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Games Discussion / Re: Modern Naval Warfare
« Last post by Asid on Today at 12:16:27 AM »
Modern Naval Warfare - Navy Log Book #3
Thu, 28 March 2024




Ahoy, tech enthusiasts and oceanic visionaries! After a brief hiatus, the Navy Logbook Series is making a splash back into the scene this year.

We're committed to delivering a new logbook every month leading up to the simulator release and beyond, so keep those eyes peeled on the screen of the photonic mast.

In this edition, we're pulling back the curtain to introduce the team—actually, they'll be introducing themselves. You're likely familiar with the two dynamic Maslas brothers, Kyrmitsos and Kyrgiannis, one is good looking and smart, the other is smart and good looking!

But behind the scenes, there's a fresh squad of up-and-coming developers and 3D artists who recently joined our studio.

Amidst their challenging tasks, our talented team graciously took the time to answer some questions about themselves and their contributions to the project. Rest assured, no developers or 3D artists were harmed or injured during the course of this interview.

So, plunge into the pixelated depths with our coding and artistic crew as we set sail on a journey to craft Modern Naval Warfare, a simulator that'll have you exclaiming, "the sonar, the merrier! (I know, it’s a bad joke but I had to do it).

Let’s start!

Michael-Evangelos Diamantis (MAD) - Game Developer, QA/QC and Integrator.

I'm currently 23 years old - soon to be 24! As a character, I find myself constantly evolving, learning from experiences, and cherishing the relationships that shape me throughout my life.

With a small background at programming that started as a hobby back in to 2012, I began experimenting with various Game Engines, Programming languages and steadily began self-teaching myself through high quality programming books and of course a lot of tinkering. The rest is history because I've lost count of how many things I've done since then.

I joined the studio in 2022 because aside from the Maslas Bros being a damn good, internationally recognized development studio (OBVIOUSLY!) I chose to apply for the position of the -then- Internship Game Programmer to hone my skillset and further develop my programming skills in my line of work. As to why they chose me, aside from my then skillset they saw the "spark" and passion about my work and hobby called programming.

In the span of one year with them, I've developed several features (and bugs) inside MNW and not only these. I really can't "count" the things I'm doing in the project because it's a "love about my work and the subject of it" not "work I have to do so I get paid" situation.

I am a gamer, of course! I've played countless games in my lifetime and I've yet to play even more! Right now, I'm playing Baldur's Gate 3 and - still - trying to play Command (it's hard).

I am using a PC for everything except couch-gaming, this is where the consoles win.

Outside work I like to socialize, partying, make new friends and NOT stay inside in a Saturday night - although I do so many times heheh. When I'm not doing any of these I like studying about my field, playing games, having a coffee with a friend and trying new things. LEGO building is my guilty pleasure...

My favourites games are TESV: Skyrim, Cyberpunk 2077 and of course every LEGO game in existence. In the field of books, I'd say that the following are must-read:

    When Nietzsche Wept - Irvin D. Yalom

    The Anti-Christ - Nietzsche

    Ecce Homo - Nietzsche (still reading it for the 4th time...)

As of movies I love any kind of movie but psychological thrillers/horrors, action-packed and fantasy/sci-fi movies are my go-to e.g. "The Shadow People" or any John Wick and Harry Potter movie. My music taster varies based on my mood, but my non-changing music group is Rammstein. A martini Bianco with three ice cubes - other drinks do not exist.

Petros Daskalakis (DSK) - Game Developer

Well, I'm 20 years old and as far back as I can remember, I was always obsessed with consoles and computers. Even though my age, you would always catch me playing some very old school games, mostly 2D top-down or platform games.

From an early age, I loved the idea of programming and the opportunity it gave people to transform their ideas, in functional realities. The ability to bring concepts to life through code fascinated me. So, because I played those classic video games that gave many children like me moments of freedom and joy, I decided to become a Game Developer, so through my ideas I can give to other people those exact feelings I had while I was playing.

I join Maslas Bros because of my good posture? Well, who wouldn’t want to work with highly experienced developers and passionate people about their work? Since then, I've been involved in a variety of aspects within the project, including widgets development, tools creation, and systems managers.

I've been a gamer since I could understand how a console or a PC works! Currently, playing Shovel-Knight: Dig and Cyberpunk 2077 (yes, two completely different genres I know, don't judge me for being diverse...) I really don't have a preference between PC and consoles. I started my gaming addiction with an NES and then followed with PCs and other consoles. Anything that can run a videogame is good enough! My favourite games are Mario & Luigi: Bowser's Inside Story, Crash Bandicoot, Days Gone and Hellblade: Senua's Sacrifice.

With my free time, I mostly blast some music on my headphones, play guitar, I pursue photography as a hobby and of course gaming. Should I say that I try to socialize? Well, I'm a very social person so I try to have fun with my friends and family also!

Music is a big deal to me. I listen to lots and lots of Blues and Soul music. Favourite music group I'd probably say Snowy White & The White Flames, but I listen a lot of solo artists like Rory Gallagher etc.

My favourite drink is Whiskey...just any kind of Whiskey is good for me.

Evagelos Vasilakis (ZX) - Developer and Technical Artist.

I'm currently 21 years old, I enjoy winter (despise summer) and believe Windows 7 was Microsoft’s best OS (ok and maybe 2000). Back when I was 10, I discovered a "making of Halo 2" documentary, fiddled with game engines after and got hooked.

Well, I choose to work for The Maslas Bros because I wanted to work with games (or simulators) and they were making one! They also periodically feed us quality food which is a great bonus! The best part about my role as my tasks can range from Explosions and Shaders to the studio infamous zx map scalebar. Currently I'm working on water based explosions and I believe Damage modeling is next.(I make ship go boom)

When I am not working for the studio, I try and keep up to date with various games but I usually end up playing either the same old ones I enjoy (Halo), and yes, my favorite game is Halo Combat Evolved but I also like dabble with borderline ancient titles (Quake, Unreal, Half-Life, Wipeout etc.) on PC and Xbox 360 (specifically).

