Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10

SOW Waterloo Multiplayer Friday 21/09/18 at 20:00 GMT

Immersive, friendly session.

Played with full fog of war.

**                    Notes                      **
SOW Version: Waterloo 1.03
Largest command: Corps
Smallest command: Brigade
Mission Duration: 150 - 240 minutes; 180 min regulary
Minimum number players: 2
Date: Friday 21/09/18
Time: 20:00 GMT
Time (local): Click here
Teamspeak  IP:  Please wait in lobby for access to other areas.
Room: Scourge Of War

Extra Notes:
•   TIME LIMIT: 00.30 a.m. GMT at the following day, if no different agreement has been made by the participants.
•   The room will be open at 19:30 GMT for preparation & mission setup
•   House rules: Click here
•   HITS system
•   Courier orders
•   Bare map. Full F.O.W.
•   No voice during game. (comms by courier only)

Mods required:
•   DOW Community Toolbar V8: This will be provided.
•   If an updated mod is required you will be sent a link via pm

Player Skill/Ability:
•   Must be proficient Using HITS
•   Have a good understanding of UI

You must apply in advance. For this rule is set for good reasons, not having signed up until 19.50 GMT latest, means you wont play. If you signed up, but cannot make it or arent sure you can make it in time, post it here! When signing up, you declare that you most probably will be able to participate and that you are ready to play at 20.00 GMT latest. If you re not sure that this applies, dont sign up. You still can inform, that you might come, but in any case, confirm until the given deadline.

20.00 GMT is the starting time for the MP game to be launched! It is NOT the time when we begin to meet pre battle. Make sure you appear 10 or at least 5 minutes before 20.00 GMT. Joining the host after, but before 20.00 GMT latest is only tolerated. Keep in mind, that not letting wait your comrades is simply a matter of respect!

Commanders and leaders:

Life Is Feudal / Re: LIF:YO Official Updates
« Last post by Asid on Yesterday at 04:58:22 PM »
LiF:Your Own 4 Year Anniversary! (

Feudalists, we want to celebrate with you - our players - the 4 year anniversary of Life is Feudal Your Own! Exactly four years ago, in September 2014, we pushed the ‘Release’ button on the first game ever developed by Bitbox Ltd. It was five of us sitting day and night in a tiny apartment, preparing the game of our dreams to be presented to you - our players. We want to thank you for staying with us all of this time with 40% off on all ingame skins!

A few words about the patch itself: we have addressed some recent issues that came up with the release of the previous patch, as well as including a working per object access rights setup feature. It is still a little rough around the edges and a bit difficult to use for now, so you can read about how to use it correctly in Your Own here

Patch Notes (ver.

New Features and Tweaks:
•   Added the ability to setup unmovable object rights
•   You can now reset your keybindings to the default state
•   All newly created worlds are now running ‘Red’ rules by default
•   Players that have entered the Town Claim or Outpost Claim outside of the JH period will be booted out to the border of those claims if they log in during the JH period
•   Default ability preset now depends on the mount state of the player - this means players can have different default abilities while they’re riding the horse, driving the Trader’s Cart or walking
•   Tweaked Flamberge default skin and added some premium skins

Bug Fixes and Optimizations:
•   Shader caching is now working as intended, which should reduce the second (and the following times) of entering the world
•   Fixed shrinking of guild claim on guild monument upgrade
•   Fixed partial invulnerability and inability to act after being knocked down (trampled by enemy, unsaddled while riding the horse etc)
•   Fixed client crash related to the inventory GUI
•   Updated the offset of drop bags so they no longer disappear in heavily terraformed terrain

— The Team

Games Discussion / Re: Ground Branch
« Last post by Asid on Yesterday at 04:54:43 PM »
BUILD UPDATE #004: Hotfix

This is a small hotfix update to address the main issues present in Build Update #003.

•   Fixed control remapping issues (e.g. broken 'Strafe Right').
•   Cleaned up reload issues (shotguns, Mk 14 and AKs).
•   Testing new tree meshes and foliage rendering (SpeedTree 8) in Small Town—let us know how it performs for you!
•   Fixed reticle misalignment on red dot / holo sights.

Build version: 1024
Steam Build ID: 3134746

* FIXED MoveRight rebinding not working (was binding an Action not an Axis)
* FIXED small misalignment in red dot and holo sight reticles
* FIXED missing textures on a few Tanker Ship engine room meshes
* FIXED infinite shotgun reload
* fixed AK reloads not putting magazine away
* fixed M14 EBR reload notifiers not being fired

* Small changes to default scalability settings to keep shadow quality a little higher on lower settings
* Updated SMG Mag pouch
* Trees redone on Small Town
    * New Speedtree 8 based tree types replacing most exisitng trees
    * Small adjustments to post process settings to help unify look
* Some work done on Depot brick wall material

* Tanker Ship
    * Tweaked lighting visuals for night map
    * Small optimizations to EngineRoom and exterior lighting

