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Offline Asid

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Regiments : Tactical Cold War RTS set in Germany 1989
« on: October 09, 2020, 03:44:45 AM »


Regiments is a Real-Time Tactics set in Germany 1989. The Cold War has gone hot, and the inferno is raging. Lead your Regiment through the fires of conflict and the fog of war. Break through the lines, call in artillery, maneuver, feign retreats, stage defenses, counter-attack. Do not relent.


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Regiments Announcement Teaser





About

THE RED HORSE OF WAR IS RIDING THROUGH THE EUROPE ONCE AGAIN

It's 1989 and the flames of a New War are flaring up. Thousands of square miles of German landscape will become a stage for sweeping battles between the best NATO and Warsaw Pact has to offer.

Lead your Regiment through the inferno of a wide-scale Cold War conflict in this new Real-Time Tactics game. Break through the lines, call in artillery and air support, maneuver, feign retreats, and stage mobile defenses. Do not relent.

The Platoon Command system lets you orchestrate battles with unprecedented precision and ease. No need to micromanage every infantryman - you're a Commanding Officer, not a sergeant.

Form your force on the fly. Selecting the main Regiment is just a start. You can expand your army during the game by calling in unique Task Forces, each bringing its own equipment and off-map support options.

 
Main features

•   A strategic dynamic campaign, encompassing warfare around the Inner German border
•   Three distinct skirmish modes with varied, dynamic objectives
•   Aggressive, competent AI that can challenge experienced RTS players
•   On-the-fly force customization, rewarding adaptability, and creativity
•   Deep game mechanics, simulating the Cold War era mechanized fight with great detail
•   Four key Cold War Factions: Soviet Union, USA, West Germany, and East Germany
•   Visceral visual effects, bringing the WWIII to your screen in all its terrifying glory
•   Over 60 authentic vehicles modeled, combined into a multitude of different formations. Deploy such iconic vehicles as Leopard 2, T-72M or M2 Bradley Fighting Vehicle
•   Smooth learning curve and high accessibility even to novice RTS players
•   Refined controls that make commanding hundreds of soldiers a breeze
















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Offline Asid

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Re: Regiments : Real-Time Tactics set in Germany 1989
« Reply #1 on: October 09, 2020, 03:46:55 AM »
Introduction and FAQ


Hi, and Welcome to the Regiments General discussion group!

Regiments is a tactical Cold War RTS, currently developed by a one-man studio Bird's Eye Games and published by the MicroProse.
The game is scheduled to be released around Spring 2021.

Frequently Asked Questions:


1. What's the game about?

If the Cold War tensions erupted into war without immediately going nuclear, it would have been up to the armored and mechanized divisions of both sides to decide the outcome of the titanic struggle. Hundred of thousands of men, crewing state of art tanks, and fighting vehicles would fight over the pastoral open plains and tight confines of urban areas across the entirety of Inner German Border.

Regiments strives to capture the essence of those massive, furious, and vehicle-centric battles.


2. What sides and nations are available?

Regiments will initially allow the player to select between the forces of USA, USSR, West Germany and East Germany - each country giving access to an array of unique regiments.
More countries - such as UK, France, and Poland - may be included at a later date after release.


3. When is it going to available?

Regiments is aiming for a full release in Spring 2021.


4. I remember playing/seeing the demo during the Summer Festival. How is the release Regiments going to differ from the demo?

Let me again thank everyone who played the summer demo or gave feedback. Every bit was extremely valuable. Shout-out to the streamers who helped Regiments reach out to a wider audience during the festival.

Now, on to the differences.

Low-poly units are remade to modern standards of quality. Map is iterated upon to make it more believable and alive, with improved grass rendering, foliage reacting to wind, more objects affected by collateral damage, etc. Special effects are further tuned and diversified. All combined - to make Regiments a full, visceral experience of Cold War mechanized combat.

The release will also feature a dynamic campaign system, adding a layer of strategy on top of tactical battles. And, of course, more maps and more regiments.


5. Will it support multiplayer?

No, Regiments will be focused on engaging single-player experience, with a complex campaign, a variety of skirmish modes, and a solid AI.

Multiplayer is something that I plan to tackle in the future - Regiments 2, perhaps? But for now, the objective is to make sure the single-player core of the game works flawlessly.