Outside work I enjoy coffees (and cocktails), limited socializing (I'm a cave goblin) and would you believe it dabbling with stuff on my computer. This usually entails failed attempts at Visual FX or studying/whining about Unity and other software. I also sometimes fiddle with music (my favourite music group is My Chemical Romance). The movie I like the most is Hackers 1995 (not a joke). Finally as you asked, what I like to drink, I will say anything with Mastiha liquor. (or lemon soda)

Andreas Konstantakopoulos (Learie) - Junior Game Developer

I am currently 24 years old going for the big 25. I am a very passionate for what I do in life whether that's working or playing video games whenever I have free time, I try to give the best parts to of me to what I m passionate about. I am very considerate of others, and I try to help out my coworkers whenever and however I can.

The inspiration to become a game developer came after years of being a casual gamer playing Pokemon, Call Of Duty and World of Warcraft I felt like this was my calling.

I recently join the studio, it is one of the very few Greek development team in the Greek gaming community and I m very happy I chose to work for them especially when I met the rest of the team. I m in training and for the time being I m still learning

As I told you earlier, I am a gamer and of course I play video games the game that i play a lot lately is World of Warcraft with some single player games along the lines. I don't have an issue with the platform because it really depends on the game for example if there is a game on console, I'll play on my PS4 or Nintendo Switch it really depends on what I feel like playing.

During my free time, I generally go out with friends and hopefully I’ll start going to the gym soon but I m mostly spend my time gaming.

Apart from that, Pokemon Emerald and WoW are my favorite games. John Green's "Looking for Alaska" is my preferred read, while Bring Me the Horizon takes the lead as my favorite band on the music front. Shrek is my favorite movie, and when it comes to beverages, I have a penchant for Weiss beer, especially for those in the know.

Nicolae Laurentiu Dulca (Dulcan) - Junior Programmer.

I am 23 years old. And I enjoy to learn new things and to constantly evolve.

Since I can remember myself, I've enjoyed playing games and I kept saying how interesting it would be to create one myself. So when i was in high school, with the support of my computer science teachers, my journey into programming began.

I join the studio last year and one of the many reasons is that they do something unique. Now that I've spent some time with the team, I really like working with the other members of the team and the vibe it has. They're not creating another shooting game. For the moment I am in training and learning a lot of new things.

As I said above, I've been playing games for as long as I can remember (my favorite game is Hollow Knight). I'm currently playing "Cookie Cutter". On the platform, I don't have a preference, I consider PlayStation a more "cosy" solution and the PC a more capable for better experience in games like Cyberpunk.

When I have free time after work, I enjoy listening to music (my favorite music group is Twenty One Pilots), walking in parks, and going on day trips. For me, the best movie is Deadpool and the book is The Da Vinci Code, and finally as you wanted to know, my favorite drink is whiskey.

Nick Michalopoulos - Game Developer/Programmer

I'm 25 years old, an only child and hail from Athens, Greece! In general, I try to assimilate and cherish all the knowledge and experiences I can while I am able, in order to better myself every way I can. I used to study Physics for a few years before acquiring my Computer Science degree, I love music and games

Ever since I was little I loved video games. Growing up, my way of thinking got a lot more analytical and this love turned into fascination, then into curiosity. So when the opportunity to study programming presented itself, I knew that was what I wanted to do.

I've worked for Maslas Bros for the last six months. I was very intrigued when I saw MNW; the combination its big scale and the small (at the time) size of the studio really impressed me. I also loved the concept of a submarine simulator, as well as the Maslas Bros' personalities. Now as to why they picked me, I have no idea. They say it was something about my decent mathematics and physics background, my personality and my potential, but I don't believe them!

In the span of this time I've developed a number of different tools, features and, of course, a lot of bugs and unstable code. Overall, I adore what I do, so it's hard to actually quantify my work; however I try to be involved, in any way, in a lot of different parts of the project, because I like learning new things

I am a gamer both PC and consoles and most likely will continue being one for the rest of my life. Currently I'm playing Resident Evil 4 Remake, Pokemon, Yu-Gi-Oh!, Dead By Daylight while anxiously waiting for the PC port of Spiderman 2 and God Of War: Ragnarok (to my bosses if you're reading this: of course this answer is hypothetical in nature, I spend all of my waking hours working on MNW and my absolutely-minimum-necessary-sleeping hours dreaming about how I will be working on MNW when I wake up/subconsciously working in my sleep!)

I generally have a reputation for doing a lot of things in my spare time, to the point where I don't have time to do all of them well. Except for playing games, I also study the guitar, singing and music theory and psychology. Furthermore, I work out a few times a week, and dabble in the art of handcrafts and miniature/replica painting and chess.

I cannot for the life of me pick a single thing of the above that is my favorite, due to me being extremely indecisive. If I can give a generalized answer for each, it would look like this: For games: God Of War (old & new), Uncharted, Darksiders, Dead By Daylight, Smite, Pokemon, Half-Life, Spiderman, Tomb Raider (old & new), Assassin's Creed, all the LEGOs and more that I'm certainly forgetting!

On the books side: Harry Potter, Percy Jackson, Sword of Truth, Mortal Instruments, Eragon, Greek Myths (by Stephen Fry), the Odyssey, Iliad, It.

Some of my favorite group and single artists are Bon Jovi, Garry Moore, Billy Joel, Queen, Scorpions, Evanesence, Kelly Clarkson, Green Day, Paramore, Pentatonix, The Beatles, Ed Sheeran and many more

As for movies, I love most genres, with horror and fantasy being my go-to; some examples include Star Wars, Harry Potter, all the famous horror and slasher movies of the 80s/90s and their sequels, Kung Fu Panda, most of the superhero movies from the last decade and more.
And finally, I will surprise you about my favorite drink: Nothing beats a cup of good old water!

