Time For A Little Gaming
Started by
Juni Ori
, May 12 2006 07:26 AM
52 replies to this topic
#16
Posted 12 May 2006 - 05:06 PM
Sounds interesting Juni, I'd be interested, as long as it isn't too complicated.

http://www.last.fm/user/DeathDude/Upcoming Concerts will be attending, 5/10/08: Dream Theater, 5/12/08: Gigantour, 5/16/08: Nightwish, 5/27/08: Rush, 6/5/08 and 6/6/08: Iron Maiden, 7/27/08: Judas Priest,
#17
Posted 13 May 2006 - 12:37 PM
Point was to keep it quite simple and understandable to you and I'm being in big trouble behind the scenes...
No, seriously, I try to keep it simple. Unfortunately (for the game) I don't have time this weekend, as I just woke up and I'm preparing for 12h shift in a potentially quite challenging place - hopefully this will be silent night. Anyways, I'll have time next week at work, it's so damn boring place! It's actually that boring place that when you finally should do something you forget it...
...70 years... LOL
#18
Posted 16 May 2006 - 09:26 AM
Okies, now I've taken first steps developing a little helper for me - program doing all the nasty little calculation and randomization. I'm also considering making a separate program for battles. So far, nothing big, only promising steps... I'll keep you informed.
...70 years... LOL
#19
Posted 21 May 2006 - 12:54 AM
Ok, triple post, but to let you know what little I've made so far:
4 seasons: spring, summer, fall, winter (yeah, thanks Shogun Total War)
5 races + one half-breeder(not initial in the game and never player race)
7 racial values: melee, ranged, growth (population), intelligence (technological advancement), morale (battlefield), discipline (reduces civil unrest and has effect on what tactics commanders can use), consumption (food, some eat more than others)
6 individual attributes:melee, command, morale, health, charisma, mana (I thought they are all quite self-explanatory)
Preparatory combat system: I have sketched different tactics, how casualties (both dead and wounded) will be counted, how seasons and different (randomized) weathers affect (again thanks Shogun Total War, they really did have some ideas)
Preparatory resource production and logistics: grain, meat (incl. fish), wood, iron, gold, mounts - though everything is still a bit messy
Next coming:
Effects of morale
Random events
System for getting children
Couple of surprises
Any thoughts? And it would be nice if people share their thoughts. Btw, is there any interest? It would be nice to know I'm not wasting my time...
4 seasons: spring, summer, fall, winter (yeah, thanks Shogun Total War)
5 races + one half-breeder(not initial in the game and never player race)
7 racial values: melee, ranged, growth (population), intelligence (technological advancement), morale (battlefield), discipline (reduces civil unrest and has effect on what tactics commanders can use), consumption (food, some eat more than others)
6 individual attributes:melee, command, morale, health, charisma, mana (I thought they are all quite self-explanatory)
Preparatory combat system: I have sketched different tactics, how casualties (both dead and wounded) will be counted, how seasons and different (randomized) weathers affect (again thanks Shogun Total War, they really did have some ideas)
Preparatory resource production and logistics: grain, meat (incl. fish), wood, iron, gold, mounts - though everything is still a bit messy
Next coming:
Effects of morale
Random events
System for getting children
Couple of surprises
Any thoughts? And it would be nice if people share their thoughts. Btw, is there any interest? It would be nice to know I'm not wasting my time...
...70 years... LOL
#20
Posted 21 May 2006 - 04:24 PM
you're not really wasting time. allthough I don't think this game is quite right for a forum inteface. But it would make a really nice MMOG (MOG anyways) that would be better than most of the carp you see these days.
about the children: I think this is far too much micromanagement- your game focuses on ruling a whole country with tens (hundreds?) of thousands of inhabitants not a vilage sim.
here are some random events (if you want them):
"a mine has pettered out"
-x to Iron proction of region y.
"mariage boom"
growth in region y doubled for 4 truns
"fertile year" (has to be fall)
food prouction is doubled this turn.
.
.
.
and crises/oprotunity events (I like those beter):
"Ancient Tomb"
an ancient tomb has been found by our people in region y, what are we going to do?
* leave it alone: no effect.
* tell them to investigate
10% no effect.
60% +5xgold +1x of wood and Iron.
