Hi everyone – just a quick update. The first half of January was very productive – I released 0.9.0a, 0.9.0b, 0.9.0c, did most of the work on 0.9.0d (which is done, I just need to release it) and made some major initial progress on 0.10, but the middle of Jan saw the resurgence of a … Read More
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Ultima Ratio Regum 0.9 Released!
Ultima Ratio Regum 0.9 Released! MAJOR FEATURES: Procedural coin generation has been implemented, and the player now starts with a solid amount of money from their home civilization. Coins can be found in various locations and coinage can be acquired through trade (see below) and coins can be exchanged into other currencies via currency exchanges … Read More
URR 0.9 Update: Buying, Selling, Trading
Ultima Ratio Regum 0.9 is mostly about procedurally generating the game’s items: With the item generation itself complete (and with coins and currencies also generating), the next thing was to get items appearing in shops. This meant returning to the code that generates all possible items, and then integrating that with the code for generating … Read More
Procedurally generating treasure maps
Ultima Ratio Regum 0.9 (release date: December 31st 2021) is generating the graphics and details and interactions for dozens upon dozens of different sorts of in-game items and currencies and trade goods and more, and one of these is TREASURE MAPS. I often get asked for more information about generating the various in-game visuals, and … Read More
URR 0.9 Update: Graphics Complete!
Hello everyone! I am so pleased to say that the first major milestone for 0.9 has been accomplished: all new graphics for Ultima Ratio Regum 0.9 are now finished! Every possible item you can find in the new release is procedurally generated, with most generators have millions permutations; quite a few having billions; and a … Read More
URR 0.9 Update: Reworking Ships
Some very exciting developments this week! Ships have been reworked for 0.9 and made about a hundred times more diverse, and more interesting, and have some actual gameplay around them now. So firstly, in 0.8 I created a system for establishing travel and trade routes that ships would use, as seen in the picture below … Read More
What “clock” should URR have?
What kind of “food clock” should Ultima Ratio Regum have? (A request for feedback) URR is back in active development and zooming towards a 1.0 release, with a 0.9 now well over 70% developed and due to be released at the end of this year. As I come to implement items, objectives, trade and so … Read More
0.9 August URRpdate: Procedural Weapon and Shield Generation
For too long have the NPCs (and the player, for that matter) in URR walked around without the appropriate protection required in the dangerous, unpredictable, sort-of-medieval and sort-of-Renaissance and sort-of-Industrial-Revolution world of Ultima Ratio Regum. But, no longer! The many new sets of items coming with this release include all kinds of melee weapons (and others … Read More
Generative Design in Minecraft Competition (GDMC) Judging
For the last several years a number of folks in the PCG world, especially those who are or were based at NYU, have been running the “Generative Design in Minecraft Competition” or GDMC, in which people are challenged to create an AI that can construct a logical, functional, appropriate, and aesthetically-pleasing, settlement within Minecraft. I … Read More
0.9 URRpdate #1: The Next Release
Hello everyone! It is with great pleasure that I think the time has come to publicly state what has probably become obvious already given some of the recent blog posts: I am working on 0.9! And, even better, I have been cracking along with it. We’re just a bit over half-way through 2021 and I … Read More