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91
Scourge Of War / Re: Scourge Of War - Remastered
« Last post by Asid on June 16, 2024, 03:20:08 PM »
Early Access Game

Get instant access and start playing; get involved with this game as it develops.
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development.


WHAT THE DEVELOPERS HAVE TO SAY:

Why Early Access?
“Scourge of War has been a long labor of love. It's a garage game where everyone that contributes works other full time jobs. We run very tight with our community and frankly there is still a lot to do before we are ready to anoint this version. We have recreated our MP experience using the Steam Libraries, but there are still a lot of features to support. Leaderboards, Lobby, Steamworks for Mods, all this and more are why we decided on Early Access. Due to the size of our team, we really want to engage the community before we decide on the final version of the game.”

Approximately how long will this game be in Early Access?
“Probably a year, but that's a very rough guess. We do plan on having frequent new builds.”

How is the full version planned to differ from the Early Access version?
“Mostly we are looking at full Steam Support before we are done. Every item that makes sense to support will be supported. Our mod community is strong, so we want to engage Steamworks in order to host and support the mods. We plan on the Lobby, the Leaderboards, and making sure that our community is behind our final product. We are also looking for a single version to support all of our content. No more WL, GB, QB, just Scourge of War and DLCs.”

What is the current state of the Early Access version?
“Quite playable, MP still has issues on our conversion to SteamMP, the lobby is not fully functional and it's not been tested fully for our optimizations. All of our scenarios are playable. Refer to the About This section for details and follow our announcements as each version will contain new updates.”

Will the game be priced differently during and after Early Access?
“Absolutely, we will give a better price before release.”

How are you planning on involving the Community in your development process?
“We are going to fully engage with the community. We are not fast, but we are thorough. We have our own forums on our site, but our plans are to support the community forums on Steam. There we will engage the community and find the most desired features and give solid answers on when we can support what they want. We'll depend on them to help track down the bugs that prevent people from fully enjoying the experience. Each feature request will be considered. Our team are players as well, so we want what you want.”
92
Scourge Of War / Scourge Of War - Remastered
« Last post by Asid on June 16, 2024, 03:14:53 PM »


Scourge Of War - Remastered
Norb Software Development LLC

Welcome to Scourge of War, a real-time 3D computer game/simulation developed by NorbSoftDev, the company headed by renowned game designer Norb Timpko, designer of Mad Minute Games' acclaimed Take Command series. Scourge of War is the epitome of historical command simulations.


Steam: Click Here

Theatre: Napoleonic/American Cival War/and.....
Unit Scale: Division, Regiment, Corps
Single player: Yes
Multiplayer: Yes
AI: Yes
PBEM: No


ABOUT THIS GAME

Welcome to Scourge of War. We hope you are ready for a fight. This game places you in command of the units of armies and allows you to refight the many historical bloody clashes during the age of regimental base warfare. This is a type of wargame that we call real time command simulation. Real time command simulation combat begins with Sid—as in Sid Meier, who released the now legendary wargame Sid Meier’s Gettysburg (SMG) in 1997. This game established a new genre, freeing players from the confines of the earlier wargame conventions of the hex grid and dice roll. It placed the units on a 3D battlefield and lets the player/commander move units around. There were no turns—combat happened in real time and could be interrupted only by putting the entire game on pause. It also included a multi-player (MP) feature that is still in use today. Then came Sid Meier’s Antietam in 1998, an evolutionary release that introduced players to the deceptively rolling terrain outside of Sharpsburg and included other battles in the Antietam Campaign at South Mountain and Crampton’s Gap. The next step in the evolution of the genre was Breakaway Games’ transfer of the game engine to the Napoleonic Wars with the release of Waterloo: Napoleon’s Last Battle, in 2001. The final chapter for the Sid Meier engine was Austerlitz: Napoleon’s Greatest Victory, released in 2002. A new chapter in black powder era combat simulation opened in 2005 with the release of Civil War: Bull Run by Mad Minute Games. This game is built on the traditions of the Sid Meier games but was an entirely new generation. It was noted for its highly capable Artificial Intelligence (AI) opponent and careful attention to historical detail. The second and final game from this very small company was Take Command: 2nd Manassas, appearing in 2006. This release also included the battles of Cedar Mountain and Chantilly, the bookends of the campaign. Both games received multiple awards reflecting the historical accuracy and intensity of the real time command experience.

