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Offline Asid

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Re: Wars Across The World
« Reply #60 on: November 21, 2019, 01:56:17 PM »
Burma 1942




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ABOUT THIS CONTENT


Burma 1942 is the recreation of the Japanese onslaught against Burma in the first months of 1942. Four Japanese divisions, supported by their Thai allies must conquer the whole of Burma before Monsoon sets in. The British must defend their colony at all costs, and more specifically the road to Lashio, the only land connection the Nationalist China.

Burma 1942 lasts 18 turns, each of one week between 8th January and 7th June 1942. Axis and Allies face each other.
•   Two divisions of the Japanese 15th army are attempting to capture most of Burmese territory before the start of the monsoon season in June. Depending on the surrender of Singapore and Java, other divisions will shore up the army. Thai allies and Burmese rebels can be useful supplementary forces
•   The British forces are quite weak at start, but the influx of many Chinese Nationalists reinforcements may prove decisive, despite their intrinsic weaknesses and low quality.

The game event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields


Estimated Playtime: 3h00

Favored Side: British

Hardest to Play: British























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Offline Asid

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Re: Wars Across The World
« Reply #61 on: December 02, 2019, 11:32:35 PM »
SECOND 2019 MAJOR UPDATE
Mon, 2 December 2019

New Features and Fixes

DECEMBER 2019 UPDATE
This important update was made essentially to fix a few known issues but also to allow for gameplay improvement for new features that will be progressively used in the upcoming 2020 title, or, when updated, retrofitted inside the existing ones.

*** IMPROVEMENTS ***

•   (Regions) Added support for new feature : possibility to define nations as default owners of regions
•   (Map) Implemented new Information Anchors (e.g. useful to display extra critical information as a graphic icon)
•   (Movement phase) The confirmation dialog displayed when going to next phase without any movement can now be dismissed permanently.
•   (Replacements) Implemented a system allowing to schedule replacements through the Reinforcement system without need to use cards.
•   It is no longer possible to assign replacements to stacks that are not currently in a supplied region
•   (Structures) Added per-structure option to limit the number of units that can enter a structure (leaders excluded from the count)
•   Added optional system that allow fortresses to reclaim control of their region if no enemy force occupies it, or if there are only enemy leaders/support units present in the said region.
•   (Reinforcements) Added scenario option to hide AI's reinforcements
•   (Summary) Casualties tab now displays Leaders killed or wounded in battle.
•   
•   (Battle) Implemented new rule allowing to start a fortress assault (resolved by a battle with specific combat factor modifiers) instead of besieging the structure. Assaulted fortresses have a default garrison to defend them, added to the regular units that maybe already be in fortress.
•   (Battle/Siege) Implemented unit capture system (e.g. will be useful to capture supply wagons or other units)
•   (Battle) Implemented optional rule to ignore the Differential of Leader Morales when computing battle modifiers
•   (Battle) Implemented optional rule to ignore the Differential of Leader Combat Factors when computing battle modifiers
•   (Battle) Implemented optional rule to ignore the regular loss differences Victory Points awarded by battles (only VP awarded by regions and structures capture and/or cards are kept)

*** FIXES ***

•   (FOW) Fixed bug where the tooltip for units made invisible BY FOW was still displayed
•   (Cards) Fixed bug where launching a game from a save reset the max number of cards in hand to the engines default value instead of the value specified in the scenario
•   (Movement) Fixed a bug that made it difficult to move a stack into a structure already containing units.
•   (Battle) Fixed localization erros in the retreat message
•   (Siege) Fixed a bug where a fortified structure taken by siege would incorrectly keep its blockaded status.
•   (Options) Fixed a bug that prevented from changing the AI level in In-Game options
•   (Initialization) Players are now created in an order that corresponds to the play order of Sides. Fixes potential bugs and fixes known bug where the second player would get a wrong match identifier if the sides definition and play order do not match with those specified in the editor.

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Offline Asid

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Re: Wars Across The World
« Reply #62 on: December 11, 2019, 11:05:43 PM »
Minor Update - Frame Rate optimization
Wed, 11 December 2019


an extra function to reduce FPS on powerful machines

** IMPROVEMENTS **
- (Graphics) Added options setting to enable VSync
- (Graphics) If VSync is disabled, the target frame rate for the game is set to 60. Previously, the game would run at maximum allowed FPS, which would be unnecessary on powerful configurations.

NB: activating Vsync reduces visual artifacts (screen tearing) but may slightly reduce game reactivity. This could be problematic on older machines or those with little RAM.

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Offline Asid

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Re: Wars Across The World
« Reply #63 on: December 23, 2019, 12:32:32 AM »
Nordwind 1945




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ABOUT THIS CONTENT


Nordwind 1945 accounts the last German offensive in the west. The Germans have entered Alsace from the north and are trying to reach the center of the Vosges mountains at Saverne, pushing back American and French forces. The Allies shall try initially to contain, then repulse the enemy, in the midst of one of the most severe winter of the period in this area.

