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Author Topic: Expedition Roguelike  (Read 48464 times)

slashie

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Re: Expedition Roguelike
« Reply #105 on: October 06, 2010, 02:41:05 pm »

Well, I usually manage to get 2 colonies up before something goes pear shaped... but still, once a player builds farms and stuff, I'd guess they'd expect some food output. I dont think its only me :D (A quick and dirty solution would be to make farms increase the forage chance and amount on the tile with the settlement)
http://slashie.net/mantis/view.php?id=1203

Still evolving the idea because...

Not sure, but to me it sounds logical that you'd try to build a bridgehead in the new worlds and NOT go back and forth to europe to get stuff.

Well, the game was designed with the idea of going back and forth (like seven cities of gold, in which is is based... like the four trips of Colombus :P), but allowing survival in the new world looks like another way it could be played (going back to Europe would have its rewards (Gold from the crown), also may be if you dont go once every two years the crown will not trust you and will sent a cleaning squad to get you...

And, I even have a suggestion: can we have a wind indicator around the ship? just a simple line or something? I find it very tedious to move my eyes back and forth between the center of the screen, watching for storms, and the right side, looking for wind info. Maybe toggleable, if some players dont like it?
http://slashie.net/mantis/view.php?id=1204 Nice idea, will include it on next version.

Also, I always found it a bad idea to have the transfer screen use the space bar for different things: space is used to confirm a selection, but also to leave the screen... one of those actions should probably use "enter", but tbh, I never have the need to actually confirm AGAIN with space after I entered a numerical value, which already gets confirmed with enter/return.
http://slashie.net/mantis/view.php?id=1205

btw, havent found any bugs so far,
Great!

just a typo/grammar thing... When you build stuff and it takes longer than you have food, it says somehting along the lines of "You will RAN out of SUPPLIED before..."

It should be "you will RUN out of SUPPLIES...."
http://slashie.net/mantis/view.php?id=1206

Thank you!

Also, I dunno if I had posted this here:
http://slashware.net/blog/?p=1109
http://slashware.net/blog/?p=1092
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puke

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Re: Expedition Roguelike
« Reply #106 on: October 09, 2010, 04:29:59 pm »

i notice the advisor in the begining tells you to sail east to the indias?  is that right?  also, i dont think he tells you how to get to those islands you are supposed to navigate SW from, which makes you consult a globe. 

something that might be interesting is the ability to see a map of what you have explored, when you die.  it might also be nice to be able to consult your maps in the field.

also, in 7cog you could bring plants and livestock from the old world to trade and to help establish your colonies.  and native guides would help you find interesting things.  I cant get any of the natives to trade with me, no matter what trade goods I offer them.  The best I could get was exchanging one colonist for one native, but i was never able to get him back to the new world so i couldnt tell if it was beneficial.

I also tried raiding a villiage to get food, but it had thousands of people and victory in any one battle didnt provide any spoils, and it didnt seem like i'd be able to fight through all of them (though i was making good progress). 

It would also help to have a list of what various peole are good for.  what do explorers, rogues, and colonists do?  does one of them improve your visibility, or accuracy of your latitude calculation, or sucess when foraging? or chance of negotiating trade?
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Saint

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Re: Expedition Roguelike
« Reply #107 on: October 09, 2010, 04:35:48 pm »

I'v had no luck getting across the ocean, any tips or tutorials?
I always die of hunger or my ships sinking.
Usualy hunger.
I even buy all the food I can.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

puke

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Re: Expedition Roguelike
« Reply #108 on: October 09, 2010, 05:13:55 pm »

there is a video on slashie's site that shows how its done.  load up on biscuits (and i like to buy extra water and wood, and 5 or 10 carpenters) and head SW until you hit the canaries, then continue SW following the winds until you hit land somewhere between 5n and 5s.  avoid clouds and storms, repair the ships when they get bad.

the hard part is getting back.

speaking of which, i just ran into a bug.  I made landfall, harvested some wood, built a colony, and offloaded my extra peoples.  then i harvested more wood for repairs on the trip back, and went to the ships.  I transfered from my expedition to the ships, but i could not board the ship in the same interface so i went back to the world map and then boarded the ship with my last explorer.  but then everything that I had loaded on the ship was gone! it was just the two of us on those three ships, i couldnt find the supplies I had loaded or the other people.  they vanished!


