Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-15 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Hey guys, just incase you're all wondering where the updates have gone I am announcing that for the next few days, perhaps week or more I will be incactive, there will likely be no updates at all, which going from our daily updates will definitely be a change, the reason for this is after many weeks of more or less avoiding it I am heading into the TITAN LANDS! nah just kidding, I'm taking on towns, towns are a bugger, I've already scrapped and rewrote them once before, last time they were scrapped we had gyms in towns where you could do reps to increase your strength and could buy special moves from fight trainers, there were also money lenders who send thugs after you if you tried to leave town without paying, the latest version of towns is much better overall though, it has many more places.Towns are outdated though, shops use the old weapon system and the stock is infinite, most shacks are empty, mines and fight pits and buggy and all towns feel quite sam
 ey after a while.I now plan to expand towns farther than anyone has asked or suggested and more than I though possible, the town population will no longer be a number, it'll be a number of actual npcs! that's right every npc in a town will exist, will have jobs, opinions, skills and stats, you can talk with them, fight or kill them even get them to join your faction.On to factions, towns will have all kinds of factions, be them guilds and trade unions or gangs and reavers, you can even create your own town, perhaps you want to create a gang dedicated to extorting people for money, or a cult dedicated to your dead pet rat, you can do it, but the other factions might not like your presence.There will be a huge amount of new buildings, towns will be far more unique, farming towns won't have the same things as slaver towns or trader towns, towns also have their own morality, you will find entirely mutant towns that kill humans on sight and if you are 
 a mutant you'd better stay away from human towns cause they'll shoot you on sight.There will be laws for each town, some towns will have curfews, others will make killing legal so be sure to find your local town's lawbook, aside from that you will be able to buy pretty much all buildings in town and become a property mogul or even take over the town in a violent coup and become the new ruler, where you can change the laws, outlaw groups, arrest citicens, collect add and remove taxes as well as start new events and traditions, simply put, as ruler of a town, you will have the power to rule your town!I've been working pretty hard on it already, there are so many elements to this that doing just the basic concepts took me a day and doing the npc name generators took me another day but it pays off, there are 19200 mutant names! stuff like Old Rotrad Joe and Garry Skinrash!So hopefully if you guys can put up with how the game is at the moment 
 for a little while you'll be seeing a hefty update soon, and following the big town update I will be happy enough to consider the game near completion, though the development journey won't end there!Thanks for reading!

URL: http://forum.audiogames.net/viewtopic.php?pid=231869#p231869




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-29 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Hey guys! I apologise for this mess, as I was uploading the game file I missed the new names folder, if you just redownload the game from this link it will include the new moddable names folder, thanks for understanding!https://www.dropbox.com/s/cpkiyc4i3w4cy … 6.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=233289#p233289




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-01 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Dark, nah I would do it so that player would have to go back for as many regions as he has gone, it makes more sense than a player going through 100 regions that returning home, it would be much better having to make a huge mission home, and it would be ridiculously easy to track, I would just have a variable active once the player leaves his home region to count up each time he enters a new region until he chooses to return home, then it would count down until 0 and at 0 load up the saved variables for his home regions.@Threeblacknoises, yup effects that don't clash with eachother can be mixed and matched, for example loading perky and then super perky, super perky would be the active one, it will simply overwrite whatever the old effects were

URL: http://forum.audiogames.net/viewtopic.php?pid=233494#p233494




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-03 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

yup, there are a few mutations that can royally screw you, still what you may not know is that plants can cure them! if you find one's with the right effects

URL: http://forum.audiogames.net/viewtopic.php?pid=233726#p233726




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-02 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Keyisfull, shit... just checked it out and the bug is because the vault uses internally preset gold bar loot but they were made for the old misc item framework and with the new misc items it messed it up, I'm so sorry for the character loss! If it's any consolation the bug is going to be fixed because of your character so it didn't die in vain! it fixed part of the gameand for further consolation here's a  random fat load of stuff you can paste into your inventory.txt while playing to beef up your next gameCan of Noob Juice.1.10.25.0.Stone Arrowhead.3.10.7.10.0.A strange old stone arrowheadPurple Vial.7.100.4.Mega Weapon Durability Upgrade Kit.3.2500.1.600.7.A mega weapon durability upgrade kit that adds six-hundred DURARed Vial.7.100.3.Wooden D5 (Triangular Prism Die).3.3.2.5.4.A wooden five sided diceSupe
 r Mart Pale Ale.1.27.3.6.Engraved 10kg Kettlebell.3.13.1.10.1.A 10kg kettlebell weight, it has been engraved with a dot patternNoble Six of Spades Playing Card.3.1.10.1.0.A six of spades playing card, it was likely in the possetion of a noble familySmelling Uber Mart Smoked Thick Cut Bacon.1.225.60.5.Raw Armok Thick Cut Bacon.1.210.60.5.Chipped Wooden D20 (Icosahedron Die).3.4.2.20.4.A wooden twenty sided dice, it's slightly chippedChipped Stone Plate.3.0.4.1.0.A stone made plate, it's slightly chippedIce Cold Large Can of Pete the Butcher Fruit Cola.1.80.16.4.Rancid Happy Mart Pack of Plums.1.25.9.6.Premium Ragnar Joint of Gammon.1.1.2.5.Infamous Dirty Mutilated Tongue.3.0.5.1.0.A mutilated human tongue, it's a little bit dirty and it's known and infamous locallyPremium Genetically Modified Fruit Cola.1.1.2.20.Bent Chipped Wooden D6 (Cube Die).3.0.2.6.4.A wooden six sided dice, it has a few 
 chips missing and it has been heavily bentRadiated Glowing Jack of Clubs Playing Card.3.1.10.1.0.A jack of clubs playing card, it has a strong pink glow and it seems to be a little bit radiatedPristine Copy of 'Oh Mutants'.5.112.Oh Mutants.0.Lil' Weapon Repair Kit.3.5.1.5.2.A lil' weapon repair kit that fixes up five durabilityPremium Fargoth Roast Steak.1.1.2.4.Green Vial.7.100.1.Rotten King Haralus Joint of Smoked Bacon.1.183.36.3.Armok Chicken Breast.1.70.40.5.Premium Soylent Organic Pear.1.1.2.2.Bruised Mega Store Dried Pear.1.7.1.2.Premium Top Secret Pineapple Cola.1.1.2.0.Dirty Value Mart Can of Peeled Tomatoes.1.1.2.5.Happy Mart Minty Dark Chocolate Buttons.1.20.3.6.Nuka Brown Ale.1.46.10.10.Extra-Sugar Chocotastica White Chocolate Bar with Rasins.1.40.10.1.Nuka Wheat Beer.1.44.10.10.Light New Slightly Bent Pewter Bokken.2.35.7.26.Red Vial.7.100.3.Co
 st Brand Hot Sauce.1.11.1.2.Luminous Bent Ten of Hearts Playing Card.3.0.10.1.0.A ten of hearts playing card, it has been bent a little bit and it appears to have a feint luminous black glowPremium Hyper Shopper Chicken Breast.1.1.2.7.Rhubarb.1.20.10.5.Bent Cursed Lightly Scratched Pure-Silver Police Baton.2.3.2.12.Red Vial.7.100.3.Weapon Damage Upgrade Kit.3.120.1.25.8.A weapon damage upgrade kit that adds twenty-five DMGScratched Carved Tooth Pick.3.0.3.1.3.A thin wooden toothpick, it has a smiley face carved into it and it has a large scratch across itElectric Melted Gold Straight Razor.2.1029.59.6.Stone Figurene.3.15.7.15.0.A strange old stone figureneBurned Copy of 'Iguana Bill'.5.18.Iguana Bill.8.Fargoth Roast Steak.1.75.20.4.Bust of Zeus.3.60.4.5.0.A large ceramic bust of Zeus the greek king of gods and god of the sky, law, order and justiceSugar-Free Super Mart Dark Chocolate Bar with Ras
 ins.1.28.6.6.Glass Elephant Ornament.3.15.8.15.0.A sizeable glass ornament moulded into the shape of an ElephantDirty Happy Mart Can of Chunky Vegetable Beef.1.1.2.6.Rotten Black Water Joint of Smoked Honey Gammon Loin.1.375.225.3.Good Copy of 'Rusken Fullton II - The Incredibly Slow Adventures'.5.242.Rusken Fullton II - The Incredibly Slow Adventures.0.Dirty Atomica Can of Sardines.1.1.2.1.Chumbre Apple Cola.1.18.3.5.State-of-the-art Dented Drink Can.3.0.1.2.0.A metal drink can, it's heavily dented and it was produced out of the highest level of development before the doom cameMega Store Can of Bean and Ham Soup.1.22.6.2.Military Grade Blackberry.1.22.1.0.China Bowl.3.2.4.2.0.A china bowlIce Cold Large Can of Top Secret Citron Cola.1.4056.800.0.Good Copy of 'Bagbeard'.5.123.Bagbeard.0.Curled Needle Daisy.6.14.9.8.Glowing Legendary Train Ticket.3.7.10.1.0.A train ticket, it


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@keyisfull, the fight pit bug has been reported alot recently, but to reiterate, most of the stuff in towns is and has been screwed for a while, I'm avoiding towns like the plague because any changes made to them will be pointless when I do the big town overhaul in the semi-near future.the damage done by an enemy depends on their strength, they may have weak moments but generally they will hit their strength level of damage, also enemies can score hefty criticals on you that you might want to avoid, I don't think I want to overhaul damage anytime soon cause I think the system works alright as it is, though combat will be changed soon, such as the player not always going first, the ability to disarm and the ability to stun ect.@Catfish, [[wow]], powerful weapon! and thanks I try to keep it challenging but its still a challenge (scuse the pun) to keep it challenging when the player gets op as hell, not sure if any of you have met mirror mutants yet in your ga
 me but they were made to combat it 

URL: http://forum.audiogames.net/viewtopic.php?pid=231310#p231310




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Dark, I'd love to do an audio version, might get on that soon, been listining to dinner at deviants lately and it's pretty good.My plan with home towns would be once you're out of a region you can't return, it would make things complicated remembering where the player had been but it would be doable to some extent, I'll look at that later on in development but it would be cool making an expedition to the wastes and returning through hellish conditions to be hailed a heroic adventurer and sell your waste-gotten riches!I like the idea of going back through random regions for as many regions as you've come, but could also work on going reverse though it may be hard.

