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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42663 times)

Rilder

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #180 on: February 17, 2017, 05:47:10 pm »

Bandits raids are so much more manageable in this version, much more enjoyable to play.

Edit ran into a crash when I went to look at I think a half-man sub lord or something and when I went to reload it gave me an "extra variable" error or something.

Save files here
« Last Edit: February 17, 2017, 06:18:42 pm by Rilder »
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It felt a bit like a movie in which two stoners try to steal a military helicopter

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #181 on: February 17, 2017, 09:01:15 pm »

Hmm, can you send me your save game, this has been a semi recurring issue that I need to DESTROY!

Also very glad the bandits have chilled out :)

Rilder

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #182 on: February 18, 2017, 03:12:45 am »

Hmm, can you send me your save game, this has been a semi recurring issue that I need to DESTROY!

Also very glad the bandits have chilled out :)

I put the drop box link in my post, but here's it unformatted if you missed it: https://www.dropbox.com/s/guuxh6z4kcstouf/saves.zip
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It felt a bit like a movie in which two stoners try to steal a military helicopter

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #185 on: February 25, 2017, 03:58:03 pm »

Hey guys, todays update has been slow cause I've been insanely busy with things at the moment and have been doing a ton of overtime at work, I have added a few cool things this time around, hats which rarely appear on human heads, a more interesting ending chance for some kingdoms instead of a just a final battle and a new race that was suggested a while back which is essentially slime people, that aside I've fixed a few bugs, made easy mode a little easier and added a few new throne room encounters

**NEW FEATURES**

* Added four hidden hats that have a 1 in 200 chance of appearing on a human head
* Added ability for good independent kingdoms to surrender on last land
* Added ability for evil independent kingdoms to destroy their last land
* Added Abominations race (credit u/reddish_kangaroo)


**BUGFIXES**

* Fixed game master spacing
* Fixed blood cheif text bug (credit u/sirmokmk2)
* Fixed arena subsidy loophole (credit Gorglomux)
* Fixed extra variable unable to load game bug
* Fixed Greenskin mass suicide bug (credit Nookrium)

**THRONE ROOM ADDITIONS**

* Added child changling wizard throne room encounter
* Added lone mercenary throne room encounter
* Added Small debt soldier throne room encounter
* Added Fee serving soldier throne room encounter
* Added rumour spreading soldier throne room encounter

**OTHER ADDITIONS**

* Added 4 new name suffixes
* Added 5 new crowns
* Added 28 Abomination Names
* Added Abomination Face Generator (36288000 faces)
* Buffed Easy Mode Starting Advantages
* Changed intro screens for choosing game mode
* Rework race selection graphic

**SOME SCREENSHOTS**

* http://i.imgur.com/RaT1yKg.png
* http://i.imgur.com/wNTeXFW.png
* http://i.imgur.com/Umy0mqC.png
* http://i.imgur.com/mvmh9DS.png
* http://i.imgur.com/Q47UvZh.png
* http://i.imgur.com/63jSs2t.png
* http://i.imgur.com/G4MbO0E.png

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #186 on: March 01, 2017, 02:48:38 am »

Massive update today with a lot of new and experimental features, but first an announcement!

**ANNOUNCEMENT**
-

Warsim is now in the Voting process on steam greenlight, if it succeeds warsim will be on steam and this will be huge for me, a dream come true! Regardless I'd like to thank all of you for your constant support and advice with development of the game

Heres the greenlight page - http://steamcommunity.com/sharedfiles/filedetails/?id=873252010

**TODAYS UPDATE**
-

Todays update features more restrictions on throne room encounters, you wont have people flock to join you if you are evil, Also as the game starts you can do the crowning ceremony which gives one of five random possible starts to the game, are you the son of a mad king, or are you a bandit warlord? each start has it's own differences. I've also added some new exploratonal changes to the watchtower, bluetrii farm and the tower of histories as well as tons of fixes and a special law called Alms for the poor which increases public opinion every turn and stops those pesky 'spare some gold for food' encounters

**NEW FEATURES**

* Updated all throne room encounters to be restricted based on public opinion
* Added Crowning ceremony to the game
* Added Chance to start the game as a bandit usurper
* Added chance to start the game as son of a mad king
* Added chance to start the game as gambling king
* Added Ability to ask watchtower if they've seen anything (with 12 responses)
* Added Ability to destroy the watchtower
* Added ability to attack Bluetrii farm
* Added Orb random explore event
* Added Dance of the Changeling
* Added Alms for the poor law which increases public opinion and stops encounters from starving and poor people
* Added History of the West to the tower of histories
* Added History of the Midlands to the tower of histories
* Added History of the Ancient Lands to the tower of histories

