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Development Info Expeditions: Rome Dev Diary #15 - Companions

OSK

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It would be less jarring if he said something like "This man has me concerned", instead of something out of the day-to-day speech of a teenage girl.

God's teeth! This sir hast me conc'rn'd.
Yeah, I think I prefer this to NPCs speaking like valley girls.

Saying something "creeps me out" is definitely informal, but I don't see it as "valley girl."
Doesn't exactly say "seasoned veteran" either. Had he said something like "He makes my skin crawl" it would seem less out out of place.
 

Tyranicon

A Memory of Eternity
Developer
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God, how I wished this game had the same aesthetic and dialogue as those old sword and sandal movies like Ben Hur.

Yeah, not the most historically accurate, but those movies from 60 years ago takes a shit all over modern writers.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
God, how I wished this game had the same aesthetic and dialogue as those old sword and sandal movies like Ben Hur.

Yeah, not the most historically accurate, but those movies from 60 years ago takes a shit all over modern writers.
I now wonder if the remake was based on the book or the movie.
 

Tyranicon

A Memory of Eternity
Developer
Joined
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Messages
6,078
God, how I wished this game had the same aesthetic and dialogue as those old sword and sandal movies like Ben Hur.

Yeah, not the most historically accurate, but those movies from 60 years ago takes a shit all over modern writers.
I now wonder if the remake was based on the book or the movie.

The wiki says it's a new interpretation of the novel. People who've seen it tell me it's a new interpretation of shit.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
God, how I wished this game had the same aesthetic and dialogue as those old sword and sandal movies like Ben Hur.

Yeah, not the most historically accurate, but those movies from 60 years ago takes a shit all over modern writers.
I now wonder if the remake was based on the book or the movie.

The wiki says it's a new interpretation of the novel. People who've seen it tell me it's a new interpretation of shit.

The chanting Roman soldiers were cool though:



Also kudos to the filmmakers for exceeding low Hollywood standards by correctly depicting Jerusalem as a city in the mountains (instead of being in the middle of a flat desert like in Kingdom of Heaven)
 
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Dr Schultz

Augur
Joined
Dec 21, 2013
Messages
492
I'd be more concerned about writing for a historical setting using phrases and terms 10-100 years old if the work was set in a period where recognizable English existed (1500 onward at maximum), and a record of the events could, conceivably, be translated to English. Otherwise it's way too deep a rabbit hole to care much about.
HBO's Rome managed.

Best historical drama ever made together with Band of Brothers in my humble opinion. At least if you stop watching after the first season finale.
 
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OSK

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Doesn't exactly say "seasoned veteran" either. Had he said something like "He makes my skin crawl" it would seem less out out of place.

I wouldn't bat an eye at either.

God, how I wished this game had the same aesthetic and dialogue as those old sword and sandal movies like Ben Hur.

Yeah, not the most historically accurate, but those movies from 60 years ago takes a shit all over modern writers.

I think this is the heart of the problem for some people here. They've been heavily influenced by movies and television depictions of ancient Rome and think that's the only way things should be portrayed. Having Romans speak with British accents instead of Italian ones is only due to America's historical relationship with the British Empire.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
On the English accent Roman thing

TOQbu2L.png
 

Zed Duke of Banville

Dungeon Master
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On the English accent Roman thing

TOQbu2L.png
We need to find a way to resurrect Poul Anderson. :rpgcodex:

For most of its being, mankind did not know what things are made of, but could only guess. With the growth of worldken, we began to learn, and today we have a beholding of stuff and work that watching bears out, both in the workstead and in daily life. The underlying kinds of stuff are the *firststuffs*, which link together in sundry ways to give rise to the rest. Formerly we knew of ninety-two firststuffs, from waterstuff, the lightest and barest, to ymirstuff, the heaviest. Now we have made more, such as aegirstuff and helstuff.