URL: http://forum.audiogames.net/viewtopic.php?pid=232887#p232887




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

**CODES FOR THE SPECIAL EDITIONS*** 13   - welp edition        - sets players hp to 50 and stats to 1* 26   - iguana bill edition    - turns the player into iguana bill* 31   - coward edition        - sets players hp and stats higher* 66   - deadman edition        - sets players hp to 10 and stats all to 1* 33   - Perky edition        - 10* 35   - super perky edition    - 100 perks per level* 101  - level 1 forever edition    - pretty much impossible to level up* 108  - Garry Edition        - All npcs are named garry* 999  - drugged test        - runs the drugged effect* 1337 - LEET edition        - sets players hp and stats super high* 1007 - LOOT edition    
 ;   - lots more loot* 555  - $$$ edition        - gives you $1'000'000*  -  edition        - gives you $100'000'000Enter these numbers in the main menu and press enter

URL: http://forum.audiogames.net/viewtopic.php?pid=232890#p232890




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

**Changelog 25/09/15** *Version 0.8.6*-I have been working on towns but have put new little features in here and there, I'm about to go to Ireland for a few days for some projects and couldn't resist leaving you guys with a little snipped of new stuff before I leave, so here it is! The update includes some essensial bugfixes, tons of new game editions, the HEAVILY REQUESTED ability for the player to trade with new merchants added, also tons of new wacky encounters, thousands of new special weapon names, Millions of new misc items thanks to a new overhauled system including a dynamic description system meaning you will be getting some unique and interesting junk! A new perk and a bunch of changes as well as working whistles and tons of other stuff that I didn't end up listing during development due to not expecting releasing a changelog!**BUGFIXES**- Fixed the dungeon trade bug- Fixed cleared oasis bug- fixed line ending bug for magic 8 ball- Fixed the stats being set wrong after dungeon merchant- Fixed the trade roach dome region skip exploit/bug**MAJOR NEW CHANGES AND FEATURES**- Added ability to trade with player- Added Garry edition- Added leet edition- Added loot edition- added $$$ edition- Added  edition- Added misc item description system- Added perky edition- Added super perky edition- Removed hound dog placeholder perk and added here and now perk**NEW ENCOUNTERS AND CHANGES**- Added new wasteland warehouse encounter- Added battlefield corpse hellzone encounter- Nerfed prosperity perks money boost by making it random up to its bonus- Added bombed grove- Added lockpick guardian encounter- Added 27 ominous graffiti encounters- corpse landmine encounter- Coded current weapon in the weapon inv to show you wep stats comparison- Buffed grove chances so it's more likely to be a full grove than a picked clean grove**NEW ITEMS**- Added 5175 new weapon names- Added 15 million misc item variants- Added working and broken whistles to the game*Build 0.8.6 now Available for [download](https://www.dropbox.com/s/cpkiyc4i3w4cy … 6.zip?dl=1)*

URL: http://forum.audiogames.net/viewtopic.php?pid=232888#p232888




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-21 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Thanks for all the great feedback and support guys!@Dark as for Karma I see where you're coming from but I hated it in fallout, the idea was stealing something even if no one saw you gave you bad karma that people reacted to, so even if no one ever saw you steal stuff you would eventually become hated by everyone good in the world which makes no sense to me, instead in the wastes the player will have a reputation with guilds/factions/people and towns, you kill a group of people from a faction but one gets away, that faction will hate you, you beat up or steal from someone in a town and get caught, the town and the victim will dislike you, you badmouth a guild... you guessed it, they'll hate you, the same goes the other way around though and good rep will also work, however you move on to a new area and it's a clean slate, you could go town to town switching from being heroic to evil and no one would know, only you, because that's how it works in a world 
 with no widescale communication.I also like the idea of propaganda,  it would be a good way to rule over a town but I would likely code it so that people with a high inteliegence would be reistant to your propaganda, perhaps then the player could look at eliminating the smart people or removing schools and education like a lot of modern day governments are haha.@Soulkeeper, great imagination, I do plan to massively expand mutations but I want to wait until more things are complete and build the mutations around them, as for island exploring that is a possiblility, across some irradiated ocean rife with rafting survivors / mutant pirates and titan sea beasts, would make for an interesting region! you could either find an island (jungle like, paradise) and anomaly such as a whirlpool or mainland that would offer you the chance to return to the normal game world regions (definitely going in the plans)@Dark, Dungeons are so few in number at the moment, I plan t
 o expand the types and differences of dungeons way more in the future, you may have noticed among recent builds new rooms being added to bunkers, for example kitchens, armories, treasuries ect, well I plan on expanding dungeons way more as time goes on to make them all different in their own ways, perhaps in mines you can mine, dungeons may be held by a faction or cult, perhaps the lab is owned by a friendly scientist who will test mutations on you and cure you of stuff, I also plan in the future to add factory dungeons that will manufacture a random product with scrap, (bobby pin factory) (baseball bat factory) ectAs for the reason for the apocalypse this has crossed my mind, robot uprising, cyborg uprising, global warming, nuclear war, nuclear desolationSomething I am considering is that each time you start a new game much like how vials are randomised each game, so will the reason the world ended, this may be a bit far of a theory but it will make the games vary a b
 it more, it's a concept I am willing to try out but if I doesn't work well with the game I'll scrap it but for example, a cyborg uprising will mean the world was destroyed by cyborgs but you might find cyborg cities, cyborg labs and militias fighting cyborgs, no mutant creatures just all cyborgs ect, as for global warming it will all be deserts and badlands and there wont be any mutants and so on, giving you a different game each time! (can't guarentee it will be in the game due to the amount of things each one will have to change but maybe in the far future) @Soulkeeper, [[wow]] I never knew that but that's hillarious! can't imagine you can colonize hell for long though@Connor142, sorry connor but I have no interest in removing moddability of the game, it took a lot of work to get it in, If you don't like the idea of modding the inventory don't do it, I've used it a few times in the past for dev related testing but never fo
 r a legit game, though some do and that's fine, its a personal preference thing but I want the players to be able to play how they want and do what they want 

URL: http://forum.audiogames.net/viewtopic.php?pid=232400#p232400




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Dark, I understand that but in the 17th century there were newspapers and country wide unity that allowed for mass communication, not some disjointed land where every few miles across is a new world.There would be reputations for people, factions, towns but generally speaking you'd be a mysterious stranger everywhere you went as would make sense, I do see your point about the random ascpect being removed but I do plan to add robots and cyborgs evnetuallyNever heard of Dinner at Deviants place but now I kind of want to check it out, it looks awesome@hhurstseth405, glad you like it!@catfish1953, No problem, the way I see it the game is to be played how you want to play it, weather you want to roleplay as some op beast or start weak and puny, or carry on your inventory from your previous play ect! and even with the biggest weapon and the best stats the game will still chew you up!@Dark, I do plan on adding an alternate start to the game where 
 you choose your past to give you a start point, be it in a town, as a slave, as a merc ect, as for the weapon thing it would be an issue because the player never starts with an item equipped, he can put as many as he wants in his modded inventory but the game has no way to track that as there could be tons of weapons, it wouldn't work, whereas it can track what the player had equipped when he died because he had it equippedI agree, aside from little bit of testing way back when, I barely use cheat like things, I have a few menu codes that give you ridiculous loot ect but that was to test misc item generation as you say, no scoreboard or anything so it doesn't matter@Xoren, freedom of play and the vast and growing amount of options is what makes the game fun!  the more you can do the more replayability it has! thanks for the comment

URL: http://forum.audiogames.net/viewtopic.php?pid=232513#p232513




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Also a little mini announcement but I have been working on misc item descriptions! so instead of like before getting a "Meat Hook" now you can end up getting an "Engraved Plated Meat Hook" with the description "metal meat hook, it has been given a thick extra plate of metal and it has been engraved with a pattern of crosses"This has turned just under 400 misc items into 56'520'324 misc items with dynamic descriptions!

URL: http://forum.audiogames.net/viewtopic.php?pid=232514#p232514




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

There are already plans for weights to increase strength, it was already in the old towns before they were revamped, also I won't have karma like fallout cause I find it impossibly intrusive, instead there are plans for town reputation, ie do good stuff and it goes up, do bad and it goes down, and graveyard files right now only contain what's available, they along with everything else will be tweaked to accomodate the updates so dont worry.

URL: http://forum.audiogames.net/viewtopic.php?pid=232116#p232116




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Glad to hear it @Sean-Terry01, it's the most ambitious project I've done yet but I hope it pays off, It's gonna be like a text based version of Fallout mixed with dwarf fortress mixed with mount and blade with a few other games thrown in there for good measure, I've played lots of good and bad games in my time and hope that what I've absorbed from games and modding will pay off if it hasn't already 

URL: http://forum.audiogames.net/viewtopic.php?pid=232127#p232127




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

I've generally stayed away from adding anything unrelated to towns so the only things that have been changed aside from those are the bug in dungeons with loot not disapearing when you take it and the randomly named weapons now having an extra 5175 new names!In regard to the town development I have been working pretty hard on getting it all planned out and having the groundworks functioning well. Since I've started I've only had three days of coding it and this is the third! here's what I've done thus far**DAY 1**The first day of town development had me go through about a notebook worth of paper planning out how it was going to go and what I would need, from buildings to npcs to factions, I got my rough outlining done but it took a hell of a lot of time to plan out the interactions and what I would need.**DAY 2**Day two was naming day, I'd done the first few parts like town names, town population and a few other minor 
 things but it was here I decided towns were going to have individual npcs instead of just a number, so the whole of the second day was spent expanding and creating the name generator, now the old npc name generator is scrapped, the new one is huge and moddable so players can add their own names and surnames if they can't find it on the list.It took me ages because I added almost every single welsh, scottish, english and irish Male names, female names and last names, there are now over 1000 last names and hundreds of first names... what a long day that was.**DAY 3**Day three was finishing the mutant name generator, because there will be towns of both mutants and humans, so you might be roaming the world as a mutant being rejected by all the towns you pass until you find a huge mutant town, how great that will be! There are now 19200 possible mutant names too so!Aside from that I worked on town defenses such as walls hills and gates, town morality 
 and it's randomly chosen laws before working on generated npcs stats such as strength, intelligence, agility, charisma, luck, hp, personality, opinion of the player, opinion of the town, opinion of the opposite race (mutant/human).There are currently 15 personalities, such as Happy, Grumpy, Entrepreneur, Powerhound, Shy, Schizophrenic, Loyal, Racist, Patriot, Anarchist ect, that will all effect the way they live, deal with the player and react to events! For example entrepreneurs are always looking to make money, they will always trade with the player, will often try to acquire stock and if possible will buy and run their own businesses, the more unscrupulous of them may even try and steal to get rich enlisting the help of the player in quests of the sort! **WHAT'S NEXT?**I'm working on having buildings generated based on population, so "Jon's wares" won't be a random name, it will be called such because it's owner is Jon 
 Allen and if you kill him, his shop shuts down and is available for purchase, if of course another entrepreneur doesn't get there first, each npc will have an assigned home, some will live in shacks, some will live in bunkhouses or hotels and some will have manors based on wealth of course, faction members will stay in faction accomodation to some extent and all the rest will be homeless, you can make npcs homeless by making them too poor to afford to pay their taxes or by destroying their home while there's no other place to live, homeless npcs may collect scrap and attempt to build their own shanty house!right now I have to finish all of the npc generation stuff including their jobs, wealth, homes ect but to do so will require me to have something that picks what kind of industry the town has, ie farming town will have lots of farms and farmers, merchant town will have lots of merchants ect!I also have to code npc dialogue, it's going to be as dynamic 
 as possible, with npcs talking to you based on their personality, wealth, morality and opinion of you so most dialogue will be vastly different by different npcs, the plan is you can beg them, bribe them, trade with them, ask their opinion of various things, ask for advice or rumors, ask to join their faction, ask them to join yours, ask for quests ect.Which brings me on to random quests... this will be done through a thing called quest pools, npcs will have access to different quest pools that they hit the criteria of, a wealth mutant merchant will have access to: Mutant Quests / Wealthy Quests and Merchant Quests, then inside the quest pool some quests wont be available, ie if the merchant is a good person he won't offer you quests such as killing or sabotaging the competition, also if he has no opinion of you and barely knows you, he probably won't trust you with running his shop while he takes time off or handling his money while he claims bankruptcy.Then
  after that I have to code all the buildings, luckily a couple of those have already been done in the previous iteration of towns which you've 

