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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 633111 times)

notquitethere

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2685 on: October 04, 2015, 12:05:24 pm »

I'm interested in roguelikes and Borges' fiction and I can definitely see the thematic connection. There is no possible world in which I wouldn't want to play this.

You really should put a link to the website in the first post.
« Last Edit: October 04, 2015, 12:21:48 pm by notquitethere »
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2686 on: October 04, 2015, 12:14:29 pm »

Sounds very interesting indeed. I wonder if it might be worth putting in some overall 'states' for under different conditions. For instance, if the city was under attack/plague/religious ceremony/festival and so on. It would then check this list first, and see if there's anything special that needs to be done.
Perhaps you could just do all of these with different spawning of unimportant NPCs, but it might be nice to have some sort of different observable behaviours.

One of the things that I'd love to see - and something that I really don't think has been done before - is a changing world, where things can actually dramatically change for ever rather than having a sort of 'sitcom reset'. City gets the plague? drastically lower population/abandoned. A lot of this would be portrayed through NPC actions more than anything else - many games do it with conversation ('you're Foo the terrible murderer!') but it would be great to see that expanded into the schedules and actions of all NPCs
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2687 on: October 07, 2015, 04:24:43 am »

Interesting. So, does that leave the possibility for absences in something like Guard duty?
IE: If Guard A is due to replace Guard B at 9AM, but has a meeting with a lover/conspirator/whatever at that time, it should override that guard's change over time, right. So he will go to his event, be there at 9. At 9, Guard B's shift ends: does he leave, or extend his shift until guard A arrives? If you wanted to get into a place, it would be interesting to be able to take advantage of a temporary absence of guard, for whatever purpose, between the time Guard B walks away to get some sleep, and Guard A arrives from their scheduled event.

Exactly, this is my thinking - you should be able to interrupt guards, or prevent them changing over, or "catch" them on their way to "work", etc. The current system doesn't really allow for that, but this new one will!

I'm interested in roguelikes and Borges' fiction and I can definitely see the thematic connection. There is no possible world in which I wouldn't want to play this.

You really should put a link to the website in the first post.

Awesome, thanks! There isn't a link?! Good grief. Added.

Sounds very interesting indeed. I wonder if it might be worth putting in some overall 'states' for under different conditions. For instance, if the city was under attack/plague/religious ceremony/festival and so on. It would then check this list first, and see if there's anything special that needs to be done.
Perhaps you could just do all of these with different spawning of unimportant NPCs, but it might be nice to have some sort of different observable behaviours.

One of the things that I'd love to see - and something that I really don't think has been done before - is a changing world, where things can actually dramatically change for ever rather than having a sort of 'sitcom reset'. City gets the plague? drastically lower population/abandoned. A lot of this would be portrayed through NPC actions more than anything else - many games do it with conversation ('you're Foo the terrible murderer!') but it would be great to see that expanded into the schedules and actions of all NPCs

That's an awesome idea. I had definitely planned global/national events like religious festivals which override other schedules, but those other options make a lot of sense. I'll definitely build that so that I can create and insult arbitrary national events and the game will know how to get people doing them. Re: paragraph 2: I agree, that would be *awesome*. Let's do it!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2688 on: October 11, 2015, 03:56:15 pm »

Some Updates

A couple things before we get started this week. You can now watch my talk (https://www.youtube.com/watch?v=NxV5Ln8BOAo) from the UK IRDC 2015 on URR’s general generation systems. Check them out! Also, I’ll be at this year’s ProcJam (http://www.eventbrite.co.uk/e/procjam-2015-kickoff-day-tickets-18723814433) opening talks (though not speaking this time) down in London, so you should all come and say hello, both to me and other excellent PCG folk speaking. Hopefully see you there! And if not, I recommend taking part in ProcJam – a lot of awesome stuff came out of it last year and I’m sure the same will be the case this year. Also, as mentioned previously, I’ve now started a job as a three-year research fellow; currently I’m therefore working on URR at weekends and in the evenings. Progress is speeding up again now, but it’ll inevitably be a little slower than it had been pre-move. As such, I’m now seriously once more considering releasing NPCs without the conversation mechanics as 0.8… but I might not. Basically, I’m going to finish NPCs, and then take stock; but that possibility is still on the table. I don’t want people waiting ages, and I do obviously want the NPCs to be tested, but at the same time I promised gameplay and the conversation system is going to be in-depth and exciting, so I want to offer that, even if that means a longer time between releases. We’ll see.