Then came the start of the Scourge of War series. Recreating Gettysburg and Waterloo in the same fashion. It's been many years since those initial releases and old men need something to do in their twilight years. So, we figured we'd take our time and fix some issues, rebrand the game, get on Steam, upgrade the art, and see what we can do to improve performance. There are improvements to the graphics engine and a large number of next generation art assets. The AI has improvements that build on the experience from previous games. The AI is smarter, meaner, and more likely to run you off the battlefield unless you are a skilled wargamer. This game now uses the Steam multi-Player features to allow you to match your skills against human opponents anywhere in the world the AI or both at once. So, make sure your guns are clean, your powder is dry, and get ready for battle on the legendary battlegrounds of history!


Features (work in progress)
- Huge armies marching and fighting across enormous historical maps.
- A great amount of content.
- A Sandbox campaign mode adding a strategic layer to your tactical battles
- Units can now take cover in buildings!
- New and improved interface for easier command and control
- Highly accurate historical battlefield maps and general purpose battle maps.
- Realistic weather.
- Courier system for dispatches.
- Extensively researched historical orders of battle.
- Real time combat command of a brigade, division or corps
- Random play mode to generate battles.
- Multiplayer play.
- Multiplayer online combat in several modes, including: Standard opposite sides, cooperative play versus the AI ,play embedded- within historical battle scenarios.
- Random play mode to generate battles of brigade, division, or corps size on any of the included maps.
- Extensive option set to tailor the game experience to the players preference and to allow good game performance on a wide range of systems.
- Full modding support including a moddable AI.Sounds and Smoke effects to bring the battles to life.

"The idea is to have just one program serve all the content. That is our 'hope'. WL will be first, but we are working on the GB content as well."



93
World War II Europe 1939-1945 / Re: WWII-Europe Campaign Scenario #102 Update
« Last post by scooter549 on June 16, 2024, 10:44:30 AM »
Hi Ron,
I purchased the "World War II Europe 1939-1945" game from you back in 2017. After 7 years, just coming back to it. Looks like you've made great progress on the scenarios.
I downloaded the 1012A update from the original dropbox link you provided to me. Really like the way scenario 102 is looking.
Have been playing around with modding scenario 40 (Market Garden) in the editor and like the way you can use notepad++ to easily modify the text files.
I'm looking forward to spending more time on this game, now that I've got the time.
Keep up the great job you are doing with this game.

Bob
94
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on June 15, 2024, 03:37:25 PM »
https://www.steelbeasts.com/topic/17590-ammo-changing-from-tank-commander/#comment-240516
Quote from: Ssnake
I'll try to keep it in mind, however, to implement some "medium-term memory" for AI crews in V5, so that they won't forget immediately what they were ordered to do; provided, that we can ascertain the player's intent, which to a computer often appears erratic.

https://www.steelbeasts.com/topic/17602-editing-faction-experience/#comment-240609
Quote from: Ssnake
My position has always been that it makes little sense to make AI crews artificially incompetent as long as we can't make them as good as humans are. Ideally, AI crews would have to show the same weaknesses and strengths as the human behavioral spectrum, and I think there are ways to approximate that - but not in SB Pro V4.
95
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on June 15, 2024, 12:30:42 AM »
2024.1 (Preview 12)
Fri, 14 June 2024



Dear captains,

There is a new patch ready for 2024.1 beta.


Localization:
- Czech localization update by Spid3rCZ.
- Russian localization update by Hard.
- Ukrainian localization update by vovanvoks.
- Portuguese localization update by AlexShuma.
- Spanish localization update by Miguel Haakon.
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.

Missions:
- Fix: Ships scuttled with the Ship Engineer skill weren't counted towards GRT progress in missions and campaign objectives.
- Fix: The objective about finding a hut on the Hopen Island was sometimes not progressing when looking at the hut through binoculars / UZO / periscope.
- Fix: The objective about finding the first hut on Hopen Island is no longer marked with a green dot, to avoid confusion that it's located at its location.

Torpedo fire systems:
- Officers are now much more accurate at estimating AOB.
- Fix: On Type IID it wasn't possible to set UZO as the active bearing transmitter on torpedo fire control boxes (the option for it was missing).
- Fix: Corrected typo on "Lagenwinkel" label on TDC and "Schuß" label on the launch lever.

UI:
- Added a new loading hint explaining that it's not possible to charge batteries at maximum speed.
- Fix: Radio stations sometimes weren't listed on the radioman's menu, even though there was an information that they should be available.
- Fix: Chronometer tool wasn't continuing to measure time after it was hidden.
- Fix: It wasn't possible to open torpedo launchers UI from TDC UI, the button was always disabled.

Crew:
- Fix (regression): After the last fix for sailors playing lying on bed animation after selecting them for an external mission, officers started to have a similar problem.

Type II:
- Added a new depth meter in the control room. We will also update the dial in the UI soon.
- Fix: New dial textures on the electric engines.