The firststuffs have their being as motes called *unclefts*. These are mightly small; one seedweight of waterstuff holds a tale of them like unto two followed by twenty-two naughts. Most unclefts link together to make what are called *bulkbits*. Thus, the waterstuff bulkbit bestands of two waterstuff unclefts, the sourstuff bulkbit of two sourstuff unclefts, and so on. (Some kinds, such as sunstuff, keep alone; others, such as iron, cling together in ices when in the fast standing; and there are yet more yokeways.) When unlike clefts link in a bulkbit, they make *bindings*. Thus, water is a binding of two waterstuff unclefts with one sourstuff uncleft, while a bulkbit of one of the forestuffs making up flesh may have a thousand thousand or more unclefts of these two firststuffs together with coalstuff and chokestuff.

At first is was thought that the uncleft was a hard thing that could be split no further; hence the name. Now we know it is made up of lesser motes. There is a heavy *kernel* with a forward bernstonish lading, and around it one or more light motes with backward ladings. The least uncleft is that of ordinary waterstuff. Its kernel is a lone forwardladen mote called a *firstbit*. Outside it is a backwardladen mote called a *bernstonebit*. The firstbit has a heaviness about 1840-fold that of the bernstonebit. Early worldken folk thought bernstonebits swing around the kernel like the earth around the sun, but now we understand they are more like waves or clouds. In all other unclefts are found other motes as well, about as heavy as the firstbit but with no lading, known as *neitherbits*. We know a kind of waterstuff with one neitherbit in the kernel along with the firstbit; another kind has two neitherbits. Both kinds are seldom.

The next greatest firststuff is sunstuff, which has two firstbits and two bernstonebits. The everyday sort also has two neitherbits in the kernel. If there are more or less, the uncleft will soon break asunder. More about this later.

The third firststuff is stonestuff, with three firstbits, three bernstonebits, and its own share of neitherbits. And so it goes, on through such everyday stuffs as coalstuff (six firstbits) or iron (26) to ones more lately found. Ymirstuff (92) was the last until men began to make some higher still.

It is the bernstonebits that link, and so their tale fastsets how a firststuff behaves and what kinds of bulkbits it can help make. The worldken of this behaving, in all its manifold ways, is called *minglingken*. Minglingers have found that as the uncleftish tale of the firststuffs (that is, the tale of firststuffs in their kernels) waxes, after a while they begin to show ownships not unlike those of others that went before them.

So, for a showdeal, stonestuff (3), glasswortstuff (11), potashstuff (19), redstuff (37), and bluegraystuff (55) can each link with only one uncleft of waterstuff, while coalstuff (6), flintstuff (14), germanstuff (22), tin (50), and lead (82) can each link with four. This is readily seen when all are set forth in what is called the *roundaround board of the firststuffs*.

When an uncleft or a bulkbit wins one or more bernstonebits above its own, it takes on a backward lading. When it loses one or more, it takes on a forward lading. Such a mote is called a *farer*, for that the drag between unlike ladings flits it. When bernstonebits flit by themselves, it may be as a bolt of lightning, a spark off some faststanding chunk, or the everyday flow of bernstoneness through wires.

Coming back to the uncleft itself, the heavier it is, the more neitherbits as well as firstbits in its kernel. Indeed, soon the tale of neitherbits is the greater. Unclefts with the same tale of firstbits but unlike tales of neitherbits are called *samesteads*. Thus, everyday sourstuff has eight neitherbits with its eight firstbits, but there are also kinds with five, six, seven, nine, ten, and eleven neitherbits. A samestead is known by the tale of both kernel motes, so that we have sourstuff-13, sourstuff-14, and so on, with sourstuff-16 being by far the most found. Having the same number of bernstonebits, the samesteads of a firststuff behave almost alike minglingly. They do show some unlikenesses, outstandingly among the heavier ones, and these can be worked to sunder samesteads from each other.

Most samesteads of every firststuff are unabiding. Their kernels break up, each at its own speed. This speed is written as the *half-life*, which is how long it takes half of any deal of the samestead thus to shift itself. The doing is known as *lightrotting*. It may happen fast or slowly, and in any of sundry ways, offhanging on the makeup of the kernel. A kernel may spit out two firstbits with two neitherbits, that is, a sunstuff kernel, thus leaping two steads back in the roundaround board and four weights back in heaviness. It may give off a bernstonebit from a neitherbit, which thereby becomes a firstbit and thrusts the uncleft one stead up in the board while keeping the same weight. It may give off a *forwardbit*, which is a mote with the same weight as a bernstonebit but a forward lading, and thereby spring one stead down in the board while keeping the same weight.