Now, onto this week’s update, where I am pleased to report that development has now resumed after around a fortnight of moving house and starting-new-job admin, and we have some initial progress in the handling of the game’s important NPCs. So, read on…

Placing and Counting NPCs

When a world is generated there is now a block of code which looks over each tile, examines what is in the tile and the ideologies of its owning nation, religion, and all this kind of data, and comes to a conclusion about how many guards there should be, what kinds of guards these are (Mansion, Parliament, Castle, etc), where they should rest (in that same tile, as in a Fortress, or in another city district), and so forth. It does the same for all other important NPCs, and then counts up the total. Here’s a map I had the game print out where each tile was coloured according to how many important NPCs it had. A black/grey tile had none, and then the colours/numbers went through the rainbow to denote numbers of guards from 1 to 10 – dark red, red, red/orange, orange, orange/yellow, yellow, yellow/green, green, light blue, mid blue. If there are 10 or more, it uses a ‘+’ symbol. One can see roughly where all the major cities are, and get some impression of where fortresses are, and for the time being nothing spawns in towns which would “merit” a guard (though this will probably change) and so those don’t show up (same goes for tribal encampments, though I might add guards to certain buildings there in the future). I think it’s quite interesting to note how different cities have different textures of how important NPCs are laid out, depending on their ideologies and so forth. Note also that some of the fortresses have different numbers, again according to their layouts/ideologies. Anyway, here’s an example of this map:

Spoiler (click to show/hide)

And some zoomed-in examples of cities with very different “important NPC textures”, where in most cases the +s are indicative of things like city centers and upper-class districts and military districts, whilst the common 1/2/3/s tend to be lower-class districts where the national ideologies vary what spawns and doesn’t spawn there:

Spoiler (click to show/hide)

As for these important NPCs: they are stored in two areas – if it is an important NPC who will never ever leave the tile they are currently on, it saves them in the potential_npcs list on that map tile; if it is an important NPC who will be moving around the world, it saves them in the potential_npcs list in the world overall; this separation is to avoid a situation where even NPCs who never leave their map grid were in the global set of abstracted-out NPCs, there would be no point scheduling them and going over their routines/actions, since those can just be modeled when the player goes near. At this point it also (though this is not fully implemented yet) creates a bunch of tags for each important NPC. This might be something mundane and overt like “Guards the mansion of Family X”, or something covert like “Intends to murder NPC X in a plot with [list of other NPCs]”, or “Once met a mercenary who knew where [secret item X] was buried”, or whatever, which one might be able to discover. This brings us back to the previous discussion a while ago of secrets NPCs hold: a jail might have 50 prisoners, most of whom might be mundane, but a few will hold secrets which might be of use to you in some way.

Spoiler (click to show/hide)

Spawning Important Folks

Until the player goes near to any of the important NPCs, they remain “abstract”. They are able to act and gain connections by possessing the list of “npc_info” stuff listed above (who they plan to usurp, their other secret agendas, etc), and this also means that a spawned NPC can talk about an unspawned NPC without that NPC having to be spawned, which means that all the important NPC information is set up before the spawning of any of those NPCs. When the physical version is spawned because the player has stepped onto their map tile (or they are a roving important NPC and they have just moved into the player’s map tile), the game looks for the “npc_info” which describes an NPC of that sort and then tethers that npc_info to the physical copy of that NPC and deletes the abstract copy. That then doesn’t change the abilities of other NPCs to reference the important NPC, but it just means they now reference the physical copy rather than the abstract copy, but either way the game knows the information relevant to that NPC, and that NPC can move around the map (whether “physical” or “abstract”).