Nordwind 1945 lasts 12 turns, each representing 2 days, between the 31st December 1944 and the 26 January 1945. One player controls the German forces of the Wehrmacht and SS, the other the Allied forces from the United States and France.

•   The German side is operating under the cover of fog, and then will benefit of its technological advances such as the first military jet, the Me 262, to keep on progressing.
•   The Americans must hold theirs positions to contain the enemy advance, and later repulse them with the help of the French troops.
•   The game event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.


Estimated Playtime: 2h00

Favored Side: none.

Hardest to Play: none.
























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Offline Asid

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Re: Wars Across The World
« Reply #64 on: February 29, 2020, 01:39:01 PM »
Bosworth 1485




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ABOUT THIS CONTENT


Bosworth 1485 simulates the last battles of the War of the Roses in England, between the York and Lancaster families. Henry Tudor's objective is to land from France to claim the throne occupied by Richard III of York. The latter must do his utmost to repel the invasion of his detested pretender, even if he is not really popular and can't really on the loyalty of his vassals...

Bosworth 1485 lasts 20 turns, each of 2 days between the 29th July and 7th September 1485. It opposes two players, one representing Richard III of York, having just recently usurped the throne of his nephew, and the other representing Henry Tudor, heir of the Lancaster family.
•   The devious Richard III controls England at the start and his aim is to keep it under his hand, thanks to his barons.
•   Pretender Henry Tudor starts as an exile in France and must land and find allies to overthrow his opponent.

Politics and diplomacy are the order of the day on this attempt to seize the British isles

The game's event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.


Estimated Playtime: 2h30

Favored Side: None

Hardest to Play: Lancastrians































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Offline Asid

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Re: Wars Across The World
« Reply #65 on: April 23, 2020, 12:04:33 AM »
Minor Spring Update
Wed, 22 April 2020



Some game engine changes and fixes In anticipation to this month's release (Caesar 58, coming on April 30th)


*** IMPROVEMENTS ***

•   (Retreat) When several regions are possible, the game now selects the one that would cause the minimum amount of unit destructions (because of units that cannot follow the others or of overstacking in difficult regions).
•   (Retreat) Attacking Sea stacks can now retreat to a port if they just get out of
•   (Retreat) Units that cannot retreat using the locomotion type between battle region and chosen retreat region are now destroyed
•   (Fortress Assaults) Assaulting a weakly defended fortress no longer wrongly gives combat factor bonus to the attacker and malus to the defender. It's set to zero on both sides.
•   (Replacements) Improved realism : replacements are no longer possible for air and sea units that are not inside a structure or a transporter. It is now possible to assign replacements to units that are currently inside transport units.


*** FIXES ***

•   (Reinforcement) Fixed bug where cards supposed to rebuild destroyed units had not effects


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Offline Asid

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Re: Wars Across The World
« Reply #66 on: May 09, 2020, 12:36:12 AM »
Battle of the Coral Sea Anniversary
Thu, 7 May 2020


This was 78 years ago (4th to 8th May 1942)
Coral Sea 1942 covers the May 1942 Japanese invasion attempt of Port Moresby, New Guinea, and the air and naval campaigns around it. The Japanese forces must capture Port Moresby and establish bases in the Solomon islands, but their offensive could be well stopped by the Allies naval and air forces. The American and Australian have to prevent the Japanese from achieving their objectives, without losing too much of their meagre resources.

Find out about it in a WAW DLC scheduled to release on May 21st.

And for those Pacific War enthusiasts who love deeper and more detail simulation, please check the Store page below with our sister company Avalon Digital's new game, Carrier Battles and wishlist it if you like it.

Carrier Battles 4 Guadalcanal
Releasing on 5 Jun, 2020



CARRIER BATTLES is a classic hex-and-counter digital wargame covering the naval-air battles of the Pacific War, from 1942 to 1944. Find your opponent and strike at him before he sinks your precious carriers, while preventing them from invading or supporting your own amphibious operations.

https://store.steampowered.com/app/1163340/Carrier_Battles_4_Guadalcanal/

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Offline Asid

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Re: Wars Across The World
« Reply #67 on: October 01, 2020, 12:35:11 PM »
Caesar 56




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ABOUT THIS CONTENT


Caesar 56BC relates the third Campaign of Caesar in Gaul, in the region of Armorica (modern-day Brittany). The Roman objective is to crush the Venetii tribe, sinking its fleet and capturing their fortresses. The Gallic player, with his mighty fleet, must repulse the enemy and prevent the capture of his harbors.

Caesar 56BC lasts 14 turns, each of 2 weeks, between April and November 56 BC. The Romans and facing the Venetii, a tribe from Armorica in Western Gaul.

