Translations for our friends around the world.

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Steel Beasts Pro / Re: S B Videos Thread
« Last post by Rinix on Yesterday at 10:02:28 PM »
Here's a video of VR in Steel Beasts, running on the HTC Vive:
IL-2 Sturmovik / Re: Steam revoked my BoS Moscow DLC key for "non payment"
« Last post by Asid on Yesterday at 09:35:56 PM »
Quick response from G2A who refunded my purchase. I have no Moscow DLC key now though.  :(

Good outcome so far  :thumbsup

Contact the IL-2 team.

Also IL-2 titles go on sale often. All you need is 1 of them to play mp online  :thumbsup
IL-2 Sturmovik / Re: Steam revoked my BoS Moscow DLC key for "non payment"
« Last post by Beef on Yesterday at 08:50:42 PM »
Quick response from G2A who refunded my purchase. I have no Moscow DLC key now though.  :(
Games Discussion / Re: Medieval Kingdom Wars
« Last post by Asid on Yesterday at 07:55:10 PM »
Update 58 - Part I released
Medieval Kingdom Wars - Dev Konstantin

Hey Everyone,

To update you on our progress with regards to Update 58.

So the bad news - we`ll only be able to fully release update 58 towards Tuesday or Wednesday next week. The good news - we will fix the last remaining combat crash for good.

Meanwhile we`ve released a smaller version of Update 58, including:
-Fixed several broken hamlets giving an empty space
-Translated all the recent text, including tooltips
-Units on the worldmap gain level when trained from leveled up buildings
-Several of fixes and improvements to Orleans, Dover, Caen that are listed in updated 58
-Several fixes to Hamlets that are listed in update 58

Since we have a big promo event coming up on Monday, we could really use your help confirming that we did not somehow bring the crash bug into this build.

And yea - can`t wait till next week. The title of the update going to be 'Ye Shalt Not Crash'
Games Discussion / Re: Book Of Demons
« Last post by Asid on Yesterday at 07:32:27 PM »
Quest mastering and the new Archdemon quest!
Book of Demons - Konstanty

Quest mastering!

Yes, before you ask, the golden keys are making a comeback. The number of keys you have accumulated will be readjusted to the new system when you start the game for the first time after the update. This is necessary because we have changed drop rates a bit and, as some of you might remember, there used to be a bug that would fill some dungeons with hundreds of golden chests filled with golden keys. Ah, the good old days.

But back to the mastering itself. You can now use golden keys to unlock much more difficult versions of quest boss levels to test your skill. Keep in mind that Quest Mastering levels and bosses were balanced for certain character level. If a quest proves too demanding you can always gain more levels in free play and come back later.

Defeated bosses during quest mastering drop legendary cards (assuming there are any left to be dropped of course) so it's worth a shot. Or multiple shots since some bosses are meant to be challenging on higher mastering levels.

The new Archdemon's dungeon
The old Archdemon quest left something to be desired in our opinion so we tweaked it a bit. The new one has unique challenges and bosses. The Archdemon himself learned a few new tricks as well. Not to mention that the new level has significantly more ducks than it used to!

And once we add all the new voiceovers it will truly shine!

In other news
We fixed a number of bugs in this release, among them the double attacks the hero performed when clicking on a shield. That resulted in shields being much easier to crush. I wonder why no one reported that one ːarchduckː

We are now working on adding all the new sounds to the game and post-processing and adding the new voiceovers that our super talented voice actors recorded for us. Once we are done you will hear a lot more one-liners (and situational comments) from our heroes bosses and townsfolk.

Last but not least, an option was added to disable auto attack by changing a value in the custom settings file. If anyone is interested in that hop into forums for more details!

