RE: The State of Digital Wargames Nov. 2021
Posted: Mon Nov 22, 2021 12:50 pm
Someone needs to remake Emperor of the Fading Suns. Shadow Empire reminds me of that a little bit.
What's your Strategy?
https://forums.matrixgames.com:443/
Ever played Advanced Tactics Gold? I have, and I believe it checks at least some of those checkboxes (map/scenario editors and heavily moddable at least). AI gives me run for the money on land with some roads on it, but falls short with infrastructure (road building) and naval logistics. Maybe something to improve on? Check it out, or newer Shadow Empire from same dev.ORIGINAL: pzgndr
I'll take a retro approach and ask why we can't get our beloved wargames of yesteryear adapted to the PC, with FOW and challenging AI? For example, adaptations of classic Avalon Hill boardgames with standard Terrain Effects Charts (TEC) and Combat Results Tables (CRT), should be relatively easy to develop. Plus make them editable (an editor for most everything (TEC, CRT, graphics, etc.) is a must) so players can make modifications or even re-create other games or make their own. A true hex-and-counter Wargame Design Kit (WDK) for the modern age. Keep It Simple, Stupid.
Battle Isle 2 was first. Why did you skip Battle Isle 2? I dare to argue that Battle Isle 2 was the revolution, and if I want to be mean (maybe I do), I could claim that Panzer General is Battle Isle 2 with Second World War skin. Just look at it and try to argue it's not the case.ORIGINAL: RyanCrierie
Then in 1994, we have the "Revolution".
I can't emphasize enough how world changing PANZER GENERAL was.
It was the first game to combine a fully mouse driven interface and high resolution 256 color graphics in a way that the average person could get into.


ORIGINAL: Kuokkanen
By the way, I like Battle Isle series (2 & 3 especially) better than Panzer General & derivatives (Allied General, Panzer Corps etc.)
ORIGINAL: Lobster
ORIGINAL: Kuokkanen
By the way, I like Battle Isle series (2 & 3 especially) better than Panzer General & derivatives (Allied General, Panzer Corps etc.)
I still have all the Battle Isles on cds and the manuals. How sad is that? [:D]
But then I also have Panzer General and Allied General. Even worse, Windows 3.1 on floppys. [8|]
Maybe that could be possible by expanding already established and successful game franchise. Like a DLC for World of Warcraft on its heyday, that would have added some siege engines, targets for said siege engines (gates, guard towers, whatever else), maps to the commanders, and waypoints/objectives to the rest of the players (decided by the commanders).ORIGINAL: Elessar2
What I want to see is a combination of a FPS, flight sim, & RTS, thousands of players on a theatre-wide map (every human is an officer, commanding platoons/torpedo boats/squadrons on up-yep, needing some good bot code), fully dynamic world.
I've been enjoying Shadow Empire and it does a lot of pretty interesting things, but its use of IGOUGO turn resolution because of its traditional hex-and-counter wargame roots does definitely hurt the AI processing time and hold the AI back somewhat. In a similar game that used WEGO turn resolution instead, all the regimes on the map could play at the same time (including AI regimes planning their moves while the player is playing), which, in the modern era of multi-core CPUs, would greatly expand the computing resources available for use by the AI.ORIGINAL: geforth
Shadow Empire is actually one of the best 4x games I have ever played. Every part of the game is well developed and I especially love the resource system. It is not infinite and the system contains small production chains. Furthermore every playthrough is unique and you have to deal with problems and last but not least the wargame system is the icing on the cake.
I have only two wishes for the whole game: shorter ai times and maybe a dlc for space exploration.![]()
ORIGINAL: Soar_Slitherine
I've been enjoying Shadow Empire and it does a lot of pretty interesting things, but its use of IGOUGO turn resolution because of its traditional hex-and-counter wargame roots does definitely hurt the AI processing time and hold the AI back somewhat. In a similar game that used WEGO turn resolution instead, all the regimes on the map could play at the same time (including AI regimes planning their moves while the player is playing), which, in the modern era of multi-core CPUs, would greatly expand the computing resources available for use by the AI.ORIGINAL: geforth
Shadow Empire is actually one of the best 4x games I have ever played. Every part of the game is well developed and I especially love the resource system. It is not infinite and the system contains small production chains. Furthermore every playthrough is unique and you have to deal with problems and last but not least the wargame system is the icing on the cake.