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Offline Asid

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #2 on: August 16, 2022, 01:11:55 AM »
Pre-Release Notes and Answers
Mon, 15 August 2022



Answering some of the most frequent questions about the upcoming release

The release is almost here.
So, let's go through some of the most popular questions

Release time

The release is planned to happen at 10:00 AM GMT 16th August.




Price

The game's 'base price' is 29.99$, with most of the regional prices following standard Steam conversion rates. Consider taking advantage of a -15% discount
that will be active during the first week after release, reducing the 'base price' to 25$.




Content

4 major multi-stage Operations & 3 smaller Interludes - involving units from all represented armies and tied into a single plot-line.

Attack, Mobile Defense & Meeting Engagement skirmish game modes playable over 19 Maps - now also updated with pre-battle engineering features from Operations.

Available armies:

    USSR - 5 Regiments, 20 Task Forces
    USA - 5 Regiments, 17 Task Forces
    East Germany - 3 Regiments, 14 Task Forces
    West Germany - 5 Regiments, 18 Task Forces
    Belgium - 3 Regiments, 13 Task Forces
    United Kingdom - 2 Task Forces



More than 100 different units are available, without accounting for infantry squad variants and national variants of the same exact chassis.




Supported languages include English, Chinese, French, German, Italian, Polish, Portuguese, Portuguese-Brazil, Russian, and Spanish.

National unit voice reports have been added to US, USSR, Germanies, and Belgium (wasn't present in the Press Preview version, but will be available on release)


Demo

Sadly, the time constraints meant that the choice had to be made - I've decided to focus on polishing the release version instead of preparing the demo build along with it.

Hopefully, prior demos, a month-and-half-long playtest, and dozens of Streamer's previews on YouTube have provided enough data to make an informed decision :)

Regardless, it's still quite possible a demo will become available later.




Future

We have already started to work on post-release content, so you can expect Regiments to grow and evolve with more nations, operations, maps, features, and game modes.
Nations that are already in the game will be fleshed out further, new ones will be added too.

Fully integrating the forces of the British Army of the Rhine and adding support for motorized & air-assault infantry remains our priority mid-term goals in the months to come.







That wraps up the key questions.
Thanks, and see you on the other side of the release date!

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #3 on: August 24, 2022, 12:16:02 AM »
Hotfix 1.0.1
Tue, 16 August 2022



This should resolve several critical issues:

- Fixed a crash in certain cases when Regipedia was closed during an active game
- Removed a legacy pop-up hint with malformed message
- Removed ability to start a Mobile Defense on several maps that don't yet have Mobile defense points set-up (they will be, just a bit later)
- Fixed Regipedia unit descriptions not updated when changing the language
- Fixed Russian localization missing some text
- a few other smaller issues



Hotfix 1.0.2
Wed, 17 August 2022



- Add 3 more save slots

- Fix incorrect images displayed in OpLogs from previous phases
- Remove several background radio chatter tracks that may have caused issues with some speakers
- Fix a bug that leads to the same map being loaded several times at once
- Fix Blind Guardian Stage 3 Convoy issues: losing all VPs after the stage's end and convoys not having enough time to exit. Removed a direct link between convoy spawn point and enemy spawn nodes. Adjusted the enemy army list to better reflect an average Soviet armored unit.
- Fix Blind Guardian Stage 2: two zones running out of VP too early
- Fix Blitz card description - DP/SP gain values were mixed up
- Fix LOSTool key bind not saved
- Restore Coalition colors game option (translation WIP)
- Fix Regipedia infantry stats not always reflecting their real counter-parts
- Fix Afterword not immediately becoming available after finishing the final operation
- Fix control lock when finishing the game session in Free Camera mode
- Fix previous operation kill lists persisting in the Post-Operation stats window



Hotfix 1.0.3
Fri, 19 August 2022



Experimental: update the multi-monitor handling - selecting the display should work more predictable and the available resolutions should be taken from the correct screen

- Fix AI receiving refunds for lost units - which should not have happened outside of Meeting Engagement and a few specific cases in Operations. This should fix some major AI difficulty spikes in several Stages

- ATGMs now use a correct Line-of-Sight check and will lose guidance if target moves out of view - or if the shooter is destroyed.