Konstantinos Lampropoulos – 3D artist.

I am currently 21 years old. I grew up in Corfu, Greece. While I am working I like listening to music or even podcasts sometimes. Also I love coffee, I drink two or three per day (I am not addicted I swear).

From a very young age I wanted to create video games similar to the ones I was playing. Yes I wanted to make AAA games by myself... Anyway I started by making 3d assets and I loved every minute of the process and then soon enough I realized I want to make a career out of it. So I did. And honestly it is a dream come true situation. I always wanted to break into the gaming industry and was lucky enough to find The Maslas Bros where I am mostly responsible of the 3d modeling side of things.

Like my teammates, I am a gamer. Unfortunately I haven't played as many campaign games as I wanted, I am mostly stuck on multiplayer games. The last thing I played was PUBG. My favorite games are the Halo franchise, maybe Halo 3. Personally I play on PC but consoles are great too, in fact it doesn't really matter as long as you have fun.

My free time is mostly about spending time with family and friends, watching movies (and since you asked about my favorite movie I will say Parasite - 2019) and TV series. However, I really want to learn how to draw so I think I am going start doing that.

As for book, it’s hard since I not an avid reader but if I have to choose one, it will be Stranger by Albert Camus which is fantastic. Musically speaking, I am a Kanye fan. Finally, when it comes to drinks, I'm a wine enthusiast.

Christina (Qui) - 3D artists

I am 30 years old, (sadly) and I was a waitress for most of my life until one day I woke up and I realized I hate talking to people. So I tried to make some money to enroll to SAE College in Athens and start a different career doing something I like at last. That actually DID go well.

Since I was a kid I loved playing video games with my brother, and since he had kind of a rich godfather every year on his birthday he bought him gaming consoles. (My godmother didn’t remember my existence). I continue to play games as an adult and realized that this was not a "phase" as I thought and I decided to contribute in the gaming industry.

First of all. I really needed the money to not die of starvation. BUT to be honest when we did the interview, I really thought the vibe was so good and I knew I wanted to work in that kind of environment. I also liked the idea of working in this project cause they showed me how organized this company is and how the whole vision has inspired them.

Here at the studio, I mainly do the 3D texturing in Adobe Substance Painter but also I’m trying to learn how to do 3D modeling in Blender. We did learn modeling at the college but sadly we did it in 3Ds Max which is my arch enemy.

I am a gamer since birth PC, I think and right now I’m replaying Baldur's Gate 3.

I’m very fond of sleeping (he he!). I also love gaming in case I didn’t mention. I try to go the gym because at 30 if I don’t my whole body decays and hurts and dies. I listen to music and I go do different activities with my friends like bowling, cinemas and escape rooms.

My favorite game hands down is Baldur's Gate 3, I just can’t comprehend the level of dedication needed to make such a good game. As for movie it has to be Interstellar and for music group, I’m going to pick The Jonas Brothers, joke aside, I love the Archive a lot. And since you ask my favored drink, it has to be the hated by the whole world: Campari & tonic with a peel of orange (I know, I'm a psychopath!).



As we reach the end of this post, I want to thanks the incredible developers and 3D artists for generously sharing their time, a bit of their personal life and insights during the interview for this first Navy Logbook of 2024.

Their willingness to delve into the details and provide valuable perspectives has truly enriched the content. The passion and dedication they exhibit in their work are evident. Cheers to their exceptional talent and commitment to pushing the boundaries of innovation in creating Modern Naval Warfare!

We will continue to deliver more insight and unique content of the development of Modern Naval Warfare in the following months.

2
Games Discussion / Re: Armored Brigade II
« Last post by Asid on Yesterday at 12:17:45 AM »
Dev Diary #4 - Motorized Infantry and Waypoint Editor
Wed, March 27, 2024




Greetings Commanders!

Following up on the infantry improvements highlighted in our previous developer diary, the roar of engines heralds the arrival of motorized infantry as a novel force in Armored Brigade II. Motorized units combine the rapid mobility of mechanized transports with the adaptability of foot soldiers, enabling commanders to swiftly shift their forces to where they are most needed, be it for a surprise attack or to bolster a faltering defense. This category of unit was underrepresented in the original game, and their appearance not only facilitates more dynamic gameplay but also enriches the database with a greater variety of combat formations and support units. They exemplify a tactical trade-off between protection and mobility, balanced with affordability. These units enable rapid troop movement across the battlefield, presenting a cost-effective alternative to traditional APCs and IFVs, which are more heavily protected or equipped with greater firepower.



However, the real enabler is the new option to separate dismounts as a distinct formation from their organic transports, a feature highly anticipated by our community. The separation mechanic allows for nuanced tactical play; transports can be directed to safer locations once their precious cargo has disembarked, minimizing losses while maximizing offensive and defensive potentials. This feature not only facilitates the appropriate use of unarmored transports, such as trucks or jeeps, but also enables the recreation of tactics like the Soviet bronegrupa or experimentation with the motorized experience of the US 9th Infantry Division in the late Cold War. However, I would like to take this opportunity to highlight a mechanic often overlooked even by seasoned Armored Brigade players: using the Advance command while dismounts are disembarked enables infantrymen to move ahead, with their vehicles following in support. To make this effective, simply allow them time to reorganize.



Next, we want to introduce the Waypoint Editor, a game-changing tool designed to give you more control over the movement and behavior of your units. This feature allows commanders to meticulously plan the path of their units, editing waypoints and orders along a route where units can adjust their standard operating procedures, formations, and even engage in predefined actions like disembarking and separating from their transports. The editor is designed to be intuitive, making it easy for both veterans and newcomers to plan their strategies down to the smallest detail.