Spoiler (click to show/hide)

Reworking Guards

When I worked on guards in the past few weeks, I hadn’t fulled realized that guards were, basically, an “important” NPC, and therefore would actually need to be tracked to their homes and the rest of their schedules just like all the others. This means I’ve had to undo a little bit of the code I wrote before for tracking guard pairings and so forth, but this didn’t actually take as long as I’d feared. Guards now still spawn correctly and match up with their “abstract” selves, but no longer exchange their positions, as that requires me to transform some abstract guards into real ones at appropriate moments, and then get them matching up whether or not all, some, or none of them are spawned – the next step is therefore to get them (and everything else) performing according to their schedules, which is the objective for the coming week.

Spoiler (click to show/hide)

Next Week

Important (and unimportant) NPCs remain permanently/temporarily spawned when they cross districts, so you can follow them; guards can exchange their patrols with one another at the correct times; TIME (regular) and SCHEDULE (unique) events work, or at least have begun to be implemented. See you then for more work on the important NPCs of URR![/list]
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2689 on: October 18, 2015, 04:38:44 pm »

Major progress on important NPCs this week! We now have all NPCs correctly linking up with their abstract selves, the game correctly listing and assigning historical and interconnected importance (if any) to all important NPCs before they are actually generated (from slaves to kings), the delegates/representatives for democratic nations being generated and tethered to a home district/town/etc, minor vassalage families are spawning, and early progress has been made towards even the generation of castles! Read on…

Importance of Important NPCs

Firstly, the game now selects a lot of new important things during world generation; or rather, it has always done this and then stored “keywords” and information so that specific areas can be generated later if/when the player sets foot in them, but this has now been expanded to every NPC who might be important. Therefore, the world at generation decides precisely how many servants live in a given mansion, for example, and how many mercenaries live in a mercenary guild in a certain city, and so on. The map I showed last week was partly complete in this regard but was lacking a bunch of other important NPCs I had actually forgotten about, but I believe the game now generates them all correctly. This means all guards are generated at world gen, along with all other obviously-important NPCs (like rulers) and a small number of other NPCs (like slaves, servants, prisoners, etc) who are then intermingled with non-important versions of themselves.

Since new important NPCs have been added, take a look at this new diagram – you’ll see that there’s now a bunch of important NPCs spawning in towns, settlements, more in cities, all over the place! Much more colourful and much more variety, and shows that not everyone who matters lives in a city…

http://www.ultimaratioregum.co.uk/game/files/2015/10/Important_NPCs2.png

Historical Importance and Secret Information

The game can now assign “notes” to each important NPC, notes which might be referenced elsewhere in the game and will determine some of the unique things you might be able to do with each unique NPC. Examples include whether that NPC is involved in a plot, is secretly a worshiper of another religion, has an unsolved crime to their name, fought in a war/wars, is corrupt or embezzling somehow, what other important NPCs they’ve met, where they traveled, and so forth (and also past-tense examples for all those I wrote in the present tense, so an important NPC might have been involved in an un/successful plot in the past, but is not involved in one currently). This will obviously develop far more in 0.9 onwards, but the basic framework is now in place for meeting a merchant in one place, who tells you about a plot he overheard involving someone in the next town over, then finding that person and encouraging them to give you information about the plot, and discovering it is being lead by a number of political delegates who all secretly worship another religion, and then finding out a list of delegates and trying to decipher who it might be, and finding out this plot may be attempting to put a particular person on the throne, a person who – as someone else told you – may just know the location of one of the items you’re seeking…

…and so forth.

