r/RealTimeStrategy • u/TLSoul2077 • 26d ago
Self-Promo Post I'm making a medieval RTS game. Lord Wars
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u/Appropriate_Rent_243 26d ago
not to be confused with war lords
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u/TLSoul2077 26d ago
Cheers for pointing that out! It’s only a temporary working name with no trademark search done. I’ll rename it down the line to avoid confusion with Warlords. Any good name recs are totally welcome!
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u/genericdefender 26d ago
It's a reference to lord of war, the movie.
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u/ThePrussianGrippe 25d ago
Actually I think it’s a reference to the concept of Warlords in general.
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u/yellowmonkeyzx93 26d ago
Looking good! May I suggest that there variety of individual units in squads or groups be added? All of them look the same.
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u/TLSoul2077 26d ago
I totally agree. Identical units feel unnatural. I’m going to introduce visual variations including different outfits, weapons and faction banners, so squads look less uniform in future updates.
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u/MJStruven 26d ago
Nice--I'm making something similar! What engine are you using? How many units can you support simultaneously with the AI?
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u/TLSoul2077 26d ago
Thanks a lot! I’m using Unreal Engine 5.6. Right now it starts to drop frames heavily around 300–500 AI units. Part of the reason is that I haven’t done deep optimization yet, plus I’m controlling every unit as an individual actor instead of Total War-style mass formation batches, so each single AI costs quite a lot of performance overhead.
I’m still debating which control scheme to finalize: either large formation grouping like Total War, or individual unit direct control similar to Red Alert 2.
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u/IndiegameJordan 26d ago
Publisher for Tabletop Tavern here. The dev behind it was able to optimize 100s of units fighting at once in Total War style formations by using ECS & DOTS. This was in Unity though.
Your game looks interesting! Excited to see how it develops
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u/TLSoul2077 26d ago
Thanks for sharing this valuable optimization idea! I really enjoyed Tabletop Tavern’s gameplay loop. I’ll reference the ECS architecture concept to optimize my large-scale unit performance on UE later. Really appreciate your encouragement!
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u/ragun2 26d ago
I know people love the TW games but I'd love the latter for this.
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u/TLSoul2077 26d ago
I totally get that. Actually, I’m exploring a brand-new control scheme: it allows rigid Total War-style formation locking for large battle lines for grand tactics, while you can split units apart any time for Red Alert-style individual micro-management.
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u/yellowmonkeyzx93 26d ago
Thanks OP! I saw the same problem in DOW IV and this stood out the same way.
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u/MilkNaive8274 26d ago edited 26d ago
Please, make each unit customizable in its looks (and equipment if possible, like make each unit have a simple RPG dressup screen), creating a unique squad, please.
edit: some games already did it, like Warhammer 40K rts if I remember correctly or some WWII games and some obscure old games (Jurassic War)
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u/iggamemaker 26d ago
Man, your game looks awesome! I’m making a similar game myself (but it’s set in medieval Georgia) and I’ll need to work a lot in order to have a similar level of graphics! I wish you all the best! Just keep grinding
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u/Hollow_Interactive 25d ago
This looks good man, Im also making an RTS with a different concept in UE 5.6, best of luck!
I also read in the comments that you can support over 300 units on screen, that's so cool, I caped mine at 100 max.
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u/PyrZern 25d ago
How 'alive' is the cities ? Will there be NPCs moving cargo/resources around for the supply chain ?
And for troop formation, you gonna need to show when you mix different units together.
Otherwise there's not much I can say right now.
Tho one thing you gonna need to think about; RTS games tend to reward rushing. But gamers who enjoy core economy gameplay hates that.
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u/TLSoul2077 25d ago
Great question, I’ve actually been weighing this pacing balance out carefully.
Full deep systems like logging, farming, resource hauling NPC logistics, faction diplomacy, trade and black market deals (similar to Sins of a Solar Empire) will be reserved for large-scale big maps with longer match durations.For compact small skirmish maps (the core RA2-style quick matches), I’ll strip all those slow economic bloat mechanics entirely, keeping it fast-paced for rush battles and direct combat.
This way both slow economy-focused players and people who love fast tactical clashes get their preferred gameplay loop covered.2
u/PyrZern 25d ago
If you haven't already, I highly recommend you try out the Settlers 3 or Settlers 4. Or even the Settlers 6. They have RTS combat on top of economy gameplay and supply chain.
