• FPRP General Chat v2: Let's Talk About Roleplaying
    428 replies, posted
[QUOTE=Mallow234;50470624]Is it possible to make custom maps? [editline]7th June 2016[/editline] Also steadily increasing influence would be a good idea for gaining control over territory[/QUOTE] All map data for the game is loaded before the game starts, and you can upload the maps for generating this data. The actual visual map that's loaded (not the data images) is also custom but obviously should be aligned with the other data images. Currently it also supports just using the territory data image as well. The map-making process is pretty intensive unfortunately, since the game needs multiple images for each map, and it's important that each one is pixel-accurate. The only issue with an influence system is that I have to determine how much influence players have based on some information, and currently a territory adjacent to a player owned one regularly increases its culture of that faction. Because all cities are placed manually, at least for now, I'm using a culture percent of at least 50% before a city can be built. (Ownership persistence is still depending on having a city in a territory and having a unit in it)
If you have a 50% culture prerequisite for building cities then can I suggest a settlement building that allows you to put down a pseudo City to partially claim territory and build culture slowly until the 50% Mark is reached and the settlement can be upgraded into an actual City. That way there is an aspect of colonization that would be lacking in a version of the game where you must have 50% culture to settle a province [editline]7th June 2016[/editline] And maybe if it's not too hard to code it have the culture growth in a settlement province determined by how far away the settlement is from the nearest port or Trading Post from the same faction and Modified by how often you send new settlers. I bet you could pull a good deal of that code from Europa universalis 4 because they have the exact same mechanic there
[QUOTE=Snoberry Tea;50472654]If you have a 50% culture prerequisite for building cities then can I suggest a settlement building that allows you to put down a pseudo City to partially claim territory and build culture slowly until the 50% Mark is reached and the settlement can be upgraded into an actual City. That way there is an aspect of colonization that would be lacking in a version of the game where you must have 50% culture to settle a province [editline]7th June 2016[/editline] And maybe if it's not too hard to code it have the culture growth in a settlement province determined by how far away the settlement is from the nearest port or Trading Post from the same faction and Modified by how often you send new settlers. I bet you could pull a good deal of that code from Europa universalis 4 because they have the exact same mechanic there[/QUOTE] So far culture only spreads to adjacent territories, or if you have units in the territory (albeit at a slower rate) Each unit has a modifier for how good they are at spreading culture. Additionally, you can have more than one city per territory, with resource nodes within territories not necessarily tied to the territory itself, but rather the location of the node. Currently multiple players can have their own cities in a single territory if the territory is unowned, as of now, I haven't tackled what happens to a city if the territory is lost to another player, other than that all cities in that territory belong to the player who owns the territory. I'm trying to avoid any sort of direct use of EU4 assets or code, simply because I do hope to get this project out there and don't want to deal with any legal issues. Ideally I could work on this project full time, but that's not realistic yet. The end-goal is to provide a framework as moddable (or more-so) than EU4, but without the historical scripting and focused intrinsically on multiplayer. It's also worth noting that the game isn't turn based, and I still don't know whether I want to make it turn based; I'll probably allow that to be set by the host as well. As of now, it's similar to NationStates, where the game is constantly running, but everything occurs (relatively) slowly. The game rate is another host option, so the game time-frame can be anywhere between 1:1 and 8760:1, where you have 1 in world hour = 1 in game hour at the snail extreme, (so because distances are calculated consistently, marching from Paris to Rome would take roughly 12 real life days) or where 1 year = 1 real world hour, which is, imo, way too fast, but at least the option is there. [editline]7th June 2016[/editline] As for the trading post thing, I haven't touched trading yet either. So far, each city can have a number of government buildings constructed in them that unlock specific actions, but the only one I've actually implemented is the Capitol.
All I'm saying is, down the road, you need to have the ability to annex territory that isn't adjacent to yours. Otherwise you're completely disallowing colonial conquests, and will make islands un-controllable unless you add specific connection points a-la RISK.
[QUOTE=Daniel Smith;50411880][IMG]http://i.imgur.com/pfih35f.png[/IMG][/QUOTE] [IMG]http://i.imgur.com/uyTituK.png[/IMG] Decided to go for June 1945 (second half of the year) It's more accurate (although in line with v2 provinces) than it looks, there aren't too many informative maps on the first few months following V-day
[QUOTE=Snoberry Tea;50474262]All I'm saying is, down the road, you need to have the ability to annex territory that isn't adjacent to yours. Otherwise you're completely disallowing colonial conquests, and will make islands un-controllable unless you add specific connection points a-la RISK.[/QUOTE] Don't worry, I've not touched too much on settling because I want feedback on methods people prefer. There aren't trade networks per se, boats and units travel freely on the map, and the plan so far is to create custom trade networks between points on the map to automatically generate that trade income. As of now, island conquest works because territories have no starting population (going to change) so when a culture raising unit, like a missionary or settler, automatically raises the culture of a territory to 100%. (Since 100% of that population is now of the culture of the settler) I should say that culture percentage is population based, and units simply can altar the current culture of parts of the population of a territory. (Although migration can raise that % simply by having larger numbers of people but I haven't sorted out any sort of automatic NPC schedules for things like migration, trade wants, or rebellion.
