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Stars in Shadow got updated 6 years since the previous patch.
What does /vst/ think about the game?

https://store.steampowered.com/news/app/464880/view/688631008673662752
13 replies and 2 images omitted. Click here to view.
>>
>>2404029
Did he fix that issue where the game eats up resources and lags despite being just drawings? This was the one thing I couldn’t tolerate.
>>
>>2404029
Is the game even worth it? I remember people saying it's a streamlined MOO with not much depth to it
>>
>>2418974
Yeah, pretty much. I've confused it with
>Interstellar Space:Genesis
better get that instead.

Iceberg is a shitty publisher too, no wonder the GOG update is still missing.
>>
>>2404029
This game is pretty great. I hope the new DLC for it ends up good.
>>
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>>2407346
Arioch actually has demonstrations and tutorials on how to draw like he does.

Ironically enough, you could actually streamline the process without going full AI output by making generated trimmed sketches (3-4) and then drawing manually over it by hand while adding all the touch ups yourself. Add in the AI generation tricks the fans of those things like to use like skeleton rigs and vector shapes for consistency and you can massively cut back on the amount of work you need to do.

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panzer strike demo is out now!

https://store.steampowered.com/app/3305930/Panzer_Strike/

what do you rate it?

also general blitzkrieg/sudden strike thread
8 replies and 1 image omitted. Click here to view.
>>
>>2422159
Thanks for making me aware OP. I just played it and honestly it's wayy better then I thought it was going to be, art style looks fucking gorgeous in motion and it's pretty much just a game that really understands what made Blitzkrieg great.
Pathfinding can use a LITTLE work but is still good for this type of game
>>
>>2423430
I wish more games allowed you to effectively queue orders or preplan.
>>
It's shit.

>gameplay is old sudden strike but worse because pathfinding sucks balls
>0 QOL changes or improved mechanics
>no unit selection/command voices
>vehicles still have no wheel/tread animation
>engine noises are meh
>trying to compete with a game that has two decades worth of mods that add tons of content and deeper mechanics

It's literally worse than the originals, so why bother? The only "improvement" is that the menus will support modern resolutions, but in-game everyone will still be ant-sized anyway
>>
It's okay.

>gameplay channels the classic Sudden Strike feel with a fresh twist, offering familiarity while standing on its own thanks to simplified pathfinding that keeps engagements fast-paced
>keeps the original mechanics intact for purists who prefer no extra QOL changes
>unit selection and command voices are intentionally absent, preserving immersion and a quieter battlefield atmosphere
>vehicles maintain a clean, streamlined visual style without wheel/tread animation, focusing attention on overall unit composition
>engine noises are understated, which helps other audio cues stand out
>competes with a long-established title and its extensive mod scene by offering a faithful, more focused core experience

It's faithfully retro rather than a radical overhaul; menus support modern resolutions while the in-game scale keeps the classic tactical overview intact.
>>
Why they didn't add command groups into the game is beyond me (or at least the usual crt or shift+[number] do nothing and there is no key binding in the option to even look that up).

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ITS
OVER
https://youtu.be/a4UTRCabl3E?si=pKnjBgAir0i8QKja
139 replies and 6 images omitted. Click here to view.
>>
>>2358978
replenishment is good actually
>>
>>2359508
>and give them only one HP.
No. They shoud have modular system for damage.
If soldier take hit in a leg, he probably will survive and even heal his wound later enough good to fight again. If soldier get hit in stomatch, he still have a chance to survive but won't be able to fight. And if he will get hit in left arm? He can continue fight with one-handed in right hand.
>>
>>2422317
I feel like that's too granular for the scale the games operate at.
>>
>>2407651
>they had only links to some1s videos.
You mean videos demonstrating how to do the exploit? That's how it usually works.
>>
>>2415482
>t. vauban

