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11
Games Discussion / Re: Armored Brigade II
« Last post by Asid on April 14, 2024, 12:16:42 PM »
Update 1.2.49
Sat, 13 April 2024



ADD: Extra display line for unit descriptions in Unit Gallery
ADD: Display of current combat day to Load Saved Campaign menu
ADD: New Commander skill: 'Logistician', reduces amount of time spent when resupplying during a combat day
ADD: Crewman levels of 5 or above now increase odds being being awarded a decoration

12
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on April 13, 2024, 12:08:31 AM »
Vol. 72 - Ready or Not Development Briefing
Fri, April 12, 2024

"Home Invasion" Early Overview Discussion



Attention Officers,

Thank you for joining us for 72nd edition of our Ready or Not development briefing, April 12th, 2024!

Today we're doing an early overview discussion of how our first piece of Downloadable Content, “Home Invasion”, will work and as well as provide a bit of initial info regarding its contents.


We want to have an accessible approach to our paid DLC, release a free game update parallel to Home Invasion
to create a broader 'Home Invasion Release,' and expand upon our in-game narrative in a nuanced, impactful manner.


DLC content is just one component of our ongoing support for Ready or Not. We have many bugfixes and free content updates in the pipeline.

These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment.Please keep in mind that everything in this development briefing is work in progress and subject to change.


Vol. 72 Development Briefing Summary Points:
(not a changelog)


    - - DLC maps are available to be played at full quality by everyone in multiplayer matchmaking as long as their lobby host owns the DLC
- To be properly revealed at a later date for the Home Invasion DLC:
        3 new maps
        2 new weapons
- The Home Invasion mission narrative will provide continuity with the base game, yet also provide a nuanced experience that will take you away from the stark darkness of criminal ring activity to a much broader spectrum of disturbing grey.


An Accessible Approach to DLC

A core continuous sentiment from us at VOID is how we want to avoid splitting our multiplayer playerbase across DLC content. Our DLC content should therefore be as accessible as possible, regardless of whether someone owns the DLC.


For multiplayer, this means allowing DLC maps to be played in multiplayer matchmaking at full quality by anyone regardless of DLC ownership as long as the lobby's host owns the relevant DLC. Years ago previously in one of our Frequently Asked Questions there was speculation about having the free multiplayer version be lower resolution in some respect, but we have decided against that.

As previously mentioned in our Vol.68 briefing: we will release additional bugfixes for the base game during the same timeframe that DLC content is being released. Furthermore, all our planned DLC will come with free new base game weapons, a DLC-exclusive player outfit, and new maps. Last but not least, DLC 1 is of course free for Supporter Edition owners per our original plans.

Home Invasion in particular will come with 3 new maps following a new narrative premise and 2 new weapons.

We hope that by making the DLC weapons free and allowing easy free access to DLC maps via host in multiplayer you will all still be able to enjoy the effects of each DLC launch, regardless of whether you specifically own it.


Simultaneous Free Game Update

“Home Invasion” has become more than just a DLC release
, it is now going to be accompanied by a parallel free update
for the base game as well.

This means we’ll be adding some features and improvements aside from just bug fixes that should release as part of this broad “Home Invasion Release.” The feature list should consist primarily of Quality of Life improvements.

To provide some development context on how this is possible, our different departments are developing future releases at the same time as the Home Invasion Release— including new general content updates and DLC.

This process aims to expand our scope of active development beyond whatever immediate content is upcoming; making use of the natural development bandwidth that opens when projects are be passed from department to department. Our new Lead Producer who we’re welcoming on board will assist us greatly in coordinating these sorts of processes.

For an example in a nutshell:

Once the Level Design Team passes newly developed Home Invasion levels to the Art Team, the Level Design Team can begin partial work on other new levels in the time between any subsequent necessary Level Design-related changes to the Home Invasion levels.

Meanwhile as our Engineering Team (consisting of different programming specialties) and other departments wait for a level to reach them, they are already working on bugfixes, improvements, and additions in other areas and for future updates.


Nuanced Narrative Continuity

The criminal conspiracies in our existing mission narrative run deep and abhorrently dark. Although that is an unfortunate reality of Los Sueños, our Home Invasion narrative
will take you away from the stark darkness of those criminal rings to a much broader spectrum of disturbing grey.

In this new narrative a disaster strikes, and every day people are left to pick up the pieces or use them as a weapon of opportunity. Complicated interests and self-preservation are driving forces in this liminal space with people across walks of life seeking any means to an end.

We understand the emotional impact and reflection that existing missions like Ends of the Earth evoke with our players regarding their activities within the game world. The three new maps included in the Home Invasion DLC will carry that torch forward into the labyrinthine world that is Los Sueños.


Conclusion

Our intention with paid DLC, including Home Invasion, is to provide ongoing support for RoN that can benefit everyone regardless of whether they own the relevant DLC.

With a parallel free game update for the Home Invasion Release, 2 new weapons, and easy free multiplayer access to the 3 new DLC maps via lobby hosts we are showing examples of how we want to achieve our intentions.

The disturbing grey area of our Home Invasion narrative meanwhile represents our desire to branch out and evolve on our mission content.

This concludes our 72nd development briefing, thank you again for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

Stack up and clear out.

VOID Interactive
13
Mods/Scenarios / Re: Wargamer Scenario Depot files
« Last post by Asid on April 12, 2024, 11:00:16 PM »
Thanks for the heads up  :thumbsup
14
Mods/Scenarios / Wargamer Scenario Depot files
« Last post by pzgndr on April 12, 2024, 08:33:57 PM »
A few of the old RGW scenarios are still available at https://archive.org/details/wargamer-depot-rgw-41-44
15
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.
16
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!



17
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.

18
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

19
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

20
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)


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