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Indie Strategy Games - post 'em if you find 'em

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,408
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Game seems to be somewhat about supply lines.
Looking at gameplay I'm getting some M.A.X. vibes.
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
729
Location
Desert
tactical dark fantasy game remind me of royal warefare, Myth, Shadow of the hornet rat. Graphic is clear and readable. Tactical options are fantastic, it feels great when you defeat your opponents. Army management is superb.

https://rarykos.itch.io/winter-falling-price-of-life

edit: its not about shooting enemy troops from afar with explosives, its about issuing Move orders, so your melee troops charge and kill opponents to gain this yellow balls (bottom left corner of blue skull); which allow you to use even more fancy and lethal orders.

ALSO you need to take only what you really need, because budget is super tight.

ivpRru.png
 
Last edited:

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,558
Location
Türkiye


https://sote.miraheze.org/wiki/Main_Page

https://www.reddit.com/r/SongsOfTheEons/

Songs of the Eons (SotE) is a living, sandbox-style fantasy world simulator wherein the player influences the fate and evolution of a society through the eons.

The world of SotE will be teeming with life. The civilized races (humans, elves, dwarves and the like) carve their way through--- or adapt--- to the wilderness, transforming it to their own needs and vision. But beyond the pale light of civilization, monsters and barbarians alike feed, breed, and seek habitat in all the many multitudes of dark places on the map. Like the hungry beasts that they are, they nibble at the borders of civilization, forever threatening to overtake it and return the achievements of advanced societies to ruins and dust.

SotE is a post 4X game. It attempts to overcome the stereotypical 4X genre by introducing realistic systems of ecology and economics as a basis for evolving societies and an evolving world. While there are the familiar vestiges of eXplore, eXpand, eXploit, and eXterminate, SotE breaks free of the frantic race against evenly matched opponents that most 4X games force their players to participate in. Most 4X games are about achieving irreversible improvements both technologically and economically, but in SotE, a remote mountain valley civilization may just as well outlast that highly advanced continental empire over yonder. In a game where decay mechanics are just as robust as growth mechanics, a society guided toward resiliency might easily outlast the society that is geared toward rapid expansion, its technologies lost, its deeds and monuments forgotten after collapsing violently beneath its own weight.

In an eternal game world where the decline or catastrophic collapse of civilizations are as common as their rise to prominence, the player is rewarded for taking their own time and inventing their own objectives in a system with an infinite combination of civilization types. There is no victory conditions, only the songs - each unique - sung by your society as it rises and falls through the eons.

All the mechanics of SotE will be true to life. Not only will SotE take inspiration from real ecology, economics, warfare and governance, it will seek to replicate them. Civilized societies colonize and transform the land around them, making it more suitable for themselves while the wilderness persistently weathers at it, as though threatening to wash it back to the sea. Along with an authentic economic growth system, societies participate in true and dynamic trade, taking into consideration supply, demand, and costs of transaction related to distance, terrain, and banditry. Warfare will take into account the real world limitations of supply, morale, and the oft overlooked subject of what kind of men and materials are available in a society. When you govern, you will not be some all-knowing God King micromanaging the day to day work schedule of every citizen, but instead be the ruling agency of your society with limited power, capable of influencing and directing the activities of your people but not dominating them.

These are just a few of the simulated systems slated for SotE, and when combined together, they will create emergent game-play where decisions cascade through society with predictable but sometimes unexpected results. The joy in SotE will be in the player's freedom to experiment, and how that experimentation will contribute to the rise - or decline - of your civilization.

Will you be the wealthy, enlightened city state that grows rich from trade at the crossroads of the world? Will you be the ancient elvish society that has existed sleepily for thousands of years at the center of an ancient forest - and will continue to for thousands of more? Will you be the roaming band of barbarians who slowly reave around the world like a never ending swarm of locusts? Or will you be the empire that sweeps across the world, creates great riches during its golden age, then collapses, leaving behind great ruins and treasure to be colonized by monsters and looted by future civilizations? There is no right or wrong choice in SotE.

SotE is planned as a very long term project. While we intend to release smaller iterations of the game as development progresses, we expect to make it our life's work in order to build the ultimate strategy experience.