Full changelog

Version 0.94.16723+ 18th July 2018
•   Quest mastering is now available
•   The new Archdemon quest is available
•   Legendary Vampiric Gloves will no longer pick up items even when not equipped or disabled
•   Belarusian language community translation added to the game
•   Fixed a bug where shields could be slashed at twice normal speed
•   When finding a stolen card that cannot be equipped notification with card's type will be shown
•   Card Mana Sphere now has 30% chance to absorb damage instead of 50%
•   Card Epic Arrow now deals 1 damage instead of 4 (card claimed to deal 3 dmg but there was a bug)
•   Balance: Deathrage gold cost is now higher
•   Balance in Roguelite mode: potions drop rate is now lower
•   Balance in Roguelite mode: resurrection cost increase is now higher
•   Archdemon quest outro can now be skipped
•   Three new Roguelike achievements
•   Fixed Eeny Meeny achievement
•   Razer Chroma support can now be disabled in the config file
•   Autoattack can now be disabled in the config file
•   Razer Chroma support temporarily disabled for testing purposes

As always,
Slay safe in the dungeons ːarchduckː

DoW Air / Re: DoW Air: Screenshots & Videos
« Last post by Asid on Yesterday at 07:27:26 PM »
Epic Phail. .........i’ll grab ma coat 😂

It's ok...I wan't in the plane at the time  :sifone
Tornado / Re: Modding Tornado
« Last post by Frankie on Yesterday at 07:05:52 PM »
78.  Changed AAA sounds from Explosions2 to SoundCannon

Mod: AAA-to-Tornado sound improvement
By Frankie
Description: This mod is actually an improvement over Mod#6 AAA-(Shilka)-to-Tornado View activates with F12. Previously I had used the ExploSound2 procedure to produce AAA  firing sounds. The AAA will fire away with a rat-tat-tat and would always end with an explosion. Even when nothing was exploding. The fact that you could hear these noises when in the cockpit as either Pilot or Navigator makes it worse. So what I did was to instead call the CannonSound procedure. This is the same sound effect was when firing the Tornado's Mauser cannon.

Lines 643 to 647 ensure that when the gamer is in Pilot or Navigator cockpits,
the AAA firing sound is never heard.

Unfortunately the Tornado source code does not have a "high rate of fire" firing sound which would be more realistic, seeing that the AAA ZSU-23-4 fires at a cyclic rate of 850–1,000 rounds per minute for a combined rate of fire of 3,400–4,000 rounds per minute.  Another thing I did in this mod was to NOT play the cannon sound when the gamer is inside the cockpit - either as Pilot (Home key) or as Navigator (PgUp key).

The real ZSU-23-4 sounds like this...

The latest sound for AAA in this version of Tornado,
(1) is heard only when in external views (e.g., NOT Home and NOT PgUp keys);
(2) is the same sound used for the Tornado's Mauser cannon, and it sounds like this:

The Tornado modded sound (SoundCannon procedure) is in my humble opinion, slightly resembles the actual ZSU-23-4 rounds being fired. I think. I have no choice since I cannot find a better procedure call to produce a ZSU-23-4 like sound. By the way, the whiplash sound in the video is a SA-8 Gecko Surface to Air Missile system being fired at me by a ZRK-Romb vehicle.

Note: In the video the Attention Seeking alarm is quite irritating. At the moment I am unable to turn off the irritating Attention Seeking siren when in external view. After all, it is an attention seeker. And this is the default behaviour in the stock DESERT.EXE or FLIGHT.EXE.

Attached is the latest FLIGHT.EXE. Enjoy.
DoW Air / Re: DoW Air: Screenshots & Videos
« Last post by wilso845 on Yesterday at 06:16:40 PM »
Epic Phail. .........i’ll grab ma coat 😂
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on Yesterday at 04:08:09 PM »
Panzer Corps 2 - Dev Diary #1

Welcome to the first issue of Panzer Corps 2 Developer Diary. The initial announcement of Panzer Corps 2 was a little while ago now, and we understand that it left many people waiting for more information. In this issue we will try to provide a general overview of where we are going with this project and what to expect from it. We will provide much more information on each individual aspect of the game in future diaries.

