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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42664 times)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #60 on: November 09, 2016, 01:55:36 pm »

Well Iceblaster, Great question, its kind of like those old face flip books



There are 7 different slots by default for humans, first being the hair, second being the forehead/eyebrows, third is the eyes, fourth is nose and ears, fifth is upper lip, sixth is mouth, and seventh is chin.

As it stands there are 153 hair bits, 167 forheads, 170 eyes, 192 noses and ears, 93 upper lips, 163 mouthes and 32 chins.

the math is 153 x 167 x 170 x 192 x 93 x 163 x 32 which gives you the total faces, the multiply that by 4, for the four different races each human can be, white, grey, dark grey and brown and you have the final number.

Of course the more bits added the greater the number of faces get, for example the other day I added a single face piece, and that resulted in over 2 trillion new possible faces, after a certain point it just gets silly random! :)

Iceblaster

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #61 on: November 09, 2016, 06:28:57 pm »

That's neat. Thanks for the response. I had assumed something like that was going on, but couldn't really figure out what exactly goes on under the hood.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #62 on: November 09, 2016, 06:37:45 pm »

No worries man, you can see it in action if you want, if you go into your data folder and find the faces folder, within there are the seven text documents, first is a number and then the face part, the number signifies what race the face part belongs to, I can't exactly remember what is what off the top of my head but the first is humans, if you add a new line containing "1.    xxxxxxxx" x's being whatever the face part your making is, you can add you own and then if you go to the extras menu and into the random generators the number of faces that can be made live updates! so you can see how many new faces can be made thanks to your editions!

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #63 on: November 10, 2016, 02:12:48 pm »

Quite a decent update today which should hopefully be a nice welcome to our recent newcomers! Added lots of play suggestions, 5 quadrillion new faces, a new diplomacy event where kingdoms can form leagues of good or leagues of darkness (beware) added a new ingame wiki page and fixed some glaring issues, a crash bug and relations files not being saved and loaded with the rest of the game!

I plan to add a few more fixes and new diplomatic events for the next version, then it's the big 0.6.4.0 update which will introduce something cool and new! Keep the comments and suggestions coming and enjoy the game!

* Added soul-eater race prefix
* Added visible exit menu option (credit u/voliol)
* Added Faction Colours based on flag colour (credit u/TheGinofGan)
* Added mercenary group wiki page to the ingame wiki
* Fixed bank raid bug (credit u/overdosedbypain)
* Added 960820359989760 new human faces (3843281439959040 If you include skin colour)
* 5'461'505'204'152'320 total human faces (5 quadrillion)
* Added Blind race prefix
* Added Soul race prefix
* Added Wraith race prefix
* Added Nightfall race prefix
* Added Omega race prefix
* Fixed race crash bug
* Added new cheat 100 - league launcher, creates leagues if possible
* Added New Diplomacy event, formation of the league of darkness and the league of good
* Fixed raiding independents gains no gold
* Fixed independent relation with player not dropping when attacked
* Fixed interfaction relations not saving when game is saved
* Added Kingdom information to a faction you are at war with

get the game on www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #64 on: November 13, 2016, 07:25:45 am »

Originally this update was going to be an update based around fixing old things but for the most part the crowning gem of this update are the new buildings, every kingdom now has three buildings, each give bonuses of some kind, there are currently five.

Totem - does nothing currently
Fortress - provides 1 extra soldier per land
Outpost - provides 1 extra soldier per land
Gold Mine - provides up to 15 gold per land
and Village - provides a relevant amount of peasants per land

They will never change and they follow an architectural style which will be unique to that faction, I have also added a few new things and tweaks and suggestions as well as made a start on updating independent leader reactions to things making diplomacy even more dynamic. Also huge thanks to u/justjohnitalia for being the first donator to warsim! It means the world!

