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Author Topic: ICBM :RTS game of nuclear destruction  (Read 7164 times)

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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #15 on: December 11, 2020, 12:21:45 AM »
Radiate a Winter Wonderland with IBCM's new Nuclear Winter Map
Thu, 10 December 2020



The Nuclear Winter Map will be available for 1 month only

Nuclear Winter comes to ICBM for a limited time during the Holiday Season, with the Nuclear Winter Map, starting today at 4PM CET. The map will be playable for a month and will feature 4 factions, including North Pole and South Pole territories, all of which will be playable for the first time. The rules will otherwise follow the standard game rules.



Play as the Free Land of Rebel Elves and Nuke down the Evil Reign of the Gift Factory, or step into the shoes of the Great Democracy of Ginger Bread. Protect the Emperor’s Hometown, capital city of the Great Empire of Penguins and engage in a thermonuclear war where you can take down places like the “Cinnamon Hills” and “Caramel Applefields”. Take revenge against those Stinky Sweaters and Overpriced Dolls once and for all.



ICBM Leaderboard
Along with this limited-time event, we have released a global leader board that you will be able to find here https://www.slitherine.com/leaderboard/playfab/icbm . Discover your position in the global destruction ladder and keep nuking your opponents to climb your way to the top.

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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #16 on: December 11, 2020, 12:23:41 AM »
ICBM - v1.0.4 Update
Thu, 10 December 2020



We have released a new update for ICBM, including many additions, improvements and fixes.


- Fixed the faction name in the alliance window
- Added the "ObsoleteIfTech" property to the AI groups, preventing AI from building and restocking this kind of group when some more advanced tech is available
- Fixed the faction-specific missiles
- Added the "AutoRotate" property to the movie index files
- Added the "Slave" property to the units - to indicate the units that can only be hosted by other units
- Added AutoReturn property that makes the unit check its remaining range and returning to the host if required
- Added the ranged units of non-airborne type
- Fixed the pathfinding for the hosted non-airborne type units
- Fixed the problem with point distribution
- Added the "DisablingTech" property for Missiles
- Do not automatically attack the AI units if their destruction can trigger nuclear response
- Fixed AI incorrectly assigning the group leader when a group contains several units of a leader type
- Added the possibility for the game to run in background when in fullscreen borderless mode (auto-detect resolution)
- Does not print the availability of the previous game version anymore
- Added the property "MaxNumberOnMap" to allow restricting the number of units of some type that can be active in the same time
- Fixed Alliance score drawing
- Fixed the "Kill the World" achievement
- ALBMs Range lowered
- ALBMs do not get increased effective range with Hypersonic
- Bombers range is not increased with Air Refuel only, not with Advanced Aircrafts
- Slightly reduced the range of Bombers
- Increased the range of Fighters and Attack Bombers
- Added the possibility for "Seasonal" mods
- Now printing the effective range in the info window for missiles instead of theoretical range
- Added LeadGuidance property to missiles (0 to 1)
- Pollution color and opacity is now moddable
- Satellites now take random position on their traverse path, to avoid instant intelligence gathering
- Filtering out web links from room names and chat messages
- Added the possibility to modify "VirtualCity" unit type, to change city properties
- Added FullEffectRange TechModifier to Missiles - to influence the explosion
- Added AffectedRange TechModifier to Missiles - to influence the explosion
- If some technology depend on another via some zero-cost tech, the dependency is now printed in the tech description
- Added the settings to control Tech Tree scaling and spacing
- Improved the precision of the missile trajectory prediction
- Added the SmokeSpeedMult and SmokeSizeMult properties to missiles to control the smoke of launch
- Changed the hit probability calculation algorithm for ballistic anti-missiles


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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #17 on: January 16, 2021, 02:30:47 AM »
ICBM update v1.0.5 is now available in open beta
Fri, 15 January 2021



In order to activate the beta, go to your library and right-click on ICBM. Select "Properties" and navigate to the tab "Betas". Select "Open Beta" from the drop-down menu and close the tab. If you can't see the open beta branch, you may need to sign out and restart Steam

Your game will automatically update to the current beta version. You can opt-out the beta program anytime by selecting "None" from the same drop-down menu.

Check out the full changelog below. Please remember that this new version is still in beta, so you may encounter some bugs. If you meet any issue, please report it by replying to this thread.