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>ITT: You are Blizzard, and have to make a new Starcraft RTS game
How would you do it? What would you add/change gameplay-sense? Any plot ideas?
>Hard mode: You are forced to add TWO new races, and no Hybrid shit. Explain how would their gameplay be.
40 replies and 1 image omitted. Click here to view.
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>>2383574
>Change
I think game speed is too much or casuals and I think as a result high ttk is why so many units and strategies are not worth it, off of "apm investment" alone
>>
>>2383574
I would pretend that Starcraft 2 doesn't exist and make a rebooted Starcraft 2 but sans all of the silly Kerrigan-as-Space-Jesus shit and everything associated with that.
>Hard mode: You are forced to add TWO new races, and no Hybrid shit. Explain how would their gameplay be.
Not really two brand new races but instead
>make subfactions for each of the core races that share some surface similarities but have radically different units and strategies
>drawing from starcraft's warhammer 40k inspirations I'd make the 4th race a robot-esque race based on the necrons and t'au
>>
>>2427409
>faction 2 - mutants exiled humans from a destroyed earth
I have two wonderful news for you
>>
>>2383574
>biological swarm faction with overwhelming numbers
>industrial/technological faction
>psychic hivemind faction
to me the only cool and unique idea for a 4th faction would be one that combines all 3, and if you did that you would get a Grey Goo faction. Think about it. It would fit perfectly.
>>
>>2427790
aren't those three just the current SC factions?

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I just discovered there is supposed to be a Prison Architect 2. It does not inspire hope.
>>
>>2426832
Isn't that delayed by years and pretty much dead though? I thought paracucks cancelled it by now.
>>
Prison Architect 1 was really weird.
It was fun but you had to disable automatic intake, else you'd be overwhelmed with worse prison crowding than IRL, and the fog of war system was really half baked.
The contraband system also felt more like a punishment than a fun thing to do. I'm not even sure if convicts could take drugs without ODing.

Oh and if you ever watched any of those dev videos, they were really high on their own farts.
>>
>>2426877
I liked the German lager mod tho
>>
>>2426837
They might be trying to revive it as there was a post asking for testers.

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https://www.youtube.com/watch?v=aXW6GFxYxsQ
https://www.youtube.com/live/495WwWyS2TY?t=5427s
Actually showed so far
>Leaders have bodyguard
>Cover system, including putting units on an elevation like buildings, looks kinda similar to DoW2
>Varied gear within a single squad
>Destructible terrain, it damages units around
>Reinforcement system
>40 units cap
>Multiple campaigns to pick from, including generated ones, but on start premade Armageddon campaign only?
>There is supposed to be a narrative introduction, like in TWW3 tutorial
>Planets generated by merging biomes + civilization level
>Blood and gore in a base game
>Seemingly much bigger maps than in TWW
>Instead of Armor Piercing there seems to be a system called Firepower versus Light, Medium and Heavy

Comment too long. Click here to view the full text.
90 replies and 12 images omitted. Click here to view.
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>>2426934
which is why they're red lasers in recent game darktide right?
>>
Man that all looks so cool, why did they have to throw it all away on needing to be designed for controllers
>>2425728
that's sad to hear but somehow 40k lacking space battles bothers me less than fantasy lacking naval
the dream would be for 40k to have both space and naval, of course naval is borderline non existent in the setting but that doesn't mean they couldn't start exploring it a bit
>>
Speaking of space battles, is there any reason to play Battlefleet Gothic 1 over 2
>>
>>2427939
You choose upgrades for every ship instead of flagship only. Better campaign for Spire, but it's the only campaign.
>>
>>2427939
More control over the ships in combat and the sound effects were better.