Re: Warsim, text based randomly generated stratogy

2017-02-03 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly82, hey man I just checked on the ascii free version of the game and you're right, the whole code for the militia screen was marked as ascii and blocked so I've fixed that, should be playable in 0.6.6.7 coming in the next day or so@DracoSelene89, demons are supposed to be quite an end-game faction and aren't meant to be as easy as the rest  as for the bandits, defense palisades in the kingdom upgrades menu were made to stop bandits robbing you@Arnold Demons are definitely beatable, it just takes a mighty army to do so, 20k+ troops I'd say  unless you find the gate in the south and get em early!

URL: http://forum.audiogames.net/viewtopic.php?pid=296002#p296002





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Re: Warsim, text based randomly generated stratogy

2017-02-04 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Little update today guys, a few little things added, I've had a go at adding crowns into the game, they only appear some of the time and they aren't always lining up so great at the moment but they will eventually all have their own stats and additions and shall be kept from king to king in the kingdoms their from, Also some new changes in exploration, you can now destroy the combat academy, the great gar-gallock has his own face, and fort Gorthmek is now way more advanced that before, you wont just gain 25 troops per turn anymore, now your troop gain will be based on the skill of the ruler of the fort and much like the militia you will be able to get assistance from the fortress during battle making owning forts worthwhile!**NEW FEATURES*** Added Crowns to the game (work in progress)* Added Face to Gar-Gallock* Added Ability to destroy the combat academy* Made peasants come after soldiers in battle* Added ability for fort gorthmek t
 o send troops to assist you in battle* Set fort gorthmek troop limit to be battlescore of fort ruler* Set fort gorthmek recruitment to be based on rulers battlescore**BUGFIXES*** Fixed grim prefix worth text bug (credit u/Fury22)* Fixed grim prefix save breaker (credit u/Fury22)* Fixed the diplomatic actions screen* Fixed bandit warlord dissapearing bug (stops bandits collapsing)* Fixed Game crash in ascii free version of game on militia screen (credit firefly82)* Fixed game being stuck when visiting faction owned monfort mine**OTHER ADDITIONS*** Updated demon music credits* Added new colouration to compass graphic* Added colours to thickblood tavern* Reduced the public opinion needed to hire bandits from thickblood* Updated Combat Academy graphic after aslona takeover* Added colours to combat academy* Added colours to the black market* Added colour to fort gorthme
 k graphic* Added four new name suffixes

URL: http://forum.audiogames.net/viewtopic.php?pid=296194#p296194





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Re: Warsim, text based randomly generated stratogy

2017-02-05 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Kithri, it's in my signature! 

URL: http://forum.audiogames.net/viewtopic.php?pid=296241#p296241





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Re: Warsim, text based randomly generated stratogy

2017-02-07 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys, added quite a few things in this update, the demon realm has a new theme song, there are now 4 new versions of the sudden death dice game, one of them hidden, not sure if anyone likes the game but these new versions are also quite fun! also the thickblood tavern has been fixed up a little more and you can upgrade fort gorthmek, also fixed a few annoying bugs and added a lot more kingdom types.**NEW FEATURES*** Updated demonic realm theme song with new song* Added northern sudden death game to thickblood tavern* Added ability to hire bandits in owned thickblood tavern* Added Brawls to owned thickblood tavern* Added sudden death to black market* Added sudden death tent to upgraded black market (with 4 variations of the game)* 6Added secret version of sudden death9 hidden in sudden death tent* Added ability to read information on fort gorthmek* Added ability to upgrade fort gorthmek (higher troop cap and recruitm
 ent level)**BUGFIXES*** Fixed duplicate line in north page 2* Fixed Vassilisation limit being too high* Fixed Consortium as king consort not historical ruler of consortium* Fixed animationless demon head not having colour* Fixed independent troops not multiplied by continent level* Fixed independent gold not multiplied by continent level* Fixed bug where 3rd kingdoms peasants could never die* Fixed fort gorthmek rules not saved each time game is reloaded**OTHER ADDITIONS*** Increased max black bank loan from 1 gold to 100 gold* Increased default vassiliation requirments* Added No refusal of bandit hire if you own the tavern* Added Northern sudden death game to owned thickblood tavern* Added Shogunate Kingdom type (credit u/dystainment)* Added Imamate Kingdom type (credit u/CraveBoon)* Added count to county (credit u/milleuros)* Added Theocracy Kingdom type (credit 
 u/krateng)* Added Archbishopric kingdom type (credit u/krateng)* Added Confederacy kingdom type (credit u/krateng)* Added Viceroyalty kingdom type (credit u/krateng)* Added Order kingdom type (credit u/krateng)* Added City kingdom type ruled by Lord-Mayor (credit u/mickdude2)* Added Imperator of the empire (credit u/thewinterking)* Added regency kingdom type (Credit u/thewinterking)* Added Blood clan kingdom type* Added Triachy kingdom type (credit u/thewinterking)* Added Margraviate kingdom type (credit u/krateng)* Added republic kingdom type (credit /u/krateng)* buffed mystic hut reward* Added tax collected in the black market for sudden death tent if market is upgraded

URL: http://forum.audiogames.net/viewtopic.php?pid=296601#p296601





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Re: Warsim, text based randomly generated stratogy

2017-02-07 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Dracoselene89, still working on the manage the thickblood tavern, I'm not entirely sure what to do for it@Soul Keeper, peasants are the only unit that actually earns you money aside from bandits, you would generally protect them and send your fighting units, as the soldiers are supposed to protect the people, I will later add some way to choose the order of who fights but for now peasants shouldn't go first I think @Majno, I will have to investigate further, the sub-captian thing is randomly generated though but that must be on the lords screen so it's some kind of issue with lords information@Dracoselene89, yeah as soul keeper says this is the max in issue, the computer can't store any more data in that byte so it bugs out@Majno, I will change this in the next version so that animation settings will be saved 

URL: http://forum.audiogames.net/viewtopic.php?pid=296600#p296600





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Re: Warsim, text based randomly generated stratogy

2017-02-08 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

The more demons there are, the more screwed you are there could be upgrades to the tavern, I like the idea though, make the taverns income dynamic based on randomness plus upgrades

URL: http://forum.audiogames.net/viewtopic.php?pid=296653#p296653





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Re: Warsim, text based randomly generated stratogy

2017-02-03 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Also in response to some earlier comments I've missed (sorry guys)@DracoSelene89, I absolutely would love a custom game maker and have it in the plans, would be stuff like disabling demon horde, choosing number of kingdoms and bandits, how many lands you have, if there are goblin kingdoms, rebellion and bandit horde, if you want the game races to be humanoid only, if you want the plague enabled ect, There would also be special pre-set games, such as... Classic (what we're playing now) Tale of Fifty kingdoms (would have 50 kingdoms) Bandits Aplenty (Lots of bandits) A tale of two empires (you and one other kingdom with 100 lands each) ect@Dark gam bling is still on the list of things to do, It is a little harder to predict now though with more combatants, also the arena ownership makes tons of gold, but costs loads to buy@Dracoselene89, there will be some more negatives to having that many bandits, such as becomming known as a bandit kingdom and losin
 g relation and civility, businesses failing ect, it would be cool playing as another race too! the random volunteer was just luck of the draw! sounds like a good deal though, Game of thrones mod would be mental!@eagalon, added the ability to prospect in monfort mine too! and now factions can capture monfort mine and earn money from it, and you can also request them to give tribute to you each turn instead of capturing them@Dracoselene89, love the idea of bandits capturing people, there will be more focus on prisoners and stuff soon, you will be able to execute them, ransom them, free them or enslave them, there will be more underhanded stuff at some point, assassins will be in the game in the future, playing as the rebels could be a special game mode when custom games come out@eagalon, knightly orders still have some work to be done@Soulkeeper, Gotta demon it up 

URL: http://forum.audiogames.net/viewtopic.php?pid=296073#p296073





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Re: Warsim, text based randomly generated stratogy

2017-02-03 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys, been quite a while but here it is, in all it's glory, the 6.6.6 update that has been long overdue, There are many big features in this update some that aren't just demon related, but we'll get to them later, firstly, the demon horde is now going to slaughter you... they were nerfed in the past, not anymore, now they are tougher than ever... sorry.Also the arena ain't cheap anymore, it makes a whole heap of profit so only makes sense its the most expensive thing you can buy, aside from that lots of new exploration areas in the south, new encounters, Monfort mine can now be captured by factions, you can also demand tribute from them, the demon realm has been overhauled and is way better and has a really really cool animation in it, **NEW FEATURES*** Added a new feature where when you destroy the 5 kingdoms you can explore and discover a new continent finding 5 new kingdoms that are significantly more powerful than the last!* D
 emon horde significantly buffed (ie... you are screwed)* Made arena way more expensive (2.5million with upgrades at 1m and 2.5m)* Added new cheat 88 well built (+10k units to army)* Added Old Ruined Demonic Totem to the South Exploration* Added Four Dynamic Randomly generated Demon Totems to the South* Added monfort Mine prospecting* Added insulting demon worshipper throne room encounter* Added demon worship headgear to demon warder throne room encounter* Added pledge of the knight throne room encounter* Band of warriors throne room encounter* Added Demon worshipper become demon random event* Added Demon Hunter kills 3 demons random event* Added dynamic aslona knight quest random event* Added rare camp assurak powerful ritual random event* Made bandits steal more from you* Added band of peasants joined Assurak demon worshipers random event* Added ability for factions to capture and hold m
 onfort mine* Nerfed number of throne room visitors per turn* Added monfort mine tribute* Added demon realm overhaul* Added Ability to sell and buy units from the militia in the diplomacy screen**BUGFIXES*** Fixed uncapitalised artifact hall bug* Fixed spymaster payrise throne room encounter bug* Fixed General payrise throne room encounter bug* Fixed diplomat payrise throne room encounter bug* Fixed gibbering monk game freeze bug* Fixed mad/chaotic/warped races don't randomly change relation with aslona* Fixed arena not giving any income* Fixed missing colored diplomat face when asking about faction relations* Fixed independent kingdoms not recognising certain relation changes and remaining at war with you* Fixed Aeromancer unit name bug* Fixed no income from brawl pits* Fixed no income from animal pit* Fixed no income from magic theatre* Fixed no income from scorp
 ion pit* Fixed no income from mystery slaver* Fixed ability to enter -number and break the system* Fixed line spacing issue in diplomacy main screen**OTHER ADDITIONS*** Added two new name suffixes* Added 8 new flag parts for circular flags* Added 20 New Demon Names to the Generator* Updated Camp Assurak Ascii Art* Added 6 new building tilesets* Updated monfort mine tribute dialogue to show mine master* Coloured monfort mine ascii image* Updated text of foriegn noble random event* Coloured scroll white in diplomacy main screen* Added colour to the laws screen graphic* Added new different graphics for owned and unowned slavers fort* Rearranged diplomacy screen faction list