-------------------------

[1.0.5 FULL CHANGELOG - OPEN BETA]

- Fixed the 4 corners map - no crashes anymore
- Fixed the crash when AI is not able to find its target
- Added possibility to delete Icon and RoundIcon for UnitType
- Added possibility to set CanBeUsedAgainst "type" - for the specific defined Missile Type or Unit type, not general types.
- Fixed incorrect predicted elevation and position for ballistic missile
- Fixed incorrect drawing angle for missiles that target satellites or high flying missiles
- Added the Trajectory settings to the missiles
- Added "Requires" setting to the mod description section - meaning this mod is Dependent on another mod. This also automatically adds "After" directive.
- Now the position of destroyed/disappearing units are stored in journal events, so when you click on the event in Journal, the camera goes to the last known position
- Better vertical scaling for the Technology descriptions
- Fixed the bug with incorrect loading of modified AI Groups and AI Plans
- Fixed the bug with AI Cache generation for the maps like 4 corners, where some factions own very big water spaces
- Added the "Limits.txt" file that configures the limits of values used when changing the match settings
- Slave units are not the Strike Plan targets by default
- Strike Planner now tries to select the cities with bigger population even when all of them give close to 0 points
- Late-game performance significantly improved
- ICBMs are now more difficult to intercept
- Heavy Rockets are now dependent on Thermonuclear, not Boosted fission
- SSBNs are a little cheaper
- SLBMs are more difficult to intercept
- Excessive missiles in the unit's storage are now automatically returned to the global storage when possible
- Supported the "Elevation" property for aircraft
- Fixed the visibility bug for the missiles that are too high to be detected at some part of their trajectory
- Added the possibility to launch slave units from the patrolling units
- If the slave unit cannot be dropped at the selected point, the order will not be added
- Fixed the bug that was preventing from having only one warhead on MIRV
- Fixed the hit check for the fire-by-area anti-missiles (nuclear ABMs)
- Enabled independent targeting for MIRV heads (targets are selected automatically from those close to the principal target)
- Enabled control of the MIRV splitting algorithm - by percent of the path or be minimal distance to target or both
- Added possibility to have splitting heads for non-ballistic missiles
- Added "DecayTimer" property for units (in ticks)
- Added "CanBeBuilt" property for units and missiles
- Added "AvailableFrom" property for technologies, to give the possibility to disable certain technologies before some predefined in-game time
- Fixed the "AffectedBy InRange" parsing
- Added "TargetInPlanner" property for units. It is Yes by default for non-slave Ground, Naval and SubWater units and No for other units
- Strike Planner window now automatically adjusts its width to fit more than 18 targets and more than 8 attackers
- Bombers now carry only one nuclear bomb/ALBM
- Added "AutoRepair" property to the units, default to Yes
- Fixed a bug with the "Select Best Config" option for Missile Silos
- Added properties CanCarryUnit, HangarExit, HangarMaxLoad, HangarSpaceRequired
- Added the possibility to board and unboard units
- If HideLink used for some technology, the hidden link is not listed as the "Also Required"
- UID counters are auto-restored
- AutoRepair property is now of floating-point type
- Warheads now retain the target after splitting, if the target is movable
- Fixed the bug with the AI Submarines remaining surfaced
- Fixed the bug with Autodeployment timeout still flashing even if auto deployment is switched off

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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #18 on: February 12, 2021, 01:27:04 AM »
ICBM - v1.0.7 update
Thu, 11 February 2021



We're releasing a new update for ICBM.

Full changelog:

1.0.7
+ Significantly improved the map loading time
+ Added support for the high-resolution map textures (up to 128K resolution)
+ Added support for the "regional maps", including camera restrictions
+ Added the "Shore" AI placement type
* Fixed the visibility problems with AWACS aircraft
+ Added the support for high-precision pathfinding maps
* CanAccessGlobalStorage property now functions, it is default for all Ground unit types
+ Added ResupplyRange unit property, that allows units to give access to global supplies to other units
+ Now the scrolling speed can be configured separately by mods for the main scrollers. Use AdditionalElements.txt, after the elements themselves, you can place the keyword "Scroller " followed by one of the following ID: TechTree, AvailableUnits, ConstructionUnits, ConstructionQueue, InfoPanel, General; then followed by the floating point multiplier to increase or reduce the default scrolling speed.
+ Added "CanRetarget" property to missiles (No by default) - meaning the missile can select a new target when the original is destroyed
+ Improved characteristics of SAMs and Mobile SAMs


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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #19 on: February 26, 2021, 02:11:31 AM »
ICBM - Night Mode Now Officially Available (v1.0.8)
Thu, 25 February 2021



Night Mode and Tournament Beta

ICBM got a new major update, introducing the night mode and tournament support.


