Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10
1
Added. Here's my screenshots: https://imgur.com/a/KfBo0p7

The plan


Moving through with minimal resistance






I temporarily take control of C-14 in order to destroy enemy infantry on the flank


Tank cross over the railway bridge, while F-14 uses its light weight vehicles to move on the original route


Oleg takes the lead in attacking the objective






Victory
2
Games Discussion / Re: Flashing Lights - Police Fire EMS
« Last post by Asid on Yesterday at 11:24:57 PM »
Rescue Truck Update Out Now!
Wed, 18 May 2022

Surprise!



Hey all!

We have a surprise small update for you all, which adds a rescue truck for the fire department, the ability to use the deck gun on the fire engine, and water level indicator lights for fire trucks.

New

- Rescue truck for fire department
- Deck gun on fire engine is now usable
- Water level indicator lights on fire trucks

Fixes

- Player fire damage updated
- Stats counter for completed fire and rescue missions
- Hose didn't despawn when player died or teleported
- Connecting a supply hose to both ends of the same truck created am infinite water supply
- Gas station fire locations updated
- Suburbs house fire updated to spread between floors
- Fire could reignite after mission was completed
- Player could die in a loop after random revive or heal
- Tow truck missing in vehicle menu
- Vehicle lights configuration could break when players clicked on Save and Exit while lights were still loading on preview vehicle
- All game textures optimized
- Tow tutorial pop up removed on rescue truck

Keep an eye out for more news as we approach the June update:





3
Games Discussion / Re: Foundation
« Last post by Asid on Yesterday at 11:21:26 PM »
Update Preview: Your Progression, Your Choice
Wed, 18 May 2022

Hi everyone and welcome to a new sneak peek of our upcoming update.




With Foundation 1.9, we reworked how players progress through the game. There will now be a common progression path, which is divided into different tiers just like Estates. Each tier—and its accompanying core buildings—will be unlocked once specific score thresholds are met (Prosperity).

Alongside our new common progression path, players will also be able to dedicate themselves to one or more of the three available Estates (Kingdom, Labor or Clergy). Essentially, what this means is that players will get to experience Foundation in a very different and meaningful way. This is also part of our plan to further encourage replayability.

Say for example that a player dedicates himself or herself to the Labor Estate. In this case, the gameplay will revolve around a careful balancing act between happiness and taxation. As progression is made, new taxation options will become available, thus rewarding players with features that feel right to them.

One thing to keep in mind is that dedication to one Estate makes it harder (but not impossible) to make progress with another’s.

We hope you will enjoy the added depth to progression systems coming up in 1.9. Player agency is something we believe helps create better, more immersive games. This is one of the few steps we are taking to achieve that goal with Foundation. Next time, we will cover a new kind of unlockable that is sure to spice things up!




4
Squad / SQUAD V2.16 IS LIVE NOW
« Last post by Asid on Yesterday at 11:18:08 PM »
SQUAD V2.16 IS LIVE NOW
Wed, 18 May 2022


Squad’s v2.16 update is now live for players to download.




Attention Squaddies,

Squad’s v2.16 update is now live for players to download.

For details on what’s in this latest update visit our Release Notes which we posted yesterday https://steamcommunity.com/games/squad/announcements/detail/3212766758970021867?snr=2_groupannouncements_detail_

To report any technical issues you might experience after updating to v2.16 please share them on our forums https://steamcommunity.com/app/393380/discussions/6/3274691833026133390/?snr=2_groupannouncements_detail_

Thank you for your attention.

At ease,

– Offworld Industries


5
Games Discussion / Re: Wizards and Warlords
« Last post by Asid on Yesterday at 11:13:00 PM »
Patch 1.0.3.34
Wed, May 18, 2022


City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile).
Custom Unit Types now have access to weapon and armor variants (ie culture 'specials').
Changed the Diplomacy Window display of Dungeon Factions to include more relevant information and to show the Dungeon site name as header.
Faction Flags are now shown for major factions in the Diplomacy Window.
Outliner now shows City Population next to the type moniker.
Outliner now shows if an Outpost is in the process of upgrading to a City or Fortress.
Fixed a bug causing the special ability availability logic for Custom Unit Types to use an inverted flag for cavalry status, leading to ability options not being as intended.
Fixed a bug causing some special modifiers to damage to not be applied correctly when applied to ranged weapons.
Fixed a bug causing Dungeon Factions based on Dungeons from custom map seeds to have the wrong name.
Fixed a crash bug related to sieges by unaligned armies.
 

6
C-11 for me
7
D.O.W. Steel Beasts Wednesday Mission 18/05/22 @ GMT18:00


This scenario is a simulation and does not have any political message.



