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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 596248 times)

Devling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1185 on: December 22, 2012, 06:04:51 pm »

So, will countries be run with Civ style gameplay? With total war armies? Like nations choosing what to research, what to build in a city, doing diplomacy etc? And then when armies clash it functions like Total War(Unless your not in the battle, then they just fight for anywhere to a couple hours to several days and resolve automatically)? AND THEN YOU COULD BECOME KING AND MAKE THESE DECISION, or the equivalent leader in a different type of government. Or a smaller lord and make these decisions on a smaller scale, possible with orders from your superiors. Will any of that be a thing(s)?
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Leatra

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1186 on: December 22, 2012, 06:59:40 pm »

I especially like that Atlantian kingdom you included in that screenshot  ;D
EXACTLY!
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Edmus

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1187 on: December 23, 2012, 03:22:50 am »

I think you mentioned (long ago back with the cyclops of old) allowing us to switch the time back to generation mode and come back as an heir or something is this still planned? I think watching you bring a fledgling nation to a prosperous empire then come back a hundred years later as the nation is falling and try to restabalise the joint.
I should start taking notes as to not forget everything.:P
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Leatra

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1188 on: December 23, 2012, 08:59:13 am »

I think you mentioned (long ago back with the cyclops of old) allowing us to switch the time back to generation mode and come back as an heir or something is this still planned? I think watching you bring a fledgling nation to a prosperous empire then come back a hundred years later as the nation is falling and try to restabalise the joint.
I should start taking notes as to not forget everything.:P
Switching back to generation mode? I remember URR talking about heir system but I don't remember something like this. However, If it got implemented it would be FUCKING AWESOME!

By the way, where will we start the game? Do we get to choose our nationality?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1189 on: December 24, 2012, 01:29:18 pm »

Dear God, its... like.. EUIII... BUT PROCEDURALLY GENERATED, this is revolutionary! My dreams are literally coming true!

.. do we get some sort of special christmas release? Im pretty sure that would prove santa existed. (and that you are santa)

In the interests of keeping my secret identity a secret, I'm afraid there is no special christmas release :(. The build I have on my computer at the moment is very much a between-two-versions build, and is full of weird things, menus, admin controls, blah blah...

Kinda like the history in Europa Universalis with the same details that Bastion achieve?

For those interested in procedural world creation, you should follow this blog. ;)

I like that comparison. And that's an excellent blog.

So, will countries be run with Civ style gameplay? With total war armies? Like nations choosing what to research, what to build in a city, doing diplomacy etc? And then when armies clash it functions like Total War(Unless your not in the battle, then they just fight for anywhere to a couple hours to several days and resolve automatically)? AND THEN YOU COULD BECOME KING AND MAKE THESE DECISION, or the equivalent leader in a different type of government. Or a smaller lord and make these decisions on a smaller scale, possible with orders from your superiors. Will any of that be a thing(s)?

In part - no research goals, as the time-frame of the game is human scale, but in terms of construction, diplomacy, yes, certainly. All of that/those will be a/thing/s apart from research priorities, really. I'm working now on getting the AI to do all these things in the history generation. I'm going to try and get kings/queens/rulers/presidents/whatever generating by the end of the day, and living out a full lifespan (unless they are killed in the interim!).

I especially like that Atlantian kingdom you included in that screenshot  ;D
EXACTLY!

EXACTLY!

I think you mentioned (long ago back with the cyclops of old) allowing us to switch the time back to generation mode and come back as an heir or something is this still planned? I think watching you bring a fledgling nation to a prosperous empire then come back a hundred years later as the nation is falling and try to restabalise the joint.
I should start taking notes as to not forget everything.:P

It is not; you will be able to pass a little time in-game, though I'm not sure what the scale of it will be, but the game will not go many years beyond where it starts. Generation ends between 1600-1700, which is when your game starts, and then in-game time passes.

Switching back to generation mode? I remember URR talking about heir system but I don't remember something like this. However, If it got implemented it would be FUCKING AWESOME!

By the way, where will we start the game? Do we get to choose our nationality?

