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ITT: Strategy games that no one besides (you) have played. Recommend rarities and discuss games that you vaguely remember playing as a kid or seeing in a magazine that one time.
Continued from: >>1919459

I'll start: Conflict Zone.
Early 00's strategy game that I haven't seen anyone mention in my entire adult life. I remember it being unique because you public opinion was a key currency. As totally-not-NATO that involved airlifting civilians out of conflict zones, and as the bad guys it involved sending TV crews to film you blowing up enemy troops and enemy atrocities. The better your rep, the more advanced units you could bring in. Actually pretty surprised few games tried to make public opinion part of gameplay. Not a great game, but certainly a mechanically unique one.

Your turn, anon!
478 replies and 142 images omitted. Click here to view.
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>>2094114
>perimeter
I liked the idea and the hype in gaming magazines was through the roof at the time. Turns out it ran like mud and had impenetrable sluggish gameplay, again, like playing with mud. Which actually was the idea, so I liked it no more.
>>
This absolute monsanto corn-fed pixel art gem of a game (Gene Wars). Very pretty, barely playable, near impossible to win. A weird relative in the Syndicate 2 / Magic Carpet family of engines.
>>
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>three kingdoms fate of the dragon
>only ever had a following in poland of all places
us polaks really had a hardon for old pc vidya back in the day huh
>>
>>2378873
That looks like someone's fan mod with random bolted on graphics. I say this in the best of ways.

>>2378878
There really is something special about 90s strategy games out of central and eastern Europe.
>>
http://solarwar.net/

Solar War - at times i was the only man on steam playing this game.

Is it worth it to learn hoi2(darkest hour) or hoi3 at this moment? I found hoi4 too gamey and the map looks ugly.
What game should I play among them? I've played vic2 100+ hours and I've heard hoi3 uses the same engine so would it be more easy to learn it? idk. what do you think?
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>>2380893
Wasn't everyone complaining that Darkest Hour kept railroading its players
>>
>see thread
>decide to play HoI2 again after so many years and set up a game
>realize I still don't know whether "AI aggressiveness" setting pertains only to diplomacy or if it also applies to warfare
I didn't expect to be filtered so early
>>
>>2380893
I don't agree at all that combat is easier in 3 than 2.
In DH
>spam infantry
>make a hq
>never upgrade
>making anything other than infantry is typically a mistake
>rarely do encirclements
In 3
>have to make a variety of units
>infantry alone will lose
>frontage is not determined by hqs
>armor is a mechanic
>softness is a mechanic
>provinces are significantly smaller and terrain plus even weather matters more

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>>2384405
Wait wasn't softness also a thing in HOI 2?
>>
>>2384410
yeah actually it is
i forgot because divisions and brigades are completely different
it's combined arms which is absent

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You've read that right, it's getting new beta branch patches for a bit since February and they're going to check in these patches into the main game soon.
THEY
FIXED
EVERYTHING(i hope)
>>
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>>
Awesome news. Main reason I never got far into these games was the stability/bugs
>>
Not sure if it's currently on or not but there's an update to the game(Not beta branch) now.
It's only 2 mb so I have no idea if that's the full thing or not.

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I have almost 5k hours in Victoria 2 and over 1000 in CK2. I can safely say no other grand strategy games are as good as these two
>Have you played any
No and I'm yet to see a reason to
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>>2370438
Common Sense (developing with mana) fundamentally ruined the asymmetry that is part of what makes grand strategy games so unique, + it negatively affected a bunch of other things too
>>
>>2371413
Problem CK-series is that there is no real purpose or goal.
In Imperator you literally build backwater swamp with 2 pops into metropolises with 100 pops.
>>
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Well CK2 IS the best pdx game so...
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>>2384735
I want to say that in theory, the longer event descriptions don't have anything to do with them.
It's just that context. The detail in them actually works against them, because it makes them more distinct and notable, so when you get the same event as the African Pagan as the Byzantine Emperor, it feels out of place.
CK2 understood the assignment and made them short, so even if you get the same event 1000 times, it's short text and abstraction blends into the context.
>>
>>2384735
Has anyone ever read all that shit? lol
I only read what consequences the decisions will have, and make my choice asap because im usually in the middle of something like moving an army.
Sometimes, though, if nothing's going on, like I'm in a lot of debt. I might read some of them. I like the references. I think Shrek is referenced in a hunting event, and there's a few other easter eggs i wont spoil
But I agree that CK2 is better. Even thinking about the sound effects in that game makes me smile. I can still hear the event trumpets

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>be 2026
>still no mod nor official update that allows you to convert to Ikko Ikki religion from outside that clan
Do you know how it could be possible?
Or if there is an obscure mod that allows you to convert to it?