* updated GBGameplayAbility_ReloadXXX
    * updated CanActivateAbility() to return false if it detects montage already playing or timer already running, preventing reactivating already active reload
    * removed need for show menu timer
    * reduced input delay by starting timer on activation instead of release and skipping it if double-tapped
    * changed old magazine attachment point from HAND_Left sock to b_LeftHand bone to stop it floating after new mag is inserted.
* removed stubbs from GBTuberMagComponent
* moved new PPSharpen materials to /Core/Engine and ensured they follow naming convention
* removed PP_Sharpen references from Aircraft TakenDown lighting scenarios
* added PPSharpenPercentage player setting
* updated WBP_Settings_Video
    * moved most of the Event Graph off into separate user widgets, modularising where possible.
    * cleaned out old code
    * ensured Anti-Aliasing Method sets console cvar when applied (should see AA update immediately)
    * added PPSharpenPercentage setting
* changed sharpen amount in PP_Sharpen from 0.5 to 0.3.
* updated PPI_Sharpen to use default sharpen amount value.
* updated game module binaries

FSX/P3D/X-Plane / SimWorks Studios Midway Battlegroup
« Last post by Asid on Yesterday at 04:34:18 PM »
  SimWorks Studios Midway Battlegroup

Experience carrier ops like never before!

Compatibility: FSX:Acceleration, Steam, Gold | Prepar3Dv2, 3, 4
Home page
SimWorks Studios Wiki

About Midway Battlegroup

This feature-packed rendition of USS Midway and USS Coral Sea allow you to see how life and war is on these vessels, in their Vietnam-era configuration. Two carriers along with a fleet of escort ships will allow you to operate off any place in the world.

This package offers AI versions of USS Midway and USS Coral Sea along with a small escort fleet.

•   USS Midway ('73)
•   USS Coral Sea ('65 and '73)
•   Four Mispillion class fleet oilers
•   Five Charles F. Adams class destroyers
•   Six Forrest Sherman class destroyers

Both carriers utilize our unique carrier technology, which allows easy changing of deck statics, deforming arrestor cables, controllable lights and more!

The Midway class vessels were designed in the 1940s as Essex class carriers with an armored flight deck. The class consisted of Midway, Franklin D. Roosevelt and Coral Sea, but didn't make it in time for World War 2. In the 1950s they underwent SCB-110 modification which added steam catapults, mirror landing systems, angled decks and other modifications to allow them to operate the new, heavier naval jets.

The vessels are represented as they were during the Vietnam war, where they saw combat action for the first time. Coral Sea is represented in two deployments ('65 and '73) while Midway in one ('73). Each deployment features a full air wing on the deck of each carrier which can be changed using our Carrier Manager gauge. Through the Carrier Manager you can change the deck composition on-the-fly, creating launch, recovery or full deck configurations to simulate carrier ops without the need to switch back and forth between carriers.

Deck lights turn on at dusk to help you see the angled deck while our custom FLOLS guides you in for a safe approach. The lights can be manually turned on in low visibility conditions as well.

Main features:

•   Custom meatball: created per the real specifications, the FLOLS simulate the operation of the real thing, while an LSO helps guide you to the perfect approach!

•   Custom arresting gear: for the first time in FSX/P3D you can really "catch a wire"! Deformable arrestor cables follow your tailhook while custom landing physics allow you to hang from the cables, roll back, release the cable and taxi away!

•   Crowded decks: over 70 uniquely numbered aircraft on each ship, representative of the squadron compositions that were present at that time!

•   Living carriers: the airboss shift is watching over the deck, bridle catchers are crouching on launch, some sailors are cleaning, others are relaxing on the walkways!

•   Carrier Manager: Our innovative gauge that allows you to change between predefined configurations for the parked aircraft, or create your own. Use the elevators to move to and from the hangar and close the hangar doors in high seas!

•   A huge library of static aircraft: Historically accurate deployments require the appropriate aircraft types. We have created all the aircraft types that were at service during those periods, complete with squadron markings and unique numbering!

We have created two destroyer classes to protect the carrier group, each crewed and uniquely numbered to stand out when you are near them. The Charles F. Adams class destroyers underwent a modernization program in the 1970s which converted some of them to guided missile destroyers. The program consisted ECM, sensor and weapon upgrades in order to cope better with the air attacks and missile threats. Five of these ships are represented in this package, namely:

•   DDG-15 USS Berkeley
•   DDG-16 USS Joseph Strauss
•   DDG-17 USS Conyngham
•   DDG-18 USS Semmes
•   DDG-19 USS Tattnall

The Forrest Sherman class destroyers were at the time they entered service the largest US destroyers ever built. Their armament consisted of three 5-inch/54-caliver guns mounted in single turrets (one forward and two aft), four 3-inch/50-caliber AA guns in twin mounts and hedgehogs and torpedoes for ASW. In the '60s and '70s the 3-inch guns and hedgehogs were removed from all ships and the torpedo tubes replaced by two triple 12.75 inches Mk.32 torpedo tube mounts. Six of these ships are represented in the package:

•   DD-931 USS Forrest Sherman
•   DD-933 USS Barry
•   DD-936 USS Decatur
•   DD-937 USS Davis
•   DD-940 USS Manley
•   DD-945 USS Hull

Fleet oilers are the lifeblood of the navy. Without them the carriers would need to refuel at a friendly port that can support them, while the escorts wouldn't be able able to keep up with them due to running out of fuel. These vessels perform underway replenishment, a technique pioneered during World War 2 to allow the fleet to refuel in-motion in the middle of the ocean, negating the need of refuelling at a friendly port.