The heir system is still planned, though, *but* I am not 100% clear on the mechanics yet. If you choose an heir who is an adult, then that'll be easy. I'm not sure how children and things will work. We'll see.

You get a list of existing civilizations at the start of the game, and you choose from those! That'll be in the next release :).

Meanwhile, the final development blog entry of 2012: http://www.ultimaratioregum.co.uk/game/2012/12/24/holiday-musings-and-1700-years-of-history/
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Leatra

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1190 on: December 24, 2012, 02:01:24 pm »

I wonder, what is the exact date which you started working on this game? It's just, I intend to kidnap the president of every country in the world and torture them until they all agree to accept that day as a national holiday. If somehow I can't kidnap some of the presidents, I will start a revolution in that country. VIVA LE ULTIMA RATIO REGUM!

Note: I don't want to risk an assassination on my life funded by the government or something. So, everything in this post is sarcastic and should not be taken seriously, including this sentence. (This paradox ought to keep 'em confused for a while)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1191 on: December 25, 2012, 06:35:34 am »

I wonder, what is the exact date which you started working on this game? It's just, I intend to kidnap the president of every country in the world and torture them until they all agree to accept that day as a national holiday. If somehow I can't kidnap some of the presidents, I will start a revolution in that country. VIVA LE ULTIMA RATIO REGUM!

Note: I don't want to risk an assassination on my life funded by the government or something. So, everything in this post is sarcastic and should not be taken seriously, including this sentence. (This paradox ought to keep 'em confused for a while)

Haha - and a very wise plan it is. Don't let me stop you.

I'm not sure about an exact date, but my facebook profile shows it as "May 2011 to present", and I trust the past version of me to be accurate on that count, so I know I started it then. I'm not sure how one would class an exact date though, as a lot of my early work was learning Python, using the Python roguelike tutorial, etc. I'd say the final product in creation now has probably been around a year, but I'd have to check back through my past blog entries to get a better idea...
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Freshmaniscoolman

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1192 on: December 25, 2012, 11:16:07 am »

The game will be good ofcourse, but currently, there's nothing to do.
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Dutchling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1193 on: December 25, 2012, 01:50:03 pm »

For those who do not follow UUR on Facebook:
Quote
some civs want men on the throne, some civs want women, some civs are happy with either; some civs want monogamy, some polygyny/polyandry; some civs have other preferences for how their royals conduct themselves
Quote
whilst historical accuracy would certainly demand 99.9% of civilizations to be male-focused, I'm actually quite explicitly trying to go against that; female players/NPCs can be recruited into the armed forces just like men can, and there is no position only one gender can take. It's not QUITE the Earth, after all. Well, sort of.

Are there other 'obvious medieval things' which you avoid? What about homosexuality? If the Roman Empire never converted to an Abrahamic religion, we would probably have had some very queer middle ages ;).
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Heron TSG

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1194 on: December 26, 2012, 12:25:16 am »

I'm confused. I've generated a couple worlds and wandered around a ways, but the maps show no civilizations, and I haven't encountered any living things besides plants in about half an hour of walking. Am I doing something wrong, or do I just keep starting in the middle of fuck-all nowhere?
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WraithLord24

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1195 on: December 26, 2012, 12:46:15 am »

There's nothing wrong its just there is no Civilizations or living animals to find at this time. Sorry to tell you.
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Heron TSG

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1196 on: December 26, 2012, 12:52:31 am »

Oh. I saw a civilization descriptor via color in the map key, so I just assumed. So uh... what is there to do in the game so far?
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Edmus

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1197 on: December 26, 2012, 05:36:42 am »

For those who do not follow UUR on Facebook:
Quote
some civs want men on the throne, some civs want women, some civs are happy with either; some civs want monogamy, some polygyny/polyandry; some civs have other preferences for how their royals conduct themselves
Quote
whilst historical accuracy would certainly demand 99.9% of civilizations to be male-focused, I'm actually quite explicitly trying to go against that; female players/NPCs can be recruited into the armed forces just like men can, and there is no position only one gender can take. It's not QUITE the Earth, after all. Well, sort of.

