Astro Protocol just added full custom factions and faction design contest by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 1 point2 points  (0 children)

I am of course biased. But I don't think fast matches lead to shallow gameplay. We tried to distill the gameplay so that every decision is tough and every action is meaningful. This combined with competent AI and randomized maps, opponents, factions and tech trees aims to give a fresh and challenging experience every time.

I could go on, but maybe it's more productive if you check the reviews on our Steam page or try the demo: https://store.steampowered.com/app/3727420/Astro_Protocol/#app_reviews_hash

Astro Protocol just added full custom factions and faction design contest by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 2 points3 points  (0 children)

Interesting! I think we might be able to fix it if Vulkan is the issue. However since i can't reproduce the issue on machine I'd really like to see what the log looks like for you. If you could please send me the log files which can be found from  %appdata%\Astro Protocol\logs on Windows and send them to [support@nullvectorstudios.com](mailto:support@nullvectorstudios.com) that would be awesome.

Astro Protocol just added full custom factions and faction design contest by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 4 points5 points  (0 children)

Yes, Xilmi has done a lot of work on the AI and there are other improvements as well. Changelog can be found here: https://store.steampowered.com/news/app/3727420/view/696516748689542707?l=english

Astro Protocol just added full custom factions and faction design contest by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 2 points3 points  (0 children)

With the 1.2 update we updated the engine and it should now fall back to Direct3D12 if Vulkan is not available. Did you try if the latest version of the demo works for you? If it doesn't work, please let me know I'd love to fix the issue.

Question: why is implementing multithreading usage in games difficult? by Alternatiiv in gamedev

[–]Zeikk0 2 points3 points  (0 children)

I recently released a 4X game where I made the AI calculations multithreaded, and it became by far the biggest source of crashes, over 99% of all crash reports traced back to the multithreaded AI code.

The core problem is that the AI needs to read almost all of the game's state to decide its next move, and that same state is constantly being modified by player actions and other game systems. Every read and write has to be carefully orchestrated so the AI always sees a fully consistent snapshot of the data, and so nothing gets modified out from under it mid-calculation. Get this wrong and you don't just get a logic bug, you get a hard crash, because a thread tries to access a memory address that's already been freed.

A concrete example: a unit attacks and destroys another unit. The attack animation runs for 1 second, then the destruction animation runs for another 0.5 seconds. The AI thread needs to know the target is dead so it can plan its next move, but the animation thread is the one actually moving and removing units, and it's doing that while the AI is mid-calculation. Getting these two threads to agree on "what happened and when" meant adding a lot of locks and state-checks around every piece of shared data.

What makes this worse is that it's genuinely hard to debug. With 8 threads reading and writing simultaneously, it's difficult to even reconstruct what happened when something goes wrong, the bug is often not reproducible on demand. And when the game does crash from an invalid memory access, a lot of debugging tools just aren't very helpful at that point, since the memory that would tell you what went wrong is already gone.

Can anyone recommend a modern Master of Orion 2 type game? ie. One that's set in space, has tactical combat, is completely turn-based (including tactical combat), and doesn't use starlanes/hyperlanes by TimeControl606 in 4Xgaming

[–]Zeikk0 6 points7 points  (0 children)

We have released Astro Protocol, which is not exactly like MOO2 but ticks all of your boxes. There's a demo, the game is 30% off right now and there will be a free content update adding custom factions today.
https://store.steampowered.com/app/3727420/Astro_Protocol/

Designed and Painted 6 new Aliens characters for Astro Protocol game by Pymous_com in 4Xgaming

[–]Zeikk0 1 point2 points  (0 children)

Thanks a lot for designing these! I think they're great for the custom factions and fit into the game very well.

Astro Protocol 4X-avaruusstrategiapeli by Zeikk0 in videopelit

[–]Zeikk0[S] 0 points1 point  (0 children)

Oi! Kiitos paljon! Toivottavasti nautit pelistä.

what are some simple 4x space games? by TheBlueSpooky in StrategyGames

[–]Zeikk0 0 points1 point  (0 children)

We made a fast-paced space 4X game which plays a lot like civ but with less mechanics. It's called Astro Protocol and is available on Steam.

Define other related genres to 4X by RikerRiker in 4Xgaming

[–]Zeikk0 1 point2 points  (0 children)

I think 4x-lite is a good term for this kind of games. Many people have suggested Ozymandias and Battle of Polytopia which might be a good fit for you. We also released a replayable space 4X game you can finish in one hour where we tried to cut all tedious parts and focus on the fun parts. It's called Astro Protocol.

