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81
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on March 12, 2024, 12:01:46 AM »
Preview 1.49: New Maps, Video Mode, Gameplay Enhancements
Mon, 11 March 2024

Dear operatives,

We are thrilled to present the upcoming update for Black One Blood Brothers, featuring two unique new maps and numerous gameplay and interface enhancements.

Mall of Eden

In this mission, your special forces team will face a unique challenge: liberating a giant shopping center seized by determined terrorists. You'll navigate through labyrinthine floors, minimizing civilian casualties while neutralizing the threat




The Mines

Dive into the heart of a dense forest where the remnants of an old mine hide the headquarters of an enemy group. Among abandoned buildings and dilapidated structures, your team must navigate cautiously to capture or eliminate enemy leaders. Natural covers offer unique tactical opportunities but also pose high risks of ambushes.




New Video Mode

This groundbreaking update introduces a brand-new video mode, giving players the ability to switch to free camera mode and record unique gameplay sequences. With a specially designed cinema camera, players can capture epic moments of their gaming experience from the perspectives and angles they choose. Whether it's creating impressive videos to share with the community or reliving their most memorable moments, this new video mode adds a new dimension to the Black One Blood Brothers experience.




Gameplay Enhancements

This update brings a plethora of gameplay and interface enhancements for a more immersive and engaging experience. Weapon handling animations have been reworked for a realistic and fluid feel. The artificial intelligence has been enhanced to offer more responsive and strategic opponents. Game menus have also been optimized. Many other improvements, such as balance adjustments, bug fixes, and performance optimizations, are included to ensure a top-tier gaming experience for all players.



Get ready!
Helios

82
Games Discussion / Re: Distant Worlds 2
« Last post by Asid on March 11, 2024, 07:39:31 PM »
Distant Worlds 2 - Feature Stellar Update
Mon, 11 March 2024



Ship Design and Research Priority Policies

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

One of the principles of Distant Worlds 2 from the start has been to add more “guided automation” to find a better middle ground for players between full manual play and fully automated play. Ship Design and Research are two of the key areas where we heard a great deal of feedback from players who wanted more guided automation.

In Ship Design, players have the option to fully automate this area, design all of their ships manually, or mix things up by assigning some ship roles to manual design and keeping others automated. The fully automated and mix and match players wanted more influence over how those automated designs looked and we agreed that this would be a good thing.

In order to fully achieve this goal, we also needed a way to better guide research (when it is automated) because the ships and bases that you can design depend in large part on the research you have done in terms of what components are available to you. It made sense to connect the two systems in order to achieve the desired end result.



We added an entirely new section to the Empire Polices to accomplish this goal and you can see a screenshot of that section above.

There are tooltips in the game to help explain the choices, but I will summarize how the system works here. For close-in weapons and stand-off weapons, you can choose a weapon category to prefer for research prioritization and ship design.

The automation will then focus your weapon research in those weapon categories and use those weapons in its automated designs. When a faction has a faction-unique component within these categories, it will be further preferred and weighted for research and design.

For example, you can see in the Mortalen ship below, that it has Blasters and Torpedoes as the preferences state, but in the choice of which Torpedo to use, the automation has researched and included the Mortalen-unique Pulse Torpedo.



There are other categories where the player can also choose the priority of a particular weapon type, which ship role should be the smallest to try to fit those weapon types in its designs and even state that he does not want that type of weapon used at all to free up space for other priorities.

For example, see the screenshot below of the choices for Ion Weapons. These three options give you maximum flexibility – if you don’t want Ion weapons on your ships at all, or you do want them but only on your Battleships, or you want lots of Ion weapons on all of your ships, you can achieve that through these automation policies. The same flexibility now applies to Intercept Weapons (Point Defense and Fighter weapons), Area Weapons and Bombard weapons.



Near the bottom of this new policy section are a few sections that are not about weapons. The first deals with Fighters and as with the above lets you pick how much you would like to prioritize Fighter Bays on your designs and which should be the smallest ship role with Starfighters.

The rest give you some choices on Reactors, Shields, Hyperdrives and Engines. In each of these component areas, the research tree offers you different paths. For example, you can see below the choices for Hyperdrives – you can choose to focus on Energy Efficiency, Jump Initiation Time or Speed. In the game, these are represented by the Kaldos, Calista-Dal and Equinox hyperdrive branches. Once you’ve picked one of these preferences, it will guide your automated research and design to focus on those components without manual involvement.



We plan to build on this system further in the future, adding additional preferences for Fighter designs and Civilian ship and base designs, as well as other requests the community may have.

We hope this feature review helps you understand how to use these new policies and that they make your time in Distant Worlds 2 more enjoyable!


83
Mius Front / Re: Mius Front: Patches/Updates
« Last post by Asid on March 10, 2024, 08:43:20 PM »
Update 03/10/2024
Sun, March 10, 2024



The game is moving to an updated operational phase system. 1x1 km cells will become a thing of the past, the seizure of territory will proceed node by node, with all the ensuing changes in the operational and tactical phases of the game. Such a significant change will result in the disappearance of signs of entrenchment, and other less significant changes in active operations.

The principle of troop deployment before battle will also change; the areas in which deployment is available will be reduced and tied to the location of the battle group on the operational map.

The algorithm for accounting for the level of fire has also been adjusted, various small changes have been made to various aspects of the game and the display of special effects.

84
Support / Command Panel left
« Last post by Agent Smith on March 09, 2024, 12:17:58 PM »
When changing the command panel to the left of screen, the map scroll regions are oddly located and the top scroll region is non-functional.
85
World War II Europe 1939-1945 / Re: WWII-Europe Campaign Scenario #102 Update
« Last post by Agent Smith on March 09, 2024, 11:22:21 AM »
Hello Ron,
Any chance of a status update?
Thanks in advance.
Regards
A.
86
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00
« Last post by Asid on March 08, 2024, 12:34:38 AM »
D.O.W. Steel Beasts Wednesday Mission 6/3/24



87
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00
« Last post by Asid on March 08, 2024, 12:34:21 AM »
Thanks for the AAR Rinix  :thumbsup
88
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on March 08, 2024, 12:34:15 AM »
Headquarters: World War II will arrive on April 11th
Thu, 7 March 2024



Oleksandr, Lead Game Designer at Starni Games, was just guest at Slitherine's Tea Time

Attention, commanders!

Oleksandr, Lead Game Designer at Starni Games, was just guest at Slitherine's Tea Time Twitch Stream where he delivered some important news: Headquarters: World War II will be released on April 11.


He was interviewed by Marco A. Minoli and delivered some great developer insight on how the demo went and shed some light on what's coming next for Headquarters.


Watch the full interview here:



89
Tornado / Amiga Tornado AGA - Experimental Speed-up Code
« Last post by Frankie on March 07, 2024, 11:10:13 AM »

This is a comparison of Digital Integration's 1994 Amiga flight-sim, Tornado AGA, running with and without Paraj's experimental code, within WHDLoad.
90
Here's my screenshots: https://imgur.com/a/NhqFDmy

The plan


Starting


Enemy troops destroyed


Oleg detects enemy units


I get close enough, and beginning scouting with my Quadcopter UAV


D-1 is summoned, and proceeds along Axis 1


Victory
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