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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42655 times)

Lukewarm

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #30 on: October 14, 2016, 06:09:15 pm »

This game is kind of fun for around twenty seconds, but when you're on a downward turn there's no coming back. Over the course of the last minute, I've started no less then four games because everything went to shit immediately.
How do I prevent Minor Bandit Groups from raiding away 100%+ of my gold income per turn?
Why do hundreds of my soldiers desert when I have plenty of gold to pay them?
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #31 on: October 14, 2016, 06:17:52 pm »

Sorry to hear that you've had a little trouble dude! It's harder for bandit groups to raid you if you build palisades, your money cannot be touched if you put it in the bank, a good way to earn some side money is arena betting, soldiers can sometimes desert if your army is weaker than the rebel army, if the rebellion is stronger than the kingdom its rebelling against some of your men lose face.

Best solution is to try and open trade deals with some of the independent kingdoms, that will get you a better income! get some more peasants to earn you a good harvest, and hit the rebels with all you've got to weaken the rebellion! :)

good luck

Lukewarm

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #32 on: October 14, 2016, 07:46:34 pm »

I can't weaken the rebellion because more soldiers then I kill desert each year, making me weaker for negative damage to the rebellion, perpetuating the cycle.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #33 on: October 14, 2016, 08:29:59 pm »

If you explore the north, the first location you unlock is the slave post, get some slave soldiers, they are cheap and almost identical to regular soldiers in strength, use them as fodder!

If you're really having trouble with the rebels, send all your troops, an army of 400+ should work, peasants included!

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #34 on: October 16, 2016, 02:26:53 pm »

This update took a lot of work to make, this is the hardest I've worked in a long time and probably the biggest update I've ever done for this game, There are tons of bugfixes, new features and additions, the biggest being the inter-faction relations feature, it's not completely finished but it works and its playable, as it stands enemies only raid eachother, they dont invade or skirmish, this will change soon! also the relations with eachother don't worsen after an attack which I also plan to modify soon, that aside, I hope you guys enjoy the update!

* Added 199'272'654'144'000 Human Faces (199 trillion!!!)
* Added Tons more goblin names replacing the 5 or 6 existing ones
* Added New Huge Magi Name Set
* Added New Huge Draconian Name Set
* Added 10 New Riddles to Joke tellers
* Fixed Great Gar'Gallock poor man bug
* Fixed IndependentKingdom1 getting too few tier2 troops each turn
* Added 55 new coin parts (266'640 new coin images)
* Added Bogeyman Race
* Added Riddles Credits
* Added Merc Leaders have faces!
* Fixed Merc Hire invasion cost robbery bug
* Added tons of new currency types
* Added Donations Page
* Added Load Game check to prevent load game crashes and inform players of bugs or outdated game files
* Fixed Trade caravans from 'the' smallhaven and 'the' rihhm text bug
* Fixed Rihmm and smallhaven peasants all joining first bandit group bug
* Updated Bandit Pillage screen to show how much they take if they take all gold
* Updated Bandit Pillage screen to not appear if enemy has no gold taken
* Fixed duplicate expenses for soldier pay bug
* Fixed Bandit scourge when no bandits exist
* Fixed After Independent King dies, replacement uses same face bug
* Updated Aslona bandits join bandit horde show exactly how many bandits joined them
* Updated Deserters join you to show how many deserters join you
* Updated all Peasants join bandits show how many peasants
* Removed Duplicate peasant revolt event
* Added Peasants protest event
* Added Undead Sightings Random Event
* Changed Displayed name in combat screen for bandit horde and goblin kingdoms
* Added Kingdom Reports Screen allowing you to re-view your turn reports part by part or altogeather
* Fixed Bandit Crash Bug
* Added Loading Screen at start of a new game
* Modified spacing of warsim text on the main screen
* Added Mercenary group re-roll to debug screen
* Added Random Flag Colours
* Fixed the Infamous mercenary troop duplication bug
* Added mock up weapon generator to generators
* Added New Assthaki names using Markov chains
* Added coloured eyes concept art to concept art screen
* Added coloured lines to make the game more interesting
* Fixed Age Old Battlescore issue that gave aslona an unfair advantage
* Added Inter-faction relations
* Added new options in debug mode
* Added 100s of greek names for cyclopes

[Crappy Random Weapon Generator](http://i.imgur.com/XOEqhfM.png)

[Random Flag Colours](http://i.imgur.com/Sjab313.png)

[Mercenary Leaders Have Faces](http://i.imgur.com/TD1G8S5.png)

[Today's Video](https://youtu.be/jHhI719YVdU)

Vivalas

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #35 on: October 16, 2016, 06:17:06 pm »

I'm liking this game, and the music is cool too.