PD: If Ikko Ikki had triumphed over Oda Nobunaga, Japan would have avoided many (atomic and late-capitalistic) problems.
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>>
Does anybody know how to extract the list of possible agent names, or if there's one available somewhere already?
>>
>>2383563
>Otomo
>betray Buddha and the Kami (Shinto Gods) to get gunpowder from the nanban (foreigner) oni (demon) known as rabbi Yeshua

>me, Shimazu
>get gunpowder without betraying Lord Buddha nor the Kami
>help the Otomo regain their lost honor by exterminating them
Feels good to be loyal.

>>2383603
>1 turn everything mod
It helps turning the campaign into something fun instead a boring chore sim.

>>2383924
??

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>>2374896
Were the Ainu involved in the warring states? Hell what were the Ainu doing before they were buttfucked by the Japanese? I've only ever heard about them as "those pure innocents/filthy barbarians on Hokkaido"
Genuinely curious as it's something I never really hear anything about.

>>2374899
>swiss warrior
>GÅ PÅ
You're a bit confused, but close enough. I love the frank warriors and their spirit of élan.
>>
>>2383921
>make military recruitment provinces
>frontline swiftly moves beyond them
>all the elite troops you wasted money to build and recruit spend most of the campaign marching to chase your ashigaru swarms
>>
>>2384231
>3k is bullshit.
its fine after tuning

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Just want to talk about the game. Don't want the level of discussion on Reddit either. Flex your famed armors, weapons, orc weapons, bros.

https://www.bbplanner.xyz/
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>>2383635
Post your company nigger
>>
>>2383769
Honestly, haven't started the game yet because I was greeted with those YouTube tutorials and was like nah. I'm going on a trip this weekend but I will post next week, I promise.
>>
>>2384144
Understandable, I forgot about those shitty youtube tutorials and they don't cover everything like talents as I recall
>>
>>2383285
And I think with Oathtakers it's just a mood buff/debuff.
>>
>>2383098
Shit! Fuck! FUCK!

Some people give it a bad rap, but I'm never upgrading. Why would I? Just feels like a good pair of jeans
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never seen LE happen before
>>
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>Yas gaming
Trying to get a couple of achievements in Arabia. If you don't know what to play I would reccomend, they're an opm next to Hormuz and Oman. How fares the campaign anons?
>>
>>2383040
Yas queen slay
>>
How exactly does the AI decide when the Religious Leagues are a good idea.
Just had a game there where Protestant Sweden declared a League War despite their entire forces + allies being half (150k vs 300k) of the HRE Emperor + allies side
I was always under the impression that the AI only declares wars when they calculate a high enough chance of winning. And I wish they didn't drag me into it.
>>
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Not sure how common this is but England ended up in a PU under Portugal less than 5 months after the game start

So now that the dust has settled,
>what went right?
>what went wrong?
>hopes and copes about new content & dlcs?
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>>
>>2376182
>Crown Falls
was bad for gameplay
>>
Release was supposed to be today, but it got delayed until next week for unknown reasons.
>>
>>2384623
>unknown reasons
The reason stated is because of a "potentially savegame-breaking bug"
Shame, I wanted to see how ballbusting a megacity would be on that island with max difficulty
>>
>>2340078
1) "pozzed" is a word for retards.
2) Nobody even cared about any of the bs back when the game was developed, the narrative didnt matter, "jihadist" wouldnt be a familiar term to your usual dev at that time
>>
>>2384795
>"pozzed" is a word for retards.
Big word for a tranny or faggot or enabler.

