Translations for our friends around the world.

Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Support / Re: Windows 11 Installation
« Last post by pzgndr on April 12, 2024, 08:30:37 PM »
A quick follow up. The old RGW installer just does not work with 64-bit Win10 or Win11 O/S. You can copy and paste installed files from an old PC to new PC if you still have the files. I contacted Ron and he sent me a zip file via DropBox and that works great.
12
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on April 12, 2024, 12:44:15 AM »
Headquarters: World War II is out now
Thu, April 11, 2024



Download and play it now


Hello commanders,

The wait is finally over Headquarters: World War II has been released!




To celebrate the launch, don’t miss this special offer: Get your copy at a 10% discount for the next 7 days.

Check it out now!



13
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 11, 2024, 12:19:02 AM »
Atlantic 0.25.0.0 update
Wed, 10 April 2024



We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update is here.

We have been working into mechanics for ships as well as planes. Outside of things like not having the subs surface and run out of air so quickly, the player now can set Combat Air Patrols on airfields as well carriers.

When a ship or airfield with a spotter is selected, there is now a slider at the bottom of the screen that allows players to set a search area perimeter. So you can stop spotters venturing too far away and out of your control.

that is not all see below for other fixes and tweaks.

This is only phase 1 of player feedback updates, so expect another one early next week!

Bug fixes:

    Enemy coastal structures remain attackable after they upgrade.
    Stopped the submersible operations tutorial triggering too early.
    Prevented a case of a fleet jumping to the wrong location.
    Fixed a bug that could prevent tutorial videos from loading.
    Prevented selection of retreated aircraft from their carrier.
    Fixed a bug where level 3 structures could cause UI to fail to load.
    Upgraded coastal structures produce the correct amount of resources after save and load.
    Prevented fighter flights getting stuck after losing their intercept target.


Gameplay:

    Reduced gun accuracy in general, and made weapon inaccuracy much more severe at long ranges and in poor conditions.
    Reduced ships' ability to evade torpedoes.
    Enemy submersibles better prioritise torpedoing transport ships and evading escorts.
    Increased the delay before which a surfacing submersible can load a deck gun.
    Increased submersible detection chances for all ships with passive or active sonar, and increased the chance of passive sonar detecting a deep sub.
    Submersible oxygen and battery power lasts much longer during combat.
    Added an airfield to London at the start of new campaigns.
    Added extra ships and submersibles to the Royal Navy at the start of new campaigns.
    Active sonar is researched by default at the start of new campaigns.
    Increased chances of most aircraft bombs damaging ships with armoured decks.
    Reduced combat engagement range, and reduced the distance fleets and flights move post-combat.
    Added a 4x timescale step.
    Ship model fixes.


UI:

    Added a combat air patrol toggle to airfields.
    Added a maximum spotter range slider for airfields and ships.
    Added a targeting line on the mini map when aiming torpedoes.
    Added extra prompts to the selected ship card.

14
Games Discussion / Re: Distant Worlds 2
« Last post by Asid on April 10, 2024, 12:22:37 AM »
Distant Worlds 2: Game Faction Update is out now
Tue, 9 April 2024



It marks the beginning of updating the base game factions

This update includes a refresh of the Human and Mortalen factions as well as many other changes, including improved border graphics and a new visualization for Fleet Engagement ranges. Future updates will cover the remaining base game factions until all are refreshed.



BASE FACTION AND GOVERNMENT REFRESH

This update includes a refresh of the Human and Mortalen base game factions as well as all the base game government types. A summary of changes is below, but for the full information, please read through the in-game faction and government descriptions carefully. There are also new event illustrations and loading screens to go along with these changes.



FLEET AND SHIP BEHAVIORS

We added additional Fleet Engagement ranges and a new map overlay for engagement range visualization to help you plan your fleet home bases, engagement ranges and targets.

GAME SPEED

We recommend only using x8 speed sparingly, as it can be too easy to miss important notifications otherwise.

- added new x8 and x1/8 game speed controls.



For those eager to delve into the nitty-gritty details of the changes, a detailed changelog is available here https://www.matrixgames.com/amazon/Game%20Faction%20Update%20Change%20List%20v1220%20%281%29.docx, detailing everything from major enhancements to minor bug fixes.