Here is what the player card will look like [IMG]http://i.imgur.com/eGogmAv.png[/IMG] The coloured are strengths ranging from 0-10: economy, stability, administration, diplomacy, military [IMG]http://i.imgur.com/iEhJuTj.png[/IMG] Example card (if the head of government and state are the same their name shows up twice) Alignments: (ranging from allied, aligned and neutral) [IMG]http://i.imgur.com/L1ZgORm.png[/IMG][IMG]http://i.imgur.com/2BUgLtu.png[/IMG][IMG]http://i.imgur.com/o7CsYsE.png[/IMG][IMG]http://i.imgur.com/IoFswWV.png[/IMG][IMG]http://i.imgur.com/Lro69xs.png[/IMG][IMG]http://i.imgur.com/9oFS0n0.png[/IMG]
restarting that "realms of orbis" game does feel somewhat tempting
[QUOTE=Sobotnik;50476739]restarting that "realms of orbis" game does feel somewhat tempting[/QUOTE] I'm still waiting for the next turn for that RP. I know you have the turns!
[QUOTE=Damian0358;50477355]I'm still waiting for the next turn for that RP. I know you have the turns![/QUOTE] Rip Goblin Empire
[QUOTE=Damian0358;50477355]I'm still waiting for the next turn for that RP. I know you have the turns![/QUOTE] they're on deng but i forgot the pw to it i think [editline]8th June 2016[/editline] ye i forgot it
[QUOTE=Sobotnik;50477444]ye i forgot it[/QUOTE] Don't crush my dreams like this. I've been waiting for over a year now....
i could always restart it a few centuries later at the onset of the high middle ages after the early medieval period
[QUOTE=Sobotnik;50477998]i could always restart it a few centuries later at the onset of the high middle ages after the early medieval period[/QUOTE] You could, but without an epilogue to the original, it would feel....... I don't know, empty? We still have to see the collapse of the Kiratain Kaganate, the reunification of the Rybakov Archipelago, and other such developments.
[QUOTE=Damian0358;50478099]You could, but without an epilogue to the original, it would feel....... I don't know, empty? We still have to see the collapse of the Kiratain Kaganate, the reunification of the Rybakov Archipelago, and other such developments.[/QUOTE] We could always just send in new turns or somthing? Disregard the fact thay half the players are now p-banned
[QUOTE=Native Hunter;50478204]We could always just send in new turns or somthing? Disregard the fact thay half the players are now p-banned[/QUOTE] More like one third. And besides, all three of the players that are p-banned played regional powers. Their turns are just as valid as ours.
Id be up for an Orbis revival, damn thing ended just as i attempted to zerg rush the mainland with my army of peasants.
What is Orbis and how to I play
[URL="https://facepunch.com/showthread.php?t=1454502"]An RP[/URL] [URL="http://facepunchrp.wikia.com/wiki/Realms_of_Orbis"]that ran[/URL] [URL="http://facepunchrp.wikia.com/wiki/Realms_of_Orbis_%28Turns%29"]for some time[/URL]. It then died out because the turn was taking too long to come out.
I've never played in a fantasy/non-historic RP before but I've been feeling the desire to give it a try.
[QUOTE=Emperor Scorpious II;50478460]I've never played in a fantasy/non-historic RP before but I've been feeling the desire to give it a try.[/QUOTE] Orbis is by far the model for fantasy rps on fp, id reccomend giving it a read even if you dont play because its pretty damn interesting.
Great fantasy RP, generated a lot of good OC. A few of the players are banned, but I guess they could still play through alts or by sending turns directly through Steam/Pastebin- otherwise, turning it into an established medieval world where new players can come and start around our levels wouldn't be a bad idea.
[QUOTE=Native Hunter;50477376]Rip Goblin Empire[/QUOTE] Ahh, I miss the time when a country is so much of a major power that a RP can't continue without that player sending in his/her turn.
Never actually played a empire/country rp. Could someone give me a quick rundown. It might be a bit early to say now but I think I'd much rather play a fantasy rp than Alt-his.
Turns out I had written three of the turns (Skrall, Dvergfit, Uruthi) but I don't know how to access Deng atm so the rest are kinda locked [editline]8th June 2016[/editline] i could try rewriting it to cover the five centuries and keep the general "trend" of it [editline]8th June 2016[/editline] [QUOTE=Radley;50478596]Never actually played a empire/country rp. Could someone give me a quick rundown. It might be a bit early to say now but I think I'd much rather play a fantasy rp than Alt-his.[/QUOTE] basically you tell the GM what you want your country to do and then they write up what happens you can modify the culture, etc to your liking
For what it's worth, I'm still up for redoing this. I might have my last turn saved somewhere.
I'm definitely up for continuing Orbis. Aclerians will domin- er establish freedom and good commerce throughout the world
[QUOTE=Mr. Face;50479032]I'm definitely up for continuing Orbis. Aclerians will domin- er establish freedom and good commerce throughout the world[/QUOTE] Sayite Brothers for Life
i'm editing the map and getting rid of the internal seas because fuck those
not sure if any of you remember A New Order [IMG]http://i.imgur.com/qy8qIuB.jpg[/IMG]
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