Often, too, a mote is given off with neither lading nor heaviness, called the *weeneitherbit*. In much lightrotting, a mote of light with most short wavelength comes out as well. For although light oftenest behaves as a wave, it can be looked on as a mote, the *lightbit*. We have already said by the way that a mote of stuff can behave not only as a chunk, but as a wave. Down among the unclefts, things do not happen in steady flowings, but in leaps between bestandings that are forbidden.

The knowledge-hunt of this is called *lump beholding*. Nor are stuff and work unakin. Rather, they are groundwise the same, and one can be shifted into the other. The kinship between them is that work is like unto weight manifolded by the fourside of the haste of light.

By shooting motes into kernels, worldken folk have shifted samesteads of one firststuff into samesteads of another. Thus did they make ymirstuff into aegirstuff and helstuff, and they have afterward gone beyond these. The heavier firststuffs are all highly lightrottish and therefore are not found in the greenworld.

Some of the higher samesteads are *splitly*. That is, when a neitherbit strikes the kernel of one, as for a showdeal ymirstuff-235, it bursts into lesser kernels and free neitherbits; the latter can then split more ymirstuff-235. When this happens, weight shifts into work. It is not much of the whole, but nevertheless it is awesome.

With enough strength, lightweight unclefts can be made to togethermelt. In the sun, through a row of strikings and lightrottings, four unclefts of waterstuff in this wise become one of sunstuff. Again some weight is lost as work, and again this is greatly big when set beside the work gotten from a minglingish doing such as fire.

Today we wield both kind of uncleftish doings in weapons, and kernelish splitting gives us heat and bernstoneness. We hope to do likewise with togethermelting, which would yield an unhemmed wellspring of work for mankindish goodgain.

Soothly we live in mighty years!
 
Joined
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Messages
50,754
Codex Year of the Donut
pills.jpg

Chasing historical accuracy for games set so far prior to our time is one of the dumbest things you can do because there's no such thing as being historically accurate about something that happened 2100 years ago. Historians are just presenting a set of lies they've agreed to as fact that will change when they all die. Therefore, you're better off taking an artistic license to make your product better.
A lot of those things that get knocked for not being "historically accurate" and were made 50 years ago were historically accurate at the time.

If you want an example of why it's bad, just go look up about how butthurt "historians" got about Troy(2004) ... because it didn't feature enough gay sex.
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,821
Chasing historical accuracy for games set so far prior to our time is one of the dumbest things you can do because there's no such thing as being historically accurate about something that happened 2100 years ago.

I care about verisimilitude, not accuracy.
 

Camel

Scholar
Joined
Sep 10, 2021
Messages
2,082
08_U8nFjD72ux.jpg.d66fb0ebd7eaffccbfc059489523bb8a.jpg


Using "creep" in this way dates back to the late 19th century and feels very anachronistic. Sloppy writing.
Modern (game) writers making historical/fantasy figures speak like modern people is annoying. That Roman woman will probably me too him with accusations of “sexually inappropriate behavior”.
 

ERYFKRAD

Barbarian
Patron
Joined
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Messages
28,368
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
On the English accent Roman thing

TOQbu2L.png
We need to find a way to resurrect Poul Anderson. :rpgcodex:

For most of its being, mankind did not know what things are made of, but could only guess. With the growth of worldken, we began to learn, and today we have a beholding of stuff and work that watching bears out, both in the workstead and in daily life. The underlying kinds of stuff are the *firststuffs*, which link together in sundry ways to give rise to the rest. Formerly we knew of ninety-two firststuffs, from waterstuff, the lightest and barest, to ymirstuff, the heaviest. Now we have made more, such as aegirstuff and helstuff.

