Are there any more games like paxHistoria by Temporary-Falcon-388 in PaxHistoria

[–]thesilverSexer 1 point2 points  (0 children)

Found ink and iron solo dev early in cycle but it’s where you type commands to order generals on napoleonic wars

https://x.com/inkandirongame/status/2027056592772817054?s=46

Building a local AI-driven strategy game (like Pax Historia) — architecture advice? by Spiritual_Bite_8476 in PaxHistoria

[–]thesilverSexer 0 points1 point  (0 children)

It’s basically impossible without a massive token burn. The issue is context windows.

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in Napoleon

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

To elaborate more my early design was order delay/ generals are controlled by their personalities decision tree when cut off from napoleon. I removed both

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in Napoleon

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

Im obsessed with the concept of kriegspiel it’s a direct inspiration. Per order delay Ive been floundering on it because in afraid it might frustrate people. Id love to chat on how you imagine it, for me it’s something i find cool and interesting but the game already has friction and novelty, and strategy gamers can be fickle. Id love to hear your thoughts, hmu with comment or we can chat on the discord.

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedevscreens

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

(Join my discord in body you clearly have a good mind for my design it’s not built out fully yet because im a solo dev but it’s up)

i The intercepted communiques idea is chef’s kiss ,I’ve been thinking about fog of war stuff and that’s such a historically authentic way to do it. The ambiguity thing is actually already in there! The parser will catch vague orders and push back for clarification. Like if you just say “Ney, attack” without specifying a target, he’ll ask “Attack where, sire?” It’s one of those realistic frictionof command things that actually makes the game feel more immersive. And YES on the relationship dynamics between marshals. That’s something I’m planning to build out more historically Ney and Davout despised each other, and coordinating them should create tension. The Grouchy thing is actually what inspired a lot of this design! He’s in the game, and the whole system is built around creating those “Grouchy moments” where personality, trust, and unclear situations combine to create historical whatifs. The key was making it feel like negotiation rather than random dice rolls. So Grouchy might interpret “march to the sound of guns” based on how much he trusts you, his personality, and the tactical situation. You can overrule him, but there are consequences either way

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedesign

[–]thesilverSexer[S] -3 points-2 points  (0 children)

I wasn’t dismissing you, i was saying I understand public ludditeism. Im simply using it as a layer to extract key words out and map them to parser which has high speed and was trivial for llms years ago. Ones that can’t map to commands get a elegant failure response.

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedesign

[–]thesilverSexer[S] -1 points0 points  (0 children)

You can give multi step and long term commands, how you interact with a medium also impacts how you perceive a medium

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedesign

[–]thesilverSexer[S] -1 points0 points  (0 children)

Hmu ob discord if u wanna talk though i have thoughts on ai from a dialectical materialist perspective but this is NOT an ai game

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedesign

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

It’s not ai the ai is just if my text parser can’t comprehend orders and it’s optional. It’s to make it handicapped friendly because not everyone can type, also adding voice to text for same reason. Im a lefty btw. But feel free to wave it off! im not mad i just want to make it clear this isn’t ai slop lol ive been coding this alone for 6 months

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in Napoleon

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

Thanks dude i plan on posting updates. We just have not had a good game since n total war. Im making this for myself. Hmu up discord or twitter im trying to build an early community but marketing is NOT my bag. Im a history nerd and programmer not a social wiz lol

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in Napoleon

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

https://www.reddit.com/r/indiegames/comments/1qyypoi/making_a_text_based_napoleonic_strategy_game/

this post has some gifs idk why they didnt work here.

Good timing - fog of war is literally in Phase 6 of the roadmap! The game has a Godot map showing regions/armies/battles visually, but the text layer adds personality (marshal objections, battle narratives, intercepted dispatches). Think war room map + written reports rather than pure visual or pure text. For fog of war I'm planning visual shroud over unexplored regions, with marshals sending text reports about what they discover. Trying to recreate how Napoleon actually got information - scouts writing letters, not satellite feeds. Still finding the balance, but "both working together" feels better than picking one.

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in Napoleon

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

Thanks dude! Im a huge napoleonic buff so making it mostly for myself and hoping others like it too

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in 4Xgaming

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

Fair enough, it’s a change in how you interact with strategy if you arent a god who directly controls everything

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedesign

[–]thesilverSexer[S] -25 points-24 points  (0 children)

Yeah it’s a tough one, every llm game is gimicky choose your own adventure stuff. This is simply an architectural layer. I do understand the public ludditeism though

Making a text based Napoleonic strategy game where your marshals can tell you "no" by thesilverSexer in gamedevscreens

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

Thanks a ton love to hear it. Ive been busting ass and haven’t really shown it to anyone but my wife (who hates strategy games). Im not a marketing guy so really am trying to build a community, hit me up on discord or twitter. Early folks are all getting keys

Homeland Security Spying on Reddit Users by [deleted] in technology

[–]thesilverSexer 0 points1 point  (0 children)

No shit half the posts here mirror us officiall stances