- Adjust Attack mode victory goal levels to be less of an automatic victory
- Fix Event Cards past the first one not being properly 'cleaned up' at the end of the Phase - it was especially noticeable during the final stage of final op, as you could keep losing Deployment Points each phase
- Fix certain cases of Stage scripts not executing at correct phases
- Fix advanced rules Global Modifiers not being saved in Operations
- Experimental: LOSTool is also automatically enabled when you display weapon ranges via Shift

- Add cursor scale option to Game settings
- Add background radio chatter volume control to Audio settings

- Fix rare crash on AI group pathfinding
- Fix some cases of soviet soldiers crewing DDR vehicles
- Adjust helo-over-water effect

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #4 on: August 24, 2022, 12:16:26 AM »
Beta Update 1.0.4
Tue, 23 August 2022



For this update - and, potentially, for the next ones - we'll try a two-step update scheme. The update will be rolled first into a Beta branch. As soon as it is deemed stable and polished, it will be pushed into the main branch.

Access Beta branch by right-clicking Regiments in your Steam Library -> Properties -> Betas -> Select 'beta - upcoming updates branch'


Changelog:
- Add random map and random regiment options for Skirmish
- Add more Skirmish income & starting point levels, explicitly display the effects

- Fix potential issue with multi-monitor display naming

- Fix skipped Operations not getting progression stars - hopefully, this will correctly restore your existing progress too
- Add left/right camera rotation keys
- Add separate FreeCam controls bindings
- Fix light / water issues on certain effects - visible as bright squares on the water surface
- Fix PostOp results coalition colors issues
- Adjust 'Reaction' Operation difficulty, reducing the counter-attacks strength (work in progress)
- Adjust parameters for Skirmish Attack mode (work in progress)
- Fix DDR TF for 332nd Guards Tank Regiment in Skirmish
- Buff SAM units: slightly more range, slightly more accuracy
- Fix Air Superiority event card localization bug
- Fix ally supply platoons in Blind Guard 3 taking player's supplies
- Attack commands against targets within minimum range are explicitly canceled instead of units trying to close to zero distance
- To avoid an occasional misclick during battle, helicopters will now respond to both Fast and Reverse move commands - they'll handle them as a usual move command
- Fix Fast/Reverse/Attack move user actions leaving the facing helper tool visible after aborting the command
- Fix TBMs reload time affected by TA Level
- Fix supply platoons unable to draw global supplies from the starting zone in Skirmish
- Fix allied infantry losses being added to the total kill tallies in Operations
- Fix incorrect wheel rotation on reverse movement
- Tone down lightning intensity

- Update mortars:
* Adjust shot effect
* Add correct names for Belgium and West German mortars
* Separate 107mm and 120mm mortars

- Update textures for Leo2, BM-21, Ural, FV100 series, BMD2, T55A

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #5 on: August 28, 2022, 04:04:46 PM »
Beta Update 1.0.5
Sat, 27 August 2022



The next Beta branch update.

If no major issues are found, I plan to roll it to the main branch in a day or two.

Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish


Forgotten 1.0.4 changes that weren't mention in previous changelog:
- Add option to change cursor size
- Add option to sort platoons by type in the main panel

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #6 on: August 31, 2022, 11:08:31 AM »
Update 1.0.6
Tue, 30 August 2022



Merging beta branch to the main game

EDIT: Hotfix for the crashes is being deployed
EDIT2: Hotfix deployed - restart steam to force it to look for the new build

Beta branch has been merged to the main game - all branches are now at the same 1.0.6 version.

Update includes the following beta branch versions:

1.0.6:
- Add rebindable Camera Mode key

- Lower the "Black Horse Mad Dash" victory point requirements
- Reduce the passive point gain from TA Level upgrades - now scales up to x6.5 instead of x10
- Slightly increase the recharge rate of A-10 PGM runs
- Fix TBM damage being too low
- Fix strongpoints not using player's camouflage & decals
- Buff DPICM Artillery: +2 ammo for full 5 bursts, matching accuracy for HE-FRAG version, increased armor & cover negation
- Adjust PsyOps event card to make auto-retreats more possible

1.0.5a:
- Fix regression that resulted in very small amounts of defenders in Operations

- 'Reaction' operation will now end early when all objectives are completed, which is possible to do in 2 out of 3 Phases
- Fix Fire Support platoon name in 'Firebird'

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #7 on: October 01, 2022, 01:15:54 AM »
Regiments Roadmap 2022 - 2023
Fri, 30 September 2022


A look at the planned additional content

We've got a lot of questions about what lies ahead for Regiments - and while some answers were given here and there - let's sum it up as an actual roadmap.