URL: http://forum.audiogames.net/viewtopic.php?pid=295930#p295930





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Re: Warsim, text based randomly generated stratogy

2017-02-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Heh, if you can survive the ancient plague I commend you, its a game changer Also what do you mean? is that the locations with the three questionmarks after them, in which case that just means I haven't thought of what goes there yet, the game is still far in developement 

URL: http://forum.audiogames.net/viewtopic.php?pid=298317#p298317





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Re: Warsim, text based randomly generated stratogy

2017-02-17 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys, todays update has been a little bit delayed but it includes some pretty big new additions, including the ability to hold meetings in your throne room and ask for help from your staff, you also now receive general taxes on top of the more specific ones, and requesting alliances isn't so easy, plus you start the game with a random bit of gold in the bank and you can now see easier who is at war with you, which has made things scary!**NEW FEATURES*** **Added special throne room meeting ability*** Added Dynamic code for alliance requests* Added 23 Quadrillion human faces* Added General Taxes**BUGFIXES*** Fixed kingdom crowns are not save bug* Fixed game master spacing bug in staff screen**OTHER ADDITIONS*** Added 5 flag parts* Added game will begin with a random amount of gold in the bank* Added if bandits don't hate you at start of game automatic truce (to prevent them raiding you)
 * Added three new name suffixes* Goblin celebration now makes public opinion go up by 1 per turn* Added chance of public opinion dropping from taxes* Added at war shows on all factions not just independents and rebels (if valid)

URL: http://forum.audiogames.net/viewtopic.php?pid=297966#p297966





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Re: Warsim, text based randomly generated stratogy

2017-02-17 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Well david, faces are layered into 7 layers, one for each part of their face, for humansthere are 358 Head tops and hair partsthere are 190 Forehead and brow partsthere are 358 Eye partsthere are 258 nose and ear partsthere are 93 upper lip partsthere are 173 mouth partsthere are 403 chin and beard partswhich is then summed up by 358 x 190 x 358 x 258 x 93 x 173 x 403 and it could even be further multiplied by the 3 different skin colours the face could have, white grey or browntotal without considering skin colour 40'735'538'145'815'760 (40 quadrillion)total with skin colour 122'206'614'437'447'280 (122 quadrillion)Humans being just one of 70+ races, and at least 25-30+ individual face generators! 

URL: http://forum.audiogames.net/viewtopic.php?pid=298037#p298037





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Re: Warsim, text based randomly generated stratogy

2017-02-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys, todays update has been slow cause I've been insanely busy with things at the moment and have been doing a ton of overtime at work, I have added a few cool things this time around, hats which rarely appear on human heads, a more interesting ending chance for some kingdoms instead of a just a final battle and a new race that was suggested a while back which is essentially slime people, that aside I've fixed a few bugs, made easy mode a little easier and added a few new throne room encounters**NEW FEATURES*** Added four hidden hats that have a 1 in 200 chance of appearing on a human head* Added ability for good independent kingdoms to surrender on last land* Added ability for evil independent kingdoms to destroy their last land* Added Abominations race (credit u/reddish_kangaroo)**BUGFIXES*** Fixed game master spacing* Fixed blood cheif text bug (credit u/sirmokmk2)* Fixed arena subsidy loophole (cred
 it Gorglomux)* Fixed extra variable unable to load game bug* Fixed Greenskin mass suicide bug (credit Nookrium)**THRONE ROOM ADDITIONS*** Added child changling wizard throne room encounter* Added lone mercenary throne room encounter* Added Small debt soldier throne room encounter* Added Fee serving soldier throne room encounter* Added rumour spreading soldier throne room encounter**OTHER ADDITIONS*** Added 4 new name suffixes* Added 5 new crowns* Added 28 Abomination Names* Added Abomination Face Generator (36288000 faces)* Buffed Easy Mode Starting Advantages

URL: http://forum.audiogames.net/viewtopic.php?pid=299262#p299262





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Re: Warsim, text based randomly generated stratogy

2017-02-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

It's a fun number definitlely, glad you like the concept though thanks for the comment 

URL: http://forum.audiogames.net/viewtopic.php?pid=298184#p298184





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Re: Warsim, text based randomly generated stratogy

2017-02-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys, todays update adds a heap of new human names that are randomly generated, tons of new faces, and lots of work in the exploration screen, there is now a new law you can enact to make the militia recruit more, a new screen in independent kingdoms where you can view the crown closer, and you can now fully use the thickblood tavern with its dynamic graphic and upgrades, also beware the old stone!**NEW FEATURES*** 1 in 4 human name now have -son surnames instead of heroic prefixes* Made peasants last unit in battle* Added kings crown to every king screen* Added special crown screen to kingdom information* Added militia subsidisation law* Added ability to upgrade thickblood taverns decor, size and ale cellar* Added ability to make income from the tavern* Added 466 trillion new human faces (466'235'226'479'880)* Added the Old Stone to the Far North (creates undead hordes)**BUGFIXES**
 * Fixed kingdom type called 'M' error* Fixed northern sudden death in thickblood tavern kicking player out* Fixed slavers fort text bug* Fixed thickblood flag bug* Fixed Explorers stone line spacing issue* Fixed options are available text bug* Fixed duplicate line in outlaws screen* Fixed Destroyed strength stone graphic sizing issue* Fixed far north text error* Fixed sizing issue of harvest stone and doomstone**GRAPHICAL CHANGES*** Added destroyed slavers fort graphic* Added dynamic thickblood tavern graphic* Coloured doomstone graphic* Coloured ruined doomstone graphic* Coloured Animal pit graphic* Coloured Old Northern Ruin Graphic* Coloured Explorers stone in far north* Coloured Far North Compass screen**OTHER ADDITIONS*** Added animation settings saved and remembered* Updated music credits.txt* Added 5 new name suffixes* Moved a
 ll refugee camps to their own diplomacy screen instead of separate

URL: http://forum.audiogames.net/viewtopic.php?pid=296874#p296874





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Re: Warsim, text based randomly generated stratogy

2017-01-16 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Todays update while not a huge one has a few cool new features in it, aside from a few bug fixes and tweaks, we have a new staff member which can be gained only though the throne room, the games master allows you to play coin flip and sudden death at anytime from your staff screen, though I will be adding more games in future so let me know if you have any ideas, also the ability to attack and own the mystery slaver in the east, just one of many tweaks to the exploration screen we'll be seeing soon, also finally a new random race suffix called Wasting whereby the race will slowly lose it's lands, hopefully plenty to keep you guys going!**New Features*** Added ability to attack mystery slaver* Added ability to earn income from mystery slaver* Added ability to hire Traveling Game Masters as staff* Added new staff member Game Master* Added Wasting race suffix (random chance for lands to go barren each year) (credit u/reddish_kanga
 roo)**Bugfixes*** Fixed gift lands beyond lands bug (credit to Madkiwi)* Fixed unable to imprizon changeling* Fixed 'an training ground' text bug* Fixed 'Bookk' text bug* Fixed shrine of harvest description* Fixed barracks upgrade bug* Fixed crazy man throne room encounter text* Fixed praise encounter text spacing bug* Fixed greenskin mining company encounter even after mine bought**Other*** changed resurrection text* Updated upgrade descriptions* Added ability to buy shallowrock mine through throne room encounter* Added face colour for staff members

URL: https://forum.audiogames.net/viewtopic.php?pid=293830#p293830





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Re: Warsim, text based randomly generated stratogy

2017-02-28 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Massive update today with a lot of new and experimental features, but first an announcement!**ANNOUNCEMENT**-Warsim is now in the Voting process on steam greenlight, if it succeeds warsim will be on steam and this will be huge for me, a dream come true! Regardless I'd like to thank all of you for your constant support and advice with development of the game**TODAYS UPDATE**-Todays update features more restrictions on throne room encounters, you wont have people flock to join you if you are evil, Also as the game starts you can do the crowning ceremony which gives one of five random possible starts to the game, are you the son of a mad king, or are you a bandit warlord? each start has it's own differences. I've also added some new exploratonal changes to the watchtower, bluetrii farm and the tower of histories as well as tons of fixes and a special law called Alms for the poor which increases public opinion every turn and stops
  those pesky 'spare some gold for food' encounters**NEW FEATURES*** Updated all throne room encounters to be restricted based on public opinion* Added Crowning ceremony to the game* Added Chance to start the game as a bandit usurper* Added chance to start the game as son of a mad king* Added chance to start the game as gam bling king* Added Ability to ask watchtower if they've seen anything (with 12 responses)* Added Ability to destroy the watchtower* Added ability to attack Bluetrii farm* Added Orb random explore event* Added Dance of the Changeling* Added Alms for the poor law which increases public opinion and stops encounters from starving and poor people* Added History of the West to the tower of histories* Added History of the Midlands to the tower of histories* Added History of the Ancient Lands to the tower of histories**BUGFIXES*** Fixed normal mode roof 
 spacing* Fixed courtroom advice text spacing* Fixed text of named chicken encounter* Fixed courtroom joke text spacing* Fixed tower of histories souther land text bug* Fixed eastern ruins showing as southern ruins tower of histories text bug* Fixed tribal goblin cheif throne room text bug**THRONE ROOM ADDITIONS*** Added Bad Public opinion bandits in court* Added Bad Public opinion bandits for hire* Added no boy coin if bad public opinion* Added knight passing through only if public opinion is 50 or higher* Buffed chance of passing knight joining you* Added Assassin throne room encounter (credit u/PJvG)* Added Tyranny confronatation throne room encounter**OTHER ADDITIONS*** Added not yet coded tag to darkdale* Added Colour to the watchtower* Added Colour to the Gift Tree* Added colour to mercenary leader faces* Added colour to all intro screens
 * Updated the Bluetrii farm graphic* Added new description for Bluetrii farm* Updated changling texts* Added Slave revolt general advice text* Updated 10 advice texts to be more advisory and less gossipy* Added Bandit theivery advice text* Added Demon gate advice text* Added mixed approach advice text* Added black market ownership advice text* Added united near north advice text* Made hag encounter rare* Added General face to attacks* Added spymaster dialogue to spymaster reports before battle* Added something that shows how much a small coffer of gold is when given