Representation and Delegates

I turned back to the democratic ideology choices this week and added a nice bit of extra detail here. There is now a new NPC type, the “delegate”, shown for now with an “a”, and each democratic(ish) nation will have a selection, depending on how many seats there are in their parliament. Once the game knows this number, it then carries out a reasonably complex equation. The game counts up how many towns, monasteries, and districts there in a nation (say, 4, 2, and 18), and then attempts multiples alongside each of those (1,2,3,4) for how many representatives there might be from each town/monastery/district, and then attempts to get that as close to the target delegate value as possible. If it hits it directly: great. If not, then the game gets as close as possible to that value, and then adds in a few extra delegates which belong to the major families, the military, the national bank, the national religion, or some combination, depending on how many “extra” delegates are required. This obviously produces a lot of variety – in some nations each monastery has two delegates, each city district just one, and each major house two; in another maybe each city district has two delegates, but the military fields six of its own delegates, and the bank a couple too. Delegates have been given (temporary and very basic) schedules for me to test in the coming week getting them all moving correctly around the world map. Here’s an example map of nations with the “representation” ideology (in white) and their distribution of delegates, who will all be scheduled to come together to the parliamentary building once every X weeks/months/etc:

http://www.ultimaratioregum.co.uk/game/files/2015/10/Delegates1.png

Road Aesthetics

A minor thing – I noticed that all road curves were curved, and that doesn’t really stick with the whole geometric-aesthetics thing, so road curves now vary, just like almost everything else, depending on the nation they’re found in. A truly minor detail, but once I realized it, I just had to fix it. The octagon and diamond inevitably look similar (the octagon just has less diagonal), but still:

Spoiler (click to show/hide)

Early Days for Castles

On evenings when I didn’t have enough time to sit down and really do a lot of this complex scheduling/technical stuff, I started work on castle generation and, although it took a long time to figure out how exactly this was going to work, I’m very pleased with the initial results, and I’ll definitely have something to show in this regard in… two weeks? Something like that. But here’s a little hint of some castle walls, a gate, a moat, and is that… is that something which might become a DRAWBRIDGE?!

Spoiler (click to show/hide)

Vassal Houses

The game now spawns an appropriate selection of lesser houses for nations with the “vassalage” ideology. There’s a longer blog post in the work for the future about how I’m reworking these for 0.8 and the new variation I’m trying to add to all the nations as a result, but that’s a future thing; nevertheless, these now appear, and each is given a town to rule; in the very near future I’ll be expanding this so that a “county” appears around each town which each family rules, and all the farms and whatnot within it, which is the area that vassal then controls. Still not quite sure how the mottoes for these lesser houses will generate, but I’m sure I’ll come up with something acceptable in the near future.

Spoiler (click to show/hide)

What next?

Well, by the end of next week I hope to get the important NPCs moving and scheduling themselves around the map, even if only in a very basic state, and to have significantly more progress on generating castles, and hopefully to allow you to follow and track important NPCs whether they are”abstract” – i.e. the player hasn’t yet gone close enough to them to pawn them – or “real” – i.e. the player has gone close enough – and these NPCs should carry out their schedules regardless of whether they are on the other side of the world, or directly in front of the player. That’s a pretty big ask, and I’ll be busy for much of next weekend, but I’d hope for the first steps towards it next week. I’m also drafting out in the background a few other improvements to the policies system (which is now becoming “ideologies”, as that is far more descriptive of what I’m after here), extra variation in each nation, and also some thoughts on ambient flora and fauna and making those a) more interesting and b) actually exist, respectively. I’m also now strongly leaning towards saving up both NPCs and conversations for a big release, as DF did that a while ago and it seemed to work out fine, and I know it would be worth the wait… I know I mention this debate every entry at the moment, and I still haven’t 100% decided, but I’m about 95% on the “save it up for an epic first release” side of things. Either way, see you in a week!
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Scoops Novel

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2690 on: October 19, 2015, 02:49:08 pm »

Dialects pretty please! I found it striking that one corner of england could barely understand the other end in tudor times (all the invasions and new settlers didn't help).
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2691 on: October 20, 2015, 04:01:55 am »

Dialects pretty please! I found it striking that one corner of england could barely understand the other end in tudor times (all the invasions and new settlers didn't help).