2qphl06qfzu11.png

The game uses Köppen climate classification directly. Climate simulation produces multiple, realistic variables which include: seasonal variation in temperature, rainfall, humidity and wind speed. Proximity to oceans, wind patterns, ocean currents, elevation, Hadley circulation, ITCZ and the polar vortex are also accounted for. Currently, all of Köppen's climate zones are implemented, however, due to CPU time limitations, results will differ from those produced by state of the art scientific simulations.
Holy shit, I'm hyped. Also it's been long time since we didn't get a proper god game even a Populous 3 ripoff would be amazing but this is something else, very ambitious.
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
729
Location
Desert
Song of eaons best game ever.

Spend 10 min generating Earth with different tectonic plates.

WOWW... I can check the dominant vegetation on each hex, completely accurate with Koppen climate classification - no way men ! Mind-blowing. Should be government funded.
I can also check population distribution (3rd picture, not its not a snow), and discover intelligent species don't evolve yet.... maybe in 10 years after 6123 updates.

 

elverkongen

Learned
Joined
Apr 17, 2020
Messages
148
Song of eaons best game ever.

Spend 10 min generating Earth with different tectonic plates.

WOWW... I can check the dominant vegetation on each hex, completely accurate with Koppen climate classification - no way men ! Mind-blowing. Should be government funded.
I can also check population distribution (3rd picture, not its not a snow), and discover intelligent species don't evolve yet.... maybe in 10 years after 6123 updates.

That's cool but like... what do you do after you generate all that? Do you just click around and admire how it was all simulated? Or is there an actual game to play?
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,197
This began early access:


This left early access:


Edit: forgot the prosperian ending.
 
Last edited:

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,521


https://sote.miraheze.org/wiki/Main_Page

https://www.reddit.com/r/SongsOfTheEons/

Songs of the Eons (SotE) is a living, sandbox-style fantasy world simulator wherein the player influences the fate and evolution of a society through the eons.

The world of SotE will be teeming with life. The civilized races (humans, elves, dwarves and the like) carve their way through--- or adapt--- to the wilderness, transforming it to their own needs and vision. But beyond the pale light of civilization, monsters and barbarians alike feed, breed, and seek habitat in all the many multitudes of dark places on the map. Like the hungry beasts that they are, they nibble at the borders of civilization, forever threatening to overtake it and return the achievements of advanced societies to ruins and dust.

SotE is a post 4X game. It attempts to overcome the stereotypical 4X genre by introducing realistic systems of ecology and economics as a basis for evolving societies and an evolving world. While there are the familiar vestiges of eXplore, eXpand, eXploit, and eXterminate, SotE breaks free of the frantic race against evenly matched opponents that most 4X games force their players to participate in. Most 4X games are about achieving irreversible improvements both technologically and economically, but in SotE, a remote mountain valley civilization may just as well outlast that highly advanced continental empire over yonder. In a game where decay mechanics are just as robust as growth mechanics, a society guided toward resiliency might easily outlast the society that is geared toward rapid expansion, its technologies lost, its deeds and monuments forgotten after collapsing violently beneath its own weight.

In an eternal game world where the decline or catastrophic collapse of civilizations are as common as their rise to prominence, the player is rewarded for taking their own time and inventing their own objectives in a system with an infinite combination of civilization types. There is no victory conditions, only the songs - each unique - sung by your society as it rises and falls through the eons.

All the mechanics of SotE will be true to life. Not only will SotE take inspiration from real ecology, economics, warfare and governance, it will seek to replicate them. Civilized societies colonize and transform the land around them, making it more suitable for themselves while the wilderness persistently weathers at it, as though threatening to wash it back to the sea. Along with an authentic economic growth system, societies participate in true and dynamic trade, taking into consideration supply, demand, and costs of transaction related to distance, terrain, and banditry. Warfare will take into account the real world limitations of supply, morale, and the oft overlooked subject of what kind of men and materials are available in a society. When you govern, you will not be some all-knowing God King micromanaging the day to day work schedule of every citizen, but instead be the ruling agency of your society with limited power, capable of influencing and directing the activities of your people but not dominating them.

These are just a few of the simulated systems slated for SotE, and when combined together, they will create emergent game-play where decisions cascade through society with predictable but sometimes unexpected results. The joy in SotE will be in the player's freedom to experiment, and how that experimentation will contribute to the rise - or decline - of your civilization.