As with all plans, these are likely to be adjusted in the process - for the same reason, we're not providing any dates, for now, just the order of priority.

Regiments 'lifecycle' is planned to last roughly a year, until the autumn of 2023, when a decision would be made on how to proceed further.

Content Packs

The new content will be split into 4 major add-ons, preliminary named and structured as follows:



(Names of the content packs are, of course, not final)

'Immediate Reserves'
This add-on will introduce several more units to the existing nations and add the first playable UK Regiments to the Skirmish modes. One new Operation along with 1-2 maps are also planned.

'Northern Group of Forces'
Netherlands and Poland, along with the remaining UK elements, will make an appearance in this DLC, along with several operations and new maps.
Heliborne and motorized infantry is also scheduled to appear here.

'Central Group of Forces'
This DLC will focus on the South German Front, adding Czechoslovakian, French, and Canadian battlegroups.
The 'Custom Operations' mode is likely to be introduced with this update, allowing to set fighting sides, regiments, stages, length, and other parameters for one of the Operations templates.

'Final Update'
Scheduled to appear close to August 2023, this DLC will wrap up the additional content. At this moment, it's hard to define its scope - anything from a small farewell content pack for existing nations to a different front outside of Central Europe is on the table.

Most likely, the first content pack will be released free, while the next two DLC will be paid ones.
It will only concern the content like new units, regiments, and operations, of course - new mechanics will be rolled into the game regardless of whether you purchase the content pack or not.


Potential Features

Here we're going into the more speculative territory.
These features are going to be at least researched & prototyped, but not all of them may be implemented. There's no definite timeline or priority for them too - it'll be done in whatever order fits best for the major content add-ons.

So, possible features, in no particular order:



While most are self-explanatory, a few require extra notes:

New Skirmish modes

    Dedicated defense mode without the transport units of the Mobile Defense mode
    Meeting engagement / Attack that uses the node networks from the Operations mode
    A mode or an optional rule that places a higher value on the casualties inflicted and sustained


Further additions to the Regiments system

As the number of nations and regiments increases, hardware alone will rapidly become inadequate to show the differences between them - and there's only so much we can do with different organizational structures. A deeper representation of the fighting spirit, level of training, logistical and command aspects will be required.

On top of that, let's repeat the stance on the most frequently-asked additions:
Multiplayer
- definitely not during Regiments '22-'23 lifecycle.
Map Editor
- highly unlikely due to the technical and, possibly, license-related constraints.
Scenario Editor
(or at least some sort of) - perhaps, though the scope of the task makes estimating it pretty hard. It overlaps a lot with the 'Customizable Operations' too and may end up bundled together.

We'll also be looking into other distribution platforms.

I hope this roadmap answers key questions about the next steps of Regiments development.
That's it for now, thanks for your attention!

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #8 on: December 24, 2022, 11:38:13 PM »
"Second Wave" Update is Live
Sat, 24 December 2022




Trailer & Detailed Changelog



This update arrives as a regular patch; if the Steam doesn't auto-update Regiments to the latest version - just restart Steam, this will force it to look for updates. You can see the updated installed successfully by the banner in the main menu (well, and the new content).


Two new Operations

'Doctrinal Approach'
puts you in command of an entire East German mechanized regiment in a pitched fight against well-entrenched West German units.

'Task Force McMains'
is a classic scenario - a US mechanized Task Force defends against a Soviet attack in the Fulda sector.

Both operations happen alongside the other June events and are unlocked if you've completed the 'Reaction'
Operation.




Skirmish mode additions

Four new regiments enter the fray:

British 1st Queen's Dragoon Guards
- part of the Corps Border Surveillance Force, this recon-focused formation would be one of the first to engage the advancing Warsaw Pact forces.

