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I managed to make a scenario.

It'll represent the first part of the Waterloo battle.

The result will be carried over to the next part
CK, as someone suggested earlier, do you want to consider replaying this particular scenario and see how differently it goes as a test case? Just a suggestion, obviously time and interest factors apply here.  :) As for changing anything, I have no suggested changes at this point. I defer to your judgements regarding ASL conversion.

This experience is great! It brings up a number of different considerations for the community, such as:
1.) Different tactical systems and their balance. In this case CK mentions that artillery is extremely powerful in ASL with how the game mechanisms work. Other systems may throttle back or exagerate artillery, or other aspects. Some systems may have more or less emphasis on morale, cohesion, command and control, etc. Some systems are going to have a much higher mortality rate too. You all get the point...this is why we are testing various systems and trying to figure out rules for conversion.

2.) Human factors-let's face it we all have a bad day when comes to playing games.  :( Then there is the player's understanding and experience coupled with their overall ability in playing a particular game. I imagine a scenario where a player is excited and interested in playing a battle out, but lacks experience with the tactical system. In this case I don't like the thought of discouraging someone from playing a battle out, so normalizing results may be a reasonable way to handle this.

This is all just food for thought...

Canadian Cat, thanks for the input! I would love to hear what Mad Mike had to offer from his perspective. Mad Mike, do you have any sort of after action thoughts and considerations about anything regarding the engagement? What about offensive and defensive artillery?

Flight Simulation / Re: FSW Epic Approach Mission Pack Available Now
« Last post by Asid on Today at 03:18:39 PM »

PS. I will ask you about FSW when I'm on TS.

No problem  :)
Flight Simulation / Re: FSW Epic Approach Mission Pack Available Now
« Last post by Lusik on Today at 02:53:20 PM »
I don't mind GA for now because I rarely flew anything bigger than Seneca back in my FSX days.  Yeah, you're right. It's easy to forget that flight simmers can be considered a niche among other gamers and developers need as much cash as possible. Currently we have Dovertail Games, Eagle Dynamics + 3rd party developers and 1C that make flight sims.

PS. I will ask you about FSW when I'm on TS.
General Games Discussion / Re: Battlestar Galactica Deadlock
« Last post by Asid on Today at 02:36:08 PM »
Battlestar Galactica Deadlock Tournament!!

By Muso (Slitherine)

Hello everyone!
Today we are going to open the doors to our Battlestar Galactica Deadlock Tournament!

“What is this tournament?”, you ask? It’s our way to involve our community, let them play with other users, win some prizes and (hopefully) build new relationships between us all!

Let’s get down to business: RULES!
- You have time until the 26th of September to join the tournament. We will then randomly pick the players and publish the bracket the following day. The tournament will officially start with the first matches during the second half of that week.
- When the bracket comes out, the players of each pair will have to decide when to play their game and the game rules (which factions they will choose, how long should each turn last and max points available for their fleets). We will do our best to pair players with the same time zone, this way it will be easier for them to agree on date and time of the game.
- This will be a 16-players tournament. The first round will see these players fight in 8 1v1 battle. The winners will proceed to the quarter finals, in 4 1v1 battles. Then the semi-finals will see 2 1v1 battles, and the winners will fight in the finals to claim victory!
- If a player doesn’t show at the agreed time of the game, his adversary will wait for 10 minutes. After that he/she will have to send a mail to our admin, then he/she wins the game. Before the game begins, both players will have to take a screenshot to prove that they are actually taking part in the game. At the end of the game, the winner will have to send a mail to our admin with a screenshot that proves their victory.
- Single elimination. You lose, you’re out.
- The player that achieves victory will be rewarded with something special we can’t talk about yet! The second place will also receive a consolation prize!
- Have fun!

You can join the tournament HERE!

We are also going to have a small tournament between members of Slitherine and Matrix staff, so don’t forget to check out our Twitch stream today and tomorrow at 11 AM EDT / 4 PM BST / 5 PM CEST!
Of course, our favourite streamer Agrippa will take part too, so be sure to follow us![/quote]
Flight Simulation / Re: FSW Epic Approach Mission Pack Available Now
« Last post by Asid on Today at 02:30:42 PM »
If you read comments on Steam it's hard to miss those complaining about paying for add-ons to the game which is not even complete. Or is it? The last time I checked it was still in early access, so somebody's got the point...

The game is still in E.A. I understand that it seems odd to have DLC's for an ea title. However this is flight simulation and as you know there are many add-ons by third parties. So there is nothing new here. A lot of people on Steam are new to flight simulation and do not understand about add-ons for flight sims. They even went crazy about the Just Flight Piper Arrow. They need to relise that many add-ons will come. The simple solution is not to buy the add-ons we don't want. Just like we do presently in FSX/P3D/X-Plane/DCS.