Four ships are represented in this package:

•   AO-105 USS Mispillion
•   AO-106 USS Navasota
•   AO-107 USS Passumpsic
•   AO-108 USS Pawcatuck

Each ship features its own deck configuration, with crew, forklifts,barrrels and crates filling up the decks! The ships feature a landable deck which will allow you to fly on and off them, as well as walk around the deck using avatars in Prepar3Dv3/v4!

Games Discussion / Re: Warhammer 40,000: Gladius
« Last post by Asid on Yesterday at 03:45:10 PM »
Warhammer 40,000: Gladius - Updates incoming...

We have great news for all Gladius fans!

The team got some vacation and they are now back at work, really busy finalizing some exciting features.

First off, they have been working on a new free update which will go into open beta any day now.

Among the usual balance changes and minor fixes, that'll bring two major changes that we feel will greatly please players.

First off, the world builder has been greatly improved. You can now customize your maps to a much higher degree, to the extent that you can control the biome size and density. Do you want to play on a desert planet? You can. Would you rather play on a completely arctic world? You can definitely do that now. It is extremely flexible.

Secondly, the AI has been completely revamped. It is now much better than before. It's been improved decisively in several areas: resource collection, building priorities, combat... you'll see that the AI will be much tougher than it ever was.

But that's not all...

There are DLCs with more content in the pipeline. We will announce the first one very soon, and it'll be a smaller one while we prepare for bigger things. The team from Proxy Studios is working hard on implementing a new race, one that'll have a completely new type of gameplay... but all in due time.

We are excited to see that so many people liked Gladius. It's been a success for us and we are looking forward to expanding the game. This is just the beginning. There are many directions where we can go from here, and we can’t wait to hear your feedback about it. Please let us know what you would like to see added in the game.
Scourge Of War / Re: SOW: Screenshots/Videos
« Last post by Asid on Yesterday at 01:51:01 PM »
Shiloh Redux for Gettysburg by Jolly (work in progress)

Games Discussion / Re: Age of Gladiators II: Rome
« Last post by Asid on Yesterday at 01:40:31 PM »
v1.2.2 - Update

•   Combat - Counter-attacks and Attacks Of Opportunity can be both dodged or blocked now.

More to come.
Games Discussion / Re: Objects in Space
« Last post by Asid on Yesterday at 01:38:56 PM »
Patch Notes for v0.9.5.3
Objects in Space - [505 Games] Taikobo

•   Some fixes to the autopilot code.
•   Fixed bug where Escape scenarios were not being shown correctly.
•   Fixed a periodic crash when undocking.
•   Fixed bug where scenario screens were being re-populated incorrectly when going 'back'.
•   Fixed Confirm Delete button size being too big at main menu.
•   Fixed save games screen not updating after save deletion.
Naval Action / Re: Naval Action: Patches/Updates
« Last post by Asid on Yesterday at 01:34:07 PM »
Naval Action - Gamelabs

Hotfix 19th September

To solve the hugging issues with small ships safely staying very close to large ships we would like to test this experimental change - increasing the allowed boarding speed limit, but reducing the relative speed difference

Full list of changes.
•   All upgrades increasing crew rebalanced (data below)
•   XP and Money for kills and assists rebalanced based on BR of vessels (slight increase for 1-2nd rates)
•   Yacht can now enter port battles and can be added to fleets
•   Determined defender bonus lowered from 30% to 0.001%
•   Boarding max speed increased to 8 knots (previously around 4 knots). Speed difference between your ship and enemy ship cannot exceed 5 knots to board (lowered from the previous 8). Both vessels must sail below 8 knots.
•   Barricades defensive bonus increased by 0.1 and attack penalty increased by 0.1 as well.

Crew bonuses reductions
  o   Shipbuilding:
    •   Very cramped: 5% - previous 10%
    •   Cramped: 2.5% - previous 5%
    •   Extra crew trim: 7.5% - previous 10%
  o   Modules and books:
    •   Light ship hammocks refit: 5% - previous 15%
    •   Hammocks book: 7.5%-7.5%-2.5% - previous 20%-10%-5%

Games Discussion / Metro Exodus
« Last post by Asid on Yesterday at 01:31:19 PM »
Metro Exodus: GeForce RTX Real-Time Ray Traced Global Illumination Demo

4A Games are bringing real-time Ray Tracing to Metro Exodus! At NVIDIA’s Gaming Celebration event in Cologne, it was revealed how 4A Games would use NVIDIA RTX to deliver true Global Illumination – in this extended tech demo, Ben Archard from 4A Games explains how it all works.
Pages: [1] 2 3 ... 10