Main Menu

Recent posts

#31
Computer Gaming / Re: Steel Wolverines?
Last post by Destraex - August 29, 2026, 10:04:12 PM
Quote from: WolverinDev on August 29, 2026, 04:48:17 AMHey guys,

Thanks for noticing the game.

The demo should be out soon (two weeks max). The game uses a pure turn-based IGOUGO system. The main reason for that is that it started as a simple experiment and gradually evolved into a much bigger project.

I love WEGO systems, but implementing one would require more sophisticated AI logic.
Thank you for the reply Wolverindev. Much appreciated.
I guess it might even be easier when making WEGO to work backwards from realtime, like combat mission seems to have done.
The effects in your game look really cool. It's just that turn based has always made me think of individuals in duels rather than units working together, say to suppress an entire line for no reply making for a perfect attack with no casualties without needing to rely on initiative, you roll out of the woodline firing all guns "across a front not at individual enemy units" and surprising the enemy, they instantly break and hide while your troops pour across the field. Most IGOUGO games involve either a whole side moving before the enemy or one unit at a time moving. Both are very flawed imho unless we are assuming attack or defend everywhere almost agreed to by each side. Meeting engagements in turn based games have to be very rare. As they are I suppose in real life.
Love that you are a fan of WEGO and kudos for making this game.
You should also know that I am an outlier here and that most people like turn based over real time and don't really require WEGO.

I will wishlist your game just to give you a bit of steam algorithm support.
#32
Computer Gaming / Re: Vietnam War -- an in-depth...
Last post by Jarhead0331 - August 29, 2026, 12:19:09 PM
Agent Orange spraying added.

That is all...
#33
Computer Gaming / Re: Steel Wolverines?
Last post by PAK - August 29, 2026, 08:54:37 AM
Quote from: WolverinDev on August 29, 2026, 04:48:17 AMHey guys,

Thanks for noticing the game.

The demo should be out soon (two weeks max). The game uses a pure turn-based IGOUGO system. The main reason for that is that it started as a simple experiment and gradually evolved into a much bigger project.

I love WEGO systems, but implementing one would require more sophisticated AI logic.

Hey Adam, welcome to Grogheads! Been following your efforts on Twitter, happy to see you here!
#34
Computer Gaming / Re: Steel Wolverines?
Last post by Jarhead0331 - August 29, 2026, 08:45:07 AM
Quote from: WolverinDev on August 29, 2026, 04:48:17 AMHey guys,

Thanks for noticing the game.

The demo should be out soon (two weeks max). The game uses a pure turn-based IGOUGO system. The main reason for that is that it started as a simple experiment and gradually evolved into a much bigger project.

I love WEGO systems, but implementing one would require more sophisticated AI logic.

Good luck with the game and welcome to the forum!
#35
Computer Gaming / Re: Steel Wolverines?
Last post by WolverinDev - August 29, 2026, 04:48:17 AM
Hey guys,

Thanks for noticing the game.

The demo should be out soon (two weeks max). The game uses a pure turn-based IGOUGO system. The main reason for that is that it started as a simple experiment and gradually evolved into a much bigger project.

I love WEGO systems, but implementing one would require more sophisticated AI logic.
#36
Gaming News / Re: Squadron 42 delayed (beca...
Last post by Destraex - August 29, 2026, 04:22:22 AM
Does not really bother me to be honest. But it is a little disingenous to move a release people have been waiting for for 14 years or some such just because you want more promotion for the release. This is not a movie that nobody has paid to see yet.
#37
Computer Gaming / Re: Command Doctrine...proof o...
Last post by Pete Dero - August 29, 2026, 03:59:46 AM
Some gameplay :

#38
Computer Gaming / Re: Command Doctrine...proof o...
Last post by Jarhead0331 - August 28, 2026, 09:59:55 PM
Quote from: al_infierno on August 28, 2026, 09:21:43 PMHmm. Could be interesting, but looks a bit "vibe coded." With this kind of concept, I always worry about it falling into "a thousand bowls of oatmeal" level of uniqueness (i.e. every one is technically unique, but the difference is neglible enough that it all feels the same).

And yeah, having to buy tokens to play is insanity. I guess it would be too technically difficult to just have your local hardware run the LLM that powers everything, or maybe it would be prohibitively hardware-taxing.

I agree with your slop analogy. It is hard to say what might be different between say a medieval unit of archers and a modern day infantry unit. I'll take a closer look at stats, but they very clearly move and attack in the same way.
#39
Computer Gaming / Re: Command Doctrine...proof o...
Last post by al_infierno - August 28, 2026, 09:21:43 PM
Hmm. Could be interesting, but looks a bit "vibe coded." With this kind of concept, I always worry about it falling into "a thousand bowls of oatmeal" level of uniqueness (i.e. every one is technically unique, but the difference is neglible enough that it all feels the same).

And yeah, having to buy tokens to play is insanity. I guess it would be too technically difficult to just have your local hardware run the LLM that powers everything, or maybe it would be prohibitively hardware-taxing.
#40
Computer Gaming / Command Doctrine...proof of co...
Last post by Jarhead0331 - August 28, 2026, 08:59:42 PM
This "free" game caught my eye.

Command Doctrine is described as a turn-based tactical wargame built around endless generated battles. What makes it unique is how the endless battles are generated.

You describe the battle you want using natural language. For example, you can tell the game to design a battle around an ancient siege, a Cold War armored clash, a desperate last stand in a ruined city. The game AI engine builds the map, armies, objectives and briefing around your prompts. Describe a war instead, and it generates a branching campaign of linked battles with its own story and objectives.

Another unique feature is you can describe your strategic/tactical plans in natural language and the game will supposedly implement the plan and direct the units to perform the prompted orders. An example might be, "use 1st and 2nd Infantry Divisions to attack enemy Viper Battalion defending City square 4,2. Use Claw Wing as air support."

The biggest flaw is that the game uses "AI tokens". You can earn these or buy them. I surmise tokens are required to use the AI features of the game. In my view, this is what will kill the concept.

Still...very interesting.

Could this be the future of wargaming?

https://store.steampowered.com/app/4882890/Command_Doctrine/