British 20th Armored Brigade
- an epitome of 'slow and steady' concept, 20th utilizes a mix of Chieftains and FV432 APCs.

British 33rd Armored Brigade
- 33rd, attached to reinforce I BE Corps, was already present as Task Forces available to the Belgian forces. Now reversed, 33rd Armored Brigade itself is a UK core force with several Belgian task forces present.

West German 53rd Heimatschutzbrigade
- a second-line homeguard formation, utilizing older equipment like M48G tanks and KanJagdPanzer tank hunters.

Some of the old Regiments received adjustments, and quite a few task forces were changed or updated with new units.

A new map - Route "Sherwood"
is also available in all Skirmish modes.




Companies

Companies are a new game concept - several platoons controlled as a single element.
They will be primarily used to represent formations that don't have enough officers or communication equipment to maneuver with individual platoons. Companies concentrate a lot of firepower, but can be slow and unwieldy to control.

Companies are commanded by issuing orders to the command platoon. Subordinate platoons will follow it and copy its behaviour, but are impossible to control directly. If the command platoon is lost or begins to retreat, the whole company will retreat too.
Companies will move in a line formation by default, switching to column on Fast Move order.

For now, Companies are present in the 'Doctrinal Approach' operation, and two Skirmish regiments - 53rd Heimatschutzbrigade and East German KdA group.




New units

Update introduces new units and make some of the already-present ones fully playable.

In addition to the already playable Challenger, Warrior, Rapier and FV100-series, UK forces receive:
- Chieftain mk.6, mk.10, mk.11
- Centurion AVRE
- FV432 APC and Self-proplled mortar
- FV438 Swingfire anti-tank system
- FV436 Command Post
- FV433 Abbot self-propelled artillery
- Gazelle recon helicopter
- TOW-armed Lynx anti-tank helicopter
- Bedford truck

West German forces now also include:
- M48GA2 tank
- Jagdpanzer Kanone 90mm
- Iltis utility vehicle
- Heimatschutz infantry

Warsaw Pact forces also received a pair of units:
- BMP-1 with Malutka ATGM present
- Strela-1
- T-64BV, while already being in game, wasn't available in any of the Task Forces or Regiments in the release version - it has now been introduced to 332nd Tank Regiment in Skirmish
(the bulk of the WarPac reinforcements are still scheduled for the next DLC)

You will also notice a few anti-air platoons focused on infantry-portable anti-air missiles. Unlike the regular MANPADS teams attached to IFV platoons, these are considered to be fully connected to the air-defence radio network - and feature noticeably improved engagement envelope and reaction times.




And many other additions:
- Regipedia improvements
- Ability to select exact nations for AI in Attack & Mobile Defence modes
- Random map selection in Skirmish
- Ability to restart a Skirmish game without having to exit back to menu
- Event Cards with randomized events no longer can be re-rolled by restarting the phase
- Updated Bloom effect
- Zone labels scale with Icon Size setting
- Minor tank stats pass (primarily addresses the overly optimistic Leopard 1 armor values)
- Supply platoons speed adjusted 55 -> 65 km/h
- Free Camera can be enabled during deployment & post-battle review
- When waypoints are displayed via Shift, current move command displays the actual path a platoon will follow (but not the queued-up commands, that may come later)
- Nation-specific supply trucks are now properly utilized in Skirmish modes
- Incremental improvements to a variety of vehicle models
- A great deal of bug fixes

Thanks for you attention!
Keep calm and carry on.

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #9 on: February 19, 2023, 03:58:10 AM »
Update 1.0.86
Sat, 18 February 2023




For quite a few users, during the previous update Steam corrupted some of the game files - resulting in crashes when loading random maps or units. After updating to 1.0.86, I highly recommend you to verify the game files by right-clicking on the Regiments in your Steam library -> Properties -> Local Files -> Verify integrity of the game files.


Update 1.0.86

- Adjustments to rendering API. It may introduce sporadic visual artifacts which I still can't fully debug, but the performance improvement should be generally worth it
- Fixed "small bright white spots on terrain" issue
- Fixed Leopard 2 missing decals & smoke grenades
- Increased the VP requirements for Minor/Major Victory in Attack mode
- Fixed tank ATGMs not engaging targets beyond gun range
- Fixed pilot textures not loading in full resolution
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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #10 on: March 30, 2023, 08:33:07 PM »
"Iron Curtain" Update Announcement
Thu, March 30, 2023



We're back with some news.