FSW development will take a while. It is encouraging but because it is through Steam, third party devs will have to pay Dovetail and Steam to be able to sell their add-ons. This might put off a few devs, at least while FSW does not have a big market share.

I own FSW and like what I see so far. Only negative so far is that they only provide free GA aircraft at this point.
I will have to caution myself here and not go too overboard in making changes for the next round.  My gut tells me that for ASL at least, more than 2-3 artillery modules per side will be unbalancing and not fun to play.  Artillery is a bit too responsive and powerful in ASL, especially for the defender where the attacker has to attack over open or light cover.

However, in this case, two things happened that might have skewed the results a bit.

1.  I played poorly.  I knew the Amis had lots of powerful artillery, and I still moved my StuGs into positions where they were in sight of places where it was smart for my opponent to put his spotters.  I could have left them in the bocage on the right side, and while that would have caused other problems, it would have forced the Americans to get a lot closer to call in their barrages.

2.  There were a LOT of lucky rolls for the barrages, the whole way.  Accuracy performed better than statistically expected, and when inaccurate, drift was  beneficial, moving the barrages onto my troop concentrations that were actually out of sight to the observer.  Then the actual effect rolls were spectacular - more than a few DR below 5, and focused on my units, not the terrain.

So with that in mind I think for the next test I will leave the sliders as is, in terms of artillery, persistence, and loss reporting, barring Matt asking me to change something.  If we run into the same issues again on the 3rd iteration, then we will look at changes going into the 4th test.
« Last post by Asid on Today at 02:21:16 PM »
Early Access Week 26 Update


Today we look at what we have changed in our 26th weekly patch.

This patch will be deployed to the Test Servers on September 19th KST, and to the Live Servers if everything is stable.

Early Access – Week 26 – Patch Notes


•   Added the following feature to the Map Help section on the World Map: Marking your character's current position (Default key set to Insert)


•   You may no longer modify ini files to set a key bind for multiple actions on the same key

Bug Fixes

•   Fixed a bug that enabled angled foregrip to attach to Tommy Gun
•   Fixed a graphic bug regarding building locations
•   Fixed an animation bug that appeared when a character used healing or boosting items in the driver's seat
•   Fixed a bug that did not cancel a player's reload if the character was knocked out during the reload
•   Fixed a bug where an uncooked grenade could explode if a character was knocked out while holding it
•   Fixed a graphic bug that would cause a black box texture to appear while scoped when Anti-Aliasing was set to Low or Very Low in the Settings

See you in-game,
The PUBG Development and Community Team
General Games Discussion / Re: WARTILE
« Last post by Asid on Today at 02:17:03 PM »
Looking back forward
WARTILE - Wartile

Hi Wartile Warriors

•   After update 0.6
•   Wartile Original Soundtrack
•   insight in our feedback
•   Still some way to go
•   Wartile fan localization
•   Working on the last content before release

After update 0.6
Almost two weeks have passed since our latest major update and we are happy to see how well the update have been received, from positive reviews and comments both here on Steam but also from our external feedback channel. It shows us that while we still have issues to deal with we are moving in the right direction, thanks to all of you who help us focusing on what matters to you.

As we move forward, we are still receiving bug reports, from our community and will release another hotfix patch anytime soon, addressing some of the issues. Whenever we think it’s safe to move forward, there is always a hidden trap(bug) slowing us down.

We have added a Wartile Deluxe Edition to the Wartile shop containing the Wartile game and the Original Wartile Soundtrack that sets the mood and atmosphere in the game. The Soundtrack is composed by Simon Holm List who have been sound designer in the game industry for more than 10 years and we are very happy that we finally can make the Soundtrack available.

Soundtrack Teasers

insight in our feedback
Being part of Early Access means that you have the opportunity to not only experience but also influence the development of a game. As we have done before we would like to share some of the information and feedback that we are receiving from our community.

Some of this information we use to get an immediate impression of the player satisfaction with the game experience. We also get that from the steam reviews and comment sections in the community Hub, but these are usually from hundreds or more players.

From our internal user feedback, we can see our balancing of the battle boards is much better with the update where more players express that they have a good experience with the challenge.
We do however still have a few battle boards that are reviewed as being hard to unforgiving.

The intention on difficulty is that the first tier should be challenging but foremost teaching and a bit forgiving. The second tier more challenging and less forgiving and the third tier to be demanding require you to master your figurines and their abilities. As you can imagine it’s demanding to find a difficulty level that fits everyone, and we are working hard to create content that both our casual and core players can enjoy.