Type VIIB:
- Fix: It was possible to move through a net cutter on Type VIIB U-boats.

World:
- Fix: Kiel canal is now deeper and it should be possible to traverse it.
- Fix: Kiel canal is now called with its historic name, Kaiser Wilhelm Canal.

General:
- Fix: If an autosave was made, while Uboatopedia was open, the time was permanently slowed down after this save was loaded.
- Fix: Bearing displayed in the hydrophone UI is now within range of 0 to 360 degrees instead of -180 to -180 degrees, to match the scale present on the device.
- Fix: Indicator lights on various devices could be in an incorrect initial state after loading a saved game state.
- Fix: Indicator lights weren't changing its state during a pause.

Yours,
DWS
96
Tacview / Tacview 1.9.4 beta 5 is available Now
« Last post by Asid on June 15, 2024, 12:15:08 AM »


Tacview 1.9.4 beta 5 is available Now

Download: HERE

•   Release Date: Fri, 14 Jun 2024
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 868.0 MB

Release notes

FEATURES & CHANGES

•   ADDED Option to display the event that triggered the playback pause in the 3D view
•   ADDED Support of PilotEyeGaze* properties for professional simulators
•   ADDED DCS: Kola Map
•   ADDED DCS: F-4E Phantom II advanced telemetry
•   ADDED Various Artillery 3D models to the database
•   ADDED option to map routes in the Track Injector Add-on
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED Sea vehicles now remain displayed after destruction
•   IMPROVED GPX tracks without altitude can now be imported (at 0 ASL)
•   IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3
•   IMPROVED DCS World Channel, South Atlantic, Normandy and Syria terrain and runways

FIXES

•   FIXED Charts with distances on horizontal axis were not working anymore (regression)
•   FIXED RecordingTime property was improperly set during the import of some files
•   FIXED scale of Hawker Hurricane
•   FIXED scale and orientation of C-130 Hercules parachutist object


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...



97
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on June 14, 2024, 12:24:45 AM »
Field of Glory: Kingdoms - Enigma: Perceive and Resolve
Thu, 13 June 2024



Here is a summary of the upcoming guide about frequently asked questions.

Many new players feel stuck at some point without a clear way to progress in Realm type and level (for example, from a Duchy to a Petty Kingdom, also known as governments). This comes from two concepts that are tailored to slow down expansion and require foreplanning. It has been designed this way so that Kingdoms is not just another map painter. The historical rationale is that the overwhelming majority of nations did not expand geographically for dozens of years. Only a few managed to do that, and it was often a long process.

Two key values must be understood:
"Max Demesne Size for Authority Gain": This limits the main source of Authority gain (there are other sources, but they are not passive and demand effort). As the realm grows in size, this limit is approached, and Authority gain stops. This can mean the realm is not in the progress tier anymore, and thus the Realm cannot be changed.

"Required Regions to Progress": In addition to this limit, a second concept acts as a barrier. To change Realm, in addition to being Ascendant with 5 progress tokens, a critical size must also be reached. The conundrum to solve is that this value is higher than the first, which might initially give the impression of being stuck.

Note: These two values are indicated in the left part of the Nation Panel.
The obstacle represents a glass ceiling. However, it can be broken, and there are several ways to do that.

Peers of the Realm
If a province is held, a governor can be named (in-game flavor terms: Domain and Peers of the Realm). This will increase the first value, as a Peer will enhance the "Max Demesne Size for Authority Gain" by their Admin value. However, there is a limitation: the bonus from Peers cannot exceed the base value. For example, a Taifa with a Max Demesne of 2 cannot exceed 4.

Vassals
Creating vassals will lower the "Required Regions to Progress" by 5% for each vassal. Given the game will round values to the nearest one, it means that with 10 regions and 1 vassal, there is a rebate of 1 region. Note: The HRE Emperor has a penalty here; it's a special mechanism.

On and Off
By combining both approaches and adopting a strategy where Authority is either accumulated or spent more liberally, progress can be achieved. Alternating between these two phases until a runaway mechanism is reached, where both spending Authority liberally and progressing is possible, is the goal. It's quite achievable.

Who to play?
Starting with a minor backward nation is not recommended. Kingdoms does not strive to equalize the playing field. Some nations are harder to play than others, and beginning with a small nation, but with an existing Domain (like Scotland) will provide a more rewarding experience, will not be overwhelming, and will present many challenges. It won't be easy mode.

Unlike Civilization, where everyone starts equal with a single pop village and can thrive to greatness, Field of Glory: Kingdoms presents a different challenge. Only when experienced in the game should a backward nation be attempted.