Scheduled for the middle of April, the new "Iron Curtain" update will introduce five more Warsaw Pact regiments - including two Polish ones - and a wealth of new equipment.


The previous update, "Second Wave", highlighted the disparity between the amount of NATO and Warsaw Pact regiments available for Skirmish. In this situation, locking all the new Pact regiments behind a paid DLC felt wrong.




Static Defense game mode will be making an appearance in Skirmish. This mode will focus purely on area defense versus a series of strong enemy attacks. It will also feature a rule tweak - all allied units may entrench during battle, though infantry platoons still entrench faster.




The core game continues to receive updates: expect improved unit movement sounds and dynamic terrain decals, along with the usual variety of smaller tweaks, additional options, and fixes.




After the "Iron Curtain" release, a separate post will detail the current plans and changes for the DLC content.

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #11 on: April 16, 2023, 12:00:22 AM »
"Iron Curtain" Release Date - 18th April
Fri, 14 April 2023



The release date is settled and the "Iron Curtain" update will arrive on 18th of April.

In addition to the new units, you will also see some well-known platforms in unusual hands.
An ad-hoc battlefield formation, Tactical Group "Zenit", will bolster its ranks with captured NATO equipment, hastily repainted and re-marked.

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #12 on: June 15, 2023, 12:56:03 AM »
Update 1.0.94
Wed, 14 June 2023



Saves reorganization
1.0.94 has been moved from beta branch to main.

This update reorganizes the save files for the eventual Cloud Saves.
They still reside in %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments, but are now additionally put in a folder named the same as your SteamID.

Old files are retained in the previous location in case something goes wrong. If you don't see your saves after the update, so you can manually move them to a new location.
To manually move the files:
- go to %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments
- rename PState.sav to RGTSave_PState.sav
- move all RGTSave_ files to a folder with a long numeric name (your SteamID)

Other changes:

    Updated all helicopter rotor textures to match the 3d parts better
    Adjusted 203mm TacAid - fewer rounds, more impact
    Added dedicated MANPADS platoons to AI spawnlists
    Added PzF3 to West German Jager platoons
    Fixed issues when platoons could get stuck aiming at the target without firing, until manually ordered to do so - mainly concerns SAM platoons
    Fixed SKOT-2AM missile placement
    Exorcized A-10 textures
    Fixed T-64s track texture issues
    Removed Operations-only DPICM-MLRS TA from one of the UK skirmish task forces
    Fixed Soviet recon post to have the same vehicle count as other recon posts
    Fixed VP issues Stampede, where evacuated enemy units still granted VP to player
    Fixed Operation zone labels when using icon scaling option
    Fixed Meeting Engagement pre-battle wrecks placed in impassable terrain
    Fixes to French, Italian, Russian localizations



Hotfix 1.0.94a:
Should fix a potential crash when starting the game without Steam already running

Hotfix 1.0.94b:
  • Fix a crash in Mobile Defense mode



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Offline Asid

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #13 on: June 27, 2023, 01:09:24 AM »
Steam Cloud and Geforce Now Support
Mon, 26 June 2023

>

Added Cloud and GFN support
Steam Cloud support is now activated.
Regiments have been set-up to be available through Geforce Now on Steam, but if I understand correctly, GFN team also has to vet it, which will take some time.

Operations save files will now be stored on the Steam Cloud, allowing you to access the same files no matter what PC you use (as long as you use the same Steam account)

If you already have different save states on different PCs and want to preserve things as they are:
- Open Steam -> Library -> right-click on Regiments in the library -> Properties -> General -> disable the toggle 'Keep save files in the Steam Cloud for Regiments'

You can also manually back-up the save files by navigating to %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments (paste that into file explorer's address bar)

1.0.95:
- Engineering points refunded from strongpoints on stage change can now exceed the 100 points limit
- Fixed some units speaking incorrect language after the first phase of the Operation
- A minor scene fix (which makes the update far bigger to download than the changelog suggests)

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Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Reply #14 on: August 21, 2023, 01:21:12 AM »
Roadmap Status Update
Sun, August 20, 2023



...and other announcements
To say that the year since the 16th of August '22 release flew by in the blink of an eye would be an understatement. Can it really have been twelve months already?