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I like to think it wasn't just the anarchists that destroyed the empire. There used to be a mention of an unknown thread and it being aliens but it would be really lame if it actually was. Part of the appeal of rimworld is that earth was the singular origin point of life in the universe and so it'd make more sense they fought a war against an archotech, possibly Horax, and lost
508 replies and 73 images omitted. Click here to view.
>>
>>2432427
I mean it's literally self described as a story generator, an entire colony of hippies kept alive by the one psychopath who can't link with the anima tree is a pretty interesting premise.
>>
>i'm gonna go berserk
>because i'm in pain
>since i take years to heal a bruise
>that i got because i went berserk
>because i was still in pain from the last time you kicked my ass
considering a summary execution policy for yttakin desu
>>
>>2432386
>vanilla opinions expanded featuring a bunch of shit that has nothing to do with the title but we forced in there because we're so quirky and different! please buy our game!

>>2432619
>yttakin
I refuse to let them in my colony and its on sight 99% of the time. Fucking furries.
>>
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>see the problem with the beamgun is that eventually the burst ends
t. xasum
>>
>>2433315
When odyssey first came out I had quite a bit of fun with those on vaniller. mechfucker9000 go brrrt. Xasum had enough.

>Have over 1,000 hours logged into Civ5
>Play Civ6
>Something feels off, probably cause it takes a little getting used to
>Play for approximately 30-ish more hours
>Never play it again after
Why is this game so bad?
42 replies and 1 image omitted. Click here to view.
>>
>>2417451
>players need to learn they need a military before they see the army that will conquer them
>add barbarian threat for this
>don't explain barbarian scouts have a mechanic that only applies to this NPC faction
>add eurekas that demand you to ignore military to progress early, giving you immediate positive reinforcement
>military is constant negative reinforcement (uses the work queue, costs upkeep, promotions take forever, promotions are lost if the unit is, units are slow, can't see very far, and die fast)
>players get filtered and retvrn to civ 5

>>2422804
>the unintuitive research debuff/district cost stuff was what bugged me the most
And workers, each one costs more than the last
I'm still not sure if chopping is good because the game has so many unmentioned stacking modifiers
>>
>>2424369
Some victory conditions and playstyles in Civ6 require wonders
>>
>>2426371
before feudalism chopping is good, if production is for the apadana, the coliseum or the ancestral hall (settler if you already have it) or a food chop if it gets you to 4 or 7 pop

gold never
>>
>>2426371
>And workers, each one costs more than the last
This simple. It is because Workers are one of the core resources of the game, they are the thing that improves tiles and thus allows you to improve your empire's output. However as you improve your empire your overall production output will dramatically improve and the cost of workers need to keep up with it that improvement otherwise your output power would just snowball to the moon in short order. Once you gain Serfdom for example your worker charge increases by 66% with just that one policy the power spike would be insane.

It also adds a layer of decision making and thus space for skill because you need to know which improvement to prioritize to use the early cheaper builders on, if you mess up and the improvement need to be removed then that is just wasted resources.

>the unintuitive research debuff/district cost stuff was what bugged me the most
Research debuff is simple, techs that are in the age ahead of the game's age are more expensive. Again this is a speed bump to make it harder for research focused civs to min-max into reserach ignore the rest of the game and run ahead on the tech tree gain only the necessary powerful techs and snowball further into the tech tree. While past age techs are cheaper to allow other civs to keep up somewhat.

The districts costs buff/debuffs are kind of dumb that I agree with, they are the same thought process are the main thing that multiplayer revolves around and that is stupid.
>>
Love civ5 but it's hard to enjoy it in single player after playing multiplayer with the lekmod

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Civ experience with a little more depth than just planting cities
>>
Song of Syx, we have a thread here:
>>2313644

On top of being a City Builder/Logistics Manager, you also have the Campaign Map where you deal with other nations through diplomacy, trade and conquest. Whenever combat is involved the game takes on Total War features, where troop formations trained and outfitted by you can be manually controlled against the enemy,

The game is on Steam, Itch.io, and GoG, with an unlimited Demo that's the full game, but several versions back from the current, playable version.

Update v71 is releason in 2 days, and Dev plants to release 1.0 later this year, at which point will the game will increase in price, so it's cheaper right now, on top of being on sale.