You can download the standalone files here: https://ftp.matrixgames.com/pub/DistantWorlds2/DistantWorlds2-MultiUpdateComp-v1.2.2.0.zip

Don't miss DasTactic's stream playing the Game Faction Update on our Twitch channel at 8:00 PM UK time

15
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 10, 2024, 12:22:32 AM »
Next update
Tue, 9 April 2024



Hi everyone,
Thank you for your patience. We are currently still testing the new build so at this rate it is going to be tomorrow for the update. I am very sorry about this, we hoped it would be today, but we want to make sure that this is a step in the right direction before we send it out for everyone to play. As soon as it is ready we will push out an announcement, but it will be soon!

We are aiming for this update to have general game improvements as well fixes to the major bugs reported such as LV3 buildings causing the UI to disappear.

Thanks again for your support so far and I will keep you posted tomorrow as soon as the build is up!

many thanks
James

16
Games Discussion / Re: Shadow Empire : A military-oriented and sci-fi wargame
« Last post by Asid on April 09, 2024, 12:11:04 AM »
Shadow Empire - Fate and Fervour update v1.26c out now
Mon, 8 April 2024



A new update for Shadow Empire (v1.26c) is out now. This update adds 25 new Fate Stratagems to provide more replayability and surprises. Also a special new History Class “Low Resources” has been added especially for lovers of very challenging Tech Level 3 starts. Furthermore the Colossus Planet Class can now be chosen by players that are looking for some really long games on huge Planets. Last but not least, there has been a lot of finetuning, some important AI improvements,  bug fixing and a few rule changes.



Here is the full changelog:

