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91
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on February 24, 2024, 06:03:18 PM »
Field of Glory: Kingdoms - Dynasties and Characters
Fri, 23 February 2024



In today's Dev Diary we will look into the management of characters

One of the major new features of Kingdoms, which aligns with the significant events of the medieval era often initiated by great men rather than established states, is the addition of dynasties to the game, and more generally, a much more advanced management of characters (compared to Empires, the predecessor of Kingdoms).

Each game faction (whether a duchy, an emirate, an empire, or even a knightly order) is indeed led by a ruler with several important characteristics. Just like any other character, the ruler has an administration value, very important for providing economic bonuses to his realm, but also a military value, which allows for the recruitment of higher quality units, and finally, since we are in the Middle Ages and religion was of paramount importance, a piety value, very useful for helping to convert the population, being well seen by the Pope if you are Christian, and generally useful for making heresies rare. These 3 values are supplemented by one or two possible skills that have very diverse effects, ranging from tolerance towards other cultures, to dubious life practices (reducing life expectancy), to the propensity to attack one's neighbor sneakily without a formal declaration of war.



This ruler is often accompanied by his spouse and often courtesans. The Middle Ages not being very progressive, it will not be possible to see one of these ladies leading an army; however, daughters of marriageable age hold particular interest, as they allow for the conclusion of royal marriages. These are, however, double-edged swords, as if your sovereign dies without an heir, it is possible that your nation will suffer, with the faction where your daughter resides taking over part of your territory.

The picture would not be complete without the mention of possible brothers, sisters, uncles in addition to your descendants, all of whom have a role to play, as they can be Peers of the Realm, sort of governors of certain portions of your territory, allowing for better administration than if there were only a modest noble. Your characters can also, just like the sovereign, lead armies, with their own statistics, in attack as well as defense, and various tactical abilities (far more numerous than in Empires, and veterans of our first instalment will be pleased to learn that there are 6 times more in Kingdoms than in our first game).



All these additional possibilities come at a cost, however, but this is also what makes Kingdoms intriguing. Each character also has a loyalty, which is not necessarily known initially (but rest assured, there are ways to find out through decision options). Thus, a disloyal character presents a dilemma, as if they are good, you will want to use their services, but then there is a risk of betrayal.

These betrayals come in several forms: a coup d'état, which immediately replaces your leader with the traitor (which, let's be cynical, can be a blessing in disguise if the traitor is competent while your leader was not), or an armed revolt. If the character was a general, they might even keep their troops and immediately recruit others using their personal funds (and characters accumulate funds more or less quickly, depending on their position and integrity... but it is possible to prosecute those embezzling funds).



Rest assured, however, in Kingdoms, characters serve at the heart of its gameplay, consisting of a rich economic management of your nation's regions and a sophisticated and nuanced military simulation.

Our game is primarily a historical strategy game, which has adopted a dynasty system to complete the picture, and we neither pretend nor aim to make it a dynastic role-playing game. We hope this direction is what you wish to see in our game, and we look forward to sharing more in a future developer diary.

92
Games Discussion / Re: Kingdoms Reborn Multiplayer city builder
« Last post by Asid on February 24, 2024, 05:44:35 PM »
Major Update: ‘Echoes of the Sun Stone’ - Aztecs Update is live!
Sat, 24 February 2024




Greetings Builders!

We are excited to present the fifth major update for Kingdoms Reborn, Echoes of the Sun Stone!


Experience the brand new Aztecs-inspired faction - ‘Tlatoa’, coming with new unique buildings, game balance, new construction animation, bug fixes, and much more.

Tlatoa Faction

Experience the brand new Aztecs-inspired faction - ‘Tlatoa’, coming with new unique buildings, game balance, new construction animation, bug fixes, and much more.




Bonuses: -10% Food consumption, +30% Trading Post/Port/Company fee
Unique Resources: Corn, Agave, Tequila, Tobacco, Cigar
Unique Military Units: Jaguar Warrior, Eagle Calvary
Unique Wonders: Grand Temple, Step Pyramid, Floating City, El Dorado


Tlatoa Unique Construction



Tlatoa enhances your city-building with its unique construction animation. Watch as each building phase, from foundation to final touches, comes to life with stunning detail, making the process visually engaging and more immersive. Soon coming to other factions.


Tlatoa New Buildings



Corn Breeder: allowed corn farm
Tobacco Breeder: allowed tobacco farm
Tequila Distillery: produce tequila from agave



Tequila Distillery: produce tequila from agave
Cigar Factory: produce cigar from tobacco


Other Changes
Replace Tequila in Emirates with Perfumery
Revamp Blacksmith and Stone Tools Workshops
Added Medicine Gatherer
New Portraits and Icons
Gameplay rebalance and Bug fixes


Want to play on Japan saves?
Right-click on "Kingdoms Reborn" in your Steam library.
Select "Properties."
Navigate to the "Betas" tab.
Choose "old_patch_japan" patch.