•   The Roman player must crush the opposing land forces while at the same time building a fleet strong enough to overcome the powerful Venetii fleet and seize their fortified harbors.
•   His opponent must prevent this, using various potential diversions and, possibly, a potential recall of Caesar to Rome.

The game's event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.



Estimated Playtime: 1h30

Favored Side: Romans.

Hardest to Play: Venetii.






























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Offline Asid

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Re: Wars Across The World
« Reply #68 on: October 13, 2020, 01:47:56 AM »
Columbus 1492




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ABOUT THIS CONTENT


Columbus 1492 is played in 36 turns each representing 4 months between May 1492 and April 1504.

In single-player mode only, the player takes over the role of the famous navigator Christopher Columbus and must try to discover and colonize the new world while he has the strength to do so.

The difficulties will be numerous, whether they come from weather hazards, hostile tribes, obsequious courtiers or even Portuguese competitors...

Columbus begins his journey in Spain and sails towards the unknown West. Politics, diplomacy, colonial conquests will be the lot of Admiral Columbus, because to create colonies, engage conquistadors and raise ships, it will be necessary to bring back gold to Queen Isabella ... always more gold ...

The event cards will allow to renew the game by a set of colonial, political, meteorological or military fluctuations.



Estimated Playtime: 3h00

Favored Side: None

Hardest to Play: Spanish


























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Offline Asid

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Re: Wars Across The World
« Reply #69 on: October 22, 2020, 01:02:02 AM »
Wars Across The World + DLC 50% OFF

SPECIAL PROMOTION! Offer ends 26 October

https://store.steampowered.com/app/341040/Wars_Across_The_World/

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Offline Asid

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Re: Wars Across The World
« Reply #70 on: January 19, 2021, 02:18:31 AM »
Kippur 1973




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ABOUT THIS CONTENT


Kippur 1973 allows to replay the Arab-Israeli war of October 1973. The Arab side, mostly Egypt and Syria, attacks Israeli troops by surprise simultaneously in the Sinai and the Golan, to get a foothold again on their land claims. Israel must hold and then counter-attack to obtain victory.

Kippur 1973 lasts 19 turns representing each one day between October 6th and 24th, 1973. The two sides facing each other are, on the one side the Arab Alliance made of Egypt and syria, with the assistance of other brother countries (Irak, Morroco, Sudan...) and, on the other side, Israel.
The Arabs will launch two simultaneous but separate offensives during the festivities of Kippur, one in the Sinaο and the other in the Golan.
The Israeli player, initially taken by surprise, will have to defend the borders.

The initial Arab onslaught is rather violent, but Israel central location allows for a more flexible choice in reinforcement allocation. Impact on air forces, SAM missiles and the Suez canal are keys to the game.

The game's event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.



Estimated Playtime: 4h00

Favored Side: Arabs.

Hardest to Play: Israel.


































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Offline Asid

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Re: Wars Across The World
« Reply #71 on: February 02, 2021, 04:04:44 AM »
Minor Update
Mon, 1 February 2021



•   Fixed global port entry rules
•   Fixed Egyptian Retreat card in Six Days 1967
•   Fixed Hamilkar port entry rules

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Offline Asid

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Re: Wars Across The World
« Reply #72 on: February 07, 2021, 01:56:34 AM »
Korea 1592




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ABOUT THIS CONTENT


Korea 1592 relates the story of one of the toughest conflict in the end of the 16th century, depicting the invasion of the Joeson kingdom of Korea by the Japanese. The Japanese must capture possibly the whole of the peninsula from their Busan foothold in the South. The Korean player must repel the invasion with the help of China...

The largest WAW game ever made (and also on the Imjin war) : 40 turns, 300 regions, 700 units, 172 cards....

Korea 1592 lasts 40 turns, each representing two weeks month between June 1592 and December 1593. One player represents the Samurai armies of Japan's master Hideyoshi, the other has the Koreans, with Joeson Koreans and Ming Chinese forces.

•  The Japanese have very numerous land forces at the start of the game, but their navy is weak and poorly led.

•  The Korean player must first hold desperately against the initial invasion, waiting for Chinese reinforcements, local rebellion, and most of all his powerful navy to alter the course of events.

Keeping forces in supply will prove the decisive factor

The game's event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.

Estimated Playtime: 3h00

Favored Side: None

Hardest to Play: Koreans.

































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Offline Asid

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Re: Wars Across The World
« Reply #73 on: March 22, 2021, 11:54:59 PM »
Minor Code Update: disappearing Air Units fix
Mon, 22 March 2021



An occasional and unfrequent bug leading to the disappearance of air units after battle, during the return to base phase, has been found and fixed. Planes shall no longer vanish if they can find an eligible airfield within range.

They will still disappear when none is rachable, either because the said arifield(s) is/are full or is/are out of range of the plane(s).

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