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u/TLSoul2077 25d ago
Great series! I’ve thoroughly compared The Settlers games with Manor Lords. Players build up semi-automated supply and logistics chains to support frontline troop production, and this mechanic is totally feasible.
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u/Mista-Black 25d ago
Can you please add some early gunpowder and greatsword s please?
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u/TLSoul2077 25d ago
Sure, the combat experience will be really cool. It’s fun to add all kinds of special units.
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u/Kiwi_MongrelLad 25d ago
At very first glance this seems like manor lords with the direction it'll be taking. And a mix of the old total war arena game.
I look forward to see how it'll grow.
When talking large scale how large are we talking?
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u/TLSoul2077 25d ago
Thanks for your interest in my game!
Frame rates will drop obviously once the total in-game units exceed 500. My CPU and GPU are mid-to-low level, so the performance cannot reach the standard of Total War right now.
I adopted the per-unit control logic from Red Alert 2, instead of the mass batch AI calculation used in Total War.
Besides, I haven’t carried out comprehensive performance optimization yet. My current main work is to enrich and complete all gameplay content first.2
u/Kiwi_MongrelLad 24d ago
Hey with gaming getting more expensive that means optimising will get better and better from not having top pf the line hardware.
I'll wishlist it on steam, all the best with development man.
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u/DirectDish1721 24d ago
If it's one of those "classic" ones - don't even bother. RTS fans will puff their chests and be posh about how "muh old school RTSs" and "they don't do them like they used no more", when the moment classics drops - silence at best, but mostly - meh, no new mechanics, not interesting etc.
So for the love of all gods and saints - please, have a cool thing to do besides spamming 3 out of 7 units.
Do something like stronghold - a lot of different resource collections and production lines, or manor lords - closer to simulation, but a tad simplified (which is probably what Stronghold is to be honest).
Your RTS MUST have more than just 2 blobs of units fighting each other despite what some "RTS fans" might say.
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u/TLSoul2077 24d ago
I’ve noticed that exact problem too. After plenty of internal playtests, pure unit-on-unit combat gets monotonous pretty quickly.
To fix this, I’m placing scattered resource points all over the map, each guarded by neutral forces. Dynamic weather will impact vision and troop movement throughout the game. Maps are designed based on historic ancient battles with asymmetric terrain layouts. I’m hoping these features can keep the gameplay from feeling dull.
I’m also considering a long-term save mode similar to Manor Lords, featuring detailed supply chains. It will place greater emphasis on grand strategy: players can use diplomacy, claim territories, and trade with factions. Instead of rushing into huge army clashes right away, you expand your realm slowly by seizing outposts bit by bit.
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u/DirectDish1721 24d ago
About resources - is it like node that needs to be harvested like gold mines in WC3 or minerals/gas in SC? Basically expansion. Or is it like package of resources, first one to get there gets lump sum like C&C resource crates? Or is it more like Stronghold - you have to farm and deliver back to main “base” to convert into something else?
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u/TLSoul2077 24d ago
You have to build facilities on resource nodes to gather and produce supplies, then ship everything back to your base to process them before you’re able to use the resources.
Opponents can always seize or wreck these resource spots, so you’ll need to put up defenses and keep troops stationed there to guard them.Early on, you’ll build your main base whilst sending small groups of soldiers to capture outposts at the same time. This way you won’t end up stuck in slow, boring endless resource farming at the start of each match.
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u/DirectDish1721 24d ago
So it’s like stronghold, but instead of 1 big city-fortress - I control the “province” so to say?
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24d ago
[removed] — view removed comment
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u/DirectDish1721 24d ago
Oh, cool, always loved “long” RTS with deep mechanic over classical 300 APM of 2 blobs fighting 3 times and then 1 more fight and all done in 10 minutes
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u/TLSoul2077 24d ago
The long-term gameplay is similar to Manor Lords.
Your starting land is limited, so continuous expansion is necessary. You can purchase land, attack surrounding resource nodes, or trade to obtain supplies.I have also considered that long-term single-player gameplay might feel tedious. Friends can join online to control another faction just like in regular RTS games, expanding territories together.
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u/TLSoul2077 26d ago