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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 635234 times)

Man of Paper

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1365 on: January 28, 2013, 12:12:00 pm »

This belongs in a museum!

It'd be neat to be something of an artifact (artefact I assume is the non-American English spelling? I try to use those, didn't know that one though!) hunter though. And if storing them somewhere opened up the opportunity for thieves. Hell, carrying them may get you targeted. Especially if they have faction alignment involved. For example, an artifact associated with a polytheist religion might get you targeted by vatican assassins from Mars who want to destabilize their religious enemies.
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miauw62

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1366 on: January 28, 2013, 01:36:56 pm »

Quote
I'm guessing you don't like sandbox games like DF and Minecraft. Games like these are not supposed to have plots

That is just thinking small.

Especially since Dwarf Fortress is trying to put the plot into the game.

Sources please? Toady is trying to make the world more immersive, but by no means is he trying to add a plot.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

DoomOnion

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1367 on: January 28, 2013, 02:19:43 pm »

I am starting to think that Neonivek's definition of plot is not even close to the popular definition of plot.
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Willfor

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1368 on: January 28, 2013, 02:29:06 pm »

I am starting to think that Neonivek's definition of [ANYTHING] is not even close to the popular definition of [ANYTHING].
A bit of a fix there.

It makes conversing with him a bit difficult, because there is an added layer of trying to figure out what he's trying to say instead of what he's apparently saying.
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Sergius

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1369 on: January 28, 2013, 03:42:57 pm »

I am starting to think that Neonivek's definition of [ANYTHING] is not even close to the popular definition of [ANYTHING].
A bit of a fix there.

It makes conversing with him a bit difficult, because there is an added layer of trying to figure out what he's trying to say instead of what he's apparently saying.

"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean—neither more nor less."
"The question is," said Alice, "whether you can make words mean so many different things."
"The question is," said Humpty Dumpty, "which is to be master—that's all."
Alice was too much puzzled to say anything, so after a minute Humpty Dumpty began again. "They've a temper, some of them—particularly verbs, they're the proudest—adjectives you can do anything with, but not verbs—however, I can manage the whole lot! Impenetrability! That's what I say!"
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Sharp

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1370 on: January 29, 2013, 05:36:46 am »

This belongs in a museum!

It'd be neat to be something of an artifact (artefact I assume is the non-American English spelling? I try to use those, didn't know that one though!) hunter though. And if storing them somewhere opened up the opportunity for thieves. Hell, carrying them may get you targeted. Especially if they have faction alignment involved. For example, an artifact associated with a polytheist religion might get you targeted by vatican assassins from Mars who want to destabilize their religious enemies.

Water? No Thank You, Fish make love in it.

Would be interesting to be an Indiana Jones style character, museums and collectors would pay lots of money for old works of arts. I wonder though are artifacts going to be in a dwarf fortress style where they can be randomly created (and randomly be anything?), perhaps it's better to make an item an artifact depending on who has used it or the rarity of it so perhaps you can hunt for stolen/long-lost crowns of kings of old.

Collections of items would also be interesting, like collecting all pieces of a ceremonial armour set or works of an artist.
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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 #1371 on: January 29, 2013, 09:47:38 pm »

Incidentally, yes, artefact in the British English way of saying it (colloquially known as the "right way").
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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 #1372 on: January 29, 2013, 10:19:45 pm »

We americans earned it! The right to life, liberty, and to be able to spell shit however! That's how it goes right?
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Hugehead

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1373 on: January 29, 2013, 11:08:28 pm »

I can't believe I didn't do this earlier, but posting to watch!
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Valid_Dark

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1374 on: January 29, 2013, 11:15:27 pm »

Also posting to watch
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Trollheiming

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1375 on: January 30, 2013, 04:05:30 am »

Incidentally, yes, artefact in the British English way of saying it (colloquially known as the "right way").

Writing it, you mean. There's no correct "British" way to say anything, because you Brits have a hundred zany dialects throughout Britain, from Posh to Scouse to Yorkshire and everything in between.
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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 #1376 on: January 30, 2013, 06:10:21 am »

Hey what aboot Canadians!  :P
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Edmus

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1377 on: January 30, 2013, 06:29:41 am »

Or Australians! :P
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Man of Paper

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1378 on: January 30, 2013, 10:00:50 am »

That brings up another good idea: Will different regions of the same kingdoms have different dialects? How about between classes?
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Leatra

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Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1379 on: January 30, 2013, 10:34:29 am »

That sounds unnecessarily complex. There could be multiple languages spoken in a city though.
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