Operation Cold Call by Apocalypse



Operation COLD CALL
by Apocalypse

I. Situation

   An enemy Mechanized Infantry Battalion is established in a defense around the Benmir airport. Our scouts have identified enemy recon forces operating  just beyond Phase Line ALPHA, and several platoon battle positions along Phase Line BRAVO. Enemy recon patrols are extremely aggressive and our scouts were forced to retrograde, so enemy dispositions beyond the phase line BRAVO are relatively unknown but we anticipate mechanized infantry battle positions supported by tanks in a layered defense around the airfield. We also anticipate the enemy to emplace minefield obstacle belts to support their defense, as well as protection from MANPADs and artillery.

   Our force is relatively small, and a piece-meal composition of scattered units across the Battalion. The Division commander is pushing an aggressive timeline for seizure of the Benmir airfield to support airlift of critical supplies into the AO. We're out of time and must attack now.

II. Mission
   Attack to seize OBJ BULL to allow friendly forces additional tactical infrastructure to support future offensive operations

III. Execution

   Attack now, and attack with what you have. Additional reinforcements may arrive when or if they can.

   You have support from 2x transportation aircraft, and elements from B CO (light infantry), but beware of the SAM threat in the AO.

   Your attack will be supported with organic 120mm mortars and a battery of 155mm guns.

IV. Service & Support

   Your company is fully supplied, and is being supported by HQ resupply assets (fuel/ammo)

   A FARP has been established to the south by G CO, and can be moved at any time.

V. Command & Signal

   Friendly ID: On
   Map Contacts: Enabled


Commanders Guidance:
1. You don't have much to attack with, certainly not as much as you'd like - but sometimes that life!
2. Do recon - locate the enemy and determine their composition - formulate your attack and don't attack blindly.
3. Take your time - Dont rush. Designate march objectives - seize terrain that you think is relevant and consolidate your forces. Rinse and Repeat.
   




Dogs Of War Vehicles: (in mission)

M1A2(SEP): Click here

M2A2(ODS): Click here

Centauro B1: Click here






********************************
** Notes **
********************************
SB Version: 4.268
Mission Name: Operation Cold Call
Created by: Apocalypse
Available at: https://www.steelbeasts.com/files/file/3001-operation-cold-call/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: Unknown
Minimum number of players: 2
Date: Wednesday Mission 18/05/22
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A2, M2A2, or Centauro.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

A-66 M2A2(ODS):
A-OPS M1A2(SEP):
C-66 Piranha DF30:

M2A2(ODS)s
A-11:
A-12:

M1A2(SEP)s
C-11:
C-12:

Centauro B1s
E-11:
E-12:

VACTAC ST5s
F-11:
F-12:
F-14:
F-13:

Troop helicopters:

Support units:


Any position:





Mission discussion Click here
8
D.O.W. Steel Beasts Wednesday Mission 18/05/22 @ GMT18:00


This scenario is a simulation and does not have any political message.



Operation Cold Call by Apocalypse



Operation COLD CALL
by Apocalypse

I. Situation

   An enemy Mechanized Infantry Battalion is established in a defense around the Benmir airport. Our scouts have identified enemy recon forces operating  just beyond Phase Line ALPHA, and several platoon battle positions along Phase Line BRAVO. Enemy recon patrols are extremely aggressive and our scouts were forced to retrograde, so enemy dispositions beyond the phase line BRAVO are relatively unknown but we anticipate mechanized infantry battle positions supported by tanks in a layered defense around the airfield. We also anticipate the enemy to emplace minefield obstacle belts to support their defense, as well as protection from MANPADs and artillery.

   Our force is relatively small, and a piece-meal composition of scattered units across the Battalion. The Division commander is pushing an aggressive timeline for seizure of the Benmir airfield to support airlift of critical supplies into the AO. We're out of time and must attack now.

II. Mission
   Attack to seize OBJ BULL to allow friendly forces additional tactical infrastructure to support future offensive operations

III. Execution

   Attack now, and attack with what you have. Additional reinforcements may arrive when or if they can.

   You have support from 2x transportation aircraft, and elements from B CO (light infantry), but beware of the SAM threat in the AO.

   Your attack will be supported with organic 120mm mortars and a battery of 155mm guns.

IV. Service & Support

   Your company is fully supplied, and is being supported by HQ resupply assets (fuel/ammo)

   A FARP has been established to the south by G CO, and can be moved at any time.

V. Command & Signal

   Friendly ID: On
   Map Contacts: Enabled


Commanders Guidance:
1. You don't have much to attack with, certainly not as much as you'd like - but sometimes that life!
2. Do recon - locate the enemy and determine their composition - formulate your attack and don't attack blindly.
3. Take your time - Dont rush. Designate march objectives - seize terrain that you think is relevant and consolidate your forces. Rinse and Repeat.
   




