Recent Posts

Pages: 1 ... 8 9 [10]
Tornado / Re: Modding Tornado
« Last post by Frankie on September 19, 2017, 01:04:41 AM »
Changing the default Tracking mode initial position of the Tornado (i.e., camera view-point)

Mod: Camera shift for F1 Tracking mode
By Frankie
Link: coming soon
Instructions: Hit F1 and instead of the Tornado being dead-centre in the external view of the Tracking mode, it is slightly skewed to the right ... for IMHO, a slight more dramatic effect.
Significance and future enhancements:
The above hack is simple and trivial. What is interesting is that it is possible to implement a cinematic view in Tornado. Similar to the various cinematic views found in Razorback's "Apache Vs Havoc" and "Comanche Vs Hokum". The effort to do this is not trivial, but this minor hack alludes to the real possibility of implementing such complex views in Tornado. Never mind the outdated 3D model graphics - if new and innovative views could be implemented in Tornado (using 16-bit assembly language, mind you!), that would take the Tornado experience to a whole new level.
General Games Discussion / Re: UBOOT submarine simulator
« Last post by Frankie on September 19, 2017, 01:00:25 AM »
Now that's what I call an update report! An amazing amount of work. And it's not finished yet. Realism in one area is a double edged sword. All other areas of the game have to racked up to the same realism standards otherwise the game will be deemed unfinished. So tons more features, voices and animations to go. If I remember correctly the sound files from even Silent Hunter 2 numbered in the hundreds. Much more for a sim as realistic and immersive as this. Kudos to the developers. Hopefully we can get it on Steam before next Christmas (2018!).
General Games Discussion / Re: UBOOT submarine simulator
« Last post by Asid on September 18, 2017, 09:30:31 PM »
September Update
12 September - nihilcat   

Hello friends!

We hope that you had a great holiday.

The day has come when we can share the news about our development again. We did not disappear, we worked as usual. UBOOT is an integrated part of our existence lately ;)

The game is getting more and more full of shape. As usual, we changed some old things that seemed to be good before, but in time with our experience increasing they had to evolve into better form. We have also added quite new things that we hope will appeal to you.

You must be impatient, so let's get to the point.

Read full large list here

Uboot - developer diary 9.2017
General Games Discussion / Re: Holdfast: Nations At War
« Last post by Asid on September 18, 2017, 07:57:26 PM »
3 Days until the release on Steam! Fight on multiple fronts

3 Days until the release on Steam! Fight on multiple fronts in Holdfast: Nations At War. The battle takes place on land, sea and a combination of both in our Coastal game modes.

Multiple Fronts:
General Games Discussion / Re: Kenshi
« Last post by Asid on September 18, 2017, 06:54:49 PM »
0.96.26 Out Now
Kenshi - Koomatzu

Now available on the main branch...

Main features:

   GUI updated if window size changes
   Added font size option slider
   Squad panel drop target hidden to make reordering squads easier

   Added some race-specific foods. Hivers can eat raw and foul meat.
   Animals need to eat now.  You'll need a backpack with food in for them.  You can stop them eating via the AI options.
   Animals will eat food dropped on the ground
   Animals will eat food out of the storages at your home base, if "feed animals" is enabled in the AI options
   Added a special animal feeding barrel.

   Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
   Hive traders will sometimes visit your base
   Doubled cost of animals
   Shek slaves get their horns cut off
   Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
   Fixed up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps.  "Freelance" hunters deliver them to the nearest slave shop.
   Mounted turrets and lights repositioned when parent building is upgraded
   Splinting now splints over blunt damage as well
   Splinting can also apply to non-limbs, to help counter work quality penalties when crafting etc.
   You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global

   Bodies don't disappear so fast when being eaten by spiders
   Corpse flies sound integrated
   Wind generator sound intensity based on rotation speed
   Altered the player AI to choose nicer beds to sleep in
   Unique NPCs that escape captivity can now travel all the way back home to resume their lives
   Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
   Updated translation base data

Theater of Operations: World at War / Re: Website Back Up
« Last post by Asid on September 18, 2017, 06:49:28 PM »
Good news. Keep up the good work  :thumbsup
Theater of Operations: World at War / Website Back Up
« Last post by choppinlt on September 18, 2017, 06:27:31 PM »
Thanks to various SNAFU's, the website was offline for a bit. But now for anyone trying to head to our website, it is now active once again!  :)
Theater of Operations: World at War / Re: National Characteristics
« Last post by choppinlt on September 18, 2017, 05:04:53 PM »
FYI, the Soviets have been posted.  :)

Thanks Cat and Sailor for the comments. I believe characteristics like this are what really gives a game of this type flavor! Also Sailor, I like your analogy with the dice rolling, as this has given me some additional ideas.  8)
Steel Beasts Pro / Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Last post by Asid on September 18, 2017, 04:48:54 PM »
Quote from: Ssnake
At the moment our absolute focus is on the high resolution terrain, and related bugfixing.
The current version merges a number of development branches, one of which involves infantry code "refactoring" (writing new with an attempt at simplification for better maintainability).

Maybe the infantry will work better one day  :smileyyea
Pages: 1 ... 8 9 [10]