The Waypoint Editor is still a work in progress

To complement the waypoint editor, we have also implemented waypoint synchronization. This feature enables formations to coordinate their movements, ensuring that they arrive at their objectives simultaneously. This is crucial for executing complex strategies that rely on timing, such as coordinated attacks from multiple directions or simultaneous strikes on different enemy positions. Synchronization ensures that no unit goes in alone unless specifically intended, bolstering the effectiveness of combined arms tactics.

This level of control empowers commanders to execute complex maneuvers that were previously difficult to manage, bringing a new dimension of planning to Armored Brigade II. By synchronizing the actions of diverse formations, players can create synergies on the battlefield, exploiting timing and coordination to outmaneuver their opponent. Moreover, this is part of a broader development plan, as these features serve as enablers for AI scripting. This will eventually allow for greater control over scenario creation, and enable the development of predictable tutorials. We will delve deeper into this aspect in one of our future developer diary installments.



Both of these features stem from our commitment to providing a deep, strategic experience that mirrors the complexities of real-world military operations. The waypoint editor offers the flexibility to navigate the battlefield with precision, while waypoint synchronization brings a new layer of tactical coordination, allowing for more deliberate and impactful engagements. We believe these updates will significantly enhance the gameplay experience in Armored Brigade II, offering players more tools to craft their approach to each mission.

It should also be mentioned that alongside these substantial improvements, a series of changes, perhaps superficially irrelevant at first glance, have been implemented to enhance the overall gameplay experience. A notable improvement is the overhaul of our road march formation and pathfinding algorithms, designed to facilitate smoother unit movements across the battlefield. Additionally, new parameters have been introduced into the database, such as mobility and acceleration, which further refine the behavior and performance of units. Each change, no matter the scale, is aimed at providing a richer, more detailed simulation of warfare. As always, we are eager to hear your feedback on these new features. Your input is invaluable in our ongoing efforts to improve and expand the game.

Stay tuned for more updates and developments in our next DevDiary. Until then, let the engines roar and your strategies unfold on the digital battleground!

3
Games Discussion / Re: Gary Grigsby's War In The East 2 WITE2
« Last post by Asid on March 27, 2024, 12:33:05 AM »
Gary Grigsby's War in the East 2 Morale Update
Mon, March 25, 2024



Good news for all you Gary Grigsby fans out there, a new update for War in the East 2 is now live.

The Morale update adds a new optional rule about, well... morale. You can find the new morale settings, which allow you to adjust national morale by country in new games, if you scroll down in the game options. Also introduced with 01.03.09 is a new optional rule that re-balances retreat attrition. When enabled, routing units will suffer less retreat attrition than normal. The default is for this to be off. With this option enabled you are under far greater pressure to actually encircle enemy formations to destroy them, rather than purely by pursuit.

1.03.10 rebalanced air/ground attacks. The number of requested bomber aircraft for Ground Attack Air Directives must now be set to at least 10 (or set to 0 for Automatic). This update also saw improvements to the multiplayer UI, making it easier to report and log any errors you may encounter.

You can find the full changelog posted below.

IMPORTANT NOTE 1
: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.03.03 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.

IMPORTANT NOTE 2
: The extensive changes made to the OB and map files in 1.03.03 will require that any modded scenario created prior to 1.03.03 will need to have their generic data locked using generic data from 1.02.52 or an earlier version. If you are going to start a modded scenario that was created prior to 1.03.03, make sure that you are using a version of the scenario that had its generic data locked.

Change History
V1.03.11 – 25th March 2024
• 1.03.10 public beta version made official

V1.03.10 – 6th February 2024
New Features and Rule Changes

• Changes/improvements to the Multiplayer Server system:
o Any error from the server will display a message window that requires the player to press
a key to close. Please note the error message if you are going to report an issue to
technical support.
o Game now logs server requests/responses/errors in a server.log file that is stored in the
main game directory (Gary Grigsby’s War in the East 2). Whenever the game is restarted
and the first server request is made, it will create a new file. It will store the previous
server file as server-prev.log. If you report a tech support issue with your server game,
please attach your server.log and/or server-prev.log file to your report.
o Other changes were made to reduce the number of automatic retries, reduce the amount
of logins, and avoid token expiration issues.

• Rule Change – The number of requested bomber aircraft for Ground Attack Air Directives must
now be set to at least 10 (or set to 0 for Automatic).

Bug Fixes and AI Improvements
• Halftracks with mortars are not using their mortars in combat. Fixed.

Data and Scenario Changes
• Ob.dat changes:
o Some spelling updates
o 42 A.S. Ital. Semi-Mot Infantry Division now uses the Italian version of the 88mm Flak
o 43 LW Flak Regiment used the single barrel version of the 128mm Flak
o 42c Tier 1 Motorized Division has the proper 50mm GrW used
o 43 Guards Airborne Division and OB Chains have been synched to prevent unlimited
building

• Device.dat file changes:
o 75mm vz.15 L/15 Gun (0348) – Rate of Fire decreased from 20 to 10.
o 75mm M34 L/46 Gun (0375) – Rate of Fire increased from 10 to 20.
o 37mm da 37/45 L/45 Gun (0672) – Rate of Fire increased from 10 to 15.
o 76.2mm KT-28 L/25 Gun (0351) – Renamed 76.2mm KT-28 L/16.5 Gun.
o 76.2mm L-10 L/30.5 Gun (0378) – Renamed 76.2mm L-10 L/26 Gun.
• Gtype.dat file change - SP Rocket Launcher (0056) – Combat Value increased from 1 to 3.

