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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 633253 times)

Rowanas

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #495 on: April 12, 2012, 04:42:40 am »

Sorry. Next time I'll add a smiley.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #496 on: April 12, 2012, 03:20:34 pm »

Since you insisted on me asking more, more you shall get. Such as how often will we encounter, weaponry/magic? Is it more common to see different things between species, or will a lack of metals cause more magic to be used, or if excessive, will magic dull in knowledge? As well, if we are soldiers, that would also mean if we ranked up in armies, will we be granted land and therefore eventually perhaps our own village? I'd like people to call me m'lord. As well, how will animals be used, do I expect war horses/dogs/hawks or are they a later feature. For the adventure aspect of it, can a political marriage happen, or even a campaign from an evil force *which I am totally apart of or leading*, will they take brides/grooms forcibly as prizes? Ending questions here for now.

Weapons, constantly; magic, very very rarely. Magic will vary between species in terms of specialisms, but the specifics are far from decided. It may be randomised each game. Yes, one of the major ways of gaining power will be serving in an army and rising up through it, but some armed forces for some species will expect other methods (say, killing the person at the top to become the person at the top?). Yes, animals you can use as mounts will exist; I don't think horses will exist in the first alpha, but they'll be coming pretty soon. Elephants after that. And yes, as I'm considering a system whereby you can continue the game after death as, say, your heir, then marriages and things may be important. We'll see! :)

I'm wondering what type of society civs will have.  Will they use the standard, oddly centralised "king is absolute ruler", or say, feudalism?  I'm a big fan of feudalism, titles, knights, etc.  That way, through lots of political maneuvering and assassination, we CAN be called mi'lord.

No - I aim for the three humanoid species and all monster species to have unique social structures.

We could always go with a Sliding system like in EU, would spice things up when looking for followers for your kingdom/army. You'd have to either recruit from kingdoms with similar values or otherwise spread/force your own.

Exactly this - either you recruit, or you enslave. Or... other things I don't want to mention yet. There are variations planned.

one thing I'd LOVE would be the ability to just blind a creature and watch him flail about, hitting teammates.

that'd be fun.

Also, can some mounts get scared? I liked it on medieval 2 total war where elephants could run amock, ad start flattening a load of stuff. (my favorite thing was when my brother played, an elephant actually flattened the enemy general, causing the whole army to rout.)

You can of course blind creatures; you just need to aim for the head! Particularly effective with arrows, as they do less damage to body parts, but they sure do destroy eyes well. And mounts can indeed get scared; all creatures can (well, most) and frightening war elephants should be a great idea.

Sorry. Next time I'll add a smiley.
that's why I always put a :P at the end of my sarcastic comments. or my shitty jokes.

My next game is an EU Political Simulation. Fact.
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #497 on: April 12, 2012, 03:35:55 pm »

While I can understand species having similar morals, what would the considered aggressive/passive ratio be, I would assume depending on resources and such humans will declare war on other humans?

As well you talk of enslavement and heirs, would that mean there could be half breed elf/humans eventually? I would assume not at first, but if the DNA were to be semi-compatible, it could make half-breeds.

Will other ways be available to us in terms of jobs? Perhaps as gladiators (if we ourselves are captured alive), or to do actual work to raise our strength, lumberjack, miner, etc.

Also if we are able to get married, will it depend on the type of species how it happens? (ex: Humans must ask father for daughter/son's hand, Elves must do a favor for their lover, Dwarves actually gain relationship with the other, Golbins simply take.)
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varsovie

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #498 on: April 12, 2012, 04:12:05 pm »

Also if we are able to get married, will it depend on the type of species how it happens? (ex: Humans must ask father for daughter/son's hand, Elves must do a favor for their lover, Dwarves actually gain relationship with the other, Golbins simply take.)

Anyway I will always conquer a harem. :D

I would like to see a system of alliance/wedding, like in medieval time.
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Blaze

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #499 on: April 12, 2012, 04:31:19 pm »

Also if we are able to get married, will it depend on the type of species how it happens? (ex: Humans must ask father for daughter/son's hand, Elves must do a favor for their lover, Dwarves actually gain relationship with the other, Golbins simply take.)
Anyway I will always conquer a harem. :D

I would like to see a system of alliance/wedding, like in medieval time.
Hm, any chance of an Ethic system ala DF? Even if government allows/forbids/whatever some activities, religion might say otherwise.

Of course, that depends on what diety you/they believe.
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Edmus

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #500 on: April 12, 2012, 06:50:22 pm »

dammit, I want to post an idea, but I'm out of them presently...

magma bombs?
How about explosives in general?
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Edmus

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #501 on: April 12, 2012, 07:14:27 pm »

dammit, I want to post an idea, but I'm out of them presently...

magma bombs?
How about explosives in general?
but magma bombs result in an explosion of !!FUN!!
True; yet we must take the good with the bad.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #502 on: April 14, 2012, 04:35:47 am »

While I can understand species having similar morals, what would the considered aggressive/passive ratio be, I would assume depending on resources and such humans will declare war on other humans?

