer speech and certain traits will cause your general to sometimes say different things.
I vote "hell yeah!" for procedurally generated speeches.

Yes, I think so, but I'd like to make it more complex than "We are gathered here to defeat [Enemy X] because they threaten [City Y]" or whatever, because that gets dull fast, I think. I'm not sure HOW, but I'd like things to be more interesting. Possibly a mechanic whereby different speech options will result in slight buffs to some of your troops in certain ways. Maybe.

Even though I can't currently play (my experiments have not yet come to fruition), I keep an eye on what's going on over here, and I thought I'd add my two pence, garnered from LARPing and study:

The hardest bit of keeping a shield wall intact is convincing the guys at the front to ignore whatever gets through and reform. If someone breaks the wall, there are ranks behind whose job it is to down whatever did it. When the front line gets panicky and tries to do the job themselves, they cease being a shieldwall and become a tightly packed mess with no front, and from there it's all pretty bad.

Unfortunately this next bit is based purely on texts and accounts, so I can't be quite so sure of it, but apparently witnessing a successful cavalry charge does wonders for infantry morale, but not very much for other cavalry. Perhaps it simply goes without saying that the other guys on hoseback feel pretty good, but there have been a fair few mentions of it that seem limited to infantry (including making a note on it in pretty much every book on war ever written).

As for speeches, I reckon procedurally generated would be pretty cool, as Devling said. The various skills could have a minor effect on the speech, even down to whether you exhort your troops to hack them down, or crush them.

Damn, sorry it's still not working! I'm going to revisit Linux this time, so *hopefully* that version might be more workable. Interesting - I'm actually trying to figure out the special ability for the "Rider" class (see tomorrow's blog entry) and that's given me a few interesting ideas. Very interesting about shield walls etc, too - I really want battle tactics to be a big part of the game, both in terms of realism to an extent, but also trying to allow for as many possible interpretations and unique approaches as I can. Morale should be very flexible, various special units will buff specific squads in certain ways, certain terrain will be better for some forces than others, etc. I like the speech idea very much, too - have as much variable as possible down to the weapons, the terrain, the weather...

Makes sense. Most cavalry feels pretty safe. Either they're light cav and can ride away from most threats or they're heavy cav and used to bowling things over. Since they don't usually have poor morale, they don't react as much as the infantry does. Especially when you get to much of the middle ages where Cavalry were Knights, and therefore professional soldiers, and most Infantry were levees who had little training or skill.

Speaking of Knights, one thing that might be interesting to model is capturing opponents for ransom. We always think of Knights as using swords, which is very true, but most people forget that swords aren't that great at killing an armored foe. Even if it's just chainmail, a sword is going to be worse at actually killing the other guy than a mace or axe would.

However, swords are great for killing off those worthless peasants that make up the bulk of your opponent's forces while generally keeping the valuable armor wearing prisoners alive.

It's not until later period, when ransoming became less practiced, that all of the real anti-armor weapons got developed and used extensively.

I like the idea of some kind of rock-paper-scissors system.
So my sword is less effective against a guy wearing a breastplate(if I hit his chest) then if I smack him with a mace or something.
Ransoming is also a good idea, but I would like to see POWs and defeated soldiers become slaves and the like.

I want to turn prisoners into gladiators and give them the opportunity to fight for their freedom.

I've actually just split up "Cavalry" and "Knights" as unit types - the former are going to have swords/gunpowder, the latter are going to be more heavily armored and 'medieval'. Horse archers will feature too, but they will probably be down as 'a' for Archer (cavalry show as 'c', knights as 'k'). Very nice idea about anti-armor/anti-infantry weapons; I'm in the process of working out the balance between the four weapon types (slashing, short, heavy, long) for 0.2.0 at the moment, and I *really* like some being more effective against armor, and some being more effective against the unarmored. I might have that done by the blog entry after tomorrow's, actually.

Ransoming and captives - definitely, I like that a lot.
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Dutchling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #939 on: October 14, 2012, 06:53:25 am »

Classes  ???

Will you be able to rule if you do not start as a ruler? I bet there are plenty of people who actually want to form/conquer land and rule it afterwards. Will the AI have classes?
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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 #940 on: October 14, 2012, 07:08:35 am »

Classes  ???

Will you be able to rule if you do not start as a ruler? I bet there are plenty of people who actually want to form/conquer land and rule it afterwards. Will the AI have classes?

Yes - what class you start as determines where you start in your civilization (if any) of choice, but you can certainly rise (and fall). The AI has units of various sorts, but not classes like the player does - so the AI has "knights" and "cavalry" and "horse archers", for instance, but all three have a unique set of stats and skills. EDIT: which is to say, AI players don't have skill trees and the like. Debated it, decided against it.
« Last Edit: October 14, 2012, 07:57:16 am by Ultima Ratio Regum »
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Rowanas

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #941 on: October 15, 2012, 03:55:51 am »


I've actually just split up "Cavalry" and "Knights" as unit types - the former are going to have swords/gunpowder...

I will descend upon my foes with the thunder of horse and harquebus. I doubt any other unit will even see service in the armies of Rowan, for light skirmishing cavalry armed with pistols are quite clearly the supreme force on any battlefield :D
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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.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #942 on: October 15, 2012, 08:24:02 am »


I've actually just split up "Cavalry" and "Knights" as unit types - the former are going to have swords/gunpowder...