Dialects *within a given nation* do you mean? It is proving tricky enough to come up with 30+ forms of English for each nation, I think dialects might just be a bit too tricky!
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Scoops Novel

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2692 on: October 21, 2015, 12:25:08 pm »

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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2693 on: October 21, 2015, 06:09:45 pm »

30+ forms of English for each nation
:o

As in, 30+ forms; one of which is for each nation! Not 30 per nation!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2694 on: October 25, 2015, 04:15:43 pm »

Lots of further work on important NPCs (this “Important NPCs” series of blog posts is probably going to hit at least eight or so in total). The major developments this week: the game now assigns nearby home districts to each important NPC, and in turn an actual house when their district is actually spawned; the game now adds in naval trade routes and creates a range of maps for optimizing NPC pathfinding around the world; and NPCs now move around the world map and take an appropriate length of time to make moves! Read on:

Homes are Assigned

Homes are now assigned to all important NPCs, and each NPC has a “work” location and a “home” location (although special events, like a gladiator being pulled away from their training to fight in any one of many possible arenas, will add another “work” location). In some cases these are the same districts – so the guards who guard castles are also guards who live within castles, and their work and home districts are the same, and the same goes for every guard in a one-tile fortress, town, etc – whereas other guards will live elsewhere. There are no homes in a city centre, but the guards who guard the mints or parliaments have to live somewhere, and so they now live in other districts, where the district depends on the NPC (so the guards of mansions are better-off and live in middle-class districts, whilst the guards of arenas will live in lower-class districts, and so forth). When the player then enters a district with homes in for the first time, the game will look over which important NPCs are housed in that district, and will assign actual doors and houses to those NPCs, and ensure that random NPCs in crowds will never enter these houses. Here’s a little output noting which guard in a pairing each guard is (“first guard” or “second guard”, their form of guarding, where they begin the game (whether on duty, or not on duty), and then where they work and where they live; and you’ll notice a range of living districts for the mint guards.

http://www.ultimaratioregum.co.uk/game/files/2015/10/Homes.png

Ocean Trade Routes

The game now generates ocean trade routes. All settlements except hunter-gatherer encampments which “touch” the coast now count as being a “dock” (even if these do not physically spawn yet, but will soon), and the game now has an algorithm for attempting to piece them together in a reasonably interesting, efficient, and wide-reaching way. The player will be able to jump onto these shipping routes, as will important NPCs who need to travel very long-distance (which will be rare, and mostly for mercenaries, soldiers, ambassadors, diplomats, plotters in various schemes, explorers, inquisitors, preachers, etc). I’m very happy with the kinds of shipping patterns this produces, and is something I’ve been meaning to add for a while, since it connects up parts of the map not ordinarily connected and thereby allows important NPCs to potentially travel to places they couldn’t travel to before (more on this below). These routes will show up on the world map once you find them, and when you consider boarding a ship in 0.9 (probably) onwards, you’ll be told where that lane stops, how long it will take you to each location, how safe from pirates etc each part of the route is, and so forth.

http://www.ultimaratioregum.co.uk/game/files/2015/10/Oceanroutes.png

Road and Off-Road Pathfinding

When an NPC is looking for a path between settlements, the NPCs consider two possible routes – one using any tile they’re able to use, whether something fast like a road or something slow like an ordinary piece of terrain, and another using only “special” forms of travel, meaning roads, naval trade routes, and (in the future) desert caravans and mountain passes. Whichever one is faster (and safer) will be the one the NPC selects. So in this first picture, we see the terrain of a given world. In the second picture we see “all valid tiles”, and we can see that oceans are excluded aside from shipping routes, deserts are entirely excluded (since caravans do not yet exist), mountains are excluded (since mountain passes do not yet exist) and rivers are excluded, except on tiles where a road crosses them. In the third picture we see the final map which only uses roads and shipping routes, which might take longer paths to a given location but each particular tile will be faster – and so the game will check them both whenever an NPC wants to move. I debated going even further and weighting every single tile and using some kind of A* with Bounded Costs system, but a) that would be a surprising nightmare, b) it’s very CPU-intensive and this multi-settlement pathfinding has to be done effectively instantly, and c) I actually think this can have gameplay value: if you are told Person X is travelling to Y, you can be told if they’re travelling by road, or not, and can try to catch up with them that way, rather than knowing they’re going by the absolute optimal route, which might be very challenging for a human player to deduce.

