Recent posts

#1
Games Discussion / Re: Starship Troopers - Terran...
Last post by Asid - Today at 12:02:51 AM
News from the Jungle (DLC)
Thu, 6 August 2026



Attention, Troopers!

Pack your sunscreen, grab your trusty Morita rifle, and prepare yourself for tropical warfare in the sweaty, untamed wilds of planet Vega-V.


A new DLC is in the works, and it will be one of the biggest yet, including 9 new player units, 4 Arachnids types, a 9-mission story campaign and 5+ new Territory Mode maps.

You'll be tasked to hold on to isolated jungle outposts, defend ever-expanding colonies, hunt dangerous Arachnids deep in the jungle and unveil the horrors of a long-lost underground shelter.

Would you like to know more?

More tactical intelligence will follow soon. In the meantime, feast your eyes on this exclusive teaser screenshot, showcasing the lush (and lethal) new environment alongside a few of the new lower tier units:


#2
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Asid - Yesterday at 01:14:59 AM
D.O.W. Steel Beasts Wednesday Mission 5/8/26


#3
Games Discussion / Re: Distant Worlds 2
Last post by Asid - Yesterday at 12:08:50 AM
Dev Diary #1 - An introduction to the upcoming DLC
Wed, August 5, 2026




What is a Pirate?



What is a Pirate?  In Distant Worlds 2, the term Pirate refers to a variety of space-based survivors of the cataclysm that ended the last Great War against the Shakturi, who are willing to do whatever it takes to survive.  Some are more focused on trade and espionage, others on raiding and fighting, some prefer a mix of everything.  Living in space across generations has been very difficult and very dangerous and their past experiences with planetary civilizations give them a distrust of what they call "dirtsiders".




The Pirate Story - the Age of Shadows

Distant Worlds 2: Shadows Rising, take us to the Age of Shadows, to a time before the base Distant Worlds 2 game and the events told in that and the following storylines.  The Age of Shadows is the time period after the cataclysm that befell the galaxy at the end of the first Great War against the Shakturi but before the previous planetary empires recovered enough to return to space and rediscover their history.

After the first Great War between the Freedom Alliance and the Shaktur Axis, the remaining fragments of civilization in the galaxy collapsed and those who remained found themselves engaged in a desperate struggle for survival that at times looked certain to fail.  As they realized the terrible fate that had befallen them, the few surviving Shakturi went on a final rampage that was halted only as the last of them perished to the Xaraktor virus.  That virus and other bio-weapons unleashed in the final act of that terrible war were still actively spreading for many years after the Shakturi themselves were eradicated from the galaxy.


The Planets and the Plagues

The planets themselves were the worst affected. After the galaxy-wide seismic cataclysm caused by the interaction of the Haakonish Gravitic Doomsday weapon with the Shakturi Wormholes and the Freedom Alliance experimental wormhole blocking technology, most planets were already devastated.  Multiple waves of plagues then swept over them over decades and centuries and the survivors in space found that trying to trade with or help those who remained on the planets often exposed them and their dwindling populations to these risks.


The Merciless Hive

The survivors in space and on the planets also faced merciless slaughter at the hands of the Hive, who were composed of the insane remnants of the Gizureans.  The Gizureans had become psychotic after Shakturi control of their damaged Queen was abruptly severed, leaving vast numbers in a feral state that roamed the galaxy consuming all in their path.  The former Gizurean worlds were abandoned as the Hive took to the stars in whatever ships could be found or captured.  Largely due to the terrible casualties from all these calamities, most of what was previously known about technology, history, culture and space travel on the planets was lost.




Survival in Space

Only in space did some knowledge survive.  Here the few remnants of the fleets of the Freedom Alliance and the Shaktur Axis initially continued to fight each other as well as the Hive.  They recognized that the devastated planets, where the plagues were still active, held no future for them.  Attempts to recolonize or restore civilization during this time all failed.  They realized that to survive, they needed to remain in space, to remain mobile and evade the Hive until the planets themselves were either free of plague or devoid of population.

Over generations, these nomadic survivors scavenged, built and re-built their ships and bases many times.  They defeated what remained of the Shakturi, but their battle against the overwhelming numbers of the Hive lasted for centuries and still continues.  Many perished, but some survived and while they were unable to fully maintain their previous technology, they still knew how to travel faster than light, how to exist in space, to mine for the resources they needed and how to build fast and powerful ships that could protect them from the Hive and other menaces.