URL: http://forum.audiogames.net/viewtopic.php?pid=299749#p299749





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hey guys! Making my return to the forums now to announce my newest update, didn't want to return empty handed so I've come with the newest update, a version of the game free of dash lines and ascii art for you guys, which took me 4 hours to code last night! also unlike the wastes once you've disabled ascii it will be gone until you re-enable it, even when you close and reopen the program, the settings will store your choice! here is the changelog and description of the new update.This update has been quite a big one, I've fixed the annoying bug that has existed for so long where mistyping a letter instead of a number would cause the game to break and progress be lost, I have added some new faces, animal fighting which certainly needs some refining but for now is a fun little distraction and a few new things, also for the visually impaired players, specifically of Audiogames.net I have made the game more accessible by adding the option to disable ascii lines and art in the games main menu.Added demons attack minor bandit groupsAdded Map Concept map to extras menuAdded rebel disband victory screenImplemented split line across the boardUpdated spymaster training to be like all trainingFixed massive input bugAdded animal beast fights using animal.txt (11718 animals) (requires owning the arena and buying animal cages)Added 9 new warrior types (mercs)Added Ogre facesAdded Minotaur facesAdded Vampire facesImplemented ascii free option for my beloved visually impaired players!Added new facegenerators to random generatorsDownload Linkhttps://www.dropbox.com/s/x1msxnwh5e9vf … m.rar?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=282034#p282034





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Thank you! hope you enjoy it!

URL: http://forum.audiogames.net/viewtopic.php?pid=282040#p282040





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Arnold18 it can vary a little bit, thanks to chance, though I do believe there might be a little bug somewhere that can make certain battles much harsher.

URL: http://forum.audiogames.net/viewtopic.php?pid=282298#p282298





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Giovani, does this link not work? https://www.dropbox.com/s/x1msxnwh5e9vf … m.rar?dl=1@Firefly82, I have thought about combat being overhauled a little, was considering the ability to choose which unit goes first, instead of peasants going to their death first, but yeah it stands to be fleshed out a huge deal in the time to come!@Dan, thanks for the support, yeah there is a very light version of that in the way that leaders of independent kingdoms and bandit groups can die and be replaced but they make little difference, though the independent king will likely have a different personality and thus could be eaiser or harder to deal with, but the plan in the future would be to have several important figures in each faction, kill all of them and a faction would be significantly weakened!

URL: http://forum.audiogames.net/viewtopic.php?pid=282091#p282091





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas, yep I've given it some though and may get into adding sounds at some point, I want to have it so that during battles the game will make a sound for each death, so in massive battles the sounds will represent every single death, sound effects specific to the unit too, so demons will roar ect, also in arena fights a sound effect for cuts and clashes and swings. As well as theme music, it will definitely be added at some point, but I want to have the sound system work better than in the wastes.@firefly82, thanks dude! never forgot you guys and kind of missed the forums! can't wait to get back into having great discussions with everyone!@dark, I 100% agree with the arena thing, it's overpowered and I'm planning to add an odds system where you get rewards based on odds like in real life instead of double or nothing, I was also thinking of lowering the arena gold in general, so a tiny kingdom wont have a huge giant rich arena it will have a sma
 ll poor fight pit.in regards to the peasants thing, change your recruitment laws, instead of free enlistment declare forceful enlistment, this gives you peasant recruits instead of soldiers and twice of them! then outlawing the militia gains you even more peasants, but loses respect for you.in regards to the income report, this is already in the game in kingdom settings on the main turn screen (which is option 10) you can shorten income report, which basically does as you suggest, summarises loss and gain.in regards to the recruiter, that is an interesting point, I will look into that! thank youIn regards to children, I love that idea so much, and never though about it at all, I am planning to add food levels, trading ect soon so you will have to manage food levels too, which will all tie up nicely with this, but absolutely stellar idea, I love it! good thinking and as for choosing other races, other races do have their own population levels and growth st
 ats based on their race but it would be awesome to have a choice of races for your kingdom!As for alliances and diplomacy, that level of interaction is non-existant at the moment, but I will soon begin work on a huge update which will add a very dynamic system of relations between factions, each turn factions will choose who, if anyone they will attack, this will be balanced by how strong they are, their personality, how much they dislike factions and who is getting to strong, there will be inter-kingdom diplomacy alliances, leagues of multiple factions, hordes, empires and the player will have to be more careful with conquering new areas as troops sent to fight will not be present to defend lands, the way land defense will work will be the same as it is for your enemies, if a kingdom has 1000 men and 10 lands, each land has 100 defenders, so if they send 250 men on a raid, they only have 75 defenders! it will get very strategic and dynamic as the game goes onThanks fo
 r all the suggestions and brainstorming though, I've missed this!

URL: http://forum.audiogames.net/viewtopic.php?pid=282063#p282063





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Giovani, does this link not work? https://www.dropbox.com/s/x1msxnwh5e9vf … m.rar?dl=1@Firefly82, I have thought about combat being overhauled a little, was considering the ability to choose which unit goes first, instead of peasants going to their death first, but yeah it stands to be fleshed out a huge deal in the time to come!

URL: http://forum.audiogames.net/viewtopic.php?pid=282091#p282091





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas, thank you, and yep the plan would be for sounds as dynamic as possible, perhaps even national anthems for each nation that were randomly generated@giovani, awesome, have fun!

URL: http://forum.audiogames.net/viewtopic.php?pid=282100#p282100





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@firefly82, peasants and goblins have 50 battlescore, bandits have 75, goblin berserkers and soldiers have 100, bandit and goblin warlords have 125 and knights have 150. As for the slave soldiers thing, way ahead of you, the exact feature you described is already in the game in the kingdom management option (10 on the main menu) where you can release slaves and slave soldiers some of whom may join you!in regards to the world map please explain? the lands of each randomly generated kingdom are randomized so some kingdoms can have 8 lands and other just one or two, but I'm not entirely sure if you mean something else?

URL: http://forum.audiogames.net/viewtopic.php?pid=282103#p282103





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly82, Done!

URL: http://forum.audiogames.net/viewtopic.php?pid=282342#p282342





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Lots of new faces, a new race type, lots of new concept art, some fixes and changes! Save games are not compatible, comment on anything you want and I will always get back to you! comments keep me happy - Added ingame second counter- Added ingame years passed counter- Added battle counter- Added random names counter- Fixed knights sold incorrect profit displayed- Fixed owning slaver fort more slave soldiers than slaves- Added extras screen to main menu- Moved credits to extras- Added ingame unit wiki- Fixed skeletal race bug super low battlescore- Reworked Gnome faces (25 billion posibilities)- Added Old Gnome face generator- Added concept art to extras with 7 concept faces- Added Zombies to the game- Added Ghoul and Zombie Faces (103 billion posibitities)- Added ghoul and zombie face generator to generators- Added Face Generator Possibilities counter- Fixed Spymaster fire positioning issue- Added lady dwarf and lady elf test images to concept art- Added 1'970'280 Lich faces[Todays Video](https://youtu.be/QcRSzuuiQCM)Download Link:https://www.dropbox.com/s/x1msxnwh5e9vf … m.rar?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=282357#p282357





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Re: Warsim, text based randomly generated stratogy

2016-10-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@firefly Assassinations are planned because enemy leaders, lords and notable figures can usually die anyway, was thinking of having a shadow of mordor style system where there are several captains in the other factions, who all have their own perks and quirks, and when they die someone fills their space, but may be weaker, over time they get more experienced and you will want to take them out.as for family, I had never given that any thought, I had thought about the continuation thing though, given that the king can live forever as the years go by which is a little bit annoying, I will have to think about this.Lots of stuff to think about, cheers for the suggestions, I love this kind of feedback!

URL: http://forum.audiogames.net/viewtopic.php?pid=282072#p282072





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@firefly82 I agree, there is much to do with lands, the plan is in the future that each land will be randomly generated at the start of the game, they will vary massively, each will have a name given by the holding faction, each will have fertility rating, each will contain things, caves, castles, village ect that will have some benefit to the faction who holds it, then you might go after a certain land to capture from your enemy, you will also be able to rename and upgrade any of your lands too, and keep them from being raided if possible

URL: http://forum.audiogames.net/viewtopic.php?pid=282391#p282391





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1updated download link

URL: http://forum.audiogames.net/viewtopic.php?pid=282385#p282385





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Arnold, the link is an automatic download, works for me?@Niklas, yep it would be pretty cool to have some background for a battle, something like, it is raining heavily, the sky is dark and only demons could fight well in this atmoshphere, your general will give you tips on when to attack ect, great ideas

URL: http://forum.audiogames.net/viewtopic.php?pid=282383#p282383





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@dan, thank you so much! means a lot!

URL: http://forum.audiogames.net/viewtopic.php?pid=282417#p282417





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Re: Warsim, text based randomly generated stratogy

2016-11-08 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Sevrior, here's the updated link https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1@Dark, would love to have the game in the db, and yeah I will eventually copy all the changelogs into the game and have them stored in game, same with the ingame wiki, it's a bit of a shell of itself at the moment but it will be done eventually@Mata, was in thailand a couple of months ago, Bangkok, Ayyuthaya, Chiang Mai, Ko Lan, Pai... loved every bit of it, thailand is a beautiful country and I intend to return! if I do go back soon maybe I could come and see you haha! @Valmorian, pressing 12 in the kingdom menu, the main game screen, should open up the settings and saves menu, here press 5 to go to extras, and then press 1 to go to the cheats menu and then enter any of the following codes for special changes or content666 - gain 666 of all units7 - gain 7 million gold69 - gain 69 lands19 - all deserters disband29 - 1000 deserters added99 - 1000 gold added1995 - all explore locations unlocked777 - gain 777 million gold331 - skip x amount of years1331 - gain x amount of chaos orbs616 - set the demon horde to 2000504 - pick a colour for the screen text505 - run a colour test404 - for one turn have the cut content appear in the explore screen399 - enable debug mode70 - All factions love you71 - All factions hate you

URL: http://forum.audiogames.net/viewtopic.php?pid=285263#p285263





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Re: Warsim, text based randomly generated stratogy

2016-11-08 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Sevrior, here's the updated link https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1@Dark, would love to have the game in the db, and yeah I will eventually copy all the changelogs into the game and have them stored in game, same with the ingame wiki, it's a bit of a shell of itself at the moment but it will be done eventually@Mata, was in thailand a couple of months ago, Bangkok, Ayyuthaya, Chiang Mai, Ko Lan, Pai... loved every bit of it, thailand is a beautiful country and I intend to return! if I do go back soon maybe I could come and see you haha! 