Will you be the wealthy, enlightened city state that grows rich from trade at the crossroads of the world? Will you be the ancient elvish society that has existed sleepily for thousands of years at the center of an ancient forest - and will continue to for thousands of more? Will you be the roaming band of barbarians who slowly reave around the world like a never ending swarm of locusts? Or will you be the empire that sweeps across the world, creates great riches during its golden age, then collapses, leaving behind great ruins and treasure to be colonized by monsters and looted by future civilizations? There is no right or wrong choice in SotE.

SotE is planned as a very long term project. While we intend to release smaller iterations of the game as development progresses, we expect to make it our life's work in order to build the ultimate strategy experience.

2qphl06qfzu11.png

The game uses Köppen climate classification directly. Climate simulation produces multiple, realistic variables which include: seasonal variation in temperature, rainfall, humidity and wind speed. Proximity to oceans, wind patterns, ocean currents, elevation, Hadley circulation, ITCZ and the polar vortex are also accounted for. Currently, all of Köppen's climate zones are implemented, however, due to CPU time limitations, results will differ from those produced by state of the art scientific simulations.
Holy shit, I'm hyped. Also it's been long time since we didn't get a proper god game even a Populous 3 ripoff would be amazing but this is something else, very ambitious.

Only problem is that the "game" won't be playable for 10 years minimum.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol


https://sote.miraheze.org/wiki/Main_Page

https://www.reddit.com/r/SongsOfTheEons/

Songs of the Eons (SotE) is a living, sandbox-style fantasy world simulator wherein the player influences the fate and evolution of a society through the eons.

The world of SotE will be teeming with life. The civilized races (humans, elves, dwarves and the like) carve their way through--- or adapt--- to the wilderness, transforming it to their own needs and vision. But beyond the pale light of civilization, monsters and barbarians alike feed, breed, and seek habitat in all the many multitudes of dark places on the map. Like the hungry beasts that they are, they nibble at the borders of civilization, forever threatening to overtake it and return the achievements of advanced societies to ruins and dust.

SotE is a post 4X game. It attempts to overcome the stereotypical 4X genre by introducing realistic systems of ecology and economics as a basis for evolving societies and an evolving world. While there are the familiar vestiges of eXplore, eXpand, eXploit, and eXterminate, SotE breaks free of the frantic race against evenly matched opponents that most 4X games force their players to participate in. Most 4X games are about achieving irreversible improvements both technologically and economically, but in SotE, a remote mountain valley civilization may just as well outlast that highly advanced continental empire over yonder. In a game where decay mechanics are just as robust as growth mechanics, a society guided toward resiliency might easily outlast the society that is geared toward rapid expansion, its technologies lost, its deeds and monuments forgotten after collapsing violently beneath its own weight.

In an eternal game world where the decline or catastrophic collapse of civilizations are as common as their rise to prominence, the player is rewarded for taking their own time and inventing their own objectives in a system with an infinite combination of civilization types. There is no victory conditions, only the songs - each unique - sung by your society as it rises and falls through the eons.

All the mechanics of SotE will be true to life. Not only will SotE take inspiration from real ecology, economics, warfare and governance, it will seek to replicate them. Civilized societies colonize and transform the land around them, making it more suitable for themselves while the wilderness persistently weathers at it, as though threatening to wash it back to the sea. Along with an authentic economic growth system, societies participate in true and dynamic trade, taking into consideration supply, demand, and costs of transaction related to distance, terrain, and banditry. Warfare will take into account the real world limitations of supply, morale, and the oft overlooked subject of what kind of men and materials are available in a society. When you govern, you will not be some all-knowing God King micromanaging the day to day work schedule of every citizen, but instead be the ruling agency of your society with limited power, capable of influencing and directing the activities of your people but not dominating them.

These are just a few of the simulated systems slated for SotE, and when combined together, they will create emergent game-play where decisions cascade through society with predictable but sometimes unexpected results. The joy in SotE will be in the player's freedom to experiment, and how that experimentation will contribute to the rise - or decline - of your civilization.

Will you be the wealthy, enlightened city state that grows rich from trade at the crossroads of the world? Will you be the ancient elvish society that has existed sleepily for thousands of years at the center of an ancient forest - and will continue to for thousands of more? Will you be the roaming band of barbarians who slowly reave around the world like a never ending swarm of locusts? Or will you be the empire that sweeps across the world, creates great riches during its golden age, then collapses, leaving behind great ruins and treasure to be colonized by monsters and looted by future civilizations? There is no right or wrong choice in SotE.

