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Author Topic: Expedition Roguelike  (Read 48439 times)

slashie

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Re: Expedition Roguelike
« Reply #225 on: September 22, 2011, 11:31:16 pm »

@ThtblovesDF wow, that exploit made me do a lot of changes (check http://slashie.net/mantis/set_project.php?project_id=9&ref=roadmap_page.php ). Thanks for pointing it out!

@puke Fixed food value too, also PEOPLE CAN'T BE TRADED WITH/FOR ANYMORE :O .

Also, there's such a relative value mechanism already, but only for european vs american goods. that gotta be enhanced over the TRD facet. Conquering villages or converting them should be covered by the COM and REL facets respectively (Added some tickets already so that we don't forget this, also updated the XML roadmap)
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ThtblovesDF

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Re: Expedition Roguelike
« Reply #226 on: September 23, 2011, 09:33:55 am »

Well I do love breaking game Mechanics. Also was constantly on edge when:

"Oh god, my party is 97% enslaved natives, will they revolt? Oh, wait, I can just use them to kill there own villagers and get more. Thats fine."


Also had a big downer moment when I dragged my ship, loaded with 400 or so natives, tons of dried meat, native weapons and there like back to the City and was expecting rad cash for it. Nope, no slavery in this game, nor selling "exotic weapons" or even being able to get rid of the meat. Infact, I tried to get rid of the natives - somehow, but couldn't even dump them over board... Certainly it forces the human solution of "Build villages for them", though I doubt that is fully intended? Also good thing these natives know perfectly well how to handle a Sailing ship! (Maybe have them train/soak up skill when with sailors or there like in a village? Native -> Adjusted Native)

It might help to have a beginner mode (at a later point) that points out things, like "show friendly citys in XXX miles radius" which then show up with a arrow pointing toward them and other little helps.

Maybe a hidden "forage" meter for titles would be interesting as well, I sometimes had my party of 500 sitting on one title, eating from it (you have found 280 fruit) for months at a time.

Oh and I hope that the murders on my ship are totally related to the amount of criminals I am taking with me, right?

Looking at the list of things you plan to build in does make me hunger for more.

Also your img made me laugh, so exploitable :3
http://slashie.net/mantis/file_download.php?file_id=89&type=bug
« Last Edit: September 23, 2011, 09:38:14 am by ThtblovesDF »
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puke

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Re: Expedition Roguelike
« Reply #227 on: September 23, 2011, 11:18:02 am »

no human trafficing?  aw...

i thought you were going to add some sort of reward for bringing exotic peoples back to spain?  will we not be able to establish missions, then?
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ThtblovesDF

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Re: Expedition Roguelike
« Reply #228 on: September 24, 2011, 09:10:39 am »

Missions are on the (long long) to do list, afaik.
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ThtblovesDF

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Re: Expedition Roguelike
« Reply #229 on: January 07, 2012, 04:49:00 pm »

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HunterAlpha1

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Re: Expedition Roguelike
« Reply #230 on: January 21, 2012, 07:38:50 am »

i've seen all over that the "New World" map is the FIRST one available.  assuming there are others, how do i unlock them?  what objectives do i need to accomplish to complete the first game?
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HunterAlpha1

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Re: Expedition Roguelike
« Reply #231 on: January 21, 2012, 03:18:48 pm »

how about a road/mapping system?  when you build your first settlement it would map the area around the settlement(~70 tiles i think?) but with still a fog of war so you couldn't see enemy war parties coming from a long distance without chopping down all the forest around, then for each additional settlement you would need to connect them with a road for them to reveal the area around them.

also, maybe add a scout unit to the game, very expensive unit that would need to be garrisoned in each settlement in order to map the area around it, and which could also have the chance of being killed by hostile war parties, with that chance being decreased by the quality of weapons and armour the scout is wearing, whether or not he is riding a horse, and the number of military troops garrisoned in the settlement, their weapons/armour/mounts, and whether or not they've been ordered to escort the scout or guard the settlement. 

which leads to the next suggestion:  sieges!  hostile war parties could attack settlements, with their chances of success determined by the presence of armed troops/colonists and defensive buildings, and maybe even cannons! 

and speaking of hostile war parties, how about add more enemies to the games?  Christopher Columbus may have been one of the first explorers of the new world, but he wasn't the only one.  other European nations were close on his heals, and it would be great if they were included in the game.


EDIT: is there a way to abandon a settlement you don't want?
« Last Edit: January 21, 2012, 08:14:23 pm by HunterAlpha1 »
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Eagle_eye

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Re: Expedition Roguelike
« Reply #232 on: January 22, 2012, 05:33:15 pm »

Is this still under development? He seems to have projected release dates of last year for some components...
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HunterAlpha1

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Re: Expedition Roguelike
« Reply #233 on: January 22, 2012, 05:48:09 pm »

:(
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puke

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Re: Expedition Roguelike
« Reply #234 on: January 23, 2012, 02:43:06 pm »

It was seeing steady improvements last year, but I kind of stopped following it right around the time the improved graphics version came out.  I didnt really think about why at the time, my interest just sort of tapered off.  But in hindsight, I think it had to do with the following two changes:

- the spherical worldmap was taken out and, while I understand the problems that solved, it was really one of the things I liked best about the game.  trade winds and world shape were what made the voyages to the new world possible, and I liked how that was realistically modeled in the game.  Without that, it seemed more like a game and less like a simulation somehow.  I mean, I wouldnt really mind sailing on an interrupted projection of some sort (http://xkcd.com/977/), just make the world a sphere instead of a torous again.

- as earlier in the thread, human trafficing was taken out.  i'm not a slavery fetishist, but this is one of those games where you have to make your own goals (at least in the last stage of development) and the goals I found for myself were city building. setting up farms and running up the clock were pretty boring, so I prefered to try to import natives by the hundreds to get cities jumpstarted.  It still took ungodly long times to get the thousands and tens of thousands needed for cities, but collecting natives through conquest or peaceful trade gave me something to actively do.

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alexpoysky

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Re: Expedition Roguelike
« Reply #235 on: October 20, 2012, 02:49:51 pm »

Does anyone know if this is still active/alive? It seems his account has been suspended if you click on the download link, but his pre-order link is still up. Anyone know anything?
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Poysky Productions
skype : Alexpoysky

Prologue

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Re: Expedition Roguelike
« Reply #236 on: November 02, 2012, 07:53:02 am »

Does anyone know if this is still active/alive? It seems his account has been suspended if you click on the download link, but his pre-order link is still up. Anyone know anything?

Sorry for bumping this, but does anyone know the answer to this? I really want to try this.
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ChairmanPoo

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Re: Expedition Roguelike
« Reply #237 on: September 27, 2017, 03:26:41 pm »

Does anyone know what happened to this game's development?
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Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

a1s

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Re: Expedition Roguelike
« Reply #238 on: September 27, 2017, 03:57:50 pm »

Does anyone know what happened to this game's development?
Mobile platforms happened  ::)
dev's site. Kinda odd that he wouldn't keep it as a portfolio, considering how much time he sunk unto it, but I guess he doesn't want to show unfinished work.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.
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