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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 632635 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1155 on: December 18, 2012, 09:03:27 pm »

This is quite cool. I downloaded it but there isn't much to do, looking forwared to the next version.

Thanks! The next version doesn't have much more traditional "gameplay", but it should have some stories and histories that are *actually* interesting to read, and that's - genuinely - part of the "gameplay" I'm after...
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Devling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1156 on: December 18, 2012, 11:32:31 pm »

So is there any combat in the current version? I find myself with a desire to kill mans.
YOU MUST CONSTRUCT ADDITIONAL MANS

I'M WORKING ON IT

Good. Man slaughter will be had.

In all seriousness, you are promising a lot and I hope you deliver. You've made good progress, and there are many active people ready to bully you into finishing this game, so I hope you will.
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The Darkling Wolf

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1157 on: December 19, 2012, 04:12:35 am »

So is there any combat in the current version? I find myself with a desire to kill mans.
YOU MUST CONSTRUCT ADDITIONAL MANS

I'M WORKING ON IT
WORK FASTER! FASTER!!!!!!!! *Whipcrack*

* The Darkling Wolf conceals the tents he's still not got around to implementing.
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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.

Delta Foxtrot

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1158 on: December 19, 2012, 05:41:13 am »

Do you know about a podcast called roguelike radio? A while ago they made an episode about designing for the visually impaired. Here's the episode with some worthwhile links included. It's not a personal problem for me but I figured that it would be easier for you to include this in your design decisions while still in alpha. That is, if you choose to design for people with less than five full senses.

Glad to see this project going forward, still following with interest.
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Dutchling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1159 on: December 19, 2012, 05:51:40 am »

According to a quick Google search, the Stirrup Charge is a legend rather than actual combat tactic :c
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Eктωρ

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1160 on: December 19, 2012, 10:38:46 am »

This is quite cool. I downloaded it but there isn't much to do, looking forwared to the next version.

Thanks! The next version doesn't have much more traditional "gameplay", but it should have some stories and histories that are *actually* interesting to read, and that's - genuinely - part of the "gameplay" I'm after...

I'd be sincerely happy with it as long as you can talk to be people and they'll talk about their civ, culture and things like that. I'd consider it playable in an alpha level.

Also, yeah, for a a suggestion, you should have weather not only dictate things like "spicyness" of the food, but also what kind of food a civilization bases itself of. Tropical areas should have either Sweet Potato, Manioc, Corn, Black Beans, areas that are far from Europe but are temperate should have Rice, large plains should have well developed ranching and knowledge in meat preservation.
Also, thinking of that, if you could make a trase system based on a realistic supply and demand system it would be grand, think like, a city has 1000 people, those people need X amounts of food to survive, and they consume X units everyday, if weather conditions alter crop development and all of that, you could even have famines or so.
« Last Edit: December 19, 2012, 11:38:57 am by Eктωρ »
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Devling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1161 on: December 19, 2012, 02:43:39 pm »

What about land usage? In ancient china(and china now) there's not much land to farm, so they developed advanced techniques to fully utilize the land they had available to them.
But somewhere like Egypt, they just threw seeds around and let their oxen trample them. The only irrigation they particapated in was building large square pits that filled with water.
The Chinese had to work harder, and develop better ways of making food, because they live in a mountainous land. While the Egyptians didn't have to do that because they lived next to a river which flooded regularly, and was really good for agriculture.

Will land affect that kind of stuff? Will isolated people develop less weapons/be less warlike?(More likely the former)
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Rowanas

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1162 on: December 19, 2012, 04:34:30 pm »

What about land usage? In ancient china(and china now) there's not much land to farm, so they developed advanced techniques to fully utilize the land they had available to them.
But somewhere like Egypt, they just threw seeds around and let their oxen trample them. The only irrigation they particapated in was building large square pits that filled with water.
The Chinese had to work harder, and develop better ways of making food, because they live in a mountainous land. While the Egyptians didn't have to do that because they lived next to a river which flooded regularly, and was really good for agriculture.

