u/Consistent-Proposal9
Consistent-Proposal9
Consistent-Proposal9
FM24 is the best. I ended up creating my own leagues with the editor. Here are some ideas: * Every team gets the same tv money * Switch the prize money. The champion gets the lowest money, the worst team gets the most. * Create a league with all your favorite teams ( not possible in fm 26 anymore ) * Create a league system where each team has a U21-Team in the second league. * Manage more than 1 team in the league * Play the first team and the u-21 team
Consistent-Proposal9
You collect all possible actions, weight them, and then select one using weighted randomness. Technically, the AI is easy to develop; balancing its values is much more difficult. If you develop a separate AI for each faction, something is wrong with your architecture.
Consistent-Proposal9
The main element is political orientation. Every party, pop-unit, province, and interest group has a dynamic orientation. Events, actions, and modifiers change this orientation. Changes are not implemented directly but evolve gradually (similar to societal values in EU5). The distance between ideologies determines who votes for which party, how closely a person feels aligned with a party, and who approves or rejects which legislative changes.
Consistent-Proposal9
Its only about the scale. I create a Grand-Strategy game about the Weimarer Republic. Less province count, less events, less parameters, less systems. Technically its relatively simple, i created a simple working map in a day. Because of the setting, there are a lot photos in public domain to use.
Consistent-Proposal9
What Engine do you use?
Consistent-Proposal9
Cool, I'm looking forward to play it tomorrow.
There are far too few political strategy games.
I'm developing a very similar game myself. It's set in the Weimar Republic, and you take control of one of the political parties and try to save democracy or introduce communism.
Unfortunately, I still have a long way to go.
Consistent-Proposal9
You're on the right track.
Separate the classes even further according to their purpose (mouse and keyboard shouldn't be in the window class).
A bus or event system would decouple the classes better.
The renderer structure is very good so far.
What you need is a clear plan for how a game should use the engine. Does the game inherit from the application class, or how does the application interact with the engine? The easiest way is always to develop a small game (e.g., Pong) in parallel with the engine and separate the application-related aspects from the engine.
Consistent-Proposal9
I always found Hero of Allacrost to be a very exciting project. Later, I also liked Valyria Tear (which also ultimately failed). I even considered reviving Valyria Tear myself.
However, when starting an open-source game project, I believe that you can only realistically develop a larger project if you can also monetize it. The GPL makes this quite difficult (https://partner.steamgames.com/doc/sdk/uploading/distributing_opensource).
I think this will be, and must be, the future if we want to keep open-source games relevant and enable the development of larger, more ambitious titles.
Consistent-Proposal9
StarRuler 2 :-)
Consistent-Proposal9
Same here... Suno is really a wonderful idea to bring ideas from the past to life.
Consistent-Proposal9
Suno Link: https://suno.com/s/MI8sgOG9HPE0GDU3
Consistent-Proposal9
Wishlisted. Looks great! 🤩
Consistent-Proposal9
I really love this option, i want to play as "realistic" as possible and this option forces you to use your scouts and to look on statistics than on attributes.
Lately I've even started watching a player's games to get an idea of how he behaves on the field.
Consistent-Proposal9
Sigur Ros
Consistent-Proposal9
Get Steam and search for the following publishers:
- Matrix Games
- Wargame Design Studio
- Avalon Digital
- Lock n Load Publishing
Consistent-Proposal9
Have a look at O3DE... this code looks more like this than Unreal.
Consistent-Proposal9
The code looks alot like O3DE... but without the horrible QT-dependency. Nice 😄
Consistent-Proposal9
There is xconq, Battle for wesnoth or, what i recommend, LGeneral. Its a panzer general clone ( the really old ones ) and have a ww1 mod. So it has everything you need to start with.
Consistent-Proposal9
Wow... in my opinion this is very impressive! 😳
Consistent-Proposal9
Looks very interesting :-)
Consistent-Proposal9
Cool 😀
Consistent-Proposal9
Good work! what programming language or engine did you use?
They released the source code for Blitzkrieg and Blitzkrieg 2. https://github.com/nival/Blitzkrieg. But you need some commercial libraries to compile.