http://www.ultimaratioregum.co.uk/game/files/2015/10/Terrain.png

http://www.ultimaratioregum.co.uk/game/files/2015/10/Worldpathfinding.png

http://www.ultimaratioregum.co.uk/game/files/2015/10/Worldroads.png

A final interesting note: we can see in both of these pictures that the area in the northwest is cut off from the rest of the world. That area happens to have no towns which are on the coast and therefore have docks, and same goes for cities, and it is separated from the rest of the world by mountains and desert, and cannot therefore be accessed by land (unless the player is willing to move through desert or mountains without caravans/passes, which will cause each turn to take many many times longer than normal; NPCs will not have this option). Therefore a future (but probably quite simple) system will be required to floodfill the world and to ensure that every settlement, no matter how obscure and hard to reach, can always be reached via land, road, shipping route, caravan route, or mountain pass, or some combination – something this particular generation doesn’t achieve.

NPCs Moving Around the World Map

Although this is all snazzy and important, the most important thing by far is that all important NPCs now move around the map on their standard schedules. They will not yet appear and spawn if the player enters the same tile, and they are not yet able to be given one-off tasks (“Come together in Parliament for a vote”, “Go to this arena for a fight”, “Present your latest artistic work in front of the King”, etc), but they all correctly make their way around cities and towns, they perform their actions at the right times, they get up and go to sleep, change watches if they’re guards, tend to vegetable gardens if they’re monks, and so on and so on. Now, naturally making sure that the player can physically see this happening is the next step – and a big one – but at any moment in time I can now check what every single important NPC across the world is doing, or in the process of doing, and when they’re going to stop doing that and start doing something else. There isn’t really a nice picture I can put up for this, but it’s happening, and that’s crucial and very exciting.

Next Week?!

The next two weekends are both free for me to focus entirely on coding (as well as ongoing evenings etc), so I’m hoping for a lot of progress. For next week I’ll be continuing to inch forwards on castle generation, hoping to get guards once more changing over their patrol timings with each other, and start to get all the important NPCs spawning when the player steps onto those tiles and being tracked whether abstract or spawned. That’s quite a lot, so we’ll see how it plays out, but I’m very pleased with my speed of development at the moment, particularly considering how many other professional (and personal) commitments I have at the moment. See you next week!
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Willfor

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2695 on: October 25, 2015, 05:35:15 pm »

http://www.ultimaratioregum.co.uk/game/files/2015/10/Oceanroutes.png
One way to make your ocean routes look a little more realistic would be to weight the deeper parts of it as more expensive to travel through for the purposes of ocean crossing. This will have ships hug the coast a little more realistically until they're ready to cross at nearer points.
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Aseaheru

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2696 on: October 25, 2015, 10:26:48 pm »

That tiny channel with all those sea trade routes going through would make a pirate salivate...
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2697 on: October 27, 2015, 06:01:59 am »

http://www.ultimaratioregum.co.uk/game/files/2015/10/Oceanroutes.png
One way to make your ocean routes look a little more realistic would be to weight the deeper parts of it as more expensive to travel through for the purposes of ocean crossing. This will have ships hug the coast a little more realistically until they're ready to cross at nearer points.

This is a nice thought - I'll do that!

That tiny channel with all those sea trade routes going through would make a pirate salivate...

Ha, you said it!
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2698 on: October 28, 2015, 02:17:38 pm »

Great idea about ocean routes Aseaheru!!

What are your ideas about piracy? I know it's a long time in the future, but are you thinking of an actual 'event' or a sort of end of action report?
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2699 on: October 30, 2015, 12:16:58 pm »

Great idea about ocean routes Aseaheru!!

What are your ideas about piracy? I know it's a long time in the future, but are you thinking of an actual 'event' or a sort of end of action report?

Oh, definitely an event! You'll probably be utilizing ships in 0.9, though as you say, piracy is a way off...
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