Gameplay changes

Panzer Corps was intended as a spiritual sequel to the classic Panzer General series, and we were very careful to preserve the traditions of that series that made it so great for its day. We are taking the same very careful approach to game design in Panzer Corps 2. We are not trying to fix things which are not broken in the first place. Many aspects of the game, including the list of unit classes and unit stats, remain unchanged, and Panzer Corps veterans will feel themselves instantly at home with the new game. At the same time, we are giving the player a number of new tactical options, which will make the playing experience even more interesting and engaging. Here are some examples of these options:
Overrun. This was probably the most requested feature in Panzer Corps, and we had no other option other than to include it. Overrun is a unique ability of tanks to run over crippled enemy units and destroy them in the process, without spending their move or attack action. This feature not only helps to better represent the role of tanks in WW2, but also gives many interesting tactical implications from a pure gameplay point of view.

Encirclements. Panzer Corps is a “wargame” in the first place, and for most players its “war” aspect is the most interesting of all. On the other hand, moving around non-combat supply units, counting supply points etc. is much less fun. For this reason, we decided early on that the new game would not include a full-blown realistic model of supply. However, we felt that cutting enemy units from supply was a very interesting and useful tactical option, so we have included it in the game. It works like this: when a group of units is encircled by the enemy (only “passable” terrain needs to be blocked), it no longer receives any supply, and on top of this, encircled units will get a progressive combat penalty every turn. So now, the player has a choice: tackle the next objective head on, or try to encircle it and weaken the defenders before dealing with them.

Infantry unit is isolated on a small peninsula by the sea and the enemy. It does not get any supply here.

Splitting units. In Panzer Corps 2 any unit can be split into two equal halves (of course, at a cost of additional unit slots) which will act on the battlefield as two independent units. Splitting has countless tactical uses, especially in combination with encirclements as described above. Certain unit classes can especially benefit from it, like recon.

Captured units. Captured units in Panzer Corps campaigns were so popular, we’ve decided to make them a part of core game mechanics. When you force enemy unit to surrender, its equipment is captured and added to a pool. Later you can use this pool to create new units or replenish existing ones for free. This adds yet another tactical consideration: shall I destroy this unit, or try to make it surrender instead? Unique hero abilities. Unlike Panzer Corps, where heroes only gave stat boosts to units, in Panzer Corps 2 they will have many unique tactical abilities, and some of these abilities will be synergistic. So, using your heroes in the best way possible will be a different task in every playthrough.

Air and Naval Warfare. Other major changes will happen in air and naval warfare. Ground combat was the most sophisticated and interesting part of Panzer Corps. With so many different rules, unit classes and terrain types, ground war was a varied and rich gameplay experience. We felt that air and naval warfare was somewhat lacking in comparison. Our ultimate goal in the sequel is to make them interesting enough to allow dedicated “naval only” and “air only” scenarios, and to achieve this goal, we are looking at various “naval only” and “air only” hex-based wargames for inspiration.

The most important change in the air war is that all aircraft act from airfields now, and return to their base automatically at the beginning of their turn. Also, just as in real life, the effectiveness of aircraft drops as the distance to their base increases. This means that all air rules and mechanics from Panzer Corps (like mass attack, interceptors etc.) remain in place, but at the same time the airfields, their location on the map, timely capture and proper defense become key elements in air warfare.

As for naval war, naval terrain is “by definition” less interesting than ground terrain, with endless sea hexes going in all directions. To compensate for this, ships themselves will be more complex entities, with various factors (like orientation and position of turrets) affecting combat effectiveness, and a damage model (inspired by Pacific General) going beyond the simple “strength number” under the ship. Carrier and submarine classes will be much better fleshed out to represent their unique roles in naval war. A more advanced naval model will allow this series to branch out into any theatre of war in the future, including the “naval-heavy” Pacific, something which Panzer Corps never did.
TFDI B717 / TFDI B717 Liveries
« Last post by Asid on Yesterday at 12:36:16 PM »
TFDI B717 Liveries

Official Repaints
A source of "Official" repaints made by our selected painters.

Community Repaints
Download repaints created by the community!

TFDi Design 717 Paintkit
Layered PSDs for creating new liveries for the TFDi Design 717. (V1.0.0)

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