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.
I think the two are pretty interchangeable, but my flatmate is an archaeologist, and she insisted on artefact
. Anyway, I think artefacts will be well-sought-after. Even if they have very little combat prowess, they will be good for boosting morale, or the reign of an ailing king, etc etc. How did you know the URR vatican was on Mars, though?!
I can't believe I didn't do this earlier, but posting to watch!
Also posting to watch
PTW
Thanks all!
That sounds unnecessarily complex. There could be multiple languages spoken in a city though.
There will be - people will speak their native languages, though they will be able to learn others, and will presumably try to learn the language of the city they move to. One of the nice things I envision for languages is situations like coming across two people fighting in the forest. One of them you can speak the language of, one you can't. They both stop, and keep a safe distance from the other, and both shout at you - A tells you B stole something and you should help him, but B shouts something you can't understand, so you have to decide which to aid (if either)! In this kind of situation, I'd hope for other visual clues, or external information would help you make an informed guess (like if you've heard a news story about a particular thief, etc), or otherwise, you just have to take a gamble.
I think URR's excellent UI can handle any complexity. Just look at the screenshots on the first page of this thread to see what Mark is capable of when it comes to working with ASCII and ANSI. Generated art? That wins more than a few points.
Thanks Leatra
. I'll probably be posting some of the encyclopedia UI before too long.
In regard to complexity, I agree with leatra, UI looks awesome and decidedly un-spreadsheet.
A little off topic:
Will weapons be regional? I wanna travel to the far east and grab a katana. If this is the case will environment influence these weapon types, or will it be technology (hammers being developed against armour).
Cheers - er, yes, probably, though I haven't fully thought it through. Civs might also tend slightly towards preferring lighter weapons or heavier weapons, in all classes, or long/short weapons, etc. Some weapons I think I will make civ-specific, though,
That seems like a good rival for DF to keep up with!
Is there maybe a tileset (or how I call them due to other games, texture pack) that changes the graphics to those of URR?
Because BOY, this one has much more clear, yet still ASCII, graphics.
Is there maybe a tileset (or how I call them due to other games, texture pack) that changes the graphics to those of URR?
Because BOY, this one has much more clear, yet still ASCII, graphics.
Heh, agreed. Probably the best ASCII graphics I have ever seen. Map's color palette is so awesome, you could mistake it for a real map.
I'm sure it wouldn't be too hard to do. You might just need URR's permission to make it, first.
Is there maybe a tileset (or how I call them due to other games, texture pack) that changes the graphics to those of URR?
Because BOY, this one has much more clear, yet still ASCII, graphics.
Heh, agreed. Probably the best ASCII graphics I have ever seen. Map's color palette is so awesome, you could mistake it for a real map.
You know the old Samurai versus a Knight? The Knight would likely win that because the Katana wasn't made to fight someone with the Knights armor.
There is an idea there. Cultures should have different weapons and these weapons should be efficient for different kinds of armors. For example, Elves in DF favor wooden equipment, even if they are ineffective. But Elves can still kick ass with their ranged weapons and mounts. Still, superiority of the favored race of Armok to every other race is, of course, unquestionable.
Thanks guys - I'm very happy for you to use the characters I've created, as long as you just stick a little reference back to my site. As for cultures/weapons/armours etc, I do intend to have full pictures of armour generated according to civ preferences, with appropriate materials, colours, and variation in terms of exact shapes, plates, riveting, etc etc. Again, future generated graphics!
Pretty much the first e-cronym I really had any exposure to was WTF, so when I saw FTW, I thought of it as Fuck The What. Now every time I see PTW, I think of Post To Win.
Incidentally, MACMACMACMACMACMACMACMACMACMACMACMACMACMACMACMACMACMACMAC.
EDIT: What I meant was: Would you mind posting something we can compile ourselves, as this might provide mac and linux users with the beginnings of a means by which to play. While I doubt it would be easy, it's much easier than trying to get an exe to work, especially if we're using OSX 10.5, which wine and playonmac won't support.
MACMACMACMAC, you say? I'm probably going to try and get a .pyc out soon, once I confirm they cannot be easily read in a text-editor like a .py file can. In terms of other-OSs, my primary focus is Linux which I genuinely DO intend to get around to, but (excuse my ignorance of these things) I think compiling for Linux would produce a .pyc (I think), so that would be fine for Mac too. Maybe. I just need to give myself a day free at some point to turn a spare laptop into a Linux laptop, and then spend the rest of that day trying to compile. Even for those who have got it working on other systems, the load times bloat incredibly (5 seconds to 5 minutes), so I really do need to get another version out.
There is an idea there. Cultures should have different weapons and these weapons should be efficient for different kinds of armors. For example, Elves in DF favor wooden equipment, even if they are ineffective. But Elves can still kick ass with their ranged weapons and mounts. Still, superiority of the favored race of Armok to every other race is, of course, unquestionable
While realistic there is also the sense of gameplay.
SHOULD we make, for example, the Katana (if it was in the game... which it isn't but lets say this was the world expansion and every country's equivilant was in the game) weak to heavy metal armor?
Ultimate Rate of Registry what are your viewpoints on this?
I do intend to have various weapons within the classes (so scimitars, shortswords, longswords, katanas, etc, within 'slashing weapons') strong/weak/average against various things, but I have not yet decided on the specifics. I'm very happy to take ideas from this thread!
I like the idea of weapons having advantages and disadvantages, so then your adventurer (if that's your life choice) doesn't carry around a certain weapon because it has complete dominance over the others. Things like rifles muskets (?) should be able to penetrate heavy armor, but have long reload times, halberds or the like should be slow to attack, and pierce metal. katana's (and other slashy cutty things) should be quick attacks, but not so effective against heavy, metal armor.
Also, another idea that sprang to mind, is maybe "special abilities" for them, like halberds having a sweep attack, that swings an arc in front of you, or daggers allowing you to aim for the joints of thick armor (correct me if I'm wrong, but that's what they were used for back in the day, right?) I'm not too sure about this, actually.
That's very much my thinking for gunpowder weapons at the moment - interesting ideas re: the others. In terms of special abilities, I currently have some planned for each weapon class (the '!'s in the skill trees), but I'm not yet sure how much I like them. I'll have to see how I feel when I implement weapons...
Fun fact: knight vs knight usually was fought to the point of exhaustion, as both were mostly invulnerable to each other. At that point, it was either a surrender or a coup de grace on the first one to fall
Ha! Very interesting. I might try and emulate that...
Will be able to see actual ascii generated art? (As in, not just text saying "This is a painting of a human blah blah blah" but a image)
Also, for some reason thinking of two knights wacking eachother with useless swords until they just fall over of exaustion just makes me giggle.
We'll see generated weapons, armour, and mythological murals (e.g. of a person fighting a minotaur, etc), and sculptures, and possibly (presumably) paintings. The next release will have generated heraldry, flags and religious icons, then after that it might be a little break before I work on the next generated art, but it'll be one of the above. It is a *big* focus of the game, but it's mighty time-consuming (though really enjoyable to work on).
In the mean time, I did an interview with a new blog 'The Game Bastion', about URR, my goals, plans, development, the next version, etc etc. Hope you enjoy!
https://thegamebastion.wordpress.com/2013/02/03/interview-with-mark-johnson-of-ultima-ratio-regum/Today's blog entry coming later...