Features + Rule changes:
  • AI receives GR Tech Fate Strats nerfed. On beginner every 60 rounds and max 1 per game, on regular every 50 rounds and max 2 per game, on hard every 40 rounds and max 3 per game, on extreme every 30 rounds and max 4 per game.
  • Made improvements to AI tech research selection, among others making it easier for the AI to find a path to atomic weapons, this however is not guaranteed to happen. But I feel more confident with the new algorithm.
  • Planetary Spin a bit (or a lot) lower on Colossus Planets, further reducing Wind Speeds a bit on them *
  • AI will get random access to the new Fate GR Techs (Beginner: once every 40 rounds, Regular: every 30 rounds, hard every 20 rounds, extreme every 10 rounds). This should act as a general difficulty boost at higher difficulty levels.
  • Removed the Metrics question when first playing game, as no matter if its yes or no, i am not collecting at the moment.
  • Made a low level unit moving algorithm change to how the AI perceives its chances of getting encircled. Made it a bit less scared in most cases.
  • Made AI bit more consistent in diplomatics once it doesn’t want to waltz with you anymore. After it starts canceling treaties it will be harder to make them accept a new one again (cooldown timer running in background) *
  • Added some code to prevent MTH ship losses against 0 ship enemy fleet.
  • Added “Low Resources” History Class which blocks you starting with initial Water Mines and assured deposits around you. Best played on lower Tech level with minimal or no starting armies.
  • Wind Traps can now also produce at water scarcity level 4. *
  • Wind Traps can now also be constructed in non-mountain areas, but they get a -50% penalty when used in “lowland” areas. *
  • Nudged Guardians downwards (more tradition stat, less often trigger of tech sale, fast higher price after first sale) *
  • Reduced max recruitment base level from 5% of Population/Worker to 2.5%.
  • Gr Mass Driver Fate Stratagem only appears at higher tech level above 5 now. *
  • Lowest Tech MG now also benefits from the Chaingun Tech *
  • Increase some GR Tech Fate Stratagem costs and decreased GR Equipment Fate Stratagem costs.*
  • Air Models now also have their Air attack values divided for having multiple attacks *
  • Fate Packs for level increases nerfed upwards. Now Beginner: Fate Pack on Admin,Culture,Tech level rise. Regular: Admin + Tech level rise, Hard+higher: only on Tech level rise *
  • Made some changes to better support super long linguistics lists (mod support)
  • Ringmail Fate Stratagem cost increased*
  • GR Optics Fate Strat cost increased*
  • GR Combat Drugs Fate Strat cost decreased*
  • *=needs new game start
  • **=adding in running games will be stopped, but the bloated stringlists causing slowness will remain, however I also improved the speed of the linguistics algorithms in case of huge stringlists.
  • 25 New Fate Stratagems added, including rare and very rare ones. Leading to: 10 New Fate-Strat-only Techs, 5 New Leader Feats, 4 New GR Models and 6 “red” Fate Stratagems.*
  • Peripheral Mining Stratagem has been finetuned. It will cause some more Ease of Mining Degradation when played on Mines with really high ease of mining levels (chance for extra level loss: 90% at level 9, 75% at lvl 8, 50% at lvl7, 25% at lvl 6). Also overall extra resources found is lowered a bit with -33%.
  • Assault Gun/Tank Destroyer now show their reduced IP production cost properly in the UI (requires making new model to go into effect)
  • No longer required to have a Trade Pact Level with other Major to change Tariffs.* That rule made no sense in retrospect as it is you that controls your side of the border and your custom officials can do as they please no matter your absence of an officially agreed upon trade level.
  • History replay now shows orange/red icon on air recon target hexes.
  • Added Colossus Planet Class. Which is basically just a way to roll huge (and very slow to play) Planets with very probably quite high gravity.
  • If you switch to “Discovery Focus” you now loose 66% of your already accumulated Discovery Points. Was a bit of an exploit before.
  • Stratagem pics inside Vidcom messages could be swapped around if you looked at them again after playing some earlier received Stratagems in your current turn. This is no longer the case. Requires a new turn to go in effect.
  • Blocked the ability of clicking on enemy leader in Decision messages
  • Made AI a bit more cautious with constructing Biofuel Assets and made it better understand the Food income required for it to not cause any problems (especially on higher Biofuel Asset Levels)
  • Added mouse edge scrolling enable/disable in first subtab of the Prefs Tab
  • 160K Bombhatch ammo cost divided by 20.. Was a data entry glitch on my side :/ *
Bugs & Glitch Fixes:
  • Fixed Gladiator Unit Feat bonus to also be applied to hitpoints *
  • Fixed issues with AI Model Design choices. Should avoid loops with impossible air designs now.
  • Fixed a gitch with Wind Speed calculations (planetary spin did not have the correct effect, it should have now) *
  • Fixed glitch with lowlands penalty being applied to agriculture as well.
  • Fixed Propose Peace Stratagems (major + minor) effect with critical failure. *
  • Fixed Mass Driver is now compatible with AT-Gun Models. * (crashes in earlier betas)
  • Fixed Breakthrough Stratagem to not be playable if nothing discoverable left *
  • Fixed Guardians Decision to not trigger if not enough discoverable left to exclude finishing last discovery same turn *
  • Fixed color of Rdn + Supply in Unit Tab to white if the variable is actually unknown due to lack of recon.
  • Fixed crash with Air Recon on certain sea Hexes.
  • Fixed Wind Speed and Temperature Delta on Mountains for some Colossus Planets *
  • Fixed issue with Private Economy building Surveillance Asset
  • Fixed an issue with some mods + PBEM games, where in some cases the mod data kept being added **
  • Fixed issue with some Regime Feat Zone benefits not being used for the first capital zone in the game.
  • Fixed combat preview odds calculations with the use of certain Stratagems like All Out of Offensive.
  • Fixed a combat detail report logging glitch that could hide a modifier from being logged (combat calculations themselves were okay)
  • Fixed CTD when clicking on transfer button of a Zone without SHQ assigned.
  • Fixed issue with not being able to select Gauss MG for aircraft Models *
  • Fixed capping of relations after playing MTH Shipyarding Stratagem.*
  • Fixed different planetary stats concerning heavy metals PPB / PH between generation and final Planet. *
  • Fixed edge case with impossible Faction Demands where Admin,Tech,Cult Level all >8 and happiness and morale are all super high.
  • Fixed price reduction for longer MTH Contracts
  • Fixed game blocking glitch with enemy unit appearing out of nowhere in a friendly hex (Autumn)
  • *=requires new game start
  • Fixed some glitches with the AI assigning Posture Stratagems to its OHQs. Performance should be much better now. (thanks to Thibault)


[/list]
17
Games Discussion / Re: Broken Arrow
« Last post by Asid on April 09, 2024, 12:10:57 AM »
Q&A Recap
Mon, April 8, 2024



A few days ago we had a live Q&A on Discord, with the developers. Here's a recap of it.