The Shadowports and a New Era

Over time they also lost their previous identities and separated into smaller factions, each with different goals.  The largest space settlements became "Shadowports", neutral centers of trade, technology and information.  Some, following blindly in the footsteps of their Freedom Alliance ancestors, foresaw a future where they would be able to once again establish a more orderly galaxy, with colonized planets, trade and an organized military.  Others, either because of the trials they had been through or because of their origins with the Shaktur Axis, were more concerned with raiding, pillaging and destroying what was left, until they would sit alone as the final survivors of a dying galaxy.  These then, are the "Pirates" of the Age of Shadows.

On the planets, over many generations, the viruses evolved and finally became less severe, allowing civilization a chance to re-establish itself.  After many terrible battles, the Hive became less numerous, largely because of the actions of the survivors in space, but also due to a shortage of "food" to consume on the planets, which led to periods where the Hive was entirely dormant before waking and raiding again.  This was just enough respite for the planetary survivors to multiply and with the help of their remaining legends and the ruins of their ancestors, rebuild a basic level of technology and begin to repopulate their worlds.


A New Galaxy Rises

The space-based survivors were busy enough surviving and fighting each other that at first the recovery that was taking place on the few remaining inhabited worlds went unnoticed, but eventually the exploration ships of the pirates discovered that the worlds they previously thought to be tombs now had the beginnings of new civilizations, already with population in numbers that far exceeded the survivors in space, but with technology that was much more primitive.  The response of the pirates to these newly discovered planets varied, and in some cases, they simply ignored them while they dealt with their own problems.  For the most part though, they made contact, in some cases peaceful to trade for resources and food, in others hostile to pillage and take what they would in goods and slaves or to maintain their own dominance of the space lanes.

This is where the Age of Shadows in the game begins.  There are independent worlds with just enough technology to return to space, but only with a few ships and initially only within their own systems.  The pirates have better technology and knowledge of the galaxy.  The Hive is still a real threat and active from the start, though fewer in number and with some smaller ships.  New story events and artifacts related to Pirate history are scattered across the stars.  Lone Pirates and Pirate Factions and Independent Worlds compete to see which will achieve fortune, fame and power.




Your Story, Your Choices

Several futures are possible.  The first is one where the planetary civilizations are allowed to grow and expand into space and regain a measure of their former glory, following along towards the original Distant Worlds 2 story.  The second is where the pirate factions are able to manage the rise of the planetary civilizations, control them, exploit them and eventually conquer them to establish an entirely different kind of galactic order, depending on which type of "Pirate" emerges triumphant.  A third might be that what remains is destroyed and consumed by the Hive, if it is allowed to grow out of control.

The Age of Shadows, in short, is a struggle for survival and an ongoing battle to determine the future of the galaxy.  Will it be a strong, united and advanced galaxy that the Shakturi find on their eventual return, or simply smoldering ashes?

You can also choose to start play with the new Pirates (either playing as an Empire or a Pirate) in the classic era of the base Distant Worlds 2 game after the Age of Shadows has ended. For the greatest challenge and to extend the story as long as possible, start as a single ship Lone Pirate in the Age of Shadows, eventually become a Pirate Faction, then a Pirate Empire of Anarchy which attempts to conquer the stars.

The choice is yours, the Galaxy Lives On.


WISHLIST THE NEW DLC NOW:

Distant Worlds 2: Shadows Rising




#4
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Rinix - Yesterday at 12:06:23 AM
Here's my screenshots: https://imgur.com/a/steel-beasts-5-8-2026-FicQQr4


The plan


Oleg defends the main road


B-3 defends the north road


Enemy tanks attack the north road, where only B-3 is defending, A-11 is sent to the north road


B-12 inflicts casualties



A-11 finds itself surrounded by advancing tanks




B-14 inflicts more casualties




A-11 continues to fight



Victory
#5
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Rinix - August 05, 2026, 05:56:45 PM
Quote from: Oleg on August 05, 2026, 05:50:29 PMTwo tanks and a B-2 platoon for me.
Added.
#6
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Oleg - August 05, 2026, 05:50:29 PM
Two tanks and a B-2 platoon for me.
#7
D.O.W. Steel Beasts Wednesday Mission 5/8/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Operation Sizzling Dragon (4.379) 1.0.3 by ben


Operation Sizzling Dragon

Author ben


SITUATION:


   Enemy:

      - An Olvana Peoples Army Tank Battalion is approaching from the East.

