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11
Tacview / Tacview 1.9.2 beta 4 is available Now
« Last post by Asid on May 26, 2023, 12:15:04 AM »


Tacview 1.9.2 beta 4 is available Now

Download: HERE

•   Release Date: Thu, 25 May 2023
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 751.5 MB


Release notes

FEATURES & CHANGES

•   ADDED Inclinometer (slip indicator) cockpit instrument
•   ADDED tacviewPlaybackDelay custom option for DCS World servers (60, 120, 300, 600, 1200, 1800 sec)
•   ADDED DCS: Normandy 2 terrain
•   ADDED RPM and Throttle #2 to X-Plane advanced telemetry
•   IMPROVED Korea database and terrain for BMS 4.37.2
•   IMPROVED DCS2ACMI debug log
•   IMPROVED CSV files support


FIXES

•   FIXED real-time telemetry disconnect would not always work
•   FIXED real-time telemetry was auto-retrying on wrong password
•   FIXED corrupted A-10 3D model (regression)
•   FIXED multiple errors and oversights in the SDK documentation

Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...

12
Graviteam Sims/Wargames / New expansion Graviteam Tactics: Don Bend
« Last post by Asid on May 26, 2023, 12:09:32 AM »
New expansion Graviteam Tactics: Don Bend
Wed, May 24, 2023



The troops of the Stalingrad Front are fighting with the German troops that have broken through on the front line. On the morning of 07/23/42, the enemy, having pressed the 62A elements, went on the offensive with the forces of 2 TDs and one MID, broke through the 62A flank, began to spread to the east with tanks and motorized infantry in the area of Kletskaya - svfm Kopanya. German aircrafts continuously attacked 62A units, bombed railway junctions and destroyed wire communications. On 12:00 July 24, some German units reached the Ostrov, Volinsky area.

The German troops strive to reach the right bank of the Don River, capture the crossings, cut off parts of the Soviet 62A and destroy them with a subsequent blow. On July 25, for the advance detachment of the German 3MID, the task was set - to capture the crossings at Kalach. 53mcbn was supposed to suppress a small bridgehead on the right bank of the Don River and then occupy the bridges...

From the Soviet side, the newly formed 1TA (former 38A) is entered into the battle, consisting of:

•   13TC (163, 166, 169TBdes) is subordinate to 62A and is fighting in the area of the svfm Pervomaisky.
•   28TC (39, 55, 56TBdes and 32MRBde) with the task, at the end of July 25, concentrate on the Lipo-Logovskyy - svfm Pobeda Octyabrya area.

The Tank Corps of 1TA have the task to counterattacking the enemy that has broken through...

•   Operation in July 1942 (15 turns).
•   Precisely recreated area of over 200 sq. km: plains with harsh terrain, river and small settlements.
•   Historical organizational structure of units at the time of the operation.


See here: http://dogsofwarvu.com/forum/index.php/topic,9516.0.html

13
Mius Front / Graviteam Tactics: Don Bend DLC
« Last post by Asid on May 26, 2023, 12:04:40 AM »
Graviteam Tactics: Counter Blow DLC

Requires Mius Front




STEAM

Price: £12.79

10% Discount at launch (£11.51)


About This Content

The troops of the Stalingrad Front are fighting with the German troops that have broken through on the front line. On the morning of 07/23/42, the enemy, having pressed the 62A elements, went on the offensive with the forces of 2 TDs and one MID, broke through the 62A flank, began to spread to the east with tanks and motorized infantry in the area of Kletskaya - svfm Kopanya. German aircrafts continuously attacked 62A units, bombed railway junctions and destroyed wire communications. On 12:00 July 24, some German units reached the Ostrov, Volinsky area.

The German troops strive to reach the right bank of the Don River, capture the crossings, cut off parts of the Soviet 62A and destroy them with a subsequent blow. On July 25, for the advance detachment of the German 3MID, the task was set - to capture the crossings at Kalach. 53mcbn was supposed to suppress a small bridgehead on the right bank of the Don River and then occupy the bridges...

From the Soviet side, the newly formed 1TA (former 38A) is entered into the battle, consisting of:

•   13TC (163, 166, 169TBdes) is subordinate to 62A and is fighting in the area of the svfm Pervomaisky.
•   28TC (39, 55, 56TBdes and 32MRBde) with the task, at the end of July 25, concentrate on the Lipo-Logovskyy - svfm Pobeda Octyabrya area.