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An awful thread for devs and no-devs to post their awful ideas for strategy games that will never see the light of day, etc.

previous thread:
>>2032893

>Useful resources for making games
Free icons: https://game-icons.net/
Free HQ textures: https://ambientcg.com/
Kanban for organization: https://www.kanbanthing.com/
3D modelling program: https://www.blender.org/
Pixel art editor: https://www.aseprite.org/
Image editor: https://www.gimp.org/
Vector editor: https://inkscape.org/
Map editor: https://qgis.org/
Game engine: https://godotengine.org/

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>>2384404
Anything above 20 is fine if you're tight on performance. ~60 is kind of the sweet spot, you'll have a hard time noticing a difference with higher values.
As long as you're interpolating things properly it will all look equally smooth.
>>
>>2384427
In desperation I asked an AI and weirdly enough it actually had data, with links to source.
>AoE2 (at least the non-remastered) was 5hz
>Supcom: 10
>Starcraft 2: 16 in campaign, 24 in multi
>C&C series: 5 to 30
>BAR: 30
That's way lower than I feared.
So 30 is the luxury option, with 20 being reasonable and 10 being tolerable.

I already have decoupled physics and rendering, but right now it's just all of physics processing on the last frame, which is invisible at 60FPS but will definitively look choppy as fuck at 10-20hz and high workload. Time to tweak all parts of physics to be able to slice them cleanly across several frames.
>>
>>2384453
I wouldn't couple physics with frames at all, just run it in a separate loop in another thread with the timings you want.
>>
>>2384465
>at all
At some point you will need a sync point, if only so the interpolation part of rendering know when the new values are ready.
Not that it matter much for my case, it's all compute shaders there is no such thing as letting something run in the background, I need to slice stuff manually for that to happen.
>>
>>2384409
Ya I tried a 4 pixel font and i agree. Although i just need it for numbers so might end up using it if need the space. But with hexes the 4 pixel font is still too big. It's disappointing since the hexes looked pretty good.

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How come no one is ever discussing this on /vg/ other than to talk shit about orcs and how they're a bunch of savage barefoot pieces of shit who genocide every people they come across and drink demon cum when they fail . Maybe it's just me
Favorite faction? Builds? I enjoy my night elf bears but it gets boring doing the same thing every time
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>>2373354
Rexxar is the Orc campaign.
>>
>>2384090
hardly a campaign when there's no base building. It was like a proto-world of warcraft series of maps, only that one battle where you could train units for free from Thrall's base was a semi-strategy stage (and it sucked balls, Proudmoore just kept spawning massive waves of defenses)
>>
>>2384194
There's a lot of missions which don't have base buildings. Since when is that a requirement lol? No base missions tend to be more fun too, like Maiev or Kael in the dungeons.
Yes, it's proto WoW. Doesn't change the fact it replaces traditional campaign. Does the job of familiarizing the player with all the new additions in TFT all the same as other three campaigns.
>>
>>2384449
>There's a lot of missions which don't have base buildings.
There are no campaigns that consists entirely of no basebuilding missions except for the Rexxar mini-not-really-campaign-but-a-wow-prototype
>Since when is that a requirement lol?
Since I said so
>No base missions tend to be more fun too, like Maiev or Kael in the dungeons.
Cool opinion, I don't share it. They were alright but the peak Warcraft experience was and always has been basebuilding missions
>>
>>2384602
dumb autist

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How does 3 more hours of comfy turtling against the AI sound, king?

>>2369715
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>>2384792
It's an infantry long range siege weapon.
I mean, ask anyone what a ruyter is and they don't know until you explain it. Or a doppnelsolder, a rodelero, a meteor hammer, a morutaru, an oprichnik: it's all familiarity with history and then unit archtetypes
>>
>>2384872
Everyone knows what a mortar is.
Fair for others.
>>
>>2384872
>It's an infantry long range siege weapon.
yeah which doesn't exist in the original civs. it's like if they added some new retarded spleet in aoe2 and they had a camel unit that did melee siege damage or something and it wasn't even their uu.
>it's all familiarity with history
and that's the other problem because the units are all made up shit and not even referencing something historical. how do you even explain a guy with a bow and arrow that outranges a cannon?
>>
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New bread >>2385082
>>
>>2384921
The Aztecs didn't last long enough to have any gunpowder industrial capacity: while in Age2 they were given trebuchets over any kind of unique siege unit (they did get the catapult galleon), Age3 was built with more asymmetry in mind and could have those changes. Ergo, unable to historically match the European artillery, they were given an infantry artillery unit. That he can shoot further than a longbowman is just a strategic design to fulfill his role in sieging, and preventing turtling.
Would you rather the Aztecs build falconets and mortars instead?