A few days ago we had a live Q&A on Discord, with Felix, Creative Director of Steel Balalaika.

Winners of the Open Beta Multiplayer Challenge had the chance to talk and ask questions. We are posting a short recap of what was revealed.

    When is the game going to be released?

    We are still working on the game to make sure that it is a polished experience and it meets everyone's expectations. As such, the game is currently slated to release in the second half of 2024.

    Will there be another beta?

    Almost certainly. Stay tuned so that you don't miss it!

    What about support to modding tools?

    The game is built in Unity and its files are in pretty standard formats. It shouldn't be hard for anyone with the right experience to create mods for the game.

    Will there be more factions added?

    Yes. None have been confirmed yet, as we are currently focusing on the base game, but we have lots of plans and ideas for future expansions and playable factions.

    Will there be VOIP?

    No, VOIP is currently not planned.

    What will the matchmaking balancing be done with?

    Broken Arrow will use the Glicko 2 system for the ranking.

    Is there a lot of elevation in maps?

    The game is set in the Baltics which isn't a very mountainous region, but some maps have more elevation than others with some hills and short mountains. We will focus on mountains and make them shine in the gameplay when we move on to other regions in future pieces of content.

    Will you add maps with a lot of open terrain?

    Not really - open spaces makes your units very vulnerable and lead to a very static gameplay. It's part of the level design of Broken Arrow to have a high density of buildings and cover on the maps.

    What are the five specs for Russia and USA?

    Still top secret.

    Will there be a standard lobby system?

    There will be two systems: standard match compatible with automatic matchmaking and custom match where the host can customize the lobby.

    Will you be able to mix nations once more nations are added?

    At the moment it's only one nation per team in standard match and the host decides for custom matches. We might change that when a new nation is added but it's not decided yet.

    What are the team's thoughts towards scoring systems (earning points while capping)

    A ticket system presures the losing team to sacrifice their reinforcements needlessly to try to stop the bleeding, resulting in their long term defeat.
    The system presented during the beta has the advantage to give time to the losing team to recover from a bad start and turn the tide. The disadvantage of this system being that inexperienced players don't feel the incentive to be aggressive and lose because of that.
    We are working on a game mode that would keep the advantages of the current system while mitigating its downsides.

    Were there some units which you thought were either underperforming or overperforming

    Planes with smart bombs were overperforming during the beta. We have already taken action to rebalance that.

    Will you make it easier for infantry to counter vehicles?

    Yes but not by a lot. Don't expect a few soldiers to stop a column of tanks. It is important not to make infantry too good against vehicles or you end up with a very static gameplay with artillery as your only tool to push forward. Infantry vs infantry combat was also very slow, we have increased a bit the damage they inflict to each other.

    What's the intended use of drones?

    It's aerial reconnaissance. You can cover a lot of ground with a single unit which is useful to check if there are no units infiltrating your rear lines. They are easy targets for long range missiles but you can use them as bait in combination with a SEAD plane/helicopter. We have also added low flying drones which are much more survivable close to the frontline.

    What game modes will there be in the game?

    There will be a single game mode for standard matches to keep a single pool of players and make the automatic matchmaker as efficient as possible. But it will be possible to create or download user made game modes created with the scenario editor and play them in multiplayer.

    Will there be a handicap if someone leaves?

    Losing a teammate is already a handicap. We're rather looking to compensate this handicap to maintain a match as fair as possible.
    First off both teams retain the same amount of income, just split among fewer players. Secondly, increase the availability in the deck leads to problems of roundings. So it's better to proportinally increase the speed at which units come back to the deck for the remaining players.

    What kind of post-launch support will there be?

    It will be a combination of new DLCs, adding new factions, maps and campaigns, with free updates consisting of new quality of life features and improvements.

    Will there be spectator mode?