URL: http://forum.audiogames.net/viewtopic.php?pid=285263#p285263





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Re: Warsim, text based randomly generated stratogy

2016-11-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@ironcross32, thanks man, it won't be for a while yet, need to find a way to build up income on the side in preparation for it! 

URL: http://forum.audiogames.net/viewtopic.php?pid=285308#p285308





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Re: Warsim, text based randomly generated stratogy

2016-11-09 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Been working hard on various things at the moment but managed to get some new things added in the game, added a few more diplomatic events to the game based on the interfaction relations system, also added a new face colour system for independent kingdoms, with 4 default races for humans, brown, grey, light grey and white!* Fixed name spacing bug for randomly generated names* Updated ingame cheat list* Added Chance of bandit meetings going wrong (credit to u/Someone64_2)* Added Chance of Goblin kingdoms truce with eachother* Added Chance of Goblin kingdoms break out into inter-tribe warfare* Added race face colour system for independent kingdoms* Added chance of humanoid kingdoms race being light grey, grey, brown and white resulting in a total of 1'618'223'764'193'280 (1.6 quadrillion faces)https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=285309#p285309





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Re: Warsim, text based randomly generated stratogy

2016-11-08 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Been a busy bee lately, planning ways to build income in preparation for a long trip motorbiking across asia! (open to any suggestions haha) added a new randomly generated name system for random races like were-aligators who would normally default at using human names, added a special bandit meeting event where all the bandits grow closer added loads of new faces, fixed the bug made in the last update where mercs didnt work and added cheat codes to make all factions love or hate you! enjoy* Added 2 trillion human faces* Added special randomly generated name sets for kingdoms with random animal races* Added explore time display to show how many times you can explore* Fixed broken mercenaries bug* Added bandit gangs gathering random event* Added cheat code 70 for all factions love you (credit to dalen lewin)* Added cheat code 71 for all factions hate you

URL: http://forum.audiogames.net/viewtopic.php?pid=285227#p285227





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Re: Warsim, text based randomly generated stratogy

2016-11-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Quite a decent update today which should hopefully be a nice welcome to our recent newcomers! Added lots of play suggestions, 5 quadrillion new faces, a new diplomacy event where kingdoms can form leagues of good or leagues of darkness (beware) added a new ingame wiki page and fixed some glaring issues, a crash bug and relations files not being saved and loaded with the rest of the game! I plan to add a few more fixes and new diplomatic events for the next version, then it's the big 0.6.4.0 update which will introduce something cool and new! Keep the comments and suggestions coming and enjoy the game!* Added soul-eater race prefix* Added visible exit menu option (credit u/voliol)* Added Faction Colours based on flag colour (credit u/TheGinofGan)* Added mercenary group wiki page to the ingame wiki* Fixed bank raid bug (credit u/overdosedbypain)* Added 960820359989760 new human faces (3843281439959040 If you include skin colour)
 * 5'461'505'204'152'320 total human faces (5 quadrillion)* Added Blind race prefix* Added Soul race prefix* Added Wraith race prefix* Added Nightfall race prefix* Added Omega race prefix* Fixed race crash bug* Added new cheat 100 - league launcher, creates leagues if possible* Added New Diplomacy event, formation of the league of darkness and the league of good* Fixed raiding independents gains no gold* Fixed independent relation with player not dropping when attacked* Fixed interfaction relations not saving when game is saved* Added Kingdom information to a faction you are at war with

URL: http://forum.audiogames.net/viewtopic.php?pid=285401#p285401





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas, I don't know how that could work really

URL: http://forum.audiogames.net/viewtopic.php?pid=283353#p283353





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly, yep I will add something like that for spymaster or diplomat,@Niklas, pets? I don't know what you mean? As for unit sounds, I'm not sure as when the troops battle there is never a pre-set area of combat, but when things with sound effects get more advanced who knows! @Dark, LOVE the idea about random events that change relations, also your not getting more men in what regard? its still a little vaigue, as in your recruitment each turn isnt working? you dont have the money to hire new men? I don't follow?

URL: http://forum.audiogames.net/viewtopic.php?pid=283295#p283295





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Re: Warsim, text based randomly generated stratogy

2016-10-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

great suggestion,heres the link!https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=283186#p283186





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Todays update has been focused on little fixes and new races, I've added a heap of new races, fixed a few issues, added another trillion human faces, added a huge amount of new riddles, a new face type, mushroom men!* Fixed treemen and ent having no troop names huge bug* Added 1'365'772'492'800 human faces (over 1 trillion!)* Added 48 new riddles* Added Mushroom man face generator* Added 237'740'160 Mushroom man faces* Fixed Artifacts screen bug* Added Independent kingdom tier 2 and 3 units to the arena* gam bling tax and bank tax now scale with kingdom size* Added tribute from goblin slavers for keeping goblin slavery* Added Arena reports tab to reports screen* Fixed random text during independent raids bug* Added Harpies Race* Added Oracles Race* Added Pyromancer Race* Added Aquamancer Race* Added Aeromancer Race* Added Auramancer Race* Added Lavamancer Race* Added Terramancer Race* Added Hydromancer Race https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=283305#p283305





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas, well, stranger things have been added but I haven't thought about it, will write that idea down though, could be fun!@Shrike, strange, shoot a message to dark as he might be able to help figure out what's happened more than me, I'm not 100% sure how the screen reading software works!, also we're from the same city! 

URL: http://forum.audiogames.net/viewtopic.php?pid=283306#p283306





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Re: Warsim, text based randomly generated stratogy

2016-10-10 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I'll definitely check it out, have noticed something a little off sometimes with combat but could never find out where, I'll comb the code later, working on the latest update at the moment

URL: http://forum.audiogames.net/viewtopic.php?pid=282336#p282336





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Re: Warsim, text based randomly generated stratogy

2016-10-14 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

here's the link guys https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1@Giovani, you can earn money through, taxes, betting, selling troops, owning businesses such as the brawl pit, owning the black market, raiding enemy lands, playing coin flip game, playing arm wrestle game, playing guess the dice game, playing the cup game, through random events, through selling slaves and slave soldiers if you own the slaver post ect. There's a lot of money to be earned in the exploration side of the game but I will be adding more economical editions soon enough!@Firefly82, thanks for the save file, I was able to get a crash out of the thing which is good that I could get it on my end, going to run it through the compiler and see where the fault lies, but I can't do it yet as I'm in the middle of coding a big feature and so the games compiler is in use!  will keep you posted@Orin, all troops in this game besides the leaders of groups and champions are just stats at the moment and there are no plans in the future to make them all individuals, though I have thought about it, who knows though!  and I was looking forward to towns update for the wastes too it was a shame what happened! but thinking about it, it might be a bit more difficult but it would definitely be do-able to have a text-file with a saved list of names, stats, and faces for each person, the question is, where would it be used.Say I had 100 peasants and 10 soldiers in my army, and so a text-file with 100 faces names and stats for the peasants and 10 for the soldiers, where would I go to see their faces, why would I go to see their faces ect?

URL: http://forum.audiogames.net/viewtopic.php?pid=282810#p282810





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Re: Warsim, text based randomly generated stratogy

2016-10-14 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly82, can confirm that the bug that crashed your save has be found and fixed @Giovani, not entirely sure I understand what you are asking? you can add your own races and race specific units by modding the game text files if you want?or do you mean can you get new races while in game? in which case you can go to cheats, enter 399, and then go back to the main menu enter 13, press 1 and then 6 and you will re-roll the independent kingdoms to get a completely new setother than that I'm not sure what you mean 

URL: http://forum.audiogames.net/viewtopic.php?pid=282820#p282820





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Re: Warsim, text based randomly generated stratogy

2016-10-15 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

The bandits, rebels and five bandit groups are always human, the independent kingdoms and goblins are the current only non humans, but it could changeNot sure which files you're looking at, the save file contains npc faces and variables, editing a save is very hard because you won't know what you're looking for.The game wasn't created for blind people but I adapted it to work better with your reader software 

URL: http://forum.audiogames.net/viewtopic.php?pid=282900#p282900





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Re: Warsim, text based randomly generated stratogy

2016-10-22 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

The demon gate is 27th location in the south I believe, or the east, can't remeber well!its surrounded by ??? locations but if you keep going you'll see it

URL: http://forum.audiogames.net/viewtopic.php?pid=283624#p283624





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Re: Warsim, text based randomly generated stratogy

2016-10-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

This is a little update today, havent worked much more on the interfaction relations aside from preventing them attack when they are really weak, I've reworked the faces for goblins and added several new races and additions, lots of new bugfixes too. Also for the first time in a while the arena has been modified, I've added gladiators and all low-level units of the independent factions will appear in the arena!* Fixed spacing of talisman of brothers slot in artifacts hall* Fixed Old Gnome Face Generator* Reworked goblin face generator from 3'594'240 faces to 24'330'240'000* Added text for each concept art piece* Added new arena fighter Gladiator (145 battlescore)* Added all independent tier 1 units to the arena* Fixed Goblin Slaver Hire Bug* Added Treeman face generator* Added Ent and Treeman race to the game* Added Golem race to the game* Added mushroom men race to the game* Fixed 4 broken dwarf eye parts in face gen* Fixed no option to reopen closed arena bug* Fixed ability to buy maps repeateadly* Stopped factions attacking others if they are weak* Added colour to the faces in the face generator* Added crested, fungus, grim, clan and quiet prefixes for race genhttps://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=283230#p283230





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Re: Warsim, text based randomly generated stratogy

2016-10-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Dark, no rush man! I'm going to be here for a long time hopefully haha @Shrike, it opens in the console window, not sure what's going wrong on your end?

URL: http://forum.audiogames.net/viewtopic.php?pid=283231#p283231





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Re: Warsim, text based randomly generated stratogy

2016-10-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Little update today, new faces, a few new minor things, fixed a big annoying bug and added a cool new race prefix called deatheater, these guys tend to number far less than the average race but gain a single battlescore for every 25 enemies they kill, so if they invade a land and kill 125 enemies, all of their units gain 5 battlescore forever, so any race with the words deatheater before it will now be an increasingly strong foe!* Added deatheater race prefix, deatheaters gain strength the more enemies they kill* Fixed race generator crash bug* Added new hints to the great gar'gallock* Added 147'000'000'000 orc faces (147 billion!)* Added 193'110'811'361'280 human faces (193 trillion!)