      - They are equipped with Type 96 tanks and Type 86 infantry fighting vehicles.   (T72B1 and BMP2)
      
      - Enemy Intent: Find and engage 2nd Tank regiment in order to prevent their further advance South.


   Own:

      - BRAVO Squadron 10x CV90/35.

      - A1 Platoon 4x Leopard 2A5A1-DK.


      Bravo 11 has just spotted an enemy column of Type 96 tanks and Type 86 infantry fighting vehicles marching West on route DEVIL!

      You have not yet been observed.


MISSION:

   Guard the East Flank of 2nd Regiment in order to prevent enemy disruption of their advance south on route KING.


EXECUTION:

   - At your discretion.

   - You may end the mission at any time once the Enemy attack has been repeled.


FIRE SUPPORT:

   - 4 tubes 120mm mortar:  54x HE, 15x SMK each.


SCORING:

   - Repel the Enemy Attack = 60%

   - Survival of your forces = 40%    (10% lost = 40%, 90% lost = 0%)


   Victory = 60%

   Major Victory = 80%
   

 







Dogs Of War Vehicles : (in mission)

Leopard 2A5A1-DK:
Click here

CV 90/35-DK:
Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: Operation Sizzling Dragon (4.379) 1.0.3
Created by: ben
Available at: https://www.steelbeasts.com/files/file/3191-defense-at-vollsjo/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: 360 minutes
Minimum number players: 2
Date: Wednesday Mission 5/8/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for Leopard 2A5 or CV 90/35-DK.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

B-66 CV 90/35-DK:

Leopard 2A5s
A-11:
A-12:
A-14:
A-13:

CV 90/35-DKs
B-11:
B-12:
B-14:

B-21:
B-22:
B-24:

B-31:
B-32:
B-34:


Any position:




Mission discussion Click here
#8
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday ...
Last post by Rinix - August 05, 2026, 02:43:03 PM
D.O.W. Steel Beasts Wednesday Mission 5/8/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Operation Sizzling Dragon (4.379) 1.0.3 by ben


Operation Sizzling Dragon

Author ben


SITUATION:


    Enemy:

        - An Olvana Peoples Army Tank Battalion is approaching from the East.

        - They are equipped with Type 96 tanks and Type 86 infantry fighting vehicles.  (T72B1 and BMP2)
       
        - Enemy Intent: Find and engage 2nd Tank regiment in order to prevent their further advance South.


    Own:

        - BRAVO Squadron 10x CV90/35.

        - A1 Platoon 4x Leopard 2A5A1-DK.


        Bravo 11 has just spotted an enemy column of Type 96 tanks and Type 86 infantry fighting vehicles marching West on route DEVIL!

        You have not yet been observed.


MISSION:

    Guard the East Flank of 2nd Regiment in order to prevent enemy disruption of their advance south on route KING.


EXECUTION:

    - At your discretion.

    - You may end the mission at any time once the Enemy attack has been repeled.


FIRE SUPPORT:

    - 4 tubes 120mm mortar:  54x HE, 15x SMK each.


SCORING:

    - Repel the Enemy Attack = 60%

    - Survival of your forces = 40%    (10% lost = 40%, 90% lost = 0%)


    Victory = 60%

    Major Victory = 80%
   









Dogs Of War Vehicles : (in mission)

Leopard 2A5A1-DK:
Click here

CV 90/35-DK:
Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: Operation Sizzling Dragon (4.379) 1.0.3
Created by: ben
Available at: https://www.steelbeasts.com/files/file/3191-defense-at-vollsjo/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: 360 minutes
Minimum number players: 2
Date: Wednesday Mission 5/8/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•    Complete at least 1 tutorial for Leopard 2A5 or CV 90/35-DK.
•    Working knowledge of Comms procedure.
•    HAVOC designated members and Red Alert.
•    Our goal is to have the DOW session more immersive and realistic.


Manning list:

B-66 CV 90/35-DK: Rinix

Leopard 2A5s
A-11:
A-12:
A-14: Oleg
A-13:

CV 90/35-DKs
B-11:
B-12:
B-14:

B-21: Oleg
B-22:
B-24:

B-31:
B-32:
B-34:


Any position:

#9
News / Announcements: SB Pro / CodeMeter Runtime 9.10 release...
Last post by Rinix - August 05, 2026, 12:44:36 AM
CodeMeter 9.10
Release Date: 2026-Aug-03
Operating Systems Windows, Linux, Mac OS X
Download Windows (174.32MB): Click Here

Info
Security vulnerability note

Under certain conditions, a local privilege escalation could occur in CodeMeter Runtime on Windows. This vulnerability has been fixed in CodeMeter Runtime 8.41a and CodeMeter Runtime 9.10. See also Security Advisory WIBU-103081 at https://www.wibu.com/en/support/security-advisories.html.

