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21
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.

22
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.

23
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


24
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.
25
Russo German War 1941-1944 / Re: Russo-German War 41-44 Download only
« Last post by schwerpt on April 07, 2024, 02:47:40 PM »
Yes.  Russo-German (RGW), Anglo-German War (AGW), Middle East (MDE) and WWII-Europe are all available by download only.
Thanks,
Ron
26
Russo German War 1941-1944 / Russo-German War 41-44 Download only
« Last post by Asid on April 07, 2024, 02:17:36 PM »
Hi Ron

Is Russo german war available in download? That was the only physical edition
27
World War II Europe 1939-1945 / Re: WWII-Europe Campaign Scenario #102 Update
« Last post by schwerpt on April 06, 2024, 07:12:32 PM »
Current status:

We are currently on v12.  I only have one new scenario ready (#81) ready for release.  I am about 50% complete on #88, which would complete the East Front scenarios.  I was planning to release that for Christmas, but day job got in the way and is still slowing me down.

Remaining scenarios are 1, 16, 33, 88, 95, 98, 100 and 101.  93 scenarios have been completed.

Hope everyone is doing well,
Ron
28
Games Discussion / Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 06, 2024, 01:54:58 PM »


Victory At Sea Atlantic transports you to the cold, unforgiving waters of the Atlantic Theatre in WWII. With a vast array of ships, planes, and subs, engage in epic sea battles & secure your place in history. Victory At Sea Atlantic is the ultimate naval warfare experience.


Homepage: Here
Steam: Here
YouTube: Here
Blog: Here

Single-player


Victory At Sea Pacific Trailer




About

Welcome to Victory At Sea Atlantic, the latest addition to the acclaimed Victory At Sea series.

From the developers of Victory At Sea Pacific comes a new naval warfare experience that will transport you to the tumultuous waters of the Atlantic during World War II.



Conquer the ocean
As commander of your own fleets, you will engage in epic sea battles, from the frozen Arctic to the U-boat infested waters carrying your vital supplies from North America to Great Britain. You'll have access to a vast array of ships, planes, and submarines, each with their own unique strengths and weaknesses. Choose your vessels carefully and deploy them strategically to outmanoeuvre and outgun your foes.

Immersive Campaign
But it's not just about firepower. To succeed in Victory At Sea Atlantic, you'll need to manage your resources, build and upgrade your territories, and engage in espionage against enemy nations. You'll need to weigh the costs and benefits of each decision, balancing short-term gains against long-term objectives.

Featuring stunning graphics, realistic physics, and historically accurate ships, Victory At Sea Atlantic will transport you back to a time when the fate of the world hung in the balance. Do you have what it takes to lead your fleet to victory and secure your place in history?



The dangers of storms
With an epic new weather system that plays a big factor in visibility and combat tactics, the environment comes alive with huge waves, water splashes interacting with ships, subs forced to surface crashing down, vessels on fire at night that you can feel the heat from, and depth charges leaving huge plumes of water spray as they detonate.

Overhauled combat mechanics
But Victory at Sea Atlantic isn't just about visuals. We've completely overhauled the combat mechanics to make battles even more intense and strategic. You'll need to manage your energy, food, and population, and engage in espionage and sabotage of enemy targets to gain the upper hand.

With its deep strategic gameplay, immersive world-building, Victory At Sea Atlantic is the ultimate naval warfare experience. So prepare to set sail, and let the battle for the Atlantic begin!




Features coming through Early Access;

•   New aircraft bombing raids on land targets add a new dimension to gameplay!

•   Even more detailed Amphibious Assaults!

•   More vehicles!

This list could get bigger with the community's help!






















29
Games Discussion / Re: SAELIG
« Last post by Asid on April 06, 2024, 01:24:10 PM »
Update 45.5 - Many improvements
Sat, April 6, 2024



Hey!

It must be update time.


Rich AI will now buy and develop land when renting.
Fixed a bug where if the player had a job they would be locked out of supervising or working in their own business before their job actually started for the day.
Fixed some navigation bugs on the Devon map that made some plots and areas inaccessible.
Added a limit to the number of wild animals that can exist on any map. There were some cases where they were breeding out of control.
Fixed some issues with fishing on the Devon map.
Fixed a bug where you could not make love outside of marriage.
Fixed a bug where your horse would not follow you if you did not have an active house set.
Added an additional starting scenario to the Devon map - Lost Woodcutter.
Boats should no longer float above the water.
Fixed a bug where some melee targets would not work.
A Trading Post built on a large plot will come with a shed and increased storage vs one built on a small plot.
Some optimisations to character navigation.
Typo corrections.
When misc buildings are automatically built, they will now take into consideration how far away the closest well is when it decides what misc building to build.
Fixed a bug where if an inventory had over 1000 of the same item, it would not load correctly.
Fixed a bug where nearby inventories would flicker and be unusable.
Wages can now be increased further than before.
Fixed a bug that would prevent saves from < 2020 from loading correctly.
Fixed a bug where carriages would get stuck.
When you have automation on and production stops due to not enough storage space, a cart will now be triggered to sell items.
Fixed a bug where AI were getting charged twice for developing buildings.
The AI will now buy land in other towns, if there are no spare plots in their current town. This is especially helpful on the Devon map because it means once you found a second town, you don't need to build homes to attract people to develop more buildings.
Lots of improvements to the way AI decide which kind of buildings to develop.
You can now offer a scholarship to children who are not already in school - as long as the town has a Learning Hall. This is helpful for keeping kids away from crime.


Cheers,
Atorcoppe.

30
Games Discussion / Re: Britannia
« Last post by Asid on April 05, 2024, 12:33:04 AM »
Britannia final release
Thu, 4 April 2024



Game released from Early Access

We are pleased to announce that the Multiplayer version of the game is now available for play.
Therefore the game is now officially out of Early Access and in its vanilla 1.00 version.

Have fun with your friends and enjoy human vs human(s) matches.

We thank all of those who already supported us in the previous months and allowed us to achieve this stage.

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