The firststuffs have their being as motes called *unclefts*. These are mightly small; one seedweight of waterstuff holds a tale of them like unto two followed by twenty-two naughts. Most unclefts link together to make what are called *bulkbits*. Thus, the waterstuff bulkbit bestands of two waterstuff unclefts, the sourstuff bulkbit of two sourstuff unclefts, and so on. (Some kinds, such as sunstuff, keep alone; others, such as iron, cling together in ices when in the fast standing; and there are yet more yokeways.) When unlike clefts link in a bulkbit, they make *bindings*. Thus, water is a binding of two waterstuff unclefts with one sourstuff uncleft, while a bulkbit of one of the forestuffs making up flesh may have a thousand thousand or more unclefts of these two firststuffs together with coalstuff and chokestuff.

At first is was thought that the uncleft was a hard thing that could be split no further; hence the name. Now we know it is made up of lesser motes. There is a heavy *kernel* with a forward bernstonish lading, and around it one or more light motes with backward ladings. The least uncleft is that of ordinary waterstuff. Its kernel is a lone forwardladen mote called a *firstbit*. Outside it is a backwardladen mote called a *bernstonebit*. The firstbit has a heaviness about 1840-fold that of the bernstonebit. Early worldken folk thought bernstonebits swing around the kernel like the earth around the sun, but now we understand they are more like waves or clouds. In all other unclefts are found other motes as well, about as heavy as the firstbit but with no lading, known as *neitherbits*. We know a kind of waterstuff with one neitherbit in the kernel along with the firstbit; another kind has two neitherbits. Both kinds are seldom.

The next greatest firststuff is sunstuff, which has two firstbits and two bernstonebits. The everyday sort also has two neitherbits in the kernel. If there are more or less, the uncleft will soon break asunder. More about this later.

The third firststuff is stonestuff, with three firstbits, three bernstonebits, and its own share of neitherbits. And so it goes, on through such everyday stuffs as coalstuff (six firstbits) or iron (26) to ones more lately found. Ymirstuff (92) was the last until men began to make some higher still.

It is the bernstonebits that link, and so their tale fastsets how a firststuff behaves and what kinds of bulkbits it can help make. The worldken of this behaving, in all its manifold ways, is called *minglingken*. Minglingers have found that as the uncleftish tale of the firststuffs (that is, the tale of firststuffs in their kernels) waxes, after a while they begin to show ownships not unlike those of others that went before them.

So, for a showdeal, stonestuff (3), glasswortstuff (11), potashstuff (19), redstuff (37), and bluegraystuff (55) can each link with only one uncleft of waterstuff, while coalstuff (6), flintstuff (14), germanstuff (22), tin (50), and lead (82) can each link with four. This is readily seen when all are set forth in what is called the *roundaround board of the firststuffs*.

When an uncleft or a bulkbit wins one or more bernstonebits above its own, it takes on a backward lading. When it loses one or more, it takes on a forward lading. Such a mote is called a *farer*, for that the drag between unlike ladings flits it. When bernstonebits flit by themselves, it may be as a bolt of lightning, a spark off some faststanding chunk, or the everyday flow of bernstoneness through wires.

Coming back to the uncleft itself, the heavier it is, the more neitherbits as well as firstbits in its kernel. Indeed, soon the tale of neitherbits is the greater. Unclefts with the same tale of firstbits but unlike tales of neitherbits are called *samesteads*. Thus, everyday sourstuff has eight neitherbits with its eight firstbits, but there are also kinds with five, six, seven, nine, ten, and eleven neitherbits. A samestead is known by the tale of both kernel motes, so that we have sourstuff-13, sourstuff-14, and so on, with sourstuff-16 being by far the most found. Having the same number of bernstonebits, the samesteads of a firststuff behave almost alike minglingly. They do show some unlikenesses, outstandingly among the heavier ones, and these can be worked to sunder samesteads from each other.

Most samesteads of every firststuff are unabiding. Their kernels break up, each at its own speed. This speed is written as the *half-life*, which is how long it takes half of any deal of the samestead thus to shift itself. The doing is known as *lightrotting*. It may happen fast or slowly, and in any of sundry ways, offhanging on the makeup of the kernel. A kernel may spit out two firstbits with two neitherbits, that is, a sunstuff kernel, thus leaping two steads back in the roundaround board and four weights back in heaviness. It may give off a bernstonebit from a neitherbit, which thereby becomes a firstbit and thrusts the uncleft one stead up in the board while keeping the same weight. It may give off a *forwardbit*, which is a mote with the same weight as a bernstonebit but a forward lading, and thereby spring one stead down in the board while keeping the same weight.

