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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42053 times)

Vivalas

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #45 on: October 19, 2016, 09:45:05 pm »

No in "other tax laws" you can chose to disband the local militia, I think it's separate from the forceful enlistment thing.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #46 on: October 19, 2016, 09:49:53 pm »

Yes, but banning the militia gives you a bonus of peasant recruits per turn, thats what it does

Zangi

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #47 on: October 20, 2016, 02:26:51 pm »

Your answer wasn't too clear earlier. 

So if the local militia is disbanded, peasants will instead directly join you for free instead of being purchased at the local militia.
And even more peasants will directly join you if forceful enlistment is also enacted.

Am I getting that right?
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #48 on: October 21, 2016, 08:27:41 am »

No you're right, to try and explain it better

Normal enlistment nets you 0-10 soldiers per territory you own per turn
Forceful enlistment nets you 0-20 peasants per territory you own per turn

if you disband the militia you get 0-25 peasants per territory,
but if you have normal enlistment then disbanding the militia
changes nothing

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #49 on: October 21, 2016, 12:01:23 pm »

Had a minor setback, lost the last two days code so I had to recode some features, but aside from that have added a few things, factions now invade and skirmish with eachother too so you will see factions destroy eachother!

* Added New Diplomat skill (show you faction relations)
* Added Total Expenses and Gains to the bottom of yearly report screen
* Fixed summarize reports bug breaking the reports screens
* only rulers with friendly personalities will send gifts when your relation is high now
* Fixed income report for rihmm trade not showing
* Made mines far more lucrative and far longer lasting
* Added counter for total kills and total deaths in stats screen
* Added 6 new race prefixes (furious, slime, warped, warty, tattooed x2)
* Added ability for factions to invade and skirmish with eachother
* Added ability for factions to destroy eachother
* Fixed randomize crash bug
* Added Game Over screen

get the latest download on the sidebar of www.reddit.com/r/warsimrpg

Ninteen45

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #50 on: October 22, 2016, 06:54:40 pm »

I think my favourite part about this game is the fact that this game was made using the most basic of C programming skills. This is something any beginner could make without any need for tools like construct or unity and I love that fact.

Hell, I even see the dev posting with Codeblocks up.
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Vivalas

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #51 on: October 23, 2016, 11:30:21 pm »

Another QoL thing, can you make it so training your staff doesn't require you to go in and choose "train" every turn? Some sort of auto train would be nice.
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The Imperial Question | Stranded Among Stars

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #52 on: October 25, 2016, 03:51:56 am »

Little update today, new faces, a few new minor things, fixed a big annoying bug and added a cool new race prefix called deatheater, these guys tend to number far less than the average race but gain a single battlescore for every 25 enemies they kill, so if they invade a land and kill 125 enemies, all of their units gain 5 battlescore forever, so any race with the words deatheater before it will now be an increasingly strong foe!

* Added deatheater race prefix, deatheaters gain strength the more enemies they kill
* Fixed race generator crash bug
* Added new hints to the great gar'gallock
* Added 147'000'000'000 orc faces (147 billion!)
* Added 193'110'811'361'280 human faces (193 trillion!)

find the download on www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #53 on: October 25, 2016, 03:53:31 am »

@Vivalas, not a bad idea, will put it on my to do list

@Nineteen45, yep c++ project coded in codeblocks, its not the most advanced thing in the world but it has its moments :)

gamerscout

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #54 on: October 25, 2016, 03:01:49 pm »

I have had a quick play though of the new update. I think I found a bug with the minor goblins clans. When you make a alliance with them all you can do is end it.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #56 on: November 04, 2016, 08:27:26 am »

Very late update today but things have gotten crazy on my end lately! trying to sort my life out but have managed to get this update out for you guys, taken suggestions and fixed some big problems! now the interfaction relations system is in my eyes pretty much complete! woo

* Added starmetal meteorite encounter in explore screen
* Added grand champion faces to the game
* Fixed missing brawl pit destroyed screen in explore screen
* Modified giant faces and added several thousand new ones!
* Fixed loading skip bug at start of the game
* Factions attack a third as much as before, so they don't ware themeselves out
* Mercenary groups can now randomly disband as time goes on
* Fixed diplomacy with factions not working (no longer being attacked by your friends)
* Added new kingdom leader exarch and kingdom type
* Added several new kingdom types
* Added 1'626'992'640 new faces to giants

get the download in the sidebar of www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #57 on: November 08, 2016, 08:38:58 am »

Been a busy bee lately, planning ways to build income in preparation for a long trip motorbiking across asia! (open to any suggestions haha) added a new randomly generated name system for random races like were-aligators who would normally default at using human names, added a special bandit meeting event where all the bandits grow closer added loads of new faces, fixed the bug made in the last update where mercs didnt work and added cheat codes to make all factions love or hate you! enjoy

* Added 2 trillion human faces
* Added special randomly generated name sets for kingdoms with random animal races
* Added explore time display to show how many times you can explore
* Fixed broken mercenaries bug
* Added bandit gangs gathering random event
* Added cheat code 70 for all factions love you (credit to dalen lewin)
* Added cheat code 71 for all factions hate you

get the download in the sidebar of www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #58 on: November 09, 2016, 10:03:23 am »

Been working hard on various things at the moment but managed to get some new things added in the game, added a few more diplomatic events to the game based on the interfaction relations system, also added a new face colour system for independent kingdoms, with 4 default races for humans, brown, grey, light grey and white!

* Fixed name spacing bug for randomly generated names
* Updated ingame cheat list
* Added Chance of bandit meetings going wrong (credit to u/Someone64_2)
* Added Chance of Goblin kingdoms truce with eachother
* Added Chance of Goblin kingdoms break out into inter-tribe warfare
* Added race face colour system for independent kingdoms
* Added chance of humanoid kingdoms race being light grey, grey, brown and white resulting in a total of 1'618'223'764'193'280 (1.6 quadrillion faces)

get the download in the sidebar of www.reddit.com/r/warsimrpg

Iceblaster

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #59 on: November 09, 2016, 11:19:08 am »

I like where the game is going at the moment, though honestly I'm kinda interested in why the face numbers get so big. What constitutes a new face? Not being rude of course. Variety is always good.
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