30% population of y halved (ancient plague).
*send your best specialists to investigate
10% no effect
30% +5xgold +1x of wood and Iron
30% gain new technology
30% population of y decresed by 1/3, reserch speed decresed by 1/3 for 8 turns.
"bandits"
bandit raids have become a problem in region y
* leave it alone
unrest is up by x. prouction is halved.
* allow local militia to Impose martial law (conduct searches, arrest people, etc.).
unrest up by 2x, production decresed by 1/3.
* send troops to guard settlements and escort wagons (need to have 100 infantry)
production decresed by 1/4, lose 100 infantry, then gain them back in 4 truns.
* send a task force to actively seek out bandits(need to have 1000 infatnry and 50 cavalry)
lose 1000 inf and 50 cav for 2 truns then get them back.
"mercs"
a band of mercenaries wants offers us their services
*no thanx:
50% no effect
45% a random player gets this event.
5% we get "bandits" event.
*that is just what we need, hire them! (need x gold)
lose x gold, gain 100 inf.
*offer them a lower wages (need x/2 gold)
40% lose x/2 gold get 100inf.
30% lose x/4 gold get 50 inf.
15% no effect
15% a random player gets this event.
"Rotting minds"
a traveling philospoher has been giving antisocial lectures in region y, people seem to listen.
*leave it alone.
90% unrest up by x. (x is reltively small), this event happens next trun in a region neigbouring to y (could be enemy region)
10% urest up by x
*arrest philosopher and his following
unrest up by 5x.
*bribe the philosopher into being more loyal. (need z gold)
40% lose z gold.
60% unrest up by 2x, this event happens next turn in region neighbouring to y.
*bribe the philosopher into leaving the country. (need 2z gold)
30% lose 2z gold. random player gets this event.
70% unrest up by 2x, this event happens next turn in region neighbouring to y.
.
.
.
about the children: I think this is far too much micromanagement- your game focuses on ruling a whole country with tens (hundreds?) of thousands of inhabitants not a vilage sim.
here are some random events (if you want them):
"a mine has pettered out"
-x to Iron proction of region y.
"mariage boom"
growth in region y doubled for 4 truns
"fertile year" (has to be fall)
food prouction is doubled this turn.
.
.
.
and crises/oprotunity events (I like those beter):
"Ancient Tomb"
an ancient tomb has been found by our people in region y, what are we going to do?
* leave it alone: no effect.
* tell them to investigate
10% no effect.
60% +5xgold +1x of wood and Iron.
30% population of y halved (ancient plague).
*send your best specialists to investigate
10% no effect
30% +5xgold +1x of wood and Iron
30% gain new technology
30% population of y decresed by 1/3, reserch speed decresed by 1/3 for 8 turns.
"bandits"
bandit raids have become a problem in region y
* leave it alone
unrest is up by x. prouction is halved.
* allow local militia to Impose martial law (conduct searches, arrest people, etc.).
unrest up by 2x, production decresed by 1/3.
* send troops to guard settlements and escort wagons (need to have 100 infantry)
production decresed by 1/4, lose 100 infantry, then gain them back in 4 truns.
* send a task force to actively seek out bandits(need to have 1000 infatnry and 50 cavalry)
lose 1000 inf and 50 cav for 2 truns then get them back.
"mercs"
a band of mercenaries wants offers us their services
*no thanx:
50% no effect
45% a random player gets this event.
5% we get "bandits" event.
*that is just what we need, hire them! (need x gold)
lose x gold, gain 100 inf.
*offer them a lower wages (need x/2 gold)
40% lose x/2 gold get 100inf.
30% lose x/4 gold get 50 inf.
15% no effect
15% a random player gets this event.
"Rotting minds"
a traveling philospoher has been giving antisocial lectures in region y, people seem to listen.
*leave it alone.
90% unrest up by x. (x is reltively small), this event happens next trun in a region neigbouring to y (could be enemy region)
10% urest up by x
*arrest philosopher and his following
unrest up by 5x.
*bribe the philosopher into being more loyal. (need z gold)
40% lose z gold.
60% unrest up by 2x, this event happens next turn in region neighbouring to y.
*bribe the philosopher into leaving the country. (need 2z gold)
30% lose 2z gold. random player gets this event.