Will land affect that kind of stuff? Will isolated people develop less weapons/be less warlike?(More likely the former)

First, that sounds awesome, becuase it provides a solid foundation for siege tactics. Some nations will be naturally harder to starve out, and burning crops will be mostly useless, while others will have firmly defended patches of fine land, worthy of assault all on their own. Some nations will be fine trading partners, while others have nothing to teach, and no desire to learn.

Second, are you kidding? If humans don't learn to fight, they learn to hunt, and it turns out that hunting is pretty good practice for fighting. While the real world yields a few examples of peaceful peoples, a game about going over to other countries and taking their things probably doesn't need any, except, perhaps, as a fun little roflstomp..
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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.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Devling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1163 on: December 19, 2012, 04:36:35 pm »

Well, if you take examples of isolated tribes, they are usually not LESS hostile but their weapons are certainly more primitive.
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Waterplouf

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1164 on: December 19, 2012, 05:28:09 pm »

This game looks really promising, I can't wait to see the final version of it ! I really hope you'll "finish" it ( if a game of this scale can ever be finished ) :P. URR, I wonder, do you know any other language than Python ? If so, why did you pick Python and how much time did you take to learn it ? I am actually quite interested in programming and I tried learning C++, but well yeah it's kind of hard and I wonder if it would be a better idea to learn something a little bit simpler to begin with.
Anyway, good luck with your project !
« Last Edit: December 19, 2012, 05:47:58 pm by Waterplouf »
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varsovie

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1165 on: December 20, 2012, 04:44:20 am »

Well, if you take examples of isolated tribes, they are usually not LESS hostile but their weapons are certainly more primitive.

Let's take the Boers as example then.
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Eктωρ

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1166 on: December 20, 2012, 06:53:49 am »

What about land usage? In ancient china(and china now) there's not much land to farm, so they developed advanced techniques to fully utilize the land they had available to them.
But somewhere like Egypt, they just threw seeds around and let their oxen trample them. The only irrigation they particapated in was building large square pits that filled with water.
The Chinese had to work harder, and develop better ways of making food, because they live in a mountainous land. While the Egyptians didn't have to do that because they lived next to a river which flooded regularly, and was really good for agriculture.

Will land affect that kind of stuff? Will isolated people develop less weapons/be less warlike?(More likely the former)

Hm, sorry to burst your bubble, but you're thinking about Japan and not China in the example you gave. Japan is mostly mountainous terrain with poor fertility, and most of the country's forests annot be chopped down because it would anger the Shinto Kamis. So Japanese people had to develop things like terrace farming and be an overall efficient and well contained people, their whole culture revolves around that; it's also a reason why the world's biggest fish market's on Japan, figures an island by the sea might be a poor cropland, but it's really good place for fishing.

China, though, was the world's biggest country for ages, most of it is plains, several of those plains have rivers flowing through them that make irrigation possible. That's why China always had such a stupidly huge populace. They actually have so many people that they need a lot of food to feed them all, and thus their large population is both caused by their huge farmlands, and causes it. They developed several ways to increase the productivity of the soil just so they could feed that massive amount of people. You can say that much of China's territorry is not usable for farming, but China's territory is huge. I'm not saying that they didn't terrace lands or things like that, by the way.

By the way, I'm talking about de facto China here, not Tibet, Uyghuristan and the parts of Mongolia they conquered.
« Last Edit: December 20, 2012, 06:58:01 am by Eктωρ »
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Ivefan

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1167 on: December 20, 2012, 09:22:04 am »

The most fertile lands and the most farmed areas in Japan is on level ground and not cutting down the forests is to not cause landslides(Dunno about angry gods, but i guess there might been some association between the landslides and the gods). China has a rather limited size of arable ground and they too made equal or more use of terrace farming for more hilly/mountainous regions.
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BigD145

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1168 on: December 20, 2012, 11:36:06 am »

I love the look of those trees. I'm waiting for this to get a bit further along before taking the plunge.
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Devling

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1169 on: December 21, 2012, 02:31:47 am »

I'm definatly thinking of China. Probably we are both correct. To prove my point, PRETTY PICTURES

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