Also, it would be nice to be able to replace fresh water when you land.  and to have some idea of what made a balanced meal.  like, what ratio of buscuits to water you need, and how much good krout and rum does.

and it would be nice to have an easy view of what is already in your inventory when you are purchasing / trading / transfering.  like with a right and left pane that you move things between, or a slider or something.
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slashie

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Re: Expedition Roguelike
« Reply #109 on: October 09, 2010, 07:18:22 pm »

i notice the advisor in the begining tells you to sail east to the indias?  is that right?
Nope, it's a reported bug :)

I plan to support a full world map in the future though, so that may be a logical choice :)

also, i dont think he tells you how to get to those islands you are supposed to navigate SW from, which makes you consult a globe. 
http://slashie.net/mantis/view.php?id=1209

something that might be interesting is the ability to see a map of what you have explored, when you die.  it might also be nice to be able to consult your maps in the field.
This one is pretty big but interesting, thank you. I just added http://slashie.net/mantis/view.php?id=1210

also, in 7cog you could bring plants and livestock from the old world to trade and to help establish your colonies.   [...] I cant get any of the natives to trade with me, no matter what trade goods I offer them.  The best I could get was exchanging one colonist for one native, but i was never able to get him back to the new world so i couldnt tell if it was beneficial.
http://slashie.net/mantis/view.php?id=1211

and native guides would help you find interesting things. 
http://slashie.net/mantis/view.php?id=1214

I also tried raiding a villiage to get food, but it had thousands of people and victory in any one battle didnt provide any spoils, and it didnt seem like i'd be able to fight through all of them (though i was making good progress). 
http://slashie.net/mantis/view.php?id=1212

It would also help to have a list of what various peole are good for.  what do explorers, rogues, and colonists do?  does one of them improve your visibility, or accuracy of your latitude calculation, or sucess when foraging? or chance of negotiating trade?
http://slashie.net/mantis/view.php?id=1213

Thank you!
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slashie

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Re: Expedition Roguelike
« Reply #110 on: October 09, 2010, 07:22:16 pm »

I just ran into a bug.  I made landfall, harvested some wood, built a colony, and offloaded my extra peoples.  then i harvested more wood for repairs on the trip back, and went to the ships.  I transfered from my expedition to the ships, but i could not board the ship in the same interface so i went back to the world map and then boarded the ship with my last explorer.  but then everything that I had loaded on the ship was gone! it was just the two of us on those three ships, i couldnt find the supplies I had loaded or the other people.  they vanished!
http://slashie.net/mantis/view.php?id=1215

Also, it would be nice to be able to replace fresh water when you land.
http://slashie.net/mantis/view.php?id=1216

and to have some idea of what made a balanced meal.  like, what ratio of buscuits to water you need, and how much good krout and rum does.
http://slashie.net/mantis/view.php?id=1208

and it would be nice to have an easy view of what is already in your inventory when you are purchasing / trading / transfering.  like with a right and left pane that you move things between, or a slider or something.
http://slashie.net/mantis/view.php?id=1217

Thank you!
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slashie

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Re: Expedition Roguelike
« Reply #111 on: October 10, 2010, 11:22:44 pm »

v0.2 RC1 released,

Raiding villages now pays, if you know how to do it :) hit them, then threaten them.

Getting close to October 12th. This is the final RC before 0.2!

Download from http://slashie.net/page.php?27

See youtube video: http://www.youtube.com/watch?v=zf3J_XXYDs4

How can you help?

    * Playtest for stability
    * Suggestions to spice up the dialogs and texts
    * A manual, may be just a simple manual!