I unironicaly prefered it over other NuCom clones just because it didn't have the shitty action points system. Could it have been better? Yes, definetly. But the combination of unique mechanics and the real time aspect made it really fun. Just a shame we'll never get an expansion.
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>>2380690
Awesome little game, i think it got killed by another big similar game that nobody remembers now.

A:Dark Descent is so fucking good, every mission but the defense ones are a solid 2 hour, its not nearly enough, this game needed some kind of Conquest/Long War type of mode.
>>
>>2381279
Its really fucking solid and the DLC is apparently pretty good too.
>>
>>2379478
I was honestly kinda hoping that some of the Fireteam Elite classes appeared in Dark Descent as classes but I don't know if it'll work lorewise since I think some anon said that Fireteam Elite takes place some decades after Dark Descent or before and that the crew of Dark Descent were stuck in cryo so there wouldn't be time for them to learn that the rest of the marines learned how to make toys against the xenos (and I haven't even mentioned how some anons say that Dark Descent doesn't isn't canon to Fireteam Elite or vice versa), or even the mercs as some classes.
Hell, I'd take a Wey-Yu campaign where you're trying to rally defenses against the alien threat up until it stops because of the events of the main campaign.
>>
>>2369286
>real time is not turn based
woahhhh
>>
>tfw Terminator Dark Fate Defiance is getting a new DLC in the following months
>tfw nothing for Aliens Dark Descent
Terminbros are eating good...

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>passing laws is now slightly less annoying

Amazing! At this rate the game will finally be be fixed by 2035!
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>>2384798
Yeah, but that was for adding Asia. Now they want to unabstract the economy from being just gold? AND finally add republics? Most modern devs don't have the autism to do anything even remotely like this.
>>
>>2384799
I don't know, they seem uniquely competent as far as paradox teams go. Their DLC actually work on launch.
>>
>>2384702
It's shit, but it's the best game in its niche. Vicky 3 has the best economic system of any game in existence.
>>
>>2384891
Bull fucking shit. Everything is fake, the entire economy is on safety rails to stop it shitting the bed. There's no such thing as goods running out, they just cost more.
EU5's economy is unironically better solely because if you colonize Australia, have no tools, you can't simply buy non-existent tools, you have to either make them domestically or import them.
Removing stockpiles was a terrible decision, one of many.
>>
>>2384906
>VIctoria 3 - dynamic SoL and goods consumption
>EU5 - stockpiles and static consumption
Ehhh... Different intentions and focuses.

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Strategy games aren't popular because people are idiots. They're unpopular because devs can't understand the average joe.
1. If your tutorial is dogshit or takes hours, that's on the devs. Player's shouldn't rely on online video essays to enjoy the product they purchased. if I am just building things I don't understand, I'm not having fun whether I'm winning or losing. I need to understand the pros and cons of every decision I make.
2. If you don't make your AI smart and rely on unfair resources or other stat increases for difficulty. The player either fights a worthless idiot or must play unfair catchup until the enemy is a worthless idiot. Once I'm notably smarter than the AI, no difficulty level is fun anymore.
The counter argument to both of these is, we only have so many resources to put into the games development but in the age of updates that's not an excuse anymore.
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>>2382249
Have you never played a more complex game??? I feel bad for you. None of that is really broken, and the instance of having 2 guys run ammo puts 2 men, who could otherwise fire rifles every turn, entirely out of commission to ensure the mini gun keeps blasting.

I wouldn't call that broken at all, and I'm sorry you've played such badly designed games that any nuance breaks the design over your knee.
>>
>>2382319
You misunderstand, I'm not accusing Xcom (ufo defense) of being easily broken, thought there's a big case of nostalgia goggles.

It's just a reminder that many games stack combinatorial features in a chaotic attempt to get it all, do succeed at allowing funny/wild/memetic combination, but at the result of making too easy to accidentally breaking balance.
Still better than other games who just fake it, apparent quantity of content, but only 3 value really matters.
>>
>>2382464
Ah. Fair enough. I guess I assumed because this thread has a lot of midwits who thinks rts is the only form of strategy game.