Under certain conditions, security vulnerabilities could occur in CodeMeter Runtime if CodeMeter was configured as a network server. These vulnerabilities have been fixed in CodeMeter Runtime 8.41a and CodeMeter Runtime 9.10. Only installations with the network server function enabled are affected. See also Security Advisory WIBU-103401 at https://www.wibu.com/en/support/security-advisories.html.


CodeMeter Installer (Windows) – CodeMeter 9.10 also supports Windows 10 64-bit again.

CodeMeter Runtime 9.10 again supports installation and use on 64-bit versions of Windows 10 in this version. This enables customers to continue operating existing Windows 10 64-bit environments with a current CodeMeter Runtime and feature level. Windows 10 64-bit is treated as a compatible platform in CodeMeter Runtime 9.10. Support is provided under the standard CodeMeter support conditions.
CodeMeter support does not replace operating system support by Microsoft. For 32-bit versions of Windows 10, CodeMeter 8.41 LTS remains the designated version. Customers who still require security and bug fix support for Windows 10 32-bit should use this version. For Windows 10 IoT 64-bit, two branches with different focus areas are available: CodeMeter Runtime 9.10 provides the more current Runtime and feature level. CodeMeter 8.41 LTS provides longer security and bug fix assurance for specific platforms, particularly for Windows 10 IoT until the support end of the respective Windows 10 IoT version (CmSetup-100328).

Features
CmRt-103601: CodeMeter License Server: The baseline CPU load on less powerful devices has been significantly reduced by a revised cryptographic integrity check. CPU demand was reduced by more than 80% while maintaining the same protection against manipulation of the CodeMeter runtime environment.

CmRt-103501: CodeMeter License Server: The maximum number of simultaneously active Cloud Credentials per CodeMeter instance has been increased from 16 to 300.
CmRt-102637: CodeMeter License Server: CmDongles with Prepared Level 7 are now detected and displayed accordingly. The restricted programming options of these CmDongles are taken into account in the programming tools.

CmRt-103344: CodeMeter License Server: The profiling switch 'NetworkServerConnectionCleanupDelay' now prevents a connection to a CodeMeter Server from being closed immediately after the last handle is closed. The connection is closed only after it has not been used for the configured time, for example 300 seconds.

CmRt-102772: CodeMeter License Server: The behavior when re-occupying StationShare licenses after a restart of the client service has been corrected. Even for licenses with a Linger Time, the previously used license is now again correctly assigned using the existing client ID.

CmRt-103438: CodeMeter License Server: After the Firm Access Counter has implicitly been set to 0 by a blocking sequence, for example triggered by a trap, CodeMeter License Server now logs additional diagnostic information in DetectionInfo.log. This includes the available client information, details about the user who opened the handle, and information about the Product Item used. Logging is also performed if the blocking operation was triggered locally on the server.

CmRt-101989: CodeMeter License Server: CodeMeter checks whether previously opened applications that are no longer running still have open handles and then closes them automatically. If the connection of the WibuCm-Dll to a CodeMeter Server is forwarded in a container, this is now detected automatically so that the handle is not released automatically.


Bug Fixes
CmRt-103286: CodeMeter License Server: For 'CmActLicenses' created with '8.40e' or earlier, 'UVD' entries could no longer be programmed after updating to '9.0'. This issue has been fixed.

CmRt-102791: CodeMeter License Server: In connection with License Borrowing, a sporadic crash could occur on Linux systems in isolated cases after borrowing or returning a license. The cause was a failed initialization that could subsequently lead to a null pointer access. This issue has been fixed.

CmRt-102576: CodeMeter License Server: Importing update files with UvD entries has been accelerated.

CmRt-103272: CodeMeter License Server: The order of related history items is now independent of their index, so that licenses no longer incorrectly remain in Return Transit status after the limit of 65535 has been reached.

CmRt-103175: CodeMeter License Server: If CodeMeter was configured as a network server and '::' was used as 'BindAddress', WibuCm could not connect to CodeMeter. This behavior has been fixed.

CmRt-102769: CodeMeter License Server: The error message for CmActLicense has been revised. If CodeMeter Runtime is not running as a system service on Windows, the correct message is now displayed, indicating that CodeMeter License Server must be run with administrative rights.