SotE is planned as a very long term project. While we intend to release smaller iterations of the game as development progresses, we expect to make it our life's work in order to build the ultimate strategy experience.

2qphl06qfzu11.png

The game uses Köppen climate classification directly. Climate simulation produces multiple, realistic variables which include: seasonal variation in temperature, rainfall, humidity and wind speed. Proximity to oceans, wind patterns, ocean currents, elevation, Hadley circulation, ITCZ and the polar vortex are also accounted for. Currently, all of Köppen's climate zones are implemented, however, due to CPU time limitations, results will differ from those produced by state of the art scientific simulations.
Holy shit, I'm hyped. Also it's been long time since we didn't get a proper god game even a Populous 3 ripoff would be amazing but this is something else, very ambitious.

Only problem is that the "game" won't be playable for 10 years minimum.

no big deal
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
729
Location
Desert


civilization clone. have government policy types, simplify research tree
you can cast miracles (spells) using the purple thunder resource - cool.
feels quite dry except that miracle casting.
Mundane combat units feels boring.


ss_129e04c8abfe39d1803b91f8dfc04dc7bcc4c550.1920x1080.jpg
 

gabe1010

Arcane
Developer
Joined
Jan 21, 2023
Messages
41
One man's dream to make his own Total War (aptly named Formation Tactics Game):

https://gabe1010.itch.io/formation-tactics-game-prototype-battle

Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:



It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
729
Location
Desert
One man's dream to make his own Total War (aptly named Formation Tactics Game):

https://gabe1010.itch.io/formation-tactics-game-prototype-battle

Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:



It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!

1. when i set new position of unit by holding Right Mouse button. would be handy to see arrow where would be the front of formation.
2. sprites would be sufficient for this scale of battle (like in M:TW1). Models are awesome, looks like from some warcraft3 clone - just better and more crispy. i think you outsource them because quality is way above your indie project.
3. the horseman that carry order for a unit, often merge with ground. Not sure if he is sent in straight line? (like an airplane?)
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.
 

gabe1010

Arcane
Developer
Joined
Jan 21, 2023
Messages
41
One man's dream to make his own Total War (aptly named Formation Tactics Game):

https://gabe1010.itch.io/formation-tactics-game-prototype-battle

Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:

...

It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!
1. when i set new position of unit by holding Right Mouse button. would be handy to see arrow where would be the front of formation.
2. sprites would be sufficient for this scale of battle (like in M:TW1). Models are awesome, looks like from some warcraft3 clone - just better and more crispy. i think you outsource them because quality is way above your indie project.
3. the horseman that carry order for a unit, often merge with ground. Not sure if he is sent in straight line? (like an airplane?)
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.

thanks for trying it!
1) yes this is a good idea that a few people have requested, I'll add that
2) yes the models are from an asset, as I am just a programmer and not an artist. Interestingly, with modern GPUI mesh and animationg instancing the 3D models are actually more performant than sprites. The main performance bottleneck is actually not the rendering but the lerping/vector math movement of the individual soldiers around keeping formation.
3) yes their nav movement needs some work, i think it's mostly through hills they merge into, i'll look at that problem further.
4) yes they are intentional, but perhaps fit swordsmen better than spearmen, so I may need a different combat coordinator for them. The idea is to be a bit like the description of combat in Phil Sabin's Lost Battles and other essays where men don't constantly fight, as that would be impossible to sustain, but shift back and forth on the battlefield, locally coming into contact in a flurry of melee and then falling back to rest and throw missiles if they have them, but it still needs work.
 

Victor1234

Educated
Joined
Dec 17, 2022
Messages
255
One man's dream to make his own Total War (aptly named Formation Tactics Game):

https://gabe1010.itch.io/formation-tactics-game-prototype-battle

Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:

...