The Tank Corps of 1TA have the task to counterattacking the enemy that has broken through...

•   Operation in July 1942 (15 turns).
•   Precisely recreated area of over 200 sq. km: plains with harsh terrain, river and small settlements.
•   Historical organizational structure of units at the time of the operation.




























14
Games Discussion / Re: Alliance of the Sacred Suns : 4X/Grand Strategy
« Last post by Asid on May 26, 2023, 12:04:08 AM »
Spring Update - Lots of Awesomeness to tell!
Thu, 25 May 2023



Greetings, presumptive rulers of the Celestial Empire! I know it’s been a while since we’ve updated the game status, but don’t worry - we’ve been very busy, and although there’s a lot of news, don’t stop reading - we come bearing gifts.





First of all, we have spent a lot of time reworking the UI and UX to be… well, more fun to use, cleaner, and more visual. We have two recent examples of this. First is the Rank Map, which is selectable from the Nexus Bar on the main UI. This screen shows graphically the entire hierarchy of the Empire - viceroys, governors, and Primes can now be seen clearly where they fit into the Empire. And it gets better!! No more cumbersome ‘fire’ Actions or begging a House Leader to allow you to fill one of their Holdings - you can make all of your changes on this screen, through the magic of drag and drop! Fire a Viceroy, and drag a Courtier into their place. Promote someone to the Celestial Council from another House, and that House Leader may let you put your choice into their old slot! You’ll be able to see House reactions to all of your moves before you confirm them, and it will be obvious which positions are open and which are not (House Leaders have the final say on their Holdings!).



Next, the Epiphany Tree has gotten a COMPLETE overhaul. We wanted it to be more graphic and more dynamic - the nodes were all the same look, and it wasn’t clear how to move through a larger tree. No more! The entire tree of an Epiphany category is now available to see and plan from the start, and you can move, pan, and zoom in and out freely on the tree! Clean, clear, and more visual: Check!



Moving on, we now have planetary and system Orbitals. These are built with Projects, but before there was no representation of them in-game. No more! Now, you can zoom in on all planetary and system orbitals to your hearts’ content, and see their status, and watch them grow as you increase their level in some cases!





Next, Actions have been updated and revised to fit the new game systemsl. We completely scrapped the old Actions and added over 40 all-new Actions to better fit the theme of the game. We focused on how a ruler would use Actions - they would look to improve their own relationships with characters, undermine their enemies’ relationships, and interact with the other Great Houses for the bulk of their time, so that’s what we focused on! We also greatly updated the UI to show the expected effects of failure and success - what other Characters and Houses will think about this Action!



In addition, conversations between you and other Characters have been greatly expanded, and the result of your conversation, for good or bad, is much clearer.



But what happens when kind words fail, and you must take sterner measures? Glad you asked… Oratory Combat 2.0!! We have completely revamped Oratory Combat to be more visual, visceral, and fun! The big change is that it is now card-driven instead of skill-driven. We made this change to make it easier and more interesting for the player to ‘build up’ their character throughout their life-it’s more visceral to get a new power or effect on a cool card with art instead of just getting ‘Intimidation +3’, which is how it worked before. Essentially, we really want to lean into the RPG element of the game.

You can power up cards (and obtain them) through experience, Events, and epiphanies! Drag and drop your cards onto the battle screen, and outwit your opponents as they use unique demeanors and personalities to rebuff your requests!! Oratory Combat will be how you deal with Court Visits, where characters or Houses issue requests or demands of you. You can accept, decline unilaterally, or convince them not to make this demand/request. If you succeed, you’ve let yourself off the hook for a potentially expensive commitment, if you fail… you may just have made things even worse!



Our main UI got a pass as well; it’s now much crisper, cleaner, leaner, and adds important information like your House treasury right in plain view!



Planets and stars also got a graphical upgrade, including entirely new planet models and lighting maps for inhabited planets, as well as true star light and motion in the planetary view!

What else? We’ve removed provinces from your attention - it ended up being an unnecessary layer of abstraction that didn’t add much to either gameplay or the UX - so we scrapped them. Now you can see your entire Empire’s influence from the Galaxy map, and select a system directly without having to enter a separate Province Mode. Province governors have been retained in the form of Constellation governors - a highly-sought after position, locked behind a mid-game tech.

House Generation and System ownership have gotten some love as well! Now, only one House owns an entire System and all the Holdings within - this makes Military Actions and Wars much easier to conduct, as well as makes ownership less confusing to the player. Each House will have at least one System under their control at start - and we have slightly tweaked the number of planets in a system down to four, to make them even more valuable to build up!