One thing I've noticed is that you can shorten the income report, but it would be cool where even on long income mode it has a short summary of income, expense, and total balance on the bottom, so you can still browse through your expenses to figure out why they're so high etc. but can still just see it at a glance.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
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The Imperial Question | Stranded Among Stars

Hanzoku

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #36 on: October 17, 2016, 03:23:56 am »

There should probably be more downsides to outlawing goblin slavery in the kingdom. Currently, it has nothing but positives:

1 - improved Public Opinion
2 - Improved opinion from the minor goblin tribes, so they're pretty much guaranteed to trade without issues
3 - May lead to goblins voluntarily joining your military (though they go last, after soldiers, knights and bandits, so if you're down to goblins fighting... you've sort of screwed. This is also why banning buying goblin slaves doesn't matter a whole lot.)
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LoSboccacc

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #37 on: October 17, 2016, 03:48:40 am »

ptw

isn't betting a little too much easy money?
« Last Edit: October 17, 2016, 04:00:14 am by LoSboccacc »
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Witty

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #38 on: October 17, 2016, 05:19:44 pm »

As another general suggestion; tax laws are far too lenient. You get an initial public opinion knock - then a fairly easy supply of money from there on without issue. I'd imagine that public opinion would continue to decrease overtime as long as the tax is in place, wouldn't it?
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ollobrains

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #39 on: October 17, 2016, 05:48:05 pm »

more complex betting and more complex and scalable in some way tax laws are a good way forward, waht about development of the game world ( like a development index)
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #40 on: October 18, 2016, 02:10:55 pm »

This is a little update today, havent worked much more on the interfaction relations aside from preventing them attack when they are really weak, I've reworked the faces for goblins and added several new races and additions, lots of new bugfixes too. Also for the first time in a while the arena has been modified, I've added gladiators and all low-level units of the independent factions will appear in the arena!

* Fixed spacing of talisman of brothers slot in artifacts hall
* Fixed Old Gnome Face Generator
* Reworked goblin face generator from 3'594'240 faces to 24'330'240'000
* Added text for each concept art piece
* Added new arena fighter Gladiator (145 battlescore)
* Added all independent tier 1 units to the arena
* Fixed Goblin Slaver Hire Bug
* Added Treeman face generator
* Added Ent and Treeman race to the game
* Added Golem race to the game
* Added mushroom men race to the game
* Fixed 4 broken dwarf eye parts in face gen
* Fixed no option to reopen closed arena bug
* Fixed ability to buy maps repeateadly
* Stopped factions attacking others if they are weak
* Added colour to the faces in the face generator
* Added crested, fungus, grim, clan and quiet prefixes for race gen

[New Goblin Faces](http://i.imgur.com/2voNt20.png)

[New Treemen Faces](http://i.imgur.com/lkkslwJ.png)

Get the new version in the sidebar on www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #41 on: October 18, 2016, 02:14:36 pm »

@Hanzoku, good point, what bad-sides should there be to banning goblin slavery? perhaps you get a cut of the slavers money each turn and banning the slavery loses your cut! :)

@Vivalas, Wonderful suggestion, will be added to the next update!

@LoSboccacc, I agree, but soon I will add an odds system where the payouts will vary!

@Witty, good point, I should add continual penalties! not a bad suggestion

@Ollobrains, I agree on both, as for development of the world, what do you mean? development index?

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #42 on: October 19, 2016, 08:42:18 am »

Todays update has been focused on little fixes and new races, I've added a heap of new races, fixed a few issues, added another trillion human faces, added a huge amount of new riddles, a new face type, mushroom men!

* Fixed treemen and ent having no troop names huge bug
* Added 1'365'772'492'800 human faces (over 1 trillion!)
* Added 48 new riddles
* Added Mushroom man face generator
* Added 237'740'160 Mushroom man faces
* Fixed Artifacts screen bug
* Added Independent kingdom tier 2 and 3 units to the arena
* Gambling tax and bank tax now scale with kingdom size
* Added tribute from goblin slavers for keeping goblin slavery
* Added Arena reports tab to reports screen
* Fixed random text during independent raids bug
* Added Harpies Race
* Added Oracles Race
* Added Pyromancer Race
* Added Aquamancer Race
* Added Aeromancer Race
* Added Auramancer Race
* Added Lavamancer Race
* Added Terramancer Race
* Added Hydromancer Race

[Random Mushroom King](http://i.imgur.com/hqquz6w.png)

[New Mushroom men Faces](http://i.imgur.com/9Lf1nCf.png)

Get the new version in the sidebar on www.reddit.com/r/warsimrpg

Vivalas

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #43 on: October 19, 2016, 05:12:03 pm »

What is the purpose of banning militia? All it seems to accomplish is preventing you from buying / selling peasants while also lowering public opinion.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars
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