It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!
1. when i set new position of unit by holding Right Mouse button. would be handy to see arrow where would be the front of formation.
2. sprites would be sufficient for this scale of battle (like in M:TW1). Models are awesome, looks like from some warcraft3 clone - just better and more crispy. i think you outsource them because quality is way above your indie project.
3. the horseman that carry order for a unit, often merge with ground. Not sure if he is sent in straight line? (like an airplane?)
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.

thanks for trying it!
1) yes this is a good idea that a few people have requested, I'll add that
2) yes the models are from an asset, as I am just a programmer and not an artist. Interestingly, with modern GPUI mesh and animationg instancing the 3D models are actually more performant than sprites. The main performance bottleneck is actually not the rendering but the lerping/vector math movement of the individual soldiers around keeping formation.
3) yes their nav movement needs some work, i think it's mostly through hills they merge into, i'll look at that problem further.
4) yes they are intentional, but perhaps fit swordsmen better than spearmen, so I may need a different combat coordinator for them. The idea is to be a bit like the description of combat in Phil Sabin's Lost Battles and other essays where men don't constantly fight, as that would be impossible to sustain, but shift back and forth on the battlefield, locally coming into contact in a flurry of melee and then falling back to rest and throw missiles if they have them, but it still needs work.

Just as an FYI on #4, that topic (sustained melee combat) is very controversial even though it's becoming very popular in academic circles nowadays and has been since the early 2000's.

As a summary, certain academics take the view that ancient battles can't have been all day affairs like the ancient historians claim because actively fighting for too long would tire people out ('be impossible'). They use examples from things as diverse as modern reenactment groups, MMA fights and even the WW2 SLA Marshal study (that itself has IMO thoroughly been discredited) that claims the majority of soldiers didn't attack/shoot but only fired in self-defense.

Frankly, I think it's BS. Just because battles took all day long, that doesn't mean everyone was actually fighting all day long. Ancient historians are very clear in describing a host of other activities that technically count as being part of the battle but are not actively fighting. This includes things like a battlefield recon by cavalry while the main army chills in camp, having breakfast, forming up into lines, etc.

Even Total War battles don't last longer than an hour or two of fighting, which is perfectly reasonable to spend in physical exertion IMO, and this idea that just because it's mostly fatasses that are trying to squeeze into lorica segmenta on weekends and they can't waddle around for more than an hour or two at a time, that this was true for all of human history, it turns portrayals of ancient battles into a joke. How silly do we think people were back in the day anyways?

asterix-strip.jpg
 

gabe1010

Arcane
Developer
Joined
Jan 21, 2023
Messages
41
I just mean in terms of actively fighting/swinging your sword/dodging/blocking type of stuff, that might only last, in a very localized area, for a few minutes, before the men at that point of the front back away to near the edge of, or just beyond, missile range, to take a breather, drink water, hurl insults and step forward and throw missiles, and after a pause some local junior officer or chieftain leads them forward into another melee attempt. Certainly the whole battle can last many hours or all day. Kind of think about it as analogous to, in a boxing match, the two fighters might spend more time rotating around each other and taking quick feeler jabs than they do fully going at it. See if you can find this somewhere:
https://www.jstor.org/stable/300198

...
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.

thanks for trying it!
...
4) yes they are intentional, but perhaps fit swordsmen better than spearmen, so I may need a different combat coordinator for them. The idea is to be a bit like the description of combat in Phil Sabin's Lost Battles and other essays where men don't constantly fight, as that would be impossible to sustain, but shift back and forth on the battlefield, locally coming into contact in a flurry of melee and then falling back to rest and throw missiles if they have them, but it still needs work.

Just as an FYI on #4, that topic (sustained melee combat) is very controversial even though it's becoming very popular in academic circles nowadays and has been since the early 2000's.

As a summary, certain academics take the view that ancient battles can't have been all day affairs like the ancient historians claim because actively fighting for too long would tire people out ('be impossible'). They use examples from things as diverse as modern reenactment groups, MMA fights and even the WW2 SLA Marshal study (that itself has IMO thoroughly been discredited) that claims the majority of soldiers didn't attack/shoot but only fired in self-defense.

Frankly, I think it's BS. Just because battles took all day long, that doesn't mean everyone was actually fighting all day long. Ancient historians are very clear in describing a host of other activities that technically count as being part of the battle but are not actively fighting. This includes things like a battlefield recon by cavalry while the main army chills in camp, having breakfast, forming up into lines, etc.

Even Total War battles don't last longer than an hour or two of fighting, which is perfectly reasonable to spend in physical exertion IMO, and this idea that just because it's mostly fatasses that are trying to squeeze into lorica segmenta on weekends and they can't waddle around for more than an hour or two at a time, that this was true for all of human history, it turns portrayals of ancient battles into a joke. How silly do we think people were back in the day anyways?
 

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