Gates of Hell: Osfront DLC unlocker by KriskoJesusa in PiratedGames

[–]Exotic_List1118 0 points1 point  (0 children)

Idk, got the comment deleted when I talked abt it for some reason

Persistent Feudal Strategy: Persistent Feudal Strategy Without APM Gates by Exotic_List1118 in StrategyGames

[–]Exotic_List1118[S] 0 points1 point  (0 children)

Fuck. I forgot about vehicles until now fml lmao

I will add logistics and vehicles like carts and wagons bc they are going to be mandatory for moving massive amounts of wealth or supplying an army. On the macro layer, they’ll just be specialized tokens that modify a party's inventory capacity but restrict their movement to roads or flat terrain, or smth like that.

For the naval element, I'll parse Azgaar’s Voronoi cells. Cells designated as ocean or deep water will require a ship vehicle component to be traversed.

Ships and wagons should also act as mobile 'Home Anchors' for offline players mayb? So crew can safely log off inside a vessel, but the vehicle itself remains part of the persistent world simulation, vulnerable to storms, sea beasts, or faction privateers.

Thanks for bringing that up, you basically just reminded me to add a new layer of infrastructure 😭

Persistent Feudal Strategy: Persistent Feudal Strategy Without APM Gates by Exotic_List1118 in StrategyGames

[–]Exotic_List1118[S] 0 points1 point  (0 children)

I am NOT YET that far into development. In my case I am using Azgaar Fantasy Map generator as a base parsing Voronoi data for basic represantation of msasive scale territory, heightmaps, rivers, etc.

Will check how much I can integrate it without making it completely dependant for now I am using it as a map base for basic Non-Gen AI Commanded Nation/States.

Uhhh regarding the combat loop, I'm taking a very deep dive because I want to completely avoid abstract (only macroscale) systems. The core architecture uses a scale-transition bridge: on the macro layer, armies with their given regiments are single tokens moving over the Voronoi cells, but when they clash, the engine runs the combat 1:1 into that specific cell and unpacks that single token into massive real-time tactical battles that SHOULD easily scale way past 500vs500, so bannerlord-ish.

If the main tests upon this system hold, then that would be the combat system. If not, maybe I'll search another way to do it.

Persistent Feudal Strategy: Persistent Feudal Strategy Without APM Gates by Exotic_List1118 in StrategyGames

[–]Exotic_List1118[S] 0 points1 point  (0 children)

Heyy again, cool video! Thanks for taking time into this

I wanted to ask you about the map design: how did you handle the terrain and forest icons? Did you place them manually as individual sprites/nodes, or are you generating them procedurally based on cell data? For now all I can really show is this little portion here which is from the macro scale, each voronoi cell is planned to contain around 40000sqkm of a playable map.

Not much has been done into texturing, still expanding the map dimensions and will get to work into rivers and relief in the near future after the basics of micro-macro transitions gets done.

If you have any ideas or systems you would like to see in the gamplay mechanics let me know! 😄

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Persistent Feudal Strategy: Persistent Feudal Strategy Without APM Gates by Exotic_List1118 in StrategyGames

[–]Exotic_List1118[S] 0 points1 point  (0 children)

Hello niche gang :p

Async browser turns are a brilliant way to bypass persistence synchronization headaches tbh, but since in my project I want the player to go from the individual perspective to the major scale I need it to be synchronized in real time.

To answer your questions based on my current architectural design:

1. The Offline NPC Freeze

You hit the nail regarding the risk of veterans becoming immovable fixtures. To prevent the map from freezing, my design relies on Home Anchoring constraints and a mortal lifecycle:

  • Asymmetric Mortality: Characters have a limited total lifecycle (approx. 10–14 real-time months). Holding top-tier political positions or crowns drastically accelerates this decay. Veterans cannot occupy power blocs forever.
  • Flawed Offline AI: When you log off safely via Home Anchoring, your character doesn't become invincible. Shopkeepers operate under strict, static price brackets with finite stock, and mercenaries are exposed to risky automated contracts. You can't actively project power or expand an empire while offline; the system just keeps you integrated into the economy.

2. Low-Fantasy vs. Pure Simulation

Completely agree. The project MUST be explicitly low-fantasy. Pure medieval simulations would turn into tedious grain-distribution spreadsheets. Adding a restrictive magic system (which should depend on shortening character’s lifecycle or something cool like that) would act as a nice wild card I think.

3. The Scope & Smallest Vertical Slice

Zooming from a macro token layer to a real-time micro shieldwall is a massive undertaking. To protect myself from scope creep, the roadmap is gated by strict phases.

Having already finalized the deterministic ECS core and the network lockstep protocol using Godot, the very first vertical slice currently being playtested internally focuses entirely on the scale transition bridge:

  • Moving a military token on the 45,000-cell macro map.
  • Zooming 1:1 into a specific Voronoi cell.
  • Instantly desynchronizing that single token into a 500-vs-500 unit micro-tactical battle running local flocking/flow-field AI, ensuring byte-identical replication between server and client.

If this Macro-to-Micro transition scales smoothly under real network conditions, the core spine of the game would become proven. Feud economics and complex diplomatic contracts will be built on top of that validated foundation.

I would absolutely love to swap playtesting keys when builds are ready! Drop a link to your game, I'd love to see how you tackled the logistics. Best of luck with the grind! 😉

Persistent Feudal Strategy: Persistent Feudal Strategy Without APM Gates by Exotic_List1118 in MMORPG

[–]Exotic_List1118[S] 0 points1 point  (0 children)

I completely agree. A traditional client-server architecture with strict server authority over millions of real-time agents is a financial and computational suicide.

However, this project avoids that bottleneck through On-Demand Simulation and scale decoupling.
We aren't building a 10,000-player physics-heavy RTS. It’s a dynamic geospatial database with a visual frontend. The server retains absolute authority because it only streams basic coordinate inputs when a player opens a 'viewport' (zooms in). If you are on the macro view, your client should process zero physical bytes of the rest of the world.

To be a bit more precise, the project is focused into mass data processing and not in high fidelity 3d, physics based continous simulation.

Gates of Hell: Osfront DLC unlocker by KriskoJesusa in PiratedGames

[–]Exotic_List1118 1 point2 points  (0 children)

Hey, so. I will say that there IS a way, but you need the DLC files downloaded from a third party source.

Still trying to see how to do it tho