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Games Discussion / Re: Field of Glory II
« Last post by Asid on Today at 01:47:55 PM »
AAR published on Wargamer.FR

Here is a story about the famous Battle of Alesia, which allowed Caesar to win the Gallic Wars. Battle epic in Field of Glory II as in reality, very well known but nevertheless unusual in wargames, battle that the game allows to simulate rather well, it seemed to me. Judge for yourself.

Field of Glory II : AAR bataille d’Alésia (1)

Field of Glory II : AAR bataille d’Alésia (2)
« Last post by Asid on Today at 01:29:50 PM »
Locked temporarily as I am adding to it :)
« Last post by Asid on Today at 01:29:32 PM »
Aircraft Configuration Manager (ACM)

The Aircraft Configuration Manager (ACM), is the heart of the VRS Superbug simulation. The ACM is used to arm and fuel the aircraft, provide an interface for failure arming, assigning keystrokes, and choosing simulation preferences. The ACM is also used to activate and register the Superbug. Last, but not least, the ACM is a gateway to Superbug product update announcements.

Tacview / Tacview 1.7.3 beta 1 is available Now
« Last post by Asid on Today at 12:32:02 PM »

Tacview 1.7.3 beta 1 is available Now

Download: HERE

•   Release Date: Fri, 14 Sep 2018
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 239.3 MB

Release notes

•   Band new C++ SDK to create addons for for Tacview Enterprise
•   Integrated Aegean theater v2.0 for BMS 4.33.5 (terrain and objects database)
•   Added South Africa country definition to DCS World exporter
•   Improved FSX/P3D/SuperBug support

•   Fixed a rare crash when merging, one by one, files containing incoherent data
•   Fixed artifacts at the junctions of terrain tiles (Tacview 1.7.2 regression)
Life Is Feudal / LIF:MMO (Dev News #121) No Hesitation for Lag Compensation
« Last post by Asid on Today at 12:24:51 PM »
(Dev News #121) No Hesitation for Lag Compensation
14 September - Saxxon   

Hey, Feudalists!

This week we’ve released another patch, one of the main features of which is preventing building ridiculously long sleeping bag bridges on claims where you’re not supposed to be dropping movable items. We’ve also toughened Outposts, so that players will actually fight for the ownership instead of one-sapper-charge guerilla griefing. You can read the detailed
patch notes here.

We’ve also received a bunch of feedback on YO update - thank you so much for that. Some of you have been wondering how to change world color after the update. Here’s some small instructions on how to do that. If you have any additional questions about the YO update, or need a guide on something, please let us know - we’re always happy to help!

Another thing that we would like to share with you in this week’s dev news is a bit more info about our lag compensation mechanism, how it works, and how it may help you in battle.

First of all, we want to remind you that we're using the authoritative server architecture, which means that all important calculations are made on the server side only. This renders the most serious hacks impossible for cheaters/hackers to use, such as speedhack, teleport, fly, no clip, instakill and other serious hacks that you might have seen in other games. This also means that, in order for a player to hit someone, they have to compensate their latency by aiming their attacks ahead of the enemy. Pro players have mastered these tactics, but it creates an inconsistent picture, where you can score the hit while swinging the air in front of your enemy or missing your attacks when swinging right at the back of an enemy running away from you.

In order to minimize, or completely remove such an effect, we've recently implemented a lag compensation mechanism. Basically, it keeps a couple of ‘shades’ of players in the world, a kind of trace of the player movements in the space over a period of time. When an attacker swings at their victim, our server checks the ping of the attacker and instead of checking the current position of the victim, the server picks one of the shades of the victim; the shade of the initial position of the victim when the attacker made their swing. As a result, the attacker will see a proper hit in the victim’s model, which makes the game look more adequate. You must still predict player movements when swinging and shooting since arrows, as an example, do not fly with instant and consistent speed.
We want also to inform you that we still limit the maximum ping that is compensated. Thus terribly lagging players or those who are artificially lagging themselves will not gain an advantage of such a system.

Let us know how the lag compensation mechanism helped you in game, we are looking forward to your feedback.

Have a great weekend!

— The team
Games Discussion / Re: World of Castles
« Last post by Asid on Today at 12:22:48 PM »
another hotfix
World of Castles - Hammer Games

Hello, our players,
we got some reports from you about some new issues. And as we have fixed them, there is no reason to not release cleaner version. Also, we are adding some extra fixes found by our testers and some new models or GUI changes as a side product of the upcoming fief simulation.

