Live data from Hacker News

Pirates, a naval warfare game inspired by Sid Meier's Pirates

piwodlaiwo.github.io

101–110 of 114 posts

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#101
post #71

Earlier quoted context omitted.

Is it even possible to win the game? I've played it 100 million times in a monte carlo simulation and even applied two heuristics to hit a winning strategy: 1. heavily over- or under-weighted choosing tractor production when paid tasks are available; 2. when a paid task was available in the previous round but not chosen, the weight for this round is reduced The best result I've gotten is 998 tractors after round 120.

> Is it even possible to win the game? If it's a faithful simulator of soviet economy, then you should not be able to win :)

I was tweaking the game and realized that the win conditions are really hard if not impossible.

I did seriously consider if that is really the best example of the Soviet economy ;-)

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#102
post #71

This 100% has the "vibe" of the original game but should include that if you sail "into the wind" it slows you down. Also, I've been trying to make a remix of SMP but with a princess theme for my daughters. Been experimenting with making other games to practice building out game mechanics and stumbled into making a game where you manage a Soviet Tractor Factory [0]. I'm interested to see if developing parts of Game A…

Is it even possible to win the game? I've played it 100 million times in a monte carlo simulation and even applied two heuristics to hit a winning strategy: 1. heavily over- or under-weighted choosing tractor production when paid tasks are available; 2. when a paid task was available in the previous round but not chosen, the weight for this round is reduced The best result I've gotten is 998 tractors after round 120.

> Is it even possible to win the game?

Realized after I posted that it's probably really hard to actually win.

> I've played it 100 million times in a monte carlo simulation and even applied two heuristics to hit a winning strategy:

This is the MOST HackerNews comment ever (in the good sense) and it makes me immensely happy that this is the kind of feedback I received.

Btw, going to post a new version with some tweaks to the ruble payout etc.

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#103

Earlier quoted context omitted.

If people have feedback on the game, would love to hear it on the below link: https://news.ycombinator.com/item?id=48503530

I don’t see a way to succeed at this game. The issue is that there doesn’t seem to be a way to meet the first 5 year plan and it’s all downhill from there. But this really points to a deeper problem: in a game like this you have to pick one of two philosophies. Either the idea is to find the one algorithm that makes it work because the game is doing the same thing every time, or the game has an RNG that makes some ga…

> I don’t see a way to succeed at this game. The issue is that there doesn’t seem to be a way to meet the first 5 year plan and it’s all downhill from there.

Yeah, some other folks have pointed this out so need to tweak the win conditions/balances.

> But this really points to a deeper problem: in a game like this you have to pick one of two philosophies.

You really hit the nail right on the head here. I haven't built many games before but this has taught me that it's really a rock/paper/scissor balance that is tough to get right.

> I do however absolutely love the vibe of the game. I think with a little more attention it could be absolutely amazing.

THANK YOU! I was totally going for a Soviet vibe and glad people like that part.

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#104

Earlier quoted context omitted.

If people have feedback on the game, would love to hear it on the below link: https://news.ycombinator.com/item?id=48503530

Well, have you dogfooded it and how many times? I have hundreds of turns on it now, at least.

Getting the feedback in the other comments has taught me that some more dogfooding would have been rewarding.

Thanks for the suggestions.

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#106
post #29

my kid has 50+ hours in sid meier's pirates and told me they stare at the world map in their classroom and try to locate towns and ports in the caribbean when they're bored. i will show your game to them, though i am certain the first thing they will ask for is chain shot. not to discourage your good work, but here's another project worth checking out if sid meier's pirates is your thing. https://tinywind.io/

I also like windward: https://store.steampowered.com/app/326410/Windward/

Re: Pirates, a naval warfare game inspired by Sid Meier's Pirates

#107
post #29

my kid has 50+ hours in sid meier's pirates and told me they stare at the world map in their classroom and try to locate towns and ports in the caribbean when they're bored. i will show your game to them, though i am certain the first thing they will ask for is chain shot. not to discourage your good work, but here's another project worth checking out if sid meier's pirates is your thing. https://tinywind.io/

I also like windward: https://store.steampowered.com/app/326410/Windward/

ooh thanks for sharing
Post reply on HN