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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42680 times)

Mictlantecuhtli

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #120 on: December 15, 2016, 07:13:24 pm »

PTW, this is very interesting.
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ollobrains

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #121 on: December 15, 2016, 11:58:21 pm »

I am loving how this is turning out. Haven't played recently, as I haven't DLed a new version, but this has potential to be really great.

once u give the new one a go, a youtbe playthrough to get attention could bea  good move
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Kazagarth

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #122 on: December 16, 2016, 01:20:28 am »

Which, speaking of Youtube...

https://www.youtube.com/watch?v=EDaxehM1Q64

I found this guy the other day, and he just started a Let's Play of this.

To be honest, I took a glance at this and moved on by. I like ascii games, but seemed kinda simplistic and just text. But, watching his video convinced me to actually try it lol. This actually looks really great.

Shows to actually try something before writing it off :P
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PTTG??

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #123 on: December 16, 2016, 03:15:03 pm »

Walked over a sinkhole and died, 1000/10 would buy again.

Actually it is enjoyable, I need to figure out a solution for eyestrain because this is tiny, but it is fun.
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Retropunch

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #124 on: December 16, 2016, 03:39:22 pm »

Actually it is enjoyable, I need to figure out a solution for eyestrain because this is tiny, but it is fun.

This is kinda my problem - I love the game, but the interface reallllllly needs to be improved.

As good as all the content updates are, I really struggle to play for any length of time. I'm not talking about a full unity 3d swishing windows overhaul, just a separate console that showed all my resources/buildings/variables, and bigger (extra points for resizable) text.

Please Huw, spend an update or two on improving usability - it was fine when this was just a little 5 minute mess about, but now that it's a fully fledged strategy game it needs a bit of an overhaul UI wise.
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PTTG??

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #125 on: December 16, 2016, 05:41:08 pm »

It turns out it's a normal console window, so just right-click on the top bar and change the font settings.
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§k

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #126 on: December 17, 2016, 02:34:26 am »

I made macro for check aslonian number, check enemy number, check demon number, and save. It makes playing faster.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #128 on: December 19, 2016, 03:28:07 am »

To celebrate 400 subscribers on reddit this is another big update, lots of fixes and additions following suggestions from players, also harpy faces are now in the game, two chances to explore each turn instead of one, autosaving, but most of all there is now a new screen in the kingdom menu, Throne Room!

The throne room was inspired by a game called "[Sort the Court](https://graebor.itch.io/sort-the-court)" that I played earlier today, I decided having something somewhat similar within your own kingdom might be interesting, it's in it's early stages at the moment and I plan to have at least 4x the encounters before I count it as complete, but as of now all kinds of commoners, knights, farmers, soldiers and diplomats will pass by your court and request a word with you!

* Fixed bandit 7 raid crash bug (credit u/Muramas)
* Add 2 explore chances per turn by default
* Added limit on max hirable troops if you have lots of money (credit u/Muramas)
* Added Landgrave and Margrave lordly titles
* Added Autosave (can be enabled and disabled from new ingame settings menu)
* Added settings menu in option 13 menu on the main screen (credit u/sentrykobold)
* Modified text on the independent vassal screen to prevent incorrect destroyed kingdom text
* prevented independent vassal kingdoms being able to be made to attack themselves
* Buffed mercenaries by making their strength count more in the initial battlescore (credit u/block1788)
* Added text displayed after you ask a vassl to attack someone
* Added ability to withdraw and deposit all gold in the bank (credit u/muramas)
* Updated Voliol's concept art page with all new concept pieces (credit u/voliol)
* Added 819521224704 different Harpy faces (credit u/voliol)
* Added harpy face generator to generators (credit u/voliol)
* Separated generators into two different page
* Added throne room to the game
* Added 24 throne room encounters


http://i.imgur.com/Mk1Ktea.png

As always download the game from the sidebar of www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #129 on: December 21, 2016, 03:38:09 am »

It's been quite a big update today, lots of player suggestions have been added and I've been fluffling out the throne room with a lot more encounters, though there are still more to come and feel free to suggest any you can think of, I've added kobold faces and trow faces so there are even more faces to see now and I've made a start on fixing and updating the knightly orders also the general will now speak to you before attacking someone and vassalisation makes more sense! hope you guys like it!

* Fixed raider kingdom attacking with no troops crash bug (credit u/zergling212)
* Added refugee from another kingdom encounter (throne room)
* Added passing joke teller encounter (throne room)
* Added ability to stop people visiting your throne room
* Fixed accept the apple text bug
* Added Kobold Faces (credit u/RuneLFox)
* Added Trow Faces (credit u/voliol)
* Added 3848601600 total Kobold faces
* Added Kobold face generator to generators
* Added 12645642240 total kobold faces
* Added Trow Face generator to generators
* Fixed gold boy takes no gold
* Added 1 in 120 odds that giving gold boy a gold will increase public op
* Added 1 in 11 odds that giving gold boy 10 gold will increase public op
* Added Old man needs gold encounter (throne room)
* Added Old Hag encounter (throne room)
* Made explorer encounter rarer and cost between 50 to 1049 gold
* Added cursed demon encounter (Rare) (throne room)
* Added Magic fruit seller encounter (uncommon) (throne room)
* Added graphic to knightly order
* Fixed line spacing in renaming independent kingdoms
* Fixed the Independent name being bandits names in debug screen
* Fixed knightly order name not working beyond one word
* Fixed knightly order requiring 25k not 5k once bought
* Set hire limit of knights to 150
* Added passing wise man encounter (uncommon) (throne room)
* Added friend of slave encounter (uncommon) (throne room)
* Added soldiers lobbying for pay rise (rare) (throne room)
* fixed if kingdom relation positive when you vassalise them, don't set it to 10 it adds 10
* Fixed bandit lands for independent bugs
* Added generals comments on each attack
* Re-ordered attack types to make sense based on danger (credit u/simielblack)
* Made starting throne visitors dynamic
* Added coin flip encounter (rare) (throne room)
* Fixed vassalisation being based on troop count not strength disadvantaging kingdoms of gods and giants

As always download from the sidebar of www.reddit.com/r/warsimrpg

PTTG??

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #130 on: December 21, 2016, 10:02:59 am »

Is there any reason to attack with less than all of your forces? And could we get an easy way to say "take all" without typing seven or eight 4-digit numbers?
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taat

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #131 on: December 21, 2016, 04:49:40 pm »

I'm pretty sure forces that are sent on an attack can't defend if you are attacked in the same year
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ollobrains

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #133 on: December 22, 2016, 12:37:43 am »

and yes sending all youre troops should leave u exposed at home as far as defense, or lets go as far as to setup a defense and attack forces ( garrisons and the like perhaps)
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LoSboccacc

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #134 on: December 22, 2016, 09:40:33 am »

Is there any reason to attack with less than all of your forces? And could we get an easy way to say "take all" without typing seven or eight 4-digit numbers?


maybe a % default that the ui remembers?
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