Have you ever wondered why your relationship changed with someone? Or why your Power went down unexpectedly? Or why your House Relationship is suddenly one level lower? Well, we have too! That’s why we’ve updated our UX with dynamic tooltips that show the factors that have changed a value over time. We’ve implemented these tooltips on the most important values in the game, including Power, Spirit, and your relationships with Houses and Characters!

And that’s just the big stuff - we’ve made a host of other smaller improvements already, and we plan on doing a lot more over the course of the summer. Speaking of summer… we mentioned a gift.

We’re pretty confident in the changes we’ve made to improve the player experience and the game's visual interface, but then we would be - it’s our game! Alliance wouldn’t be where it is today without our testers, and we’re happy to announce we plan to run another beta this summer.

The ‘Sagan’ build will comprise of everything mentioned above, plus any further changes we make beforehand, and will be a near complete vision of Alliance of the Sacred Sun’s initial early access offering.

We will announce more details soon, but anyone can sign up as long as you sign the necessary documents! Sagan is a very exciting development milestone for our small team, and we can’t wait to show you the fruits of our labors.

-Steve Hawkins
Project Lead, Alliance of the Sacred Suns


15
Games Discussion / Re: Neverwinter Nights: Enhanced Edition
« Last post by Asid on May 25, 2023, 12:41:05 AM »
New Patch Arrives Today: Stable Build 8193.35 is Live!
Wed, 24 May 2023



Patch 8193.35 for Neverwinter Nights: Enhanced Edition releases today.

Patch made by the community NOT the devs

Hello adventurers!

Today we’re releasing a new update for Neverwinter Nights: Enhanced Edition. Patch 8193.35 is the result of a year-long love effort by community developers.

Patch Highlights
AOE Indicator | Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size
8 Multiclasses | Added support for up to 8 multiclasses, configurable per-module
Faster Load Times | Improved area load times by up to 100x (!)
News Section | Added an in-game News UI that shows upcoming patches and community news
Script-created UI Improvements | “NUI” (script-created UI) will no longer break input to the game (WASD, drag & drop)
Play NWN as a Cartoon | Added a new "Toon" post-processing shader as a graphical option
Goodies for Builders | Hundreds of new functions and goodies for module builders
Hundreds of Bugfixes & Optimizations | More bugs squashed

Check out the full patch notes here: https://nwn.beamdog.net/docs/

Join the community and provide feedback directly to development team members on Discord: https://nwn.beamdog.net/discord (Before posting, please take a moment to carefully read the introductory text in #welcome).

If you're currently subscribed to the development patch, you'll continue with the upcoming .36 patch cycle going forward. If you wish to stick to this stable release (.35), select the “default” branch in Steam/GOG Galaxy/BDC.

Thank you for your support!

Credits

This patch was made entirely by community members: Done entirely for personal enjoyment, out of good will, and with copious amounts of adhesive.

Development team:
clippy, Daz, Jasperre, Liareth, niv, Soren, tinygiant, virusman

With explicit thanks to:
The NWNDEV Discord folks. Your testing and support was and is invaluable.
The Neverwinter Vault.
Nereida and Zwerkules.
Everyone in the community!

Bonus Art

As a bonus, here is an updated key art picture for Neverwinter Nights: Hordes of the Underdark by Mike Sass, redrawn with more detail:



16
Mius Front / Re: Mius Front: Patches/Updates
« Last post by Asid on May 25, 2023, 12:34:34 AM »
Update 05/24/2023
Wed, 24 May 2023



1) Changed the layout and appearance of HEAT shells by year for German 75mm guns.
2) Front screen armor on the PzIII ausf M tank turret has been fixed.
3) Added setting to reduce the dynamic range of special effect sounds (in the special settings section)
4) Added destruction of the chassis and caterpillar when vehicle moves on AT obstacle.
5) The recoil for the Pak97/38 cannon has been adjusted.
6) Fixed a bug with positioning Panzernest in a trench.
7) Reduced the sound volume for smoke grenades.

17
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on May 24, 2023, 12:08:15 AM »
Field of Glory: Kingdoms - The Balance of Authority
Tue, 23 May 2023



The second Dev Update is out now

Field of Glory: Kingdoms takes players on a journey through over two centuries of European, African, and Middle Eastern history set in 1054, just after the Great Schism.