Often, too, a mote is given off with neither lading nor heaviness, called the *weeneitherbit*. In much lightrotting, a mote of light with most short wavelength comes out as well. For although light oftenest behaves as a wave, it can be looked on as a mote, the *lightbit*. We have already said by the way that a mote of stuff can behave not only as a chunk, but as a wave. Down among the unclefts, things do not happen in steady flowings, but in leaps between bestandings that are forbidden.

The knowledge-hunt of this is called *lump beholding*. Nor are stuff and work unakin. Rather, they are groundwise the same, and one can be shifted into the other. The kinship between them is that work is like unto weight manifolded by the fourside of the haste of light.

By shooting motes into kernels, worldken folk have shifted samesteads of one firststuff into samesteads of another. Thus did they make ymirstuff into aegirstuff and helstuff, and they have afterward gone beyond these. The heavier firststuffs are all highly lightrottish and therefore are not found in the greenworld.

Some of the higher samesteads are *splitly*. That is, when a neitherbit strikes the kernel of one, as for a showdeal ymirstuff-235, it bursts into lesser kernels and free neitherbits; the latter can then split more ymirstuff-235. When this happens, weight shifts into work. It is not much of the whole, but nevertheless it is awesome.

With enough strength, lightweight unclefts can be made to togethermelt. In the sun, through a row of strikings and lightrottings, four unclefts of waterstuff in this wise become one of sunstuff. Again some weight is lost as work, and again this is greatly big when set beside the work gotten from a minglingish doing such as fire.

Today we wield both kind of uncleftish doings in weapons, and kernelish splitting gives us heat and bernstoneness. We hope to do likewise with togethermelting, which would yield an unhemmed wellspring of work for mankindish goodgain.

Soothly we live in mighty years!
Always fun to read. :love:
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,329
Location
Jersey for now
You know it's fucked up. I have never really paid attention to the expeditions games. But part of me wants to support the devs in one way or another.

Will it be worth the purchase or should I start with an earlier expeditions game?
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,800
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
if you want something to play now, try Expeditions: Viking

I just finished another playthrough to pass time before the release of this one
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
Using "creep" in this way dates back to the late 19th century and feels very anachronistic. Sloppy writing.
Modern (game) writers making historical/fantasy figures speak like modern people is annoying. That Roman woman will probably me too him with accusations of “sexually inappropriate behavior”.

This is my biggest issue with PF:WotR. I like the game but the modern light-hearted ironic hipster funny haha writing makes me cringe.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,358
Location
Eastern block
Chasing historical accuracy for games set so far prior to our time is one of the dumbest things you can do because there's no such thing as being historically accurate about something that happened 2100 years ago.

I care about verisimilitude, not accuracy.

I like how Spartacus TV show handled it...The writers tried to make the language sound like Latin by changing the grammar

For example in the show Spartacus says "Have you lost mind?", but in English we would say "Have you lost YOUR mind?". Latin speakers use pronouns differently than English speakers, so the writers tried to make English sound like Latin by removing the pronoun. Sometimes they would also remove articles ("the", "a") for the same reason. Batiatus says "This is but glorious beginning!", but in English we would say "This is but A glorious beginning!".

The writers also made changes to the syntax and style. Characters say "Gratitude" instead of "Thank you" and "Apologies" instead of "I am sorry" because it sounds more like Latin. Or another example is they never said "without", instead they'd say "absent"... The show's creator studied Shakespeare and in many ways the language in Sparticus is an artist's idea of what Shakespeare would be like and Shakespeare's writings were an artist's idea of what the Romans were like.

The characters in Spartacus use many colorful analogies and insults (this is another way the show is a little like Shakespeare). A character might say "Words fall from your mouth like shit from ass" or "Once again the gods spread the cheeks and ram cock in fucking ass!"
 

Polyphemus

Educated
Joined
Jul 5, 2020
Messages
34
If the object of these threads was to kill all interest I had in this game update by update, it worked. This thing looks awful.
 

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