• Ground.dat file changes:
o Panzer IIIe (0006) – Ammo Use increased from 20 to 24.
o Panzer IVf2 (0019) – Ammo Use decreased from 182 to 165.
o Panzer IVg (0020) – Ammo Use decreased from 182 to 165.
o Panzer IVh (0021) – Ammo Use decreased from 182 to 165.
o Panther D (0022) – Ammo Use decreased from 182 to 165.
o Panther A (0023) – Ammo Use decreased from 182 to 165.
o Panther G (0024) – Ammo Use decreased from 182 to 165.
o Sturmpanzer IV (0027) – Ammo Use decrease from 184 to 168.
o Stug IIIf (0030) – Ammo Use decreased from 132 to 120.
o Stug IIIg (0031) – Ammo Use decreased from 132 to 120.
o Jagdpanzer IV (0032) – Ammo Use decreased from 132 to 120.
o Panzerjaeger II (0034) – Ammo Use decreased from 193 to 187.
o Marder II (0035) – Ammo Use decreased from 215 to 210.
o Marder III (0036) – Ammo Use decreased from 215 to 210.
o Panzerjaeger 38t (0037) – Ammo Use decreased from 193 to 187.
o Jagdpanzer 38 Hetzer (0039) – Ammo Use decreased from 132 to 120.
o Jagdpanzer IV/70(V) (0041) – Ammo Use decreased from 132 to 120.
o Hummel (0046) – Ammo Use decreased from 424 to 384.
o Lorraine (SdKfz-135/1) (0047) – Ammo Use decreased from 424 to 288.
o sIG33 (0052) – Ammo Use decreased from 278 to 252.
o sIG33 Grille K (0053) – Ammo Use decreased from 278 to 252.
o SdKfz-234/3 Armored Car (0059) – Ammo Use increased from 174 to 203.
o SdKfz-234/4 Armored Car (0060) – Ammo Use decreased from 215 to 210.
o SdKfz-233 Armored Car (0066) – Ammo Use increased from 160 to 203.
o 75mm PaK40 AT Gun (0069) – Ammo Use decreased from 231 to 225.
o 76.2mm PaK36(r) AT Gun (0070) – Ammo Use decreased from 210 to 204.
o 88mm Pak43 AT Gun (0071) – Ammo Use increased from 240 to 264.
o 75mm leIG18 Infantry Gun (0074) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (0075) – Ammo Use decreased from 276 to 252.
o SdKfz-251/22 Halftrack (0107) – Ammo Use decreased from 215 to 210.
o 150mm K39 Field Gun (0108) – Ammo Use decreased from 210 to 190.
o 75mm leFK18 Field Gun (0109) – Ammo Use decreased from 149 to 126.
o 150mm sFH Howitzer (0112) – Ammo Use decreased from 412 to 384.
o Panzer IVj (0125) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0140) – Ammo Use decreased from 132 to 120.
o 75mm K/40 AT Gun (0145) – Ammo Use decreased from 231 to 225.
o 150mm H/15 Howitzer (0164) – Ammo Use increased from 309 to 376.
o Panzer IVj (0166) – Ammo Use decreased from 182 to 165.
o Stug IV (0170) – Ammo Use decreased from 132 to 120.
o StuIG33B (0175) – Ammo Use increased from 185 to 168.
o M-11/39 (0179) – Ammo Use increased from 17 to 20.
o M-13/40 (0180) – Ammo Use decreased from 50 to 33.
o M-15/42 (0181) – Ammo Use decreased from 41 to 27.
o Semovente L40 da 47 (0183) – Ammo Use decreased from 69 to 39.
o 47mm M35 AT Gun (0192) – Ammo Use decreased from 68 to 45.
o 75mm M34 AA Gun (0213) – Ammo Use increased from 140 to 280.
o Panzerjaeger 38(t)H (0216) – Ammo Use decreased from 215 to 210.
o sIG33 Grille H (0218) – Ammo Use decreased from 278 to 252.
o T-4(g) (0233) – Ammo Use decreased from 182 to 165.
o T-4(h) (0234) – Ammo Use decreased from 182 to 165.
o TA(g) (0236) – Ammo Use decreased from 132 to 120.
o TACAM T-60 (0237) – Ammo Use decreased from 228 to 182.
o TACAM R-2 (0238) – Ammo Use decreased from 228 to 182.
o 20mm Oerlikon AA Gun (0242) – Ammo Use increased from 21 to 60.
o 37mm Bofors AT Gun (0243) – Ammo Use increased from 20 to 24.
o 47mm Breda AT Gun (0244) – Ammo Use decreased from 68 to 45.
o 25mm Mle 1939 AA Gun (0259) – Ammo Use decreased from 162 to 90.
o 75mm Mle 1897 Field Gun (0262) – Ammo Use increased from 192 to 196.
o Panzer IVh (0284) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0286) – Ammo Use decreased from 132 to 120.
o 75mm PaK40 AT Gun (0291) – Ammo Use decreased from 231 to 225.
o 75mm 15M Mountain Gun (0313) – Ammo Use decreased from 280 to 140.
o 37mm vz.37 AT Gun (0320) – Ammo Use increased from 25 to 30.
o LT-40 (0335) – Ammo Use decreased from 15 to 12.
o Marder III (0336) – Ammo Use decreased from 215 to 210.
o Panzer IVj (0337) – Ammo Use decreased from 182 to 165.
o Panzer IVh (0348) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0351) – Ammo Use decreased from 132 to 120.