70% unrest up by 2x, this event happens next turn in region neighbouring to y.
.
.
.
Those of you being liberal-art majors � don�t worry, advanced mathematics were largely omitted from this text in concern for your mental health.
secret adept of the PICKALLONWEASEL order
QUOTE (Mighty Midget)
if BP has potied on Twilight Zone episode, I will strangle him
secret adept of the PICKALLONWEASEL order
#21
Posted 22 May 2006 - 05:05 AM
You're obviously thinking like I am! But that children part: Idea was (quite like in Total War series) to have heirs, which of you can choose who will take reign after your death. That's what I meant, not that every frigging family will be calculated. That's what population growth is for.
...70 years... LOL
#22
Posted 22 May 2006 - 08:43 PM
Okay, two of the races so far fit better being uncontrolled savages, living in small tribes and thus not worthy for playing. Also, their intelligence was ridiculously low compared to others - making them far more difficulter to play in the long run!
More I've developed so far:
Effects of morale
Random events (very early stages)
System for getting children
Couple of surprises
-as promised, and-
Resource and logistics system
Combat system
Reputation system (can give bonuses or penalties to different things)
Individual creation system
Technological advancement system
...and something that I can't get into my head at the moment...
Next coming up (at least):
Tech tree
Finishing
Frustration as I notice I've been wasting my time...
More I've developed so far:
Effects of morale
Random events (very early stages)
System for getting children
Couple of surprises
-as promised, and-
Resource and logistics system
Combat system
Reputation system (can give bonuses or penalties to different things)
Individual creation system
Technological advancement system
...and something that I can't get into my head at the moment...
Next coming up (at least):
Tech tree
Finishing
Frustration as I notice I've been wasting my time...
...70 years... LOL
#23
Posted 22 May 2006 - 08:56 PM
Ah, I like this! I'll keep tabs on it and probably end up joining what happens...
#24
Posted 23 May 2006 - 10:33 AM
Ouch, I just made some calculations at work - out of my memory - and I strongly believe I have to redo few parts, especially considering dissidency. I just noticed that even without special events it would be quite difficult maintaining even relative peace in your initial provinces!!!
...70 years... LOL
#25
Posted 02 June 2006 - 02:05 PM
Ok... I guess this abbreviation will now on mean Never Ending Work... Everything will be redone... *sigh*
...70 years... LOL
#26
Posted 02 June 2006 - 03:08 PM
Those of you being liberal-art majors � don�t worry, advanced mathematics were largely omitted from this text in concern for your mental health.
secret adept of the PICKALLONWEASEL order
QUOTE (Mighty Midget)
if BP has potied on Twilight Zone episode, I will strangle him
secret adept of the PICKALLONWEASEL order
#27
Posted 02 June 2006 - 03:54 PM
Well, I didn't do thorough job at first time, leading into the situation where I noticed I had forgotten few things, there's absolutely no balance in different areas of the game and finally (though this is hard to admit): it was becoming too complex. Okay, one can think there's contradiction between first and last, but believe me, there isn't...
...70 years... LOL
#28
Posted 03 June 2006 - 12:34 AM
well the answer to the first ant the last would probably be the middle
(I mean you should probably try to have a balance between realism and simplicity moved a bit tawrds the later).
incidentaly, is there some way in which I could help?
(I mean you should probably try to have a balance between realism and simplicity moved a bit tawrds the later).
incidentaly, is there some way in which I could help?
Those of you being liberal-art majors � don�t worry, advanced mathematics were largely omitted from this text in concern for your mental health.
secret adept of the PICKALLONWEASEL order
QUOTE (Mighty Midget)
if BP has potied on Twilight Zone episode, I will strangle him
secret adept of the PICKALLONWEASEL order
#29
Posted 03 June 2006 - 02:04 PM
Actually yes, when I've wrapped the game together. Then I need couple of testers to find out what sucks, what rocks and what opinions they have. So yes, I'll let you know then. But this will take some time, please be patient. And anybody else interested, please sign up here. Test-game will be small and exactly what it is named for: testing. More than serious gaming we need to co-operation.
...70 years... LOL
#30
Posted 08 June 2006 - 04:33 PM
I'll help test it!














