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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42673 times)

Scoops Novel

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #165 on: January 20, 2017, 06:58:33 pm »

What do you think of a parliament update? Nothing like pushing through a law/treaty to make you love and hate your fellow lordlings.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #166 on: January 23, 2017, 02:03:41 am »

Definitely a cool idea! someone else suggested a senate before too, would be cool to have a council

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #167 on: January 23, 2017, 02:11:48 am »

Getting close to the 6.6.6. update now! should be fun, this update has quite a few cool little features in it! hope you all enjoy

**NEW FEATURES**

* Ability to ask indepednent lords how long they've been lords
* Added swamp toll to the farthest area of the west
* Added ability to pay bandits to attack an enemy as long as truced
* Added arena owned income (based on tons of factors, very dynamic)
* Added about section for merc leader to merc screen
* Added independent soldiers and knights to arena
* Added rare chance of mercenaries to the arena

**BUGFIXES**

* Fixed text bug in asking independents to attack people
* Fixed so so text bug for demonic shield artifact
* Fixed lord generation error
* Fixed bandit diplomacy skipping each time you speak to them
* Fixed assessment of merc troops screen being its own screen
* Fixed ability to spam for troops beyond -1 relation (credit u/reporttimies)
* Fixed game not recognising being at war with independent in diplomacy screen if you caused it in diplomacy
* Fixed duplicate the in arena entry text
* Fixed overlapping lines in arena text

**OTHER ADDITIONS**

* Added 24 new ents names
* Added colour to merc groups intro screen
* Updated troop overview to show troop names not soldiers peasants knights
* Added colour to faces of bandit rulers
* Added generals face colour to attack screen
* Added limit of how low land price can go to 2500
* Added new flag part
* Reworked troop aid system to give dynamic amount of troops instead of just 10
* Military aid is now made up of the population of the country who aids you
* Added 390 set your gold cheat code

As always, let me know what you think, always open to feedback and comments!

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #168 on: January 24, 2017, 06:14:16 am »

Not the longest list of things on the changelog today, but definitely a game changing update, today the Militia is now a full faction, and flags have been reworked to be a little bit more dynamic! Also Warsim has just surpassed 100'000 lines of code, it's getting huge!

**NEW FEATURES**

* Added militia as a faction
* Added new advanced flag system
* Added circular flag types
* Added half-shade flag types
* Added three other flag types
* Added green flags for all goblin tribes (always circular flags)

**BUGFIXES**

* Fixed 2500 Gold land showing up even when unavail
* Fixed spacing of staff quiting throne room encounter text
* Fixed prospecting have no text for not finding anything
* Fixed skirmish issue

**OTHER ADDITIONS**

* Made Xenophobia slightly rarer
* Made militia unit price vary
* Made Militia aggression level vary
* Added so militia defend Aslona
* Added generals head appears when choosing to attack
* Nerfed Starting Peasant Militia numbers
* Randomised turnly militia joiners instead of fixed number
* Added five new name suffixes

**SCREENSHOTS**

* http://i.imgur.com/zjtBLT3.png
* http://i.imgur.com/m1aLO6H.png
* http://i.imgur.com/kuS7S1Z.png
* http://i.imgur.com/O9MNr4j.png
* http://i.imgur.com/JySEymX.png

omada

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #169 on: January 27, 2017, 03:08:56 pm »

i'm going to reinstall the game soon,

Last time i posted i decided to download the game the next day.

4 days were almost entirely spent on the game and only stoped when i did "everything" (some artifacts or stuff i don't even know what they do or if they do anything at all but whatever ahsuaushausahsah

 i must control myself :v

By the way, there is some interaction with other races lords? i just saw some small text but nothing i could really do.

It would be nice to bribe unsatisfied lords to abandon their leader and join us or inspire a civil war to conquer them later.
 Hire assassins and stuff to eliminate good lords maybe
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #170 on: February 02, 2017, 05:23:51 am »

Hey guys, been quite a while but here it is, in all it's glory, the 6.6.6 update that has been long overdue, There are many big features in this update some that aren't just demon related, but we'll get to them later, firstly, the demon horde is now going to slaughter you... they were nerfed in the past, not anymore, now they are tougher than ever... sorry.