Are there other 'obvious medieval things' which you avoid? What about homosexuality? If the Roman Empire never converted to an Abrahamic religion, we would probably have had some very queer middle ages ;).
And as regent would we be able to set laws on such issues? RPing an insecure excuse for a king who bans certain religions and practices like drinking?
While we are on it what of law making in general? Surely it would appease the priests to ban the whore houses but the people would be up in arms.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1198 on: December 26, 2012, 06:19:00 am »

The game will be good ofcourse, but currently, there's nothing to do.

I respectfully beg to differ - I consider basking in the ANSI graphics something to do :)

For those who do not follow UUR on Facebook:
Quote
some civs want men on the throne, some civs want women, some civs are happy with either; some civs want monogamy, some polygyny/polyandry; some civs have other preferences for how their royals conduct themselves
Quote
whilst historical accuracy would certainly demand 99.9% of civilizations to be male-focused, I'm actually quite explicitly trying to go against that; female players/NPCs can be recruited into the armed forces just like men can, and there is no position only one gender can take. It's not QUITE the Earth, after all. Well, sort of.

Are there other 'obvious medieval things' which you avoid? What about homosexuality? If the Roman Empire never converted to an Abrahamic religion, we would probably have had some very queer middle ages ;).

Civs can allow, or prefer, any form of platonic/sexual relationships (great final sentence on your message) - some civs will have heterosexual marriage as the norm, some will have homosexual couples as the norm and heterosexual just for procreation, some will have some combination, some have polyandry/polygyny, and various other combinations. I think it's much more interesting to try and subvert a little bit of our history's medieval normativity :). So yes, it is possible to have some VERY queer middle ages.

I'm confused. I've generated a couple worlds and wandered around a ways, but the maps show no civilizations, and I haven't encountered any living things besides plants in about half an hour of walking. Am I doing something wrong, or do I just keep starting in the middle of fuck-all nowhere?
There's nothing wrong its just there is no Civilizations or living animals to find at this time. Sorry to tell you.
Oh. I saw a civilization descriptor via color in the map key, so I just assumed. So uh... what is there to do in the game so far?

The "Select a Civ" page says there are no civilizations for a reason! But do remember to hit O to view options and then scroll to see the controls list; you can use T to move around the world and look at the different biomes, volcanoes, etc. And it *is* an early alpha - having cities and towns would be a HUGE aspect of the game to have implemented at this stage.

And as regent would we be able to set laws on such issues? RPing an insecure excuse for a king who bans certain religions and practices like drinking?
While we are on it what of law making in general? Surely it would appease the priests to ban the whore houses but the people would be up in arms.

Ah, if the player became regent? Now there's an option I hadn't considered. But anyway, I should think so. I'm not sure what level of control over the civ policies will give. Some deal with "big" things, like the speed of border growth, or international relations, whilst some policies give weapon/armour bonuses to everyone in the civ (for instance, the "Cultism" policy gives a bonus to short weapon use). I'm not sure if I'm going to have policies that affect the middle-ground too much, as whilst I'm programming in the framework for civ policies at the moment, I'm still very much working on their effects...
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Leatra

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1199 on: December 26, 2012, 10:02:56 am »

I think we should have control over even (seemingly) little things like ban on alcohol and tobacco products, death penalty, education system, ban on weird religious sects, etc. Because all these little things add up to create greater things. While I definitely don't except a regent to be able to decide on everything in the 1.0 version, I hope we will have more control over things as the game evolves.

You can let the player regent choose what kind of a civ he wants. Do you want a religious civ? Okay, here you go. Do you want a civ of liberties? Done. Or you can let the player to decide on laws without labeling the laws as "This is a +Religious -Freedom law" or "This is a +Autocracy -Democracy law". For example, you can ban alcohol because you genuinely believe that it's bad for your people. You can increase the power of the police because you believe crime is rampant across your civ. And you can increase the privileges and the salary of your spies because you believe a claimant is currently raising an army to overthrow you and you need information. However, all these little things will add up and will greatly lower the liberties in your country, regardless of how good your intentions may seem to you.

Also, even though we don't have anything to do in the game right now, I have to say that this is the most visually beautiful ASCII game I have ever seen. I say this as someone who can't play DF with ASCII and has to use custom tilesets.
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