Check out the full changelog, here:

1.0.8
- Specular highlight and Atmosphere glow are now configurable per map
- Added global messages
- Refresh button now appears even if no active games were found
- Fixed the problem with random region assignments
- Fixed the bug with incorrect team scores on the final standing screen
- Fixed the bug with airplanes stuck in the air when attacking a city and more than one missile available
- Fixed the bug with airplanes stuck over the city during No Nukes period
- Fixed the bug with ASATs sometimes not engaging satellites
- Fixed the watermap generation crash
- Added the support for Tournaments
- Some performance improvements for the long Peace Time games
- Added the Night Map mode
- Added support for 32:9 and 3:2 aspect ratio monitors

NIGHT MODE

The popular Night Mode by TAR5US has been improved and now officially implemented in the game as an optional skin for all the maps. Click on the green check near the "Night Mode" option on the main menu to switch it on.







TOURNAMENT BETA

We're looking for 16 testers to join the first beta tournament.

- Click on "Multiplayer" and select the "Tournament" button. Then sign up. Tournament recruitment will be open for a week, starting on February 25th.
- The first tournament will have simple rules: we're planning a 3-rounds tournament, each one lasting one week. You will have to face your opponents in 1v1 matches, on the standard 8-players map. Each player will automatically be assigned a random continent. The winner will be admitted to the following round.
- For this beta tournament, you will need to use our Discord server to look for an opponent available to play with you on a certain date and time. You can play whenever you like, but remember that each round lasts one week: if you time out, you won't pass to the next round.
- We're especially looking for ways to improve the pairing system and to help you schedule the tournament matches, so please let us know how you feel about the current system and what changes you'd like to see in the future. Provide us with feedback either on Discord or on the forum thread https://www.slitherine.com/forum/viewtopic.php?f=579&t=104392


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Offline Asid

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Re: ICBM :RTS game of nuclear destruction
« Reply #20 on: March 05, 2021, 01:35:38 AM »
ICBM - v1.0.9 Update
Thu, 4 March 2021



We've released a new update for ICBM, including minor changes and fixes.

Check out the full changelog.

Update - Version 1.0.9

- Supported the .webp image format
- Maps are re-generated into .webp format, significantly reducing the file size
- Supported building the maps from the Slippy Map format, used by OpenStreetMap and and numerous GIS providers
- Supporting restoring the segments from a packaged map
- Fixed the problem with Tournament Info definition
- Tournaments - you will not see "you can play with" until the Tournament is started
- Tournaments - you will not see in the "you can play with" list the players that are having a match
- Fixed the problem with Tournaments that led to automatic promotion of player into the next rounds before the Tournament even started
- Fixed the problem with Tournament window size
- If static mod name is not defined in the language files, the usual mod name is used
- Fixed some memory leaks caused by disabling/enabling the mods

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Re: ICBM :RTS game of nuclear destruction
« Reply #21 on: April 05, 2022, 11:32:14 PM »
ICBM - v1.1.9 Update
Tue, 5 April 2022



• Fixed InRange modifiers not updated when switching the weapon config
• DoT now brings points
• InRangeStringID missile property now works for cities as well
• Supported pathfinding for Land units
• Supported Submarines moving under arctic ice cap
• You can now target by espionage the technologies that are only being researched
• Added CanSeeUnderIce property to the radar
• Added DynamicBorderScaling property to the map - to draw thinner borders on big zoom
• GDP modifiers are now calculated separately from population drop, so they affect GDP lineraly
• (mod tool) Added generation of the borders from SVG file
• Now correctly shows the number of built-in carried units in the build queue
• Now counting hosted units against the MaxNumberOnMap property

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Re: ICBM :RTS game of nuclear destruction
« Reply #22 on: July 26, 2022, 04:23:12 PM »
ICBM - v1.2.2 Update
Tue, 26 July 2022


Hello everyone,

Today we are releasing a new update for ICBM, here is the changelog:

1.2.2
* Fixed the crash on some hardware while loading webP image files
* Fixed the Discord link
* Fixed Strike Plans continue to fire surrended factions
* Fixed incorrect surrendering when a faction has too big population
+ Performance optimizations
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Re: ICBM :RTS game of nuclear destruction
« Reply #23 on: September 23, 2022, 12:02:32 AM »
ICBM - v1.2.3 Update - New Language Added
Wed, 21 September 2022




Here is a new update for ICBM.

Changelog:

+ Added Italian language - Provided by Gorthan

Thanks Gorthan for the time and effort spent on the game and the translation you made

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