Expedition - 0.2 RC1
====================
- 0001212: [Task] Allow threatening native towns - closed.
- 0001219: [Task] Allow setting the expeditionary name - closed.
- 0001215: [Bug Report] Lost all equipment when boarding ships (slash) - closed.
- 0001221: [Bug Report] Native Units consume no food - closed.
- 0001186: [Task] Add minimum crew requirements for sailing - closed.
- 0001169: [Request for Enhancement] Allow selecting difficulty - closed.
- 0001098: [Request for Enhancement] Preset expedition loadouts: - closed.
- 0001220: [Task] Water and Rum shouldnt be food - closed.
- 0001189: [Task] Increase native expeditions' speed on jungle - closed.
- 0001218: [Task] Allow hiring explorers - closed.
- 0001213: [Request for Enhancement] Add better descriptions for units - closed.
- 0001207: [Bug Report] Filthy lies - closed.
- 0001206: [Bug Report] "You will RAN out of SUPPLIED" typo - closed.
- 0001202: [Bug Report] Change Fray for Friar - closed.
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ductape

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Re: Expedition Roguelike
« Reply #112 on: October 11, 2010, 12:52:03 am »

bad wind and so spent lots of food getting to Canaries, so i decided to go ashore and forage. I sent out to carpenters, dont ask why, doesnt matter.

They walked around and found nothing for about 10 tiles and then the 2 carpenters died of hunger. thus ending my game.

With my captains, and ships and explorer in perfect condition sitting on the ships at shore. This makes no sense to me.
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I got nothing

puke

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Re: Expedition Roguelike
« Reply #113 on: October 11, 2010, 11:06:59 am »

you dont just manage the expidition abstractly, you are the leader and a specific character in it.  when you send out a group, you go with them.  when that group starves and dies, you die.
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Puck

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Re: Expedition Roguelike
« Reply #114 on: October 11, 2010, 11:15:38 am »

I'm pretty sure that changed in the last version or so.

puke

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Re: Expedition Roguelike
« Reply #115 on: October 11, 2010, 05:30:56 pm »

so, when and where does it make sense to reset your reckoning?  Is it only possible at your home port in Spain?  or also from other reasonably known locations, like the Canaries, or any points where europe or africa is in view?  Should it tell you when it is possible to reset to a known value, and how much you were adjusted by? 

Perhaps producing navigatable nautical charts of increasing accuracy would be of value in Spain?  likewise, providing detailed maps of geography and settlements could be of worth, instead of promotions based on colonies established.  I think that one has been suggested before, actually.

This would be a pretty large feature-add, but once word of a new world opens up, there could be competing expeditions attempting to plant other flags in the new world.  Someone could have gotten there and sullied a trade relationship with the natives, or already traded weapons to them that prepare them against you.

there might even be things like miniquests, where you get missions like "locate a northwest passage" or "circumnavigate the globe" or "bring back x resource" where x could be some quantity of gold or native crops or even natives.

Speaking of circumnavigating, is the map on a mercator projection?  it feels like crossing the ocean at more northerly latitudes takes longer than it should.  but i dont have anything quantative to base that on.

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slashie

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Re: Expedition Roguelike
« Reply #116 on: October 13, 2010, 09:37:58 am »

bad wind and so spent lots of food getting to Canaries, so i decided to go ashore and forage. I sent out to carpenters, dont ask why, doesnt matter.

They walked around and found nothing for about 10 tiles and then the 2 carpenters died of hunger. thus ending my game.

With my captains, and ships and explorer in perfect condition sitting on the ships at shore. This makes no sense to me.

Gotta be more careful in the future :)   Choosing what group you are "in" defines your fate... if they die, you die.

The expeditionary is represented as an unit only to make you feel it's part of the expedition, but you can't use it as unit in any other fashion (else you could just leave him on the ships, or inhabiting a town :P)

I have already planned much higher starvation resistance and lower food consumption on land, to reduce the risk of exploring a bit.
http://slashie.net/mantis/view.php?id=1224
http://slashie.net/mantis/view.php?id=1225
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slashie

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Re: Expedition Roguelike
« Reply #117 on: October 13, 2010, 09:51:40 am »

so, when and where does it make sense to reset your reckoning?  Is it only possible at your home port in Spain?  or also from other reasonably known locations, like the Canaries, or any points where europe or africa is in view?  Should it tell you when it is possible to reset to a known value, and how much you were adjusted by? 
You can do it anywhere, it would make sense to do it around a landmark (An island you know its "shape", a town in the new world, or your home port in Spain), you always reset it to zero...