URL: http://forum.audiogames.net/viewtopic.php?pid=283998#p283998





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Re: Warsim, text based randomly generated stratogy

2016-10-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Ironcross32, you can only explore once per turn, if you buy the exploraton guild, you gain extra explore chances, you can also buy an artifact called the golden telescope, which adds one, the exploration times you can do reset each turn, so once you get x you've run out  hope this helps

URL: http://forum.audiogames.net/viewtopic.php?pid=284028#p284028





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Re: Warsim, text based randomly generated stratogy

2016-10-25 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

It's not coded yet sorry 

URL: http://forum.audiogames.net/viewtopic.php?pid=284040#p284040





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Re: Warsim, text based randomly generated stratogy

2016-10-21 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Had a minor setback, lost the last two days code so I had to recode some features, but aside from that have added a few things, factions now invade and skirmish with eachother too so you will see factions destroy eachother!* Added New Diplomat skill (show you faction relations)* Added Total Expenses and Gains to the bottom of yearly report screen* Fixed summarize reports bug breaking the reports screens* only rulers with friendly personalities will send gifts when your relation is high now* Fixed income report for rihmm trade not showing* Made mines far more lucrative and far longer lasting* Added counter for total kills and total deaths in stats screen* Added 6 new race prefixes (furious, slime, warped, warty, tattooed x2)* Added ability for factions to invade and skirmish with eachother* Added ability for factions to destroy eachother* Fixed randomize crash bug* Added Game Over screen

URL: http://forum.audiogames.net/viewtopic.php?pid=283526#p283526





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Re: Warsim, text based randomly generated stratogy

2016-10-21 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Arnold, hey, sorry dude, the kingdom management screen was replaced by a reports screen, was coding a new member of staff called a master of slaves, but it's not ready yet, through them you will free slaves!  sit tight@dalen, of course, I like to leave my games playable in many ways! if you can't tell by the debug modes, and tons of cheats @soulkeeper, who knows, not planning on anything animal based for a while anyways 

URL: http://forum.audiogames.net/viewtopic.php?pid=283527#p283527





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Keyisfull, that's an excellent run down of ways to earn money, there are also lots of businesses you can own or takeover in the exploration screen, like the black market, the magic theatre, the brawl pit, the fight pits, ect that earn you money!  and now at the start of the game you earn money from goblin slavery, which gives you a reason not to cancel it!The exploration screen is half finished, I ran out of ideas for the most part and gave myself some space, but there are tons of areas altogether Races vary massively, from strength, civilisation level, laws, population levels, so some civilisations like goblins has massive population levels which mean they gain tons of troops each turn but usually they are weak, whereas demons tend to have small population levels and 
 recruit barely anyone each turn but are immensely powerful, you can see the independent units battlescores in the in-game wiki if you are confused, or in diplomacy by looking at the troop tree screen, civilisation level at the moment just means if its below three they are too uncivilized to speak to you, which makes them usually more hostile. Laws also matter, some laws mean that when their king dies they sacrifice tons of their own people in rituals, other laws mean they use no currency, other laws mean that they are xenophobic and wont talk to anyone not of their own race, so races do differ alot, also some are good and evil though this means nothing currently! some support demons though and will give the demon horde a boost as well as being unable to be attacked by demons, some kingdoms can be doomed to collapse, which you can find out by looking at the doomstone and some kingdoms can summon undead hordes randomly through the game! so lots of stuff!

URL: http://forum.audiogames.net/viewtopic.php?pid=283317#p283317





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Re: Warsim, text based randomly generated stratogy

2016-10-19 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Dark, yep can be hard to find cash, recently added the goblin slavery money, where as long as you don't ban goblin slavery, you get money! @Niklas, I like the idea of a pet dragon, that's doable! you could get a dragon egg very very very rarely in game and then with the right care and attention it could grow to be strong and powerful, but hard to control! perhaps it would go wild and cause havok, or maybe it will become the edge you have over your enemies

URL: http://forum.audiogames.net/viewtopic.php?pid=283336#p283336





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Re: Warsim, text based randomly generated stratogy

2016-10-18 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly82, there are ways to show it in game, if you go to the debug screen, choose, show relations reports, debug mode is 399 in the cheats menu and then 13 on the main menu, as for reports, nothing is unreadable?@Dark, you seem to be getting more men? in what regard? also yes the arena betting is very op, An odds system will be put into place soon enough and money earned will be much less

URL: http://forum.audiogames.net/viewtopic.php?pid=283250#p283250





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Re: Warsim, text based randomly generated stratogy

2016-11-15 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

6.4.0 Today! normally this would include something big but I'm considering yesterdays random buildings and the big addition to 6.4.0 as I am swamped with stuff to do, but I have tried my best to make this edition packed with new stuff to make up, added a few new buildings and tiles, fixed lots of bugs, added some new laws for the first time in months, added a new page to the wiki a new area, lots of faces and some other stuff! Hope you guys enjoy it* Fixed Building Names having 'sir' before them* Added New Hovel Building that adds 1 peasant unit per turn* Added 20 new building tilesets* Added Demonic Totem building that makes the demon horde stronger* Added new castle building that gives 2 soldier per turn* Added 10 new roof tiles* Fixed spacing bug in one of the roof tiles* Fixed size issue in one of the roof tiles* Fixed spacing bug in building tilesets* Orcish Totems now give +stats to their race*
  Added races page to ingame wiki* Added building generator to generators* Added bandit rehabilitiation law (credit u/cheekywankz)* Added mass execution law (credit u/cheekywankz)* Added ability to close prison (credit u/cheekywankz)* Added ancient southern ruins to the south exploration screen* Added ability to rename independent kingdoms in debug screen* Added ability to destroy and respawn independent kingdoms in debug screen* Added all other 4 independent kingdoms to debug screen* Added panda to animal generation* Added 27 new sword generator pieces* Added 265'489'836'312'960 new human faces (265 trillion)* Added 608'256'000 Troll Faces* Fixed graphic for orcish totem not being randomly generated* Fixed artifact text bug

URL: http://forum.audiogames.net/viewtopic.php?pid=285920#p285920





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Re: Warsim, text based randomly generated stratogy

2016-11-21 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Been a few days without an update due to life issues at the moment but gonna try my best to keep them coming, wanted todays update to be nice and packed so we've got lots of new content, my favorite two are the new game screen that tells you who the races of the world are and the new sentinel race type which when defeated bequeath you a special and very powerful artifact so if you see a sentinel race on their last land, kill them! * Added 64 New roof tiles* Fixed roof tile spacing issue* Added game race explanation (credit /u/voliol)* Added 10 new names to the name generator* 18 new flag parts* 12 new building tilesets* Modified Barbarians* Added berserker race* Fixed raid and invade counters reading all* Added total raids and invasions and skirmish counters* Added Metal race type* Added Steel races types* Added Warborn race type (stronger people, slightly more populated)* Added Weeping race type* Added Vile race type (evil)* Added Sentinel race type (special guardians of an artifact)* Added Psychotic race type (evil)* Fixed hall of artifacts text bug* Added new artifact "Obsidian Sword" that is only gained by destroying a sentinel race (ie sentinel dwarves) you have to be the one to destroy them!

URL: http://forum.audiogames.net/viewtopic.php?pid=286629#p286629





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Re: Warsim, text based randomly generated stratogy

2016-11-23 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Todays update's biggest feature is vassilisation, though it's not complete it's a start, currently you will be able to vassalise a kingdom that doesn't hate you too much if you have 5 times the troops they do and are hostile to them, they will provide you with a tribute of 20% of their income each turn, in future this will be greatly expanded! also some new race types a few fixes and lots of new tile sets to play with!* Added Leopards/were-Leopards/half-Leopards/Leopard folk/evolved Leopards/shapeshifting Leopards/Leopard men* Added Cougars/were-Cougars/half-Cougars/Cougar folk/evolved Cougars/shapeshifting Cougars/Cougar men* Added Beetles/were-Beetles/half-Beetles/Beetle folk/evolved Beetles/shapeshifting Beetles/Beetle men* Added Butterflies/were-butterflies/half-butterflies/buttefly folk/evolved butteflies/shapeshifting butterflies/butterfly men* Added Buzzards/were-Buzzards/half-Buzzards/Buzzard folk/evolved Buzzards/shapeshi
 fting Buzzards/Buzzard men* Fixed sell soldiers and knights options showing when unavailable* Fixed incorrect rents screen for independent kingdoms* Added ability to vassalise kingdoms with 5x less troops than you* Vassal kingdoms provide you with 20% of their income* Added 12 new building tiles

URL: http://forum.audiogames.net/viewtopic.php?pid=286969#p286969





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Re: Warsim, text based randomly generated stratogy

2016-11-27 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

This is a pretty decent update, we've got a lot of bugfixes and an age old bug I hadn't managed to figure out until now, several minor factions had a massive edge on their attackers thanks to a missing 'o', gotta love coding, but now the balance has been restored, unfortunately this made the demons so much weaker than before that they had to be buffed up to compensate, I have also added a new artifact you can buy at the artifact market called the Friend of the Fearful which allows you to communicate with Xenophobic kingdoms, added a few changes to the reports screen, added the slave rebel faction to the diplomacy screen and added some flags to the pop-up groups who have diplomacy abilities, got some cool stuff in the pipeline too but I'm going to keep quiet about it for now! Hope you guys enjoy* Fixed shallowrock mine report showing lower income than real income* Fixed artifact hall obisidian sword bug* Added Friend of the Fearful artifa
 ct to the artifact market which allows you to communicate with xenophobic kingdoms* Fixed Aslona gold bug in vassalisation* Added announcement in the turn reports screen when the demon horde rise* Added correct grammar for general's pre-attack message* Stopped you starting on a combat phase in a new game* Removed a massive bug that overpowered the following factions, (Wagon man's trading company, Royal Bank, Pest group, Slave Revolt, Village of Rihhm, Village of Smallhaven, Combat Academy, Holy order of roses, Outpost mercenaries, Orcs of fort Gorthmek, Slavers, Titans, Demon Horde* Fixed bank guards using holy order knights to defend themselves* Buffed Demons from 300 battlescore to 666 battlescore* Fixed ability to speak to deserter faction when it doesn't exist* Added flag for slave rebels* Added flag for deserters* Added flag for pest group* Added slave revolt to diplomat screen (Requires 80 d
 iplomat skill to talk)* Added ability to bribe and hire slave revoltists but unlikely to work if you have any slaves* Removed useless mercenary diplomacy screen text* Added Troop count view to Kingdom reports screen* Added ability to free slaves and slave soldirs to kingdom reports screen

URL: http://forum.audiogames.net/viewtopic.php?pid=287492#p287492





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Re: Warsim, text based randomly generated stratogy

2016-11-15 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Milos, https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1 is the link to the latest version, instant download@KeyisFull, currently no, but it's a great idea!