Also the arena ain't cheap anymore, it makes a whole heap of profit so only makes sense its the most expensive thing you can buy, aside from that lots of new exploration areas in the south, new encounters, Monfort mine can now be captured by factions, you can also demand tribute from them, the demon realm has been overhauled and is way better and has a really really cool animation in it,

**NEW FEATURES**

* Added a new feature where when you destroy the 5 kingdoms you can explore and discover a new continent finding 5 new kingdoms that are significantly more powerful than the last!
* Demon horde significantly buffed (ie... you are screwed)
* Made arena way more expensive (2.5million with upgrades at 1m and 2.5m)
* Added new cheat 88 well built (+10k units to army)
* Added Old Ruined Demonic Totem to the South Exploration
* Added Four Dynamic Randomly generated Demon Totems to the South
* Added monfort Mine prospecting
* Added insulting demon worshipper throne room encounter
* Added demon worship headgear to demon warder throne room encounter
* Added pledge of the knight throne room encounter
* Band of warriors throne room encounter
* Added Demon worshipper become demon random event
* Added Demon Hunter kills 3 demons random event
* Added dynamic aslona knight quest random event
* Added rare camp assurak powerful ritual random event
* Made bandits steal more from you
* Added band of peasants joined Assurak demon worshipers random event
* Added ability for factions to capture and hold monfort mine
* Nerfed number of throne room visitors per turn
* Added monfort mine tribute
* Added demon realm overhaul
* Added Ability to sell and buy units from the militia in the diplomacy screen

**BUGFIXES**

* Fixed uncapitalised artifact hall bug
* Fixed spymaster payrise throne room encounter bug
* Fixed General payrise throne room encounter bug
* Fixed diplomat payrise throne room encounter bug
* Fixed gibbering monk game freeze bug
* Fixed mad/chaotic/warped races don't randomly change relation with aslona
* Fixed arena not giving any income
* Fixed missing colored diplomat face when asking about faction relations
* Fixed independent kingdoms not recognising certain relation changes and remaining at war with you
* Fixed Aeromancer unit name bug
* Fixed no income from brawl pits
* Fixed no income from animal pit
* Fixed no income from magic theatre
* Fixed no income from scorpion pit
* Fixed no income from mystery slaver
* Fixed ability to enter -number and break the system
* Fixed line spacing issue in diplomacy main screen

**OTHER ADDITIONS**

* Added colour to hiring staff screens
* Added Demon Flag Colour in diplomacy
* Added Krut Flag Colour in diplomacy
* Added Erak Flag Colour in diplomacy
* Added Deserter Flag Colour in diplomacy
* Added two new name suffixes
* Added 8 new flag parts for circular flags
* Updated Ancient Southern Ruins Ascii Art
* Added 20 New Demon Names to the Generator
* Updated Camp Assurak Ascii Art
* Added 6 new building tilesets
* Updated monfort mine tribute dialogue to show mine master
* Coloured monfort mine ascii image
* Updated text of foriegn noble random event
* Coloured scroll white in diplomacy main screen
* Added colour to the laws screen graphic
* Added demon decay graphic
* Added colour for brawl pit
* Updated and coloured graphic for Slavers fort
* Added new different graphics for owned and unowned slavers fort
* Rearranged diplomacy screen faction list

**SCREENSHOTS**

* Demonic Doings http://i.imgur.com/ff4hJnj.png
* New Friends http://i.imgur.com/3A3xrzs.png
* Demon Worship http://i.imgur.com/1kvQdqC.png
* Demonic Realm http://i.imgur.com/ukxHc0z.png

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #171 on: February 05, 2017, 03:33:19 am »

Little update today guys, a few little things added, I've had a go at adding crowns into the game, they only appear some of the time and they aren't always lining up so great at the moment but they will eventually all have their own stats and additions and shall be kept from king to king in the kingdoms their from, Also some new changes in exploration, you can now destroy the combat academy, the great gar-gallock has his own face, and fort Gorthmek is now way more advanced that before, you wont just gain 25 troops per turn anymore, now your troop gain will be based on the skill of the ruler of the fort and much like the militia you will be able to get assistance from the fortress during battle making owning forts worthwhile!

