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End of the month status.  Steady progress on building the Eastern Front Campaign scenarios:

#42, #52, #57, #64 All 100% complete
#72  25% complete
#81  25% complete
#88  25% complete
#95  Have not started, but this is an easy scenario to build, so I added it to v1.0.12.  It is a concatenate of #96 and #97 with tweaks.

Current version is v1.0.11, with v1.0.12 being built.  v1.0.12 includes the monster #102 Campaign scenario with code changes, along with these Eastern Front Campaign scenarios.  V1.0.11 has 89 scenarios, while v1.0.12 will have 95 of the planned 102 scenarios.

Thanks for your continued patience.

As for Artemis I, we had a successful Wet Dress Rehearsal #4, and roll back from the Pad to the VAB will start very soon.  The vehicles will undergo final prep for launch currently planned for late August.  There were five WDRs for the first shuttle flight, so this is not unusual for the first flights.

Hope everyone is doing well.
Steel Beasts Pro / Re: Steel Beasts 4.3 Thread
« Last post by Rinix on Today at 01:09:39 AM »
Japo32 and Ssnake have a reasonable debate about the value of version 4.3:
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on Today at 01:08:31 AM »
Quote from: Ssnake
Version 5.0 will do away with DirectX 9. The first version 5 application will be finished this year. But we will have to develop a number of version 5 applications that we may then fuse into one integrated package later (or keep separate; e.g. from a functional perspective a Map Editor could be kept a separate program without loss of convenience for the user) before we can present it as a "Steel Beasts version 5" to the general public. The execution phase with all the combat vehicles and explosions, the fun part, will take longest to convert. So, in all likelihood there will be one or two more intermediary versions, shall we call them "4.5" and "4.8" or something like that.
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on Yesterday at 11:56:41 PM »
This is shaping up nicely. A very responsive dev  :thumbsup
Mission Discussion/AAR's / Re: D.O.W. Wednesday Open Mission 29/06/22 @ GMT18:00
« Last post by Asid on Yesterday at 11:55:39 PM »
Thanks for the AAR Rinix  :thumbsup
Steel Beasts Pro / Re: Steel Beasts 4.3 Thread
« Last post by Rinix on Yesterday at 04:19:33 PM »
Multiple joystick connectivity will be included with version 4.3:


Astro Pirates 88
A hard Core Hex Based Turn based, Space Wargame, about taking satalite networks down, Boarding enemy ships with your Marines, Lasers, Missiles, and a detailed combat system that takes many things into consideration when calculting attacks all of which are available to see, so you can see how a combat is worked out. there is agression settings for each ship. Engines and hull can be damaged. there are premade sceanrios, and differeent game modes with differren A.I.
Mission Discussion/AAR's / Re: D.O.W. Wednesday Open Mission 29/06/22 @ GMT18:00
« Last post by Rinix on Yesterday at 03:56:58 AM »
Here's my screenshots:

The plan

We proceed forward against minimal resistance

We are harassed

We reach the main line of resistance

Into the objective

Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on June 29, 2022, 09:52:35 PM »
Update 1.28: Improvements
Wed, June 29, 2022

Dear operators,

Update 1.28 is online. Standard update with improvements and fixes

- Add: New template of Map editor - Ship
- Add: Blur with magnifier option (default: disabled)
- Add: 15 new assets for map editor
- Improve: Hair rendering of female operator
- Improve: Shoot rendering (ADS)
- Improve: Shoot SFX rendering
- Improve: Right arm location with weapon holding
- Improve: Physics behavior
- Fix: Camera rotation of player after exit photo mode
- Fix: Shoot SFX could be broken if use full mode
- Fix: Interaction UI could be displayed at the beginning of the mission

Games Discussion / Re: Distant Worlds 2
« Last post by Asid on June 29, 2022, 09:28:06 PM »
Distant Worlds 2 - Update v1.0.4.9
Tue, June 28, 2022

Hello everyone,

here's the changelog of the latest update:

Fixed bug that was sometimes blocking some fleet missions when Military Attack automation was manually controlled
Prevent fleet ships from escorting their Core ships while they are still exiting construction/repair hangar
'Join ships to fleet' button now properly filters out any non-military selected ships when adding them to the fleet
Fixed fighters sometimes using wrong weapons attack range (too low)
Ensure fighters retain capture mission, assisting carriers to lower shields and capture target

Ensure character bonuses at location (colony, ship, fleet, base) only apply to characters from own empire (e.g. not foreign ambassadors)
Altered intelligence mission difficulty thresholds so that spies more willing to attempt riskier missions. See updated tooltip for Mission Difficulty Caution in Intelligence Missions section of Empire Policy screen for new levels
Ensure specified percentage of spies properly used for counter-intelligence (Counter Intelligence Ratio in Empire Policy)

Ensure creatures do not get too far from horizontal plane (vertical offset)
Ensure creatures do not go too close to stars, thus being difficult to attack

Research summary in header now shows when a project is being crash researched
Extended research hover summary in header to also show queued research projects
Fixed minor text display bugs in some game events
Fixed Prime Research Station story event sending repeated messages when Suppress Messages turned on in game settings

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