Below we want to share some of the feedback regarding the difficulty setting that we have been receiving.

The graph shows the from a broad perspective we have succeeded in finding better balance in difficulty for the majority of our players.

This graph shows us a significant decrease in players who think the game is too hard which usually is very destructive for the motivation of keep playing. We are satisfied with this progression but are aware that we still need to engage our more hardcore audience with some painstaking challenges, there can put their Wartile skills to the test.

We also look at the overall player satisfaction with the game experience. This gives us a more general indication if we are moving in the right direction and if the improvements and added content actual makes a difference to the overall user experience.

The increasingly satisfaction positive indication for us, showing that we are addressing key features that makes the most impact for the players. We still have lots of features that needs refinement but we we are on the right track.

The graph below showing how the ratings of the overall game experience have changed since our Early Access back in Marts 2017.

In this rating system players are asked to rate Wartile with One to Five stars before leaving the game, where 5.0 would be the best score.

These numbers are collected from thousands of players leaving us ratings and shows a steady improvement in our overall rating since we started on Early Access.

Still some way to go
What can’t be shown on a graph is the comment fields of what our players don’t think is working well.

Here we will try to summon up some of the most common requests.

•   Being able to remove equipment applied to a figurine.
This is possible with the patch 0.6.2, however it will remove all equipment and not just single parts
•   In general Players would like better UI communication and usability
•   The usability of godly and ability cards. It can be tiresome to keep dragging them onto the screen or hard to hit the actual target/figurine.
We will enable key bindings for quick selecting cards to the mouse pointer, in a future update.
•   Problems with fuzzy fonts on some cards in the game.
This is an engine issue, we use 3D widgets, we are slowly converting our UI cards into 2D widgets that render more precise.
•   Not being able to compare items at the merchant with items already owned.
We are still trying to figure out how we can improve this
•   More and better information about buff or de-buff effects in the game.
•   Camera rotation and movement could have user settings.

Wartile fan localization
The desire for having Wartile localized is high, and we would love to provide that for our player base. However, as a small studio we will be depending on fan created localization to begin with.
Therefor we ask our community if someone would be interested in making a fan localization of Wartile into their native language and thereby opening Wartile for a wider audience.
Currently we think to start with
•   German (already started)
•   Spanish (already started)
•   Russian
•   Polish (already started)
•   French
•   Simplified Chinese
•   Japanese (already started)

If your native language is not mentioned above and you are up for the task to help with the localizing into your language, please let us know.

Currently there is 11.100 words in Wartile, mostly short descriptions, but we still expect it to be a big and time-consuming task.

If you help us localize Wartile to your native language we will add your name in the credits and give you our official thanks for helping a larger audience enjoy Wartile.

If you think, you have the time and will to help make a fan localization into your native language, send us a mail on contact@wartile.com and we will get back to you with the details.

Working on the last content before release
As some of you might have noticed we are moving closer to our final release and are currently working on the last major update before release. However, we expect to divide this update into smaller pieces with more regular updates as this gives us the opportunity to let you evaluate the changes as we move along and us the chance to correct and adjust as needed.

We will soon reveal what we are working on, but for now we will leave it with this.

Kind regards

The Wartile Dev Team
General Games Discussion / Re: Blitzkrieg 3
« Last post by Asid on Today at 02:09:10 PM »
Technical Patch №12
Blitzkrieg 3 - Blitzkrieg 3 Official

What's new:

1) Rewind feature in missions
There were many comments left by Blitzkrieg 3 community members asking for an ability to speed up the units movement around the map. Your wish came true with this patch :)
Now you will be able to play on x2 speed.
The rewind buttons can be found on the same place they are in Battle Replays:

2) New PvP map
The new map is called "Mountain waterfall". Its main feature is two absolutely different neighbouring climate zones. One side of the map is covered with snow, and the other one has already entered springtime.
You can read more about it in our previous Development blog.

3) 7 new achievements added
All of the new achievements can be unlocked through completing the first missions of the game. Please note, that those of you, who have already completed them will have to replay them in order to receive new achievements.

4) Reworked tutorial
All the tutorial texts have been rewritten in order to make the game more friendly and understandible for new users. Game tips are shown right over the reserve panel.

5) Added access to Demo through Launcher
Now everyone who is not using Steam to play will be able to play in the Demo too.
What is more, Launcher users will soon become able to upgrade their Standard editions to Deluxe ones in Launcher.


1) Some of the reasons disconnects happened were eliminated.
2) Matchmaking search time had been improved.
3) Some of the authorization issues were fixed.
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