o 47mm PaK181(f) AT Gun (0357) – Ammo Use decreased from 60 to 45.
o 40mm 40M AT Gun (0359) – Ammo Use decreased from 100 to 40.
o 75mm leIG18 Infantry Gun (0364) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (0365) – Ammo Use decreased from 276 to 252.
o 75mm Pak40 AT Gun (0366) – Ammo Use decreased from 231 to 225.
o 75mm GebG36 Mountain Gun (0373) – Ammo Use increased from 91 to 98.
o Panzer IIf (0379) – Fuel Use increased from 22 to 23.
o Marder I (0401) – Ammo Use decreased from 215 to 210.
o GW 39H(f) (0402) – Ammo Use decreased from 215 to 210.
o GW FCM(f) (0404) – Ammo Use decreased from 215 to 210.
o sIG33/2 Hetzer (0410) – Ammo Use decreased from 278 to 252.
o Panzer Ia (0415) – Ammo Use increased from 3 to 5.
o Tauchpanzer IIIf (0417) – Ammo Use increased from 20 to 24.
o sIG33 II (0420) – Ammo Use decreased from 278 to 252.
o SdKfz-8 Flak18 (0422) – Ammo Use increased from 240 to 480.
o SdKfz-9 Flak18 (0423) – Ammo Use increased from 240 to 480.
o 47mm M35 Infantry Gun (0444) – Ammo Use increased from 68 to 75.
o 47mm M1937 AT Gun (0448) – Ammo Use decreased from 60 to 45.
o Stug IIIf/8 (0451) – Ammo Use decreased from 132 to 120.
o 47mm M1935 Infantry Gun (0460) – Ammo Use increased from 30 to 75.
o SdKfz-251/9D Halftrack (0461) – Ammo Use increased from 154 to 203.
o 75mm leIG37 Infantry Gun (0467) – Ammo Use decreased from 174 to 168.
o 75mm K/17 Field Gun (0485) – Ammo Use increased from 132 to 196.
o 75mm PaK40 AT Gun (0495) – Ammo Use decreased from 231 to 225.
o Recon Squad (0496) – Hand Grenade (0176) facing changed from Fwd to Side.
o Panzer IVg (0506) – Last Year changed from 1943 to 1945; Last Month changed from 4
to 8 and Ammo Use decreased from 182 to 165.
o Stug IIIg (0507) – Ammo Use decreased from 132 to 120.
o 37mm vz.37 AT Gun (0511) – Ammo Use increased from 25 to 30 and Build Limit
decreased from 1 to -1 (production deactivated).
o 75mm PaK97/38 AT Gun (513) – Build Cost increased from 5 to 22.
o 75mm PaK40 AT Gun (0514) – Ammo Use decreased from 231 to 225.
o 75mm leFK18 Field Gun (0519) – Ammo Use decreased from 149 to 126.
o 75mm M15 Mountain Gun (0520) – Ammo Use decreased from 280 to 140.
o 105mm Skoda Field Gun (0521) – Build Cost increased from 2 to 57.
o 150mm sFH18 Howitzer (0524) – Ammo Use decreased from 412 to 384.
o Lorraine (SdKfz-135/2) (0544) – Ammo Use decreased from 424 to 252.
o OT-34/85 M1944 (0728) – ROF increased from -4 to -3 and Ammo Use increased from
158 to 182.
o T-34/85 M1944 (0747) – ROF increased from -4 to -3 and Ammo Use increased from 140
to 160.
o M4A2 Sherman (0751) – Ammo Use decreased from 195 to 165.
o M4A2(76)W Sherman (0752) – Ammo Use decreased from 202 to 124.
o KV-85(0757) – ROF increased from -4 to -3 and Ammo Use increased from 140 to 160.
o IS-2 M1944 (0759) – Ammo Use increased from 110 to 165.
o IS-1 M1943 (0763) – ROF increased from -4 to -3 and Ammo Use increased from 100 to
160.
o ZiS-30 (0764) – Ammo Use increased from 108 to 126.
o SU-85 (0766) – ROF decreased from -3 to -4 and Ammo Use increased from 120 to 140.
o ISU-122(0769) – Ammo Use decreased from 165 to 110.
o 57mm ZiS-2 AT Gun (0782) – Ammo Use decreased from 160 to 140.
o SU-85M (0830) – ROF decreased from -3 to -4 and Ammo Use increased from 120 to
140.
o 75mm PaK40 AT Gun (1003) – Ammo Use decreased from 231 to 225.
o 76.2mm PaK36(r) AT Gun (1004) – Ammo Use decreased from 210 to 204.
o 75mm leIG18 Infantry Gun (1005) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (1006) – Ammo Use decreased from 276 to 252.
o 75mm leFK18 Field Gun (1028) – Ammo Use decreased from 149 to 126.
o 150mm sFH Howitzer (1031) – Ammo Use decreased from 412 to 384.
o SdKfz-250/11 (0441) – Scrap date changed from 1943 to 1944.
o OT-130/133 (0743) – Scrap date changed from 1940 to 1941.
o T-34 M1941 (0745) – Scrap date changed from 1943 to 1945.
o T-34 M1942 (0746) – Scrap date changed from 1944 to 1945.
o KV-1s M1942 (0750) – Scrap date changed from 1943 to 1945.
o KV-85 (0757) – Scrap date changed from 1944 to 1945.
o M-30-4 Rocket Launcher (0816) – 7.62mm M1938 Carbine (0157) facing changed from
Fwd to Side.
o KV-1 M1941 (0839) – Scrap date changed from 1943 to 1945.