With hundreds of factions at the start and a plethora of buildings, players will have ample opportunities to build and expand their kingdom.

One of the key features of Field of Glory: Kingdoms is the Authority and Disorder system, which allows players to manage their kingdom and maintain order.

With the Authority concept, players can maintain control over their population, promulgate edicts, and declare war on their enemies. However, be careful not to let your realm fall into disorder, as this can result in challenges from your heirs and unruly vassals. As one of the main tools to measure your progress, Authority will also allow a change in your system of government, and here Kingdoms offers many more possibilities than in its predecessor, Empires.



Authority is perhaps the most important new concept in Kingdoms, as its influence literally courses through all game elements - from loyalty to succession to warfare.


But the game presents a delicate balance between maintaining control and expanding your kingdom, as expansion will create tension with powerful neighbors. Indeed, a large Authority rating will make you clash with nearby similarly minded nations.

So, to become a formidable force, you will have to walk the thin line between being small enough to keep things firmly under control and large enough to progress to a more formidable status.

Will you be a humble county, or will you raise to be the equal of the mighty Byzantine Empire? Nothing is written in stone and even as a modest Northumbrian noble, you too can become the King of England. Or perhaps you would rather ascend from being a Novgorod prince to the King of all of Rus’? There will be only one in such a position though and expect a fierce struggle to ensue.

The Authority and Disorder systemwhile being very flavourful and thematic to middle-age games also prevents easy snow-balling and captures the rise and fall of empires/kingdoms.

18
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on May 24, 2023, 12:08:04 AM »
Embark on a Faith-Filled journey with Field of Glory: Kingdoms
Wed, 19 April 2023



Development Update

Attention all strategy game enthusiasts!

Get ready to dive into the exciting world of Field of Glory: Kingdoms. This is the latest addition to our popular Field of Glory franchise, from veteran development studio AGEOD.

Field of Glory: Kingdoms takes you on an epic journey through the Middle-Ages historical period, just after the Great Schism between the Orthodox and Catholic Christians. Players will experience more than two centuries of European, African, and Middle Eastern history in a WEGO turn-based strategy game that promises to be both challenging and enjoyable.

One of Kingdoms new major features is the introduction of religions.
Each nation and population can be of one of the Abrahamic religions, pagan, or even heretic, and this can be a determining factor for your nation and your relations with others.

Indeed, having a neighbor of a different religion will create tensions and sometimes wars. Some rulers were tolerant, but this was more an exception than the norm.



Religion was an important aspect of medieval life and is well-represented in Kingdoms. There are five Holy Cities, one of which is shared by three monotheistic religions and will foster friction and tension, perhaps leading to a crusade or a jihad.


In particular, Christianity and Islam will often clash, as they both claim the Holy City of Jerusalem. When the imbalance is too strong, diplomacy will take a backseat, as a Crusade or a Jihad will be declared! Should this happen, expect several nations to join together against the “heathens” (that is, anyone not of their faith).

These power blocs can be quite formidable and very strong opponents. Pagans, having drawn the short straw, will be equally despised by all religions of the Book.

But that’s not all, as heretics can appear if you lack faith in some of your regions. If you don’t put them in check, they will spread their twisted faith while shortening the lifespan of your clergy social class.

Christian nations can be backed by several Holy Orders, which will help them in case of conflict. The fact they get richer and more powerful over time is probably a coincidence of no importance for you the King.
Rest assured, following a religion is also providing ample benefits, like a more docile population, plus extra Legacy Points, the measure of victory!

We cannot wait for you to immerse yourself in the game, and we are confident that you will love Field of Glory: Kingdoms as much as we do. Stay tuned for more updates.

19
Games Discussion / Combat Mission: Red Thunder
« Last post by Asid on May 23, 2023, 02:26:24 AM »
Combat Mission: Red Thunder - Out on June 15th
Mon, May 22, 2023



Gear up and brace yourself for the intense action of Combat Mission Red Thunder, the groundbreaking World War II tactical strategy game that will immerse you in the heart-pounding battles of the Eastern Front. Mark your calendars for June 15th as this epic gaming experience arrives on both Steam and the Slitherine Store.

Experience the brutal and unforgiving warfare of the Eastern Front, where the outcome of battles can change in an instant. From the swamps of Belarus to the gates of Warsawa, you'll relive some of the most critical moments of the war. Authentic terrain, weaponry, and unit behavior bring the battlefield to life, providing an unparalleled level of immersion.

The DLCs will be released alongside the base game.