Modded oldcom is generally well balanced, all weapons have things like weight, skill scaling, ammo capacity, rarity, damage types, and all kinds of other elements to generally make it harder to break shit. Even psionics in the 2 big mods have a heavy stun and sanity cost to make spamming them not as viable.
>>
>>2382249
>Or are they something that only happen if you tread carefully and avoid obvious optimal strategies.
This would be bad design. But I don't think it is that common. Optimal strategies usually come out after a lot of player thought and people need to be told what they are. That's the opposite of obvious.

>Offering multiple distinct playstyle for the same problem, in a non-exploitable, controlled manner is what define a masterpiece.
What I'm saying is that they don't need to be equal for this to work, just approximately equal. If some options work 90% as well as the best option, that's probably still fine. If 90% effectiveness is still good enough to win then most people probably won't even figure out or care which is better.

>making your game solely to maximize fanbase
I'm talking about designing for the experience you want players to have. Many singleplayer games are designed to be played once. Balancing around a player who has perfect knowledge is mostly wasted effort for these games.

Games which are designed to be played and replayed many times need tighter balance to remain fun and should think about a player who does have deep knowledge of the mechanics.
>>
>>2384109
>This would be bad design. But I don't think it is that common.
Agreed but my perception is that it happen/happened too often (old or new game) and then you have to roleplay at not knowing the optimal strategy.

>What I'm saying is that they don't need to be equal for this to work
>work 90% as well
Oh I do get you, but I would LOVE if two very distinct options were only 10% away from one another, you easily let your enjoyment disregard the difference.
Alas, it's often:
(Option A) Win in the way the devs intended but it rarely work.
(Option B) Win effortlessly with a build that always work and become your new standard.
(Option C) Hardest win ever with a roleplay build you hoped would work.

>I'm talking about designing for the experience you want players to have
So was I?
Intending a game to be "only played once, blindly" is for me only a bad excuse you give when a player break your game on the first reloaded save.

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Artillery rework and LANDJUT just dropped!
Decent framework to expand upon or just a step in the wrong direction? I think the rework should've included an artillery salvo option.

More division and units rebalancing along the lines.

New marines divisions, yet waterways stay mostly irrelevant (Valley says hi).

v188908: Patch Notes
https://store.steampowered.com/news/app/1611600/view/537757884478395093?l=english
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>>2380760
Arty rework feels like a mixed bag
>Mortars
As long as you just vaguely move mortar fire is still not really dangerous. If you've got them set up to cover a forest fight then the extra suppression can make a difference but I think for the most part it's just better to have more infantry in the fight or hawk a bomber at the inf blob than it is to have mortar 'fire support'
>light artillery
These basically do what people wish mortars would do and are kind of useful now. You just kind of shit them out in range of a town or forest and set them to autofire and they are good fire support. Probably the real 'winners' of this rework
>the rest
Normal artillery feels much less accurate now and 155 feels like it can't really do anything without corrected shot. Now that 203s aren't the best anti-tank weapon in the game, the inadequacy of other anti-tank tools are more obvious. I suspect that good heavy tank divs are going to be at the top of the tier list for a while now.

It seems like basically how you approach artillery now is spamming out cheap low-calibre sacrificial guns and setting them to autofire, then using your 203s to manually counterbattery whatever shoots at you. The automatic counterbattery mode is broken so you have to do it manually, but it's a guaranteed kill since teardown times don't permit you to dodge. It's kind of retarded and it means that 203 divs get to win the arty war for minimal effort and you can't really do anything about the 203 unless you have one yourself.

MLRS are basically unusable (they were already bad in 1v1s so no change there). There's no sensible way to justify spending like 300pts on a unit that just does unavoidably the first time it fires.

Also the fact that batteries enter their teardown automatically after every volley is retarded.


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>>2381478
Sadly no.
Also the entire 2026 roadmap is just MP deck dlcs.
>>
man, why cant the USMC have more amphibious transports? most of the infantry are stuck in regular fucking trucks. finally get a MARINE division just to have less amphibious options than a basic bitch pact division.
>>
>>2380773
Fool, I've been seething since ALB got replaced by its worse sequel.
>>
SPG bros we are so back


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