Dogs Of War Vehicles: (in mission)

M1A2(SEP): Click here

M2A2(ODS): Click here

Centauro B1: Click here






********************************
** Notes **
********************************
SB Version: 4.268
Mission Name: Operation Cold Call
Created by: Apocalypse
Available at: https://www.steelbeasts.com/files/file/3001-operation-cold-call/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: Unknown
Minimum number of players: 2
Date: Wednesday Mission 18/05/22
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A2, M2A2, or Centauro.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

A-66 M2A2(ODS):
A-OPS M1A2(SEP):
C-66 Piranha DF30:

M2A2(ODS)s
A-11:
A-12:

M1A2(SEP)s
C-11:
C-12:

Centauro B1s
E-11:
E-12:

VACTAC ST5s
F-11:
F-12:
F-14:
F-13:

Troop helicopters:

Support units:


Any position:

9
World War II Europe 1939-1945 / Re: Next patch V1.0.12 ?
« Last post by schwerpt on Yesterday at 03:40:59 AM »
I also put a note in the calendar I use for NASA work.  I will be posting status at the end of each month from now on.
Ron
10
Games Discussion / Re: On The Western Front
« Last post by Asid on May 17, 2022, 10:55:15 PM »
Update - May 16
Tue, 17 May 2022



Hi all,

Once again I focused mostly on tightening up what already exists rather than adding anything new. I finally was able to get around to improving underground mines by making them more powerful than they were previously. Having a mine destroy only a single tile didn't seem worth the time and effort it took to actually set them, so I'm hoping this makes mines more viable. I also managed to fix the animations for both mines and star shells by ensuring the animation plays before moving on.



Other than that, I mostly mopped up some pathfinding lag on the Verdun map, and changed the way the enemy AI attempts to take fortresses. Previously the enemy units were rushing across the whole map to take the nearest available fortress, which was suicidal.

I also took the time to add some more tooltips and help text in the pause menu.


Bugfixes/Changes:

    Fixed issue with being able to select Attack Unit command even on invisible tiles when fog of war is enabled.
    Fixed long pathfinding delays when enemy AI attacks fortresses on the Verdun map.
    AI now prioritizes trenches over fortresses on the Verdun map, instead of charging across long stretches of open ground to assault fortresses that are far from the enemy lines.
    Fixed bug where units would get stuck underground if player switched from above ground to underground while units were exiting tunnels.
    Fixed bug where rotating enemy units would sometimes get stuck and never return to the front lines.
    Added tooltips to the task delegation popup dialog.
    Fixed animations for star shells and detonated mines so that the animation plays out in full rather than quickly appearing and disappearing when the game timer is set to high speeds.
    Mines now destroy a 13x13 area rather than a single tile. They also now properly destroy terrain and grass in addition to any constructed tiles and units.
    Updated help text to include a bit more information about the Verdun and Isonzo fronts, as well as the task delegation popup in the Headquarters screen.



New Localization keys:

    HELP_SUBTOPIC_TASK_DELEGATION
    HELP_TEXT_TASK_DELEGATION_01
    HELP_TEXT_TASK_DELEGATION_02
    HELP_TOPIC_VERDUN
    HELP_TOPIC_ISONZO_FRONT
    HELP_SUBTOPIC_VERDUN_DISPOSITIONS
    HELP_SUBTOPIC_ISONZO_KARST
    HELP_TEXT_DISPOSITIONS_01
    HELP_TEXT_DISPOSITIONS_02
    HELP_TEXT_KARST_01
    HELP_TEXT_KARST_02
    TOOLTIP_DELEGATION_REPAIR
    TOOLTIP_DELEGATION_FORTIFY
    TOOLTIP_DELEGATION_TRENCH_RAID
    TOOLTIP_DELEGATION_EXERCISES
    TOOLTIP_DELEGATION_CUT_WIRE
    TOOLTIP_DELEGATION_SET_WIRE
    TOOLTIP_DELEGATION_REST
    TOOLTIP_DELEGATION_MORALE
    TOOLTIP_DELEGATION_NUMBERS
    TOOLTIP_DELEGATION_SUPPLY_AREA
    TOOLTIP_DELEGATION_FIELD_HOSPITAL
    TOOLTIP_DELEGATION_FIND_WOUNDED
    TOOLTIP_DELEGATION_FIELD_KITCHENS
    TOOLTIP_DELEGATION_FIELD_SUPPLY_DUMP
    TOOLTIP_DELEGATION_SORTIES
    TOOLTIP_DELEGATION_ANTI_AIR
    TOOLTIP_DELEGATION_ARTILLERY_SPOTTING
    TOOLTIP_DELEGATION_ADD_CABLES



Thanks for playing!

Pages: [1] 2 3 ... 10