Key changes are:
-fixed crash caused by trees, which appeared under water, because of terraformation.
- fixed statics issue, that did not add basements to small blocks, resulted in flying structures
- collider performance improvements of some platform blocks.
- floors algorithm upgrade, now it is easier to place floors
- house floors added
- platform entry blocks added
- fixed seams on rampart corner block
- added triangle floors
- harvester's hut added
- new slider and checkbox visual (in settings and friendly mode)
Games Discussion / Re: Legends of Ellaria
« Last post by Asid on Today at 12:21:52 PM »
Version - RPG Leveling System is Live!
Legends of Ellaria - Larkon Studio

Dear Legends of Ellaria players,

We are excited to announce that a new version RPG Leveling System is up

We have been working on different features and fixes, and we are finally ready to release some of the progress just to you:

In this version, you will now find:
•   New RPG system where you can level and invest in attributes, bonuses, and abilities.
•   Added support for proficiencies, power attacks, and status effects
•   Remade the character inventory and character stats user interface from scratch
•   Remade most of the animations
•   Remade the character controller. The character movement is smoother now.
•   Rebalanced all RPG statistics
•   Included a status bar during combat for viewing NPC stats
•   Included a 3D character display in the inventory

Bug Fixes:
•   Fixed not able to control your army in RTS mode
•   Sprinting now drains your stamina
•   Fixed some spelling errors
•   Fixed arrow sounds
•   Fixed bow shooting sounds
•   Defending during melee is now more accurate and responsive, which allows you to parry during combat effectively
•   Dead enemies were sometimes respawning after loading
•   Fixed an issue with Caps lock always sprinting effect
•   Fixed when rotating during bow aim, your character was not turning
Magic was "equipped" even when unequipping it
•   Fixed some bow animation issues
•   Increased the rat's collider
•   Increased the health of the undead and reduced their damage
•   Fixed an issue after player sleeping in a bed

On the next versions we will be adding:
•   New skills
•   Vendors
•   Buildings
•   Kingdom Management
•   World map
•   UI and graphics improvements/optimizations

We will be updating this version as well as the Beta one every 2 weeks to bring you more content consistently. If you own the game but aren't part of the closed beta please join our Discord and Pm @Admins

Thanks to your consistent feedback we have been able to progress a lot during the development of Legends of Ellaria, with much, much more content to come.

See you in Ellaria,

The Larkon Studio Team

FSX/P3D/X-Plane / Re: Milviz Turbo Otter
« Last post by Asid on Today at 12:17:35 PM »
I have the Milviz Turbo Otter. It is very well done  :thumbsup
Games Discussion / Fallout 4: New Vegas mod
« Last post by Asid on Today at 12:16:48 PM »
Fallout 4: New Vegas mod

Published on Sep 15, 2018
"This just in - A package courier found shot in the head near Goodsprings has reportedly regained consciousness and made a full recovery."

Games Discussion / Re: Achtung! Cthulhu Tactics - The Forest of Fear
« Last post by Asid on Today at 12:38:19 AM »
Introducing The Allies: Corporal Singh

Hey everyone,

As your time on the battlefield draws closer, we invite you to learn about the mysterious Corporal Akhee “The Eye” Singh. Feared as much as he is admired, Singh bolsters Charlie Company with an array of mythical powers of his own...

Feared by the Allies almost as much as he is by the Axis powers, Corporal Singh became infamous in his homeland after the Black Mist Incident. Whilst exploring a long-abandoned temple, he discovered the statue of a forgotten god, and was ‘rewarded’ with the distinctive amulet which has given him his nickname.

Singh is only just beginning to learn to control its terrifying power which once unleashed, turns him into a whirling cloud of blades, while spreading sinister tendrils of a deadly black mist, as the Eye on the pendant begins to open. Singh dreads what will happen if it ever fully awakens as he believes the world will end. His burden has made him gloomy and withdrawn, however he has served Section M with courage, distinction and bravery across a number of theatres and missions, often as a member of Badger Harris’ commandos.

Are you looking forward to combating the menace of the mythos with Corporal Singh? Take a look at some pre alpha gameplay footage below with developer Auroch Digital:

Don’t forget you can add Achtung! Cthulhu Tactics to your Steam Wishlist right now!
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