I will descend upon my foes with the thunder of horse and harquebus. I doubt any other unit will even see service in the armies of Rowan, for light skirmishing cavalry armed with pistols are quite clearly the supreme force on any battlefield :D

Awesome - and that is very, very possible. I need to decide what the dis/advantages of 1/2-handed gunpowder weapons are...

In the mean time, more skills, and - I think - a much needed "key" system to give you a bit of info about the skill you're looking at:

http://www.ultimaratioregum.co.uk/game/2012/10/15/medieval-skill-trees-3/

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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #943 on: October 15, 2012, 11:40:21 am »

Sort of. It's not so much that Group A feels that they can back off more, it's that they will back up. Pretty much involuntarily.

A well disciplined group, of course, is much more resistant to this sort of thing. It's one of the defining differences between professional soldiers and militia/levees. The militia starts to back up and it all goes downhill. The professionals will hold the line until actually ordered to back up, which can them be done in an orderly fashion without hurting morale any.

Got it. Interesting. I'll definitely implement that kind of difference (I do intend to have militias as an alternative option when in cities, and maybe they can also be recruited when on the march too?).

Well, you should certainly have different troop options depending on the culture. The distinction between a Roman style Army of professionals, a Greek style volunteer army, a Feudal system of Knights and peasant conscripts, a wandering Horde of warlike nomads, and a nation that has a small standing army and relies on Mercenaries is all very distinct.

They all have their advantages and disadvantages, and tend to develop based on the economic ability and needs of the nation.

A true standing army requires a lot of money and upkeep, so it can only be done by a very wealthy nation. Or one that simply places a high value on such a thing, like Sparta did. True Spartans didn't really work, that was all done by slaves and second-class citizens from other areas. The Spartans themselves were professional soldiers, which is why there were so effective in battle compared to their contemporaries. The Romans, likewise, had large standing armies of professional soldiers which allowed them to rule a vast empire.

Smaller nations tend to go for either a disorganized tribal/volunteer structure, where most men are warriors at least part time, or for an upper class of warriors who form the core of the army in combat and lead the mostly untrained armies of peasant levees into battle. Middle-ages Europe or Feudal Japan are good examples of those.

You also have small but wealthy nations, like Venice, who tended to use a lot of Mercenaries since their populations were too small to support a large army despite having the wealth to do so.

I'd probably set up a system like this:

Nation WealthNation SizeArmy Type
HighLargeProfessional
HighSmallMercenary
MediumLargeFeudal + Mercenary
MediumSmallFeudal
LowLargeFeudal
LowSmallVolunteer/Tribal

With some modifiers for Civilization traits like Nomadic or Militaristic bumping things in one direction or another.
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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 #944 on: October 17, 2012, 06:21:48 pm »


Well, you should certainly have different troop options depending on the culture. The distinction between a Roman style Army of professionals, a Greek style volunteer army, a Feudal system of Knights and peasant conscripts, a wandering Horde of warlike nomads, and a nation that has a small standing army and relies on Mercenaries is all very distinct.

They all have their advantages and disadvantages, and tend to develop based on the economic ability and needs of the nation.

A true standing army requires a lot of money and upkeep, so it can only be done by a very wealthy nation. Or one that simply places a high value on such a thing, like Sparta did. True Spartans didn't really work, that was all done by slaves and second-class citizens from other areas. The Spartans themselves were professional soldiers, which is why there were so effective in battle compared to their contemporaries. The Romans, likewise, had large standing armies of professional soldiers which allowed them to rule a vast empire.

Smaller nations tend to go for either a disorganized tribal/volunteer structure, where most men are warriors at least part time, or for an upper class of warriors who form the core of the army in combat and lead the mostly untrained armies of peasant levees into battle. Middle-ages Europe or Feudal Japan are good examples of those.

You also have small but wealthy nations, like Venice, who tended to use a lot of Mercenaries since their populations were too small to support a large army despite having the wealth to do so.

I'd probably set up a system like this:

Nation WealthNation SizeArmy Type
HighLargeProfessional
HighSmallMercenary
MediumLargeFeudal + Mercenary
MediumSmallFeudal
LowLargeFeudal
LowSmallVolunteer/Tribal

With some modifiers for Civilization traits like Nomadic or Militaristic bumping things in one direction or another.

Firstly, I agree - I'd very much like a number of ways to organize armies. I think those would both affect gameplay directly in terms of size/composition of units, etc, but also differences would have an abstracted effect as well (+X% to trait Y, kind of thing).

What you say about standing armies and upkeep is interesting. As part of working on the Rule tree (tricky, but I think nearly there) I've had to think about how armies and Generals will eventually work. I think upkeep is going to be dependent on both size of army and size of state, so natoins could have a large army *for their population*, but a small army per se. As you say, though, small nations regardless don't prioritize it - I think I'd be interested in a more mercenary-focused system, or militia, or small army, or the options you suggest.

Very interesting table. At first consideration, I like it a lot. However, I have done a lot of thought about policy options (currently in seven fields, of which military is one) and that kind of variation would only work within military policy choices that accept certain kinds of armed forces. It's hard to explain without blathering about the policy mechanics I have planned out, but those will appear in 1.0.0 when I set the world's history generating. Whilst it might take a slightly different form, size, wealth & culture will all affect the military decisions of a state (and, therefore, what military decisions are sensible for a ruling player!). I'd also really like to have some military formations preferred by some states - maybe a kind of unlocking of certain kinds of formation? Again, in the future, but that could be another element of strategy...
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