r/computerwargames • • 23h ago

Pray for Infantry Regiment 385 going into this battle

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43 Upvotes

They're all dead men.


r/computerwargames • • 11h ago

Update Self Promotion Feedback

23 Upvotes

We've had the Dev Self Promotion Thread open for 18 days, in that time we've removed a lot of posts that were self promotion and also removed some in error. We're trying to adapt to a rapidly changing landscape in game development that has amazing potential for creativity but also slop and abuse. The current system is not the best, we recognize that, and we are striving to make it better.

The question, are we being too tight fisted with the Sub, or are we on the proper path? How do we foster a place where genuine devs can share exciting and interesting updates without overwhelming the mods with accounting of post rates and dates? In years past it wasn't uncommon to go weeks if not months between any dev updates. Now we see 3-6 self promotion posts daily.

Reddit gives us a few tools as mods to look at what a user posts and determine the type of posts we see from them. Here are a few examples of what we typically see. The 1st is from a removed post, the 2nd from a thread that was good content.

At a certain point we're going by feel, or like Supreme Court Justice Potter Stewart said in regards to pornography, "I know it when I see it." Which is unfortunate and not a professional way for us to conduct this sub.

In 3 months we'll see more, better polished, more playable, and more interesting Computer Wargames that were made by more skilled and prudent devs. It will be indistinguishable from quality made software and that is great! We want to make sure we have a place for the next Grigsby or Tiller or Reijkerz to show off what they have made.

One suggestion we had was a "Self Promotion Day" that happens every 2 weeks. On that day we let it all in and let the upvotes (or downvotes) decide. Ultimately we want a clear guideline that doesn't require constant mod interaction.

So please share your thoughts.


r/computerwargames • • 8h ago

God Game War Game

6 Upvotes

I've been prototyping a wargame that can run itself independently as a simulation and allows for the player to influence events. The other half of this is that the player at any time can take over any nation in the simulation and control it like they were playing a wargame. I've currently implemented a detailed supply network, the start of advanced ai (they take formations, form army groups, and defend or attack based on perceived threats and weaknesses). The ai plans for naval invasions, fortifies frontlines, launches flanking attacks, can call for airborne operations, etc. The frontlines move naturally as forces move as well. I'm curious if anyone has some ideas for other things to implement into the game. Currently, the game spans from ww2 tech to the 1980s and units upgrade as nations tech up. All the art is currently placeholder art so I can focus on the simulation and ai, and make sure that things work as intended.

Current units include:
Land Units

- Rifle infantry (with grenades)

-Anti Tank Infantry

-Mechanized Infantry (currently reinforcements only, though they do join attacks)

-Tanks

Sea Units:

- Patrol craft

-Destroyers

-Cruisers

-Battleships

-Aircraft carriers (these spawn with their own independent air wings that take off and dock from the ship)

Air Units:

Fighters

Bombers

Recon

Aircraft carriers get their own aircraft, but they fall into these categories


r/computerwargames • • 10h ago

Recommendation Request - Surface Raider Wargame

6 Upvotes

I've found myself with an itch, and I'm looking for a game that will scratch it.

I've been reading a book on German capital ships of WW2, and just finished a chapter on Admiral Scheer's Atlantic Sortie of late 1940 to early 1941. A few things stood out to me:

  • The objective was as much about causing organisational havoc in the Allied convoy system as it was actually sinking ships.
  • Whilst they did sink Allied ships, they also captured them to send back to France, and/or looted the contents to keep themselves supplied.
  • Following on from the previous point, Scheer's captain had to consider losing some of his crew to sail the captured ships back to europe, and also deal with taking on hundreds of prisoners.
  • Scheer was part of a combined effort - it had a supply ship that it would occasionally rendezvous with to re-oil and re-arm and would often co-operate with armed merchant raiders operating in the area.

There are plenty of wargames that deal with the straightforward sea battles, throwing big shells and torpedos at people etc. But I feel like theres something really interesting to be found in the strategic, tactical and logistic questions posed by the points above.

I'm having a lot of fun playing Rule The Waves 3, which does have a raider mechanic, but it's abstracted out.

Any ideas or recommendations? I'll also take board games i can run on Vassal.


r/computerwargames • • 2h ago

Opponents for AGEOD games

3 Upvotes

I just recently picked up a handful of AGEOD games on sale at Steam, I played through the tutorial in the Roman one but am far better at learning through PBEM play. Is there anyone out there that wants to play Alea Jacta Est and wouldn’t mind helping a new player?

I can typically do multiple turns a day.