**BUGFIXES**

* Fixed normal mode roof spacing
* Fixed courtroom advice text spacing
* Fixed text of named chicken encounter
* Fixed courtroom joke text spacing
* Fixed tower of histories souther land text bug
* Fixed eastern ruins showing as southern ruins tower of histories text bug
* Fixed tribal goblin cheif throne room text bug


**THRONE ROOM ADDITIONS**

* Added Bad Public opinion bandits in court
* Added Bad Public opinion bandits for hire
* Added no boy coin if bad public opinion
* Added knight passing through only if public opinion is 50 or higher
* Buffed chance of passing knight joining you
* Added Assassin throne room encounter (credit u/PJvG)
* Added Tyranny confronatation throne room encounter


**OTHER ADDITIONS**

* Added not yet coded tag to darkdale
* Added Colour to the watchtower
* Added Colour to the Gift Tree
* Added colour to mercenary leader faces
* Added colour to all intro screens
* Updated the Bluetrii farm graphic
* Added new description for Bluetrii farm
* Updated changling texts
* Added Slave revolt general advice text
* Updated 10 advice texts to be more advisory and less gossipy
* Added Bandit theivery advice text
* Added Demon gate advice text
* Added mixed approach advice text
* Added black market ownership advice text
* Added united near north advice text
* Made hag encounter rare
* Added General face to attacks
* Added spymaster dialogue to spymaster reports before battle
* Added something that shows how much a small coffer of gold is when given

Retropunch

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #187 on: March 01, 2017, 10:04:45 am »

So I've got a few brutally honest suggestions with this - I've seen quite a few devs try and fail at greenlighting and I don't want this to go the same way as I think it has so much potential.

Firstly, I'd really recommend getting a proper trailer instead of a lets play. You're already super behind in the 'grabbing people's attention' game by having a text based game (no flashy graphics to grab people), so the last thing people are going to do is sit through a twenty minute lets play to understand it. Just make a 2 minute quick video showing the key points.

Secondly, as I said before, you really need to get some sort of 'interface' going on. I'm not talking about moving away from text based as that's a lot of the charm, but you definitely need something that constantly shows resources/buildings/army strength/etc. In every programming language this is pretty easy to do, so it should only be a little bit of work for a big improvement. I know you might not have had many complaints about it so might think it's ok, but people who are into this gaming niche (here and in the reddit group) are going to be fine without that sort of quality of life stuff - the wider audience/steam players are not.

Lastly, you definitely need to write more in your description - explain the game loop a bit more and the goal. At the moment it just feels like randomly chained together stuff rather than a sort of text based kingdom builder. Tell people why they should play it, why it's fun, and what makes it different.

So again, I'm sorry to be so brutal, but so much of the time people just tell indie devs that it's absolutely perfect, and then devs wonder why they have problems. You've created a fantastic game, and I'd love to see it succeed, but even as a fan I'd find it difficult to vote it up on greenlight until you develop it outwards a bit.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #188 on: March 02, 2017, 12:58:35 am »

I much appreciate the criticism,

I'm not great at descriptions, what sort of stuff should I put in there?

And the comment about the video has been mentioned before, you're right, I've been planning to do a new one specifically for greenlight

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #189 on: March 07, 2017, 04:37:21 am »

This update is pretty much entirely focused on adding more variation to the throne room, I've noticed it can get a little bit tedious over time and I'm trying to make it a little more random, some of the more notable additions include, Fort Gorthmek can assist in defending your kingdom instead of attacking with you, Phenor can offer you a truce if you are evil enough and not just tier 2 troops from independent kingdoms want to join you, other will come too!

**NEW FEATURES**

* Added Fort Gorthmek Defence assistance
* Added Bandit Truce from Phenor for evil kings encounter

**BUGFIXES**

* Fixed 'an militia' text bug (credit Dracoselene89)
* Fixed guards bring forward Ascii free bug (credit Dracoselene89)
* Fixed gold coin for goblin no coin given
* Fixed foreign messenger text spacing bug
* Fixed mad king text errors

**THRONE ROOM ADDITIONS**

* Added Bribe to stop forceful tribute throne room encounter
* Added soldier threatens farmer throne room encounter
* Added burned farmhouse throne room encounter
* Added farmers door throne room encounter
* Added Goblin choke to death throne room encounter
* Added Goblin coin puker to throne room encounter
* Added explorer rips up map throne room encounter
* Added betterment of the realm throne room encounter
* Added Extra noble work throne room encounter
* Added Bandit farm raid cut throne room encounter
* Added Bandit caravan raid cut throne room encounter
* Added Bandit stored gold throne room encounter
* Added Bandit Village raid throne room encounter
* Added Bandit stash throne room encounter
* Added stolen food throne room encounter
* Added village crops throne room encounter
* Added rotten grain throne room encounter
* Added old mans family throne room encounter
* Added starving throne room encounter
* Added independent peasant wants to join
* Added independent knight wants to join
* Added dynamic independent joining reason

**OTHER ADDITIONS**

* Added three new name suffixes
* Made townsman saying hello rarer

omada

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #190 on: March 10, 2017, 10:25:34 pm »

This thing get better every time i download it. Great job

I'm still playing the 0.6.7.2

There is something planed to the sub-lords?