• Map changes (hex.dat, hexart.dat and maptext.dat):
o Location changes:
0558 Messina (ITA) moved from Calabria to Sicily region
0782 Braila (RUM) moved from Dobrogea to Muntenia region
o Region changes:
Transylvania region (Rumania) slightly reduced in size
0088 Muntenia (RUM) slightly extended in Nothwest
0086 Oltenia (RUM) slightly extended in North
0087 Banat (RUM) slightly extended in North and East
0089 Crisana (RUM) slightly extended in East, slightly shrunk in South
0244 Languedoc (FRA) slightly extended to West and Northwest
o minor hex art changes:
Hex 175,217 transferred from RUM to HUN
Hex 177,220 transferred from YUG to RUM
o Omul (2505m) -> Omu (2505m)

• 1941 Campaign(s):
o RHG Command HQs changed to a different OB, restoring the 500 support squad max
size
o fixed some on-map support units without combat preparation points

• Road to Leningrad, Destruction of Southwester Front, Road to Minsk, Red Army Resurgent
scenarios:
o RHG Command HQs changed to a different OB, restoring the 500 support squad max
size

V1.03.09 – 9th January 2024
New Features and Rule Changes
• New Game Option – Reduced Retreat Attrition – When enabled, routing units will suffer less
retreat attrition than normal. The default is for this to be off. This value may not be changed once
a scenario has begun in PBEM and MP games.
• New Game Option – Morale Mod (by country) – This allows a value between 0 and 20 to be set
for each active country. The value set is added to the ground national morale value for the
country. The default is for all of these to be set to 0. This value may not be changed once a
scenario has begun in PBEM and MP games.
• Leaders in charge of air command HQs will no longer gain victories and defeats.
• In order to reduce failures when attempting to save MP games, the amount of time has been
increased before a save will timeout with a failure.
• Manual correction (section 23.7) - Reserve units committed to support a cross river attack are not
subject to additional disruption.
• Manual correction (section 28.6.2) - Damage is calculated by factory as follows: ((100-
damage)/100) x factory points and rounding up. So a 12 factory with 40 damage would produce 8
(((100-40)/100) x 12) = 7.2 rounded up to 8.
• Updated the Living Manual.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.03.0.

Bug Fixes and AI Improvements
• Units that are class Mech-Infantry (ground elements of type Mech-Infantry, Cavalry, and several
others) are firing in combat with 20% of their correct effectiveness. Fixed.
• Routed units in theater boxes will automatically unrout in the logistics phase.

Data and Scenario Changes
• Device.dat changes:
o 50mm Type 89 Grenade Launcher (0174 & 0183) – Duplicated Japanese devices both
removed as no use in WitE2.
o 7.5mm FM Mle 24/29 AAMG (0223 & 0231) – Duplicated device both removed as no use
in WitE2.
o 6.5mm Breda BMG (0258) & (0280) – Duplicated device both removed as no use in
WitE2.
o 7.5mm MAC 31 BMG (0290) – Duplicated device removed.
o 7.62mm DT TMG (0296) – Duplicated device removed.
o 12.7mm DShK TMG (0297) – Duplicate device removed.
o 20mm Flak30 L/65 Gun (0651) – Duplicate device removed.
o 8mm 35M Rifle (0652) – Duplicate device removed.
o 7.92mm ZB M1924 Rifle (0659) – Duplicate device removed.
o 7.92mm vz.26 BMG (0662) – Duplicate device removed.
o 165 USG Drop Tank (0722) – Duplicate device removed.
o 5in/38 Mk 12 Gun (1055) – Duplicate device removed.

• Ground.dat changes:
o Panzer IIf (0003) – Scrap date changed from 1944 to 1945.
o Flammpanzer II (0005) – Upgrade to Flammpanzer III (0012) removed.
o Panzer IIIe (0006) – Upgrade path changed from Panzer IIIg (0007) to Panzer IIIf (0438).
o Panzer IIIg (0007) – Upgrade path changed from Panzer IIIm (0010) to Panzer IIIh (0008)
and Scrap date changed from 1943 to 1942.
o Panzer IIIh (0008) – Maximum Imports increased from 0 to 150; Import From ID changed
from 0 to 0007 (Panzer IIIg); Last Year changed from 1941 to 1942; Scrap date changed
from 1944 to 1943; Last Month changed from 3 to 6 and Build Limit increased from –1 to
3.
o Panther D (0022) – Upgrade path to Panther G (0024) removed.
o Stug IIIf (0030) – Upgrade path changed from Stug IIIf/8 (0451) to Stug IIIg (0031).
o Labor Squad (0133) – Ammo Use increased from 2 to 3.
o 65mm M13 Infantry Gun (0195) – Build Limit decreased from 1 to -1 (production
deactivated).
o T-35 (0227) – Gun changed from 37mm KwK34(t) L/40 (0310) to 37mm vz.34 L/40
(0309); ACC increased from 425 to 475; CMG changed from 7.92mm MG37(t) (0267) to
7.92mm vz.37 (0266) and BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26
(0268).
o T-38 (0231) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM T-60 (0237) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM R-2 (0238) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o 20mm Oerlikon AA Gun (0242) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 37mm Bofors AT Gun (0243) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 47mm Breda AT Gun (0244) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 60mm Mle 1935 Mortar (0247) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 81mm Mle 27/31 Mortar (0248) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 120mm Resita Mortar (0249) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 37mm M1939 AA Gun (0258) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 25mm Mle 1939 AA Gun (0259) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 25mm Puteaux AT Gun (0261) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 75mm Mle 1897 Field Gun (0262) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 100mm vz.30 Howitzer (0263) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 122mm M-10 Howitzer (0264) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 13.2mm Mle 1930 AAMG (0265) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm leFH18 Howitzer (0268) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 149mm vz.37 Howitzer (0269) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 45mm M37 AT Gun (0271) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o Labor Squad (0272) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB
M1924 (0132).
o 75mm Vickers AA Gun (0273) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o T-38E (0281) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o OA vz.30 Armored Car (0331) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm
vz.26 (0268).
o 128mm Flak40 AA Gun (0340) – Fuel Use increased from 0 to 22.
o 76.2mm FK295(r) (0443) added – Captured Soviet 76.2mm M1902 Field Gun added; 500
imported at 10 per month from 1/42.
o 47mm M35 Infantry Gun (0444) added – Identical to 47mm M35 AT Gun but classified as
Infantry Gun Type (62) with Build Limit of 2 per turn thru 9/43.
o 47mm M1937 AT Gun (0448) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 47mm M1935 Infantry Gun (0460) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm Mle 1913 Field Gun (0468) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm Mle 1936 Field Gun (0470) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o SU-57 (0726) – Upgrade path to SU-76M (0731) added.
o Engineer-Sapper Squad (0733) – Ammo Use increased from 2 to 3.
o T-40 M1941 (0739) – Upgrade path to T-60 M1941 removed.
o OT-34 (0748) – Upgrade path to OT-34/85 (0728) removed.
o M4A2 Sherman (0751) – Upgrade path to M4A2(76)W (0752) removed.
o Churchill IV (0762) – Scrap date changed from 1945 to 1944.
o IS-1 M1943 (0763) – Upgrade path changed from IS-2 M1943 (0829) to IS-2 M1944
(0759) and Scrap date changed from 1943 to 1944.
o ZiS-30 (0764) – Upgrade path to SU-76 (0765) added and Scrap date changed from 1941
to 1942.
o SU-76 (0765) – Upgrade path to SU-76M (0731) removed and Scrap date changed from
1943 to 1945.
o SU-85 (0766) – Upgrade path changed from SU-85M (0830) to SU-100 (0767).
o SU-122 (0768) – Upgrade path changed from ISU-152 (0771) to ISU-122 (0769).
o 76.2mm 3-K AA Gun (0811) – Fuel Use increased from 6 to 22.
o Motorcycle Squad (0813) – Fuel Use increased from 10 to 12.
o T-50 M1941 (0826) – Upgrade path changed from T-34 M1942 (0746) to T-70 M1942
(0741).
o 152mm D-1 Howitzer (0827) – Size increased from 1 to 2 and Fuel Use increased from 6
to 22.
o KV-8 (0842) – Scrap date changed from 1944 to 1945.