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My first civ game was Civ 6. I liked it so I bought Civ 5 but it's nothing like what I thought it would be. It's a lot more I want to say easier but slower also. Civ 6 in comparison heavily incentivizes plowing through the AI as early as possible.
Then I played Civ 1 and Civ 2 and was even more confused not just because the boomer tier controls and UI but the lack of transparency to what the fuck is happening. Not a huge fan of these two.
Then I found out there are like 20 spinoffs and they all have slightly different mechanics. A lot of the franchise is just difficult to enjoy.
Why is this franchise all over the place? Am I just a zoomer pleb that can't into strategy gaymes or what?
7 replies and 1 image omitted. Click here to view.
>>
>>2422795
No point in making the same game again.
>>
>>2422795
If they weren't so different, what would be the point in buying the next one? I know you grew up in the age of endless remakes and remasters that almost never improve anything meaningful except maybe add some pretty new graphics, but things didn't used to be this way. Developers used to actually make their games better with each installment, instead of just making them more marketable.
Even though recent Civ games haven't been great, I'd still take their attempts to try something new over just releasing the same game every year with a few minor updates.
>>
>>2423523
>One unit per tile isn't the problem, they purposely dumbed down the AI (indirect units couldn't move and attack at the same turn)
That, plus the map size and layout typically didn't account for having a swarm of units trying to get to the same place instead of having them all in one neat stack. 1UPT could've worked if they had thought it through all the way, but its implementation was just ass.
>>
>>2422937
I don't understand how they could look at Humankind and make something worse
>>
I wanna make my own civ3 mod based off c3x districts

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Hello s/vst/ anons. We gather here to discuss one of the RTT games of all time.
OG games can be gotten from GOG. For standalone, mods and maps I visit sudden-strike-maps.de.

Notable projects:
>RWM 8.5
>Vietnam Project
>Modern Warfare Mod

>SUSST 3 is 'gud akshully'
GOG edition comes with the addon and is patched to have the improved unit path finding that The Last Stand provided, also modern resolution support. Use Batus mod for skins and new units.

Sudden Strike 4 is better with DLCs and SS4Ever Mod Extended.
Sudden Strike 5 released recently. It has a demo. I wasn't impressed. Feel free to share opinions, if you've played it.

Running the old games on Linux:

Comment too long. Click here to view the full text.
18 replies and 3 images omitted. Click here to view.
>>
So what was the deal with Blitzkrieg?
It is basically the same game, is it a clone or did some devs split and make it or what?
>>
>>2412811
That's RWM 8.5 with resolution extension:
https://www.sudden-strike-maps.de/index.php/downloads/download/114-rwm-8-5-software/704-rwm-8-5-resolution-extensions-rar

>>2421709
Different game made a by different studio in a different country, similar idea, but smaller scale. It has a persistent unit / upgrade system and also some random missions in the campaign (they are repetitive as hell though). The graphical engine is also more advance and vehicles are 3D.
The source code was release for both games, but as far as I know, nothing was done with it yet.
>>
How are these games better than Company of Heroes or other tactical WW2 RTS games? What experience does it offer that's better? Can you build defenses and destroy the map? Can you use as many abilities? Is it more realistic?
>>
>>2421752
I thought both series were made by Russians
>>
>>2421670
yes

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>we're not releasing 2.0 even though it's been ready for 5 years or something
>>
>newest update to the mod says the us suffered a civil war and france is under an ultranationalist government

What's with the sudden TFR references?
>>
Russia is basically an improved version of China Tank (who was the shittiest general in zero hour) so it's no surprise they are easily shit on by knowledgeable players
>>
>>2427524
Summertime Saga of CnC modding
>>
>>2427667
>gEAnerals
>C&C
LOL