I have only two wishes for the whole game: shorter ai times and maybe a dlc for space exploration.![]()
ORIGINAL: Soar_Slitherine
I've been enjoying Shadow Empire and it does a lot of pretty interesting things, but its use of IGOUGO turn resolution because of its traditional hex-and-counter wargame roots does definitely hurt the AI processing time and hold the AI back somewhat. In a similar game that used WEGO turn resolution instead, all the regimes on the map could play at the same time ....ORIGINAL: geforth
Shadow Empire is actually one of the best 4x games I have ever played. Every part of the game is well developed and I especially love the resource system. It is not infinite and the system contains small production chains. Furthermore every playthrough is unique and you have to deal with problems and last but not least the wargame system is the icing on the cake.
I have only two wishes for the whole game: shorter ai times and maybe a dlc for space exploration.![]()
In an IGOUGO game, the possibility for an AI to perform analysis on the game state during another player's turn is limited because the game state changes every time the other player makes a move, potentially rendering any existing calculations out-of-date. Making heavy use of multithreading (i.e. multiple CPU cores) for processing a single AI is not necessarily easy or practical either - you can only compartmentalize the calculations so much, especially if information can become out-of-date because of things like a random element to combat resolution or fog of war being uncovered by moves.ORIGINAL: DingBat
I don't have any opinion on whether or not SE would be better of as a WEGO game, but can you explain your reasoning on how it would be better for AI processing? ... I also don't understand how a WEGO game would make better use of multi-core CPUs.
An IGO AI should ideally make some predictions about what its opponent can or might do on its next turn, to avoid putting itself in a vulnerable position. I don't see AI under a WEGO system as radically different in that regard, but being able to fully exploit multicore CPUs should create quite a lot of room to absorb any overhead. But hey, I am not an actual AI expert, I only dabble in programming, so maybe I am missing some big implementation difficulty. Cheating by looking at other players' moves is not compatible with running multiple AIs in parallel.In an IGO game, the AI exactly knows the state of the world and can make the best moves possible. In a WEGO game, you probably have to devote some thought to predicting what the players moves will be, or to "cheating" and examining the players moves and predicting their outcomes. This would absolutely be an additional burden on the AI.
I recall reading Vic estimate before his summer holiday that he could reduce Shadow Empire's AI turn times by 50% if he focused on AI optimization. However, turn processing times on large maps (which I personally don't play in singleplayer because of this issue) in Shadow Empire can get into double digits of minutes.I mean, if you just want to say that the AI turns in SE take too long, then just say that. It's far more likely that's a result of poor optimization than of the fundamental game mechanic.
variety of what?[:D] Seriously why selling these games outside US market? Already this market 'loyal market' buying these games 3 times.. I don't think wargames low in global market.ORIGINAL: altipueri
The number and variety of games is excellent - it is like a smorgasbord in that you can choose pretty much whatever you like.
What is less good is the low number of people who play wargames. It is almost a social blunder to admit to it.
ORIGINAL: altipueri
What is less good is the low number of people who play wargames. It is almost a social blunder to admit to it.
ORIGINAL: Lobster
ORIGINAL: altipueri
What is less good is the low number of people who play wargames. It is almost a social blunder to admit to it.
Entirely depends on what you call a wargame. Lots of very popular FPS that are wargames. Some are part of esports tournaments. The days when gaming is a social stigma are gone.
ORIGINAL: geforth
Shadow Empire is actually one of the best 4x games I have ever played. Every part of the game is well developed and I especially love the resource system. It is not infinite and the system contains small production chains. Furthermore every playthrough is unique and you have to deal with problems and last but not least the wargame system is the icing on the cake.
I have only two wishes for the whole game: shorter ai times and maybe a dlc for space exploration.![]()
Just show them this video. Besides I've seen many youngsters play Warhammer miniature games on the tables and read stories about them getting excited about BattleTech even.ORIGINAL: Lobster
If I try to explain what type of games I actually play eyes will tend to glaze over and I'll get odd looks. So I'm not sure the more general acceptance of gaming as a hobby extends to traditional wargames.
At least YouTube has a bunch of videos that go to details about the game, starting here.ORIGINAL: kam99
I bought Shadow Empire when it first came out but I just couldn't get to grips with it.
I realise I am probably missing out and wish there was an easy route for a novice to get into it.