As well you talk of enslavement and heirs, would that mean there could be half breed elf/humans eventually? I would assume not at first, but if the DNA were to be semi-compatible, it could make half-breeds.

Will other ways be available to us in terms of jobs? Perhaps as gladiators (if we ourselves are captured alive), or to do actual work to raise our strength, lumberjack, miner, etc.

Also if we are able to get married, will it depend on the type of species how it happens? (ex: Humans must ask father for daughter/son's hand, Elves must do a favor for their lover, Dwarves actually gain relationship with the other, Golbins simply take.)

Also if we are able to get married, will it depend on the type of species how it happens? (ex: Humans must ask father for daughter/son's hand, Elves must do a favor for their lover, Dwarves actually gain relationship with the other, Golbins simply take.)
Anyway I will always conquer a harem. :D

I would like to see a system of alliance/wedding, like in medieval time.
Hm, any chance of an Ethic system ala DF? Even if government allows/forbids/whatever some activities, religion might say otherwise.

Of course, that depends on what diety you/they believe.

To answer both - alliances in humanoid species will be generally along species lines, but I also intend to have a selection of moral/political/ethical/social choices that societies make, and sometimes they will band across species if they share common goals/outlooks/religions/societies. Obviously, the inverse of these may cause wars. I'm going to have some civilizations a little more predisposed to some traits, but I think I'll keep a fair bit of randomness there too. Especially religion, which I intend to have almost entirely random.

Not sure about cross-species marriage; I'll ponder it, and almost certainly allow it in the end. Gladiator/arena ideas were actually ones I've been throwing around myself for a bit as jobs, but I'm not sure how many there will be yet. I really like the idea for different kinds of marriage 'proposal'!

dammit, I want to post an idea, but I'm out of them presently...

magma bombs?
How about explosives in general?
but magma bombs result in an explosion of !!FUN!!
True; yet we must take the good with the bad.

Explosives are in the brainstorming stages. I have a few ideas, but I'm both a) researching them historically, and b) considering how to implement them at the moment.
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #503 on: April 14, 2012, 09:56:15 am »

I'm glad you like the idea for the cultural difference marriage proposal idea. I've got plenty more. I'm actually quite excited for this game.

Another thing I want to ask is, assuming towns are settled around some kind of resources and there is a lot of trading, will caravans be travelling from town to town so as we can actually attempt to intercept them for their resources OR be paid to protect them on a voyage *temporarily putting them in our character's party* As well other guards could be protecting ones we are trying to loot, depending on the value of what is inside.

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NRDL

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #504 on: April 14, 2012, 10:08:12 am »

Caravans, that sounds nice, this is shaping up to be an awesome and complicated ( aweplicated ) game.

However, that part where the caravan joins your party...do you mean you'll follow them, or will they actually, inexplicably, join you on adventurers/military campaigns you may have? 

In any case, I like the idea of settlements forming near resources, that's how it happened in ancient history, after all. 
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #505 on: April 14, 2012, 10:22:35 am »

they will inexplicably join yours under the assumption you are leading them to their destination, so I would say that since you are supposed to lead the way, you could lead them into an ambush go back to the king, shrug your shoulders and say "There was nothing we could do."

Another thing is, if we can become royalty and therefore eventually king, queen, leader, at that point what would we be able to do, change laws, I mean, I'm interested to hear an idea bout how that would work for us.
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NRDL

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #506 on: April 14, 2012, 10:25:12 am »

Would laws be made entirely random in the first place?  If civs and sentient creatures have certain leanings towards certain values and morals, changing laws that are opposite to them will anger them, right? 
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #507 on: April 14, 2012, 10:44:12 am »

Ooooh Revolutions/Civil Wars would be cool, be a good way for new empires to be founded if the map is taken up territorially. So there will always be opponents!
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #508 on: April 14, 2012, 11:17:48 am »

I think itd be a stretch for us to tame our own mounts, perhaps capture them then take them to be trained or something but I dont know how training them ourselves would work
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #509 on: April 14, 2012, 02:06:06 pm »

Talking about explosives... Maybe we could build our own hand grenades. They should be very difficult and expensive to make though.

Anybody played Assassin's Creed: Revelations? You can make customized bombs and it would work very well for URR.

1. Bomb case. Does it bouce, stick, explode on impact or be planted and triggered?
2. Gunpowder. Better gunpowder, wider range.
3. Bomb's effect. Fire, shrapnel, posion, smoke bomb, or a liquid.

Wil there be anything steampunky in the game? Like replacing a severed arm with a mechanical one.

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« Last Edit: April 14, 2012, 02:07:55 pm by Leatra »
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