Bolding just to become easier to arrange ideas and stuff

Bugs:

I've found that after you get 10+ digits of money the money turn to negative, you will probably want to change this or to cap money. The following turn is okay, i mean, you lose all your money and gain some. But it goes back to normal.

I don't know if it was planed to every year someone that works for you decide to leave his job. every-time my spymaster's skill get's near 200 he leaves. i decided to not see anyone in the throne room so i can ignore their desire to abandon.

When you look for new independent kingdoms your old troops magically change into the races of the new lands. So your 1000 halflings can become demigods kings like magic and it become easier to crash when you look at the sub lords

Plus, i don't know if it was planned or is a bug, after i checked for new races some of the new independent kingdoms had two kinds of champions/lords
"blood champion something of land whatever
blood champion something from far far away
lord duckington of quacklandia"

Suggestions:

Option to hide vassals and allied in the high general menu when attacking

Search newslaves races when you have the current ones as vassal not just when destroyed.

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he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Calidovi

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #191 on: March 11, 2017, 10:21:08 am »

i came back from the halls of death to say that this is super cool and im going to see if i can build it through wine
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #192 on: March 14, 2017, 03:21:17 am »

@Calidovi, thanks dude hope you enjoy it!

@Omada, Thanks for the comment :), I will look at nerfing it or making it less likely to happen if you have a high public opinion because staff shouldn't be leaving too often, the magical race change thing is a known issue at the moment, its a fiddly one because I can fix it when I begin working on the new faction system but it will take quite some time, the multiple lords issue is something I need to look at though, thanks for all the bug reports

I like the idea to hide vassals and allies too, this is good and doable,

I could try and work something out :)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #193 on: March 14, 2017, 03:22:03 am »

Not the biggest update today but lots of cool things added, you can now play rock paper shears with your game master if he has a higher skill than 100 making training a game master more worth while, also you can interact more with shallowrock mine and finally the mountain of Saaroth in the Wild North has been added with quite an interesting little questline, that aside the HUGE bug that caused games to crash when viewing lords has been fixed! and several other things have been changed/fixed, enjoy! :) Also if you haven't already and you like the game please vote for us on greenlight!

**NEW FEATURES**

* Added cheat code 380 to set a number of lands (credit Dalen Lewin)
* Added 'Rock Paper Shears' game that can be played by gamesmaster once trained
beyond 100 skill
* Added ability to request tribute from shallowrock mine
* Added ability to speak to leader of shallowrock mine (dynamic responses)
* Added The Mountain of Saaroth to the Wild North
* Added Battle with wildermen at Saaroth

**BUGFIXES**

* Fixed vassilisation bug
* Fixed burn 100 peasants alliance if you dont bug (credit Mata)
* Fixed Old man in staving bug (credit Mata)
* Fixed mercenary leader screen colour issue
* Fixed destroy slavers fort spacing
* Fixed destroy slavers fort text colour
* Fixed massive lords crash bug
* Fixed brawlers pit text colour

**THRONE ROOM ADDITIONS**

* Added dynamic 7 new responses from Demon Worshipper

**OTHER ADDITIONS**

* Made goblin slave figure based on lands
* Added 10 new name suffixes
* Added 5 new crowns

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #194 on: March 28, 2017, 04:59:39 am »

Yikes, it's been almost two weeks without an update! sorry guys, I've been working my ass off with so many different things I feel like I'm going to explode, I've added a few new things to the game, a new place called the Songmakers hut which create random poems, and added the ability to become a demon lord at the start of the game as a random chance, this will be a bit of a different playthrough, as you will have demon support but you will be hated by the masses, also I've added some more public opinion related changes and some general new editions

* Added Public order limit on pay rise encounter
* Added lower public order means less throne room visitors (dynamic)
* Fixed goblin scourge law not working
* Made goblin slaves stack each turn
* Added a max level to amount of goblin slaves that can be had
* Added ability to free the mad king
* Fixed gameover screen
* Added Songmakers hut to Songwood in the west
* Added 2 New name suffixes
* Added 8 New building tiles
* Added 2 new flag parts
* Added demonic band encounter
* Blocked anti-demon assistance if you are the demon king
* Added ability to be a demon king
* Added ability to build demonic totems
* Added demon overlord support
* Added demon overlord summoning
* Added council giving demon support
* Added law ability to declare yourself the demon king
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