Note: Easy mode will be easier in the first patch, helping players get started. Switching to balanced mode is possible at any point.
98
Games Discussion / Re: Stargate: Timekeepers
« Last post by Asid on June 14, 2024, 12:24:40 AM »
Stargate: Timekeepers - Team Interview
Thu, 13 June 2024



Welcome back time travellers,

Do not miss the chance to meet the team behind Stargate: Timekeepers and discover all the details of the creation of the stealth video game of one of the most loved tv series.




We would like to thank all the fans who have been supporting Stargate: Timekeepers since its launch.

The team has been working relentlessy to deliver you the best possible gaming experience and please let us know what you think of the game. Your feedback is essential to keep improving the game.

99
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on June 14, 2024, 12:24:34 AM »
Atlantic Update 0.31.0.0
Thu, 13 June 2024



Thank you as always for the positive and constructive feedback!

Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. This one covers campaign optimisation, a new look campaign map as well as big changes to the Objectives and the campaign overall, which hopefully makes progression clearer for you. We've also added some new ships and planes to the roster!

Gameplay:

  - Added the Algérie-class cruiser, Gearing-class destroyer, River-class frigate, and Altmark-class oil tanker.
  - Added the Hawker Typhoon fighter, the Junkers Ju 188 bomber, and the Messerschmitt Me 262 jet fighter.
  - New campaign objectives now require transported resources instead of manufactured resources.
  - New campaigns lock amphibious assaults and building assault fleets until certain objectives are met.
  - Updated the objectives panel, with progress indicators and locked objectives shown.
  - Improved enemy scouting and convoy-hunting behaviour, and increased German priorities for building u-boats.
  - Improved enemy structure building behaviour and research priorities.
  - Starting convoys now include troop ships.
  - Adjusted the initial structure setup for North America and Axis territories.
  - Increased spotting range vs structures on the bridge.
  - Removed delay between alert popups.
  - Increased research times for historically later technologies.
  - Added separate lock toggles on airfields for automatic fighter, bomber, and spotter launches.
  - Airborne aircraft flights are rebased (or removed, if no space is available) after demolishing their airfield.
  - Added passive sonar to frigates, and they can no longer be ambushed by submersibles.
  - Adjusted torpedo launching behaviour for submarine AI.
  - Ship squadrons more in faster and looser formations whilst turning.
  - The lead ship of a selected squadron is highlighted as such on the minimap.


Bug fixes:

  - Gave the L, O, S, and U-class destroyers functioning AA weapons.
  - The Heinkel He 177 Greif model now loads correctly in combat.
  - The Cimarron-class oil tanker is available to the Allies in the campaign.
  - Docked fleet markers will not double up when a new multi-ship fleet is completed.
  - Under-construction fleets can be merged with docked fleets in the shipyard panel.
  - Ship and aircraft build counts are reset upon closing the window.
  - Ensured initial convoys don't include non-researched ship classes.


Other:

  - Updated the appearance of the campaign map.
  - Various performance optimisations.
100
Games Discussion / Re: Empires of the Undergrowth
« Last post by Asid on June 14, 2024, 12:24:28 AM »
First Post-Release Newsletter! May-June 2024
Thu, 13 June 2024



EotU 1.0 is here, so let's talk about where it's going in the near future!

We’ve put many of our best years into Empires of the Undergrowth, and it is finally released. Welcome to our first newsletter in a post-1.0 world! For all of the many new people who are joining us, you are most welcome, and we hope you’ve been enjoying the game since launch on Friday, 7th June 2024. It’s been a rollercoaster of a few days for us, to say the least, and we’ve got a lot to talk about - so let’s get to it.


Matabele ants in a custom game from Zvistic

First and foremost, thank you so much for making sure that our launch to full release was a successful one. So far, our highest concurrent player count was on the Sunday after launch - peaking at 6,367 - absolutely annihilating our previous best of 2,509 which happened nearly 2 years ago when the fire ant update was set live. These are stunning numbers for our little ant game, far higher than we could have hoped for, and we will be eternally grateful for that.

On launch day we also posted a new roadmap, detailing some of our plans for the immediate future of Empires of the Undergrowth. This newsletter will mainly deal with that, but we’ll also talk about some of the coverage that the game has been getting and how the launch itself went.

1.0 Launch

In the early evening of 7th June, we took a short break from our preparations to do a short livestream celebrating the reach of 1.0. It was great being able to take a quick breather with more than 800 of you watching at one point, and to be honest this was for us as much as it was for everyone else! The recording of the livestream is available on YouTube for anyone who would like to have a look:




Read on...
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