    Yes.

    Will there be a replay mode?

    Yes, but possibly after launch. It is a complex feature and we're not sure to have enough time to finish it before the release. This is the type of improvement which would be part of free updates.

    Will it be possible to airdrop infantry transports like the BMD?

    Yes. Maybe we will limit the ablity only if you also buy the infantry with it.

    How many people in development team?

    Around 15, plus people like translator, voice actors etc. which are outsourced and all the staff of Slitherine helping us.

    What was the most rewarding or fun thing you had to do while working on the game?

    Felix replied that the aspect he likes the most is that it is an incredibly varied job. You never get bored and you end up doing so many different tasks.

18
Games Discussion / Re: Broken Arrow
« Last post by Asid on April 08, 2024, 10:56:00 PM »
Live Q&A with the Developers on Discord on April 4
Fri, March 29, 2024



Join us on April 4 for a special Live Q&A session with the developers on Discord

During the Open Beta we ran a Multiplayer Challenge and we awarded a special prize to the top ranked players in certain categories.

The prize was the possibility of interviewing the developers on a special Live Q&A session on Discord. We're now approaching the date, so mark it on your calendars: it will take place on April 4 at 6 pm CET
on our Discord channel.

You can join the Broken Arrow discord channel here https://discord.com/invite/pZYT46Z

Even though only the winners of the Multiplayer Challenge will be able to directly intervene and speak to the devs in the voice channel, everyone is welcome to join and comment in the chat. We'll also make sure to publish a summary of what was revealed during the Q&A session.

It will also be an occasion for us to give you an update on development and to let you know what the team has been working on.

19
Games Discussion / Re: Distant Worlds 2
« Last post by Asid on April 07, 2024, 11:11:26 PM »
Distant Worlds 2: Game Faction Update - Dev Diary #1
Wed, April 3, 2024



Faction Refresh Discussion - Human and Mortalen Faction Updates

Hello everyone and thank you for your interest in Distant Worlds 2!

One of the points of feedback we heard from the base game release was that even though the factions had more to differentiate themselves from each other than in the original Distant Worlds, players wanted more differentiation in the gameplay between factions.

Since the release of the base game, we’ve created and released two DLCs, adding a total of four new factions to the game (the Ikkuro, Dhayut, Quameno and Gizurean), each with their own unique gameplay, story, ships, techs and capabilities. The development for these DLCs also added new features to the game to allow for more faction differentiation and to date, these faction DLCs have been well received.

We announced after the release of the Ikkuro and Dhayut DLC that we would also begin an effort to refresh the gameplay for all of the base game factions to make them more unique and bring them up to the level of the DLC factions. The upcoming “Game Faction Update” marks the beginning of updating the base game factions.



This update includes a refresh of the Human and Mortalen factions as well as all the base Government types. There are many other changes, including improved border graphics and a new visualization for Fleet Engagement ranges. Future updates will gradually cover the remaining base game factions until all are refreshed. Next up are the Zenox and Boskara and after that, the Teekan and Haakonish.

I will summarize the faction and government changes below, but for the full information, please read through the in-game faction and government descriptions carefully once the update is officially released. There are also new event illustrations and loading screens to go along with these changes.

The Humans



The Humans are understandably the most played faction and we also have looked at them as an entry point to the game for most, so we wanted them to be able to support a variety of playstyles.
They are now slightly better at living on Continental worlds and have a new conditional event which grants a new free Colonization tech advance when you colonize a new Continental world (you can receive this bonus once per planet).

For those focused on Trade or Tourism, we changed their Great Art Exposition from a faction event on a timer to a better conditional event which triggers whenever you sign a Free Trade Agreement or build a new Resort Base. It grants you a Trade and Tourism income throughout your empire along with a boost to Colony income and Tourism for the colony where the Great Art Exposition is held, but you can’t trigger it more than once every 5 years.

When war is declared on your Human empire, you now may choose either a new Admiral or new General with two positive traits when the “Hero of the Hour” event triggers, reflecting the Human ability to compete in the military sphere.

Internal divisions among Humans are reflected through “Internal Debates”, which reduces happiness throughout your empire, but also grants you a capable new Ambassador when you sign a new Defense treaty.