**NEW FEATURES**

* Added Crowns to the game (work in progress)
* Added Face to Gar-Gallock
* Added Ability to destroy the combat academy
* Made peasants come after soldiers in battle
* Added ability for fort gorthmek to send troops to assist you in battle
* Set fort gorthmek troop limit to be battlescore of fort ruler
* Set fort gorthmek recruitment to be based on rulers battlescore

**BUGFIXES**

* Fixed grim prefix worth text bug (credit u/Fury222222)
* Fixed grim prefix save breaker (credit u/Fury222222)
* Fixed the diplomatic actions screen
* Fixed bandit warlord dissapearing bug (stops bandits collapsing)
* Fixed Game crash in ascii free version of game on militia screen (credit firefly82)
* Fixed game being stuck when visiting faction owned monfort mine

**OTHER ADDITIONS**

* Updated demon music credits
* Added new colouration to compass graphic
* Added colours to thickblood tavern
* Reduced the public opinion needed to hire bandits from thickblood
* Updated Combat Academy graphic after aslona takeover
* Added colours to combat academy
* Added colours to the black market
* Added colour to fort gorthmek graphic
* Added four new name suffixes

**SCREENSHOTS**

* Gar-Gallocks New Face http://i.cubeupload.com/mucEHW.png
* Ruins of the Combat Academy http://i.cubeupload.com/RARmw9.png
* Rules of Gorthmek http://i.cubeupload.com/5hjulL.png
* Gorthmek Assistance http://i.cubeupload.com/QKjkaE.png
* Ghost Crown http://i.cubeupload.com/bLQ9RB.png
* Crown #2 http://i.cubeupload.com/1kIuYx.png
* Crown #3 http://i.cubeupload.com/R7jdZD.png

Mookzen

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #172 on: February 05, 2017, 05:33:46 am »

This project is really moving along, great !

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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #174 on: February 07, 2017, 09:47:24 pm »

Hey guys, added quite a few things in this update, the demon realm has a new theme song, there are now 4 new versions of the sudden death dice game, one of them hidden, not sure if anyone likes the game but these new versions are also quite fun! also the thickblood tavern has been fixed up a little more and you can upgrade fort gorthmek, also fixed a few annoying bugs and added a lot more kingdom types.

**NEW FEATURES**

* Updated demonic realm theme song with new song
* Added northern sudden death game to thickblood tavern
* Added ability to hire bandits in owned thickblood tavern
* Added Brawls to owned thickblood tavern
* Added sudden death to black market
* Added sudden death tent to upgraded black market (with 4 variations of the game)
* 6Added secret version of sudden death9 hidden in sudden death tent
* Added ability to read information on fort gorthmek
* Added ability to upgrade fort gorthmek (higher troop cap and recruitment level)

**BUGFIXES**

* Fixed duplicate line in north page 2
* Fixed Vassilisation limit being too high
* Fixed Consortium as king consort not historical ruler of consortium
* Fixed animationless demon head not having colour
* Fixed independent troops not multiplied by continent level
* Fixed independent gold not multiplied by continent level
* Fixed bug where 3rd kingdoms peasants could never die
* Fixed fort gorthmek rules not saved each time game is reloaded

**GRAPHICAL CHANGES**

* Added colour to strength stone
* Added colour to fort ruin in the near north
* Added colour to ascii art and coloured lines to black bank
* Added colour to mystic hut
* Added colour to mercenary outposts
* Added colour to the harvest stone

