I thought about playing Go, when I searched on Steam, I found only a couple of games where you need to play with bots, then I remembered about online Go - maybe there is already some client on Steam? It would be very convenient
You can play on OGS through steam games like:
the Conquest of Go
and Just Go
as far as I know.
I have āJust Goā, linked by @shinuito, and unfortunately the connection with OGS is not reliable and a lot of critical features are missing, although there are plenty of well organized exercises and the overall aesthetics is nice.
Yeah, Iāve experienced that too. Which is a shame because Just Go looks really nice.
The Conquest of Go works much better. The connection is pretty stable and many of the OGS features are implemented. On top of that you can even integrate the OGS games into the gameās campaign mode. Then again, whatās the point of all that? I did try this out just for fun but the gameās graphics arenāt as amazing as Just Go and even though it has many OGS features implemented itās not feature complete. So in the end the experience on OGS is just better. As for the integration into the gameās campaign, I wrote this review a while back:
So my advice would be to just play on OGS directly BUT if your goal is to play through a steam client and nothing else matters then go with The Conquest of Go.
Oh this looks pretty nice!
Could someone share how the campaign is like? Is it a good resource to give my friends/children so they can self-learn the game for a decently long period?
Yes, it is great for beginners and children. Iām a big fan but, as OGS knows, as someone who worked in software testing quite a while I also tend to see a lot of potential here and there. But let me first go into the Good and then into the Potentials.
The Good
- The game makes Go actually feel like a game. You play campaigns on a map that you need to conquer.
- For the campaign you can set the strength of the bots you will play against and also how many districts of the map will be 9x9 or from other board sizes. You can also finetune the ressources if you want to but you donāt have to do that.
- In each match against the opponent you will have ressources available (stones, weed, gold, or whatever like middle age themed stuff) and you can use these ressources to activate powers.
- Powers slightly help you to win but are not OP either. You can for example see the best AI move but thatās quite expensive. Or you can undo a bad move. Or stuff like that. Pretty fun actually.
- After each battle for a district on the map you can go through game reviews having to find the best move at points. Doing these reviews gives you additional ressources for your next battles, so it motivates the player to actually review the game.
- There are also situations where the enemy empires strike back and/or you have to fight from a preexisting board state which is also fun.
- Furthermore everything integrates quite well with OGS and you can even play against humans in thr campaign.
- Then there is also a steam workshop for community story mods where you can actually play story campaigns with characters and events and stuff.
The Potentials
There is a very limited number of bot strengths available. So if you happen to fall in the middle of those that can be bad. The ressources somewhat tackle that but only to some degree.ā Apparently there are way more AI strengths than I thought, I think they are a little hidden.- I think the default ressource tuning isnāt optimal if Iām about as strong as my opponent I usually donāt want to use ressources because I want to win on my own. If the enemy is much stronger than me then I easily burn through the ressources. So I either have way too many or not enough.
- There are not that many different powers and some, e.g. getting a feel for the areas in control, only make sense for beginners.
- The campaign itself is fun but gets repetitive, the map is always the same, there is no story whatsever, the steam workshop idea is great but last time I played I think there was ONE single story campaign.
- The integration with OGS is nice and all but like I explained in detail above it just doesnāt work for the campaign currently.
- Finally, and I think thatās one of the biggest potentials, at some point I disliked playing against bots. They just play too mechanically and it doesnāt feel like playing against humans. I think a cooperation between this game and the Omoyo guy would be great to give the bots a more human feel.
Thanks for the write-up about the game. It may have been a while since youāve last played, so Iāve included a couple additional points below regarding your list of potentials.
- There are 5 different built in AI that you can play against, each with their own set of difficulty levels. The KataGo-Human opponent (KataGoās human-trained model) was added into the mix in the middle of last year, which gives a larger range of difficulty levels (~20K-9D). In addition to those AI opponents, you also have access to the dozens of other AI available via OGS. With all of these combined, there should be a good opponent for the vast majority of people.
- There are settings to control the starting resources and resource availability when creating a campaign. Adjusting these will help if youāre looking to use more resources against more difficult opponents where youāll need them.
- The Omoyo project looked interesting at first glance, but feedback thus far doesnāt seem too positive. I understand that it has only just come out though, so perhaps things will improve in the future.
Thanks for telling me this. I had no idea about this and I think itās too hidden. Maybe Iāll go for another campaign soon and try out the KataGo-Human AI!
I corrected my previous reply accordingly.
I know this feature exists but the player needs to know the strength of the AI in relation to his strength as well as the resource system in this game pretty well to make a good decision on this. Iāll play around with this when Iāll do my KataGo-Human campaign but I still think it leaves some potential.
True, I guess we will have to wait and see. Although, one cool feature it has presented are AI that engage with the player verbally based upon the game state. That could be interesting for the game. Currently in terms of story or conversations there is not much going on during the campaign.