• 2 new photos for ground elements 043 and 0444.

• 1941 Campaign(s) changes:
o Assigned non-PVO Soviet fighter AOGs, and non-Long Range Air Command bomber
AOGs, directly to ground support Air Directives.
o Fixed experience of support elements in German 3rd and 6th Panzer Divisions.
o Added 25,000 vehicles to the German vehicle pool.

• Stalingrad to Berlin Campaign(s), Vistula to Berlin Campaign, Steel Inferno 1943 and 1944
Campaigns changes:
o Changed all airbases in Slovakian to German nationality
o 6th SS Mountain Division now leaves Norway for WE rather than the Map.
o The 7th Mountain Division was left out of each Campaign. It begins in Finland and will
move to Norway.
o Added Air Directives for the different PVO Air Commands.


4
Games Discussion / Re: Kenshi
« Last post by Asid on March 27, 2024, 12:33:01 AM »
Kenshi 1.0.67 - Experimental Branch
Tue, 26 March 2024



1.0.67

Added free camera mode for screenshots and videos. Toggle with ;

If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.


https://discord.com/invite/R6258etsHE

5
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on March 26, 2024, 12:54:32 AM »
Starship Troopers: Terran Command - New DLC announced
Mon, 25 March 2024



Big announcement for Troopers!

Get ready to play a new DLC in Starship Troopers: Terran Command.

Urban Onslaught is coming in June 2024.




Starship Troopers: Terran Command - Urban Onslaught


https://store.steampowered.com/app/2139991/Starship_Troopers_Terran_Command__Urban_Onslaught/



6
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on March 25, 2024, 11:47:29 PM »
https://www.steelbeasts.com/topic/17439-breaking-basrah-operation-telic-map-still-in-the-making/#comment-238966
Quote from: Gibsonm
...
Lots of commonality in the experience.

Everything from seeing if your models are in the Joint Training Data Services (JTDS), to entity enumeration, to DIS / HLA, to common terrain databases, to the various network connectivity issues, ...

But most who come to me seem to think its just a case of joining a "World of Tanks" server.

https://www.steelbeasts.com/topic/17439-breaking-basrah-operation-telic-map-still-in-the-making/#comment-238970
Quote from: Ssnake
If it is of any consolation, we're working on all those aspects, or have certain ideas how to tackle them. In V5.
7
Games Discussion / Re: Rule the Waves III
« Last post by Asid on March 24, 2024, 08:56:15 PM »
Rule the Waves 3 History Series Episode 3 - The Washington Naval Treaty: 1919-19
Fri, 22 March 2024



The First World War was ruinously expensive. Dreadnought construction had drained the coffers of competing fleets. To help limit this reckless spending the naval powers agreed to limits on capital ship construction. Cruisers and Carriers would be the main focus of naval spending in the interwar period.




Special thanks to Drachinifel for lending his voice to this project.

You can expect Episode 4 out in April.

8
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on March 23, 2024, 07:22:04 PM »
https://www.steelbeasts.com/topic/17439-breaking-basrah-operation-telic-map-still-in-the-making/#comment-238932
Quote from: Ssnake
Quote from: CharlieB
In my day job there is always a drive for the rapid generation of synthetic terrains for both virtual and constructive simulations, including the support to live training through synthetic wrap.  There must be a better way of generating.
There are, and we're working on them.
9
Update 03/22/2024
Fri, March 22, 2024

The game is moving to an updated operational phase system.
Fri, March 22, 2024



The game is moving to an updated operational phase system. 1x1 km cells will become a thing of the past, the seizure of territory will proceed node by node, with all the ensuing changes in the operational and tactical phases of the game. Such a significant change will result in the disappearance of signs of entrenchment, and other less significant changes in active operations.

The principle of troop deployment before battle will also change; the areas in which deployment is available will be reduced and tied to the location of the battle group on the operational map.

The algorithm for accounting for the level of fire has also been adjusted, various small changes have been made to various aspects of the game.

10
Tank Warfare: Tunisia 1943 / Re: Tunisia 1943: Patches/Updates
« Last post by Asid on March 23, 2024, 01:33:45 PM »
Update 03/22/2024
Fri, March 22, 2024

The game is moving to an updated operational phase system.

1x1 km cells will become a thing of the past, the seizure of territory will proceed node by node, with all the ensuing changes in the operational and tactical phases of the game. Such a significant change will result in the disappearance of signs of entrenchment, and other less significant changes in active operations.

The principle of troop deployment before battle will also change; the areas in which deployment is available will be reduced and tied to the location of the battle group on the operational map.

The algorithm for accounting for the level of fire has also been adjusted, various small changes have been made to various aspects of the game.

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