Thank you everyone, hope you enjoy the new update :)
Kingdoms Reborn Team
93
Steel Beasts Pro / Re: Steel Beasts Screen Shots
« Last post by Attila on February 24, 2024, 04:23:40 PM »
GREAT SATURDAY FUN - LETS PEW PEW


























94
Games Discussion / Re: Maneuver Warfare : Command a panzergrenadier battle group
« Last post by Asid on February 23, 2024, 06:58:25 PM »
Update 1.27
Fri, February 16, 2024



Maneuver Warfare Update 1.27 is live now. The main changes in this update are:

-the Editor lets you purchase entire formations up to brigade size, not just individual units
-improved manner in which purchased units are displayed in the Editor
-improved artillery fire sounds
-improved performance



95
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Asid on February 23, 2024, 12:04:56 AM »
D.O.W. Steel Beasts Wednesday Mission 21/2/24



96
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Asid on February 23, 2024, 12:04:33 AM »
Thanks for the AAR Rinix  :thumbsup
97
Tacview / Tacview 1.9.4 beta 1 is available Now
« Last post by Asid on February 23, 2024, 12:04:24 AM »


Tacview 1.9.4 beta 1 is available Now

Download: HERE

•   Release Date: Wed, 21 Feb 2024
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 775.2 MB

Release notes

FEATURES & CHANGES

•   ADDED DCS: Sinai Map
•   ADDED Option to display the event that triggered the playback pause in the 3D view
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3


FIXES


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...



98
Games Discussion / Re: Rule the Waves III
« Last post by Asid on February 23, 2024, 12:04:18 AM »
Rule the Waves 3 History Series Episode 2 - Dreadnoughts: 1906-1918
Tue, 20 February 2024



With the launch of Dreadnought and Invincible the race for naval supremacy intensified. Ships ballooned in size, cost, speed, and armament. From 1906-1914 the navies of the world built a combined 63 Dreadnought Battleships in a naval arms race that helped bring about the First World War. Submarines made their debut as a practical weapon of war, and destroyers grew in size and displacement with multiple torpedo launchers. After the war the cost of these fleets was so ruinous a new innovation in international diplomacy was adopted to curb spending, the Washington Naval Treaty.




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

You can expect Episode 3 out in March.

99
Games Discussion / Re: Atomic Society
« Last post by Asid on February 22, 2024, 12:48:50 AM »
Farewell to Atomic Society
Wed, 21 February 2024



Atomic Society will be removed from sale at the end of this week.

It's been a long, wild ride but the time has come to shut down our little studio and move on to new pastures. Don't worry, everybody who owns the game will still be able to play it. It will remain in your Steam library forever. However, the game barely sells anything these days, and there are still several costs involved in running a business (accountants, etc) so we have to start winding things up, starting by removing the game from sale.

I guess it's an appropriate time to say goodbuye. 2024 marks 10 years since a friend and I (with the optimism of complete beginners) asked “why don't we make a game for fun?”

2014 was a boom period for wannabe developers with crazy dreams. Steam Greenlight (remember that?) had been running for 2 years, the indie market was opening up, and Unity had made it possible for beginners to test their luck, for better or worse. Our idea of a post-apocalyptic town building game was a brand new concept back then. When we revealed it in 2016 (via Kickstarter), no one had heard of Frostpunk, Endzone, or Surviving the Aftermath. That Kickstarter still failed, but luckily a random YouTuber made a video of our fledgling pre-alpha and suddenly thousands of players fell in love with the game's potential and were clamoring to play AS. After yet another 2 years of grueling work, we released the first ever Steam version in Early Access (one of the most stressful things I've ever done!) and it sold quite well, considering we were making things up as we went. For a year or two afterwards we even earned basic salaries from this passion project - not much but we did get the privilege of doing something we loved.

However, it was really hard living up to everybody's expectations. A fully 3D town building/social sim game was a huge
concept for a tiny group of hobbyists working around their day jobs! We could just about handle it, but we were slow, and the games industry moves fast. Richer competitors came along. Also, after 7 years of work on top of regular jobs, “burnout” was becoming a thing too. But we pressed on for 3 years in Early Access, getting the game to the best state, and finally let it go for good back in 2021 (during a real life post-apocalyptic event of Covid).

Unfortunately a game only really gets one big launch, and Early Access had been it for us, so that final release didn't do much, but at least finished and I was done
. I couldn't even look at Steam without having a weird panic attack after we released. Making and marketing a game had worn me down (several real life disasters didn't help either). You need a lot of business stamina to stick it out in indie dev, and a peaceful real life. After we launched, our American coder friend had to get a real job, our artist had to give up dev to look after their elderly parent, and main coder Nick started a new family. It was okay though as we had nothing more to add to the game, but life had called us all in new directions.

I'm still extremely proud that we managed to create a pretty big 3D game out of a dream, that we stuck with it even when the problems seemed insurmountable, and that Atomic Society is still something different and quirky in an industry that likes to play it safe. For someone's first ever shot at game dev, it's not bad!

Thanks to everyone who bought and enjoyed the game and supported tiny, no-budget indie devs like us. I hope you all enjoyed being crazy post apocalyptic dictators, setting wild laws that might not show up in other games, and that these old blogs have been inspirational for anyone who wants to make their own gaming dream. If you believe in your game, you've got to make it!

However, now it's time for us to head out into the post-apocalyptic “wasteland” and see what other adventures are out there.

Best wishes from the Far Road Games team:

Scott, Nick, Mariana and Adam


100
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Rinix on February 22, 2024, 12:25:41 AM »
Here's my screenshots: https://imgur.com/a/1EiXrsJ

The plan


The enemy's main attack comes in the north






We begin the advance to the objective








Victory
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