URL: http://forum.audiogames.net/viewtopic.php?pid=285954#p285954





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Re: Warsim, text based randomly generated stratogy

2016-11-16 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Little update today mainly focusing on the randomly generated buildings, I've added lots of new tilesets so you'll find many different kinds of buildings, I've also added two new buildings, the best being the void gate, a building only found in the kingdoms of void races, very rare and ridiculously powerful!* Fixed kingdom renaming bug* Added 57 new tilesets* Added 15 million new ogre faces* Added 15 new roof tiles* Added Cave Houses (basically hovels attached to caves)* Added Void Gate Building (very rare and very powerful)

URL: http://forum.audiogames.net/viewtopic.php?pid=286084#p286084





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Re: Warsim, text based randomly generated stratogy

2016-11-17 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

A little update today, added a bunch of roof tiles, a few little flag parts, brawling to the thickblood tavern, added golem faces to the game, 7 million of them!* Added 20 New Roof Tiles* Added 3 flag parts* Fixed random name generator race spacing bug* Added brawling to the thickblood tavern* Building names now follow race type* Added a new building tileset* Added golem faces to the game (7'618'050 total)* Added golem face generator to generatorshttps://www.dropbox.com/s/r7571skberujh … m.rar?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=286174#p286174





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Re: Warsim, text based randomly generated stratogy

2016-11-17 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

A little update today, added a bunch of roof tiles, a few little flag parts, brawling to the thickblood tavern, added golem faces to the game, 7 million of them!* Added 20 New Roof Tiles* Added 3 flag parts* Fixed random name generator race spacing bug* Added brawling to the thickblood tavern* Building names now follow race type* Added a new building tileset* Added golem faces to the game (7'618'050 total)* Added golem face generator to generators

URL: http://forum.audiogames.net/viewtopic.php?pid=286174#p286174





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Re: Warsim, text based randomly generated stratogy

2016-11-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas, I like the idea of stories and quests and things, randomly generated storytelling would be cool as hell

URL: http://forum.audiogames.net/viewtopic.php?pid=285702#p285702





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Re: Warsim, text based randomly generated stratogy

2016-11-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Originally this update was going to be an update based around fixing old things but for the most part the crowning gem of this update are the new buildings, every kingdom now has three buildings, each give bonuses of some kind, there are currently five.Totem - does nothing currentlyFortress - provides 1 extra soldier per landOutpost - provides 1 extra soldier per landGold Mine - provides up to 15 gold per landand Village - provides a relevant amount of peasants per landThey will never change and they follow an architectural style which will be unique to that faction, I have also added a few new things and tweaks and suggestions as well as made a start on updating independent leader reactions to things making diplomacy even more dynamic. Also huge thanks to u/justjohnitalia for being the first donator to warsim! It means the world!* Updated Menu with new ascii characters (credit u/Kerbobotat)* Fixed half- creature text bug* F
 ixed no land shown for minor bandits in spy report* Added three randomly generated buildings to each kingdom, each with their own effects* Each kingdom now has their own architecture style* Added new dynamic responses to donating 500 gold to independents* Added Dubloon to currency generator* Added relation display on diplomacy screen (credit u/crayolaclock)* Updated Donor page* Added 0 escapes to the unfinished explore screens (credit u/iamlenb)* Added New text for losses and kills when attacked by other factions* Added Bandit Horde Collapse event* Fixed Bandit Horde -troops bug

URL: http://forum.audiogames.net/viewtopic.php?pid=285701#p285701





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Re: Warsim, text based randomly generated stratogy

2016-11-04 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Ironcross, fixed that peace faction attack bug, your allies should leave you alone now! @threeblacknoises, the ingame changelogs were dropped a while ago, I couldn';t be bothered updating them cause I'm lazy! still could though cause all the changes since have been noted down 

URL: http://forum.audiogames.net/viewtopic.php?pid=285164#p285164





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Re: Warsim, text based randomly generated stratogy

2016-11-04 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Very late update today but things have gotten crazy on my end lately! trying to sort my life out but have managed to get this update out for you guys, taken suggestions and fixed some big problems! now the interfaction relations system is in my eyes pretty much complete! woo* Added starmetal meteorite encounter in explore screen* Added grand champion faces to the game* Fixed missing brawl pit destroyed screen in explore screen* Modified giant faces and added several thousand new ones!* Fixed loading skip bug at start of the game* Factions attack a third as much as before, so they don't ware themeselves out* Mercenary groups can now randomly disband as time goes on* Fixed diplomacy with factions not working (no longer being attacked by your friends)* Added new kingdom leader exarch and kingdom type* Added several new kingdom types* Added 1'626'992'640 new faces to giants

URL: http://forum.audiogames.net/viewtopic.php?pid=285163#p285163





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Re: Warsim, text based randomly generated stratogy

2016-10-11 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Arnold18, sorry to hear that, gonna go and hunt the crash bugs now!

URL: http://forum.audiogames.net/viewtopic.php?pid=282486#p282486





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Re: Warsim, text based randomly generated stratogy

2016-10-11 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Been doing a lot of work on the face generator today, I fixed big save bug with gnome faces and some other little bugs, added some new names and race prefixes as well as a brand new race called Corpselords, also tripled the amount of ghoul names to make them less samey and added a brand new artifact that stops bandit groups spawning in your land.- Reworked Orc Faces and added 3'152'684'021'760 new orc faces (over 3 trillion)- Added 1'225'145'409'408 human faces (over 1 trillion)- Fixed No-Face lag bug- Added 1'662'396 demigod faces (over 1 million)- Fixed Gnome king save bug- Added 1'089'326'278'656 Zombie faces (over 1 trillion)- Added 4 new npc names- Added ability for players to mod in their own face sets through RaceFaces.txt- Added 4 new npc name suffixes- Added 19'488 Lizard Faces- Added 9 new race types (pit, rock, mini, faceless, sacred, fake, silent, invincible and awoken)- Modified orb seller description lightly- Added corpselords race- Added 20 ghoul names- Added history of the east lore to the tower of histories- Added Talisman of brothers artifact that prevents pest groups spawningDownload Link:https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=282473#p282473





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Re: Warsim, text based randomly generated stratogy

2016-10-11 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly can you explain what you mean by status informations?and it's an interesting idea, I like the idea of growing people into champions, there's no reason why as king you couldn't turn to some random peasants and say... you are now my guard captain... they would just be really shit at it 

URL: http://forum.audiogames.net/viewtopic.php?pid=282462#p282462





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Re: Warsim, text based randomly generated stratogy

2016-10-11 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Love the idea soul keeper! especially "sword-wielding faceless corpselord" or axe-wielding ectI made work on a massive random medeival weapon generator a few years back and always wanted to use it, could impliment it into the game, would be cool if the aftermath battlefield could be looted and the loot could be sold and tradedand I love the idea about forging weapons, different cultures could have different techniques, you could even trade techniques for money with other kingdoms, ie a kingdom of dwarves using special kind of axes you cannot forge, you can either buy the axes from them or pay lots to learn the way to make them yourself!Love it!

URL: http://forum.audiogames.net/viewtopic.php?pid=282495#p282495





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Re: Warsim, text based randomly generated stratogy

2016-10-11 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Mata sorry to hear that, the exploration screen has been altered slightly since earlier, but I'm free to answer any thing that's got your confused@connor glad to see you again too dude! gonna be working on warsim a lot now so hopefully you like what's coming up@Bucklee12 the demon horde is my favorite faction, because they are insane, the lore of the world is that once every few hundred years the demon horde arrises from the gate and causes havok and it takes the strength of all the kingdoms united to strike them back to where they came from, well... as it stands the other kingdoms are busy so its up to you!there are a few ways of tackling the demon horde, one of which I discovered earlier, the most popular way is building up a massive massive army, doesn't matter what's in it, peasants, slave soldiers, who cares, you'll need an army at least 30'000 strong to take them on, build a big army up ready for the final battle and w
 atch the fireworks go off! Demons don't go down easily but quantity does the trickanother method of dealing with them is taking out their support, there are demonic lords hidden among the world in the explore screen, I won't tell you where but some are very plain sight, take care of them and the demons get a little less support each turn, then the more obvious camp of demon worshippers and you've got a weaker hordeone trick I used when the horde sprang up early in the game was attacked them once per turn with an 800-1000 man army, the army was lost and each turn I would try to grow my economy while building an army, each turn I would knock them down slightly until eventually they disappeared for a year or two until they were back at strength, this went on until I had a strong enough economy to wipe them out in one big battlethere are also a few artifacts that help, the best is the demon shield, this artifact basically blocks the demons from being 
 able to attack you, so you can sit back happily while they destroy the surrounding world and leave you untouched!

URL: http://forum.audiogames.net/viewtopic.php?pid=282528#p282528





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Re: Warsim, text based randomly generated stratogy

2016-10-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

can I need save files? sorry I don't understand what you're asking?

URL: http://forum.audiogames.net/viewtopic.php?pid=282713#p282713





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Re: Warsim, text based randomly generated stratogy

2016-10-12 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Stainaddict here is an automatic download link https://www.dropbox.com/s/648dy65mkpmyd … m.zip?dl=1@Niklas, cheers for the ideas but I've got no plans to add sci-fi elements to the game, there are little references, and races that can be found like Void Dwarves and Space Elves, but this will reference their origins more than anything and the game will remain in medieval fantasy setting! I agree about daily tasks though, I need to develop other aspects of the game such as the kingdom itself, I may end up reworking peasants in the game, as kingdom population, the population will take up jobs and roles and the society will run, you can change it with laws, though some changes won't work swiftly and there will be many groups within your kingdom, trading companies, adventurers, workers, criminals, guilds, nobles and noble houses.So the player will be able to speak to the houses before war and ask for assistance, could put up guild rents but the results could be that guilds get pissed off and take their guild work to other lands!@Firefly82 I have some off-shoot plans for a world map yes! with named and detailed lands that have defense ratings, types and fertility ratings, but for now it will stay as it is, I will make the world map system accessible for you guys either way, be it, listing each set of lands land by land on a list, saying which you can reach ect

URL: http://forum.audiogames.net/viewtopic.php?pid=282561#p282561





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Re: Warsim, text based randomly generated stratogy

2016-10-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Sure, give them to me and I'll sort them out!if it crashed upon loading though it most likely means you are using an old save with a newer version of the game but I'm coding something that won't crash the game in future but instead tell you the save is incompatible! 

URL: http://forum.audiogames.net/viewtopic.php?pid=282726#p282726





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Re: Warsim, text based randomly generated stratogy

2016-10-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Send me the save game and I will see if I can replicate it, don't worry about the version loss, I will figure out what the save file is missing and make an up to date version

URL: http://forum.audiogames.net/viewtopic.php?pid=282742#p282742





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Re: Warsim, text based randomly generated stratogy

2016-10-13 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

crashing in battle?! like during? strangecan you tell me the details of the crash, who you were fighting, ect

URL: http://forum.audiogames.net/viewtopic.php?pid=282731#p282731





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Re: Warsim, text based randomly generated stratogy

2016-10-12 Thread AudioGames . net ForumNew releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Firefly82, just got working on that for tomorrows update, all areas in the explore screen that don't exist yet are marked with not yet coded! also added lots of cool new stuff you'll see tomorrow! 

URL: http://forum.audiogames.net/viewtopic.php?pid=282587#p282587





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