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The game is a wargame that puts an autistic amount of focus on the logistics aspect of it. You have to build fobs with different utility buildings and sleeping quarters. Feed your soldiers, supply them with ammo, rotate them from the front when they get exhausted, medevac wounded ones and give them blood transfusions before you get them into base for emergency surgery. You get some resources form central command and doing well will let you requestion more but you'll have to scavenge for others, disassemble captured vehicles for parts to repair yours. Things like ammo belts and drum mags have to be pre-prepared at your base.
It's a pretty specific take on realism and I found it weirdly compelling.
The setting is a civil war in some not!yugoslavia 1991 using mostly soviet equipment.

https://store.steampowered.com/app/3949050/Frontline_Logistics_Isarian_Warfare_Demo/

It's officially a "demo" but that is probably because the jap (which is sort of unusual by itself) doesn't understand what early access is and he's constantly updating it. There's enough content to play for a while.
>>
>>2426818
I played the demo for 20 minutes and uninstalled
I really like the idea, style and it reminds me of actual mil sims they do in the army but I had no fucking idea what I was doing so I just put it on wait to check out on release but if he updates the demo like you said maybe I give in another shot
>>
>>2426818
>he's constantly updating it. There's enough content to play for a while
There is? Maybe I should update and try it again then

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is navyfied an RTS?
https://www.youtube.com/watch?v=DLEC66_5S0c
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>>2418310
wish me luck, I'm going in.
>>
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>>2408018
Speaking of isometric ww2 games, anyone else remember Blitz 1941?
>>
>>2408018
NavyFIELD retarded OP.
>>
Destroyers were really fun. I remember playing with the Z99, DDX and the Japanese one. But after that when you upgraded to cruisers you were supposed to manually aim with the keyboard or some shit?? Mouse clicking like a normal human wouldn't hit shit in anything above a destroyer. Gay and lame. Abandoned ship at that point.
>>
>>2427219
honest typo, but by the time I noticed there was nothing I could do about it

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Why are tier 1 skeleniggas so expensive to raise in this shit game
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>>
Are battlesaints kinda meh or am i just not clicking with them.

>>2434516
I wish i could do hard mode story maps, but they dont fuck around and i cant handle it with me just wanting to do fun stuff.
>>
>>2435184
I think they're really good, personally either as melee units or support units. All 3 versions of their base heal are on a 1 turn cooldown, and if you get the skill that builds fervor when getting hit or the one that builds fervor when entering defense mode you can get fervor to use your skills very quickly. The capstone skill for the support side of the tree is great in late game 18v18 battles too because you can give your entire army 4 regeneration on turn 2.
>>
>>2435184
While they do feel kind of meh, you kind of need to build towards something they can do that others can't. With the nerfing of support tags on the ultimate abilities of battlesaint and ritualist, the battlesaint's Battlefield Restoration in the lower left is still incredibly powerful at full stacks. 30 HP/round to every ally on the field can really tip the scales in your favor, if you can reliably farm fervor you can keep it up indefinitely, especially with the new nature imperium tree skill that boosts buff duration.

You can cross-path from the paladin side to get to it, and there's a decent combo with Warding Bond to protect something squishy plus Fervorous Martyr to generate Fervor by taking reduced damage when your buddy takes damage. If you take Saint's Fervor it opens up the ability to take both the Disciple and Martyr skills to build up Fervor really fucking quickly.

Decent combos with the signature skills of dragons and vampires, especially if you can pick up natural regeneration.

Unfortunately the other two capstone abilities for battlesaint feel kind of weak in comparison. 50 spirit damage as a free action is cute but way less battle-changing than 30 HP/round to every ally on the field, and if you're going to invest in an ability that only does something if you're already losing, you might as well get it in an item slot or give a revive wand to an allied hero.
>>
https://www.youtube.com/watch?v=_kl6a-l-XEo
>>
lel, i just got that cat transform from Yaka's realm and it makes everybodies voice a catgirl. Even the big burly male characters.


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