CmRt-102582: CodeMeter License Server: The API event WB302 is now correctly reported as COMMUNICATION FAILURE. The previous incorrect display as UNKNOWN has been fixed.

CmRt-102419: CodeMeter License Server: When using 'CmCheckEvents()' to monitor 'Server_Terminated', only the first termination event might be detected after a restart of CodeMeter. This behavior has been fixed.

CmRt-102992: CmActLicense Transfer: Binding CmActLicense with Runtime Extension in generic containers such as Docker is possible again.

CmRt-103593: CmLogger: The CmLogger Windows service sporadically crashed when it was stopped.

CmRt-102604: CodeMeter WebAdmin: After installing CodeMeter Runtime, CodeMeter WebAdmin could not be loaded successfully in the browser in isolated cases. This issue has been fixed.

CmRt-103252: CodeMeter WebAdmin: If multiple licenses with the same 'Product Code' and different 'Feature Map' were present in a 'CmCloudContainer', accesses in CodeMeter WebAdmin were not filtered with consideration of the 'Feature Map', and occupied entries were not assigned correctly. This behavior has been fixed.

CmRt-103415: CmCloud: Unnecessary queries from CodeMeter License Server to CmCloud for multiple occurrences of Product Codes in a CmCloudContainer are now omitted. This improves response time, particularly when latency to CmCloud is high.

CmRt-103426: CodeMeter Control Center: When importing an update file by dragging and dropping it onto CodeMeter Control Center, a dialog showing the result of the import is now displayed again. The previous behavior, where no further dialog appeared apart from a possible progress bar, has been fixed.

CmRt-101491: CodeMeter License Server: CodeMeter Control Center: During a 'FieldUpdate', a dialog box with an incorrect error message was displayed for error 97 (certificate error). The error text has been adjusted accordingly.

CmRt-103304: cmu: Double-clicking CmDust.exe now again creates a CmDust.log as expected. The previous behavior, where the program terminated immediately instead, has been fixed.

CmRt-103211: cmu: The display of the IP addresses to which binding is performed has been improved. In particular, when binding to multiple addresses, the addresses to which binding could actually be performed are now displayed.

CmRt-103050: cmu: When processing serial numbers in 'cmu', excessively long serial number values could result in incorrect display in error messages. This behavior has been fixed.

CmRt-102155: cmu: When processing serial numbers in cmu, very large mask bytes could lead to incorrect behavior. In some cases, incorrect serial numbers were displayed in error and information texts, and in individual cases a non-existent serial number was nevertheless used for write operations. The behavior has been corrected so that technically valid serial number ranges are now processed consistently and correctly.

CmRt-103242: WibuCmNET.dll: The .NET API for using Universal Data was missing the implementation of CmCryptEcies2. It is now available. An overloaded variant must be used for this purpose. The specific usage is available as an example.
#10
Histwar : Napoleonics by JMM / Re: Histwar : Napoleon Version...
Last post by Asid - August 05, 2026, 12:04:40 AM
Update 3rd August 2027

I've been working on SEO for the past couple of weeks.
It seems to be paying off... there are more visits to the HistWar site.
I'm getting back to work on the game.
First, I'm fixing a few errors in the current version:
- The HistDurenstein scenario is incorrect; you can fix it by changing Hist_HistDurenstein to Hist_Durenstein.
- There is an intermittent issue with the Haslach scenario.
Both of these bugs have been fixed.
I need to double-check unit reinforcements and their impact on corps orders.
Speaking of reinforcements—specifically corps reinforcements—I need to revise how the AI generates orders.
A patch is coming at the end of the week.



Mise à jour du 3 août 2027

Depuis une quinzaine de jours, je travaille sur le référencement.
Il semble que ce travail commence à porter ses fruits... plus de visites sur le site HistWar.
Je recommence à travailler sur le jeu.
Déjà corriger quelques erreurs de la version en cours:
-le scenario HistDurenstein est erroné: vous pouvez le corriger en changeant Hist_HistDurenstein en Hist_Durenstein
- il existe un problème aléatoire sur le scenario de Haslach.
Ces 2 bugs sont corrigés.
J'ai quelques vérifications à faire sur les renforts d'unités et leurs impacts sur les ordres de corps.
Toujours avec le renfort, mais renfort d'un corps : je dois revoir pour l'IA la génération des ordres.

Patch en fin de semaine.