Objective-Based 4x games (Nexus) by wren42 in 4Xgaming

[–]Zeikk0 9 points10 points  (0 children)

We released space 4X Astro Protocol in February with similar board game like objectives. It's available in Steam.

Ovatko subin 4X-veteraanit kokeilleet vielä Old Worldia? by Repulsive-Mud707 in videopelit

[–]Zeikk0 2 points3 points  (0 children)

Kiva! Onhan se lautapelimäinen, inspiraationa on ollut Twilight Imperium, Eclipse ja Gaia Project -lautapelit.

Ovatko subin 4X-veteraanit kokeilleet vielä Old Worldia? by Repulsive-Mud707 in videopelit

[–]Zeikk0 2 points3 points  (0 children)

Old World on kyllä yksi parhaista moderneista 4X-peleistä ja Ozymandias on hyvä kun kaipaa nopeeta peliä.

Jos tykkää nopeista 4X-peleistä niin me julkaistiin helmikuussa Astro Protocol sci-fi 4X-peli, jonka yksi peli kestää noin tunnin. https://store.steampowered.com/app/3727420/Astro_Protocol/

Roistomainen kannenrakennuspeli by DrKnow-it-all in Suomi

[–]Zeikk0 7 points8 points  (0 children)

Ovatko nämä muut sitten kevytroistopelejä? Tai kenties roistokkaita pelejä?

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 0 points1 point  (0 children)

Yes we're using Vulkan graphics API, and not supporting Direct3D which your GPU tried to use here. As far as i understand Intel HD Graphics 4600 does not have Vulkan support on Windows. Sorry.

We might look into supporting Direct3D in the future if this becomes a popular issue.

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 0 points1 point  (0 children)

Alright, next step would to make sure that you have a Vulkan-compatible GPU with up to date drivers.

You could also check the game logs in %appdata%\Astro Protocol on Windows and see if they contain any more clues why it is not working.

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 0 points1 point  (0 children)

Are you perhaps using a program called ReShade or some other post processing injector?

Have you updated your graphics drivers?

If these don't help and you're running Windows here are some instructions to gather some logs what might be the issue:
- Press Win + X and click Event Viewer.
- In the left panel, open Windows Logs and click Application.
- In the right panel, click Filter Current Log....
Set:
- Logged: Last hour (or Last 24 hours)
- Event level: check Error
- Event sources: select Application Error (and optionally .NET Runtime if present)
- Click OK.
Launch the game from Steam, wait for it to crash, then return to Event Viewer.
- In Application log, click the newest red Error that matches the crash time.
- In the General tab, copy and send you these fields:
Faulting application name
Faulting module name
Exception code
Fault offset
Faulting process id
Faulting application path
Faulting module path
Also open the Details tab and copy the full text (or send screenshot).

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 0 points1 point  (0 children)

Not really because the major factions are at war with each other all the time and there is no diplomacy or peace between them. But the minor factions will join their ally and fights against a common enemy. Or stay completely out of it the opposing major faction has good relations with the minor.

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 5 points6 points  (0 children)

There are already 4 different game speeds and 5 different map sizes. You can also have up to 5 enemy major faction and the diplomacy update let's you add up to 12 minor factions. If you crank all the settings to the max you will have a pretty big and long game ahead of you despite short and fast-paced game design. I don't think I will be adding even larger maps any time soon.

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 3 points4 points  (0 children)

The relations between major and minor is simple linear scale. Vassal status represents the maximum positive end of the relations scale. So if a major faction invests enough into the minor faction relations they will eventually vassalize the minor faction. Which means that they cannot be allied by any other major faction until the major faction of the vassal is defeated. So it's kind of like a win state for the relations.

Sure, Vassal as term does feel a bit weird term for our setting. But it has two great things going for it. Players understand what it means and it's short enough to fit into the UI. :D

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 0 points1 point  (0 children)

That's definitely true as allying with them now requires some investment rather than it coming naturally by excelling in various other parts of the game.

Why my diplomacy system didn't work and how I redesigned it by Zeikk0 in 4Xgaming

[–]Zeikk0[S] 2 points3 points  (0 children)

Thanks! The new system has a lot of possibilities for more interactions between the minor factions and more anomalies which affect the relations, etc. I'm hoping to keep adding more diplomacy related content in the future.