When a foreign intelligence mission against you succeeds (but is detected) you may now choose to spend a Spy to gain a +20% boost to Counter Espionage along with a small decrease to Colony Happiness throughout your empire for the next 2 years, helping Humans with a more Espionage-driven playstyle.

Humans now have Carriers which are larger than those of other factions, allowing them to either fit more starfighters or just be more well-rounded fighting ships.

We also added new Leader, Ambassador, Scientist, Spy character traits and expanded all the Human unique tech trees to make them more useful and accessible earlier in the research tree.

Humans also now have a new unique facility, the Foundation for Galactic Cooperation, which boosts Diplomacy, Espionage, PsyOps, Concealment and Trade.

Finally, we went through and reviewed and fixed any issues with the Human race-specific victory conditions.



The Mortalen



The Mortalen are disciplined, reliable, loyal but very militaristic. They can be your best friend if you invest in getting along with them or your worst enemy if you cross them. We wanted to use the new faction tech we had available to build on their militaristic way of dealing with the galaxy and give our more warlike players a fun experience.

Mortalen troops now gain experience and revcover faster than before and the Mortalen are also better at Armor Research, about which more below.

The previous timed faction events “Warrior Wave” and “Patriotic Wave” are now conditional events. Warrior Wave now triggers when you declare war and lets you choose between a boost to Population Growth and Troop Recruitment or a boost to Troop Attack Strength for 2 years. Patriotic Wave now triggers when war is declared on you and gives you a choice of Population Growth and either Corruption Reduction or War Weariness Reduction.

Any of these choices will help you in wartime, but it will be your choice how best to respond.
When you invade and conquer an enemy world you will now trigger “Know Your Enemy” as the Mortalen tacticians study their foes, allowing you to choose a 2 year boost to either Espionage and Counter Espionage or Targeting and Countermeasures.

Periodically you will also be asked to choose between two characters, always picked from your Leader, Admirals and Generals. Whoever you choose will undergo a trial of arms, with a good chance to succeed and gain a positive trait and a smaller chance to fail and gain a negative trait. This will also help develop the most experienced Admirals and Generals, which are relevant for your victory conditions, if these trials go well for you.

All Mortalen ship and spaceport hulls now have +1 Reactive Armor rating, making their ships harder to destroy, especially in the early game. The Mortalen also receive a new unique Armor tech called Block Armor, which has its own sub-tree and has a higher Reactive rating than standard armor.

There are also new unique Leader, Admiral, General, Ambassador character traits and the other Mortalen unique techs were expanded as with the Human ones.

Finally, we went through and reviewed and fixed any issues with the Mortalen race-specific victory conditions.

The Governments



We revisited every base game Government type and added some unique gameplay to each of them. One of the most changed, which I’ll review here, is Feudalism. Feudalism is a relatively unstable type of government in that leadership changes at the top tend to be very disruptive, but it now gains several very interesting features to compensate for those periodic disruptions and rebellions.

In a Feudal Empire, your Private Economy can now build individual Feudal Escorts for its own Escort, Guard and Patrol missions. You will see these marked with a Star in your ship list and it will state that they are not state-controlled. You will not be able to give them orders, but they will help keep your space safer from lower level threats such as pirates and creatures, without costing you any State income or maintenance.

Feudalism also gets upgraded Planetary Militia which fights like Infantry without upgrades. This is a big strength increase which makes Feudal worlds significantly harder to conquer.
Finally, Feudal Obligations will double your Troop Recruitment Rate 2 years after War declaration and your Troops gain experience 25% faster.

I hope this article gives you a good preview of what’s coming in the Game Faction update and that these free improvements will increase your enjoyment of Distant Worlds 2. Thanks again for your support!


Distant Worlds 2: Game Faction Update is coming on April 9th


20
Support / Windows 11 Installation
« Last post by pzgndr on April 07, 2024, 07:20:46 PM »
Has anybody been able to install RGW on Windows 11? I tried but could not. I'm interested in dusting off the original game and refreshing myself with the old gameplay rules for Command and Control and RR conversions, something WWII-E still needs.
Pages: 1 [2] 3 4 ... 10