On the other hand, game development stopped being just an amuzing hobby, filled with 16-hour crunch sessions, and started to be an actual business, with banks, taxes, and compliance hurdles in a heavily-sanctioned region. Times flies fast with such a wide variety of new tasks and issues to solve.

So, where do we stand now?


Current developments

A recap of key points:

    A significant portion of the planned "Northern Group of Forces" DLC has been released in the form of free updates. It is only logical that the Netherlands will follow suit sometime during autumn to round out the planned content.
    One of the items on the 'optional features' list, the Static Defense skirmish mode, complements the Mobile Defense version.
    Regiments is now available on GOG, and the Steam version is finally playable through GeForce NOW.


An M113 C&V and a Leopard 2A4NL of the Royal Netherlands Army crawl along a forest path


Demo

The popular "2-hour refund as a demo" system on Steam has been working okay, but I believe it would be far better for everyone to have an actual demo. For a relatively slow-burn title like Regiments, 2 hours isn't much time to make an informed decision and it is simply far more convenient.

Concurrently, the main branch will be updated with the Czech localization and several community-driven improvements.


New Nations

As mentioned earlier, the Netherlands is likely to be released this autumn.

Meanwhile, both Czechoslovakia and France are nearing completion with the tremendous assistance of the community. Only Canada remains to complete the army lists for the 'Central Group of Forces' DLC.


A CSLA OT-62B mechanized squad follows the lead of a reconnaissance OT-65A scout car. Both vehicles are armed with the ubiquitous T21 Tarasnice recoilless rifle

On the subject of DLC, this expansion will be a paid one. Not only does it add numerous new units, but also introduces a significant feature:


Generated Operations

The original concept for DLCs was straightforward: introduce 1-2 operations corresponding to each nation, weaving them into the overarching plot. Sounds easy on the surface, but upon reflection, this rivals the entirety of the release content. We're looking at a minimum of 6, but ideally 8-9, new Operations to adequately represent all nations' forces and integrate the new mechanics.
The inescapable informational background of a real war isn't very conductive for writing the narrative parts of the operations as well.

So, how can we circumvent this and still deliver operations for the new armies?
By the power of procedural generation.
Select a regiment. Set up the starting conditions, length, difficulty, optional rules.
Fight through multiple Stages: each with a randomly-selected mission template, map, opposing force, and event cards.
Incrementally upgrade the regiment to meet arising challenges.

Although this system might not offer the same narrative depth as the 'fixed' Operations, its vastly expanded replayability and extensive customization options should position it as a solid alternative.

It's a big item, though. Given the magnitude of additions, the DLC release date might be pushed back, potentially even to 2024.


Gazelle helicopters soar above a patrol of several AMX-10RCs


New Mechanics

As outlined before, battlefield will expand across the aerial dimension.
The Combat Air Patrol TacAid feature will deploy fighter jets to overwatch a designated area for a specified duration, swooping down to engage any enemy aerial targets.

Integrated transport helicopters provide unparalleled mobility to air assault infantry and other air-transportable units. Both come as a single platoon stack: usually, the platoon will deploy with units riding inside the helicopters. When they arrive at the landing zone, an Unload command dismounts the transported unit. After that, the helicopters automatically retreat from the map along the safest route possible, taking into account known anti-air sites. The dismounted platoon operates as any standard unit would. If it is destroyed or retreats, the entire stack becomes deployable again.
When on the defensive, deploying air assault infantry right away can be advantageous to make use of pre-battle entrenchment.

Although both features are functional, they still need further refinement and balancing, particularly with regards to infantry-only platoons. As noted in the earlier road map, these mechanics won't necessarily be tied to the DLC and may appear separately for existing armies.


UH-60 Blackhawk helicopters deliver troops for an assault


This sums up the key changes to the earlier roadmap and the current state of our progress. By and large, the general course remains the same, adjusted for the extra effort on the business side of the development.

See you again pretty soon, with demo announcement and more.

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