Perhaps producing navigatable nautical charts of increasing accuracy would be of value in Spain?  likewise, providing detailed maps of geography and settlements could be of worth, instead of promotions based on colonies established.  I think that one has been suggested before, actually.
Maps have been suggested before, but I'm interested on the concept of a navigable nautical chart... how would it differ from a geographical map? sounds interesting..

This would be a pretty large feature-add, but once word of a new world opens up, there could be competing expeditions attempting to plant other flags in the new world.  Someone could have gotten there and sullied a trade relationship with the natives, or already traded weapons to them that prepare them against you.
Expanded upon http://slashie.net/mantis/view.php?id=1103

there might even be things like miniquests, where you get missions like "locate a northwest passage" or "circumnavigate the globe" or "bring back x resource" where x could be some quantity of gold or native crops or even natives.
Added http://slashie.net/mantis/view.php?id=1226

Speaking of circumnavigating, is the map on a mercator projection?  it feels like crossing the ocean at more northerly latitudes takes longer than it should.  but i dont have anything quantative to base that on.
IIRC, it is based on a mercator projection.... Greenland is *huge*! There will be a big map change in the future when I add the whole globe (Currently its only America + a small part of europe and africa.) I dont think there's any other way to represent the map in a fully rectangular grid (unless I cut-off some borders to make it fit another projection? that would look a bit weird around the borders, like warping around, like this one: http://www.kidsgeo.com/images/interrupted-map-projection.gif
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Greenbane

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Re: Expedition Roguelike
« Reply #118 on: October 13, 2010, 10:18:29 am »

Awesome project! A question about the game's (probably far) future: will it be purely about exploring and settling only minor towns, or would it eventually take after Colonization, encourage you to develop stronger cities and ultimately allow for the possibility of declaring and defending your territory's independence?
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puke

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Re: Expedition Roguelike
« Reply #119 on: October 13, 2010, 11:25:35 am »

Maps have been suggested before, but I'm interested on the concept of a navigable nautical chart... how would it differ from a geographical map? sounds interesting..

a geographical map might highlight shoreline, terrain features, native settlements, resources, and be valued based partly on area covered.  a nautical chart would be valueable for its accuracy and ability to traverse between points.  it wouldnt mater how much you sailed in circles uncovering tiles, it would only mater that you discovered (with some degree of accuracy) a clear path between some descrete points.  I was assuming that the longtatudal calculations lost accuracy after a while and that is why you needed to reset it, but maybe thats not the case.

But you could still record things like wind conditions and how many times you were in an area at what time of year, and build a model of the dominant wind patterns or currents.  I'm really not sure what goes into making nautical charts, especially not in that era.  From looking at them, they have lines between points with notes on what celestial measurements to make to set the right bearing, and an idea of travel time required.  perhaps it would be like a mini "race" game where there were some discovery points for making some trip between two places in a shorter time than was done before.

IIRC, it is based on a mercator projection.... Greenland is *huge*! There will be a big map change in the future when I add the whole globe (Currently its only America + a small part of europe and africa.) I dont think there's any other way to represent the map in a fully rectangular grid (unless I cut-off some borders to make it fit another projection? that would look a bit weird around the borders, like warping around, like this one: http://www.kidsgeo.com/images/interrupted-map-projection.gif

This would be tricky.  In essence, I think you would need to be playing on a globe and only rendering the viewable area as a flat projection.  calculate the game map as 3d geometry, and only render it as 2d.  you could do the same thing on an interrupted projection, and render the viewable space as continuous.  say you plotted that projection on a grid but noted that the squares on either side of the break were logically adjacant, and rendered it as such in the view... the problem would be where some square has more than 8 adjacent squares, so i guess that you could solve that by making the edge squares "half" squares where if you occupied one then you occupied the other at the same time, thus things could merge together.  there would still be display inconsistancies if you tried to put an entire map together from your observations through the viewer, but hopefully you wouldnt see any wierd re-drawing issues within the viewer. 
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