**OTHER ADDITIONS**

* Increased max black bank loan from 10000 gold to 1000000 gold
* Increased default vassiliation requirments
* Added No refusal of bandit hire if you own the tavern
* Added Northern sudden death game to owned thickblood tavern
* Added Shogunate Kingdom type (credit u/dystainment)
* Added Imamate Kingdom type (credit u/CraveBoon)
* Added count to county (credit u/milleuros)
* Added Theocracy Kingdom type (credit u/krateng)
* Added Archbishopric kingdom type (credit u/krateng)
* Added Confederacy kingdom type (credit u/krateng)
* Added Viceroyalty kingdom type (credit u/krateng)
* Added Order kingdom type (credit u/krateng)
* Added City kingdom type ruled by Lord-Mayor (credit u/mickdude2)
* Added Imperator of the empire (credit u/thewinterking)
* Added regency kingdom type (Credit u/thewinterking)
* Added Blood clan kingdom type
* Added Triachy kingdom type (credit u/thewinterking)
* Added Margraviate kingdom type (credit u/krateng)
* Added republic kingdom type (credit /u/krateng)
* buffed mystic hut reward
* Added tax collected in the black market for sudden death tent if market is upgraded

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #175 on: February 10, 2017, 01:35:38 am »

Hey guys, todays update adds a heap of new human names that are randomly generated, tons of new faces, and lots of work in the exploration screen, there is now a new law you can enact to make the militia recruit more, a new screen in independent kingdoms where you can view the crown closer, and you can now fully use the thickblood tavern with its dynamic graphic and upgrades, also beware the old stone!

**NEW FEATURES**

* 1 in 4 human name now have -son surnames instead of heroic prefixes
* Made peasants last unit in battle
* Added kings crown to every king screen
* Added special crown screen to kingdom information
* Added militia subsidisation law
* Added ability to upgrade thickblood taverns decor, size and ale cellar
* Added ability to make income from the tavern
* Added 466 trillion new human faces (466'235'226'479'880)
* Added the Old Stone to the Far North (creates undead hordes)

**BUGFIXES**

* Fixed kingdom type called 'M' error
* Fixed northern sudden death in thickblood tavern kicking player out
* Fixed slavers fort text bug
* Fixed thickblood flag bug
* Fixed Explorers stone line spacing issue
* Fixed options are available text bug
* Fixed duplicate line in outlaws screen
* Fixed Destroyed strength stone graphic sizing issue
* Fixed far north text error
* Fixed sizing issue of harvest stone and doomstone

**GRAPHICAL CHANGES**

* Added destroyed slavers fort graphic
* Added dynamic thickblood tavern graphic
* Coloured doomstone graphic
* Coloured ruined doomstone graphic
* Coloured Animal pit graphic
* Coloured Old Northern Ruin Graphic
* Coloured Explorers stone in far north
* Coloured Far North Compass screen

**OTHER ADDITIONS**

* Added animation settings saved and remembered
* Updated music credits.txt
* Added 5 new name suffixes
* Moved all refugee camps to their own diplomacy screen instead of separate

Scoops Novel

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #176 on: February 12, 2017, 05:16:08 pm »

Bruh, you need to add a bit of depth to the bandit mechanics. It's too ragey at the moment where actually keeping most of your money is the exception.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #177 on: February 12, 2017, 11:50:30 pm »

Yeah the bandits buff has been reconsidered, in the new release it wont be so harsh

ollobrains

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #178 on: February 15, 2017, 04:50:08 pm »

start slow on the bandits, but fleshing out the mechanics is always good
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #179 on: February 17, 2017, 02:52:39 pm »

Hey guys, todays update has been a little bit delayed but it includes some pretty big new additions, including the ability to hold meetings in your throne room and ask for help from your staff, you also now receive general taxes on top of the more specific ones, and requesting alliances isn't so easy, plus you start the game with a random bit of gold in the bank and you can now see easier who is at war with you, which has made things scary!

**NEW FEATURES**

* **Added special throne room meeting ability**
* Added Dynamic code for alliance requests
* Added 23 Quadrillion human faces
* Added General Taxes

**BUGFIXES**

* Fixed kingdom crowns are not save bug
* Fixed game master spacing bug in staff screen

**OTHER ADDITIONS**

* Added 5 flag parts
* Added game will begin with a random amount of gold in the bank
* Added if bandits don't hate you at start of game automatic truce (to prevent them raiding you)
* Added three new name suffixes
* Goblin celebration now makes public opinion go up by 1 per turn
* Added chance of public opinion dropping from taxes
* Added at war shows on all factions not just independents and rebels (if valid)
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