* Updated Menu with new ascii characters (credit u/Kerbobotat)
* Fixed half- creature text bug
* Fixed no land shown for minor bandits in spy report
* Added three randomly generated buildings to each kingdom, each with their own effects
* Each kingdom now has their own architecture style
* Added new dynamic responses to donating 500 gold to independents
* Added Dubloon to currency generator
* Added relation display on diplomacy screen (credit u/crayolaclock)
* Updated Donor page
* Added 0 escapes to the unfinished explore screens (credit u/iamlenb)
* Added New text for losses and kills when attacked by other factions
* Added Bandit Horde Collapse event
* Fixed Bandit Horde -troops bug

Example of three buildings all following the same style
* http://i.imgur.com/CcHmhoj.png
* http://i.imgur.com/aYlyuni.png
* http://i.imgur.com/XjuC7Gi.png

get the game on www.reddit.com/r/warsimrpg

Ehndras

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #65 on: November 13, 2016, 11:44:30 pm »

Downloading now :)
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Ehndras

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #67 on: November 15, 2016, 01:25:16 am »

Oh, definitely enjoyed it! But FUCK those slaver rebels, yo... Dude... I attacked them with 20k troops in total, after killing pretty much everyone in the game, and i lost 90% of my army :( Ouch.

Its addicting as hell.

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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #68 on: November 15, 2016, 04:49:10 am »

Damn slaves! a little tip that might help though is to know what triggers a slave revolt, if there are twice as many slaves + slave soldiers as all your other troops combined they will rebel! :)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #69 on: November 15, 2016, 04:49:30 am »

6.4.0 Today! normally this would include something big but I'm considering yesterdays random buildings and the big addition to 6.4.0 as I am swamped with stuff to do, but I have tried my best to make this edition packed with new stuff to make up, added a few new buildings and tiles, fixed lots of bugs, added some new laws for the first time in months, added a new page to the wiki a new area, lots of faces and some other stuff! Hope you guys enjoy it

* Fixed Building Names having 'sir' before them
* Added New Hovel Building that adds 1 peasant unit per turn
* Added 20 new building tilesets
* Added Demonic Totem building that makes the demon horde stronger
* Added new castle building that gives 2 soldier per turn
* Added 10 new roof tiles
* Fixed spacing bug in one of the roof tiles
* Fixed size issue in one of the roof tiles
* Fixed spacing bug in building tilesets
* Orcish Totems now give +stats to their race
* Added races page to ingame wiki
* Added building generator to generators
* Added bandit rehabilitiation law (credit u/cheekywankz)
* Added mass execution law (credit u/cheekywankz)
* Added ability to close prison (credit u/cheekywankz)
* Added ancient southern ruins to the south exploration screen
* Added ability to rename independent kingdoms in debug screen
* Added ability to destroy and respawn independent kingdoms in debug screen
* Added all other 4 independent kingdoms to debug screen
* Added panda to animal generation
* Added 27 new sword generator pieces
* Added 265'489'836'312'960 new human faces (265 trillion)
* Added 608'256'000 Troll Faces
* Fixed graphic for orcish totem not being randomly generated
* Fixed artifact text bug

get the game on www.reddit.com/r/warsimrpg

Ehndras

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #70 on: November 15, 2016, 05:49:43 am »

Do saves carry over?

Cause I don't want to give up my 2 mil in the bank, 6-round champion, 100,000 strong army with demons in tow, or my world burned asunder... :P

Do artifacts actually do anything?
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #71 on: November 15, 2016, 12:10:36 pm »

Saves are usually playable across multiple versions of the game but in this case with the addition of the new laws to the game the save will be incompatible, if you send me the save on pastebin I will update it for you and make it compatible :)

and yes artifacts do loads of different things, if you find the artifact market there is usually a decent description of what they do, in my opinion the most powerful one is the plague box, I wouldn't open it unless you've saved :)

Ehndras

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #72 on: November 15, 2016, 05:38:53 pm »

>_> Yeah, I shy away from the ones that seem to fuck shit up. Reeeeally regret buying the one orb of chaos, fuuuuuck the box of chaos orbs :|
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
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"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #73 on: November 16, 2016, 11:39:47 am »

If you've had enough of the orbs of chaos and you have an artifact hall you can smash them up :)

Ehndras

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #74 on: November 16, 2016, 04:05:55 pm »

Oh, I did. Learned my lesson. :|
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."
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