Victory awaits, wishlist now.


Combat Mission: Red Thunder


https://store.steampowered.com/app/2418000/Combat_Mission_Red_Thunder/


Combat Mission: Red Thunder - Battle Pack 1


https://store.steampowered.com/app/2418010/Combat_Mission_Red_Thunder__Battle_Pack_1/


Combat Mission: Red Thunder - Fire and Rubble


https://store.steampowered.com/app/2418011/Combat_Mission_Red_Thunder__Fire_and_Rubble/
20
0.11.1.1 Patch Notes (Testers branch)
Mon, May 22, 2023



New Features:
- Hardcoded escape button to escape on keyboard
- Additional bindable "escape" key is now bound to "Start" on the gamepad by default
- Player can now eject
  + Pilots are now a viewable object (only when ownship ejects)
  + Fixed pilot rotations to face forwards
  + Option to trigger either by hold or triple press
  + When ejecting during Arena missions, pilot is not lost, only aircraft
- Added SA-9 IR guided surface to air missile (SAM) vehicle
  + Vehicle launchers can have a finite or infinite number of reloads
- (JSON) Vehicle turret "Type" property no longer used
- (JSON) Vehicle missile turrets require "LauncherMounts" in the "Model" of the turret
- Completely redone HUD designed for customization and more universal usability
- HUD "Instrument" (TWD and Radar) design changes
  + TWD shows incoming missiles and incoming missile type
  + Can be configured to 4:3, 16:9, or screen edge
  + Three different display styles : Borders, Transparent, Clear
- RWR Codes system to different aircraft can display different RWR symbology labels
- Radar shows lock target type and altitude
- Tape added to the heading indicator
- Pitch ladder (optional)
  + Reacts automatically to field of view (Thanks Vazgriz!)
- Waterline and flight path marker (optional)
- VTOL HUD mode automatically activated when nozzle angle >30 and ground speed <200 knots
  + If in NAV mode, NAV will switch to say VTOL
  + Flight path marker symbology switches to lose the top mark
  + Pitch ladder caged and used as vertical velocity indicator (1 degree = 100 feet/min)
- Input debugger is now part of the HUD (optional)
- Fuel gauge (optional) which displays both internal and external fuel separately
- New HUD is now (optionally) available in the Chase (F3 by default) view
  + When in third person, the HUD takes on a wider format
- Radar and IR missile symbology adjusted and now shows target aspect
- Target boxes have a SHOOT cue that coincides with seeker lock
- DLZ added with very questionable calculations (WIP)
- Time to impact shown on DLZ for previously launched munitions
- Ground targets on the radar appear as indistinct blobs (AAA still has a unique symbol)
- Important ground targets will always be bright and highlighted
- Gunsight shows current range to target, or slant range to ground, along with gun max range
- Added fixed gun cross which situationally appears
  + If no target or A-G, fixed gun cross is replaced by gun piper when aimed at the ground
  + If A-A target is selected, fixed gun cross is always visible
- Blinking incoming missile text on the HUD, coincides with audio beep
- Missile warning ducks the constant lock tone

Improvements:
- Missile seeker diamond now tries to move towards locked target instead of moving only when target has entered seeker angle
- Cockpit SFX slider defaults to 50%
- Flak smoke lingers for longer

Bugfixes:
- Chase/external no longer centered on the viewable's position last frame
- Aircraft control surface animations no longer play after ejection
- Target lists no longer getting clogged with invalid references every level load
- When Harrier engine is off, it reads ambient temperature instead of 0
- Fixed NRE caused by attempting to view vehicles when there are no vehicles

Balance:
- GAU-12 muzzle velocity reduced 1600 -> 1300
- GAU-12 time to live reduced 1.5 -> 1.3
- Normalized the bullet diameter for AI aircraft guns
  + Gsh-23 reduced greatly 10.0 -> 2.5
  + M61/M39 increased 1.0 -> 2.5
- All dumb bombs now have penetration, allowing them to do full damage to tanks on a direct hit
- AV8B countermeasure fire rate doubled (0.2 -> 0.1 delay)
- SA9 tweaks
  + 9M31 MaxRange lowered 8000 -> 5000
  + 9M31 EffectiveRange lowered 6000 -> 4500
  + Turret MaxRange lowered 6000 -> 5000
  + Turret FireDelay raised 10 -> 15
- ZSU-57-2 range increased 5000 -> 6000
- Added SA-9 to several bases in the Arena Demo mission

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